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>
303 lines
7.5 KiB
C
303 lines
7.5 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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* sect.c: Do production for sectors
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*
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* Known contributors to this file:
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* Dave Pare, 1986
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* Steve McClure, 1996
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* Markus Armbruster, 2004-2016
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*/
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#include <config.h>
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#include "budg.h"
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#include "chance.h"
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#include "item.h"
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#include "land.h"
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#include "lost.h"
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#include "path.h"
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#include "player.h"
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#include "ship.h"
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#include "update.h"
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double
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buildeff(struct sctstr *sp)
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{
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int avail = sp->sct_avail / 2 * 100;
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double cost;
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int delta, build;
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struct dchrstr *dcp;
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cost = 0.0;
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if (sp->sct_type != sp->sct_newtype) {
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/*
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* Tear down existing sector.
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* Easier to destroy than to build.
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*/
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dcp = &dchr[sp->sct_type];
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build = 4 * avail / dcp->d_bwork;
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if (build <= sp->sct_effic)
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sp->sct_effic -= build;
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else {
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build = sp->sct_effic;
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sp->sct_effic = 0;
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sp->sct_type = sp->sct_newtype;
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}
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avail -= roundavg(build / 4.0 * dcp->d_bwork);
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cost += build / 4.0;
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}
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if (sp->sct_type == sp->sct_newtype) {
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dcp = &dchr[sp->sct_type];
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delta = avail / dcp->d_bwork;
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if (delta > 100 - sp->sct_effic)
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delta = 100 - sp->sct_effic;
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build = get_materials(sp, dcp->d_mat, delta);
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sp->sct_effic += build;
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avail -= build * dcp->d_bwork;
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cost += build * dcp->d_cost / 100.0;
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}
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sp->sct_avail = (sp->sct_avail + 1) / 2 + avail / 100;
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return cost;
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}
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/*
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* enlistment sectors are special; they require military
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* to convert civ into mil in large numbers.
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* Conversion will happen much more slowly without
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* some mil initially.
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*/
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static int
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enlist(short *vec, int etu, int *cost)
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{
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int maxmil;
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int enlisted;
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enlisted = 0;
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maxmil = vec[I_CIVIL] / 2 - vec[I_MILIT];
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if (maxmil > 0) {
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enlisted = etu * (10 + vec[I_MILIT]) * 0.05;
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if (enlisted > maxmil)
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enlisted = maxmil;
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vec[I_CIVIL] -= enlisted;
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vec[I_MILIT] += enlisted;
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}
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*cost = enlisted * 3;
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return enlisted;
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}
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/* Fallout is calculated here. */
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static void
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meltitems(int etus, int fallout, int own, short *vec,
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int type, int x, int y, int uid)
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{
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i_type n;
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int melt;
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for (n = I_NONE + 1; n <= I_MAX; n++) {
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melt = roundavg(vec[n] * etus * (double)fallout
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/ (1000.0 * ichr[n].i_melt_denom));
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if (melt > vec[n])
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melt = vec[n];
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if (melt > 5 && own) {
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if (type == EF_SECTOR)
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wu(0, own, "Lost %d %s to radiation in %s.\n",
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melt, ichr[n].i_name,
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xyas(x, y, own));
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else if (type == EF_LAND)
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wu(0, own, "Unit #%d lost %d %s to radiation in %s.\n",
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uid, melt, ichr[n].i_name,
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xyas(x, y, own));
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else if (type == EF_SHIP)
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wu(0, own, "Ship #%d lost %d %s to radiation in %s.\n",
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uid, melt, ichr[n].i_name,
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xyas(x, y, own));
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}
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vec[n] -= melt;
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}
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}
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/*
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* Do fallout meltdown for sector @sp.
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* @etus above 24 are treated as 24 to avoid *huge* kill offs in
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* large ETU games.
