Add new miracles: Divine Mandate and Prosperity Boom; update buff application logic and game state calculations

This commit is contained in:
2025-08-23 18:47:42 +02:00
parent 8ae0e7e80c
commit 0fbd49f36a
10 changed files with 76 additions and 14 deletions

View File

@@ -23,7 +23,9 @@ public partial class ApplyBuffEffect : Effect
{
Name = $"{TargetStat} x{Multiplier}",
Multiplier = Multiplier,
Duration = Duration
Duration = Duration,
TargetStat = TargetStat,
BuffId = BuffId
};
gameState.ActiveBuffs.Add(newBuff);

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@@ -4,9 +4,10 @@ namespace ParasiticGod.Scripts.Core.Effects;
public class Buff
{
public Guid InstanceId { get; } = Guid.NewGuid(); // Unique identifier
public string BuffId { get; set; } // Identifier for the type of buff
public string Name { get; set; } // For display purposes
public Guid InstanceId { get; } = Guid.NewGuid();
public string BuffId { get; set; }
public string Name { get; set; }
public Stat TargetStat { get; set; }
public float Multiplier { get; set; } = 1.0f;
public double Duration { get; set; }
}

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@@ -1,4 +1,5 @@
using System;
using System.Linq;
using ParasiticGod.Scripts.Singletons;
namespace ParasiticGod.Scripts.Core;
@@ -12,12 +13,29 @@ public class GameLogic
{
totalMultiplier *= buff.Multiplier;
}
var faithPerSecond = state.Get(Stat.Followers) * state.Get(Stat.FaithPerFollower) * totalMultiplier;
var faithMultiplier = state.ActiveBuffs
.Where(b => b.TargetStat == Stat.FaithPerFollower)
.Aggregate(1.0f, (acc, buff) => acc * buff.Multiplier);
var productionMultiplier = state.ActiveBuffs
.Where(b => b.TargetStat == Stat.ProductionPerSecond)
.Aggregate(1.0f, (acc, buff) => acc * buff.Multiplier);
var followerMultiplier = state.ActiveBuffs
.Where(b => b.TargetStat == Stat.FollowersPerSecond)
.Aggregate(1.0f, (acc, buff) => acc * buff.Multiplier);
var corruptionMultiplier = state.ActiveBuffs
.Where(b => b.TargetStat == Stat.CorruptionPerSecond)
.Aggregate(1.0f, (acc, buff) => acc * buff.Multiplier);
var faithPerSecond = state.Get(Stat.Followers) * state.Get(Stat.FaithPerFollower) * faithMultiplier;
var productionPerSecond = state.Get(Stat.ProductionPerSecond) * productionMultiplier;
var followersPerSecond = state.Get(Stat.FollowersPerSecond) * followerMultiplier;
var corruptionPerSecond = state.Get(Stat.CorruptionPerSecond) * corruptionMultiplier;
state.Modify(Stat.Faith, faithPerSecond * delta);
state.Modify(Stat.Production, state.Get(Stat.ProductionPerSecond) * delta);
state.Modify(Stat.Corruption, state.Get(Stat.CorruptionPerSecond) * delta);
state.Modify(Stat.Followers, state.Get(Stat.FollowersPerSecond) * delta);
state.Modify(Stat.Production, productionPerSecond * delta);
state.Modify(Stat.Corruption, corruptionPerSecond * delta);
state.Modify(Stat.Followers, followersPerSecond * delta);
for (var i = state.ActiveBuffs.Count - 1; i >= 0; i--)
{

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@@ -24,6 +24,7 @@ public class GameState
Set(Stat.FaithPerFollower, 0.5);
Set(Stat.ProductionPerSecond, 0.0);
Set(Stat.CorruptionPerSecond, 0.01);
Set(Stat.FollowersPerSecond, 0);
}
public double Get(Stat stat) => _stats[stat].Value;

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@@ -55,7 +55,7 @@ public partial class GameBus : Node
{
_gameLogic.UpdateGameState(_gameState, delta);
StateChanged?.Invoke(_gameState);
if (_gameState.Get(Stat.Corruption) >= 100)
{
GetTree().ChangeSceneToPacked(_gameOverScene);