mirror of https://github.com/OpenTTD/OpenTTD.git
210 lines
7.1 KiB
C++
210 lines
7.1 KiB
C++
/*
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* This file is part of OpenTTD.
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* 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.
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* 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.
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* 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 <http://www.gnu.org/licenses/>.
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*/
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/**
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* @file timer_game_economy.cpp
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* This file implements the timer logic for the game-economy-timer.
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*/
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/**
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* Economy time is used for the regular pace of the game, including:
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* - Industry and house production/consumption
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* - Industry production changes, closure, and spawning
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* - Town growth
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* - Company age and financial statistics
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* - Vehicle financial statistics
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* - Vehicle aging, depreciation, reliability, and renewal
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* - Payment intervals for running and maintenance costs, loan interest, etc.
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* - Cargo payment "time" calculation
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* - Local authority and station ratings change intervals
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*/
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#include "../stdafx.h"
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#include "../openttd.h"
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#include "timer.h"
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#include "timer_game_economy.h"
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#include "timer_game_tick.h"
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#include "../vehicle_base.h"
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#include "../linkgraph/linkgraph.h"
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#include "../safeguards.h"
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TimerGameEconomy::Year TimerGameEconomy::year = {};
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TimerGameEconomy::Month TimerGameEconomy::month = {};
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TimerGameEconomy::Date TimerGameEconomy::date = {};
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TimerGameEconomy::DateFract TimerGameEconomy::date_fract = {};
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/**
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* Converts a Date to a Year, Month & Day.
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* @param date the date to convert from
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* @returns YearMonthDay representation of the Date.
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*/
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/* static */ TimerGameEconomy::YearMonthDay TimerGameEconomy::ConvertDateToYMD(TimerGameEconomy::Date date)
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{
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/* If we're not using wallclock units, we keep the economy date in sync with the calendar. */
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if (!UsingWallclockUnits()) return CalendarConvertDateToYMD(date);
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/* If we're using wallclock units, economy months have 30 days and an economy year has 360 days. */
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TimerGameEconomy::YearMonthDay ymd;
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ymd.year = date.base() / EconomyTime::DAYS_IN_ECONOMY_YEAR;
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ymd.month = (date.base() % EconomyTime::DAYS_IN_ECONOMY_YEAR) / EconomyTime::DAYS_IN_ECONOMY_MONTH;
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ymd.day = (date.base() % EconomyTime::DAYS_IN_ECONOMY_MONTH) + 1;
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return ymd;
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}
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/**
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* Converts a tuple of Year, Month and Day to a Date.
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* @param year is a number between 0..MAX_YEAR
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* @param month is a number between 0..11
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* @param day is a number between 1..31
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* @returns The equivalent date.
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*/
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/* static */ TimerGameEconomy::Date TimerGameEconomy::ConvertYMDToDate(TimerGameEconomy::Year year, TimerGameEconomy::Month month, TimerGameEconomy::Day day)
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{
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/* If we're not using wallclock units, we keep the economy date in sync with the calendar. */
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if (!UsingWallclockUnits()) return CalendarConvertYMDToDate(year, month, day);
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/* If we're using wallclock units, economy months have 30 days and an economy year has 360 days. */
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const int total_months = (year.base() * EconomyTime::MONTHS_IN_YEAR) + month;
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return (total_months * EconomyTime::DAYS_IN_ECONOMY_MONTH) + day - 1; // Day is 1-indexed but Date is 0-indexed, hence the - 1.
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}
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/**
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* Set the date.
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* @param date The new date
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* @param fract The number of ticks that have passed on this date.
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*/
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/* static */ void TimerGameEconomy::SetDate(TimerGameEconomy::Date date, TimerGameEconomy::DateFract fract)
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{
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assert(fract < Ticks::DAY_TICKS);
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TimerGameEconomy::date = date;
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TimerGameEconomy::date_fract = fract;
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TimerGameEconomy::YearMonthDay ymd = TimerGameEconomy::ConvertDateToYMD(date);
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TimerGameEconomy::year = ymd.year;
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TimerGameEconomy::month = ymd.month;
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}
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/**
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* Check if we are using wallclock units.
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* @param newgame Should we check the settings for a new game (since we are in the main menu)?
