diff options
-rw-r--r-- | src/industry.h | 2 | ||||
-rw-r--r-- | src/industry_cmd.cpp | 39 |
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); |