/*
* Empire - A multi-player, client/server Internet based war game.
* Copyright (C) 1986-2016, Dave Pare, Jeff Bailey, Thomas Ruschak,
* Ken Stevens, Steve McClure, Markus Armbruster
*
* Empire is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see .
*
* ---
*
* See files README, COPYING and CREDITS in the root of the source
* tree for related information and legal notices. It is expected
* that future projects/authors will amend these files as needed.
*
* ---
*
* produce.c: Produce goodies
*
* Known contributors to this file:
* Markus Armbruster, 2004-2016
*/
#include
#include "budg.h"
#include "chance.h"
#include "player.h"
#include "product.h"
#include "update.h"
static void materials_charge(struct pchrstr *, short *, int);
static char *levelnames[] = {
"Technology", "Research", "Education", "Happiness"
};
int
produce(struct natstr *np, struct sctstr *sp,
int desig, int neweff, int *cost)
{
struct pchrstr *product;
double p_e;
double prodeff;
unsigned char *resource;
double output;
int actual;
int unit_work, work_used;
i_type item;
double worker_limit;
int material_limit, res_limit;
int material_consume;
int val;
if (dchr[desig].d_prd < 0)
return 0;
product = &pchr[dchr[desig].d_prd];
item = product->p_type;
if (product->p_nrndx)
resource = (unsigned char *)sp + product->p_nrndx;
else
resource = NULL;
*cost = 0;
material_limit = prod_materials_cost(product, sp->sct_item,
&unit_work);
if (material_limit <= 0)
return 0;
/* sector p.e. */
p_e = neweff / 100.0;
if (resource) {
unit_work++;
p_e *= *resource / 100.0;
}
if (unit_work == 0)
unit_work = 1;
worker_limit = sp->sct_avail * p_e / unit_work;
res_limit = prod_resource_limit(product, resource);
material_consume = res_limit;
if (material_consume > worker_limit)
material_consume = (int)worker_limit;
if (material_consume > material_limit)
material_consume = material_limit;
if (material_consume == 0)
return 0;
prodeff = prod_eff(desig, np->nat_level[product->p_nlndx]);
if (prodeff <= 0.0 && !player->simulation) {
wu(0, sp->sct_own,
"%s level too low to produce in %s (need %d)\n",
levelnames[product->p_nlndx], ownxy(sp), product->p_nlmin);
return 0;
}
/*
* Adjust produced amount by commodity production ratio
*/
output = material_consume * prodeff;
if (item == I_NONE) {
actual = ldround(output, 1);
if (!player->simulation) {
levels[sp->sct_own][product->p_level] += output;
wu(0, sp->sct_own, "%s (%.2f) produced in %s\n",
product->p_name, output, ownxy(sp));
}
} else {
actual = roundavg(output);
if (actual <= 0)
return 0;
if (actual > 999) {
actual = 999;
material_consume = roundavg(actual / prodeff);
}
if (sp->sct_item[item] + actual > ITEM_MAX) {
actual = ITEM_MAX - sp->sct_item[item];
material_consume = roundavg(actual / prodeff);
if (material_consume < 0)
material_consume = 0;
if (sp->sct_own && !player->simulation)
wu(0, sp->sct_own,
"%s production backlog in %s\n",
product->p_name, ownxy(sp));
}
sp->sct_item[item] += actual;
}
/*
* Reset produced amount by commodity production ratio
*/
materials_charge(product, sp->sct_item, material_consume);
if (resource && product->p_nrdep != 0) {
/*
* lower natural resource in sector depending on
* amount produced
*/
val = *resource - roundavg(product->p_nrdep *
material_consume / 100.0);
if (val < 0)
val = 0;
*resource = val;
}
*cost = product->p_cost * material_consume;
if (opt_TECH_POP) {
if (product->p_level == NAT_TLEV) {
if (tpops[sp->sct_own] > 50000)
*cost *= tpops[sp->sct_own] / 50000.0;
}
}
if (CANT_HAPPEN(p_e <= 0.0))
return actual;
work_used = roundavg(unit_work * material_consume / p_e);
if (CANT_HAPPEN(work_used > sp->sct_avail))
work_used = sp->sct_avail;
sp->sct_avail -= work_used;
return actual;
}
/*
* Return how much of product @pp can be made from materials @vec[].
* Store amount of work per unit in *@costp.
*/
int
prod_materials_cost(struct pchrstr *pp, short vec[], int *costp)
{
int count;
int cost;
int i, n;
count = ITEM_MAX;
cost = 0;
for (i = 0; i < MAXPRCON; ++i) {
if (!pp->p_camt[i])
continue;
if (CANT_HAPPEN(pp->p_ctype[i] <= I_NONE || I_MAX < pp->p_ctype[i]))
continue;
n = vec[pp->p_ctype[i]] / pp->p_camt[i];
if (n < count)
count = n;
cost += pp->p_camt[i];
}
*costp = cost;
return count;
}
static void
materials_charge(struct pchrstr *pp, short *vec, int count)
{
int i, n;
i_type item;
for (i = 0; i < MAXPRCON; ++i) {
item = pp->p_ctype[i];
if (!pp->p_camt[i])
continue;
if (CANT_HAPPEN(item <= I_NONE || I_MAX < item))
continue;
n = vec[item] - pp->p_camt[i] * count;
if (CANT_HAPPEN(n < 0))
n = 0;
vec[item] = n;
}
}
/*
* Return how much of product @pp can be made from its resource.
* If @pp depletes a resource, @resource must point to its value.
*/
int
prod_resource_limit(struct pchrstr *pp, unsigned char *resource)
{
if (CANT_HAPPEN(pp->p_nrndx && !resource))
return 0;
if (resource && pp->p_nrdep != 0)
return *resource * 100 / pp->p_nrdep;
return ITEM_MAX;
}
/*
* Return p.e. for sector type @type.
* Zero means level is too low for production.
* @level is the level affecting production.
*/
double
prod_eff(int type, float level)
{
double level_p_e;
struct dchrstr *dp = &dchr[type];
struct pchrstr *pp = &pchr[dp->d_prd];
if (CANT_HAPPEN(dp->d_prd < 0))
return 0.0;
if (pp->p_nlndx < 0)
level_p_e = 1.0;
else {
double delta = (double)level - (double)pp->p_nlmin;
if (delta < 0.0)
return 0.0;
if (CANT_HAPPEN(delta + pp->p_nllag <= 0))
return 0.0;
level_p_e = delta / (delta + pp->p_nllag);
}
return level_p_e * dp->d_peffic * 0.01;
}