Start of considering depleted values for Raw Ether surges and bases
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@@ -42,6 +42,26 @@
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}
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}
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</div>
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<div>
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<div>Depleted</div>
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//TODO WIP
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@foreach (var ordersAtTime in buildOrderService.CompletedOrders.Reverse())
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{
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foreach (var order in ordersAtTime.Value)
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{
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<div>
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@ordersAtTime.Key | T @Interval.ToTime(ordersAtTime.Key)
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</div>
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<div>
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@order.Info().Name
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</div>
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<br/>
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}
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}
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</div>
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</div>
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@@ -25,6 +25,7 @@ public class BuildOrderModel
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public int CurrentSupplyUsed { get; set; } = 0;
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public Dictionary<int, List<EntityModel>> StartedOrders { get; set; } = new();
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public Dictionary<int, List<EntityModel>> CompletedOrders { get; set; } = new();
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public Dictionary<int, List<EntityModel>> DepletedOrders { get; set; } = new();
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public Dictionary<string, int> UniqueCompletedTimes { get; set; } = new();
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public Dictionary<string, int> UniqueCompletedCount { get; set; } = new();
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public Dictionary<int, int> SupplyCountTimes { get; set; } = new();
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@@ -284,6 +284,7 @@ public interface IBuildOrderService
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{
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public Dictionary<int, List<EntityModel>> StartedOrders { get; }
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public Dictionary<int, List<EntityModel>> CompletedOrders { get; }
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public Dictionary<int, List<EntityModel>> DepletedOrders { get; }
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public Dictionary<string, int> UniqueCompletedTimes { get; }
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public Dictionary<int, int> SupplyCountTimes { get; }
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@@ -30,6 +30,7 @@ public class BuildOrderService : IBuildOrderService
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public Dictionary<int, List<EntityModel>> StartedOrders => _buildOrder.StartedOrders;
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public Dictionary<int, List<EntityModel>> CompletedOrders => _buildOrder.CompletedOrders;
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public Dictionary<int, List<EntityModel>> DepletedOrders => _buildOrder.DepletedOrders;
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public Dictionary<string, int> UniqueCompletedTimes => _buildOrder.UniqueCompletedTimes;
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public Dictionary<int, int> SupplyCountTimes => _buildOrder.SupplyCountTimes;
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@@ -169,7 +169,7 @@ public class EconomyService : IEconomyService
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var usedWorkers = Math.Min(harvesterPoint.Slots, freeWorkers);
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economyAtSecond.Alloy += harvesterPoint.HarvestedPerInterval * usedWorkers;
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economyAtSecond.AlloyIncome += harvesterPoint.HarvestedPerInterval * usedWorkers;
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freeWorkers -= usedWorkers;
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if (usedWorkers < harvesterPoint.Slots) workersNeeded += 1;
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