Changeset - r16449:ac672cccbcf8
[Not reviewed]
master
0 1 0
alberth - 14 years ago 2010-11-13 15:21:55
alberth@openttd.org
(svn r21175) -Add: Forced construction of missing industries.
1 file changed with 49 insertions and 21 deletions:
0 comments (0 inline, 0 general)
src/industry_cmd.cpp
Show inline comments
 
@@ -1867,11 +1867,15 @@ static uint32 GetScaledIndustryGeneratio
 
/**
 
 * Compute the probability for constructing a new industry during game play.
 
 * @param it Industry type to compute.
 
 * @param [out] min_number Minimal number of industries that should exist at the map.
 
 * @return Relative probability for the industry to appear.
 
 */
 
static uint16 GetIndustryGamePlayProbability(IndustryType it)
 
static uint16 GetIndustryGamePlayProbability(IndustryType it, byte *min_number)
 
{
 
	if (_settings_game.difficulty.number_industries == 0) return 0;
 
	if (_settings_game.difficulty.number_industries == 0) {
 
		*min_number = 0;
 
		return 0;
 
	}
 

	
 
	const IndustrySpec *ind_spc = GetIndustrySpec(it);
 
	byte chance = ind_spc->appear_ingame[_settings_game.game_creation.landscape];
 
@@ -1879,8 +1883,10 @@ static uint16 GetIndustryGamePlayProbabi
 
			((ind_spc->behaviour & INDUSTRYBEH_BEFORE_1950) && _cur_year > 1950) ||
 
			((ind_spc->behaviour & INDUSTRYBEH_AFTER_1960) && _cur_year < 1960) ||
 
			!CheckIfCallBackAllowsAvailability(it, IACT_RANDOMCREATION)) {
 
		*min_number = 0;
 
		return 0;
 
	}
 
	*min_number = (ind_spc->behaviour & INDUSTRYBEH_CANCLOSE_LASTINSTANCE) ? 1 : 0;
 
	return chance;
 
}
 

	
 
@@ -1971,6 +1977,7 @@ static uint GetCurrentTotalNumberOfIndus
 
void IndustryTypeBuildData::Reset()
 
{
 
	this->probability  = 0;
 
	this->min_number   = 0;
 
	this->target_count = 0;
 
	this->max_wait     = 1;
 
	this->wait_count   = 0;
 
@@ -2093,14 +2100,16 @@ void Industry::RecomputeProductionMultip
 

	
 

	
 
/**
 
 * Set the #probability field for the industry type \a it for a running game.
 
 * Set the #probability and #min_number fields for the industry type \a it for a running game.
 
 * @param it Industry type.
 
 * @return The field has changed value.
 
 * @return At least one of the fields has changed value.
 
 */
 
bool IndustryTypeBuildData::GetIndustryTypeData(IndustryType it)
 
{
 
	uint32 probability = GetIndustryGamePlayProbability(it);
 
	bool changed = probability != this->probability;
 
	byte min_number;
 
	uint32 probability = GetIndustryGamePlayProbability(it, &min_number);
 
	bool changed = min_number != this->min_number || probability != this->probability;
 
	this->min_number = min_number;
 
	this->probability = probability;
 
	return changed;
 
}
 
@@ -2118,12 +2127,19 @@ void IndustryBuildData::SetupTargetCount
 
	changed |= num_planned != total_amount;
 
	if (!changed) return; // All industries are still the same, no need to re-randomize.
 

