* supply.c: Supply subroutines
*
* Known contributors to this file:
- *
+ * Markus Armbruster, 2004-2009
*/
#include <config.h>
#include <math.h>
+#include "empobj.h"
#include "file.h"
#include "land.h"
#include "nat.h"
#include "sect.h"
#include "ship.h"
+static int s_commod(struct empobj *, short *, i_type, int, int, int);
static int get_minimum(struct lndstr *, i_type);
-static int s_commod(int, int, int, i_type, int, int);
-
-/*
- * We want to get enough guns to be maxed out, enough shells to
- * fire once, one update's worth of food.
- *
- * Firts, try to forage in the sector
- * Second look for a warehouse or headquarters to leech
- * Third, look for a ship we own in a harbor
- * Fourth, look for supplies in a supply unit we own
- * (one good reason to do this last is that the supply
- * unit will then call resupply, taking more time)
- *
- * May want to put code to resupply with SAMs here, later --ts
- */
-void
-resupply_all(struct lndstr *lp)
+int
+sct_supply(struct sctstr *sp, i_type type, int wanted)
{
- if (!opt_NOFOOD)
- resupply_commod(lp, I_FOOD);
- resupply_commod(lp, I_SHELL);
+ return s_commod((struct empobj *)sp, sp->sct_item,
+ type, wanted, ITEM_MAX, 1);
}
-/*
- * If the unit has less than it's minimum level of a
- * certain commodity, fill it, to the best of our abilities.
- */
-
-void
-resupply_commod(struct lndstr *lp, i_type type)
+int
+shp_supply(struct shpstr *sp, i_type type, int wanted)
{
- int amt;
+ return s_commod((struct empobj *)sp, sp->shp_item,
+ type, wanted, mchr[sp->shp_type].m_item[type], 1);
+}
- amt = get_minimum(lp, type) - lp->lnd_item[type];
- if (amt > 0) {
- lp->lnd_item[type] += supply_commod(lp->lnd_own,
- lp->lnd_x, lp->lnd_y,
- type, amt);
- }
+int
+lnd_supply(struct lndstr *lp, i_type type, int wanted)
+{
+ return s_commod((struct empobj *)lp, lp->lnd_item,
+ type, wanted, lchr[lp->lnd_type].l_item[type], 1);
}
-/*
- * Actually get the commod
- */
int
-supply_commod(int own, int x, int y, i_type type, int total_wanted)
+lnd_in_supply(struct lndstr *lp)
{
- if (total_wanted <= 0)
- return 0;
- return s_commod(own, x, y, type, total_wanted, !player->simulation);
+ if (!opt_NOFOOD) {
+ if (lp->lnd_item[I_FOOD] < get_minimum(lp, I_FOOD))
+ return 0;
+ }
+ return lp->lnd_item[I_SHELL] >= get_minimum(lp, I_SHELL);
}
-/*
- * Just return the number you COULD get, without doing it
- */
-static int
-try_supply_commod(int own, int x, int y, i_type type, int total_wanted)
+int
+lnd_supply_all(struct lndstr *lp)
{
- if (total_wanted <= 0)
- return 0;
+ int fail = 0;
- return s_commod(own, x, y, type, total_wanted, 0);
+ if (!opt_NOFOOD)
+ fail |= !lnd_supply(lp, I_FOOD, get_minimum(lp, I_FOOD));
+ fail |= !lnd_supply(lp, I_SHELL, get_minimum(lp, I_SHELL));
+ return !fail;
}
-/* Get supplies of a certain type */
+/*
+ * Actually get the commod
+ *
+ * First, try to forage in the sector
+ * Second look for a warehouse or headquarters to leech
+ * Third, look for a ship we own in a harbor
+ * Fourth, look for supplies in a supply unit we own
+ * (one good reason to do this last is that the supply
+ * unit will then call resupply, taking more time)
+ *
+ * May want to put code to resupply with SAMs here, later --ts
+ */
static int
-s_commod(int own, int x, int y, i_type type, int total_wanted,
- int actually_doit)
+s_commod(struct empobj *sink, short *vec,
+ i_type type, int wanted, int limit, int actually_doit)
{
- int wanted = total_wanted;
- int gotten = 0, lookrange;
+ natid own = sink->own;
+ coord x = sink->x;
+ coord y = sink->y;
+ int lookrange;
struct sctstr sect, dest;
struct nstr_sect ns;
struct nstr_item ni;
struct shpstr ship;
struct lndstr land;
/* leave at least 1 military in sectors/ships */
- int minimum = (type == I_MILIT ? 1 : 0);
+ int minimum = 0;
int can_move;
double move_cost, weight, mobcost;
int packing;
struct ichrstr *ip;
char buf[1024];
- /* try to get it from sector we're in */
+ if (wanted > limit)
+ wanted = limit;
+ if (wanted <= vec[type])
+ return 1;
+ wanted -= vec[type];
+
getsect(x, y, &dest);
- getsect(x, y, §);
- if (sect.sct_own == own) {
- if (sect.sct_item[type] - wanted >= minimum) {
- sect.sct_item[type] -= wanted;
- if (actually_doit)
- putsect(§);
- return total_wanted;
- } else if (sect.sct_item[type] - minimum > 0) {
