Add backend projects with core models and tests, setup Godot frontend
This commit is contained in:
11
backend/MyBiz.slnx
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11
backend/MyBiz.slnx
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<Solution>
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<Folder Name="/src/">
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<Project Path="src/MyBiz.Core/MyBiz.Core.csproj" />
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<Project Path="src/MyBiz.Economy/MyBiz.Economy.csproj" />
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<Project Path="src/MyBiz.Production/MyBiz.Production.csproj" />
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<Project Path="src/MyBiz.Trade/MyBiz.Trade.csproj" />
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</Folder>
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<Folder Name="/tests/">
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<Project Path="tests/MyBiz.Tests/MyBiz.Tests.csproj" />
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</Folder>
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</Solution>
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74
backend/src/MyBiz.Core/Building.cs
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74
backend/src/MyBiz.Core/Building.cs
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namespace MyBiz.Core;
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/// <summary>
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/// Тип здания
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/// </summary>
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public enum BuildingType
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{
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// Добыча сырья
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Farm, // Ферма
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CottonField, // Хлопковое поле
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Mine, // Шахта
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// Производство
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FoodFactory, // Пищекомбинат
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TextileFactory, // Текстильная фабрика
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SteelMill, // Сталелитейный завод
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PlasticPlant, // Завод пластика
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ElectronicsFactory, // Завод электроники
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AutoFactory, // Автозавод
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// Торговля
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GroceryStore, // Продуктовый магазин
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ClothingStore, // Магазин одежды
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ElectronicsStore, // Магазин электроники
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AutoDealer, // Автосалон
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Mall, // Торговый центр
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// Исследования
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Laboratory, // Лаборатория
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// Склад
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Warehouse // Склад
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}
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/// <summary>
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/// Здание
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/// </summary>
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public class Building
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{
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public Guid Id { get; set; } = Guid.NewGuid();
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public BuildingType Type { get; set; }
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public string Name { get; set; } = string.Empty;
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public string CityId { get; set; } = string.Empty;
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/// <summary>
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/// Уровень здания (влияет на эффективность)
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/// </summary>
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public int Level { get; set; } = 1;
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/// <summary>
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/// Стоимость постройки
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/// </summary>
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public decimal BuildCost { get; set; }
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/// <summary>
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/// Стоимость содержания в тик
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/// </summary>
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public decimal UpkeepCost { get; set; }
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/// <summary>
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/// Вместимость склада
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/// </summary>
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public int StorageCapacity { get; set; }
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/// <summary>
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/// Количество рабочих мест
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/// </summary>
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public int WorkerSlots { get; set; }
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/// <summary>
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/// Заполненность рабочими
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/// </summary>
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public int Workers { get; set; }
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}
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47
backend/src/MyBiz.Core/City.cs
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47
backend/src/MyBiz.Core/City.cs
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namespace MyBiz.Core;
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/// <summary>
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/// Размер города
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/// </summary>
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public enum CitySize
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{
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Small, // Малый
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Medium, // Средний
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Large // Крупный
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}
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/// <summary>
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/// Город
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/// </summary>
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public class City
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{
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public string Id { get; set; } = Guid.NewGuid().ToString();
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public string Name { get; set; } = string.Empty;
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public string Country { get; set; } = string.Empty;
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public CitySize Size { get; set; }
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/// <summary>
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/// Население
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/// </summary>
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public int Population { get; set; }
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/// <summary>
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/// Доступные здания
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/// </summary>
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public List<Building> Buildings { get; set; } = new();
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/// <summary>
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/// Рынок города (спрос на продукты)
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/// </summary>
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public Dictionary<ProductType, int> MarketDemand { get; set; } = new();
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/// <summary>
