Refactor game state management to use a unified Stat system and update UI labels for production and corruption

This commit is contained in:
2025-08-23 02:44:54 +02:00
parent 2998e4c02a
commit 18312671d7
23 changed files with 298 additions and 109 deletions

View File

@@ -5,32 +5,21 @@ namespace ParasiticGod.Scripts.Core.Effects;
[GlobalClass]
public partial class ConvertResourceEffect : Effect
{
[Export] public ResourceType FromResource { get; set; }
[Export] public Stat FromResource { get; set; }
[Export] public double FromAmount { get; set; }
[Export] public ResourceType ToResource { get; set; }
[Export] public Stat ToResource { get; set; }
[Export] public double ToAmount { get; set; }
public override void Execute(GameState gameState)
{
double GetValue(ResourceType type) => type switch {
ResourceType.Faith => gameState.Faith,
ResourceType.Followers => gameState.Followers,
ResourceType.Corruption => gameState.Corruption,
_ => 0
};
if (!(gameState.Get(FromResource) >= FromAmount)) return;
void SetValue(ResourceType type, double value) {
switch(type) {
case ResourceType.Faith: gameState.Faith = value; break;
case ResourceType.Followers: gameState.Followers = (long)value; break;
case ResourceType.Corruption: gameState.Corruption = value; break;
}
}
if (GetValue(FromResource) >= FromAmount)
{
SetValue(FromResource, GetValue(FromResource) - FromAmount);
SetValue(ToResource, GetValue(ToResource) + ToAmount);
}
gameState.Set(FromResource, gameState.Get(FromResource) - FromAmount);
gameState.Set(ToResource, gameState.Get(ToResource) + ToAmount);
}
public override string ToString()
{
return $"Convert {FromAmount} {FromResource} to {ToAmount} {ToResource}";
}
}