/* * 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. * * --- * * sect.c: Do production for sectors * * Known contributors to this file: * Dave Pare, 1986 * Steve McClure, 1996 * Markus Armbruster, 2004-2016 */ #include #include "budg.h" #include "chance.h" #include "item.h" #include "land.h" #include "lost.h" #include "path.h" #include "player.h" #include "ship.h" #include "update.h" double buildeff(struct sctstr *sp) { int avail = sp->sct_avail / 2 * 100; double cost; int delta, build; struct dchrstr *dcp; cost = 0.0; if (sp->sct_type != sp->sct_newtype) { /* * Tear down existing sector. * Easier to destroy than to build. */ dcp = &dchr[sp->sct_type]; build = 4 * avail / dcp->d_bwork; if (build <= sp->sct_effic) sp->sct_effic -= build; else { build = sp->sct_effic; sp->sct_effic = 0; sp->sct_type = sp->sct_newtype; } avail -= roundavg(build / 4.0 * dcp->d_bwork); cost += build / 4.0; } if (sp->sct_type == sp->sct_newtype) { dcp = &dchr[sp->sct_type]; delta = avail / dcp->d_bwork; if (delta > 100 - sp->sct_effic) delta = 100 - sp->sct_effic; build = get_materials(sp, dcp->d_mat, delta); sp->sct_effic += build; avail -= build * dcp->d_bwork; cost += build * dcp->d_cost / 100.0; } sp->sct_avail = (sp->sct_avail + 1) / 2 + avail / 100; return cost; } /* * enlistment sectors are special; they require military * to convert civ into mil in large numbers. * Conversion will happen much more slowly without * some mil initially. */ static int enlist(short *vec, int etu, int *cost) { int maxmil; int enlisted; enlisted = 0; maxmil = vec[I_CIVIL] / 2 - vec[I_MILIT]; if (maxmil > 0) { enlisted = etu * (10 + vec[I_MILIT]) * 0.05; if (enlisted > maxmil) enlisted = maxmil; vec[I_CIVIL] -= enlisted; vec[I_MILIT] += enlisted; } *cost = enlisted * 3; return enlisted; } /* Fallout is calculated here. */ static void meltitems(int etus, int fallout, int own, short *vec, int type, int x, int y, int uid) { i_type n; int melt; for (n = I_NONE + 1; n <= I_MAX; n++) { melt = roundavg(vec[n] * etus * (double)fallout / (1000.0 * ichr[n].i_melt_denom)); if (melt > vec[n]) melt = vec[n]; if (melt > 5 && own) { if (type == EF_SECTOR) wu(0, own, "Lost %d %s to radiation in %s.\n", melt, ichr[n].i_name, xyas(x, y, own)); else if (type == EF_LAND) wu(0, own, "Unit #%d lost %d %s to radiation in %s.\n", uid, melt, ichr[n].i_name, xyas(x, y, own)); else if (type == EF_SHIP) wu(0, own, "Ship #%d lost %d %s to radiation in %s.\n", uid, melt, ichr[n].i_name, xyas(x, y, own)); } vec[n] -= melt; } } /* * Do fallout meltdown for sector @sp. * @etus above 24 are treated as 24 to avoid *huge* kill offs in * large ETU games. */ void do_fallout(struct sctstr *sp, int etus) { struct shpstr *spp; struct lndstr *lp; int i; /* This check shouldn't be needed, but just in case. :) */ if (!sp->sct_fallout || !sp->sct_updated) return; if (etus > 24) etus = 24; meltitems(etus, sp->sct_fallout, sp->sct_own, sp->sct_item, EF_SECTOR, sp->sct_x, sp->sct_y, 0); for (i = 0; NULL != (lp = getlandp(i)); i++) { if (!lp->lnd_own) continue; if (lp->lnd_x != sp->sct_x || lp->lnd_y != sp->sct_y) continue; meltitems(etus, sp->sct_fallout, lp->lnd_own, lp->lnd_item, EF_LAND, lp->lnd_x, lp->lnd_y, lp->lnd_uid); } for (i = 0; NULL != (spp = getshipp(i)); i++) { if (!spp->shp_own) continue; if (spp->shp_x != sp->sct_x || spp->shp_y != sp->sct_y) continue; if (mchr[(int)spp->shp_type].m_flags & M_SUB) continue; meltitems(etus, sp->sct_fallout, spp->shp_own, spp->shp_item, EF_SHIP, spp->shp_x, spp->shp_y, spp->shp_uid); } } void spread_fallout(struct sctstr *sp, int etus) { struct sctstr *ap; int n; int inc; if (etus > 24) etus = 24; for (n = DIR_FIRST; n <= DIR_LAST; n++) { ap = getsectp(sp->sct_x + diroff[n][0], sp->sct_y + diroff[n][1]); if (ap->sct_type == SCT_SANCT) continue; inc = roundavg(etus * fallout_spread * (sp->sct_fallout)) - 1; if (inc < 0) inc = 0; ap->sct_fallout = MIN(ap->sct_fallout + inc, FALLOUT_MAX); } } void decay_fallout(struct sctstr *sp, int etus) { int decay; if (etus > 24) etus = 24; decay = roundavg((decay_per_etu + 6.0) * fallout_spread * (double)etus * (double)sp->sct_fallout); sp->sct_fallout = decay < sp->sct_fallout ? sp->sct_fallout - decay : 0; } /* * Produce for a specific nation */ void produce_sect(struct natstr *np, int etu, struct bp *bp, int p_sect[][2]) { struct sctstr *sp, scratch_sect; int cost, ecost, pcost; int n, amount; for (n = 0; NULL != (sp = getsectid(n)); n++) { if (sp->sct_type == SCT_WATER) continue; if (sp->sct_own != np->nat_cnum) continue; if (sp->sct_updated != 0) continue; sp->sct_updated = 1; /* * When running the test suite, reseed PRNG for each sector * with its UID, to keep results stable even when the number * of PRNs consumed changes. */ if (running_test_suite) seed_prng(sp->sct_uid); if (player->simulation) { /* work on a copy, which will be discarded */ scratch_sect = *sp; sp = &scratch_sect; } sp->sct_avail = do_feed(sp, np, etu, 0); if (sp->sct_off || np->nat_money < 0) { sp->sct_avail = 0; bp_set_from_sect(bp, sp); continue; } amount = 0; pcost = cost = ecost = 0; if (dchr[sp->sct_type].d_maint) { cost = etu * dchr[sp->sct_type].d_maint; p_sect[SCT_MAINT][0]++; p_sect[SCT_MAINT][1] += cost; if (!player->simulation) np->nat_money -= cost; } if ((sp->sct_effic < 100 || sp->sct_type != sp->sct_newtype) && np->nat_money >= 0) { cost = roundavg(buildeff(sp)); p_sect[SCT_EFFIC][0]++; p_sect[SCT_EFFIC][1] += cost; if (!player->simulation) np->nat_money -= cost; } if (sp->sct_type == SCT_ENLIST && sp->sct_effic >= 60 && sp->sct_own == sp->sct_oldown) { p_sect[sp->sct_type][0] += enlist(sp->sct_item, etu, &ecost); p_sect[sp->sct_type][1] += ecost; if (!player->simulation) np->nat_money -= ecost; } /* * now do the production (if sector effic >= 60%) */ if (sp->sct_effic >= 60) { if (np->nat_money >= 0 && dchr[sp->sct_type].d_prd >= 0) amount = produce(np, sp, &pcost); } bp_set_from_sect(bp, sp); p_sect[sp->sct_type][0] += amount; p_sect[sp->sct_type][1] += pcost; if (!player->simulation) np->nat_money -= pcost; } }