riversong code showcase

This commit is contained in:
Daniele Marotta
2026-05-21 15:52:18 +02:00
commit 4c9eea1c02
462 changed files with 23406 additions and 0 deletions

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using UnityEngine;
namespace DanieleMarotta.RiversongCodeShowcase
{
[GameSystemGroup(typeof(EconomySystemGroup))]
[UpdateAfter(typeof(ProductionRequirementsGameSystem))]
public class ProductionTickGameSystem : GameSystem, IUpdatable
{
[InjectService]
private GameConfig _config;
[InjectService]
private World _world;
[InjectService]
private IEntityCache _entityCache;
public ProductionTickGameSystem(IServiceLocator serviceLocator) : base(serviceLocator)
{
}
public void Update()
{
if (_world.TimeState.DayNightCycleStep != DayNightCycleStep.Day) return;
var state = _world.ProductionState;
state.ProductionTickTimer += Time.deltaTime;
if (state.ProductionTickTimer < _config.Economy.ProductionTickInterval) return;
state.ProductionTickTimer = 0;
ProductionTick();
}
private void ProductionTick()
{
var laborEfficiencyModifier = _world.ProductionState.LaborEfficiencyModifier;
foreach (var producer in _entityCache.GetProducers())
{
ref var storage = ref producer.GetStorageRW();
ref var productionState = ref producer.GetProductionStateRW();
ref var recipe = ref productionState.Recipe;
if (productionState.State == ProducerState.NotWorking)
{
if (!productionState.AllRequirementsMet || !storage.ReservePutting(recipe.OutputProductHandle, recipe.OutputAmount)) continue;
foreach (var (productHandle, amount) in recipe.Inputs) storage.Take(productHandle, amount);
productionState.State = ProducerState.Working;
}
ref var sleepState = ref producer.GetSleepStateRW();
var efficiencyMultiplier = Mathf.Max(0, 1 + sleepState.EfficiencyModifier + laborEfficiencyModifier);
productionState.Progress += Mathf.RoundToInt(1000 * efficiencyMultiplier);
if (productionState.Progress < 1000 * recipe.ProductionTime) continue;
productionState.Progress = 0;
if (!storage.FulfillPut(recipe.OutputProductHandle, recipe.OutputAmount)) Debug.LogError("Producer failed fulfilling put");
productionState.State = ProducerState.NotWorking;
}
}
}
}