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Planet.cs
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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace Ogame
{
class Planet
{
Empire myEmpire;
int _max_temp, _min_temp, freespace;
Data.address _address;
public Data.address address
{
private set { }
get { return _address; }
}
Data.resourses _resourses;
Building[] _Buildings = new Building[19];
#region Описание внутреннего класса
class Building
{
Planet _planet;
private int _lvl; //для солнечного спутника выступает количеством
public int lvl
{
private set { }
get
{
return _lvl;
}
}
private Building() { }
public Type_Building _type;
public Building(Planet planet, Type_Building type, int lvl)
{
_planet = planet;
_type = type;
_lvl = lvl;
}
public int get_production()
{
switch (_type)
{
case Type_Building.Mine_Metal:
return (int)(30 * _lvl * Math.Pow(1.1, _lvl));
case Type_Building.Mine_Crystal:
return (int)(20 * _lvl * Math.Pow(1.1, _lvl));
case Type_Building.Mine_Deiterium:
return (int)(10 * _lvl * Math.Pow(1.1, _lvl));
case Type_Building.Storage_Metal:
case Type_Building.Storage_Crystal:
case Type_Building.Storage_Deiterium:
return ((int)(2.5 * (Math.Pow(Math.E, 20 * _lvl / 33)))) * 5000;
case Type_Building.Shelder_Metal:
case Type_Building.Shelder_Crystal:
return (int)(600 * _lvl * Math.Pow(1.1, _lvl)) * 2;
case Type_Building.Shelder_Deiterium:
return (int)(400 * _lvl * Math.Pow(1.1, _lvl) * (1.44 - 0.004 * _planet._max_temp)) * 2;
case Type_Building.Sun_Station:
return (int)(20 * _lvl * Math.Pow(1.1, _lvl));
case Type_Building.Termo_Station:
return (int)(10 * _lvl * Math.Pow(1.05 + 0.01 * _planet.myEmpire.Techs.getLvl(Type_Research.Energy), _lvl));
case Type_Building.Sun_Satellite:
return (((_planet._max_temp + _planet._min_temp) / 2 + 160) / 6 < 50) ? (int)(((_planet._max_temp + _planet._min_temp) / 2 + 160) / 6) : 50;
default:
throw new NoSuchBuilding("error in Building.get_production(). i isn't present");
}
}
public Data.resourses get_res_for_up()
{
switch (_type)
{
/* Рудник по добыче металла: 60*(1-1,5^уровень)/(-0,5) металла 15*(1-1,5^уровень)/(-0,5) кристалла
Рудник по добыче кристалла: 48*(1-1,6^уровень)/(-0,6) металла и 24*(1-1,6^уровень)/(-0,6) кристалла
Синтезатор дейтерия: 225*(1-1,5^уровень)/(-0,5) металла и 75*(1-1,5^уровень)/(-0,5) кристалла
Солнечная электростанция: 75*(1-1,5^уровень)/(-0,5) металла и 30*(1-1,5^уровень)/(-0,5) кристалла
Термоядерная электростанция: 900*(1-1,8^уровень)/(-0,8) металла и 360*(1-1,8^уровень)/(-0,8) кристалла и 180*(1-1,8^уровень)/(-0,8) дейтерия
Все остальные здания - "стоимость 1-го уровня"*((2^уровень)-1)
*/
case Type_Building.Mine_Metal:
return new Data.resourses((int)(60 * (1 - Math.Pow(1.5, _lvl + 1)) / (-0.5)), (int)(15 * (1 - Math.Pow(1.5, _lvl + 1)) / (-0.5)), 0, (int)(10 * (_lvl + 1) * Math.Pow(1.1, _lvl + 1)));
case Type_Building.Mine_Crystal:
