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using Model.Economy;
using Model.Entity;
using Model.Types;
namespace Services.Immortal;
public class EconomyService : IEconomyService {
private List<EconomyModel> _economyOverTime = null!;
public List<EconomyModel> 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<EconomyModel>();
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;
}
}