empserver/src/lib/update/nat.c
Markus Armbruster 10789a0365 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>
2017-08-06 20:00:00 +02:00

287 lines
7.6 KiB
C

/*
* 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 <http://www.gnu.org/licenses/>.
*
* ---
*
* 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.
*
* ---
*
* nat.c: Accumulate tech, edu, research and happiness.
*
* Known contributors to this file:
* Dave Pare, 1989
* Steve McClure, 1997
* Markus Armbruster, 2006-2016
*/
#include <config.h>
#include <math.h>
#include "file.h"
#include "game.h"
#include "item.h"
#include "optlist.h"
#include "prototypes.h"
#include "nat.h"
#include "update.h"
/*
* hap and edu avg mean that the weight on current happiness is
* (cur_hap * hap_avg + hap_prod * etu) / (hap_avg + etu);
* same for education.
* right now, happiness has 1 day (48 etu) average, prod of 10 from
* initial level of 0 yields (1) 1.42, (6) 6.03, (12) 8.42, (18) 9.37
*
* education has 4 day (192 etu) average, prod of 10 from initial
* level of 0 yields (1) 0.4, (6) 2.2, (12) 3.9, (18) 5.2.
*/
static void share_incr(double *, double *);
/*
* for values below the "easy level" values, production is
* as normal. For values above "easy", production gets harder
* based on an equation in "limit_level()" in update/nat.c.
* Basically, the smaller the the values for "level_log", the
* smaller return on investment above level_easy[] values.
*/
/*
* Damn! I hate this, but ...
* The values here for tech are *not* the real ones.
* They are changed later in the limit_level routine.
*/
/*tech res edu hap */
static float level_easy[4] = { 0.75, 0.75, 5.00, 5.00 };
static float level_log[4] = { 1.75, 2.00, 4.00, 6.00 };
float levels[MAXNOC][4];
/*
* technique to limit the sharpers who turn entire countries
* into tech plants overnight...
*/
static double
logx(double d, double base)
{
if (base == 1.0)
return d;
return log10(d) / log10(base);
}
static double
limit_level(double level, int type, int flag)
{
double above_easy;
double above;
double logbase;
double easy;
/*
* Begin ugly hack.
*/
level_easy[0] = easy_tech;
level_log[0] = tech_log_base;
/*
* End ugly hack.
*/
if (level > level_easy[type]) {
logbase = level_log[type];
easy = level_easy[type];
above_easy = level - easy;
if (flag)
above = above_easy / logx(logbase + above_easy, logbase);
else
above = logx(above_easy + 1.0, logbase);
if (above > 250)
above = 250;
return above < 0 ? easy : easy + above;
} else
return level;
}
void
prod_nat(int etu)
{
struct natstr *np;
float hap;
float edu;
float hap_edu;
int pop;
int sea_money, air_money, lnd_money;
double rlev;
double tlev;
double tech[MAXNOC];
double res[MAXNOC];
double newvalue;
struct budg_item *bm;
natid n;
int cn;
struct natstr *cnp;
for (n = 0; NULL != (np = getnatp(n)); n++) {
grant_btus(np, game_reset_tick(&np->nat_access));
if (np->nat_stat < STAT_ACTIVE)
continue;
/*
* hap_edu: the more education people have, the
* more happiness they want.
*/
hap_edu = np->nat_level[NAT_ELEV];
hap_edu = 1.5 - ((hap_edu + 10.0) / (hap_edu + 20.0));
pop = pops[n] + 1;
/*
* get per-population happiness and education
* see what the total per-civilian production is
* for this time period.
*/
hap = levels[n][NAT_HLEV] * hap_edu * hap_cons /
((float)pop * etu);
edu = levels[n][NAT_ELEV] * edu_cons / ((float)pop * etu);
wu(0, n, "%3.0f happiness, %3.0f education produced\n",
levels[n][NAT_HLEV], levels[n][NAT_ELEV]);
hap = limit_level(hap, NAT_HLEV, 1);
edu = limit_level(edu, NAT_ELEV, 1);
/*
* change the "moving average"...old happiness and
* education levels are weighted heavier than current
* production.