	
 
	/* Initialize the target counts. */
 
	uint force_build = 0;  // Number of industries that should always be available.
 
	uint32 total_prob = 0; // Sum of probabilities.
 
	for (IndustryType it = 0; it < NUM_INDUSTRYTYPES; it++) {
 
		this->builddata[it].target_count = 0;
 
		total_prob += this->builddata[it].probability;
 
		IndustryTypeBuildData *ibd = this->builddata + it;
 
		force_build += ibd->min_number;
 
		ibd->target_count = ibd->min_number;
 
		total_prob += ibd->probability;
 
	}
 

	
 
	/* Subtract forced industries from the number of industries available for construction. */
 
	total_amount = (total_amount <= force_build) ? 0 : total_amount - force_build;
 

	
 
	/* Assign number of industries that should be aimed for, by using the probability as a weight. */
 
	while (total_amount > 0) {
 
		uint32 r = RandomRange(total_prob);
 
@@ -2149,34 +2165,46 @@ void IndustryBuildData::TryBuildNewIndus
 
	int missing = 0;       // Number of industries that need to be build.
 
	uint count = 0;        // Number of industry types eligible for build.
 
	uint32 total_prob = 0; // Sum of probabilities.
 
	IndustryType forced_build = NUM_INDUSTRYTYPES; // Industry type that should be forcibly build.
 
	for (IndustryType it = 0; it < NUM_INDUSTRYTYPES; it++) {
 
		int difference = this->builddata[it].target_count - Industry::GetIndustryTypeCount(it);
 
		missing += difference;
 
		if (this->builddata[it].wait_count > 0) continue; // This type may not be built now.
 
		if (difference > 0) {
 
			if (Industry::GetIndustryTypeCount(it) == 0 && this->builddata[it].min_number > 0) {
 
				/* An industry that should exist at least once, is not available. Force it, trying the most needed one first. */
 
				if (forced_build == NUM_INDUSTRYTYPES ||
 
						difference > this->builddata[forced_build].target_count - Industry::GetIndustryTypeCount(forced_build)) {
 
					forced_build = it;
 
				}
 
			}
 
			total_prob += difference;
 
			count++;
 
		}
 
	}
 

	
 
	if (EconomyIsInRecession() || missing <= 0 || total_prob == 0) count = 0; // Skip creation of an industry.
 
	if (EconomyIsInRecession() || (forced_build == NUM_INDUSTRYTYPES && (missing <= 0 || total_prob == 0))) count = 0; // Skip creation of an industry.
 

	
 
	if (count >= 1) {
 
		/* Pick a weighted random industry to build.
 
		/* If not forced, pick a weighted random industry to build.
 
		 * For the case that count == 1, there is no need to draw a random number. */
 
		IndustryType it;
 
		/* Select an industry type to build (weighted random). */
 
		uint32 r = 0; // Initialized to silence the compiler.
 
		if (count > 1) r = RandomRange(total_prob);
 
		for (it = 0; it < NUM_INDUSTRYTYPES; it++) {
 
			if (this->builddata[it].wait_count > 0) continue; // Type may not be built now.
 
			int difference = this->builddata[it].target_count - Industry::GetIndustryTypeCount(it);
 
			if (difference <= 0) continue; // Too many of this kind.
 
			if (count == 1) break;
 
			if (r < (uint)difference) break;
 
			r -= difference;
 
		if (forced_build != NUM_INDUSTRYTYPES) {
 
			it = forced_build;
 
		} else {
 
			/* Non-forced, select an industry type to build (weighted random). */
 
			uint32 r = 0; // Initialized to silence the compiler.
 
			if (count > 1) r = RandomRange(total_prob);
 
			for (it = 0; it < NUM_INDUSTRYTYPES; it++) {
 
				if (this->builddata[it].wait_count > 0) continue; // Type may not be built now.
 
				int difference = this->builddata[it].target_count - Industry::GetIndustryTypeCount(it);
 
				if (difference <= 0) continue; // Too many of this kind.
 
				if (count == 1) break;
 
				if (r < (uint)difference) break;
 
				r -= difference;
 
			}
 
			assert(it < NUM_INDUSTRYTYPES && this->builddata[it].target_count > Industry::GetIndustryTypeCount(it));
 
		}
 
		assert(it < NUM_INDUSTRYTYPES && this->builddata[it].target_count > Industry::GetIndustryTypeCount(it));
 

	
 
		/* Try to create the industry. */
 
		const Industry *ind = PlaceIndustry(it, IACT_RANDOMCREATION, false);
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