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 * sect.c: Do production for sectors
29 * Known contributors to this file:
32 * Markus Armbruster, 2004-2016
48 upd_buildeff(struct sctstr *sp, int *desig)
51 int avail = sp->sct_avail;
52 int buildeff_work = avail / 2;
53 int cost, n, hcms, lcms, neweff;
56 neweff = sp->sct_effic;
58 if (*desig != sp->sct_newtype) {
60 * Tear down existing sector.
61 * Easier to destroy than to build.
63 work_cost = (sp->sct_effic + 3) / 4;
64 if (work_cost > buildeff_work)
65 work_cost = buildeff_work;
66 buildeff_work -= work_cost;
67 n = sp->sct_effic - work_cost * 4;
70 *desig = sp->sct_newtype;
75 if (*desig == sp->sct_newtype) {
76 work_cost = 100 - neweff;
77 if (work_cost > buildeff_work)
78 work_cost = buildeff_work;
80 if (dchr[*desig].d_lcms > 0) {
81 lcms = sp->sct_item[I_LCM];
82 lcms /= dchr[*desig].d_lcms;
86 if (dchr[*desig].d_hcms > 0) {
87 hcms = sp->sct_item[I_HCM];
88 hcms /= dchr[*desig].d_hcms;
94 cost += work_cost * dchr[*desig].d_build;
95 buildeff_work -= work_cost;
97 if ((dchr[*desig].d_lcms > 0) || (dchr[*desig].d_hcms > 0)) {
98 sp->sct_item[I_LCM] -= work_cost * dchr[*desig].d_lcms;
99 sp->sct_item[I_HCM] -= work_cost * dchr[*desig].d_hcms;
103 sp->sct_effic = neweff;
104 sp->sct_avail = (avail + 1) / 2 + buildeff_work;
109 * enlistment sectors are special; they require military
110 * to convert civ into mil in large numbers.
111 * Conversion will happen much more slowly without
112 * some mil initially.
115 enlist(short *vec, int etu, int *cost)
121 maxmil = vec[I_CIVIL] / 2 - vec[I_MILIT];
123 enlisted = etu * (10 + vec[I_MILIT]) * 0.05;
124 if (enlisted > maxmil)
126 vec[I_CIVIL] -= enlisted;
127 vec[I_MILIT] += enlisted;
129 *cost = enlisted * 3;
133 /* Fallout is calculated here. */
136 meltitems(int etus, int fallout, int own, short *vec,
137 int type, int x, int y, int uid)
142 for (n = I_NONE + 1; n <= I_MAX; n++) {
143 melt = roundavg(vec[n] * etus * (double)fallout
144 / (1000.0 * ichr[n].i_melt_denom));
147 if (melt > 5 && own) {
148 if (type == EF_SECTOR)
149 wu(0, own, "Lost %d %s to radiation in %s.\n",
150 melt, ichr[n].i_name,
152 else if (type == EF_LAND)
153 wu(0, own, "Unit #%d lost %d %s to radiation in %s.\n",
154 uid, melt, ichr[n].i_name,
156 else if (type == EF_SHIP)
157 wu(0, own, "Ship #%d lost %d %s to radiation in %s.\n",
158 uid, melt, ichr[n].i_name,
166 * Do fallout meltdown for sector @sp.
