Ejemplo n.º 1
0
    public float determineCanProduce(MyEnum.Goods good, Nation player)
    {
        Dictionary <string, float> costs = ProductionCosts.GetCosts(good);
        float bottleNeck    = 1000f;
        float nextComponent = 0.0f;
        float ratio;
        float materialMod = DetermineMaterialMod(player);

        foreach (string item in costs.Keys)
        {
            if (Enum.IsDefined(typeof(MyEnum.Goods), item))
            {
                MyEnum.Goods itemType = (MyEnum.Goods)System.
                                        Enum.Parse(typeof(MyEnum.Goods), item);
                nextComponent = player.getNumberGood(itemType) * materialMod;
                ratio         = nextComponent / costs[item];
            }
            else
            {
                MyEnum.Resources itemType = (MyEnum.Resources)System.
                                            Enum.Parse(typeof(MyEnum.Resources), item);
                nextComponent = player.getNumberResource(itemType) * materialMod;
                ratio         = nextComponent / costs[item];
            }
            if (ratio < bottleNeck)
            {
                bottleNeck = ratio;
            }
        }
        int value        = 0;
        int factoryLevel = getFactoryLevel(good);

        if (factoryLevel == 0)
        {
            value = 0;
        }
        if (factoryLevel == 1)
        {
            value = (int)Math.Min(4, bottleNeck);
        }
        if (factoryLevel == 2)
        {
            value = (int)Math.Min(8, bottleNeck);
        }
        float corruptionFactor    = PlayerCalculator.getCorruptionFactor(player);
        float industrialExpFactor = PlayerCalculator.getIndustrialExperienceFactor(player);

        /*Later additional modifiers will affect this including:
         * Corruptuon, happiness, management level, and perhaps some
         * technologies */
        value = (int)(value * corruptionFactor * industrialExpFactor);
        return(value);
    }
Ejemplo n.º 2
0
    public void  returnGoodsMaterial(MyEnum.Goods good, Nation player)
    {
        Dictionary <string, float> costs = ProductionCosts.GetCosts(good);

        foreach (string item in costs.Keys)
        {
            if (Enum.IsDefined(typeof(MyEnum.Goods), item))
            {
                MyEnum.Goods itemType = (MyEnum.Goods)System.
                                        Enum.Parse(typeof(MyEnum.Goods), item);
                player.collectGoods(itemType, costs[item]);
            }
            else
            {
                MyEnum.Resources itemType = (MyEnum.Resources)System.
                                            Enum.Parse(typeof(MyEnum.Resources), item);
                player.collectResource(itemType, costs[item]);
            }
        }
    }
Ejemplo n.º 3
0
    public void consumeGoodsMaterial(MyEnum.Goods good, Nation player)
    {
        Debug.Log("Consume materials for " + good.ToString());
        Dictionary <string, float> costs = ProductionCosts.GetCosts(good);

        foreach (string item in costs.Keys)
        {
            if (Enum.IsDefined(typeof(MyEnum.Goods), item))
            {
                MyEnum.Goods itemType = (MyEnum.Goods)System.
                                        Enum.Parse(typeof(MyEnum.Goods), item);
                player.consumeGoods(itemType, costs[item]);
            }
            else
            {
                MyEnum.Resources itemType = (MyEnum.Resources)System.
                                            Enum.Parse(typeof(MyEnum.Resources), item);
                player.consumeResource(itemType, costs[item]);
            }
        }
    }
Ejemplo n.º 4
0
    public void selectGoodType()

    {
        App    app        = UnityEngine.Object.FindObjectOfType <App>();
        int    humanIndex = app.GetHumanIndex();
        Nation player     = State.getNations()[humanIndex];
        string type       = button.name;

        goodImage.sprite = Resources.Load("FinishedGoods/" + type,
                                          typeof(Sprite)) as Sprite;
        MyEnum.Goods good = (MyEnum.Goods)System.
                            Enum.Parse(typeof(MyEnum.Goods), type);
        int factoryLevel = player.industry.getFactoryLevel(good);

        factoryLevelText.text = "Factory Level: " + factoryLevel;
        goodType = good;
        confirmBuild.GetComponent <ComfirmManufacture>().good    = good;
        upgradeButton.GetComponent <UpgradeFactoryButton>().good = good;
        int turn = State.turn;

        if (factoryLevel == 0)
        {
            productionLevelImage.sprite = Resources.Load("Sprites/workshop",
                                                         typeof(Sprite)) as Sprite;
        }
        if (factoryLevel == 1)
        {
            productionLevelImage.sprite = Resources.Load("Sprites/factorySmall",
                                                         typeof(Sprite)) as Sprite;
        }
        if (factoryLevel == 2)
        {
            productionLevelImage.sprite = Resources.Load("Sprites/FactoryBig") as Sprite;
        }

        bool upgradeCheck = player.industry.CheckIfCanUpgradeFactory(good);

        if (upgradeCheck == true)
        {
            Debug.Log("Can upgrade");
            upgradeButton.interactable = true;
        }
        else
        {
            Debug.Log("Cannot upgrade");
            upgradeButton.interactable = false;
        }


        inventory.text    = "Current Inventory: " + player.getNumberGood(good).ToString();
        currentPrice.text = "Current Price:       " + State.market.getPriceOfGood(good);
        Dictionary <string, float> inputString = ProductionCosts.GetCosts(good);
        string itemCosts = "";

        foreach (string item in inputString.Keys)
        {
            itemCosts = itemCosts + " " + item + " " + inputString[item].ToString() + ",";
        }
        itemCosts = itemCosts.Remove(itemCosts.Length - 1, turn);

        input.text = "Input: " + itemCosts;

        float ableToProduce = player.industry.determineCanProduce(good, player);

        canProduce.text = "Able to Produce: " + ableToProduce.ToString();
        slider.maxValue = (float)Math.Floor(ableToProduce);
        slider.value    = 0;
        Debug.Log("Max slider value: " + slider.maxValue);
        if (slider.maxValue >= 1)
        {
            slider.interactable = true;
        }
        confirmBuild.interactable = false;
    }