2 * Empire - A multi-player, client/server Internet based war game.
3 * Copyright (C) 1986-2017, Dave Pare, Jeff Bailey, Thomas Ruschak,
4 * Ken Stevens, Steve McClure, Markus Armbruster
6 * Empire is free software: you can redistribute it and/or modify
7 * it under the terms of the GNU General Public License as published by
8 * the Free Software Foundation, either version 3 of the License, or
9 * (at your option) any later version.
11 * This program is distributed in the hope that it will be useful,
12 * but WITHOUT ANY WARRANTY; without even the implied warranty of
13 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
14 * GNU General Public License for more details.
16 * You should have received a copy of the GNU General Public License
17 * along with this program. If not, see <http://www.gnu.org/licenses/>.
21 * See files README, COPYING and CREDITS in the root of the source
22 * tree for related information and legal notices. It is expected
23 * that future projects/authors will amend these files as needed.
27 * nat.c: Accumulate tech, edu, research and happiness.
29 * Known contributors to this file:
32 * Markus Armbruster, 2006-2016
42 #include "prototypes.h"
47 * hap and edu avg mean that the weight on current happiness is
48 * (cur_hap * hap_avg + hap_prod * etu) / (hap_avg + etu);
50 * right now, happiness has 1 day (48 etu) average, prod of 10 from
51 * initial level of 0 yields (1) 1.42, (6) 6.03, (12) 8.42, (18) 9.37
53 * education has 4 day (192 etu) average, prod of 10 from initial
54 * level of 0 yields (1) 0.4, (6) 2.2, (12) 3.9, (18) 5.2.
57 static void share_incr(double[], double[]);
60 * for values below the "easy level" values, production is
61 * as normal. For values above "easy", production gets harder
62 * based on an equation in "limit_level()" in update/nat.c.
63 * Basically, the smaller the the values for "level_log", the
64 * smaller return on investment above level_easy[] values.
67 * Damn! I hate this, but ...
68 * The values here for tech are *not* the real ones.
69 * They are changed later in the limit_level routine.
72 static float level_easy[4] = { 0.75, 0.75, 5.00, 5.00 };
73 static float level_log[4] = { 1.75, 2.00, 4.00, 6.00 };
76 * technique to limit the sharpers who turn entire countries
77 * into tech plants overnight...
81 logx(double d, double base)
85 return log10(d) / log10(base);
89 limit_level(double level, int type, int flag)
99 level_easy[0] = easy_tech;
100 level_log[0] = tech_log_base;
105 if (level > level_easy[type]) {
106 logbase = level_log[type];
107 easy = level_easy[type];
108 above_easy = level - easy;
110 above = above_easy / logx(logbase + above_easy, logbase);
112 above = logx(above_easy + 1.0, logbase);
115 return above < 0 ? easy : easy + above;
129 int sea_money, air_money, lnd_money;
135 struct budg_item *bm;
138 for (n = 0; NULL != (np = getnatp(n)); n++) {
139 grant_btus(np, game_reset_tick(&np->nat_access));
140 if (np->nat_stat < STAT_ACTIVE)
142 level = nat_budget[n].level;
144 * hap_edu: the more education people have, the
145 * more happiness they want.
147 hap_edu = np->nat_level[NAT_ELEV];
148 hap_edu = 1.5 - ((hap_edu + 10.0) / (hap_edu + 20.0));
149 pop = nat_budget[n].oldowned_civs + 1;
151 * get per-population happiness and education
152 * see what the total per-civilian production is
153 * for this time period.
