163 lines
6.4 KiB
C#
163 lines
6.4 KiB
C#
using System;
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using Splat;
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namespace StarsAssistant.Services;
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public class GameEngine
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{
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/// <summary>
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/// Helper reference to the Game, populated during service registration for the
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/// loaded game.
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/// </summary>
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// TODO: check for better options here.
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public static Game Game { get; set; } = null!;
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/// <summary>
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/// Minimum effective value of a planet for purposes of maximum population etc.
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/// </summary>
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public const int MinEffectiveValue = 5;
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/// <summary>
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/// Normalize a planet value for minimum effetive value.
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/// </summary>
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/// <param name="value">Real planet value</param>
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/// <returns>Effective plante value</returns>
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public static int EffectivePlanetValue(int value) => (value < MinEffectiveValue) ? MinEffectiveValue : value;
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/// <summary>
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/// Compute the maximum regular (non-overcrowded) population on a planet for the active player.
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/// </summary>
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/// <param name="value">Real planet value</param>
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/// <returns>effective maximum population</returns>
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public static int MaxPopOnPlanetForPlayer(int value) => Game.Player.MaxPopOnPlanet * EffectivePlanetValue(value) / 100;
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/// <summary>
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/// Compute population growth for player planets.
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/// </summary>
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/// <param name="currentPop">Current population on planet</param>
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/// <param name="value">Real planet value</param>
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/// <returns>population growth per turn</returns>
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public static int PlanetPopGrowthForPlayer(int currentPop, int value)
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{
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int maxPop = MaxPopOnPlanetForPlayer(value);
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int growth;
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if (value < 0)
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{
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growth = currentPop * value / 10;
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}
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else
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{
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double popRatio = currentPop / maxPop;
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if (popRatio <= 0.25)
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growth = currentPop * value * Game.Player.GrowthRatePercent / 100;
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else if (popRatio <= 1)
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growth = currentPop * value * Game.Player.GrowthRatePercent /100 * 16 / 9 * ((int) Math.Pow(1 - popRatio, 2));
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else
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growth = (int) (currentPop * (popRatio - 1) * 0.04);
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}
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// round to nearest 100
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return growth / 100 * 100;
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}
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/// <summary>
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/// Returns the maximum operable factories on a given player planet for a given value.
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/// </summary>
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/// <param name="currentPop">Population on planet</param>
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/// <param name="value">Real planet value</param>
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/// <returns>Maximum operable factories for currentPop</returns>
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public static int MaxOperableFactoriesForPlayer(int currentPop, int value)
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{
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int effectivePop = Math.Min(currentPop, MaxPopOnPlanetForPlayer(value));
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double tmp = (double) effectivePop / 10000 * Game.Player.FactoryNumberPer10k;
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return (int) tmp;
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}
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/// <summary>
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/// Maximum buildable factories on a player planet with a given value.
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/// </summary>
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/// <param name="value">Real Planet Value</param>
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/// <returns>Maximum buildable factories</returns>
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public static int MaxBuildableFactoriesForPlayer(int value)
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{
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double tmp = (double) MaxPopOnPlanetForPlayer(value) / 10000 * Game.Player.FactoryNumberPer10k;
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return (int) tmp;
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}
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/// <summary>
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/// Returns the maximum operable mines on a given player planet for a given value.
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/// </summary>
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/// <param name="currentPop">Population on planet</param>
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/// <param name="value">Real planet value</param>
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/// <returns>Maximum operable mines for currentPop</returns>
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public static int MaxOperableMinesForPlayer(int currentPop, int value)
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{
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int effectivePop = Math.Min(currentPop, MaxPopOnPlanetForPlayer(value));
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double tmp = (double) effectivePop / 10000 * Game.Player.MineNumberPer10k;
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return (int) tmp;
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}
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/// <summary>
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/// Maximum buildable factories on a player planet with a given value.
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/// </summary>
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/// <param name="value">Real Planet Value</param>
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/// <returns>Maximum buildable factories</returns>
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public static int MaxBuildableMinesForPlayer(int value)
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{
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double tmp = (double) MaxPopOnPlanetForPlayer(value) / 10000 * Game.Player.MineNumberPer10k;
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return (int) tmp;
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}
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/// <summary>
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/// Ressources produced by population on a player planet with a given value. Takes
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/// less effective overcrowding pop into account.
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/// </summary>
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/// <param name="currentPop">Current planetary population</param>
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/// <param name="value">Real planet value</param>
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/// <returns>Resources generated by populationa</returns>
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public static int ResourcesFromPopForPlayer(int currentPop, int value)
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{
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if (Game.Player.ColonistsPerResource == 0)
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return 0;
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int maxPop = MaxPopOnPlanetForPlayer(value);
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int popFullEfficiency;
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int popHalfEfficiency;
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if (currentPop <= maxPop) {
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popHalfEfficiency = 0;
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popFullEfficiency = currentPop;
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}
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else if (currentPop <= 3 * maxPop) {
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popFullEfficiency = maxPop;
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popHalfEfficiency = currentPop - maxPop;
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}
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else {
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popFullEfficiency = maxPop;
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popHalfEfficiency = 2 * maxPop;
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}
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int popEffective = popFullEfficiency + (popHalfEfficiency / 2);
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return popEffective / Services.Game.Player.ColonistsPerResource;
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}
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/// <summary>
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/// Ressources generated by factories on a player planet for a given value an
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/// population. Takes maximum operable factories into account.
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/// </summary>
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/// <param name="currentPop">Current planetary population</param>
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/// <param name="factories">Number of factories built</param>
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/// <param name="value">Real planet value</param>
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/// <returns>Resources generated by factories</returns>
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public static int ResourcesFromFactForPlayer(int currentPop, int factories, int value)
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{
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int maxPop = MaxPopOnPlanetForPlayer(value);
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int effectivePop = Math.Min(currentPop, maxPop);
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double tmp = (double) effectivePop / 10000 * Game.Player.FactoryNumberPer10k;
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int maxOperableFactories = (int) tmp;
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int operableFactories = Math.Min(factories, maxOperableFactories);
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tmp = (double) operableFactories / 10 * Services.Game.Player.FactoryResPer10;
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return (int) tmp;
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}
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}
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