return new Data.resourses((int)(48 * (1 - Math.Pow(1.6, _lvl + 1)) / (-0.6)), (int)(24 * (1 - Math.Pow(1.6, _lvl + 1)) / (-0.6)), 0, (int)(10 * (_lvl + 1) * Math.Pow(1.1, _lvl + 1)));
case Type_Building.Mine_Deiterium:
return new Data.resourses((int)(225 * (1 - Math.Pow(1.5, _lvl + 1)) / (-0.6)), (int)(75 * (1 - Math.Pow(1.5, _lvl + 1)) / (-0.6)), 0, (int)(20 * (_lvl + 1) * Math.Pow(1.1, _lvl + 1)));
case Type_Building.Storage_Metal:
return new Data.resourses((int)(1000 * (Math.Pow(2, _lvl))), 0, 0);
case Type_Building.Storage_Crystal:
return new Data.resourses((int)(1000 * (Math.Pow(2, _lvl))), (int)(500 * (Math.Pow(2, _lvl))), 0);
case Type_Building.Storage_Deiterium:
return new Data.resourses((int)(1000 * (Math.Pow(2, _lvl))), (int)(1000 * (Math.Pow(2, _lvl))), 0);
case Type_Building.Shelder_Metal:
return new Data.resourses((int)(2645 * (Math.Pow(2, _lvl))), 0, 0);
case Type_Building.Shelder_Crystal:
return new Data.resourses((int)(2645 * (Math.Pow(2, _lvl))), (int)(1322 * (Math.Pow(2, _lvl))), 0);
case Type_Building.Shelder_Deiterium:
return new Data.resourses((int)(2645 * (Math.Pow(2, _lvl))), (int)(2645 * (Math.Pow(2, _lvl))), 0);
case Type_Building.Sun_Station:
return new Data.resourses((int)(75 * (1 - Math.Pow(1.5, _lvl + 1)) / (-0.5)), (int)(30 * (1 - Math.Pow(1.5, _lvl + 1)) / (-0.5)), 0);
case Type_Building.Termo_Station:
return new Data.resourses((int)(900 * (1 - Math.Pow(1.8, _lvl + 1)) / (-0.8)), (int)(360 * (1 - Math.Pow(1.8, _lvl + 1)) / (-0.8)), (int)(180 * (1 - Math.Pow(1.8, _lvl + 1)) / (-0.8)));
case Type_Building.Sun_Satellite:
return new Data.resourses(0, 2000, 500);
default:
throw new NoSuchBuilding("error in Building.get_res_for_up(). i isn't present");
}
}
public TimeSpan get_time_for_up()
{
Data.resourses res=this.get_res_for_up();
return TimeSpan.FromHours(((res.crystal+res.metal) / 2500) * (1 / (_planet.get_lvl_of_building(Type_Building.Factory)+1)) * Math.Pow(0.5,(_planet.get_lvl_of_building(Type_Building.Nano_Factory))));
}
public void get_lvl_from_server()
{
int[] arr = _planet.myEmpire.netbrowser.GetLvL_Resourses();
for (int i = 0; i < arr.Length; i++)
_planet._Buildings[i]._lvl = arr[i];
arr = _planet.myEmpire.netbrowser.GetLvL_Factories();
for (int i = 0; i < arr.Length; i++)
_planet._Buildings[i + 12]._lvl = arr[i];
}
}
class NoSuchBuilding : SystemException
{
public NoSuchBuilding(string message)
: base(message)
{ }
public NoSuchBuilding()
: base()
{ }
public NoSuchBuilding(string mes, Exception e)
: base(mes, e)
{ }
}
#endregion
public Planet(Empire _empire)
{
myEmpire = _empire;
_resourses = new Data.resourses(500, 500, 0);
_address = myEmpire.netbrowser.get_address();
int[] temp = myEmpire.netbrowser.get_temperature();
_max_temp = temp[1];
_min_temp = temp[0];
freespace = myEmpire.netbrowser.get_freespace();
for (int i = 0; i < 19; i++)
{
_Buildings[i] = new Building(this, (Type_Building)(i), 0);
}
}
public int get_lvl_of_building(Type_Building _type)
{
return this._Buildings[(int)_type].lvl;
}
}
}