double real; /* floating pt version of act */
int work;
int totpop;
- int act; /* actual production */
+ int material_consume; /* actual production */
double cost;
int i;
- int max; /* production w/infinite materials */
+ int max_consume; /* production w/infinite materials */
int nsect;
double take;
double mtake;
int there;
int unit_work; /* sum of component amounts */
- int used; /* production w/infinite workforce */
- int res_limit;
+ int mat_limit, res_limit;
+ int worker_limit;
i_type it;
i_type vtype;
unsigned char *resource;
if (eff < 60)
continue;
- p_e = eff / 100.0;
- if (p_e > 1.0)
- p_e = 1.0;
-
if (type == SCT_ENLIST) {
int maxmil;
int enlisted;
}
if (enlisted < 0)
enlisted = 0;
- prprod(sect.sct_x, sect.sct_y, type, p_e, 1.0, work,
+ prprod(sect.sct_x, sect.sct_y, type, eff / 100.0, 1.0, work,
ichr[I_MILIT].i_mnem, enlisted, maxmil, enlisted * 3,
"c\0\0", &enlisted, &enlisted, nsect++);
continue;
resource = (unsigned char *)§ + pp->p_nrndx;
else
resource = NULL;
- used = prod_materials_cost(pp, sect.sct_item, &unit_work);
- /*
- * sect p_e (inc improvements)
- */
+
+ mat_limit = prod_materials_cost(pp, sect.sct_item, &unit_work);
+
+ /* sector p.e. */
+ p_e = eff / 100.0;
if (resource) {
unit_work++;
p_e *= *resource / 100.0;
}
if (unit_work == 0)
unit_work = 1;
- /*
- * production effic.
- */
- prodeff = prod_eff(type, natp->nat_level[pp->p_nlndx]);
- /*
- * is production limited by resources or
- * workforce?
- */
- max = (int)(work * p_e / (double)unit_work + 0.5);
+
+ worker_limit = (int)(work * p_e / (double)unit_work + 0.5);
res_limit = prod_resource_limit(pp, resource);
- if (max > res_limit)
- max = res_limit;
- act = MIN(used, max);
- real = (double)act * prodeff;
- maxr = (double)max * prodeff;
+ max_consume = res_limit;
+ if (max_consume > worker_limit)
+ max_consume = worker_limit;
+ material_consume = MIN(max_consume, mat_limit);
+
+ prodeff = prod_eff(type, natp->nat_level[pp->p_nlndx]);
+ real = (double)material_consume * prodeff;
+ maxr = (double)max_consume * prodeff;
if (vtype != I_NONE) {
real = MIN(999.0, real);
material_limit = prod_materials_cost(product, vec, &unit_work);
if (material_limit <= 0)
return 0;
- /*
- * calculate production efficiency.
- */
+
+ /* sector p.e. */
p_e = neweff / 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);
+ res_limit = prod_resource_limit(product, resource);
+
+ material_consume = res_limit;
if (material_consume > worker_limit)
material_consume = worker_limit;
- res_limit = prod_resource_limit(product, resource);
- if (material_consume > res_limit)
- material_consume = res_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,