- gotten += sect.sct_item[type] - minimum;
- wanted -= sect.sct_item[type] - minimum;
- sect.sct_item[type] = minimum;
- if (actually_doit)
- putsect(§);
+
+ /* try to get it from sector we're in */
+ if (sink->ef_type != EF_SECTOR) {
+ getsect(x, y, §);
+ if (sect.sct_own == own) {
+ if (!opt_NOFOOD && type == I_FOOD)
+ minimum = 1 + (int)ceil(food_needed(sect.sct_item,
+ etu_per_update));
+ if (sect.sct_item[type] - wanted >= minimum) {
+ sect.sct_item[type] -= wanted;
+ if (actually_doit) {
+ vec[type] += wanted;
+ putsect(§);
+ put_empobj(sink->ef_type, sink->uid, sink);
+ }
+ return 1;
+ } else if (sect.sct_item[type] - minimum > 0) {
+ wanted -= sect.sct_item[type] - minimum;
+ sect.sct_item[type] = minimum;
+ if (actually_doit) {
+ vec[type] += sect.sct_item[type] - minimum;
+ putsect(§);
+ }
+ }
}
}
+
/* look for a headquarters or warehouse */
lookrange = tfact(own, 10.0);
snxtsct_dist(&ns, x, y, lookrange);
while (nxtsct(&ns, §) && wanted) {
+ if (ns.curdist == 0)
+ continue;
if (sect.sct_own != own)
continue;
if ((sect.sct_type != SCT_WAREH) &&
if (!opt_NOFOOD && type == I_FOOD)
minimum = 1 + (int)ceil(food_needed(sect.sct_item,
etu_per_update));
- if (sect.sct_item[type] <= minimum) {
- /* Don't bother... */
+ if (sect.sct_item[type] <= minimum)
continue;
- }
ip = &ichr[type];
dp = &dchr[sect.sct_type];
packing = ip->i_pkg[dp->d_pkg];
sect.sct_item[type] -= wanted;
/* take off mobility for delivering sect */
- n = roundavg(total_wanted * weight * move_cost);
+ n = roundavg(wanted * weight * move_cost);
if (n < 0)
n = 0;
if (n > sect.sct_mobil)
n = sect.sct_mobil;
sect.sct_mobil -= n;
-
- if (actually_doit)
+ if (actually_doit) {
+ vec[type] += wanted;
putsect(§);
-
- return total_wanted;
+ put_empobj(sink->ef_type, sink->uid, sink);
+ }
+ return 1;
} else if (can_move > 0) {
int n;
- gotten += can_move;
wanted -= can_move;
sect.sct_item[type] -= can_move;
if (n > sect.sct_mobil)
n = sect.sct_mobil;
sect.sct_mobil -= n;
-
- if (actually_doit)
+ if (actually_doit) {
+ vec[type] += can_move;
putsect(§);
+ }
}
}
/* look for an owned ship in a harbor */
snxtitem_dist(&ni, EF_SHIP, x, y, lookrange);
-
while (nxtitem(&ni, &ship) && wanted) {
+ if (sink->ef_type == EF_SHIP && sink->uid == ship.shp_uid)
+ continue;
if (ship.shp_own != own)
continue;
-
if (!(mchr[(int)ship.shp_type].m_flags & M_SUPPLY))
continue;
getsect(ship.shp_x, ship.shp_y, §);
if (!opt_NOFOOD && type == I_FOOD)
minimum = 1 + (int)ceil(food_needed(ship.shp_item,
etu_per_update));
- if (ship.shp_item[type] <= minimum) {
- /* Don't bother... */
+ if (ship.shp_item[type] <= minimum)
continue;
- }
ip = &ichr[type];
dp = &dchr[sect.sct_type];
packing = ip->i_pkg[dp->d_pkg];
n = sect.sct_mobil;
sect.sct_mobil -= n;
if (actually_doit) {
+ vec[type] += can_move;
putship(ship.shp_uid, &ship);
putsect(§);
+ put_empobj(sink->ef_type, sink->uid, sink);
}
- return total_wanted;
+ return 1;
} else if (can_move > 0) {
int n;
- gotten += can_move;
wanted -= can_move;
ship.shp_item[type] -= can_move;
if (n > sect.sct_mobil)
n = sect.sct_mobil;
sect.sct_mobil -= n;
-
if (actually_doit) {
+ vec[type] += can_move;
putship(ship.shp_uid, &ship);
putsect(§);
}
/* look for an owned supply unit */
snxtitem_dist(&ni, EF_LAND, x, y, lookrange);
-
while (nxtitem(&ni, &land) && wanted) {
int min;
+ if (sink->ef_type == EF_LAND && sink->uid == land.lnd_uid)
+ continue;
if (land.lnd_own != own)
continue;
if ((land.lnd_ship >= 0) && (sect.sct_effic < 2))
continue;
+#if 0
+ /*
+ * Recursive supply is disabled for now. It can introduce
+ * cycles into the "resupplies from" relation. The code below
+ * attempts to break these cycles by temporarily zapping the
+ * commodity being supplied. That puts the land file in a
+ * funny state temporarily, risking loss of supplies when
+ * something goes wrong on the way. Worse, it increases
+ * lnd_seqno even when !actually_doit, which can lead to
+ * spurious seqno mismatch oopses in users of
+ * lnd_could_be_supplied(). I can't be bothered to clean up
+ * this mess right now, because recursive resupply is too dumb
+ * to be really useful anyway: each step uses the first source
+ * it finds, without consideration of mobility cost. If you
+ * re-enable it, don't forget to uncomment its documentation
+ * in supply.t as well.
