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from server.game_state import GameState
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from server.models import BUILDING_CONFIGS, BuildingType
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import time
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class EconomyEngine:
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"""Handles all economy calculations and ticks"""
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def __init__(self, game_state: GameState):
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self.game_state = game_state
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def tick(self):
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"""Process one economy tick for all players"""
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current_time = time.time()
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for player in self.game_state.players.values():
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# Calculate power factor (10% if offline, 100% if online)
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time_diff = current_time - player.last_online
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if player.is_online:
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power_factor = 1.0
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else:
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power_factor = 0.1
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# Process player economy
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self._process_player_economy(player, power_factor)
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def _process_player_economy(self, player, power_factor: float):
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"""Process economy for a single player"""
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total_income = 0
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total_population = 0
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# Get all player buildings
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buildings = self.game_state.get_player_buildings(player.player_id)
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for building in buildings:
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config = BUILDING_CONFIGS[building.building_type]
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# Calculate base income
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base_income = config.income
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# Apply connectivity bonus for income-generating buildings
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if base_income > 0:
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zone_size = self.game_state.get_building_zone_size(building.x, building.y)
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connectivity_bonus = 1.0 + (zone_size * 0.05) # 5% per road in zone
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base_income = int(base_income * connectivity_bonus)
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# Add to totals
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total_income += base_income
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total_population += config.population
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# Apply power factor
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total_income = int(total_income * power_factor)
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# Update player stats
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player.money += total_income
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player.population = max(0, total_population)
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# Prevent negative money (but allow debt for realism)
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if player.money < -100000:
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player.money = -100000
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def calculate_building_stats(self, player_id: str, building_type: BuildingType) -> dict:
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"""Calculate what a building would produce for a player"""
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config = BUILDING_CONFIGS[building_type]
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return {
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"cost": config.cost,
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"income": config.income,
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"population": config.population,
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"power_required": config.power_required,
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"requires_population": config.requires_population,
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"description": config.description
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}
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