Files
Battle-for-Tismo/shared/resources.js
T
adrien 4600b16399 Stockpiled a month of every material and cached the trade walks
Food, steel, luxury and high-tech now share one flat month-long reserve. A region keeps bidding for the shortfall while its store is thin, so a war that empties a pantry refills it from the grid instead of starving; the harvest is served before the city load, unmet food bids the price up, the army's rations count as demand, and a converter that cannot cover its power bill idles instead of making a loss.

The delivery graph walks sea lanes any distance, so its walks are cached across days behind a road/railway/work/territory stamp and only dropped by a wartime unit move. Units are indexed per tile, market access and node populations are memoised for the day, and the server can settle a fresh world before serving (--warmup, 150 days by default).

Roadmap records the remaining follow-ups -- the politics/migration hot path and the luxury/high-tech price plateau -- and that freight's heavy energy draw is intended.
2026-09-23 15:59:28 +02:00

250 lines
10 KiB
JavaScript

// Pure resource maths shared by the server (which simulates the economy) and
// the browser (which explains it). Everything here is framework-free and takes
// plain numbers, so both sides derive identical figures from the same rules in
// shared/data/resources.js.
import {
RESOURCE_IDS,
RESOURCE_RULES,
RESOURCE_MARKET,
RESOURCE_MARKET_BASE,
resourceById,
} from "./data/resources.js";
import { EFFECT_RESEARCH } from "./data/effects.js";
import { groupDigits } from "./text_format.js";
const DAYS_PER_YEAR = 365;
// --------------------------------------------------------------- formatting --
// Energy reads in kWh, MWh, GWh or TWh, whichever keeps the figure short.
export function formatEnergy(kwh) {
const value = Math.max(0, kwh);
if (value >= 1e9) return `${trim(value / 1e9)} TWh`;
if (value >= 1e6) return `${trim(value / 1e6)} GWh`;
if (value >= 1e3) return `${trim(value / 1e3)} MWh`;
return `${trim(value)} kWh`;
}
// A material in its own friendly unit: tonnes step up through kt and Mt,
// carats through kct, high-tech through ku.
export function formatResourceAmount(id, value) {
if (id === "energy") return formatEnergy(value);
const amount = Math.max(0, value);
let unit = resourceById(id) ? resourceById(id).unit : "";
let scaled = amount;
let prefix = "";
if (amount >= 1e9) {
scaled = amount / 1e9;
prefix = "M";
} else if (amount >= 1e6) {
scaled = amount / 1e6;
prefix = "k";
}
return `${trim(scaled)} ${prefix}${unit}`;
}
function trim(value) {
if (value >= 100) return groupDigits(Math.round(value));
if (value >= 10) return value.toFixed(1).replace(/\.0$/, "");
return value.toFixed(2).replace(/\.?0+$/, "");
}
// --------------------------------------------------------------- per-person --
export function foodNeedPerDay(population) {
return Math.max(0, population) * RESOURCE_RULES.foodPerPersonPerDay;
}
// The food a unit eats in a day from its carried stores. Aircraft and ships do
// not: they live on endurance and range instead. Every land unit fields a
// company of `population` (or the rule's default), fed like the civilians of
// that size. Mirrors GameState._tickUnitSupply so the card and the tick agree.
export function unitFoodPerDay(proto) {
if (!proto || proto.air || proto.naval) return 0;
if (!(proto.traversableTerrains || []).includes("Land")) return 0;
return foodNeedPerDay(proto.population || RESOURCE_RULES.unitPopulation);
}
export function steelNeedPerDay(population) {
return Math.max(0, population) * RESOURCE_RULES.steelPerPersonPerDay;
}
export function luxuryNeedPerDay(population) {
return Math.max(0, population) * RESOURCE_RULES.luxuryPerPersonPerDay;
}
// What one worked land tile grows in a day. Food comes from the land, not from
// how many people live on it: a farm feeds whoever works it, so moving people
// between regions changes only the income per head, never the harvest. A tile
// feeds roughly `ECONOMY.basePopulation` people at factor 1.
export function tileFoodOutput(tile) {
const factor = RESOURCE_RULES.tileFoodFactor[tile.terrainType] ?? 1;
return RESOURCE_RULES.foodPerTilePerDay * factor;
}
// The reserve a region wants to hold of a material it consumes: a month at the
// current appetite. Every storable good is buffered to the same horizon, so the
// same figure sizes food, steel, luxury and high-tech reserves alike.
export function stockpileTarget(needPerDay) {
return Math.max(0, needPerDay) * RESOURCE_RULES.stockpileDays;
}
