2 * Empire - A multi-player, client/server Internet based war game.
3 * Copyright (C) 1986-2021, 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 * produce.c: Produce goodies
29 * Known contributors to this file:
30 * Markus Armbruster, 2004-2021
41 #include "prototypes.h"
44 static double prod_materials_cost(struct pchrstr *, short[], int *);
45 static void materials_charge(struct pchrstr *, short *, double);
46 static double prod_resource_limit(struct pchrstr *, unsigned char *);
48 static char *levelnames[] = {
49 "Technology", "Research", "Education", "Happiness"
53 produce(struct natstr *np, struct sctstr *sp)
55 struct budget *budget = &nat_budget[sp->sct_own];
56 struct pchrstr *product;
61 if (dchr[sp->sct_type].d_prd < 0)
63 product = &pchr[dchr[sp->sct_type].d_prd];
65 prodeff = prod_eff(sp->sct_type, np->nat_level[product->p_nlndx]);
66 output = prod_output(sp, prodeff);
70 cost = product->p_cost * output / prodeff;
72 if (product->p_level == NAT_TLEV) {
73 if (budget->oldowned_civs > 50000)
74 cost *= budget->oldowned_civs / 50000.0;
78 if (product->p_level >= 0)
79 budget->level[product->p_level] += output;
80 budget->prod[sp->sct_type].count += ldround(output, 1);
81 budget->prod[sp->sct_type].money -= cost;
82 budget->money -= cost;
86 prod_output(struct sctstr *sp, double prodeff)
88 struct pchrstr *product = &pchr[dchr[sp->sct_type].d_prd];
89 i_type item = product->p_type;
90 unsigned char *resource;
92 double material_limit, worker_limit, res_limit;
93 double material_consume, output;
94 int unit_work, work_used;
98 resource = (unsigned char *)sp + product->p_nrndx;
102 material_limit = prod_materials_cost(product, sp->sct_item,
106 p_e = sp->sct_effic / 100.0;
109 p_e *= *resource / 100.0;
114 worker_limit = sp->sct_avail * p_e / unit_work;
115 res_limit = prod_resource_limit(product, resource);
117 material_consume = res_limit;
118 if (material_consume > worker_limit)
119 material_consume = worker_limit;
120 if (material_consume > material_limit)
121 material_consume = material_limit;
122 if (CANT_HAPPEN(material_consume < 0.0))
123 material_consume = 0.0;
124 if (material_consume == 0.0)
127 if (prodeff <= 0.0) {
128 if (!player->simulation)
130 "%s level too low to produce in %s (need %d)\n",
131 levelnames[product->p_nlndx], ownxy(sp), product->p_nlmin);
136 * Adjust produced amount by commodity production ratio
138 output = material_consume * prodeff;
139 if (item == I_NONE) {
140 if (!player->simulation) {
141 wu(0, sp->sct_own, "%s (%.2f) produced in %s\n",
142 product->p_name, output, ownxy(sp));
145 output = floor(output);
148 if (sp->sct_item[item] + output > ITEM_MAX) {
149 output = ITEM_MAX - sp->sct_item[item];
150 if (sp->sct_own && !player->simulation)
152 "%s production backlog in %s\n",
153 product->p_name, ownxy(sp));
155 material_consume = output / prodeff;
156 sp->sct_item[item] += output;
160 * Reset produced amount by commodity production ratio
162 materials_charge(product, sp->sct_item, material_consume);
163 if (resource && product->p_nrdep != 0) {
165 * lower natural resource in sector depending on
168 val = *resource - roundavg(product->p_nrdep *
169 material_consume / 100.0);
175 if (CANT_HAPPEN(p_e <= 0.0))
177 work_used = roundavg(unit_work * material_consume / p_e);
178 if (CANT_HAPPEN(work_used > sp->sct_avail))
179 work_used = sp->sct_avail;
180 sp->sct_avail -= work_used;
186 * Return how much of product @pp can be made from materials @vec[].
187 * Store amount of work per unit in *@costp.
190 prod_materials_cost(struct pchrstr *pp, short vec[], int *costp)
197 for (i = 0; i < MAXPRCON; ++i) {
200 if (CANT_HAPPEN(pp->p_ctype[i] <= I_NONE || I_MAX < pp->p_ctype[i]))
202 n = (double)vec[pp->p_ctype[i]] / pp->p_camt[i];
205 cost += pp->p_camt[i];
212 materials_charge(struct pchrstr *pp, short *vec, double count)
218 for (i = 0; i < MAXPRCON; ++i) {
219 item = pp->p_ctype[i];
222 if (CANT_HAPPEN(item <= I_NONE || I_MAX < item))
224 n = vec[item] - pp->p_camt[i] * count;
225 if (CANT_HAPPEN(n < 0.0))
227 vec[item] = roundavg(n);
232 * Return how much of product @pp can be made from its resource.
233 * If @pp depletes a resource, @resource must point to its value.
236 prod_resource_limit(struct pchrstr *pp, unsigned char *resource)
238 if (CANT_HAPPEN(pp->p_nrndx && !resource))
240 if (resource && pp->p_nrdep != 0)
241 return *resource * 100.0 / pp->p_nrdep;
246 * Return p.e. for sector type @type.
247 * Zero means level is too low for production.
248 * @level is the level affecting production.
251 prod_eff(int type, float level)
254 struct dchrstr *dp = &dchr[type];
255 struct pchrstr *pp = &pchr[dp->d_prd];
257 if (CANT_HAPPEN(dp->d_prd < 0))
263 double delta = (double)level - (double)pp->p_nlmin;
267 if (CANT_HAPPEN(delta + pp->p_nllag <= 0))
269 level_p_e = delta / (delta + pp->p_nllag);
272 return level_p_e * dp->d_peffic * 0.01;