Gold and Science breakdowns are now much more detailed

This commit is contained in:
Yair Morgenstern
2019-09-15 18:52:40 +03:00
parent b038e926a4
commit 479b751cb3
2 changed files with 49 additions and 28 deletions

View File

@ -20,6 +20,11 @@ class CityStats {
var baseStatList = LinkedHashMap<String, Stats>()
@Transient
var statPercentBonusList = LinkedHashMap<String, Stats>()
// Computed from baseStatList and statPercentBonusList - this is so the players can see a breakdown
@Transient
var finalStatList = LinkedHashMap<String, Stats>()
@Transient
var happinessList = LinkedHashMap<String, Float>()
@Transient
@ -383,26 +388,38 @@ class CityStats {
updateBaseStatList()
updateStatPercentBonusList()
val newCurrentCityStats = Stats() // again, we don't edit the existing currentCityStats directly, in order to avoid concurrency exceptions
for(stat in baseStatList.values) newCurrentCityStats.add(stat)
updateFinalStatList() // again, we don't edit the existing currentCityStats directly, in order to avoid concurrency exceptions
val newCurrentCityStats = Stats()
for(stat in finalStatList.values) newCurrentCityStats.add(stat)
currentCityStats = newCurrentCityStats
cityInfo.civInfo.updateStatsForNextTurn()
}
private fun updateFinalStatList(){
val newFinalStatList = LinkedHashMap<String, Stats>() // again, we don't edit the existing currentCityStats directly, in order to avoid concurrency exceptions
for (entry in baseStatList)
newFinalStatList[entry.key] = entry.value
val statPercentBonusesSum = Stats()
for(bonus in statPercentBonusList.values) statPercentBonusesSum.add(bonus)
for (bonus in statPercentBonusList.values) statPercentBonusesSum.add(bonus)
for (entry in newFinalStatList.values)
entry.production *= 1 + statPercentBonusesSum.production / 100
newCurrentCityStats.production *= 1 + statPercentBonusesSum.production / 100
val statsFromProduction = getStatsFromProduction(newCurrentCityStats.production)
newCurrentCityStats.add(statsFromProduction)
baseStatList = LinkedHashMap(baseStatList).apply { put("Construction",statsFromProduction) } // concurrency-safe addition
newCurrentCityStats.gold *= 1 + statPercentBonusesSum.gold / 100
newCurrentCityStats.science *= 1 + statPercentBonusesSum.science / 100
newCurrentCityStats.culture *= 1 + statPercentBonusesSum.culture / 100
val statsFromProduction = getStatsFromProduction(newFinalStatList.values.map { it.production }.sum())
baseStatList = LinkedHashMap(baseStatList).apply { put("Construction", statsFromProduction) } // concurrency-safe addition
newFinalStatList["Construction"] = statsFromProduction
val isUnhappy = cityInfo.civInfo.getHappiness() < 0
if (!isUnhappy) // Regular food bonus revoked when unhappy per https://forums.civfanatics.com/resources/complete-guide-to-happiness-vanilla.25584/
newCurrentCityStats.food *= 1 + statPercentBonusesSum.food / 100
for (entry in newFinalStatList.values) {
entry.gold *= 1 + statPercentBonusesSum.gold / 100
entry.science *= 1 + statPercentBonusesSum.science / 100
entry.culture *= 1 + statPercentBonusesSum.culture / 100
if (!isUnhappy) entry.food *= 1 + statPercentBonusesSum.food / 100 // Regular food bonus revoked when unhappy per https://forums.civfanatics.com/resources/complete-guide-to-happiness-vanilla.25584/
}
//
/* Okay, food calculation is complicated.
@ -414,29 +431,32 @@ class CityStats {
*/
updateFoodEaten()
newCurrentCityStats.food -= foodEaten
newFinalStatList["Population"]!!.food -= foodEaten
if (isUnhappy && newCurrentCityStats.food > 0) { // Reduce excess food to 1/4 per the same
val foodReducedByUnhappiness = Stats().add(Stat.Food,newCurrentCityStats.food * (-3/4f))
var totalFood = newFinalStatList.values.map { it.food }.sum()
if (isUnhappy && totalFood > 0) { // Reduce excess food to 1/4 per the same
val foodReducedByUnhappiness = Stats().apply { food = totalFood * (-3 / 4f) }
baseStatList = LinkedHashMap(baseStatList).apply { put("Unhappiness", foodReducedByUnhappiness) } // concurrency-safe addition
newCurrentCityStats.add(foodReducedByUnhappiness)
newFinalStatList["Unhappiness"] = foodReducedByUnhappiness
}
totalFood = newFinalStatList.values.map { it.food }.sum() // recalculate because of previous change
// Since growth bonuses are special, (applied afterwards) they will be displayed separately in the user interface as well.
val foodFromGrowthBonuses = getGrowthBonusFromPolicies() * newCurrentCityStats.food
newCurrentCityStats.food += foodFromGrowthBonuses
val foodFromGrowthBonuses = getGrowthBonusFromPolicies() * totalFood
newFinalStatList["Policies"]!!.food += foodFromGrowthBonuses
// Same here - will have a different UI display.
val buildingsMaintenance = cityInfo.cityConstructions.getMaintenanceCosts() // this is AFTER the bonus calculation!
newCurrentCityStats.gold -= buildingsMaintenance
if(newCurrentCityStats.production<1) newCurrentCityStats.production=1f
newFinalStatList["Maintenance"] = Stats().apply { gold -= buildingsMaintenance }
if (cityInfo.resistanceCounter > 0)
currentCityStats = Stats().add(Stat.Production,1f) // You get nothing, Jon Snow
else currentCityStats = newCurrentCityStats
newFinalStatList.clear() // NOPE
cityInfo.civInfo.updateStatsForNextTurn()
if (newFinalStatList.values.map { it.production }.sum() < 1) // Minimum production for things to progress
newFinalStatList["Production"] = Stats().apply { production += 1 }
finalStatList = newFinalStatList
}
private fun updateFoodEaten() {

View File

@ -54,8 +54,9 @@ class CivInfoStats(val civInfo: CivilizationInfo){
fun getStatMapForNextTurn(): HashMap<String, Stats> {
val statMap = StatMap()
for (city in civInfo.cities){
statMap.add("Cities",city.cityStats.currentCityStats)
for (city in civInfo.cities) {
for (entry in city.cityStats.finalStatList)
statMap.add(entry.key, entry.value)
}
//City states culture bonus