/*
* Empire - A multi-player, client/server Internet based war game.
- * Copyright (C) 1986-2011, Dave Pare, Jeff Bailey, Thomas Ruschak,
+ * Copyright (C) 1986-2017, Dave Pare, Jeff Bailey, Thomas Ruschak,
* Ken Stevens, Steve McClure, Markus Armbruster
*
* Empire is free software: you can redistribute it and/or modify
* Known contributors to this file:
* Dave Pare, 1986
* Steve McClure, 1996
- * Markus Armbruster, 2004-2010
+ * Markus Armbruster, 2004-2016
*/
#include <config.h>
-#include "budg.h"
+#include "chance.h"
#include "item.h"
-#include "land.h"
-#include "lost.h"
-#include "path.h"
+#include "nat.h"
+#include "optlist.h"
#include "player.h"
-#include "product.h"
-#include "ship.h"
+#include "prototypes.h"
#include "update.h"
-/*
- * Increase sector efficiency if old type == new type.
- * decrease sector efficiency if old type != new type.
- * Return amount of work used.
- */
-static int
-upd_buildeff(struct natstr *np, struct sctstr *sp, int *workp,
- short *vec, int etu, int *desig, int sctwork, int *cost)
+double
+buildeff(struct sctstr *sp)
{
- int work_cost = 0;
- int buildeff_work = *workp / 2;
- int n, hcms, lcms, neweff;
- unsigned char old_type = *desig;
+ int avail = sp->sct_avail / 2 * 100;
+ double cost;
+ int delta, build;
+ struct dchrstr *dcp;
- *cost = 0;
- neweff = sp->sct_effic;
+ cost = 0.0;
- if (*desig != sp->sct_newtype) {
+ if (sp->sct_type != sp->sct_newtype) {
/*
* Tear down existing sector.
* Easier to destroy than to build.
*/
- work_cost = (sp->sct_effic + 3) / 4;
- if (work_cost > buildeff_work)
- work_cost = buildeff_work;
- buildeff_work -= work_cost;
- n = sp->sct_effic - work_cost * 4;
- if (n <= 0) {
- n = 0;
- *desig = sp->sct_newtype;
- }
- neweff = n;
- *cost += work_cost;
- if (!n && IS_BIG_CITY(old_type) && !IS_BIG_CITY(*desig)) {
- // FIXME use trunc_people() and total_work()
- int maxpop = max_population(np->nat_level[NAT_RLEV], *desig, n);
- if (vec[I_CIVIL] > maxpop)
- vec[I_CIVIL] = maxpop;
- if (vec[I_UW] > maxpop)
- vec[I_UW] = maxpop;
- *workp = (vec[I_CIVIL] * sctwork) / 100.0
- + (vec[I_MILIT] * 2 / 5.0) + vec[I_UW];
- *workp = roundavg((etu * *workp) / 100.0);
-
- buildeff_work = MIN((int)(*workp / 2), buildeff_work);
+ dcp = &dchr[sp->sct_type];
+ build = 4 * avail / dcp->d_bwork;
+ if (build <= sp->sct_effic)
+ sp->sct_effic -= build;
+ else {
+ build = sp->sct_effic;
+ sp->sct_effic = 0;
+ sp->sct_type = sp->sct_newtype;
}
+ avail -= roundavg(build / 4.0 * dcp->d_bwork);
+ cost += build / 4.0;
}
- if (*desig == sp->sct_newtype) {
- work_cost = 100 - neweff;
- if (work_cost > buildeff_work)
- work_cost = buildeff_work;
-
- if (dchr[*desig].d_lcms > 0) {
- lcms = vec[I_LCM];
- lcms /= dchr[*desig].d_lcms;
- if (work_cost > lcms)
- work_cost = lcms;
- }
- if (dchr[*desig].d_hcms > 0) {
- hcms = vec[I_HCM];
- hcms /= dchr[*desig].d_hcms;
- if (work_cost > hcms)
- work_cost = hcms;
- }
-
- neweff += work_cost;
- *cost += work_cost * dchr[*desig].d_build;
- buildeff_work -= work_cost;
- if ((dchr[*desig].d_lcms > 0) || (dchr[*desig].d_hcms > 0)) {
- vec[I_LCM] -= work_cost * dchr[*desig].d_lcms;
- vec[I_HCM] -= work_cost * dchr[*desig].d_hcms;
- }
+ if (sp->sct_type == sp->sct_newtype) {
+ dcp = &dchr[sp->sct_type];
+ delta = avail / dcp->d_bwork;
+ if (delta > 100 - sp->sct_effic)
+ delta = 100 - sp->sct_effic;
+ build = get_materials(sp, dcp->d_mat, delta);
+ sp->sct_effic += build;
+ avail -= build * dcp->d_bwork;
+ cost += build * dcp->d_cost / 100.0;
}
- *workp = (*workp + 1) / 2 + buildeff_work;
- return neweff;
+ sp->sct_avail = (sp->sct_avail + 1) / 2 + avail / 100;
+ return cost;
}
/*
* Conversion will happen much more slowly without
* some mil initially.
