Change "Productivity" to "Income" and "Expense
Also fixes a typo and an incorrectly assigned variable.
This commit is contained in:
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4e983bd0f0
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0e77206868
@ -13,14 +13,14 @@ var cards = []Card{
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EnactedDesc: cardsim.MsgStr("[current policy] Your war chief is presntly monitoring the situation, building up your military, and securing your creches."),
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EnactedDesc: cardsim.MsgStr("[current policy] Your war chief is presntly monitoring the situation, building up your military, and securing your creches."),
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Do: func(p *Player) (cardsim.Message, error) {
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Do: func(p *Player) (cardsim.Message, error) {
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p.Stats.Kobolds.Value += 100
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p.Stats.Kobolds.Value += 100
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p.Stats.SectorScavengingProductivity.Value += 0.01
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p.Stats.SectorScavengingIncome.Value += 0.01
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p.Stats.GovWarProductivity.Value += 0.02
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p.Stats.GovWarExpense.Value += 0.02
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return cardsim.MsgStr("Kobolds are known to be born warriors."), nil
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return cardsim.MsgStr("Kobolds are known to be born warriors."), nil
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},
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},
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Undo: func(p *Player) error {
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Undo: func(p *Player) error {
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p.Stats.Kobolds.Value -= 100
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p.Stats.Kobolds.Value -= 100
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p.Stats.SectorScavengingProductivity.Value -= 0.01
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p.Stats.SectorScavengingIncome.Value -= 0.01
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p.Stats.GovWarProductivity.Value -= 0.02
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p.Stats.GovWarExpense.Value -= 0.02
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return nil
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return nil
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},
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},
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},
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},
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@ -29,14 +29,14 @@ var cards = []Card{
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EnactedDesc: cardsim.MsgStr("[current policy] Your head miner is presently leading a project to dig as far away from the surface as possible."),
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EnactedDesc: cardsim.MsgStr("[current policy] Your head miner is presently leading a project to dig as far away from the surface as possible."),
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Do: func(p *Player) (cardsim.Message, error) {
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Do: func(p *Player) (cardsim.Message, error) {
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p.Stats.Kobolds.Value += 40
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p.Stats.Kobolds.Value += 40
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p.Stats.SectorMiningProductivity.Value += 0.02
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p.Stats.SectorMiningIncome.Value += 0.02
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p.Stats.GovBureaucracyProductivity.Value += 0.01
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p.Stats.GovBureaucracyExpense.Value += 0.01
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return cardsim.MsgStr("Kobolds are known to be cowards hiding in the dark."), nil
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return cardsim.MsgStr("Kobolds are known to be cowards hiding in the dark."), nil
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},
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},
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Undo: func(p *Player) error {
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Undo: func(p *Player) error {
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p.Stats.Kobolds.Value -= 40
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p.Stats.Kobolds.Value -= 40
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p.Stats.SectorMiningProductivity.Value -= 0.02
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p.Stats.SectorMiningIncome.Value -= 0.02
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p.Stats.GovBureaucracyProductivity.Value -= 0.01
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p.Stats.GovBureaucracyExpense.Value -= 0.01
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return nil
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return nil
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},
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},
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},
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},
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@ -45,14 +45,14 @@ var cards = []Card{
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EnactedDesc: cardsim.MsgStr("[current policy] Military funding has been diverted into early childhood education."),
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EnactedDesc: cardsim.MsgStr("[current policy] Military funding has been diverted into early childhood education."),
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Do: func(p *Player) (cardsim.Message, error) {
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Do: func(p *Player) (cardsim.Message, error) {
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p.Stats.Kobolds.Value -= 40
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p.Stats.Kobolds.Value -= 40
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p.Stats.SectorScavengingProductivity.Value -= 0.01
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p.Stats.SectorScavengingIncome.Value -= 0.01
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p.Stats.GovWarProductivity.Value -= 0.02
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p.Stats.GovWarExpense.Value -= 0.02
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return cardsim.MsgStr("An undefended hunting outpost near the surface was recently wiped out by a raid."), nil
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return cardsim.MsgStr("An undefended hunting outpost near the surface was recently wiped out by a raid."), nil
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},
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},
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Undo: func(p *Player) error {
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Undo: func(p *Player) error {
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p.Stats.Kobolds.Value += 40
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p.Stats.Kobolds.Value += 40
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p.Stats.SectorScavengingProductivity.Value += 0.01
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p.Stats.SectorScavengingIncome.Value += 0.01
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p.Stats.GovWarProductivity.Value += 0.02
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p.Stats.GovWarExpense.Value += 0.02
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return nil
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return nil
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},
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},
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},
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},
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@ -8,11 +8,11 @@ import (
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type KoboldMine struct {
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type KoboldMine struct {
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Kobolds cardsim.Stored[int64]
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Kobolds cardsim.Stored[int64]
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SectorMiningProductivity cardsim.Stored[float64]
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SectorMiningIncome cardsim.Stored[float64]
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SectorScavengingProductivity cardsim.Stored[float64]
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SectorScavengingIncome cardsim.Stored[float64]
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GovBureaucracyProductivity cardsim.Stored[float64]
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GovBureaucracyExpense cardsim.Stored[float64]
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GovWarProductivity cardsim.Stored[float64]
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GovWarExpense cardsim.Stored[float64]
