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MaterialState.cs
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MaterialState.cs
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using System;
using System.Collections.Generic;
using System.Linq;
namespace NGUIndustriesInjector
{
class MaterialState
{
private const int WANT_SECONDS = 3600 * 10;
private static List<MaterialState> allMaterials;
private static Player player;
private static TrackerController tracker;
private readonly MaterialData materialData;
private readonly BuildingProperties properties;
internal BuildingType BuildingType { get; }
internal int BuildingId { get; set; }
internal int BuildNumber { get; set; }
internal int BuildPercent { get; set; }
private Func<MaterialState, bool> DeleteFunction;
internal MaterialState(BuildingType buildingType)
{
this.BuildingType = buildingType;
this.BuildingId = (int)buildingType;
this.materialData = player.materials.materials[BuildingId];
this.properties = tracker.buildingProperties.properties[BuildingId];
}
internal static void SetState(List<MaterialState> allMaterials, Player player)
{
MaterialState.allMaterials = allMaterials;
MaterialState.player = player;
tracker = player.factoryController.tracker;
}
internal bool Unlocked
{
get => materialData.unlocked;
}
internal long Amount
{
get => materialData.amount;
}
internal double Gain
{
get => tracker.theoreticalGainLoss[BuildingId];
}
internal double BaseTime
{
get => properties.baseTime;
}
internal double MinTime
{
get => properties.minTime;
}
internal double PerSecond
{
get => materialData.largestProduction / properties.baseTime;
}
internal int BuildingCount
{
get => tracker.buildingCounts[BuildingId];
}
internal string Name
{
get => properties.name;
}
internal bool IsJuice
{
get => Name.Contains("Juice");
}
internal double ShouldHave
{
get
{
//var prio = Main.Settings.PriorityBuildings.Find(b => (int)b.x == BuildingId);
//if (prio != null)
// return prio.y;
return PerSecond * WANT_SECONDS;
}
}
internal double HavePercent
{
get
{
if (ShouldHave > 0)
return Amount / ShouldHave * 100;
return 0;
}
}
internal List<BuildingType> ToDelete
{
get
{
var data = from entry in allMaterials where entry.BuildingCount > 0 && DeleteFunction.Invoke(entry) select entry.BuildingType;
return data.ToList();
}
}
internal void CalculateState()
{
BuildNumber = 0;
BuildPercent = 0;
if (materialData.goneInfinite)
{
DeleteFunction = other => true;
return;
}
DeleteFunction = other => other.HavePercent > BuildPercent && other.BuildNumber == 0;
Main.Log($"{this}: Calculating");
if (!Unlocked)
return;
if (PerSecond <= 0)
return;
if (Main.Settings.FactoryDontStarve && HavePercent < 10 && Gain < 0)
{
BuildNumber = -(int)(Gain / PerSecond / Math.Max(1, HavePercent));
BuildNumber = Math.Max(1, Math.Min(BuildNumber, 30));
BuildPercent = 5;
DeleteFunction = other => (other.HavePercent > BuildPercent && other.Gain - other.PerSecond > 0) || other.HavePercent > 20;
Main.Log($"{this}: Adding DONT STARVE to SET < 10% and gain < 0 to build {BuildNumber}");
return;
}
var prio = Main.Settings.PriorityBuildings.Find(b => b.Type == BuildingType);
if (prio != null && prio.Type == BuildingType)
{
var needed = prio.Want;
Main.Log($"{this}: Is on prio list with needed {needed}");
if (needed > Amount)
{
BuildNumber = 1;
BuildPercent = 100;
Main.Log($"{this}: Adding PRIO MODE build neede {needed} > have {Amount}");
return;
}
}
if (Main.Settings.FactoryBuildStandard)
{
if (HavePercent < 10 && BuildingCount < 3)
{
BuildNumber = 1;
BuildPercent = 200;
Main.Log($"{this}: Adding BUILD STANDARD to SET < 10% and less than 3 instances");
return;
}
else if (HavePercent < 1)
{
BuildNumber = 1;
BuildPercent = 200;
Main.Log($"{this}: Adding BUILD STANDARD to SET < 1%");
return;
}
else if (HavePercent < 100 && Gain <= 0)
{
BuildNumber = 1;
BuildPercent = 200;
Main.Log($"{this}: Adding BUILD STANDARD to SET < 100% and gain <= 0");
return;
}
}
}
public override string ToString()
{
return $"[{BuildingId} {Name}: {ShouldHave} % {HavePercent} build {BuildNumber} on % {BuildPercent}]";
}
}
}