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/// Предложение на рынке
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/// </summary>
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public Dictionary<ProductType, int> MarketSupply { get; set; } = new();
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/// <summary>
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/// Текущие цены
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/// </summary>
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public Dictionary<ProductType, decimal> Prices { get; set; } = new();
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}
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50
backend/src/MyBiz.Core/Company.cs
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50
backend/src/MyBiz.Core/Company.cs
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namespace MyBiz.Core;
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/// <summary>
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/// Компания игрока
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/// </summary>
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public class Company
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{
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public Guid Id { get; set; } = Guid.NewGuid();
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public string Name { get; set; } = string.Empty;
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/// <summary>
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/// Доступные деньги
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/// </summary>
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public decimal Cash { get; set; }
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/// <summary>
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/// Активы компании
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/// </summary>
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public decimal Assets { get; set; }
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/// <summary>
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/// Пассивы (долги)
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/// </summary>
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public decimal Liabilities { get; set; }
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/// <summary>
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/// Прибыль за последний период
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/// </summary>
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public decimal LastPeriodProfit { get; set; }
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/// <summary>
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/// Список зданий компании
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/// </summary>
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public List<Building> Buildings { get; set; } = new();
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/// <summary>
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/// Складские запасы
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/// </summary>
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public Dictionary<ProductType, int> Inventory { get; set; } = new();
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/// <summary>
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/// Открытые технологии
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/// </summary>
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public HashSet<string> UnlockedTechnologies { get; set; } = new();
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/// <summary>
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/// Рассчитать чистую стоимость
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/// </summary>
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public decimal NetWorth => Assets - Liabilities + Cash;
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}
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65
backend/src/MyBiz.Core/Product.cs
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65
backend/src/MyBiz.Core/Product.cs
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namespace MyBiz.Core;
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/// <summary>
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/// Категория продукта
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/// </summary>
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public enum ProductCategory
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{
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RawMaterial, // Сырьё
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Component, // Компоненты
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ConsumerGoods // Товары народного потребления
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}
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/// <summary>
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/// Тип продукта
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/// </summary>
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public enum ProductType
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{
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// Сырьё
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Cotton, // Хлопок
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Steel, // Сталь
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Plastic, // Пластик
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FoodRaw, // Сырьё для еды
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// Компоненты
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Fabric, // Ткань
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MetalParts, // Металлические детали
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PlasticParts, // Пластиковые детали
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ElectronicsComponents, // Электронные компоненты
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// Товары
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Food, // Еда
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Clothing, // Одежда
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Electronics, // Электроника
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Automobile // Автомобили
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}
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/// <summary>
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/// Продукт
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/// </summary>
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public class Product
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{
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public ProductType Type { get; set; }
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public string Name { get; set; } = string.Empty;
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public ProductCategory Category { get; set; }
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/// <summary>
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/// Базовая цена продукта
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/// </summary>
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public decimal BasePrice { get; set; }
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/// <summary>
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/// Текущая цена (с учётом спроса/предложения)
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/// </summary>
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public decimal CurrentPrice { get; set; }
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/// <summary>
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/// Доступное количество на рынке
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/// </summary>
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public int AvailableQuantity { get; set; }
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/// <summary>
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/// Спрос на продукт
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/// </summary>
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public int Demand { get; set; }
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}
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37
backend/src/MyBiz.Core/ProductionChain.cs
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37
backend/src/MyBiz.Core/ProductionChain.cs
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namespace MyBiz.Core;
