Add Craftsmanship miracle; update production calculations and unlock logic

This commit is contained in:
2025-08-23 19:20:58 +02:00
parent 4ceb63e49c
commit 33c182e623
6 changed files with 35 additions and 5 deletions

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@@ -0,0 +1,18 @@
{
"name": "Craftsmanship",
"faithCost": 600,
"followersRequired": 300,
"productionRequired": 25,
"unlockedByDefault": false,
"effects": [
{
"type": "ModifyStat",
"targetStat": "ProductionPerFollower",
"op": "Add",
"value": 0.05
},
{
"type": "DestroySelf"
}
]
}

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@@ -6,7 +6,7 @@
"effects": [
{
"type": "UnlockMiracle",
"miraclesToUnlock": [ "orbital_calculations", "construct_vessel_frame", "launch_ark" ]
"miraclesToUnlock": ["orbital_calculations", "construct_vessel_frame"]
},
{ "type": "DestroySelf" }
]

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@@ -14,6 +14,7 @@
"gods_endurance",
"geological_survey",
"divine_mandate",
"craftsmanship",
"unlock_age_of_industry"
]
},

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@@ -17,9 +17,14 @@ public class GameLogic
var faithMultiplier = state.ActiveBuffs
.Where(b => b.TargetStat == Stat.FaithPerFollower)
.Aggregate(1.0f, (acc, buff) => acc * buff.Multiplier);
var productionMultiplier = state.ActiveBuffs
var productionFollowerMultiplier = state.ActiveBuffs
.Where(b => b.TargetStat == Stat.ProductionPerFollower)
.Aggregate(1.0f, (acc, buff) => acc * buff.Multiplier);
var productionFlatMultiplier = 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);
@@ -28,12 +33,16 @@ public class GameLogic
.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 productionFromFollowers = state.Get(Stat.Followers) * state.Get(Stat.ProductionPerFollower) * productionFollowerMultiplier;
var productionFromIndustry = state.Get(Stat.ProductionPerSecond) * productionFlatMultiplier;
var totalProductionPerSecond = productionFromFollowers + productionFromIndustry;
var followersPerSecond = state.Get(Stat.FollowersPerSecond) * followerMultiplier;
var corruptionPerSecond = state.Get(Stat.CorruptionPerSecond) * corruptionMultiplier;
state.Modify(Stat.Faith, faithPerSecond * delta);
state.Modify(Stat.Production, productionPerSecond * delta);
state.Modify(Stat.Production, totalProductionPerSecond * delta);
state.Modify(Stat.Corruption, corruptionPerSecond * delta);
state.Modify(Stat.Followers, followersPerSecond * delta);

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@@ -25,6 +25,7 @@ public class GameState
Set(Stat.ProductionPerSecond, 0.0);
Set(Stat.CorruptionPerSecond, 0.01);
Set(Stat.FollowersPerSecond, 0);
Set(Stat.ProductionPerFollower, 0);
}
public double Get(Stat stat) => _stats[stat].Value;

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@@ -14,5 +14,6 @@ public enum Stat
FollowersPerSecond,
// Modifying Stats
FaithPerFollower
FaithPerFollower,
ProductionPerFollower,
}