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>
287 lines
7.6 KiB
C
287 lines
7.6 KiB
C
/*
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* Empire - A multi-player, client/server Internet based war game.
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* Copyright (C) 1986-2016, Dave Pare, Jeff Bailey, Thomas Ruschak,
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* Ken Stevens, Steve McClure, Markus Armbruster
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*
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* Empire is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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* ---
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*
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* See files README, COPYING and CREDITS in the root of the source
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* tree for related information and legal notices. It is expected
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* that future projects/authors will amend these files as needed.
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*
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* ---
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*
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* nat.c: Accumulate tech, edu, research and happiness.
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*
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* Known contributors to this file:
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* Dave Pare, 1989
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* Steve McClure, 1997
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* Markus Armbruster, 2006-2016
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*/
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#include <config.h>
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#include <math.h>
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#include "file.h"
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#include "game.h"
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#include "item.h"
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#include "optlist.h"
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#include "prototypes.h"
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#include "nat.h"
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#include "update.h"
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/*
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* hap and edu avg mean that the weight on current happiness is
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* (cur_hap * hap_avg + hap_prod * etu) / (hap_avg + etu);
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* same for education.
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* right now, happiness has 1 day (48 etu) average, prod of 10 from
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* initial level of 0 yields (1) 1.42, (6) 6.03, (12) 8.42, (18) 9.37
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*
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* education has 4 day (192 etu) average, prod of 10 from initial
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* level of 0 yields (1) 0.4, (6) 2.2, (12) 3.9, (18) 5.2.
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*/
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static void share_incr(double *, double *);
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/*
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* for values below the "easy level" values, production is
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* as normal. For values above "easy", production gets harder
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* based on an equation in "limit_level()" in update/nat.c.
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* Basically, the smaller the the values for "level_log", the
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* smaller return on investment above level_easy[] values.
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*/
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/*
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* Damn! I hate this, but ...
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* The values here for tech are *not* the real ones.
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* They are changed later in the limit_level routine.
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*/
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/*tech res edu hap */
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static float level_easy[4] = { 0.75, 0.75, 5.00, 5.00 };
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static float level_log[4] = { 1.75, 2.00, 4.00, 6.00 };
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float levels[MAXNOC][4];
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/*
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* technique to limit the sharpers who turn entire countries
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* into tech plants overnight...
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*/
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static double
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logx(double d, double base)
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{
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if (base == 1.0)
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return d;
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return log10(d) / log10(base);
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}
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static double
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limit_level(double level, int type, int flag)
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{
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double above_easy;
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double above;
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double logbase;
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double easy;
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/*
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* Begin ugly hack.
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*/
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level_easy[0] = easy_tech;
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level_log[0] = tech_log_base;
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/*
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* End ugly hack.
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*/
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if (level > level_easy[type]) {
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logbase = level_log[type];
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easy = level_easy[type];
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above_easy = level - easy;
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if (flag)
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above = above_easy / logx(logbase + above_easy, logbase);
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else
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above = logx(above_easy + 1.0, logbase);
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if (above > 250)
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above = 250;
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return above < 0 ? easy : easy + above;
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} else
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return level;
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}
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void
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prod_nat(int etu)
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{
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struct natstr *np;
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float hap;
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float edu;
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float hap_edu;
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int pop;
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int sea_money, air_money, lnd_money;
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double rlev;
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double tlev;
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double tech[MAXNOC];
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double res[MAXNOC];
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double newvalue;
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struct budg_item *bm;
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natid n;
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int cn;
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struct natstr *cnp;
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for (n = 0; NULL != (np = getnatp(n)); n++) {
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grant_btus(np, game_reset_tick(&np->nat_access));
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if (np->nat_stat < STAT_ACTIVE)
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continue;
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/*
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* hap_edu: the more education people have, the
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* more happiness they want.
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*/
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hap_edu = np->nat_level[NAT_ELEV];
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hap_edu = 1.5 - ((hap_edu + 10.0) / (hap_edu + 20.0));
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pop = pops[n] + 1;
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/*
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* get per-population happiness and education
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* see what the total per-civilian production is
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* for this time period.
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*/
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hap = levels[n][NAT_HLEV] * hap_edu * hap_cons /
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((float)pop * etu);
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edu = levels[n][NAT_ELEV] * edu_cons / ((float)pop * etu);
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wu(0, n, "%3.0f happiness, %3.0f education produced\n",
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levels[n][NAT_HLEV], levels[n][NAT_ELEV]);
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hap = limit_level(hap, NAT_HLEV, 1);
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edu = limit_level(edu, NAT_ELEV, 1);
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/*
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* change the "moving average"...old happiness and
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* education levels are weighted heavier than current
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* production.
