The update visits ships, planes and land units in increasing order of country number. Within a country, it visits first ships, then planes, then land units, each in increasing order of unit number. The order is relevant when money, materials and work don't suffice to build everything. Money is charged to the owner, so only the relative order for the same owner matters there. One order is as good as any. Work and materials come from the sector, so only the relative order in each sector matters. The current order unfairly prefers countries with lower country numbers. Mitigating factor: the affected countries need to be friendly (ships only) or allied. The unfairness goes back to Chainsaw's option BUDGET. See the commit before previous for more detailed historical notes. The update test demonstrates the unfair behavior: sector 14,6 builds ships 95/97 owned by country#1, but not 96 owned by country#7. Likewise, planes 95/96/97 and land units 95/96/97. Go back to the the pre-BUDGET order: first ships, then planes, then land units, all in increasing order of unit number, regardless of owner. The update test now builds ship, plane and land unit 96 instead of 97. Bonus: speeds up both the update and budget by a similar absolute amount. For budget, this is roughly a factor of two in my testing. For the update, which does much more, it's around 10%. Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
215 lines
5.5 KiB
C
215 lines
5.5 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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* plane.c: Do production for planes
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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, 1998
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* Markus Armbruster, 2006-2016
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*/
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#include <config.h>
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#include "chance.h"
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#include "file.h"
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#include "lost.h"
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#include "nat.h"
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#include "optlist.h"
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#include "plane.h"
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#include "player.h"
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#include "prototypes.h"
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#include "ship.h"
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#include "update.h"
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static void upd_plane(struct plnstr *, int, struct bp *, int);
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static void planerepair(struct plnstr *, struct natstr *, struct bp *,
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int, struct budget *);
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void prep_planes(int etus)
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{
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int mil, i;
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double mil_pay;
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struct plnstr *pp;
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for (i = 0; (pp = getplanep(i)); i++) {
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if (pp->pln_own == 0)
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continue;
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if (pp->pln_effic < PLANE_MINEFF) {
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makelost(EF_PLANE, pp->pln_own, pp->pln_uid,
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pp->pln_x, pp->pln_y);
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pp->pln_own = 0;
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continue;
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}
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mil = plchr[pp->pln_type].pl_mat[I_MILIT];
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/* flight pay is 5x the pay received by other military */
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mil_pay = mil * etus * money_mil * 5;
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nat_budget[pp->pln_own].bm[BUDG_PLN_MAINT].money += mil_pay;
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nat_budget[pp->pln_own].money += mil_pay;
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}
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}
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void
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prod_plane(int etus, struct bp *bp, int buildem)
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/* Build = 1, maintain =0 */
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{
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struct plnstr *pp;
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int i;
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for (i = 0; (pp = getplanep(i)); i++) {
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if (pp->pln_own == 0)
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continue;
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upd_plane(pp, etus, bp, buildem);
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}
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}
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static void
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upd_plane(struct plnstr *pp, int etus, struct bp *bp, int build)
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{
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struct budget *budget = &nat_budget[pp->pln_own];
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struct plchrstr *pcp = &plchr[pp->pln_type];
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struct natstr *np = getnatp(pp->pln_own);
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int mult, eff_lost;
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double cost;
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if (build == 1) {
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if (!pp->pln_off && budget->money >= 0)
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planerepair(pp, np, bp, etus, budget);
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if (!player->simulation)
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pp->pln_off = 0;
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} else {
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mult = 1;
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if (np->nat_level[NAT_TLEV] < pp->pln_tech * 0.85)
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mult = 2;
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budget->bm[BUDG_PLN_MAINT].count++;
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cost = mult * etus * -money_plane * pcp->pl_cost;
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if (budget->money < cost && !player->simulation) {
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eff_lost = etus / 5;
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if (pp->pln_effic - eff_lost < PLANE_MINEFF)
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eff_lost = pp->pln_effic - PLANE_MINEFF;
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if (eff_lost > 0) {
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wu(0, pp->pln_own, "%s lost %d%% to lack of maintenance\n",
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prplane(pp), eff_lost);
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pp->pln_effic -= eff_lost;
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}
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} else {
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budget->bm[BUDG_PLN_MAINT].money -= cost;
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budget->money -= cost;
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}
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if (pln_is_in_orbit(pp) && !(pp->pln_flags & PLN_SYNCHRONOUS)) {
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if (!player->simulation)
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move_sat(pp);
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}
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}
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}
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static void
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planerepair(struct plnstr *pp, struct natstr *np, struct bp *bp, int etus,
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struct budget *budget)
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{
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struct plchrstr *pcp = &plchr[(int)pp->pln_type];
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int build;
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struct shpstr *carrier;
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struct sctstr *sp, scratch_sect;
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int delta;
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int mult;
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int avail;
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int used;
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double cost;
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if (pp->pln_effic == 100)
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return;
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sp = getsectp(pp->pln_x, pp->pln_y);
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if (sp->sct_off)
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return;
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carrier = NULL;
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if (pp->pln_ship >= 0) {
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if (pp->pln_effic >= 80)
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return;
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carrier = getshipp(pp->pln_ship);
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if (CANT_HAPPEN(!carrier))
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return;
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if (carrier->shp_off)
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return;
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if (relations_with(carrier->shp_own, pp->pln_own) != ALLIED)
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return;
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} else {
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if (relations_with(sp->sct_own, pp->pln_own) != ALLIED)
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return;
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}
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if (player->simulation) {
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scratch_sect = *sp;
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bp_to_sect(bp, &scratch_sect);
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sp = &scratch_sect;
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}
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mult = 1;
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if (np->nat_level[NAT_TLEV] < pp->pln_tech * 0.85)
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mult = 2;
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avail = sp->sct_avail * 100;
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if (carrier)
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avail += etus * carrier->shp_item[I_MILIT] / 2;
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delta = avail / pcp->pl_bwork;
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if (delta <= 0)
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return;
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if (delta > (int)((float)etus * plane_grow_scale))
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delta = (int)((float)etus * plane_grow_scale);
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if (delta > 100 - pp->pln_effic)
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delta = 100 - pp->pln_effic;
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build = get_materials(sp, pcp->pl_mat, delta);
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if (carrier)
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build = delta;
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used = build * pcp->pl_bwork;
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avail = roundavg((sp->sct_avail * 100 - used) / 100.0);
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if (avail < 0)
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avail = 0;
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sp->sct_avail = avail;
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if (sp->sct_type != SCT_AIRPT)
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build /= 3;
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if (carrier) {
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if ((pp->pln_effic + build) > 80)
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build = 80 - pp->pln_effic;
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}
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bp_set_from_sect(bp, sp);
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cost = mult * pcp->pl_cost * build / 100.0;
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budget->bm[BUDG_PLN_BUILD].count += !!build;
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budget->bm[BUDG_PLN_BUILD].money -= cost;
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budget->money -= cost;
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if (!player->simulation)
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pp->pln_effic += (signed char)build;
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}
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