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@ r28827:f131debacb19
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Location: cpp/openttd-patchpack/source/src/timer/timer_game_economy.cpp
r28827:f131debacb19
7.1 KiB
text/x-c
Codechange: Use `GetVisibleRangeIterators()` in more places. (#12190)
This replaces more first/last index calculation, along with indexed array/vector access, with iterator access instead.
This replaces more first/last index calculation, along with indexed array/vector access, with iterator access instead.
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* This file is part of OpenTTD.
* OpenTTD 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, version 2.
* OpenTTD 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 OpenTTD. If not, see <http://www.gnu.org/licenses/>.
*/
/**
* @file timer_game_economy.cpp
* This file implements the timer logic for the game-economy-timer.
*/
/**
* Economy time is used for the regular pace of the game, including:
* - Industry and house production/consumption
* - Industry production changes, closure, and spawning
* - Town growth
* - Company age and financial statistics
* - Vehicle financial statistics
* - Vehicle aging, depreciation, reliability, and renewal
* - Payment intervals for running and maintenance costs, loan interest, etc.
* - Cargo payment "time" calculation
* - Local authority and station ratings change intervals
*/
#include "../stdafx.h"
#include "../openttd.h"
#include "timer.h"
#include "timer_game_economy.h"
#include "timer_game_tick.h"
#include "../vehicle_base.h"
#include "../linkgraph/linkgraph.h"
#include "../safeguards.h"
TimerGameEconomy::Year TimerGameEconomy::year = {};
TimerGameEconomy::Month TimerGameEconomy::month = {};
TimerGameEconomy::Date TimerGameEconomy::date = {};
TimerGameEconomy::DateFract TimerGameEconomy::date_fract = {};
/**
* Converts a Date to a Year, Month & Day.
* @param date the date to convert from
* @returns YearMonthDay representation of the Date.
*/
/* static */ TimerGameEconomy::YearMonthDay TimerGameEconomy::ConvertDateToYMD(TimerGameEconomy::Date date)
{
/* If we're not using wallclock units, we keep the economy date in sync with the calendar. */
if (!UsingWallclockUnits()) return CalendarConvertDateToYMD(date);
/* If we're using wallclock units, economy months have 30 days and an economy year has 360 days. */
TimerGameEconomy::YearMonthDay ymd;
ymd.year = date.base() / EconomyTime::DAYS_IN_ECONOMY_YEAR;
ymd.month = (date.base() % EconomyTime::DAYS_IN_ECONOMY_YEAR) / EconomyTime::DAYS_IN_ECONOMY_MONTH;
ymd.day = (date.base() % EconomyTime::DAYS_IN_ECONOMY_MONTH) + 1;
return ymd;
}
/**
* Converts a tuple of Year, Month and Day to a Date.
* @param year is a number between 0..MAX_YEAR
* @param month is a number between 0..11
* @param day is a number between 1..31
* @returns The equivalent date.
*/
/* static */ TimerGameEconomy::Date TimerGameEconomy::ConvertYMDToDate(TimerGameEconomy::Year year, TimerGameEconomy::Month month, TimerGameEconomy::Day day)
{
/* If we're not using wallclock units, we keep the economy date in sync with the calendar. */
if (!UsingWallclockUnits()) return CalendarConvertYMDToDate(year, month, day);
/* If we're using wallclock units, economy months have 30 days and an economy year has 360 days. */
const int total_months = (year.base() * EconomyTime::MONTHS_IN_YEAR) + month;
return (total_months * EconomyTime::DAYS_IN_ECONOMY_MONTH) + day - 1; // Day is 1-indexed but Date is 0-indexed, hence the - 1.
}
/**
* Set the date.
* @param date The new date
* @param fract The number of ticks that have passed on this date.
*/
/* static */ void TimerGameEconomy::SetDate(TimerGameEconomy::Date date, TimerGameEconomy::DateFract fract)
{
assert(fract < Ticks::DAY_TICKS);
TimerGameEconomy::date = date;
TimerGameEconomy::date_fract = fract;
TimerGameEconomy::YearMonthDay ymd = TimerGameEconomy::ConvertDateToYMD(date);
TimerGameEconomy::year = ymd.year;
TimerGameEconomy::month = ymd.month;
}
/**
* Check if we are using wallclock units.
