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