empserver/src/lib/update/human.c
Markus Armbruster b80fd4e982 update neweff production: Limit work in big cities
Civilians, military and uw work only up to their sector's population
limit.  The population limit depends on the sector type's maximum
population, research if RES_POP is enabled, and the sector's
efficiency for big cities.

The population limit may decrease between computation of work in
do_feed() and the end of the update:

* Research declines (only relevant with RES_POP).  Work is not
  corrected.  The declined research will apply at the next update.

  Since levels age after production is done, any work corrections
  could only affect leftover available work.  Wouldn't make sense.

  The effect is negligible anyway.  Even with an insanely fast decline
  of 60% (level_age_rate = 1, etu_per_update = 60), the population
  limit decreases by less than 10% in the worst case.

* upd_buildeff() changes sector type and efficiency.  Work is
  corrected only when this changes the sector type from big city to
  not big city.

  It isn't corrected on other sector type changes.  These can affect
  maximum population since the sector type's maximum became
  configurable in commit 153527a (v4.2.20).  Sane configurations don't
  let players redesignate sectors to a type with different maximum
  population.  The server doesn't enforce this, though.

  It isn't corrected when a big city's efficiency decreases, but
  sector type change isn't achieved.  Harmless, because tearing down a
  city takes very little work (25 for 100%), so efficiency decrease
  without type change means the work we have must be safely below any
  sane population limit's work.

Good enough.  However, the code implementing the work correction for
big cities is unclean.  Get rid of it by tweaking the rules: a big
city's extra population does not work.  City slickers, tsk, tsk, tsk.
At least they still pay their taxes.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2017-08-06 19:59:56 +02:00

