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author | wvpm <24685035+wvpm@users.noreply.github.com> | 2024-09-22 01:07:51 +0200 |
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committer | wvpm <24685035+wvpm@users.noreply.github.com> | 2024-10-30 22:04:41 +0100 |
commit | 0d861669d9e1f5d487c810ae01be50f142790f1e (patch) | |
tree | 187df50130475006b404c5ab57f0fa679173ad04 /src/openvic-simulation/map/State.cpp | |
parent | 48e4e92682db99239e928a67e6677cdd2c53a375 (diff) |
Implement rgo for new gameprepare_for_rgo
Map province history rgo to production type for province instance
output_goods back to ZERO_OR_ONE
Link trade_goods in history to RGO instance for province.
Other producer types as structs instead of classes
Convert pops to equivalents & calculate rgo size
Also convert pops when changing rgo
Clean up
Refactored RGO into part of ProvinceInstance
ProductionType const& output_good
Remove unused imports
Clean up unused imports
Restore constructor for ResourceGatheringOperation to initialise from savegame
Move rgo size calculation to rgo
Use terrain modifiers to calculate rgo size (placeholder code)
Clean up
Basic production & sales for rgo when initialising new game
Use mutable pops
Paychecks for owners, workers and slaves
Clean up
Simplify rgo instantiation
Co-authored-by: Hop311 <Hop3114@gmail.com>
Simplify good_to_rgo_production_type assignment
Co-authored-by: Hop311 <Hop3114@gmail.com>
Fix import
Co-authored-by: Hop311 <Hop3114@gmail.com>
min(3, great_powers.size())
Co-authored-by: Hop311 <Hop3114@gmail.com>
Fix import
Co-authored-by: Hop311 <Hop3114@gmail.com>
Apply comments
Log errors and return result when applying history
Cleanup
Diffstat (limited to 'src/openvic-simulation/map/State.cpp')
-rw-r--r-- | src/openvic-simulation/map/State.cpp | 17 |
1 files changed, 10 insertions, 7 deletions
diff --git a/src/openvic-simulation/map/State.cpp b/src/openvic-simulation/map/State.cpp index 619f97b..31ea05f 100644 --- a/src/openvic-simulation/map/State.cpp +++ b/src/openvic-simulation/map/State.cpp @@ -66,16 +66,19 @@ void State::update_gamestate() { const int32_t potential_workforce_in_state = 0; // sum of worker pops, regardless of employment const int32_t potential_employment_in_state = 0; // sum of (factory level * production method base_workforce_size) - fixed_point_t unclamped_score_per_factory = fixed_point_t::_0(); - - if (potential_employment_in_state > 0) { - unclamped_score_per_factory = (fixed_point_t { potential_workforce_in_state } / fixed_point_t::_100()).floor() * 400 / potential_employment_in_state; + fixed_point_t workforce_scalar; + constexpr fixed_point_t min_workforce_scalar = fixed_point_t::_0_20(); + constexpr fixed_point_t max_workforce_scalar = fixed_point_t::_4(); + if (potential_employment_in_state <= 0) { + workforce_scalar = min_workforce_scalar; } else { - industrial_power = total_factory_levels_in_state * std::clamp( - unclamped_score_per_factory, - fixed_point_t::_0_20(), fixed_point_t::_4() + workforce_scalar = std::clamp( + (fixed_point_t { potential_workforce_in_state } / 100).floor() * 400 / potential_employment_in_state, + min_workforce_scalar, max_workforce_scalar ); } + + industrial_power = total_factory_levels_in_state * workforce_scalar; } /* Whether two provinces in the same region should be grouped into the same state or not. |