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/// <summary>
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/// Шаг производственной цепочки
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/// </summary>
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public class ProductionStep
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{
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/// <summary>
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/// Требуемый продукт
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/// </summary>
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public ProductType InputProduct { get; set; }
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/// <summary>
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/// Количество требуемого продукта
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/// </summary>
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public int InputQuantity { get; set; }
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/// <summary>
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/// Время производства (в тиках)
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/// </summary>
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public int ProductionTime { get; set; }
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}
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/// <summary>
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/// Производственная цепочка
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/// </summary>
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public class ProductionChain
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{
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public ProductType OutputProduct { get; set; }
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public BuildingType RequiredBuilding { get; set; }
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public List<ProductionStep> Steps { get; set; } = new();
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/// <summary>
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/// Количество выходного продукта за цикл
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/// </summary>
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public int OutputQuantity { get; set; }
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}
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41
backend/tests/MyBiz.Tests/ProductTests.cs
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41
backend/tests/MyBiz.Tests/ProductTests.cs
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using MyBiz.Core;
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namespace MyBiz.Tests;
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public class ProductTests
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{
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[Fact]
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public void Product_Creation_ShouldInitializeProperties()
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{
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// Arrange & Act
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var product = new Product
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{
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Type = ProductType.Food,
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Name = "Bread",
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Category = ProductCategory.ConsumerGoods,
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BasePrice = 10m
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};
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// Assert
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Assert.Equal(ProductType.Food, product.Type);
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Assert.Equal("Bread", product.Name);
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Assert.Equal(ProductCategory.ConsumerGoods, product.Category);
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Assert.Equal(10m, product.BasePrice);
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}
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[Fact]
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public void Product_CurrentPrice_ShouldDefaultToBasePrice()
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{
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// Arrange
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var product = new Product
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{
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BasePrice = 25m
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};
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// Act
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product.CurrentPrice = product.BasePrice;
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// Assert
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Assert.Equal(25m, product.CurrentPrice);
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}
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}
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4
frontend/icon.svg
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4
frontend/icon.svg
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<svg xmlns="http://www.w3.org/2000/svg" width="128" height="128">
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<rect x="10" y="10" width="108" height="108" fill="#4CAF50" rx="20"/>
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<text x="64" y="80" font-family="Arial" font-size="60" fill="white" text-anchor="middle">$</text>
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</svg>
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|
After Width: | Height: | Size: 245 B |
55
frontend/project.godot
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55
frontend/project.godot
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; Engine configuration file.
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; It's best edited using the editor UI and not directly,
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; since the parameters that go here are not all obvious.
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;
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; Format:
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; [section] ; section goes between []
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; param=value ; assign values to parameters
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config_version=5
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[application]
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config/name="MyBiz - Economic Simulator"
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run/main_scene="res://scenes/main.tscn"
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config/features=PackedStringArray("4.0", "Forward Plus")
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config/icon="res://icon.svg"
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[display]
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window/size/viewport_width=1280
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window/size/viewport_height=720
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window/stretch/mode="canvas_items"
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[input]
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move_up={
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"deadzone": 0.5,
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"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":87,"key_label":0,"unicode":119,"echo":false,"script":null)
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]
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}
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move_down={
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"deadzone": 0.5,
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"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":83,"key_label":0,"unicode":115,"echo":false,"script":null)
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]
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}
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move_left={
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"deadzone": 0.5,
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"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":65,"key_label":0,"unicode":97,"echo":false,"script":null)
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]
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}
