/* * Empire - A multi-player, client/server Internet based war game. * 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 * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see . * * --- * * See files README, COPYING and CREDITS in the root of the source * tree for related information and legal notices. It is expected * that future projects/authors will amend these files as needed. * * --- * * produce.c: Produce goodies * * Known contributors to this file: * Markus Armbruster, 2004-2016 */ #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 char *levelnames[] = { "Technology", "Research", "Education", "Happiness" }; 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, work_used; i_type item; double worker_limit; int material_limit, res_limit; int material_consume; int val; int cost; if (dchr[sp->sct_type].d_prd < 0) return; product = &pchr[dchr[sp->sct_type].d_prd]; item = product->p_type; if (product->p_nrndx) resource = (unsigned char *)sp + product->p_nrndx; else resource = NULL; material_limit = prod_materials_cost(product, sp->sct_item, &unit_work); if (material_limit <= 0) return; /* sector p.e. */ p_e = sp->sct_effic / 100.0; if (resource) { unit_work++; p_e *= *resource / 100.0; } if (unit_work == 0) unit_work = 1; 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 = (int)worker_limit; if (material_consume > material_limit) material_consume = material_limit; if (material_consume == 0) return; prodeff = prod_eff(sp->sct_type, np->nat_level[product->p_nlndx]); 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; } /* * 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; if (actual > 999) { actual = 999; material_consume = roundavg(actual / prodeff); } if (sp->sct_item[item] + actual > ITEM_MAX) { actual = ITEM_MAX - sp->sct_item[item]; material_consume = roundavg(actual / prodeff); if (material_consume < 0) material_consume = 0; if (sp->sct_own && !player->simulation) wu(0, sp->sct_own, "%s production backlog in %s\n", product->p_name, ownxy(sp)); } sp->sct_item[item] += actual; } /* * Reset produced amount by commodity production ratio */ 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; } 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; } } budget->prod[sp->sct_type].count += actual; budget->prod[sp->sct_type].money -= cost; budget->money -= cost; if (CANT_HAPPEN(p_e <= 0.0)) return; 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; } /* * Return how much of product @pp can be made from materials @vec[]. * Store amount of work per unit in *@costp. */ int prod_materials_cost(struct pchrstr *pp, short vec[], int *costp) { int count; int cost; int i, n; 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]; if (n < count) count = n; cost += pp->p_camt[i]; } *costp = cost; return count; } static void materials_charge(struct pchrstr *pp, short *vec, int count) { int i, n; i_type item; for (i = 0; i < MAXPRCON; ++i) { item = pp->p_ctype[i]; if (!pp->p_camt[i]) continue; 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; } } /* * Return how much of product @pp can be made from its resource. * If @pp depletes a resource, @resource must point to its value. */ int 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 / pp->p_nrdep; return ITEM_MAX; } /* * Return p.e. for sector type @type. * Zero means level is too low for production. * @level is the level affecting production. */ double prod_eff(int type, float level) { double level_p_e; struct dchrstr *dp = &dchr[type]; struct pchrstr *pp = &pchr[dp->d_prd]; if (CANT_HAPPEN(dp->d_prd < 0)) return 0.0; if (pp->p_nlndx < 0) level_p_e = 1.0; else { double delta = (double)level - (double)pp->p_nlmin; if (delta < 0.0) return 0.0; if (CANT_HAPPEN(delta + pp->p_nllag <= 0)) return 0.0; level_p_e = delta / (delta + pp->p_nllag); } return level_p_e * dp->d_peffic * 0.01; }