155 hap = level[NAT_HLEV] * hap_edu * hap_cons /
157 edu = level[NAT_ELEV] * edu_cons / ((float)pop * etu);
158 wu(0, n, "%3.0f happiness, %3.0f education produced\n",
159 level[NAT_HLEV], level[NAT_ELEV]);
160 hap = limit_level(hap, NAT_HLEV, 1);
161 edu = limit_level(edu, NAT_ELEV, 1);
163 * change the "moving average"...old happiness and
164 * education levels are weighted heavier than current
167 newvalue = (np->nat_level[NAT_HLEV] * hap_avg + hap * etu) /
169 np->nat_level[NAT_HLEV] = newvalue;
170 newvalue = (np->nat_level[NAT_ELEV] * edu_avg + edu * etu) /
172 np->nat_level[NAT_ELEV] = newvalue;
174 * limit tech/research production
177 limit_level(level[NAT_TLEV] / 1, NAT_TLEV, 0) * 1;
179 limit_level(level[NAT_RLEV] / 1, NAT_RLEV, 0) * 1;
180 wu(0, n, "total pop was %d, yielding %4.2f hap, %4.2f edu\n",
184 if (ally_factor > 0.0)
185 share_incr(res, tech);
187 memset(res, 0, sizeof(res));
188 memset(tech, 0, sizeof(tech));
191 for (n = 0; NULL != (np = getnatp(n)); n++) {
192 if (np->nat_stat < STAT_ACTIVE)
194 level = nat_budget[n].level;
195 tlev = level[NAT_TLEV];
196 rlev = level[NAT_RLEV];
197 if (tech[n] != 0.0 || res[n] != 0.0) {
198 wu(0, n, "%5.4f technology (%5.4f + %5.4f), "
199 "%5.4f research (%5.4f + %5.4f) produced\n",
200 tlev + tech[n], tlev, tech[n],
201 rlev + res[n], rlev, res[n]);
203 wu(0, n, "%5.4f tech, %5.4f research produced\n", tlev, rlev);
207 np->nat_level[NAT_RLEV] += rlev;
209 np->nat_level[NAT_TLEV] += tlev;
211 bm = nat_budget[n].bm;
212 sea_money = bm[BUDG_SHP_MAINT].money + bm[BUDG_SHP_BUILD].money;
213 air_money = bm[BUDG_PLN_MAINT].money + bm[BUDG_PLN_BUILD].money;
214 lnd_money = bm[BUDG_LND_MAINT].money + bm[BUDG_LND_BUILD].money;
215 if (sea_money || air_money || lnd_money)
217 "Army delta $%d, Navy delta $%d, Air force delta $%d\n",
218 lnd_money, sea_money, air_money);
219 if (CANT_HAPPEN(np->nat_money != nat_budget[n].start_money))
220 nat_budget[n].money += np->nat_money - nat_budget[n].start_money;
221 np->nat_money = roundavg(nat_budget[n].money);
222 wu(0, n, "money delta was $%d for this update\n",
223 np->nat_money - nat_budget[n].start_money);
226 if (opt_LOSE_CONTACT) {
227 for (n = 0; NULL != (np = getnatp(n)); n++)
233 * find out everyones increment
236 share_incr(double res[], double tech[])
238 struct natstr *np, *other;
241 float other_tlev, other_rlev;
243 for (i = 0; NULL != (np = getnatp(i)); i++) {
244 res[i] = tech[i] = 0.0;
245 if (np->nat_stat < STAT_SANCT || np->nat_stat == STAT_GOD)
249 for (j = 0; NULL != (other = getnatp(j)); j++) {
252 if (other->nat_stat != STAT_ACTIVE)
255 if (!in_contact(i, j))
259 other_tlev = nat_budget[j].level[NAT_TLEV];
260 other_rlev = nat_budget[j].level[NAT_RLEV];
262 if (!opt_ALL_BLEED) {
263 if (relations_with(i, j) != ALLIED)
265 if (relations_with(j, i) != ALLIED)
267 res[i] += other_rlev;
268 tech[i] += other_tlev;
272 if (other_tlev > 0.001) {
273 tech[i] += other_tlev;
276 if (other_rlev > 0.001) {
277 res[i] += other_rlev;
283 res[i] /= rnc * ally_factor;
286 tech[i] /= tnc * ally_factor;