improved auto-buying logic
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dd6b7fc89c
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4 changed files with 36 additions and 39 deletions
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@ -28,7 +28,6 @@
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"OtherOptions": "Other",
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"AutoBuyEnabled": "Auto-Buying Enabled",
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"MinTicketsForAutoBuy": "Min Tickets for Auto-Buying",
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"AutoBuyInterval": "Auto-Buying Interval/s",
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"----- Tutorial -----": "",
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"Tutorial1": "Hi! Welcome to Touchy Tickets. To start the game, simply tap the ticket booth to sell a <i ticket>. Start by racking up 50<i ticket>!",
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"Tutorial2": "Great! Now, you can buy your first attraction. Access the menu on the right by swiping and purchase a carousel.",
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@ -35,8 +35,6 @@ namespace TouchyTickets {
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public bool AutoBuyEnabled = true;
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[DataMember]
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public int MinTicketsForAutoBuy = 50000;
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[DataMember]
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public float AutoBuyIntervalSecs = 60;
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public static void Save() {
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var file = GetOptionsFile(true);
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@ -16,6 +16,8 @@ namespace TouchyTickets {
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public class ParkMap {
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private const int AdditionalRadius = 15;
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private const int AutoBuyIntervalSecs = 30;
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[DataMember]
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public readonly int Width;
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[DataMember]
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@ -33,7 +35,7 @@ namespace TouchyTickets {
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public Point PlacingPosition;
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public Point? SelectedPosition;
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private bool draggingAttraction;
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private TimeSpan autoBuyCounter;
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private double autoBuyCounter;
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public ParkMap(int width, int height) {
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this.Width = width;
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@ -73,11 +75,9 @@ namespace TouchyTickets {
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var toSimulate = wasAway ? new TimeSpan(passed.Ticks / 2) : passed;
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// handle auto-buying
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this.autoBuyCounter += toSimulate;
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if (this.autoBuyCounter.TotalSeconds >= Options.Instance.AutoBuyIntervalSecs) {
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this.autoBuyCounter = TimeSpan.Zero;
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this.TryAutoBuy();
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}
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this.autoBuyCounter += toSimulate.TotalSeconds;
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this.TryAutoBuy();
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var autoBuysPerAttraction = ((float) this.autoBuyCounter / AutoBuyIntervalSecs / this.attractions.Count).Ceil();
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// update tickets
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this.TicketsPerSecond = 0;
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@ -85,9 +85,15 @@ namespace TouchyTickets {
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var genPerSecond = attraction.Update(toSimulate, this, pos);
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this.TicketsPerSecond += genPerSecond;
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// after each attraction has sold their tickets, try auto-buying again if we were away
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if (wasAway && passed.TotalSeconds >= Options.Instance.AutoBuyIntervalSecs)
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this.TryAutoBuy();
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// if we were away, we have to catch up with auto-buys while also taking into account
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// the amount of tickets that each ride generates. The easiest way we can do this is
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// to progress, between updating each ride, by a percentage of the total update amount
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if (wasAway) {
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for (var i = autoBuysPerAttraction; i > 0; i--) {
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if (!this.TryAutoBuy())
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break;
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}
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}
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}
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// map movement
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@ -241,28 +247,31 @@ namespace TouchyTickets {
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return newMap;
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}
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private void TryAutoBuy() {
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private bool TryAutoBuy() {
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if (!Options.Instance.AutoBuyEnabled)
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return;
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while (GameImpl.Instance.Tickets >= Options.Instance.MinTicketsForAutoBuy) {
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var success = false;
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return false;
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if (GameImpl.Instance.Tickets < Options.Instance.MinTicketsForAutoBuy)
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return false;
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if (this.autoBuyCounter < AutoBuyIntervalSecs)
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return false;
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this.autoBuyCounter -= AutoBuyIntervalSecs;
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// auto-buy modifiers
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if (Upgrade.AutoPlaceModifiers[0].IsActive()) {
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foreach (var modifier in AttractionModifier.Modifiers.Values) {
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var match = this.attractions.Select(pa => pa.Item2).Where(modifier.IsAffected);
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// if we don't have level 2, we only want to increase existing modifiers
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if (!Upgrade.AutoPlaceModifiers[1].IsActive())
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match = match.Where(a => a.GetModifierAmount(modifier) > 0);
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var attraction = match.OrderBy(a => a.GetModifierAmount(modifier)).FirstOrDefault();
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if (attraction != null && modifier.Buy(attraction))
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success = true;
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}
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var success = false;
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// auto-buy modifiers
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if (Upgrade.AutoPlaceModifiers[0].IsActive()) {
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// loop through all attractions, but look at attractions with fewer applied modifiers first
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foreach (var attraction in this.attractions.Select(kv => kv.Item2).OrderBy(a => a.GetModifierAmount(null))) {
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var match = AttractionModifier.Modifiers.Values.Where(m => m.IsAffected(attraction));
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// if we don't have level 2, we only want to increase existing modifiers
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if (!Upgrade.AutoPlaceModifiers[1].IsActive())
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match = match.Where(m => attraction.GetModifierAmount(m) > 0);
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// we want to apply the least applied modifier on this attraction
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var modifier = match.OrderBy(m => attraction.GetModifierAmount(m)).FirstOrDefault();
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if (modifier != null && modifier.Buy(attraction))
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success = true;
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}
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if (!success)
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break;
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}
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return success;
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}
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}
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@ -391,15 +391,6 @@ namespace TouchyTickets {
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}
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}));
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num.PositionOffset = new Vector2(0, 1);
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optionList.AddChild(new Paragraph(Anchor.AutoLeft, 1, p => Localization.Get("AutoBuyInterval") + ": " + Options.Instance.AutoBuyIntervalSecs));
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optionList.AddChild(new Slider(Anchor.AutoLeft, new Vector2(1, 20), 10, 299) {
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PositionOffset = new Vector2(0, 1),
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CurrentValue = Options.Instance.AutoBuyIntervalSecs - 1,
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OnValueChanged = (s, v) => {
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Options.Instance.AutoBuyIntervalSecs = (int) v + 1;
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Options.Save();
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}
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});
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optionList.AddChild(new Paragraph(Anchor.AutoCenter, 1, Localization.Get("OtherOptions"), true) {
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PositionOffset = new Vector2(0, 10),
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