281 lines
7.1 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.
*
* ---
*
* human.c: Food related functions
*
* Known contributors to this file:
* Dave Pare, 1986
* Steve McClure, 1996
* Markus Armbruster, 2004-2016
*/
#include <config.h>
#include <math.h>
#include "chance.h"
#include "item.h"
#include "news.h"
#include "player.h"
#include "update.h"
#include "xy.h"
static int growfood(struct sctstr *, short *, int, int);
static int starve_some(short *, i_type, int);
static void trunc_people(struct sctstr *, struct natstr *, short *);
static int grow_people(struct sctstr *, int, struct natstr *, int *, int,
short *);
static int babies(int, int, double, int, int);
/*
* feed the individual sector
*/
int
do_feed(struct sctstr *sp, struct natstr *np, short *vec,
int *workp, int etu)
{
int work_avail;
int starved, sctwork;
int needed;
int maxworkers;
int manna;
/* grow people & stuff */
sctwork = sp->sct_work;
maxworkers = max_workers(np->nat_level[NAT_RLEV], sp);
work_avail = new_work(sp,
total_work(sctwork, etu,
vec[I_CIVIL], vec[I_MILIT], vec[I_UW],
maxworkers));
if (sp->sct_type != SCT_SANCT) {
manna = 0;
if (opt_NOFOOD == 0) {
needed = (int)ceil(food_needed(vec, etu));
if (vec[I_FOOD] < needed) {
/* need to grow "emergency rations" */
work_avail -= 2 * growfood(sp, vec, work_avail / 2, etu);
/* It's twice as hard to grow those than norm */
if (vec[I_FOOD] == 0)
/* Conjure up 1f to make life easier for the player */
manna = vec[I_FOOD] = 1;
}
}
starved = feed_people(vec, etu);
if (starved > 0) {
if (!player->simulation) {
/* don't report POGO starvation */
if (sp->sct_own) {
wu(0, sp->sct_own, "%d starved in %s.\n", starved,
xyas(sp->sct_x, sp->sct_y, sp->sct_own));
if (starved > 25)
nreport(sp->sct_own, N_DIE_FAMINE, 0, 1);
}
sp->sct_work = 0;
sp->sct_loyal += roll(8) + 1;
}
sctwork = 0;
} else {
if (sp->sct_work < 100)
sctwork = sp->sct_work + 7 + roll(15);
if (sctwork > 100)
sctwork = 100;
if (!player->simulation)
sp->sct_work = sctwork;
grow_people(sp, etu, np, &work_avail, sctwork, vec);
/* age che */
if (!player->simulation)
sp->sct_che = age_people(sp->sct_che, etu);
}
if (manna)
/* Take away food we conjured up */
vec[I_FOOD] = 0;
} else
sctwork = sp->sct_work = 100;
/* Here is where we truncate extra people, always */
trunc_people(sp, np, vec);
*workp = work_avail;
return sctwork;
}
int
new_work(struct sctstr *sp, int delta)
{
if (sp->sct_type == sp->sct_newtype)
return MIN(rollover_avail_max, sp->sct_avail) + delta;
return delta;
}
static int
growfood(struct sctstr *sp, short *vec, int work, int etu)
{
int food_fertil;
int food_workers;
int food;
int work_used;
food_workers = work * fcrate;
food_fertil = etu * sp->sct_fertil * fgrate;
food = MIN(food_workers, food_fertil);
if (food > ITEM_MAX - vec[I_FOOD])
food = ITEM_MAX - vec[I_FOOD];
vec[I_FOOD] += food;
work_used = food / fcrate;
return work_used;
}
/*
* returns the number who starved, if any.
*/
int
feed_people(short *vec, int etu)
{
int to_starve, starved;
if (opt_NOFOOD)
return 0;
to_starve = famine_victims(vec, etu);
starved = starve_some(vec, I_UW, to_starve);
starved += starve_some(vec, I_CIVIL, to_starve - starved);
starved += starve_some(vec, I_MILIT, to_starve - starved);
vec[I_FOOD] -= roundavg(food_needed(vec, etu));
if (vec[I_FOOD] < 0)
vec[I_FOOD] = 0;
return starved;
}
/*
* Return food eaten by people in @vec[] in @etu ETUs.
*/
double
food_needed(short *vec, int etu)
{
int people = vec[I_CIVIL] + vec[I_MILIT] + vec[I_UW];
double need = etu * eatrate * people;
return need;
}
/*
* Return number of famine victims in @vec[] for @etu ETUs.
*/
int
famine_victims(short *vec, int etu)
{
double can_eat = vec[I_FOOD] / (etu * eatrate);
int people = vec[I_CIVIL] + vec[I_MILIT] + vec[I_UW];
if (people <= can_eat)
return 0;
if (can_eat <= people / 2)
return people / 2;
return (int)(people - can_eat);
}
/*
* Starve up to @num people of @vec[@whom].
* Return the number of actually starved.
*/
static int
starve_some(short *vec, i_type whom, int num)
{
int retval = MIN(num, vec[whom]);
vec[whom] -= retval;
return retval;
}
/*
* Truncate any extra people that may be around
*/
static void
trunc_people(struct sctstr *sp, struct natstr *np, short *vec)
{
int maxpop = max_pop(np->nat_level[NAT_RLEV], sp);
if (vec[I_CIVIL] > maxpop)
vec[I_CIVIL] = maxpop;
if (vec[I_UW] > maxpop)
vec[I_UW] = maxpop;
}
/*
* Grow babies, and add to populace.
* XXX Might think about dropping in a birth
* rate limitation on countries with high tech
* production? Maybe with just high education?
*/
static int
grow_people(struct sctstr *sp, int etu,
struct natstr *np, int *workp, int sctwork,
short *vec)
{
int newciv;
int newuw;
int maxpop = max_pop(np->nat_level[NAT_RLEV], sp);
newciv = babies(vec[I_CIVIL], etu, obrate, vec[I_FOOD], maxpop);
vec[I_CIVIL] += newciv;
newuw = babies(vec[I_UW], etu, uwbrate, vec[I_FOOD], maxpop);
vec[I_UW] += newuw;
/*
* subtract the baby eat food (if we are using FOOD) and return
* # of births.
*/
if (opt_NOFOOD == 0 && (newciv || newuw))
vec[I_FOOD] -= roundavg((newciv + newuw) * babyeat);
*workp += total_work(sctwork, etu, newciv, 0, newuw, ITEM_MAX);
return newciv + newuw;
}
/*
* Return the number of babies born to @adults in @etu ETUs.
* @brate is the birth rate.
* @food is the food available for growing babies.
* @maxpop is the population limit.
*/
static int
babies(int adults, int etu, double brate, int food, int maxpop)
{
int new_birth, new_food, new;
if (adults >= maxpop)
return 0;
new_birth = roundavg(brate * etu * adults);
if (opt_NOFOOD)
new_food = new_birth;
else
new_food = (int)(food / (2.0 * babyeat));
new = new_birth;
if (new > new_food)
new = new_food;
if (adults + new > maxpop)
new = maxpop - adults;
return new;
}