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using System.Collections.Generic;
using UnityEngine;
public class EconomySimulator
{
private static List<VirtualBuilding> virtualBuildingsRef = new List<VirtualBuilding>();
public static List<VirtualBuilding> VirtualBuildings => virtualBuildingsRef;
public static void SimulateEconomy(out List<int> _OUTgoldSpentOnEconomyBeforeNight, out List<int> _OUTgoldSpentOnDefenseBeforeNight, out List<int> _OUTNetworthBeforeNight, out List<int> _OUTgoldEarnedInNight, out List<int> _OUTgoldDroppedInNight, out List<string> _OUTBuildorder, out List<int> _OUTDefensePower, List<VirtualBuilding> _virtualBuildings, int _startingGold, float _goldDropRate, int _minGoldDrops, int _maxGoldDrops, int _maxWaveCount)
{
virtualBuildingsRef = _virtualBuildings;
foreach (VirtualBuilding _virtualBuilding in _virtualBuildings)
{
_virtualBuilding.Reset();
}
_OUTgoldSpentOnEconomyBeforeNight = new List<int>();
_OUTgoldSpentOnDefenseBeforeNight = new List<int>();
_OUTNetworthBeforeNight = new List<int>();
_OUTgoldDroppedInNight = new List<int>();
_OUTgoldEarnedInNight = new List<int>();
_OUTBuildorder = new List<string>();
_OUTDefensePower = new List<int>();
int _virtualGold = _startingGold;
int num = _startingGold;
for (int i = 0; i < _maxWaveCount; i++)
{
int _budget = Mathf.FloorToInt((float)_virtualGold / 2f);
int _budget2 = _virtualGold - _budget;
if (i >= _maxWaveCount - 2)
{
_budget = _virtualGold;
_budget2 = 0;
}
string text = "";
text += SimulateSpending(ref _budget, ref _virtualGold, _virtualBuildings, _spendOnEconomy: false);
text += SimulateSpending(ref _budget2, ref _virtualGold, _virtualBuildings, _spendOnEconomy: true);
if (AllBuildingsBuilt(_virtualBuildings))
{
SimulateEconomy(out _OUTgoldSpentOnEconomyBeforeNight, out _OUTgoldSpentOnDefenseBeforeNight, out _OUTNetworthBeforeNight, out _OUTgoldEarnedInNight, out _OUTgoldDroppedInNight, out _OUTBuildorder, out _OUTDefensePower, _virtualBuildings, _startingGold, _goldDropRate, _minGoldDrops, _maxGoldDrops, i - 1);
break;
}
int num2 = 0;
foreach (VirtualBuilding _virtualBuilding2 in _virtualBuildings)
{
if (_virtualBuilding2.built)
{
num2 += _virtualBuilding2.income;
}
}
foreach (VirtualBuilding _virtualBuilding3 in _virtualBuildings)
{
if (_virtualBuilding3.built && _virtualBuilding3.callAfterIncome != null)
{
_virtualBuilding3.callAfterIncome.Invoke();
}
}
int num3 = Mathf.Clamp(Mathf.CeilToInt((float)num * _goldDropRate), _minGoldDrops, _maxGoldDrops);
if (i >= _maxWaveCount - 1)
{
num3 = 0;
}
_virtualGold += num2 + num3;
int num4 = 0;
int num5 = 0;
int num6 = 0;
foreach (VirtualBuilding _virtualBuilding4 in _virtualBuildings)
{
if (_virtualBuilding4.built)
{
if (_virtualBuilding4.economicBuilding)
{
num4 += _virtualBuilding4.cost;
}
else
{
num5 += _virtualBuilding4.cost;
}
num6 += _virtualBuilding4.defensePower;
}
}
_OUTgoldDroppedInNight.Add(num3);
_OUTNetworthBeforeNight.Add(num);
_OUTgoldSpentOnEconomyBeforeNight.Add(num4);
_OUTgoldSpentOnDefenseBeforeNight.Add(num5);
_OUTgoldEarnedInNight.Add(num2);
_OUTBuildorder.Add(text);
_OUTDefensePower.Add(num6);
num += num2 + num3;
}
}
private static VirtualBuilding FindBestBuilding(int budget, List<VirtualBuilding> buildings, bool spendOnEconomy)
{
float num = 0f;
VirtualBuilding result = null;
foreach (VirtualBuilding building in buildings)
{
if (building.economicBuilding == spendOnEconomy && building.IsBuildable(budget, buildings) && !building.built && building.priority > num)
{
num = building.priority;
result = building;
}
}
return result;
}
private static string SimulateSpending(ref int _budget, ref int _virtualGold, List<VirtualBuilding> _virtualBuildings, bool _spendOnEconomy)
{
string text = "";
for (int num = 10000; num >= 0; num--)
{
VirtualBuilding virtualBuilding = FindBestBuilding(_budget, _virtualBuildings, _spendOnEconomy);
if (virtualBuilding == null)
{
break;
}
_budget -= virtualBuilding.cost;
_virtualGold -= virtualBuilding.cost;
virtualBuilding.built = true;
text = text + "(" + virtualBuilding.name + " Level " + virtualBuilding.representingLevel + ") ";
}
return text;
}
private static bool AllBuildingsBuilt(List<VirtualBuilding> buildings)
{
foreach (VirtualBuilding building in buildings)
{
if (!building.built)
{
return false;
}
}
return true;
}
}
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