167 * @etus above 24 are treated as 24 to avoid *huge* kill offs in
171 do_fallout(struct sctstr *sp, int etus)
177 /* This check shouldn't be needed, but just in case. :) */
178 if (!sp->sct_fallout || !sp->sct_updated)
182 meltitems(etus, sp->sct_fallout, sp->sct_own, sp->sct_item,
183 EF_SECTOR, sp->sct_x, sp->sct_y, 0);
184 for (i = 0; NULL != (lp = getlandp(i)); i++) {
187 if (lp->lnd_x != sp->sct_x || lp->lnd_y != sp->sct_y)
189 meltitems(etus, sp->sct_fallout, lp->lnd_own, lp->lnd_item,
190 EF_LAND, lp->lnd_x, lp->lnd_y, lp->lnd_uid);
192 for (i = 0; NULL != (spp = getshipp(i)); i++) {
195 if (spp->shp_x != sp->sct_x || spp->shp_y != sp->sct_y)
197 if (mchr[(int)spp->shp_type].m_flags & M_SUB)
199 meltitems(etus, sp->sct_fallout, spp->shp_own, spp->shp_item,
200 EF_SHIP, spp->shp_x, spp->shp_y, spp->shp_uid);
205 spread_fallout(struct sctstr *sp, int etus)
213 for (n = DIR_FIRST; n <= DIR_LAST; n++) {
214 ap = getsectp(sp->sct_x + diroff[n][0], sp->sct_y + diroff[n][1]);
215 if (ap->sct_type == SCT_SANCT)
217 inc = roundavg(etus * fallout_spread * (sp->sct_fallout)) - 1;
220 ap->sct_fallout = MIN(ap->sct_fallout + inc, FALLOUT_MAX);
225 decay_fallout(struct sctstr *sp, int etus)
231 decay = roundavg((decay_per_etu + 6.0) * fallout_spread *
232 (double)etus * (double)sp->sct_fallout);
234 sp->sct_fallout = decay < sp->sct_fallout ? sp->sct_fallout - decay : 0;
238 * Produce for a specific nation
241 produce_sect(struct natstr *np, int etu, struct bp *bp, int p_sect[][2])
243 struct sctstr *sp, scratch_sect;
244 int work, cost, ecost, pcost;
245 int n, desig, amount;
247 for (n = 0; NULL != (sp = getsectid(n)); n++) {
248 if (sp->sct_type == SCT_WATER)
250 if (sp->sct_own != np->nat_cnum)
252 if (sp->sct_updated != 0)
256 * When running the test suite, reseed PRNG for each sector
257 * with its UID, to keep results stable even when the number
258 * of PRNs consumed changes.
260 if (running_test_suite)
261 seed_prng(sp->sct_uid);
263 if (player->simulation) {
264 /* work on a copy, which will be discarded */
269 /* If everybody is dead, the sector reverts to unowned.
270 * This is also checked at the end of the production in
271 * they all starved or were plagued off.
273 if (sp->sct_item[I_CIVIL] == 0 && sp->sct_item[I_MILIT] == 0 &&
274 !has_units(sp->sct_x, sp->sct_y, sp->sct_own)) {
275 if (!player->simulation) {
276 makelost(EF_SECTOR, sp->sct_own, 0, sp->sct_x, sp->sct_y);
285 work = do_feed(sp, np, etu);
286 bp_put_items(bp, sp);
288 if (sp->sct_off || np->nat_money < 0)
291 sp->sct_avail = work;
293 pcost = cost = ecost = 0;
295 desig = sp->sct_type;
297 if (dchr[desig].d_maint) {
298 cost = etu * dchr[desig].d_maint;
299 p_sect[SCT_MAINT][0]++;
300 p_sect[SCT_MAINT][1] += cost;
301 if (!player->simulation)
302 np->nat_money -= cost;
305 if ((sp->sct_effic < 100 || sp->sct_type != sp->sct_newtype) &&
306 np->nat_money >= 0) {
307 cost = upd_buildeff(sp, &desig);
308 bp_put_items(bp, sp);
309 p_sect[SCT_EFFIC][0]++;
310 p_sect[SCT_EFFIC][1] += cost;
311 if (!player->simulation) {
312 np->nat_money -= cost;
313 sp->sct_type = desig;
317 if (desig == SCT_ENLIST && sp->sct_effic >= 60 &&
318 sp->sct_own == sp->sct_oldown) {
319 p_sect[desig][0] += enlist(sp->sct_item, etu, &ecost);
320 p_sect[desig][1] += ecost;
321 if (!player->simulation)
322 np->nat_money -= ecost;
323 bp_put_items(bp, sp);
327 * now do the production (if sector effic >= 60%)
330 if (sp->sct_effic >= 60) {
331 if (np->nat_money >= 0 && dchr[desig].d_prd >= 0)
332 amount = produce(np, sp, desig, sp->sct_effic, &pcost);
333 bp_put_items(bp, sp);
336 bp_put_avail(bp, sp, sp->sct_avail);
337 p_sect[desig][0] += amount;
338 p_sect[desig][1] += pcost;
339 if (!player->simulation)
340 np->nat_money -= pcost;