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move_right={
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"deadzone": 0.5,
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"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":68,"key_label":0,"unicode":100,"echo":false,"script":null)
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]
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}
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[layer_names]
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2d_physics/layer_1="Default"
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2d_physics/layer_2="Buildings"
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2d_physics/layer_3="UI"
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[rendering]
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renderer/rendering_method="forward_plus"
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14
frontend/scenes/main.tscn
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14
frontend/scenes/main.tscn
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<?xml version="1.0" encoding="UTF-8"?>
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<scene format="3" uid="1" namespaced="false" unique_name_in_tree="true">
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<node name="Main" type="Node2D">
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<node name="GameManager" instance="res://scripts/core/GameManager.cs" parent="." index="0"/>
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<node name="UI" type="CanvasLayer" parent="." index="1">
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<node name="TopBar" type="Panel" parent="UI">
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<node name="HBoxContainer" type="HBoxContainer" parent="TopBar">
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<node name="MoneyLabel" type="Label" parent="HBoxContainer"/>
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<node name="DateLabel" type="Label" parent="HBoxContainer"/>
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</node>
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</node>
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</node>
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</node>
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</scene>
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13
frontend/scripts/core/GameData.cs
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13
frontend/scripts/core/GameData.cs
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using Godot;
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[GlobalClass]
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public partial class GameData : Resource
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{
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[Export] public string CompanyName { get; set; } = "My Company";
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[Export] public int StartYear { get; set; } = 1980;
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[Export] public decimal StartingCash { get; set; } = 100000m;
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// Настройки карты
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[Export] public int CityCount { get; set; } = 10;
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[Export] public bool EnableImports { get; set; } = true;
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}
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59
frontend/scripts/core/GameManager.cs
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59
frontend/scripts/core/GameManager.cs
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using Godot;
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/// <summary>
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||||
/// Менеджер игры - управляет состоянием игры
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/// </summary>
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public partial class GameManager : Node
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{
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public static GameManager Instance { get; private set; } = null!;
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[Signal] public delegate void MoneyChangedEventHandler(decimal newAmount);
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[Signal] public delegate void DateChangedEventHandler(int year, int month, int day);
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public decimal Money { get; private set; } = 100000m;
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public int GameYear { get; private set; } = 1980;
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public int GameMonth { get; private set; } = 1;
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public int GameDay { get; private set; } = 1;
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public override void _Ready()
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{
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if (Instance != null && Instance != this)
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{
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QueueFree();
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return;
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}
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Instance = this;
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||||
}
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||||
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public void AddMoney(decimal amount)
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||||
{
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Money += amount;
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EmitSignal(SignalName.MoneyChanged, Money);
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}
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||||
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||||
public void SpendMoney(decimal amount)
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{
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if (Money >= amount)
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||||
{
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||||
Money -= amount;
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||||
EmitSignal(SignalName.MoneyChanged, Money);
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||||
}
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||||
}
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||||
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||||
public void AdvanceTime(int ticks)
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||||
{
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||||
GameDay += ticks;
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if (GameDay > 30)
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||||
{
|
||||
GameDay = 1;
|
||||
GameMonth++;
|
||||
if (GameMonth > 12)
|
||||
{
|
||||
GameMonth = 1;
|
||||
GameYear++;
|
||||
}
|
||||
}
|
||||
EmitSignal(SignalName.DateChanged, GameYear, GameMonth, GameDay);
|
||||
}
|
||||
}
|
||||
13
frontend/scripts/core/Main.cs
Normal file
13
frontend/scripts/core/Main.cs
Normal file
@@ -0,0 +1,13 @@
|
||||
using Godot;
|
||||
|
||||
public partial class Main : Node2D
|
||||
{
|
||||
public override void _Ready()
|
||||
{
|
||||
GD.Print("MyBiz - Game Started!");
|
||||
}
|
||||
|
||||
public override void _Process(double delta)
|
||||
{
|
||||
}
|
||||
}
|
||||
35
frontend/scripts/ui/GameUI.cs
Normal file
35
frontend/scripts/ui/GameUI.cs
Normal file
@@ -0,0 +1,35 @@
|
||||
using Godot;
|
||||
|
||||
/// <summary>
|
||||
/// Базовый класс для всех UI элементов
|
||||
/// </summary>
|
||||
public partial class GameUI : Control
|
||||
{
|
||||
protected GameManager GameManager => GameManager.Instance;
|
||||
|
||||
public override void _Ready()
|
||||
{
|
||||
ConnectSignals();
|
||||
}
|
||||
|
||||
protected virtual void ConnectSignals()
|
||||
{
|
||||
if (GameManager != null)
|
||||
{
|
||||
GameManager.MoneyChanged += OnMoneyChanged;
|
||||
GameManager.DateChanged += OnDateChanged;
|
||||
}
|
||||
}
|
||||
|
||||
protected virtual void OnMoneyChanged(decimal newAmount) { }
|
||||
protected virtual void OnDateChanged(int year, int month, int day) { }
|
||||
|
||||
public override void _ExitTree()
|
||||
{
|
||||
if (GameManager != null)
|
||||
{
|
||||
GameManager.MoneyChanged -= OnMoneyChanged;
|
||||
GameManager.DateChanged -= OnDateChanged;
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user