KoboldSim/koboldsim/stats.go
Rakeela e0dad09045 Refactor, new menu, issue feature update
It's now possible to make issue options enabled or disabled conditional upon having taken other actions with that issue before.
2023-04-04 13:22:43 -07:00

211 lines
6.7 KiB
Go

package koboldsim
import (
"git.chromaticdragon.app/kistaro/CardSimEngine/cardsim"
)
// KoboldMine is the state of a kobold mine.
type KoboldMine struct {
Kobolds int64 `cardsim:"stat"`
MiningIncome float64 `cardsim:"stat" cardsim_name:"Mining Productivity"`
ScavengingIncome float64 `cardsim:"stat" cardsim_name:"Scavenging Productivity"`
AlchemyIncome float64 `cardsim:"stat" cardsim_name:"Alchemy Productivity"`
HospitalityIncome float64 `cardsim:"stat" cardsim_name:"Hospitality Productivity"`
AgricultureIncome float64 `cardsim:"stat" cardsim_name:"Agriculture Productivity"`
ManufacturingIncome float64 `cardsim:"stat" cardsim_name:"Manufacturing Productivity"`
PlanarIncome float64 `cardsim:"stat" cardsim_name:"Planar Productivity"`
PublishingIncome float64 `cardsim:"stat" cardsim_name:"Publishing Productivity"`
FinanceIncome float64 `cardsim:"stat" cardsim_name:"Finance Productivity"`
GadgetryIncome float64 `cardsim:"stat" cardsim_name:"Gadgetry Productivity"`
FishingIncome float64 `cardsim:"stat" cardsim_name:"Fishing Productivity"`
ConstructionIncome float64 `cardsim:"stat" cardsim_name:"Construction Productivity"`
BureaucracyExpense float64 `cardsim:"stat" cardsim_name:"Bureaucracy Investment"`
WarExpense float64 `cardsim:"stat" cardsim_name:"War Investment"`
QoLExpense float64 `cardsim:"stat" cardsim_name:"QoL Investment"`
LogisticsExpense float64 `cardsim:"stat" cardsim_name:"Logistics Investment"`
DragonSubsExpense float64 `cardsim:"stat" cardsim_name:"Dragon Subsidies Investment"`
ResearchSubsExpense float64 `cardsim:"stat" cardsim_name:"Research Subsidies Investment"`
EducationExpense float64 `cardsim:"stat" cardsim_name:"Education Investment"`
HealthcareExpense float64 `cardsim:"stat" cardsim_name:"Healthcare Investment"`
ForeignRelExpense float64 `cardsim:"stat" cardsim_name:"Foreign Relations Investment"`
PoliceExpense float64 `cardsim:"stat" cardsim_name:"Law Enforcement Investment"`
EconPlanExpense float64 `cardsim:"stat" cardsim_name:"Economic Planning Investment"`
ParksExpense float64 `cardsim:"stat" cardsim_name:"Parks and Aesthetics Investment"`
FaithExpense float64 `cardsim:"stat" cardsim_name:"Faith Investment"`
// AnotherExpense float64 `cardsim:"hiddenround5"`
// A different way of adding stats that is slightly more empowering.