*/
-static int
-enlist(short *vec, int etu, int *cost)
+static void
+enlist(struct natstr *np, short *vec, int etu)
{
int maxmil;
int enlisted;
- /* Need to check treaties here */
enlisted = 0;
maxmil = vec[I_CIVIL] / 2 - vec[I_MILIT];
if (maxmil > 0) {
vec[I_CIVIL] -= enlisted;
vec[I_MILIT] += enlisted;
}
- *cost = enlisted * 3;
- return enlisted;
-}
-
-/* Fallout is calculated here. */
-
-static void
-meltitems(int etus, int fallout, int own, short *vec,
- int type, int x, int y, int uid)
-{
- i_type n;
- int melt;
- for (n = I_NONE + 1; n <= I_MAX; n++) {
- melt = roundavg(vec[n] * etus * (long)fallout
- / (1000.0 * ichr[n].i_melt_denom));
- if (melt > vec[n])
- melt = vec[n];
- if (melt > 5 && own) {
- if (type == EF_SECTOR)
- wu(0, own, "Lost %d %s to radiation in %s.\n",
- melt, ichr[n].i_name,
- xyas(x, y, own));
- else if (type == EF_LAND)
- wu(0, own, "Unit #%d lost %d %s to radiation in %s.\n",
- uid, melt, ichr[n].i_name,
- xyas(x, y, own));
- else if (type == EF_SHIP)
- wu(0, own, "Ship #%d lost %d %s to radiation in %s.\n",
- uid, melt, ichr[n].i_name,
- xyas(x, y, own));
- }
- vec[n] -= melt;
- }
-}
-
-/*
- * Do fallout meltdown for sector SP.
- * ETUS above 24 are treated as 24 to avoid *huge* kill offs in
- * large ETU games.
- */
-void
-do_fallout(struct sctstr *sp, int etus)
-{
- struct shpstr *spp;
- struct lndstr *lp;
- int i;
-
-/* This check shouldn't be needed, but just in case. :) */
- if (!sp->sct_fallout || !sp->sct_updated)
- return;
- if (etus > 24)
- etus = 24;
- meltitems(etus, sp->sct_fallout, sp->sct_own, sp->sct_item,
- EF_SECTOR, sp->sct_x, sp->sct_y, 0);
- for (i = 0; NULL != (lp = getlandp(i)); i++) {
- if (!lp->lnd_own)
- continue;
- if (lp->lnd_x != sp->sct_x || lp->lnd_y != sp->sct_y)
- continue;
- meltitems(etus, sp->sct_fallout, lp->lnd_own, lp->lnd_item,
- EF_LAND, lp->lnd_x, lp->lnd_y, lp->lnd_uid);
- }
- for (i = 0; NULL != (spp = getshipp(i)); i++) {
- if (!spp->shp_own)
- continue;
- if (spp->shp_x != sp->sct_x || spp->shp_y != sp->sct_y)
- continue;
- if (mchr[(int)spp->shp_type].m_flags & M_SUB)
- continue;
- meltitems(etus, sp->sct_fallout, spp->shp_own, spp->shp_item,
- EF_SHIP, spp->shp_x, spp->shp_y, spp->shp_uid);
- }
-}
-
-void
-spread_fallout(struct sctstr *sp, int etus)
-{
- struct sctstr *ap;
- int n;
- int inc;
-
- if (etus > 24)
- etus = 24;
- for (n = DIR_FIRST; n <= DIR_LAST; n++) {
- ap = getsectp(sp->sct_x + diroff[n][0], sp->sct_y + diroff[n][1]);
- if (ap->sct_type == SCT_SANCT)
- continue;
- inc = roundavg(etus * fallout_spread * (sp->sct_fallout)) - 1;
- if (inc < 0)
- inc = 0;
- ap->sct_fallout = MIN(ap->sct_fallout + inc, FALLOUT_MAX);
- }
-}
-
-void
-decay_fallout(struct sctstr *sp, int etus)
-{
- int decay;
-
- if (etus > 24)
- etus = 24;
- decay = roundavg((decay_per_etu + 6.0) * fallout_spread *
- (double)etus * (double)sp->sct_fallout);
-
- sp->sct_fallout = decay < sp->sct_fallout ? sp->sct_fallout - decay : 0;
+ nat_budget[np->nat_cnum].prod[SCT_ENLIST].count += enlisted;
+ nat_budget[np->nat_cnum].prod[SCT_ENLIST].money -= enlisted * 3;
+ nat_budget[np->nat_cnum].money -= enlisted * 3;
}
/*
* Produce for a specific nation
*/
void
-produce_sect(int natnum, int etu, struct bp *bp, long p_sect[][2])
+produce_sect(int etu, struct bp *bp)
{
- struct sctstr *sp;
+ struct budget *budget;
struct natstr *np;
- short buf[I_MAX + 1];
- short *vec;
- int work, cost, ecost, pcost, sctwork;
- int n, desig, neweff, amount;
+ struct sctstr *sp, scratch_sect;
+ int n;
+ double cost;
for (n = 0; NULL != (sp = getsectid(n)); n++) {
- if (sp->sct_type == SCT_WATER)
- continue;
- if (sp->sct_own != natnum)
+ if (bp_skip_sect(bp, sp))
continue;
- if (sp->sct_updated != 0)
+ if (sp->sct_type == SCT_WATER || sp->sct_type == SCT_SANCT)
continue;
- np = getnatp(natnum);
+ /*
+ * When running the test suite, reseed PRNG for each sector
+ * with its UID, to keep results stable even when the number
+ * of PRNs consumed changes.