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*/
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void
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do_fallout(struct sctstr *sp, int etus)
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{
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struct shpstr *spp;
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struct lndstr *lp;
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int i;
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/* This check shouldn't be needed, but just in case. :) */
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if (!sp->sct_fallout || !sp->sct_updated)
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return;
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if (etus > 24)
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etus = 24;
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meltitems(etus, sp->sct_fallout, sp->sct_own, sp->sct_item,
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EF_SECTOR, sp->sct_x, sp->sct_y, 0);
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for (i = 0; NULL != (lp = getlandp(i)); i++) {
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if (!lp->lnd_own)
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continue;
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if (lp->lnd_x != sp->sct_x || lp->lnd_y != sp->sct_y)
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continue;
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meltitems(etus, sp->sct_fallout, lp->lnd_own, lp->lnd_item,
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EF_LAND, lp->lnd_x, lp->lnd_y, lp->lnd_uid);
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}
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for (i = 0; NULL != (spp = getshipp(i)); i++) {
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if (!spp->shp_own)
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continue;
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if (spp->shp_x != sp->sct_x || spp->shp_y != sp->sct_y)
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continue;
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if (mchr[(int)spp->shp_type].m_flags & M_SUB)
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continue;
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meltitems(etus, sp->sct_fallout, spp->shp_own, spp->shp_item,
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EF_SHIP, spp->shp_x, spp->shp_y, spp->shp_uid);
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}
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}
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void
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spread_fallout(struct sctstr *sp, int etus)
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{
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struct sctstr *ap;
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int n;
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int inc;
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if (etus > 24)
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etus = 24;
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for (n = DIR_FIRST; n <= DIR_LAST; n++) {
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ap = getsectp(sp->sct_x + diroff[n][0], sp->sct_y + diroff[n][1]);
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if (ap->sct_type == SCT_SANCT)
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continue;
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inc = roundavg(etus * fallout_spread * (sp->sct_fallout)) - 1;
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if (inc < 0)
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inc = 0;
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ap->sct_fallout = MIN(ap->sct_fallout + inc, FALLOUT_MAX);
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}
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}
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void
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decay_fallout(struct sctstr *sp, int etus)
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{
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int decay;
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if (etus > 24)
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etus = 24;
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decay = roundavg((decay_per_etu + 6.0) * fallout_spread *
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(double)etus * (double)sp->sct_fallout);
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sp->sct_fallout = decay < sp->sct_fallout ? sp->sct_fallout - decay : 0;
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}
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/*
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* Produce for a specific nation
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*/
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void
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produce_sect(struct natstr *np, int etu, struct bp *bp, int p_sect[][2])
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{
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struct sctstr *sp, scratch_sect;
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int cost, ecost, pcost;
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int n, amount;
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for (n = 0; NULL != (sp = getsectid(n)); n++) {
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if (sp->sct_type == SCT_WATER)
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continue;
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if (sp->sct_own != np->nat_cnum)
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continue;
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if (sp->sct_updated != 0)
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continue;
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sp->sct_updated = 1;
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/*
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* When running the test suite, reseed PRNG for each sector
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* with its UID, to keep results stable even when the number
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* of PRNs consumed changes.
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*/
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if (running_test_suite)
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seed_prng(sp->sct_uid);
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if (player->simulation) {
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/* work on a copy, which will be discarded */
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scratch_sect = *sp;
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sp = &scratch_sect;
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}
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sp->sct_avail = do_feed(sp, np, etu, 0);
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if (sp->sct_off || np->nat_money < 0) {
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sp->sct_avail = 0;
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bp_set_from_sect(bp, sp);
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continue;
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}
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amount = 0;
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pcost = cost = ecost = 0;
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if (dchr[sp->sct_type].d_maint) {
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cost = etu * dchr[sp->sct_type].d_maint;
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p_sect[SCT_MAINT][0]++;
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p_sect[SCT_MAINT][1] += cost;
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if (!player->simulation)
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np->nat_money -= cost;
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}
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if ((sp->sct_effic < 100 || sp->sct_type != sp->sct_newtype) &&
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np->nat_money >= 0) {
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cost = roundavg(buildeff(sp));
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p_sect[SCT_EFFIC][0]++;
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p_sect[SCT_EFFIC][1] += cost;
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if (!player->simulation)
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np->nat_money -= cost;
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}
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if (sp->sct_type == SCT_ENLIST && sp->sct_effic >= 60 &&
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sp->sct_own == sp->sct_oldown) {
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p_sect[sp->sct_type][0] += enlist(sp->sct_item, etu, &ecost);
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p_sect[sp->sct_type][1] += ecost;
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if (!player->simulation)
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np->nat_money -= ecost;
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}
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/*
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* now do the production (if sector effic >= 60%)
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*/
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if (sp->sct_effic >= 60) {
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if (np->nat_money >= 0 && dchr[sp->sct_type].d_prd >= 0)
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amount = produce(np, sp, &pcost);
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}
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bp_set_from_sect(bp, sp);
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p_sect[sp->sct_type][0] += amount;
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p_sect[sp->sct_type][1] += pcost;
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if (!player->simulation)
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np->nat_money -= pcost;
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}
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}
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