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* @return True if the game is using wallclock units, or false if the game is using calendar units.
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*/
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/* static */ bool TimerGameEconomy::UsingWallclockUnits(bool newgame)
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{
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if (newgame) return (_settings_newgame.economy.timekeeping_units == TKU_WALLCLOCK);
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return (_settings_game.economy.timekeeping_units == TKU_WALLCLOCK);
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}
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template<>
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void IntervalTimer<TimerGameEconomy>::Elapsed(TimerGameEconomy::TElapsed trigger)
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{
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if (trigger == this->period.trigger) {
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this->callback(1);
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}
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}
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template<>
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void TimeoutTimer<TimerGameEconomy>::Elapsed(TimerGameEconomy::TElapsed trigger)
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{
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if (this->fired) return;
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if (trigger == this->period.trigger) {
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this->callback();
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this->fired = true;
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}
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}
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template<>
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bool TimerManager<TimerGameEconomy>::Elapsed([[maybe_unused]] TimerGameEconomy::TElapsed delta)
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{
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assert(delta == 1);
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if (_game_mode == GM_MENU) return false;
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TimerGameEconomy::date_fract++;
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if (TimerGameEconomy::date_fract < Ticks::DAY_TICKS) return true;
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TimerGameEconomy::date_fract = 0;
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/* increase day counter */
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TimerGameEconomy::date++;
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TimerGameEconomy::YearMonthDay ymd = TimerGameEconomy::ConvertDateToYMD(TimerGameEconomy::date);
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/* check if we entered a new month? */
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bool new_month = ymd.month != TimerGameEconomy::month;
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/* check if we entered a new year? */
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bool new_year = ymd.year != TimerGameEconomy::year;
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/* update internal variables before calling the daily/monthly/yearly loops */
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TimerGameEconomy::month = ymd.month;
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TimerGameEconomy::year = ymd.year;
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/* Make a temporary copy of the timers, as a timer's callback might add/remove other timers. */
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auto timers = TimerManager<TimerGameEconomy>::GetTimers();
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for (auto timer : timers) {
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timer->Elapsed(TimerGameEconomy::DAY);
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}
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if ((TimerGameEconomy::date.base() % 7) == 3) {
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for (auto timer : timers) {
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timer->Elapsed(TimerGameEconomy::WEEK);
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}
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}
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if (new_month) {
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for (auto timer : timers) {
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timer->Elapsed(TimerGameEconomy::MONTH);
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}
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if ((TimerGameEconomy::month % 3) == 0) {
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for (auto timer : timers) {
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timer->Elapsed(TimerGameEconomy::QUARTER);
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}
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}
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}
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if (new_year) {
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for (auto timer : timers) {
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timer->Elapsed(TimerGameEconomy::YEAR);
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}
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}
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/* check if we reached the maximum year, decrement dates by a year */
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if (TimerGameEconomy::year == EconomyTime::MAX_YEAR + 1) {
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int days_this_year;
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TimerGameEconomy::year--;
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days_this_year = TimerGameEconomy::IsLeapYear(TimerGameEconomy::year) ? EconomyTime::DAYS_IN_LEAP_YEAR : EconomyTime::DAYS_IN_YEAR;
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TimerGameEconomy::date -= days_this_year;
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for (Vehicle *v : Vehicle::Iterate()) v->ShiftDates(-days_this_year);
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for (LinkGraph *lg : LinkGraph::Iterate()) lg->ShiftDates(-days_this_year);
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}
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return true;
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}
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#ifdef WITH_ASSERT
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template<>
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void TimerManager<TimerGameEconomy>::Validate(TimerGameEconomy::TPeriod period)
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{
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if (period.priority == TimerGameEconomy::Priority::NONE) return;
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/* Validate we didn't make a developer error and scheduled more than one
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* entry on the same priority/trigger. There can only be one timer on
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* a specific trigger/priority, to ensure we are deterministic. */
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for (const auto &timer : TimerManager<TimerGameEconomy>::GetTimers()) {
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if (timer->period.trigger != period.trigger) continue;
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assert(timer->period.priority != period.priority);
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}
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}
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#endif /* WITH_ASSERT */
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