/* * 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 . */ /** * @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 = TimerGameEconomy::date.base() / EconomyTime::DAYS_IN_ECONOMY_YEAR; ymd.month = (TimerGameEconomy::date.base() % EconomyTime::DAYS_IN_ECONOMY_YEAR) / EconomyTime::DAYS_IN_ECONOMY_MONTH; ymd.day = TimerGameEconomy::date.base() % EconomyTime::DAYS_IN_ECONOMY_MONTH; 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::Elapsed(TimerGameEconomy::TElapsed trigger) { if (trigger == this->period.trigger) { this->callback(1); } } template<> void TimeoutTimer::Elapsed(TimerGameEconomy::TElapsed trigger) { if (this->fired) return; if (trigger == this->period.trigger) { this->callback(); this->fired = true; } } template<> void TimerManager::Elapsed([[maybe_unused]] TimerGameEconomy::TElapsed delta) { assert(delta == 1); if (_game_mode == GM_MENU) return; TimerGameEconomy::date_fract++; if (TimerGameEconomy::date_fract < Ticks::DAY_TICKS) return; 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::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); } } #ifdef WITH_ASSERT template<> void TimerManager::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::GetTimers()) { if (timer->period.trigger != period.trigger) continue; assert(timer->period.priority != period.priority); } } #endif /* WITH_ASSERT */