+ */
if (land.lnd_item[type] - wanted < get_minimum(&land, type)) {
struct lndstr save;
else
putland(save.lnd_uid, &save);
}
+#endif
min = get_minimum(&land, type);
ip = &ichr[type];
if (can_move >= wanted) {
land.lnd_item[type] -= wanted;
-
- /* resupply the supply unit */
- resupply_commod(&land, type);
-
land.lnd_mobil -= roundavg(wanted * weight * move_cost);
-
- if (actually_doit)
+ if (actually_doit) {
+ vec[type] += wanted;
putland(land.lnd_uid, &land);
- return total_wanted;
+ put_empobj(sink->ef_type, sink->uid, sink);
+ }
+ return 1;
} else if (can_move > 0) {
- gotten += can_move;
wanted -= can_move;
land.lnd_item[type] -= can_move;
-
land.lnd_mobil -= roundavg(can_move * weight * move_cost);
-
- if (actually_doit)
+ if (actually_doit) {
+ vec[type] += can_move;
putland(land.lnd_uid, &land);
+ }
}
}
- /* We've done the best we could */
- /* return the number gotten */
- return gotten;
+ if (actually_doit)
+ put_empobj(sink->ef_type, sink->uid, sink);
+ return 0;
}
-
/*
* We want to get enough shells to fire once,
* one update's worth of food.
*/
-
static int
get_minimum(struct lndstr *lp, i_type type)
{
}
int
-has_supply(struct lndstr *lp)
+lnd_could_be_supplied(struct lndstr *lp)
{
- int shells_needed, shells, keepshells;
- int food, food_needed, keepfood;
+ int res, food, food_needed, shells_needed, shells;
if (!opt_NOFOOD) {
food_needed = get_minimum(lp, I_FOOD);
- food = keepfood = lp->lnd_item[I_FOOD];
+ food = lp->lnd_item[I_FOOD];
if (food < food_needed) {
- lp->lnd_item[I_FOOD] = 0;
- putland(lp->lnd_uid, lp);
- food += try_supply_commod(lp->lnd_own, lp->lnd_x, lp->lnd_y,
- I_FOOD, (food_needed - food));
- lp->lnd_item[I_FOOD] = keepfood;
- putland(lp->lnd_uid, lp);
+ res = s_commod((struct empobj *)lp, lp->lnd_item,
+ I_FOOD, food_needed,
+ lchr[lp->lnd_type].l_item[I_FOOD], 0);
+ lp->lnd_item[I_FOOD] = food;
+ if (!res)
+ return 0;
}
- if (food < food_needed)
- return 0;
-
}
shells_needed = lchr[lp->lnd_type].l_ammo;
- shells = keepshells = lp->lnd_item[I_SHELL];
+ shells = lp->lnd_item[I_SHELL];
if (shells < shells_needed) {
- lp->lnd_item[I_SHELL] = 0;
- putland(lp->lnd_uid, lp);
- shells += try_supply_commod(lp->lnd_own, lp->lnd_x, lp->lnd_y,
- I_SHELL, (shells_needed - shells));
- lp->lnd_item[I_SHELL] = keepshells;
- putland(lp->lnd_uid, lp);
+ res = s_commod((struct empobj *)lp, lp->lnd_item,
+ I_SHELL, shells_needed,
+ lchr[lp->lnd_type].l_item[I_SHELL], 0);
+ lp->lnd_item[I_SHELL] = shells;
+ if (!res)
+ return 0;
}
- if (shells < shells_needed)
- return 0;
-
return 1;
}