empserver/src/lib/commands/prod.c
2006-04-17 17:36:07 +00:00

370 lines
8.9 KiB
C

/*
* Empire - A multi-player, client/server Internet based war game.
* Copyright (C) 1986-2006, Dave Pare, Jeff Bailey, Thomas Ruschak,
* Ken Stevens, Steve McClure
*
* This program 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 2 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, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*
* ---
*
* 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.
*
* ---
*
* prod.c: Calculate production levels
*
* Known contributors to this file:
* David Muir Sharnoff, 1987
* Steve McClure, 1997-2000
* Markus Armbruster, 2004-2005
*/
#include <config.h>
#include "misc.h"
#include "player.h"
#include "xy.h"
#include "nsc.h"
#include "sect.h"
#include "product.h"
#include "nat.h"
#include "item.h"
#include "file.h"
#include "optlist.h"
#include "commands.h"
int
count_pop(int n)
{
int i;
int pop = 0;
struct sctstr *sp;
for (i = 0; NULL != (sp = getsectid(i)); i++) {
if (sp->sct_own != n)
continue;
if (sp->sct_oldown != n)
continue;
pop += sp->sct_item[I_CIVIL];
}
return pop;
}
int
prod(void)
{
struct natstr *natp;
struct sctstr sect;
struct nstr_sect nstr;
struct pchrstr *pp;
double p_e;
double maxr; /* floating version of max */
double prodeff;
double real; /* floating pt version of act */
int work;
int totpop;
int act; /* actual production */
int cost;
int i;
int max; /* production w/infinite materials */
int nsect;
double take;
double mtake;
int there;
int unit_work; /* sum of component amounts */
int used; /* production w/infinite workforce */
i_type it;
i_type vtype;
unsigned char *resource;
char cmnem[MAXPRCON];
int cuse[MAXPRCON], cmax[MAXPRCON];
int lcms, hcms;
int civs = 0;
int uws = 0;
int bwork;
int twork;
int type;
int eff;
int maxpop;
int otype;
if (!snxtsct(&nstr, player->argp[1]))
return RET_SYN;
player->simulation = 1;
prdate();
nsect = 0;
while (nxtsct(&nstr, &sect)) {
if (!player->owner)
continue;
civs = (1.0 + obrate * etu_per_update) * sect.sct_item[I_CIVIL];
uws = (1.0 + uwbrate * etu_per_update) * sect.sct_item[I_UW];
natp = getnatp(sect.sct_own);
maxpop = max_pop(natp->nat_level[NAT_RLEV], &sect);
/* This isn't quite right, since research might rise/fall */
/* during the update, but it's the best we can really do */
work = new_work(&sect,
total_work(sect.sct_work, etu_per_update,
civs, sect.sct_item[I_MILIT], uws,
maxpop));
bwork = work / 2;
if (sect.sct_off)
continue;
type = sect.sct_type;
eff = sect.sct_effic;
if (sect.sct_newtype != type) {
twork = (eff + 3) / 4;
if (twork > bwork) {
twork = bwork;
}
bwork -= twork;
eff -= twork * 4;
otype = type;
if (eff <= 0) {
type = sect.sct_newtype;
eff = 0;
}
if (!eff && IS_BIG_CITY(otype) &&
!IS_BIG_CITY(type)) {
natp = getnatp(sect.sct_own);
maxpop = max_population(natp->nat_level[NAT_RLEV],
type, eff);
work = new_work(&sect,
total_work(sect.sct_work, etu_per_update,
civs, sect.sct_item[I_MILIT],
uws, maxpop));
bwork = MIN(work / 2, bwork);
}
twork = 100 - eff;
if (twork > bwork) {
twork = bwork;
}
if (dchr[type].d_lcms > 0) {
lcms = sect.sct_item[I_LCM];
lcms /= dchr[type].d_lcms;
if (twork > lcms)
twork = lcms;
}
if (dchr[type].d_hcms > 0) {
hcms = sect.sct_item[I_HCM];
hcms /= dchr[type].d_hcms;
if (twork > hcms)
twork = hcms;
}
bwork -= twork;
eff += twork;
} else if (eff < 100) {
twork = 100 - eff;
if (twork > bwork) {
twork = bwork;
}
bwork -= twork;
eff += twork;
}
work = (work + 1) / 2 + bwork;
if (eff < 60)
continue;
p_e = eff / 100.0;
if (p_e > 1.0)
p_e = 1.0;
if (dchr[type].d_prd == 0 && type != SCT_ENLIST)
continue;
unit_work = 0;
pp = &pchr[dchr[type].d_prd];
vtype = pp->p_type;
natp = getnatp(sect.sct_own);
/*
* sect p_e (inc improvements)
*/
if (type == SCT_ENLIST && sect.sct_own != sect.sct_oldown)
continue;
if (type == SCT_ENLIST)
goto is_enlist;
if (pp->p_nrndx != 0) {
unit_work++;
resource = (unsigned char *)&sect + pp->p_nrndx;
p_e = (*resource * p_e) / 100.0;
}
/*
* production effic.