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*/
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newvalue = (np->nat_level[NAT_HLEV] * hap_avg + hap * etu) /
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(hap_avg + etu);
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np->nat_level[NAT_HLEV] = newvalue;
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newvalue = (np->nat_level[NAT_ELEV] * edu_avg + edu * etu) /
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(edu_avg + etu);
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np->nat_level[NAT_ELEV] = newvalue;
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/*
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* limit tech/research production
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*/
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levels[n][NAT_TLEV] =
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limit_level(levels[n][NAT_TLEV] / 1, NAT_TLEV, 0) * 1;
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levels[n][NAT_RLEV] =
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limit_level(levels[n][NAT_RLEV] / 1, NAT_RLEV, 0) * 1;
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wu(0, n, "total pop was %d, yielding %4.2f hap, %4.2f edu\n",
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pop - 1, hap, edu);
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}
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if (ally_factor > 0.0)
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share_incr(res, tech);
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else {
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memset(res, 0, sizeof(res));
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memset(tech, 0, sizeof(tech));
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}
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for (n = 0; NULL != (np = getnatp(n)); n++) {
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if (np->nat_stat < STAT_ACTIVE)
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continue;
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tlev = levels[n][NAT_TLEV];
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rlev = levels[n][NAT_RLEV];
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if (tech[n] != 0.0 || res[n] != 0.0) {
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wu(0, n, "%5.4f technology (%5.4f + %5.4f), "
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"%5.4f research (%5.4f + %5.4f) produced\n",
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tlev + tech[n], tlev, tech[n],
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rlev + res[n], rlev, res[n]);
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} else
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wu(0, n, "%5.4f tech, %5.4f research produced\n", tlev, rlev);
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rlev += res[n];
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tlev += tech[n];
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if (rlev != 0.0)
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np->nat_level[NAT_RLEV] += rlev;
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if (tlev != 0.0)
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np->nat_level[NAT_TLEV] += tlev;
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bm = nat_budget[n].bm;
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sea_money = bm[BUDG_SHP_MAINT].money + bm[BUDG_SHP_BUILD].money;
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air_money = bm[BUDG_PLN_MAINT].money + bm[BUDG_PLN_BUILD].money;
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lnd_money = bm[BUDG_LND_MAINT].money + bm[BUDG_LND_BUILD].money;
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if (sea_money || air_money || lnd_money)
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wu(0, n,
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"Army delta $%d, Navy delta $%d, Air force delta $%d\n",
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lnd_money, sea_money, air_money);
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if (CANT_HAPPEN(np->nat_money != nat_budget[n].start_money))
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nat_budget[n].money += np->nat_money - nat_budget[n].start_money;
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wu(0, n, "money delta was $%d for this update\n",
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nat_budget[n].money - nat_budget[n].start_money);
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np->nat_money = nat_budget[n].money;
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if (opt_LOSE_CONTACT) {
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for (cn = 1; cn < MAXNOC; cn++) {
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if ((cnp = getnatp(cn)) != NULL)
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agecontact(cnp);
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}
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}
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}
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}
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/*
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* find out everyones increment
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*/
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static void
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share_incr(double *res, double *tech)
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{
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struct natstr *np;
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struct natstr *other;
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natid i;
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natid j;
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int rnc;
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int tnc;
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for (i = 0; NULL != (np = getnatp(i)); i++) {
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res[i] = tech[i] = 0.0;
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if (np->nat_stat < STAT_SANCT || np->nat_stat == STAT_GOD)
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continue;
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rnc = tnc = 0;
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for (j = 0; NULL != (other = getnatp(j)); j++) {
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if (j == i)
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continue;
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if (other->nat_stat != STAT_ACTIVE)
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continue;
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if (opt_HIDDEN) {
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if (!getcontact(np, j))
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continue;
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}
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if (!opt_ALL_BLEED) {
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if (relations_with(i, j) != ALLIED)
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continue;
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if (relations_with(j, i) != ALLIED)
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continue;
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res[i] += levels[j][NAT_RLEV];
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tech[i] += levels[j][NAT_TLEV];
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rnc++;
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tnc++;
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} else {
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if (levels[j][NAT_TLEV] > 0.001) {
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tech[i] += levels[j][NAT_TLEV];
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tnc++;
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}
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if (levels[j][NAT_RLEV] > 0.001) {
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res[i] += levels[j][NAT_RLEV];
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rnc++;
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}
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}
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}
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if (rnc > 0) {
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res[i] /= rnc * ally_factor;
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}
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if (tnc > 0) {
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tech[i] /= tnc * ally_factor;
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}
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}
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}
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