}
func (k *KoboldMine) ProductivityFunc(s *float64) func() float64 {
return func() float64 {
return *s * float64(k.Kobolds)
}
}
func (k *KoboldMine) TotalSectorIncome() float64 {
return float64(k.Kobolds) * (k.MiningIncome + k.ScavengingIncome + k.AlchemyIncome + k.HospitalityIncome + k.AgricultureIncome + k.ManufacturingIncome + k.PlanarIncome + k.PublishingIncome + k.FinanceIncome + k.GadgetryIncome + k.FishingIncome + k.ConstructionIncome)
}
func (k *KoboldMine) TotalGovExpense() float64 {
return float64(k.Kobolds) * (k.BureaucracyExpense + k.WarExpense + k.QoLExpense + k.LogisticsExpense + k.DragonSubsExpense + k.ResearchSubsExpense + k.EducationExpense + k.HealthcareExpense + k.ForeignRelExpense + k.PoliceExpense + k.EconPlanExpense + k.ParksExpense + k.FaithExpense)
}
func (k *KoboldMine) Taxation() float64 {
return (k.TotalGovExpense() / (k.TotalSectorIncome() + k.TotalGovExpense())) * 100
}
func (k *KoboldMine) StatTaxRate() float64 {
return k.Taxation()
}
func (k *KoboldMine) Stats() []cardsim.Stat {
stats := cardsim.ExtractStats(k)
funcs := []cardsim.Stat{
cardsim.StatFunc(
"Mining Income",
k.ProductivityFunc(&k.MiningIncome),
),
cardsim.StatFunc(
"Scavenging Income",
k.ProductivityFunc(&k.ScavengingIncome),
),
cardsim.StatFunc(
"Alchemy Income",
k.ProductivityFunc(&k.AlchemyIncome),
),
cardsim.StatFunc(
"Hospitality Income",
k.ProductivityFunc(&k.HospitalityIncome),
),
cardsim.StatFunc(
"Agriculture Income",
k.ProductivityFunc(&k.AgricultureIncome),
),
cardsim.StatFunc(
"Manufacturing Income",
k.ProductivityFunc(&k.ManufacturingIncome),
),
cardsim.StatFunc(
"Planar Harvesting Income",
k.ProductivityFunc(&k.PlanarIncome),
),
cardsim.StatFunc(
"Book Publishing Income",
k.ProductivityFunc(&k.PublishingIncome),
),
cardsim.StatFunc(
"Finance Income",
k.ProductivityFunc(&k.FinanceIncome),
),
cardsim.StatFunc(
"Gadgetry Income",
k.ProductivityFunc(&k.GadgetryIncome),
),
cardsim.StatFunc(
"Fishing Income",
k.ProductivityFunc(&k.FishingIncome),
),
cardsim.StatFunc(
"Construction Income",
k.ProductivityFunc(&k.ConstructionIncome),
),
cardsim.StatFunc(
"Bureaucracy Expense",
k.ProductivityFunc(&k.BureaucracyExpense),
),
cardsim.StatFunc(
"War Expense",
k.ProductivityFunc(&k.WarExpense),
),
cardsim.StatFunc(
"QoL Expense",
k.ProductivityFunc(&k.QoLExpense),
),
cardsim.StatFunc(
"Logistics Expense",
k.ProductivityFunc(&k.LogisticsExpense),
),
cardsim.StatFunc(
"Dragon Subsidies",
k.ProductivityFunc(&k.DragonSubsExpense),
),
cardsim.StatFunc(
"Research Subsidies",
k.ProductivityFunc(&k.ResearchSubsExpense),
),
cardsim.StatFunc(
"Education Expense",
k.ProductivityFunc(&k.EducationExpense),
),
cardsim.StatFunc(
"Healthcare Expense",
k.ProductivityFunc(&k.HealthcareExpense),
),
cardsim.StatFunc(
"Foreign Relations Expense",
k.ProductivityFunc(&k.ForeignRelExpense),
),
cardsim.StatFunc(
"Law Enforcement Expense",
k.ProductivityFunc(&k.PoliceExpense),
),
cardsim.StatFunc(
"Economic Planning Expense",
k.ProductivityFunc(&k.EconPlanExpense),
),
cardsim.StatFunc(
"Parks and Aesthetics Expense",
k.ProductivityFunc(&k.ParksExpense),
),
cardsim.StatFunc(
"Faith Expense",
k.ProductivityFunc(&k.FaithExpense),
),
cardsim.StatFunc(
"Total Sector Income",
k.TotalSectorIncome,
),
cardsim.StatFunc(
"Total Government Expense",
k.TotalGovExpense,
),
}
stats = append(stats, funcs...)
// cardsim.SortStats(stats)
return stats
}
func NewKoboldMine() *KoboldMine {
return &KoboldMine{
Kobolds: 1000,
MiningIncome: 0.15,
ScavengingIncome: 0.1,
AlchemyIncome: 0.01,
HospitalityIncome: 0.0,
AgricultureIncome: 0.0,
ManufacturingIncome: 0.10,
PlanarIncome: 0.00,
PublishingIncome: 0.02,
FinanceIncome: 0.02,
GadgetryIncome: 0.03,
FishingIncome: 0.0,
ConstructionIncome: 0.05,
BureaucracyExpense: 0.05,
WarExpense: 0.1,
QoLExpense: 0.01,
LogisticsExpense: 0.02,
DragonSubsExpense: 0.0,
ResearchSubsExpense: 0.0,
EducationExpense: 0.01,
HealthcareExpense: 0.01,
ForeignRelExpense: 0.0,
PoliceExpense: 0.03,
EconPlanExpense: 0.02,
ParksExpense: 0.0,
FaithExpense: 0.03,
}
}