*/
prodeff = prod_eff(pp, natp->nat_level[pp->p_nlndx]);
/*
* raw material limit
*/
used = 9999;
for (i = 0; i < MAXPRCON; ++i) {
it = pp->p_ctype[i];
if (!pp->p_camt[i])
continue;
if (CANT_HAPPEN(it <= I_NONE || I_MAX < it))
continue;
used = MIN(used, sect.sct_item[it] / pp->p_camt[i]);
unit_work += pp->p_camt[i];
}
if (unit_work == 0)
unit_work = 1;
/*
* is production limited by resources or
* workforce?
*/
max = (int)(work * p_e / (double)unit_work + 0.5);
if (pp->p_nrdep != 0 && vtype != I_NONE) {
if (*resource * 100 < pp->p_nrdep * max)
max = *resource * 100 / pp->p_nrdep;
}
act = MIN(used, max);
real = MIN(999.0, (double)act * prodeff);
maxr = MIN(999.0, (double)max * prodeff);
if (vtype != I_NONE) {
if (real < 0.0)
real = 0.0;
/* production backlog? */
there = MIN(ITEM_MAX, sect.sct_item[vtype]);
real = MIN(real, ITEM_MAX - there);
}
if (prodeff != 0) {
take = real / prodeff;
mtake = maxr / prodeff;
} else
mtake = take = 0.0;
cost = (int)(take * (double)pp->p_cost);
if (opt_TECH_POP) {
if (pp->p_level == NAT_TLEV) {
totpop = count_pop(sect.sct_own);
if (totpop > 50000)
cost = (int)((double)cost * (double)totpop / 50000.0);
}
}
for (i = 0; i < MAXPRCON; ++i) {
cmnem[i] = cuse[i] = cmax[i] = 0;
if (!pp->p_camt[i])
continue;
it = pp->p_ctype[i];
if (CANT_HAPPEN(it <= I_NONE || I_MAX < it))
continue;
cmnem[i] = ichr[it].i_mnem;
cuse[i] = (int)(take * pp->p_camt[i] + 0.5);
cmax[i] = (int)(mtake * pp->p_camt[i] + 0.5);
}
is_enlist:
if (nsect++ == 0) {
pr("PRODUCTION SIMULATION\n");
pr(" sect des eff avail make p.e. cost use1 use2 use3 max1 max2 max3 max\n");
}
prxy("%4d,%-4d", nstr.x, nstr.y, player->cnum);
pr(" %c", dchr[type].d_mnem);
pr(" %3.0f%%", p_e * 100.0);
pr(" %5d", work);
if (vtype != I_NONE) {
pr(" %4d%c", (int)(real + 0.5), ichr[vtype].i_mnem);
} else if (type != SCT_ENLIST) {
switch (pp->p_level) {
case NAT_TLEV:
case NAT_RLEV:
pr(" %5.2f", real);
break;
case NAT_ELEV:
case NAT_HLEV:
pr(" %4.0f ", real);
break;
default:
CANT_REACH();
pr(" ??? ");
break;
}
} else {
int maxmil;
int enlisted;
int civs;
civs = (1.0 + obrate * etu_per_update) * sect.sct_item[I_CIVIL];
natp = getnatp(sect.sct_own);
maxpop = max_pop(natp->nat_level[NAT_RLEV], &sect);
civs = MIN(civs, maxpop);
/* This isn't quite right, since research might
rise/fall during the update, but it's the best
we can really do */
enlisted = 0;
maxmil = (civs / 2) - sect.sct_item[I_MILIT];
if (maxmil > 0) {
enlisted = (etu_per_update
* (10 + sect.sct_item[I_MILIT])
* 0.05);
if (enlisted > maxmil)
enlisted = maxmil;
}
if (enlisted < 0)
enlisted = 0;
if (natp->nat_priorities[type] == 0) {
maxmil = 0;
}
pr(" %4d%c 1.00 $%-5d%4dc %4dc %5d\n",
enlisted, ichr[I_MILIT].i_mnem, enlisted * 3,
enlisted, enlisted, maxmil);
continue;
}
pr(" %.2f", prodeff);
pr(" $%-5d", cost);
for (i = 0; i < 3; i++) {
if (i < MAXPRCON && cmnem[i])
pr("%4d%c", cuse[i], cmnem[i]);
else
pr(" ");
}
pr(" ");
for (i = 0; i < 3; i++) {
if (i < MAXPRCON && cmnem[i])
pr("%4d%c", cmax[i], cmnem[i]);
else
pr(" ");
}
if (natp->nat_priorities[type] == 0) {
max = 0;
maxr = 0;
}
if (vtype != I_NONE || pp->p_level == NAT_ELEV
|| pp->p_level == NAT_HLEV)
pr(" %5d\n", MIN(999, (int)(max * prodeff + 0.5)));
else
pr(" %5.2f\n", maxr);
}
player->simulation = 0;
if (nsect == 0) {
if (player->argp[1])
pr("%s: No sector(s)\n", player->argp[1]);
else
pr("%s: No sector(s)\n", "");
return RET_FAIL;
} else
pr("%d sector%s\n", nsect, splur(nsect));
return RET_OK;
}