X-Git-Url: http://git.pond.sub.org/?p=empserver;a=blobdiff_plain;f=src%2Flib%2Fupdate%2Fproduce.c;h=817be09523836322cc59ed2db516c897ca8bc123;hp=7f3556d0dd3384c959e37c7e15900a45364d5bdf;hb=4a714a37d;hpb=7e2008e7f4a7eac9b44ed6e3fa2a7d7dcb0c49bf diff --git a/src/lib/update/produce.c b/src/lib/update/produce.c index 7f3556d0d..817be0952 100644 --- a/src/lib/update/produce.c +++ b/src/lib/update/produce.c @@ -1,6 +1,6 @@ /* * Empire - A multi-player, client/server Internet based war game. - * Copyright (C) 1986-2011, Dave Pare, Jeff Bailey, Thomas Ruschak, + * 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 @@ -27,165 +27,176 @@ * produce.c: Produce goodies * * Known contributors to this file: - * Markus Armbruster, 2004-2009 + * Markus Armbruster, 2004-2016 */ #include -#include "budg.h" +#include +#include "chance.h" +#include "nat.h" +#include "optlist.h" #include "player.h" #include "product.h" +#include "prototypes.h" #include "update.h" -static void materials_charge(struct pchrstr *, short *, int); -static int materials_cost(struct pchrstr *, short *, int *); +static void materials_charge(struct pchrstr *, short *, double); static char *levelnames[] = { "Technology", "Research", "Education", "Happiness" }; -int -produce(struct natstr *np, struct sctstr *sp, short *vec, int work, - int desig, int neweff, int *cost, int *amount) +void +produce(struct natstr *np, struct sctstr *sp) { + struct budget *budget = &nat_budget[sp->sct_own]; struct pchrstr *product; - double p_e; double prodeff; - unsigned char *resource; double output; - int actual; - int unit_work; - i_type item; - int worker_limit; - int material_limit; - int material_consume; + double cost; + + if (dchr[sp->sct_type].d_prd < 0) + return; + product = &pchr[dchr[sp->sct_type].d_prd]; + + prodeff = prod_eff(sp->sct_type, np->nat_level[product->p_nlndx]); + output = prod_output(sp, prodeff); + if (!output) + return; + + cost = product->p_cost * output / prodeff; + if (opt_TECH_POP) { + if (product->p_level == NAT_TLEV) { + if (tpops[sp->sct_own] > 50000) + cost *= tpops[sp->sct_own] / 50000.0; + } + } + + budget->prod[sp->sct_type].count += ldround(output, 1); + budget->prod[sp->sct_type].money -= cost; + budget->money -= cost; +} + +double +prod_output(struct sctstr *sp, double prodeff) +{ + struct pchrstr *product = &pchr[dchr[sp->sct_type].d_prd]; + i_type item = product->p_type; + unsigned char *resource; + double p_e; + double material_limit, worker_limit, res_limit; + double material_consume, output; + int unit_work, work_used; 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; - *amount = 0; - *cost = 0; - if ((material_limit = materials_cost(product, vec, &unit_work)) <= 0) - return 0; - /* - * calculate production efficiency. - */ - p_e = neweff / 100.0; + material_limit = prod_materials_cost(product, sp->sct_item, + &unit_work); + + /* sector p.e. */ + p_e = sp->sct_effic / 100.0; if (resource) { unit_work++; p_e *= *resource / 100.0; } - /* - * determine number that can be made with - * the available workforce - */ if (unit_work == 0) unit_work = 1; - material_consume = material_limit; - worker_limit = roundavg(work * p_e / unit_work); + + 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 = worker_limit; - if (resource && product->p_nrdep != 0) { - if (*resource * 100 < product->p_nrdep * material_consume) - material_consume = *resource * 100 / product->p_nrdep; - } - 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; + if (material_consume > material_limit) + material_consume = material_limit; + if (CANT_HAPPEN(material_consume < 0.0)) + material_consume = 0.0; + if (material_consume == 0.0) + return 0.0; + + if (prodeff <= 0.0) { + if (!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 0.0; } + /* * 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) { - material_consume = roundavg(999.0 * material_consume / actual); - actual = 999; - } - if (vec[item] + actual > ITEM_MAX) { - material_consume = roundavg((double)(ITEM_MAX - vec[item]) - * material_consume / actual); - if (material_consume < 0) - material_consume = 0; - actual = ITEM_MAX - vec[item]; + output = floor(output); + if (output > 999.0) + output = 999.0; + if (sp->sct_item[item] + output > ITEM_MAX) { + output = ITEM_MAX - sp->sct_item[item]; if (sp->sct_own && !player->simulation) wu(0, sp->sct_own, "%s production backlog in %s\n", product->p_name, ownxy(sp)); } - vec[item] += actual; + material_consume = output / prodeff; + sp->sct_item[item] += output; } + /* * Reset produced amount by commodity production ratio */ - if (!player->simulation) { - materials_charge(product, vec, 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; - } + 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; } - *amount = actual; - *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 0.0; + 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; - /* The MIN() here is to take care of integer rounding errors */ - if (p_e > 0.0) { - return MIN(work, (int)(unit_work * material_consume / p_e)); - } - return 0; + return output; } -static int -materials_cost(struct pchrstr *pp, short *vec, int *costp) +/* + * Return how much of product @pp can be made from materials @vec[]. + * Store amount of work per unit in *@costp. + */ +double +prod_materials_cost(struct pchrstr *pp, short vec[], int *costp) { - int count; - int cost; - int i, n; + double count, n; + int cost, i; - count = 9999; + 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]; + n = (double)vec[pp->p_ctype[i]] / pp->p_camt[i]; if (n < count) count = n; cost += pp->p_camt[i]; @@ -195,10 +206,11 @@ materials_cost(struct pchrstr *pp, short *vec, int *costp) } static void -materials_charge(struct pchrstr *pp, short *vec, int count) +materials_charge(struct pchrstr *pp, short *vec, double count) { - int i, n; + int i; i_type item; + double n; for (i = 0; i < MAXPRCON; ++i) { item = pp->p_ctype[i]; @@ -207,16 +219,30 @@ materials_charge(struct pchrstr *pp, short *vec, int count) 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; + if (CANT_HAPPEN(n < 0.0)) + n = 0.0; + vec[item] = roundavg(n); } } /* - * Return level p.e. for sector type TYPE. + * Return how much of product @pp can be made from its resource. + * If @pp depletes a resource, @resource must point to its value. + */ +double +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 * 100.0 / pp->p_nrdep; + return ITEM_MAX; +} + +/* + * Return p.e. for sector type @type. * Zero means level is too low for production. - * LEVEL is the affecting production of PP; it must match PP->p_nlndx. + * @level is the level affecting production. */ double prod_eff(int type, float level)