using Model.Economy; using Model.Entity; using Model.Types; namespace Services.Immortal; public class EconomyService : IEconomyService { private List _economyOverTime = null!; public List GetOverTime() { return _economyOverTime; } public void Subscribe(Action action) { onChange += action; } public void Unsubscribe(Action action) { onChange -= action; } public void Calculate(IBuildOrderService buildOrder, ITimingService timing, int fromInterval) { //TODO Break all this up if (_economyOverTime == null) { _economyOverTime = new List(); for (var interval = 0; interval < timing.GetTiming(); interval++) _economyOverTime.Add(new EconomyModel { Interval = interval }); } if (_economyOverTime.Count > timing.GetTiming()) _economyOverTime.RemoveRange(timing.GetTiming(), _economyOverTime.Count - timing.GetTiming()); while (_economyOverTime.Count < timing.GetTiming()) _economyOverTime.Add(new EconomyModel { Interval = _economyOverTime.Count - 1 }); for (var interval = fromInterval; interval < timing.GetTiming(); interval++) { var economyAtSecond = _economyOverTime[interval]; if (interval > 0) { economyAtSecond.Alloy = _economyOverTime[interval - 1].Alloy; economyAtSecond.Ether = _economyOverTime[interval - 1].Ether; economyAtSecond.Pyre = _economyOverTime[interval - 1].Pyre; economyAtSecond.WorkerCount = _economyOverTime[interval - 1].WorkerCount; economyAtSecond.BusyWorkerCount = _economyOverTime[interval - 1].BusyWorkerCount; economyAtSecond.CreatingWorkerCount = _economyOverTime[interval - 1].CreatingWorkerCount; economyAtSecond.Harvesters = _economyOverTime[interval - 1].Harvesters.ToList(); economyAtSecond.CreatingWorkerDelays = _economyOverTime[interval - 1].CreatingWorkerDelays.ToList(); } economyAtSecond.Interval = interval; // Add funds float freeWorkers = economyAtSecond.WorkerCount - economyAtSecond.BusyWorkerCount; var workersNeeded = 0; economyAtSecond.Harvesters = (from harvester in buildOrder.GetHarvestersCompletedBefore(interval) select harvester).ToList(); // Add funds economyAtSecond.Pyre += 1; // Add funds foreach (var entity in economyAtSecond.Harvesters) { var harvester = entity.Harvest(); if (harvester.RequiresWorker) if (harvester.Resource == ResourceType.Alloy) { var usedWorkers = Math.Min(harvester.Slots, freeWorkers); economyAtSecond.Alloy += harvester.HarvestedPerInterval * usedWorkers; freeWorkers -= usedWorkers; if (usedWorkers < harvester.Slots) workersNeeded += 1; } if (harvester.RequiresWorker == false) { if (harvester.Resource == ResourceType.Ether) economyAtSecond.Ether += harvester.HarvestedPerInterval * harvester.Slots; if (harvester.Resource == ResourceType.Alloy) economyAtSecond.Alloy += harvester.HarvestedPerInterval * harvester.Slots; } } // Create new worker if (economyAtSecond.CreatingWorkerCount > 0) for (var i = 0; i < economyAtSecond.CreatingWorkerDelays.Count; i++) if (economyAtSecond.CreatingWorkerDelays[i] > 0) { if (economyAtSecond.Alloy > 2.5f) { economyAtSecond.Alloy -= 2.5f; economyAtSecond.CreatingWorkerDelays[i]--; } } else { economyAtSecond.CreatingWorkerCount -= 1; economyAtSecond.WorkerCount += 1; economyAtSecond.CreatingWorkerDelays.Remove(i); i--; } if (workersNeeded > economyAtSecond.CreatingWorkerCount) { economyAtSecond.CreatingWorkerCount += 1; economyAtSecond.CreatingWorkerDelays.Add(50); } // Remove Funds from Build Order var ordersAtTime = buildOrder.GetOrdersAt(interval); foreach (var order in ordersAtTime) { var foundEntity = EntityModel.GetDictionary()[order.DataType]; var production = foundEntity.Production(); if (production != null) { economyAtSecond.Alloy -= production.Alloy; economyAtSecond.Ether -= production.Ether; economyAtSecond.Pyre -= production.Pyre; var finishedAt = interval + production.BuildTime; if (production.RequiresWorker) economyAtSecond.BusyWorkerCount += 1; if (production.ConsumesWorker) economyAtSecond.WorkerCount -= 1; } } // Handle new entities var completedAtInterval = buildOrder.GetCompletedAt(interval); foreach (var newEntity in completedAtInterval) { var harvest = newEntity; if (harvest != null) economyAtSecond.Harvesters.Add(harvest); var production = newEntity.Production(); if (production != null && production.RequiresWorker) economyAtSecond.BusyWorkerCount -= 1; } } NotifyDataChanged(); } public EconomyModel GetEconomy(int atInterval) { return _economyOverTime[atInterval]; } private event Action onChange = null!; private void NotifyDataChanged() { onChange?.Invoke(); } public Action OnChange() { return onChange; } }