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using System;
using System.Collections.Generic;
using System.Linq;
using Model.Immortal.BuildOrders;
using Model.Immortal.Entity;
using Model.Immortal.Types;
namespace Model.Immortal.Economy;
public class EconomyOverTimeModel {
public List<EconomyModel> EconomyOverTime { get; set; } = new();
public void Calculate(BuildOrderModel buildOrder, int timing, int fromInterval) {
if (EconomyOverTime == null) {
EconomyOverTime = new List<EconomyModel>();
for (var interval = 0; interval < timing; interval++)
EconomyOverTime.Add(new EconomyModel { Interval = interval });
}
if (EconomyOverTime.Count > timing) EconomyOverTime.RemoveRange(timing, EconomyOverTime.Count - timing);
while (EconomyOverTime.Count < timing)
EconomyOverTime.Add(new EconomyModel { Interval = EconomyOverTime.Count - 1 });
for (var interval = fromInterval; interval < timing; interval++) {
var economyAtSecond = EconomyOverTime[interval];
if (interval > 0) {
economyAtSecond.Alloy = EconomyOverTime[interval - 1].Alloy;
economyAtSecond.Ether = EconomyOverTime[interval - 1].Ether;
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
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;
var finishedAt = interval + production.BuildTime;
if (production.RequiresWorker) economyAtSecond.BusyWorkerCount += 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;
}
}
}
}