Added increase to robotcount when completing research, added value modifiers for robot types.
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@@ -3,6 +3,14 @@ using System.Collections.Generic;
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public class RobotStats
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{
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public readonly Dictionary<string, RobotTypeStats> RobotTypes = new()
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{
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["stone_robot"] = new RobotTypeStats(0.75f, 0.60f, 0.80f, 0.80f, 1.40f, -0.10f),
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["copper_robot"] = new RobotTypeStats(1.00f, 1.00f, 1.00f, 1.00f, 1.00f, 0.00f),
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["tin_robot"] = new RobotTypeStats(1.00f, 1.00f, 1.00f, 1.00f, 1.00f, 0.00f),
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["bronze_robot"] = new RobotTypeStats(1.15f, 1.10f, 0.90f, 1.10f, 0.80f, 0.05f),
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["iron_robot"] = new RobotTypeStats(1.35f, 1.25f, 1.15f, 1.20f, 0.65f, 0.10f)
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};
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private const float BaseMinimumEfficiency = 0.35f;
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private float speedBonus = 0f;
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@@ -76,6 +84,9 @@ public class RobotStats
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case "robot_minimum_efficiency_bonus":
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minimumEfficiencyBonus += effect.Value;
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break;
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case "robot_count_increase":
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GameData.maxRobotCount += (int)effect.Value;
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break;
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}
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}
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}
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