/*
* 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 "chance.h"
#include "item.h"
#include "land.h"
#include "lost.h"
#include "nat.h"
#include "optlist.h"
#include "path.h"
#include "player.h"
#include "prototypes.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 void
enlist(struct natstr *np, short *vec, int etu)
{
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;
}
nat_budget[np->nat_cnum].prod[SCT_ENLIST].count += enlisted;
nat_budget[np->nat_cnum].prod[SCT_ENLIST].money -= enlisted * 3;
nat_budget[np->nat_cnum].money -= enlisted * 3;
}
/* 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(int etu, struct bp *bp)
{
struct budget *budget;
struct natstr *np;
struct sctstr *sp, scratch_sect;
int n;
double cost;
for (n = 0; NULL != (sp = getsectid(n)); n++) {
if (bp_skip_sect(bp, sp))
continue;
if (sp->sct_type == SCT_WATER || sp->sct_type == SCT_SANCT)
continue;
/*
* 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;
bp_to_sect(bp, &scratch_sect);
sp = &scratch_sect;
}
budget = &nat_budget[sp->sct_own];
np = getnatp(sp->sct_own);
do_feed(sp, np, etu, 0);
if (dchr[sp->sct_type].d_maint) {
cost = etu * dchr[sp->sct_type].d_maint;
budget->bm[BUDG_SCT_MAINT].count++;
budget->bm[BUDG_SCT_MAINT].money -= cost;
budget->money -= cost;
}
if (sp->sct_off || budget->money < 0) {
sp->sct_avail = 0;
bp_set_from_sect(bp, sp);
continue;
}
if ((sp->sct_effic < 100 || sp->sct_type != sp->sct_newtype) &&
budget->money >= 0) {
cost = buildeff(sp);
budget->bm[BUDG_SCT_BUILD].count++;
budget->bm[BUDG_SCT_BUILD].money -= cost;
budget->money -= cost;
}
if (sp->sct_type == SCT_ENLIST && sp->sct_effic >= 60 &&
sp->sct_own == sp->sct_oldown) {
enlist(np, sp->sct_item, etu);
}
/*
* now do the production (if sector effic >= 60%)
*/
if (sp->sct_effic >= 60) {
if (budget->money >= 0 && dchr[sp->sct_type].d_prd >= 0)
produce(np, sp);
}
bp_set_from_sect(bp, sp);
}
}