Exemple #1
0
 public float GetFossilsVolume()
 {
     if (extension == null)
     {
         return(0f);
     }
     else
     {
         return(extension.GetFossilsVolume());
     }
 }
Exemple #2
0
    public void CalculateOutput(float production, BlockExtension workObject, Storage storage)
    {
        if (workObject == null)
        {
            return;
        }
        ColonyController colony = GameMaster.realMaster.colonyController;
        int materialID          = workObject.materialID;

        if (workObject.GetFossilsVolume() > 0)
        {
            float v = Random.value - GameMaster.LUCK_COEFFICIENT;
            float m = 0;
            switch (materialID)
            {
            case ResourceType.STONE_ID:
                if (metalK_abundance >= v)
                {
                    m = metalK_abundance * production * (Random.value + 1 + GameMaster.LUCK_COEFFICIENT);
                    storage.AddResource(ResourceType.metal_K_ore, m); production -= m;
                }
                if (metalM_abundance >= v)
                {
                    m = metalM_abundance * production * (Random.value + 1 + GameMaster.LUCK_COEFFICIENT);
                    storage.AddResource(ResourceType.metal_M_ore, m); production -= m;
                }
                if (metalE_abundance >= v)
                {
                    m = metalE_abundance * production * (Random.value + 1 + GameMaster.LUCK_COEFFICIENT);
                    storage.AddResource(ResourceType.metal_E_ore, m); production -= m;
                }
                if (metalN_abundance >= v)
                {
                    m = metalN_abundance * production * (Random.value + 1 + GameMaster.LUCK_COEFFICIENT);
                    storage.AddResource(ResourceType.metal_N_ore, m); production -= m;
                }
                if (metalP_abundance >= v)
                {
                    m = metalP_abundance * production * (Random.value + 1 + GameMaster.LUCK_COEFFICIENT);
                    storage.AddResource(ResourceType.metal_P_ore, m); production -= m;
                }
                if (metalS_abundance >= v)
                {
                    m = metalS_abundance * production * (Random.value + 1 + GameMaster.LUCK_COEFFICIENT);
                    storage.AddResource(ResourceType.metal_S_ore, m); production -= m;
                }
                if (mineralF_abundance >= v)
                {
                    m = mineralF_abundance * production * (Random.value + 1 + GameMaster.LUCK_COEFFICIENT);
                    storage.AddResource(ResourceType.mineral_F, m); production -= m;
                }
                if (mineralL_abundance >= v)
                {
                    m = mineralL_abundance * production * (Random.value + 1 + GameMaster.LUCK_COEFFICIENT);
                    storage.AddResource(ResourceType.mineral_L, m); production -= m;
                }
                if (production > 0)
                {
                    colony.storage.AddResource(ResourceType.Stone, production);
                }
                break;

            case ResourceType.DIRT_ID:
                if (metalK_abundance >= v)
                {
                    m = metalK_abundance / 2f * production * (Random.value + 1 + GameMaster.LUCK_COEFFICIENT);
                    colony.storage.AddResource(ResourceType.metal_K_ore, m); production -= m;
                }
                if (metalP_abundance >= v)
                {
                    m = metalP_abundance / 2f * production * (Random.value + 1 + GameMaster.LUCK_COEFFICIENT);
                    colony.storage.AddResource(ResourceType.metal_P, m); production -= m;
                }
                if (mineralL_abundance >= v)
                {
                    m = mineralL_abundance / 2f * production * (Random.value + 1 + GameMaster.LUCK_COEFFICIENT);
                    colony.storage.AddResource(ResourceType.mineral_L, m); production -= m;
                }
                if (production > 0)
                {
                    colony.storage.AddResource(ResourceType.Dirt, production);
                }
                break;

            default:
                colony.storage.AddResource(ResourceType.GetResourceTypeById(materialID), production);
                break;
            }
            workObject.TakeFossilsVolume(production);
        }
        else           // no fossils
        {
            colony.storage.AddResource(ResourceType.GetResourceTypeById(materialID), production);
        }
    }