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>
264 lines
6.7 KiB
C
264 lines
6.7 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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* produce.c: Produce goodies
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*
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* Known contributors to this file:
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* Markus Armbruster, 2004-2016
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*/
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#include <config.h>
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#include "chance.h"
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#include "nat.h"
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#include "optlist.h"
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#include "player.h"
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#include "product.h"
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#include "prototypes.h"
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#include "update.h"
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static void materials_charge(struct pchrstr *, short *, int);
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static char *levelnames[] = {
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"Technology", "Research", "Education", "Happiness"
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};
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void
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produce(struct natstr *np, struct sctstr *sp)
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{
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struct budget *budget = &nat_budget[sp->sct_own];
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struct pchrstr *product;
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double p_e;
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double prodeff;
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unsigned char *resource;
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double output;
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int actual;
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int unit_work, work_used;
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i_type item;
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double worker_limit;
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int material_limit, res_limit;
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int material_consume;
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int val;
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int cost;
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if (dchr[sp->sct_type].d_prd < 0)
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return;
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product = &pchr[dchr[sp->sct_type].d_prd];
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item = product->p_type;
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if (product->p_nrndx)
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resource = (unsigned char *)sp + product->p_nrndx;
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else
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resource = NULL;
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material_limit = prod_materials_cost(product, sp->sct_item,
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&unit_work);
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if (material_limit <= 0)
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return;
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/* sector p.e. */
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p_e = sp->sct_effic / 100.0;
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if (resource) {
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unit_work++;
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p_e *= *resource / 100.0;
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}
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if (unit_work == 0)
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unit_work = 1;
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worker_limit = sp->sct_avail * p_e / unit_work;
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res_limit = prod_resource_limit(product, resource);
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material_consume = res_limit;
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if (material_consume > worker_limit)
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material_consume = (int)worker_limit;
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if (material_consume > material_limit)
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material_consume = material_limit;
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if (material_consume == 0)
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return;
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prodeff = prod_eff(sp->sct_type, np->nat_level[product->p_nlndx]);
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if (prodeff <= 0.0) {
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if (!player->simulation)
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wu(0, sp->sct_own,
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"%s level too low to produce in %s (need %d)\n",
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levelnames[product->p_nlndx], ownxy(sp), product->p_nlmin);
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return;
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}
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/*
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* Adjust produced amount by commodity production ratio
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*/
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output = material_consume * prodeff;
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if (item == I_NONE) {
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actual = ldround(output, 1);
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if (!player->simulation) {
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levels[sp->sct_own][product->p_level] += output;
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wu(0, sp->sct_own, "%s (%.2f) produced in %s\n",
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product->p_name, output, ownxy(sp));
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}
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} else {
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actual = roundavg(output);
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if (actual <= 0)
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return;
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if (actual > 999) {
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actual = 999;
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material_consume = roundavg(actual / prodeff);
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}
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if (sp->sct_item[item] + actual > ITEM_MAX) {
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actual = ITEM_MAX - sp->sct_item[item];
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material_consume = roundavg(actual / prodeff);
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if (material_consume < 0)
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material_consume = 0;
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if (sp->sct_own && !player->simulation)
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wu(0, sp->sct_own,
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"%s production backlog in %s\n",
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product->p_name, ownxy(sp));
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}
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sp->sct_item[item] += actual;
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}
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/*
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* Reset produced amount by commodity production ratio
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*/
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materials_charge(product, sp->sct_item, material_consume);
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if (resource && product->p_nrdep != 0) {
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/*
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* lower natural resource in sector depending on
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* amount produced
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*/
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val = *resource - roundavg(product->p_nrdep *
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material_consume / 100.0);
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if (val < 0)
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val = 0;
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*resource = val;
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}
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cost = product->p_cost * material_consume;
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if (opt_TECH_POP) {
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if (product->p_level == NAT_TLEV) {
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if (tpops[sp->sct_own] > 50000)
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cost *= tpops[sp->sct_own] / 50000.0;
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}
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}
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budget->prod[sp->sct_type].count += actual;
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budget->prod[sp->sct_type].money -= cost;
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budget->money -= cost;
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if (CANT_HAPPEN(p_e <= 0.0))
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return;
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work_used = roundavg(unit_work * material_consume / p_e);
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if (CANT_HAPPEN(work_used > sp->sct_avail))
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work_used = sp->sct_avail;
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sp->sct_avail -= work_used;
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}
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/*
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* Return how much of product @pp can be made from materials @vec[].
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* Store amount of work per unit in *@costp.
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*/
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int
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prod_materials_cost(struct pchrstr *pp, short vec[], int *costp)
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{
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int count;
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int cost;
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int i, n;
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count = ITEM_MAX;
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cost = 0;
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for (i = 0; i < MAXPRCON; ++i) {
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if (!pp->p_camt[i])
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continue;
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if (CANT_HAPPEN(pp->p_ctype[i] <= I_NONE || I_MAX < pp->p_ctype[i]))
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continue;
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n = vec[pp->p_ctype[i]] / pp->p_camt[i];
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if (n < count)
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count = n;
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cost += pp->p_camt[i];
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}
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*costp = cost;
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return count;
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}
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static void
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materials_charge(struct pchrstr *pp, short *vec, int count)
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{
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int i, n;
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i_type item;
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for (i = 0; i < MAXPRCON; ++i) {
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item = pp->p_ctype[i];
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if (!pp->p_camt[i])
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continue;
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if (CANT_HAPPEN(item <= I_NONE || I_MAX < item))
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continue;
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n = vec[item] - pp->p_camt[i] * count;
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if (CANT_HAPPEN(n < 0))
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n = 0;
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vec[item] = n;
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}
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}
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/*
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* Return how much of product @pp can be made from its resource.
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* If @pp depletes a resource, @resource must point to its value.
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*/
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int
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prod_resource_limit(struct pchrstr *pp, unsigned char *resource)
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{
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if (CANT_HAPPEN(pp->p_nrndx && !resource))
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return 0;
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if (resource && pp->p_nrdep != 0)
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return *resource * 100 / pp->p_nrdep;
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return ITEM_MAX;
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}
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/*
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* Return p.e. for sector type @type.
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* Zero means level is too low for production.
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* @level is the level affecting production.
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*/
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double
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prod_eff(int type, float level)
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{
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double level_p_e;
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struct dchrstr *dp = &dchr[type];
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struct pchrstr *pp = &pchr[dp->d_prd];
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if (CANT_HAPPEN(dp->d_prd < 0))
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return 0.0;
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if (pp->p_nlndx < 0)
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level_p_e = 1.0;
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else {
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double delta = (double)level - (double)pp->p_nlmin;
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if (delta < 0.0)
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return 0.0;
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if (CANT_HAPPEN(delta + pp->p_nllag <= 0))
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return 0.0;
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level_p_e = delta / (delta + pp->p_nllag);
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}
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return level_p_e * dp->d_peffic * 0.01;
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}
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