2 * Empire - A multi-player, client/server Internet based war game.
3 * Copyright (C) 1986-2016, 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, 2004-2016
40 #include "prototypes.h"
43 static void materials_charge(struct pchrstr *, short *, int);
45 static char *levelnames[] = {
46 "Technology", "Research", "Education", "Happiness"
50 produce(struct natstr *np, struct sctstr *sp)
52 struct budget *budget = &nat_budget[sp->sct_own];
53 struct pchrstr *product;
56 unsigned char *resource;
59 int unit_work, work_used;
62 int material_limit, res_limit;
67 if (dchr[sp->sct_type].d_prd < 0)
69 product = &pchr[dchr[sp->sct_type].d_prd];
70 item = product->p_type;
72 resource = (unsigned char *)sp + product->p_nrndx;
76 material_limit = prod_materials_cost(product, sp->sct_item,
78 if (material_limit <= 0)
82 p_e = sp->sct_effic / 100.0;
85 p_e *= *resource / 100.0;
90 worker_limit = sp->sct_avail * p_e / unit_work;
91 res_limit = prod_resource_limit(product, resource);
93 material_consume = res_limit;
94 if (material_consume > worker_limit)
95 material_consume = (int)worker_limit;
96 if (material_consume > material_limit)
97 material_consume = material_limit;
98 if (material_consume == 0)
101 prodeff = prod_eff(sp->sct_type, np->nat_level[product->p_nlndx]);
102 if (prodeff <= 0.0) {
103 if (!player->simulation)
105 "%s level too low to produce in %s (need %d)\n",
106 levelnames[product->p_nlndx], ownxy(sp), product->p_nlmin);
110 * Adjust produced amount by commodity production ratio
112 output = material_consume * prodeff;
113 if (item == I_NONE) {
114 actual = ldround(output, 1);
115 if (!player->simulation) {
116 levels[sp->sct_own][product->p_level] += output;
117 wu(0, sp->sct_own, "%s (%.2f) produced in %s\n",
118 product->p_name, output, ownxy(sp));
121 actual = roundavg(output);
126 material_consume = roundavg(actual / prodeff);
128 if (sp->sct_item[item] + actual > ITEM_MAX) {
129 actual = ITEM_MAX - sp->sct_item[item];
130 material_consume = roundavg(actual / prodeff);
131 if (material_consume < 0)
132 material_consume = 0;
133 if (sp->sct_own && !player->simulation)
135 "%s production backlog in %s\n",
136 product->p_name, ownxy(sp));
138 sp->sct_item[item] += actual;
141 * Reset produced amount by commodity production ratio
143 materials_charge(product, sp->sct_item, material_consume);
144 if (resource && product->p_nrdep != 0) {
146 * lower natural resource in sector depending on
149 val = *resource - roundavg(product->p_nrdep *
150 material_consume / 100.0);
156 cost = product->p_cost * material_consume;
158 if (product->p_level == NAT_TLEV) {
159 if (tpops[sp->sct_own] > 50000)
160 cost *= tpops[sp->sct_own] / 50000.0;
164 budget->prod[sp->sct_type].count += actual;
165 budget->prod[sp->sct_type].money -= cost;
166 budget->money -= cost;
168 if (CANT_HAPPEN(p_e <= 0.0))
170 work_used = roundavg(unit_work * material_consume / p_e);
171 if (CANT_HAPPEN(work_used > sp->sct_avail))
172 work_used = sp->sct_avail;
173 sp->sct_avail -= work_used;
177 * Return how much of product @pp can be made from materials @vec[].
178 * Store amount of work per unit in *@costp.
181 prod_materials_cost(struct pchrstr *pp, short vec[], int *costp)
189 for (i = 0; i < MAXPRCON; ++i) {
192 if (CANT_HAPPEN(pp->p_ctype[i] <= I_NONE || I_MAX < pp->p_ctype[i]))
194 n = vec[pp->p_ctype[i]] / pp->p_camt[i];
197 cost += pp->p_camt[i];
204 materials_charge(struct pchrstr *pp, short *vec, int count)
209 for (i = 0; i < MAXPRCON; ++i) {
210 item = pp->p_ctype[i];
213 if (CANT_HAPPEN(item <= I_NONE || I_MAX < item))
215 n = vec[item] - pp->p_camt[i] * count;
216 if (CANT_HAPPEN(n < 0))
223 * Return how much of product @pp can be made from its resource.
224 * If @pp depletes a resource, @resource must point to its value.
227 prod_resource_limit(struct pchrstr *pp, unsigned char *resource)
229 if (CANT_HAPPEN(pp->p_nrndx && !resource))
231 if (resource && pp->p_nrdep != 0)
232 return *resource * 100 / pp->p_nrdep;
237 * Return p.e. for sector type @type.
238 * Zero means level is too low for production.
239 * @level is the level affecting production.
242 prod_eff(int type, float level)
245 struct dchrstr *dp = &dchr[type];
246 struct pchrstr *pp = &pchr[dp->d_prd];
248 if (CANT_HAPPEN(dp->d_prd < 0))
254 double delta = (double)level - (double)pp->p_nlmin;
258 if (CANT_HAPPEN(delta + pp->p_nllag <= 0))
260 level_p_e = delta / (delta + pp->p_nllag);
263 return level_p_e * dp->d_peffic * 0.01;