* @param newgame Should we check the settings for a new game (since we are in the main menu)?
* @return True if the game is using wallclock units, or false if the game is using calendar units.
*/
/* static */ bool TimerGameEconomy::UsingWallclockUnits(bool newgame)
{
if (newgame) return (_settings_newgame.economy.timekeeping_units == TKU_WALLCLOCK);
return (_settings_game.economy.timekeeping_units == TKU_WALLCLOCK);
}
template<>
void IntervalTimer<TimerGameEconomy>::Elapsed(TimerGameEconomy::TElapsed trigger)
{
if (trigger == this->period.trigger) {
this->callback(1);
}
}
template<>
void TimeoutTimer<TimerGameEconomy>::Elapsed(TimerGameEconomy::TElapsed trigger)
{
if (this->fired) return;
if (trigger == this->period.trigger) {
this->callback();
this->fired = true;
}
}
template<>
bool TimerManager<TimerGameEconomy>::Elapsed([[maybe_unused]] TimerGameEconomy::TElapsed delta)
{
assert(delta == 1);
if (_game_mode == GM_MENU) return false;
TimerGameEconomy::date_fract++;
if (TimerGameEconomy::date_fract < Ticks::DAY_TICKS) return true;
TimerGameEconomy::date_fract = 0;
/* increase day counter */
TimerGameEconomy::date++;
TimerGameEconomy::YearMonthDay ymd = TimerGameEconomy::ConvertDateToYMD(TimerGameEconomy::date);
/* check if we entered a new month? */
bool new_month = ymd.month != TimerGameEconomy::month;
/* check if we entered a new year? */
bool new_year = ymd.year != TimerGameEconomy::year;
/* update internal variables before calling the daily/monthly/yearly loops */
TimerGameEconomy::month = ymd.month;
TimerGameEconomy::year = ymd.year;
/* Make a temporary copy of the timers, as a timer's callback might add/remove other timers. */
auto timers = TimerManager<TimerGameEconomy>::GetTimers();
for (auto timer : timers) {
timer->Elapsed(TimerGameEconomy::DAY);
}
if ((TimerGameEconomy::date.base() % 7) == 3) {
for (auto timer : timers) {
timer->Elapsed(TimerGameEconomy::WEEK);
}
}
if (new_month) {
for (auto timer : timers) {
timer->Elapsed(TimerGameEconomy::MONTH);
}
if ((TimerGameEconomy::month % 3) == 0) {
for (auto timer : timers) {
timer->Elapsed(TimerGameEconomy::QUARTER);
}
}
}
if (new_year) {
for (auto timer : timers) {
timer->Elapsed(TimerGameEconomy::YEAR);
}
}
/* check if we reached the maximum year, decrement dates by a year */
if (TimerGameEconomy::year == EconomyTime::MAX_YEAR + 1) {
int days_this_year;
TimerGameEconomy::year--;
days_this_year = TimerGameEconomy::IsLeapYear(TimerGameEconomy::year) ? EconomyTime::DAYS_IN_LEAP_YEAR : EconomyTime::DAYS_IN_YEAR;
TimerGameEconomy::date -= days_this_year;
for (Vehicle *v : Vehicle::Iterate()) v->ShiftDates(-days_this_year);
for (LinkGraph *lg : LinkGraph::Iterate()) lg->ShiftDates(-days_this_year);
}
return true;
}
#ifdef WITH_ASSERT
template<>
void TimerManager<TimerGameEconomy>::Validate(TimerGameEconomy::TPeriod period)
{
if (period.priority == TimerGameEconomy::Priority::NONE) return;
/* Validate we didn't make a developer error and scheduled more than one
* entry on the same priority/trigger. There can only be one timer on
* a specific trigger/priority, to ensure we are deterministic. */
for (const auto &timer : TimerManager<TimerGameEconomy>::GetTimers()) {
if (timer->period.trigger != period.trigger) continue;
assert(timer->period.priority != period.priority);
}
}
#endif /* WITH_ASSERT */
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