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authoralberth <alberth@openttd.org>2010-11-13 15:17:55 +0000
committeralberth <alberth@openttd.org>2010-11-13 15:17:55 +0000
commiteb4ab0091ac5ba6d8b647d426593803275d9a9ac (patch)
tree3f7df78888bdcac19dca1c0c8c4dc11fce032489
parentf22fb0d53db43e1e9ebeeda01ba8948656d537af (diff)
downloadopenttd-eb4ab0091ac5ba6d8b647d426593803275d9a9ac.tar.xz
(svn r21172) -Feature: Better control over how many new industries are created during the game.
-rw-r--r--src/industry.h2
-rw-r--r--src/industry_cmd.cpp39
2 files changed, 38 insertions, 3 deletions
diff --git a/src/industry.h b/src/industry.h
index 16b3dc8f4..39e4c2028 100644
--- a/src/industry.h
+++ b/src/industry.h
@@ -167,6 +167,8 @@ struct IndustryBuildData {
void SetupTargetCount();
void TryBuildNewIndustry();
+
+ void MonthlyLoop();
};
extern IndustryBuildData _industry_builder;
diff --git a/src/industry_cmd.cpp b/src/industry_cmd.cpp
index cc00755eb..39f642278 100644
--- a/src/industry_cmd.cpp
+++ b/src/industry_cmd.cpp
@@ -1955,6 +1955,17 @@ static void PlaceInitialIndustry(IndustryType type, bool try_hard)
cur_company.Restore();
}
+/**
+ * Get total number of industries existing in the game.
+ * @return Number of industries currently in the game.
+ */
+static uint GetCurrentTotalNumberOfIndustries()
+{
+ int total = 0;
+ for (IndustryType it = 0; it < NUM_INDUSTRYTYPES; it++) total += Industry::GetIndustryTypeCount(it);
+ return total;
+}
+
/** Reset the entry. */
void IndustryTypeBuildData::Reset()
@@ -1966,11 +1977,27 @@ void IndustryTypeBuildData::Reset()
/** Completely reset the industry build data. */
void IndustryBuildData::Reset()
{
+ this->wanted_inds = GetCurrentTotalNumberOfIndustries() << 16;
+
for (IndustryType it = 0; it < NUM_INDUSTRYTYPES; it++) {
this->builddata[it].Reset();
}
}
+/** Monthly update of industry build data. */
+void IndustryBuildData::MonthlyLoop()
+{
+ static const int NEWINDS_PER_MONTH = 0x38000 / (10 * 12); // lower 16 bits is a float fraction, 3.5 industries per decade, divided by 10 * 12 months.
+ if (_settings_game.difficulty.number_industries == 0) return; // 'no industries' setting,
+
+ /* To prevent running out of unused industries for the player to connect,
+ * add a fraction of new industries each month, but only if the manager can keep up. */
+ uint max_behind = 1 + min(99u, ScaleByMapSize(3)); // At most 2 industries for small maps, and 100 at the biggest map (about 6 months industry build attempts).
+ if (GetCurrentTotalNumberOfIndustries() + max_behind >= (this->wanted_inds >> 16)) {
+ this->wanted_inds += ScaleByMapSize(NEWINDS_PER_MONTH);
+ }
+}
+
/**
* This function will create random industries during game creation.
* It will scale the amount of industries by mapsize and difficulty level.
@@ -2079,7 +2106,7 @@ void IndustryBuildData::SetupTargetCount()
this->builddata[it].GetIndustryTypeData(it);
}
- uint total_amount = GetNumberOfIndustries(); // Desired number of industries.
+ uint total_amount = this->wanted_inds >> 16; // Desired total number of industries.
uint32 total_prob = 0; // Sum of probabilities.
for (IndustryType it = 0; it < NUM_INDUSTRYTYPES; it++) {
this->builddata[it].target_count = 0;
@@ -2511,9 +2538,13 @@ void IndustryDailyLoop()
Backup<CompanyByte> cur_company(_current_company, OWNER_NONE, FILE_LINE);
/* perform the required industry changes for the day */
+
+ uint perc = 3; // Between 3% and 9% chance of creating a new industry.
+ if ((_industry_builder.wanted_inds >> 16) > GetCurrentTotalNumberOfIndustries()) {
+ perc = min(9u, perc + (_industry_builder.wanted_inds >> 16) - GetCurrentTotalNumberOfIndustries());
+ }
for (uint16 j = 0; j < change_loop; j++) {
- /* 3% chance that we start a new industry */
- if (Chance16(3, 100)) {
+ if (Chance16(perc, 100)) {
_industry_builder.TryBuildNewIndustry();
} else {
Industry *i = Industry::GetRandom();
@@ -2534,6 +2565,8 @@ void IndustryMonthlyLoop()
{
Backup<CompanyByte> cur_company(_current_company, OWNER_NONE, FILE_LINE);
+ _industry_builder.MonthlyLoop();
+
Industry *i;
FOR_ALL_INDUSTRIES(i) {
UpdateIndustryStatistics(i);