(get_materials): Redesign.
(shiprepair, planerepair, landrepair): Use it. Behavioral change: ship repairs outside harbors and plane repairs by a carrier can use fewer materials. Before, such repairs consumed each required commodity as far as available. Now, they consume the same fraction of the real cost of each commodity, i.e. commodity use is limited by the most scarce commodity. Neither old nor new behavior make much sense, but the new code is simpler.
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5 changed files with 51 additions and 127 deletions
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@ -29,6 +29,7 @@
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*
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* Known contributors to this file:
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* Ville Virrankoski, 1996
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* Markus Armbruster, 2007
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*/
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#include <config.h>
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#include "player.h"
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#include "update.h"
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void
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get_materials(struct sctstr *sp, int *bp, int *mvec, int check)
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/* only check if found=0, remove them=1 */
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/*
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* Get build materials from sector SP.
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* BP is the sector's build pointer.
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* MVEC[] defines the materials needed to build 100%.
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* PCT is the percentage to build.
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* Adjust build percentage downwards so that available materials
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* suffice. Remove the materials.
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* Return adjusted build percentage.
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*/
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int
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get_materials(struct sctstr *sp, int *bp, int *mvec, int pct)
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{
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i_type i;
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int still_left;
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int i, amt;
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for (i = I_NONE + 1; i <= I_MAX; i++) {
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if (mvec[i] == 0)
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continue;
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if (check) {
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still_left = gt_bg_nmbr(bp, sp, i);
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if ((still_left - mvec[i]) < 0)
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still_left = 0;
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else
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still_left -= mvec[i];
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pt_bg_nmbr(bp, sp, i, still_left);
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if (!player->simulation)
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sp->sct_item[i] = still_left;
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} else {
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still_left = gt_bg_nmbr(bp, sp, i);
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mvec[i] = MIN(mvec[i], still_left);
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}
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amt = gt_bg_nmbr(bp, sp, i);
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if (amt * 100 < mvec[i] * pct)
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pct = amt * 100 / mvec[i];
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}
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for (i = I_NONE + 1; i <= I_MAX; i++) {
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if (mvec[i] == 0)
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continue;
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amt = gt_bg_nmbr(bp, sp, i);
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amt -= roundavg(mvec[i] * pct / 100.0);
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if (CANT_HAPPEN(amt < 0))
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amt = 0;
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pt_bg_nmbr(bp, sp, i, amt);
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if (!player->simulation)
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sp->sct_item[i] = amt;
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}
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return pct;
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}
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