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}
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}
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func (k *KoboldMine) ProductivityFunc(s *cardsim.Stored[float64]) func() float64 {
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func (k *KoboldMine) ProductivityFunc(s *cardsim.Stored[float64]) func() float64 {
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@ -22,38 +22,38 @@ func (k *KoboldMine) ProductivityFunc(s *cardsim.Stored[float64]) func() float64
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}
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}
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func (k *KoboldMine) TotalSectorProductivity() float64 {
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func (k *KoboldMine) TotalSectorProductivity() float64 {
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return float64(k.Kobolds.Value) * (k.SectorMiningProductivity.Value + k.SectorScavengingProductivity.Value)
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return float64(k.Kobolds.Value) * (k.SectorMiningIncome.Value + k.SectorScavengingIncome.Value)
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}
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}
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func (k *KoboldMine) TotalGovProductivity() float64 {
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func (k *KoboldMine) TotalGovProductivity() float64 {
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return float64(k.Kobolds.Value) * (k.GovBureaucracyProductivity.Value + k.GovWarProductivity.Value)
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return float64(k.Kobolds.Value) * (k.GovBureaucracyExpense.Value + k.GovWarExpense.Value)
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}
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}
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func (k *KoboldMine) Stats() []cardsim.Stat {
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func (k *KoboldMine) Stats() []cardsim.Stat {
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stats := cardsim.ExtractStats(k)
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stats := cardsim.ExtractStats(k)
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funcs := []cardsim.Stat{
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funcs := []cardsim.Stat{
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cardsim.StatFunc(
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cardsim.StatFunc(
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"Total Sector Mining Productivity",
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"Total Sector Mining Income",
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k.ProductivityFunc(&k.SectorMiningProductivity),
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k.ProductivityFunc(&k.SectorMiningIncome),
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),
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),
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cardsim.StatFunc(
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cardsim.StatFunc(
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"Total Sector Scavenging Productivity",
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"Total Sector Scavenging Income",
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k.ProductivityFunc(&k.SectorScavengingProductivity),
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k.ProductivityFunc(&k.SectorScavengingIncome),
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),
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),
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cardsim.StatFunc(
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cardsim.StatFunc(
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"Total Government Bureaucracy Productivity",
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"Total Government Bureaucracy Expense",
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k.ProductivityFunc(&k.GovBureaucracyProductivity),
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k.ProductivityFunc(&k.GovBureaucracyExpense),
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),
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),
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cardsim.StatFunc(
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cardsim.StatFunc(
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"Total Government War Productivity",
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"Total Government War Expense",
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k.ProductivityFunc(&k.GovBureaucracyProductivity),
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k.ProductivityFunc(&k.GovWarExpense),
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),
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),
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cardsim.StatFunc(
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cardsim.StatFunc(
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"Total Sector Productivity",
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"Total Sector Income",
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k.TotalSectorProductivity,
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k.TotalSectorProductivity,
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),
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),
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cardsim.StatFunc(
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cardsim.StatFunc(
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"Total Government Productivity",
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"Total Government Expense",
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k.TotalGovProductivity,
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k.TotalGovProductivity,
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),
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),
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}
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}
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@ -68,20 +68,20 @@ func NewKoboldMine() *KoboldMine {
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Name: "Kobolds",
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Name: "Kobolds",
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Value: 1000,
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Value: 1000,
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},
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},
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SectorMiningProductivity: cardsim.Stored[float64]{
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SectorMiningIncome: cardsim.Stored[float64]{
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Name: "Sector Mining Productivity",
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Name: "Sector Mining Income",
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Value: 0.15,
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Value: 0.15,
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},
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},
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SectorScavengingProductivity: cardsim.Stored[float64]{
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SectorScavengingIncome: cardsim.Stored[float64]{
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Name: "Sector Scavening Productivity",
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Name: "Sector Scavening Income",
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Value: 0.1,
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Value: 0.1,
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},
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},
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GovBureaucracyProductivity: cardsim.Stored[float64]{
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GovBureaucracyExpense: cardsim.Stored[float64]{
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Name: "Government Bureaucracy Productivity",
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Name: "Government Bureaucracy Expense",
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Value: 0.05,
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Value: 0.05,
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},
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},
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GovWarProductivity: cardsim.Stored[float64]{
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GovWarExpense: cardsim.Stored[float64]{
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Name: "Government War Productivity",
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Name: "Government War Expense",
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Value: 0.1,
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Value: 0.1,
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},
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},
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}
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}
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