budget: Fix treasury tracking
The update simply updates each nation's nat_money as it goes. Works. Except it doesn't update when it runs on behalf of budget. But it still checks nat_money to determine whether the nation is solvent. These checks are all broken. Leads to massive mispredictions when you'd go broke or solvent during a real update. Track money unconditionally in nat_budget[].money. Delay update of nat_money until prod_nat(). Replace separate money[] by new nat_budget[].start_money. Closes bug#235. Remaining difference between budget and update in the update test: * #1: budget mispredicts plane #100 gets built (to be fixed) * #2: budget shows ship, plane and land unit maintenance when broke, but update damages them instead (correct) * #2: sector -14,0 converts, quadrupling its taxes (correct) * #4 & #5: bank with dust and bars taken over by che (correct) * #4: plague deaths (correct) Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
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14 changed files with 78 additions and 99 deletions
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@ -48,7 +48,7 @@
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#include "prototypes.h"
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#include "update.h"
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static void upd_land(struct lndstr *, int, struct natstr *, struct bp *, int);
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static void upd_land(struct lndstr *, int, struct bp *, int);
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static void landrepair(struct lndstr *, struct natstr *, struct bp *,
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int, struct budget *);
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static int feed_land(struct lndstr *, int);
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@ -59,9 +59,7 @@ prod_land(int etus, int natnum, struct bp *bp, int build)
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{
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struct lndstr *lp;
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struct sctstr *sp;
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struct natstr *np;
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int i;
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int start_money;
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for (i = 0; (lp = getlandp(i)); i++) {
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if (lp->lnd_own == 0)
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@ -78,21 +76,17 @@ prod_land(int etus, int natnum, struct bp *bp, int build)
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sp = getsectp(lp->lnd_x, lp->lnd_y);
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if (sp->sct_type == SCT_SANCT)
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continue;
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np = getnatp(lp->lnd_own);
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start_money = np->nat_money;
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upd_land(lp, etus, np, bp, build);
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if (player->simulation)
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np->nat_money = start_money;
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upd_land(lp, etus, bp, build);
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}
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}
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static void
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upd_land(struct lndstr *lp, int etus,
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struct natstr *np, struct bp *bp, int build)
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upd_land(struct lndstr *lp, int etus, struct bp *bp, int build)
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/* build = 1, maintain = 0 */
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{
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struct budget *budget = &nat_budget[lp->lnd_own];
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struct lchrstr *lcp;
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struct lchrstr *lcp = &lchr[lp->lnd_type];
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struct natstr *np = getnatp(lp->lnd_own);
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int pstage, ptime;
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int min = morale_base - (int)np->nat_level[NAT_HLEV];
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int n, mult, cost, eff_lost;
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@ -101,9 +95,8 @@ upd_land(struct lndstr *lp, int etus,
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if (lp->lnd_retreat < min)
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lp->lnd_retreat = min;
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lcp = &lchr[(int)lp->lnd_type];
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if (build == 1) {
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if (!lp->lnd_off && np->nat_money >= 0)
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if (!lp->lnd_off && budget->money >= 0)
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landrepair(lp, np, bp, etus, budget);
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if (!player->simulation)
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lp->lnd_off = 0;
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@ -115,7 +108,7 @@ upd_land(struct lndstr *lp, int etus,
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mult *= 3;
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budget->bm[BUDG_LND_MAINT].count++;
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cost = -(mult * etus * MIN(0.0, money_land * lcp->l_cost));
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if (np->nat_money < cost && !player->simulation) {
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if (budget->money < cost && !player->simulation) {
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eff_lost = etus / 5;
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if (lp->lnd_effic - eff_lost < LAND_MINEFF)
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eff_lost = lp->lnd_effic - LAND_MINEFF;
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@ -126,7 +119,7 @@ upd_land(struct lndstr *lp, int etus,
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}
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} else {
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budget->bm[BUDG_LND_MAINT].money -= cost;
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np->nat_money -= cost;
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budget->money -= cost;
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}
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if (!player->simulation) {
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@ -249,7 +242,7 @@ landrepair(struct lndstr *land, struct natstr *np, struct bp *bp, int etus,
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cost = roundavg(mult * lp->l_cost * build / 100.0);
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budget->bm[BUDG_LND_BUILD].count += !!build;
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budget->bm[BUDG_LND_BUILD].money -= cost;
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np->nat_money -= cost;
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budget->money -= cost;
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if (!player->simulation)
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land->lnd_effic += (signed char)build;
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}
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