src/economy_new.cpp
author celestar
Thu, 22 Mar 2007 11:11:36 +0000
branchgamebalance
changeset 9901 a922f277ebfd
parent 9889 cfd2278f9099
child 9903 dc85aaa556ae
permissions -rw-r--r--
(svn r9408) [gamebalance] -Feature: The new economic data is stored in the savegame from now on. I'll try to make sure that intra-branch compability is maintained in the future for easier testing. Newer trunk games (as soon as trunk bumps the saveload revision) will not load however.
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/* $Id$ */
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/** @file */
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#include "economy_new.h"
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#include "town.h"
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/** The global economy */
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CEconomy *_eco;
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/**
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 * Adjust the global activity level by the cumulative activity level of all towns.
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 * This is to iron out the difference between the sum of all economic activites of
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 * all towns and the the product of the economic activity per capita times the
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 * population of the map.
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 */
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void CEconomy::AdjustActivityByTowns()
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{
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	Town *t;
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	FixedT<int64, 16> total_activity = 0;
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	FixedT<int64, 16> old_activity = m_activity_level;
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	FOR_ALL_TOWNS(t) {
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		total_activity += (t->GetActivity() * t->population * m_activity_level);
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		DEBUG(eco, 6, "Obtained EAL of %f", (double)t->GetActivity());
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	}
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	DEBUG(eco, 5, "Global EAL is             %f", (double)m_activity_level * GetWorldPopulation());
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	DEBUG(eco, 5, "Total EAL of all towns is %f", (double)total_activity);
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	m_activity_level = total_activity / GetWorldPopulation();
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	DEBUG(eco, 4, "Adjusting global EAL to %f (ratio %f)", (double)m_activity_level, (double)(m_activity_level/old_activity));
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	FOR_ALL_TOWNS(t) t->SetActivity(t->GetActivity() * old_activity / m_activity_level);
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}
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/**
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 * Descriptor for the new economy within the savegame
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 */
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/* static */
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const SaveLoad CEconomy::eco_desc[] = {
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	SLE_VAR(CEconomy, m_activity_level,   SLE_INT64),
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	SLE_VAR(CEconomy, m_basic_growth,     SLE_INT32),
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	SLE_VAR(CEconomy, m_long_term_cycle,  SLE_INT8),
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	SLE_VAR(CEconomy, m_short_term_cycle, SLE_INT8),
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	SLE_VAR(CEconomy, m_long_term_ampl,   SLE_INT32),
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	SLE_VAR(CEconomy, m_short_term_ampl,  SLE_INT32),
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	SLE_END()
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};
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/**
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 * Starts a new economy. As there can always be only one economy in place,
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 * deletes the one that is currently active
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 */
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void InitializeEconomy()
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{
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	delete _eco;
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	_eco = new CEconomy;
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	assert(_eco != NULL);
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}
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