summaryrefslogtreecommitdiff
path: root/src
diff options
context:
space:
mode:
authoralberth <alberth@openttd.org>2010-11-13 15:21:55 +0000
committeralberth <alberth@openttd.org>2010-11-13 15:21:55 +0000
commit2c4564c7dd9cbb0f86fa871b1b301e7d4aed11d9 (patch)
tree0cec520d0eabe079d2d7ddca851764dbb86773d5 /src
parent0c775e575059a25d1c0df1b059e27818e98c47c4 (diff)
downloadopenttd-2c4564c7dd9cbb0f86fa871b1b301e7d4aed11d9.tar.xz
(svn r21175) -Add: Forced construction of missing industries.
Diffstat (limited to 'src')
-rw-r--r--src/industry_cmd.cpp72
1 files changed, 50 insertions, 22 deletions
diff --git a/src/industry_cmd.cpp b/src/industry_cmd.cpp
index f549334ff..7e37fd0cf 100644
--- a/src/industry_cmd.cpp
+++ b/src/industry_cmd.cpp
@@ -1867,11 +1867,15 @@ static uint32 GetScaledIndustryGenerationProbability(IndustryType it, bool *forc
/**
* 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 GetIndustryGamePlayProbability(IndustryType it)
((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 GetCurrentTotalNumberOfIndustries()
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::RecomputeProductionMultipliers()
/**
- * 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::TryBuildNewIndustry()
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;
- }
- assert(it < NUM_INDUSTRYTYPES && this->builddata[it].target_count > Industry::GetIndustryTypeCount(it));
+ 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));
+ }
/* Try to create the industry. */
const Industry *ind = PlaceIndustry(it, IACT_RANDOMCREATION, false);