*/
newvalue = (np->nat_level[NAT_HLEV] * hap_avg + hap * etu) /
(hap_avg + etu);
np->nat_level[NAT_HLEV] = newvalue;
newvalue = (np->nat_level[NAT_ELEV] * edu_avg + edu * etu) /
(edu_avg + etu);
np->nat_level[NAT_ELEV] = newvalue;
/*
* limit tech/research production
*/
levels[n][NAT_TLEV] =
limit_level(levels[n][NAT_TLEV] / 1, NAT_TLEV, 0) * 1;
levels[n][NAT_RLEV] =
limit_level(levels[n][NAT_RLEV] / 1, NAT_RLEV, 0) * 1;
wu(0, n, "total pop was %d, yielding %4.2f hap, %4.2f edu\n",
pop - 1, hap, edu);
}
if (ally_factor > 0.0)
share_incr(res, tech);
else {
memset(res, 0, sizeof(res));
memset(tech, 0, sizeof(tech));
}
for (n = 0; NULL != (np = getnatp(n)); n++) {
if (np->nat_stat < STAT_ACTIVE)
continue;
tlev = levels[n][NAT_TLEV];
rlev = levels[n][NAT_RLEV];
if (tech[n] != 0.0 || res[n] != 0.0) {
wu(0, n, "%5.4f technology (%5.4f + %5.4f), "
"%5.4f research (%5.4f + %5.4f) produced\n",
tlev + tech[n], tlev, tech[n],
rlev + res[n], rlev, res[n]);
} else
wu(0, n, "%5.4f tech, %5.4f research produced\n", tlev, rlev);
rlev += res[n];
tlev += tech[n];
if (rlev != 0.0)
np->nat_level[NAT_RLEV] += rlev;
if (tlev != 0.0)
np->nat_level[NAT_TLEV] += tlev;
bm = nat_budget[n].bm;
sea_money = bm[BUDG_SHP_MAINT].money + bm[BUDG_SHP_BUILD].money;
air_money = bm[BUDG_PLN_MAINT].money + bm[BUDG_PLN_BUILD].money;
lnd_money = bm[BUDG_LND_MAINT].money + bm[BUDG_LND_BUILD].money;
if (sea_money || air_money || lnd_money)
wu(0, n,
"Army delta $%d, Navy delta $%d, Air force delta $%d\n",
lnd_money, sea_money, air_money);
if (CANT_HAPPEN(np->nat_money != nat_budget[n].start_money))
nat_budget[n].money += np->nat_money - nat_budget[n].start_money;
wu(0, n, "money delta was $%d for this update\n",
nat_budget[n].money - nat_budget[n].start_money);
np->nat_money = nat_budget[n].money;
if (opt_LOSE_CONTACT) {
for (cn = 1; cn < MAXNOC; cn++) {
if ((cnp = getnatp(cn)) != NULL)
agecontact(cnp);
}
}
}
}
/*
* find out everyones increment
*/
static void
share_incr(double *res, double *tech)
{
struct natstr *np;
struct natstr *other;
natid i;
natid j;
int rnc;
int tnc;
for (i = 0; NULL != (np = getnatp(i)); i++) {
res[i] = tech[i] = 0.0;
if (np->nat_stat < STAT_SANCT || np->nat_stat == STAT_GOD)
continue;
rnc = tnc = 0;
for (j = 0; NULL != (other = getnatp(j)); j++) {
if (j == i)
continue;
if (other->nat_stat != STAT_ACTIVE)
continue;
if (opt_HIDDEN) {
if (!getcontact(np, j))
continue;
}
if (!opt_ALL_BLEED) {
if (relations_with(i, j) != ALLIED)
continue;
if (relations_with(j, i) != ALLIED)
continue;
res[i] += levels[j][NAT_RLEV];
tech[i] += levels[j][NAT_TLEV];
rnc++;
tnc++;
} else {
if (levels[j][NAT_TLEV] > 0.001) {
tech[i] += levels[j][NAT_TLEV];
tnc++;
}
if (levels[j][NAT_RLEV] > 0.001) {
res[i] += levels[j][NAT_RLEV];
rnc++;
}
}
}
if (rnc > 0) {
res[i] /= rnc * ally_factor;
}
if (tnc > 0) {
tech[i] /= tnc * ally_factor;
}
}
}