Created
October 9, 2017 21:38
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class Worker { | |
public var miningExperience:Float = 0; | |
public var walkingExperience:Float = 0; | |
public var carryExperience:Float = 0; | |
public var attackExperience:Float = 0; | |
public function new() {} | |
/** A worker is likely to accept any task that surpasses its threshold. | |
* A skilled miner will thus have a very low mining threshold **/ | |
public function mineThreshold():Float { | |
return 1 / this.miningSpeed(); | |
} | |
inline function miningSpeed():Float { | |
return 1.0 + this.miningExperience; | |
} | |
public function carryThreshold():Float { | |
return 1 / walkingSpeed() + carryLimit() / 5.0; | |
} | |
inline function walkingSpeed():Float { | |
return 1.0 + this.walkingExperience; | |
} | |
inline function carryLimit():Float { | |
return 1.0 + this.carryExperience; | |
} | |
/** | |
* Train a skill. Should be called every time a task is completed | |
* @param skill - The skill to train | |
*/ | |
public function train(skill:Skills):Void { | |
var x = 1.01; | |
switch(skill) { | |
case MINE: { | |
buff(this.miningExperience, x, 3); | |
debuff(this.walkingExperience, x, 2); | |
debuff(this.carryExperience, x, 1); | |
} | |
case WALK: { | |
buff(this.walkingExperience, x, 1); | |
} | |
case CARRY: { | |
buff(this.carryExperience, x, 4); | |
debuff(this.miningExperience, x, 1); | |
} | |
case ATTACK: { | |
buff(this.attackExperience, x, 4); | |
debuff(this.miningExperience, x, 2); | |
debuff(this.walkingExperience, x, 2); | |
debuff(this.carryExperience, x, 2); | |
} | |
} | |
} | |
inline function buff(value:Float, amount:Float, times:Int):Float { | |
return value * Math.pow(amount, times); | |
} | |
inline function debuff(value:Float, amount:Float, times:Int):Float { | |
return value / Math.pow(amount, times); | |
} | |
} |
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