Exemple #1
0
    protected override void Execute(List <GameEntity> entities)
    {
        GameEntity[] niches = Markets.GetNiches(gameContext);

        foreach (var niche in niches)
        {
            Markets.FillMarket(niche, gameContext);
        }
    }
Exemple #2
0
    void MockySimulation(int skipDays, GameContext GameContext)
    {
        var markets    = Markets.GetNiches(GameContext);
        var skipMonths = skipDays / 30;

        var date = ScheduleUtils.GetCurrentDate(GameContext);
        List <NicheType> activatedMarkets = new List <NicheType>();

        // simulate market development
        foreach (var m in markets)
        {
            var spawnTime = m.nicheLifecycle.OpenDate;

            var monthsOfWork = (date - spawnTime) / 30;
            var accumulator  = monthsOfWork;

            // niche state promotion

            while (accumulator > 0)
            {
                Markets.PromoteNicheState(m);
                accumulator -= Markets.GetNicheDuration(m);
            }

            // filling with companies
            var amountOfCompanies = UnityEngine.Random.Range(0, monthsOfWork / 12);

            for (var i = 0; i < amountOfCompanies; i++)
            {
                Markets.FillMarket(m, GameContext);
            }

            var costs    = m.nicheCosts;
            var isMockup = costs.AcquisitionCost == 1 && costs.Audience == 1 && costs.BaseIncome == 1 && costs.TechCost == 1;
            if (!isMockup)
            {
                activatedMarkets.Add(m.niche.NicheType);
            }
        }

        Debug.Log("Mocky simulation: simulated markets");

        // simulate products

        var products = Companies.GetProductCompanies(GameContext);

        foreach (var p in products)
        {
            var niche     = Markets.Get(GameContext, p.product.Niche);
            var spawnTime = niche.nicheLifecycle.OpenDate;

            var monthsOfWork = (date - spawnTime) / 30;
            //Debug.Log($"Market={p.product.Niche}  Date: " + date + " openDate " + spawnTime + "  monthsOfWork = " + monthsOfWork);

            if (monthsOfWork < 0)
            {
                monthsOfWork = 0;
            }
        }

        Debug.Log("Mocky simulation: simulated product");

        //PrintMarketData(markets, activatedMarkets);
    }
    void MockySimulation(int skipDays)
    {
        var markets    = Markets.GetNiches(GameContext);
        var skipMonths = skipDays / 30;

        var date = ScheduleUtils.GetCurrentDate(GameContext);
        List <NicheType> activatedMarkets = new List <NicheType>();

        Debug.Log("Mocky simulation: simulate market development");

        // simulate market development
        foreach (var m in markets)
        {
            var spawnTime = m.nicheLifecycle.OpenDate;

            var monthsOfWork = (date - spawnTime) / 30;
            var accumulator  = monthsOfWork;

            // niche state promotion
            var profile = m.nicheBaseProfile.Profile;

            while (accumulator > 0)
            {
                Debug.Log("while");
                Markets.PromoteNicheState(m);
                accumulator -= Markets.GetNicheDuration(m);
            }



            // filling with companies
            var amountOfCompanies = UnityEngine.Random.Range(0, monthsOfWork / 12);

            for (var i = 0; i < amountOfCompanies; i++)
            {
                Markets.FillMarket(m, GameContext);
            }

            var costs    = m.nicheCosts;
            var isMockup = costs.AcquisitionCost == 1 && costs.Audience == 1 && costs.BaseIncome == 1 && costs.TechCost == 1;
            if (!isMockup)
            {
                activatedMarkets.Add(m.niche.NicheType);
            }
        }

        Debug.Log("Mocky simulation: simulate product development");
        // simulate products


        var products = Companies.GetProductCompanies(GameContext);

        foreach (var p in products)
        {
            var niche     = Markets.GetNiche(GameContext, p.product.Niche);
            var spawnTime = niche.nicheLifecycle.OpenDate;

            var monthsOfWork = (date - spawnTime) / 30;
            //Debug.Log($"Market={p.product.Niche}  Date: " + date + " openDate " + spawnTime + "  monthsOfWork = " + monthsOfWork);

            if (monthsOfWork < 0)
            {
                monthsOfWork = 0;
            }

            // set concepts
            var iterationTime = Products.GetBaseIterationTime(niche);

            var concept     = monthsOfWork * 30 / iterationTime;
            var randConcept = 1 + UnityEngine.Random.Range(0, concept);

            //for (var i = 0; i < randConcept; i++)
            //    Products.UpdgradeProduct(p, GameContext, true);

            // set brands
            // commented, because UpgradeProduct already adds brand powers
            //var brand = Mathf.Clamp(UnityEngine.Random.Range(0, monthsOfWork / 2), 0, 35);
            //MarketingUtils.AddBrandPower(p, brand);

            // set clients
            //var flow = (float) MarketingUtils.GetClientFlow(GameContext, p.product.Niche);
            ////var clients = monthsOfWork * flow * UnityEngine.Random.Range(0.5f, 1.5f);
            //var growth = 1.03f;
            //var clients = MarketingUtils.GetClients(p) * Mathf.Pow(growth, monthsOfWork);

            //MarketingUtils.AddClients(p, (long)clients);
        }

        Dictionary <int, int> years = new Dictionary <int, int>();

        foreach (var m in markets)
        {
            var openDate = ScheduleUtils.GetYearOf(m.nicheLifecycle.OpenDate);

            if (years.ContainsKey(openDate))
            {
                years[openDate]++;
            }
            else
            {
                years[openDate] = 1;
            }
        }

        var pre2000markets  = 0;
        var post2000markets = 0;

        foreach (var m in years.OrderBy(p => p.Key))
        {
            var year   = m.Key;
            var amount = m.Value;

            if (year < 2000)
            {
                pre2000markets += amount;
            }
            else
            {
                post2000markets += amount;
            }

            Debug.Log($"Year {m.Key}: {m.Value} markets");
        }

        Debug.Log("Pre 2000 markets: " + pre2000markets);
        Debug.Log("Post 2000 markets: " + post2000markets);

        List <NicheType> list         = new List <NicheType>();
        List <NicheType> notActivated = new List <NicheType>();


        foreach (NicheType n in (NicheType[])Enum.GetValues(typeof(NicheType)))
        {
            if (Enums.GetFormattedNicheName(n) == n.ToString())
            {
                list.Add(n);
            }

            if (!activatedMarkets.Contains(n))
            {
                notActivated.Add(n);
            }
        }

        if (list.Count != 0)
        {
            Debug.Log(list.Count + " markets need to be described: " + string.Join(",", list));
        }

        if (notActivated.Count != 0)
        {
            Debug.Log(notActivated.Count + " markets need to be activated: " + string.Join(",", notActivated));
        }
    }