+ */
+ if (running_test_suite)
+ seed_prng(sp->sct_uid);
if (player->simulation) {
/* work on a copy, which will be discarded */
- memcpy(buf, sp->sct_item, sizeof(buf));
- vec = buf;
- } else
- vec = sp->sct_item;
-
- /* If everybody is dead, the sector reverts to unowned.
- * This is also checked at the end of the production in
- * they all starved or were plagued off.
- */
- if (vec[I_CIVIL] == 0 && vec[I_MILIT] == 0 &&
- !has_units(sp->sct_x, sp->sct_y, sp->sct_own, NULL)) {
- if (!player->simulation) {
- makelost(EF_SECTOR, sp->sct_own, 0, sp->sct_x, sp->sct_y);
- sp->sct_own = 0;
- sp->sct_oldown = 0;
- }
- continue;
+ scratch_sect = *sp;
+ bp_to_sect(bp, &scratch_sect);
+ sp = &scratch_sect;
}
- sp->sct_updated = 1;
- work = 0;
+ budget = &nat_budget[sp->sct_own];
+ np = getnatp(sp->sct_own);
- sctwork = do_feed(sp, np, vec, &work, etu);
- bp_put_items(bp, sp, vec);
+ if (dchr[sp->sct_type].d_maint) {
+ cost = etu * dchr[sp->sct_type].d_maint;
+ budget->bm[BUDG_SCT_MAINT].count++;
+ budget->bm[BUDG_SCT_MAINT].money -= cost;
+ budget->money -= cost;
+ }
- if (sp->sct_off || np->nat_money < 0)
+ if (sp->sct_off || budget->money < 0) {
+ sp->sct_avail = 0;
+ bp_set_from_sect(bp, sp);
continue;
-
- neweff = sp->sct_effic;
- amount = 0;
- pcost = cost = ecost = 0;
-
- desig = sp->sct_type;
-
- if (dchr[desig].d_maint) {
- cost = etu * dchr[desig].d_maint;
- p_sect[SCT_MAINT][0]++;
- p_sect[SCT_MAINT][1] += cost;
- if (!player->simulation)
- np->nat_money -= cost;
}
if ((sp->sct_effic < 100 || sp->sct_type != sp->sct_newtype) &&
- np->nat_money >= 0) {
- neweff = upd_buildeff(np, sp, &work, vec, etu, &desig, sctwork,
- &cost);
- bp_put_items(bp, sp, vec);
- p_sect[SCT_EFFIC][0]++;
- p_sect[SCT_EFFIC][1] += cost;
- if (!player->simulation) {
- np->nat_money -= cost;
- sp->sct_type = desig;
- sp->sct_effic = neweff;
- }
+ budget->money >= 0) {
+ cost = buildeff(sp);
+ budget->bm[BUDG_SCT_BUILD].count++;
+ budget->bm[BUDG_SCT_BUILD].money -= cost;
+ budget->money -= cost;
}
- if (desig == SCT_ENLIST && neweff >= 60 &&
+ if (sp->sct_type == SCT_ENLIST && sp->sct_effic >= 60 &&
sp->sct_own == sp->sct_oldown) {
- p_sect[desig][0] += enlist(vec, etu, &ecost);
- p_sect[desig][1] += ecost;
- if (!player->simulation)
- np->nat_money -= ecost;
- bp_put_items(bp, sp, vec);
+ enlist(np, sp->sct_item, etu);
}
/*
* now do the production (if sector effic >= 60%)
*/
- if (neweff >= 60) {
- if (np->nat_money >= 0 && dchr[desig].d_prd >= 0)
- work -= produce(np, sp, vec, work, desig, neweff,
- &pcost, &amount);
- bp_put_items(bp, sp, vec);
+ if (sp->sct_effic >= 60) {
+ if (budget->money >= 0 && dchr[sp->sct_type].d_prd >= 0)
+ produce(np, sp);
}
- bp_put_avail(bp, sp, work);
- p_sect[desig][0] += amount;
- p_sect[desig][1] += pcost;
- if (!player->simulation) {
- sp->sct_avail = work;
- np->nat_money -= pcost;
- }
+ bp_set_from_sect(bp, sp);
}
}