empserver/src/lib/update/sect.c
Markus Armbruster 8e246ee06d update: Fix avail roll over for stopped or broke sectors
People don't work when their sector is stopped or their nation is
broke.  Implemented by produce_sect() skipping the assignment of new
work returned by do_feed() to sct_avail.

This is wrong because it lets all old work roll over, ignoring
rollover_avail_max.

Broken in 4.0.0.  Similarly broken for sectors disabled via zero
budget priority between a botched fix for changing sector types in
Chainsaw and the removal of budget priorities in commit 520446e,
v4.3.6.

Fix by zapping available work when the sector is stopped or its owner
is broke.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2017-08-06 19:59:59 +02:00

303 lines
7.5 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.
*
* ---
*
* sect.c: Do production for sectors
*
* Known contributors to this file:
* Dave Pare, 1986
* Steve McClure, 1996
* Markus Armbruster, 2004-2016
*/
#include <config.h>
#include "budg.h"
#include "chance.h"
#include "item.h"
#include "land.h"
#include "lost.h"
#include "path.h"
#include "player.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 int
enlist(short *vec, int etu, int *cost)
{
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;
}
*cost = enlisted * 3;
return enlisted;
}
/* 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(struct natstr *np, int etu, struct bp *bp, int p_sect[][2])
{
struct sctstr *sp, scratch_sect;
int cost, ecost, pcost;
int n, amount;
for (n = 0; NULL != (sp = getsectid(n)); n++) {
if (sp->sct_type == SCT_WATER)
continue;
if (sp->sct_own != np->nat_cnum)
continue;
if (sp->sct_updated != 0)
continue;
sp->sct_updated = 1;
/*
* 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;
sp = &scratch_sect;
}
sp->sct_avail = do_feed(sp, np, etu, 0);
if (sp->sct_off || np->nat_money < 0) {
sp->sct_avail = 0;
bp_set_from_sect(bp, sp);
continue;
}
amount = 0;
pcost = cost = ecost = 0;
if (dchr[sp->sct_type].d_maint) {
cost = etu * dchr[sp->sct_type].d_maint;
p_sect[SCT_MAINT][0]++;
p_sect[SCT_MAINT][1] += cost;
if (!player->simulation)
np->nat_money -= cost;
}
if ((sp->sct_effic < 100 || sp->sct_type != sp->sct_newtype) &&
np->nat_money >= 0) {
cost = roundavg(buildeff(sp));
p_sect[SCT_EFFIC][0]++;
p_sect[SCT_EFFIC][1] += cost;
if (!player->simulation)
np->nat_money -= cost;
}
if (sp->sct_type == SCT_ENLIST && sp->sct_effic >= 60 &&
sp->sct_own == sp->sct_oldown) {
p_sect[sp->sct_type][0] += enlist(sp->sct_item, etu, &ecost);
p_sect[sp->sct_type][1] += ecost;
if (!player->simulation)
np->nat_money -= ecost;
}
/*
* now do the production (if sector effic >= 60%)
*/
if (sp->sct_effic >= 60) {
if (np->nat_money >= 0 && dchr[sp->sct_type].d_prd >= 0)
amount = produce(np, sp, &pcost);
}
bp_set_from_sect(bp, sp);
p_sect[sp->sct_type][0] += amount;
p_sect[sp->sct_type][1] += pcost;
if (!player->simulation)
np->nat_money -= pcost;
}
}