Change "Productivity" to "Income" and "Expense

Also fixes a typo and an incorrectly assigned variable.
This commit is contained in:
Rakeela Windrider 2023-04-03 14:35:36 -07:00
parent 4e983bd0f0
commit 0e77206868
2 changed files with 36 additions and 36 deletions

View File

@ -13,14 +13,14 @@ var cards = []Card{
EnactedDesc: cardsim.MsgStr("[current policy] Your war chief is presntly monitoring the situation, building up your military, and securing your creches."),
Do: func(p *Player) (cardsim.Message, error) {
p.Stats.Kobolds.Value += 100
p.Stats.SectorScavengingProductivity.Value += 0.01
p.Stats.GovWarProductivity.Value += 0.02
p.Stats.SectorScavengingIncome.Value += 0.01
p.Stats.GovWarExpense.Value += 0.02
return cardsim.MsgStr("Kobolds are known to be born warriors."), nil
},
Undo: func(p *Player) error {
p.Stats.Kobolds.Value -= 100
p.Stats.SectorScavengingProductivity.Value -= 0.01
p.Stats.GovWarProductivity.Value -= 0.02
p.Stats.SectorScavengingIncome.Value -= 0.01
p.Stats.GovWarExpense.Value -= 0.02
return nil
},
},
@ -29,14 +29,14 @@ var cards = []Card{
EnactedDesc: cardsim.MsgStr("[current policy] Your head miner is presently leading a project to dig as far away from the surface as possible."),
Do: func(p *Player) (cardsim.Message, error) {
p.Stats.Kobolds.Value += 40
p.Stats.SectorMiningProductivity.Value += 0.02
p.Stats.GovBureaucracyProductivity.Value += 0.01
p.Stats.SectorMiningIncome.Value += 0.02
p.Stats.GovBureaucracyExpense.Value += 0.01
return cardsim.MsgStr("Kobolds are known to be cowards hiding in the dark."), nil
},
Undo: func(p *Player) error {
p.Stats.Kobolds.Value -= 40
p.Stats.SectorMiningProductivity.Value -= 0.02
p.Stats.GovBureaucracyProductivity.Value -= 0.01
p.Stats.SectorMiningIncome.Value -= 0.02
p.Stats.GovBureaucracyExpense.Value -= 0.01
return nil
},
},
@ -45,14 +45,14 @@ var cards = []Card{
EnactedDesc: cardsim.MsgStr("[current policy] Military funding has been diverted into early childhood education."),
Do: func(p *Player) (cardsim.Message, error) {
p.Stats.Kobolds.Value -= 40
p.Stats.SectorScavengingProductivity.Value -= 0.01
p.Stats.GovWarProductivity.Value -= 0.02
p.Stats.SectorScavengingIncome.Value -= 0.01
p.Stats.GovWarExpense.Value -= 0.02
return cardsim.MsgStr("An undefended hunting outpost near the surface was recently wiped out by a raid."), nil
},
Undo: func(p *Player) error {
p.Stats.Kobolds.Value += 40
p.Stats.SectorScavengingProductivity.Value += 0.01
p.Stats.GovWarProductivity.Value += 0.02
p.Stats.SectorScavengingIncome.Value += 0.01
p.Stats.GovWarExpense.Value += 0.02
return nil
},
},

View File

@ -8,11 +8,11 @@ import (
type KoboldMine struct {
Kobolds cardsim.Stored[int64]
SectorMiningProductivity cardsim.Stored[float64]
SectorScavengingProductivity cardsim.Stored[float64]
SectorMiningIncome cardsim.Stored[float64]
SectorScavengingIncome cardsim.Stored[float64]
GovBureaucracyProductivity cardsim.Stored[float64]
GovWarProductivity cardsim.Stored[float64]
GovBureaucracyExpense cardsim.Stored[float64]
GovWarExpense cardsim.Stored[float64]
}
func (k *KoboldMine) ProductivityFunc(s *cardsim.Stored[float64]) func() float64 {
@ -22,38 +22,38 @@ func (k *KoboldMine) ProductivityFunc(s *cardsim.Stored[float64]) func() float64
}
func (k *KoboldMine) TotalSectorProductivity() float64 {
return float64(k.Kobolds.Value) * (k.SectorMiningProductivity.Value + k.SectorScavengingProductivity.Value)
return float64(k.Kobolds.Value) * (k.SectorMiningIncome.Value + k.SectorScavengingIncome.Value)
}
func (k *KoboldMine) TotalGovProductivity() float64 {
return float64(k.Kobolds.Value) * (k.GovBureaucracyProductivity.Value + k.GovWarProductivity.Value)
return float64(k.Kobolds.Value) * (k.GovBureaucracyExpense.Value + k.GovWarExpense.Value)
}
func (k *KoboldMine) Stats() []cardsim.Stat {
stats := cardsim.ExtractStats(k)
funcs := []cardsim.Stat{
cardsim.StatFunc(
"Total Sector Mining Productivity",
k.ProductivityFunc(&k.SectorMiningProductivity),
"Total Sector Mining Income",
k.ProductivityFunc(&k.SectorMiningIncome),
),
cardsim.StatFunc(
"Total Sector Scavenging Productivity",
k.ProductivityFunc(&k.SectorScavengingProductivity),
"Total Sector Scavenging Income",
k.ProductivityFunc(&k.SectorScavengingIncome),
),
cardsim.StatFunc(
"Total Government Bureaucracy Productivity",
k.ProductivityFunc(&k.GovBureaucracyProductivity),
"Total Government Bureaucracy Expense",
k.ProductivityFunc(&k.GovBureaucracyExpense),
),
cardsim.StatFunc(
"Total Government War Productivity",
k.ProductivityFunc(&k.GovBureaucracyProductivity),
"Total Government War Expense",
k.ProductivityFunc(&k.GovWarExpense),
),
cardsim.StatFunc(
"Total Sector Productivity",
"Total Sector Income",
k.TotalSectorProductivity,
),
cardsim.StatFunc(
"Total Government Productivity",
"Total Government Expense",
k.TotalGovProductivity,
),
}
@ -68,20 +68,20 @@ func NewKoboldMine() *KoboldMine {
Name: "Kobolds",
Value: 1000,
},
SectorMiningProductivity: cardsim.Stored[float64]{
Name: "Sector Mining Productivity",
SectorMiningIncome: cardsim.Stored[float64]{
Name: "Sector Mining Income",
Value: 0.15,
},
SectorScavengingProductivity: cardsim.Stored[float64]{
Name: "Sector Scavening Productivity",
SectorScavengingIncome: cardsim.Stored[float64]{
Name: "Sector Scavening Income",
Value: 0.1,
},
GovBureaucracyProductivity: cardsim.Stored[float64]{
Name: "Government Bureaucracy Productivity",
GovBureaucracyExpense: cardsim.Stored[float64]{
Name: "Government Bureaucracy Expense",
Value: 0.05,
},
GovWarProductivity: cardsim.Stored[float64]{
Name: "Government War Productivity",
GovWarExpense: cardsim.Stored[float64]{
Name: "Government War Expense",
Value: 0.1,
},
}