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

@@ -6,7 +6,16 @@ public class GameLogic
{
public void UpdateGameState(GameState state, double delta)
{
state.Faith += state.FaithPerSecond * delta;
var totalMultiplier = 1.0;
foreach (var buff in state.ActiveBuffs)
{
totalMultiplier *= buff.Multiplier;
}
var faithPerSecond = state.Get(Stat.Followers) * state.Get(Stat.FaithPerFollower) * totalMultiplier;
state.Modify(Stat.Faith, faithPerSecond * delta);
state.Modify(Stat.Production, state.Get(Stat.ProductionPerSecond) * delta);
state.Modify(Stat.Corruption, state.Get(Stat.CorruptionPerSecond) * delta);
for (var i = state.ActiveBuffs.Count - 1; i >= 0; i--)
{
@@ -21,13 +30,13 @@ public class GameLogic
public bool TryToPerformMiracle(GameState state, MiracleDefinition miracle)
{
if (state.Faith < miracle.FaithCost || state.Followers < miracle.FollowersRequired)
if (state.Get(Stat.Faith) < miracle.FaithCost || state.Get(Stat.Followers) < miracle.FollowersRequired)
{
return false;
}
state.Faith -= miracle.FaithCost;
state.Modify(Stat.Faith, -miracle.FaithCost);
if (miracle.Effects != null)
{
foreach (var effect in miracle.Effects)
@@ -35,9 +44,8 @@ public class GameLogic
effect.Execute(state);
}
}
state.Corruption = Math.Clamp(state.Corruption, 0, 100);
state.Set(Stat.Corruption, Math.Clamp(state.Get(Stat.Corruption), 0, 100));
return true;
}
}