// How much food a city wants in store before the coming month: a month at the
// current appetite.
export function foodMonthlyTarget(population) {
return stockpileTarget(foodNeedPerDay(population));
}
// The energy a region spends to force `extraFood` tonnes a day from the land
// beyond its harvest. Quadratic in the extra food, so the marginal tonne gets
// dearer the harder the land is pushed.
export function foodSynthesisEnergy(extraFood) {
const x = Math.max(0, extraFood);
return RESOURCE_RULES.foodSynthesisQuadratic * x * x;
}
// The marginal energy for one more tonne of synthesised food, the slope of
// `foodSynthesisEnergy`.
export function foodSynthesisMarginalEnergy(extraFood) {
return 2 * RESOURCE_RULES.foodSynthesisQuadratic * Math.max(0, extraFood);
}
// How much extra food a region grows for a `shortfall` it can cover. Growing is
// always cheapest for the first tonnes (its marginal energy starts near zero)
// and buying is a flat price, so the region grows while the marginal energy is
// cheaper than the market, up to the break-even. Then it completes with the
// dearer option: what the reachable market cannot actually supply -- `buyable`
// tonnes -- it must grow itself, even past the break-even. With an unreachable
// or bottomless market the default `buyable = Infinity` gives the plain
// break-even result.
//
// `shortfall` is how much the region would *like* to grow -- the day's meal
// plus whatever it must add to refill an empty reserve. `mustGrow` is the part
// it cannot avoid: the ration it must force because it cannot buy that much. It
// defaults to the whole shortfall, which is the old single-target behaviour.
export function synthesisedFoodFor(
foodPrice, energyPrice, shortfall, buyable = Infinity, mustGrow = shortfall
) {
const gap = Math.max(0, shortfall);
if (!(gap > 0)) return 0;
const forced = Math.max(0, Math.max(0, mustGrow) - Math.max(0, buyable));
const quadratic = RESOURCE_RULES.foodSynthesisQuadratic;
if (!(energyPrice > 0) || !(quadratic > 0) || !(foodPrice > 0)) {
return Math.min(gap, forced);
}
const breakEven = foodPrice / (2 * quadratic * energyPrice);
if (!(breakEven > 0)) return Math.min(gap, forced);
return Math.min(gap, Math.max(breakEven, forced));
}
// A city's baseline electric appetite, kWh a day, from its yearly GDP.
export function cityEnergyPerDay(gdp) {
return Math.max(0, gdp) * RESOURCE_RULES.gdpEnergyIntensity / DAYS_PER_YEAR;
}
// What one building level, unit or tile work wears out in a day, from its money
// value. Advanced things also burn high-tech. Buildings pass their level's cost
// (so upkeep grows with the level), units their training cost.
export function upkeepResources(value, advanced = false) {
const amount = Math.max(0, value);
return {
steel: amount * RESOURCE_RULES.upkeepSteelPerEuro,
energy: amount * RESOURCE_RULES.upkeepEnergyPerEuro,
hightech: advanced ? amount * RESOURCE_RULES.upkeepHighTechPerEuro : 0,
};
}
// The daily upkeep of a catalogue entry. An explicit `materialUpkeep` override
// wins -- guns and aircraft are cheap parked and costly when fired, so their
// standing bill is set by hand -- otherwise it scales with the entry's value.
export function protoUpkeep(proto, value) {
if (proto && proto.materialUpkeep) {
return {
steel: proto.materialUpkeep.steel || 0,
energy: proto.materialUpkeep.energy || 0,
hightech: proto.materialUpkeep.hightech || 0,
};
}
return upkeepResources(value, !!(proto && proto.advanced));
}
// The materials and power a tile improvement spends to be built: steel in
// proportion to its money cost, the electricity that steel embodies, and
// high-tech for an advanced work. Shared so the server's bill and the browser's
// cost buttons agree on the same figures.
export function tileImprovementResourceCost(proto, buildCost = null) {
const cost = Math.max(0, buildCost !== null ? buildCost : ((proto && proto.buildCost) || 0));
return {
steel: cost * RESOURCE_RULES.steelPerBudgetEuro,
energy: cost * RESOURCE_RULES.constructionEnergyPerBudgetEuro,
hightech: proto && proto.advanced ? RESOURCE_RULES.constructionHighTechPerLevel : 0,
};
}
// The steel and high-tech a building or unit spends to be built: steel in
// proportion to its money cost, high-tech for an advanced item (more with every
// level). Mirrors the server's construction bill so the browser can quote it at
// today's prices.
export function constructionResourceCost(proto, level = 0, buildCost = null) {
const cost = buildCost !== null ? buildCost : ((proto && (proto.buildCost || proto.baseCost)) || 0);
const advanced = !!(proto && (proto.advanced ||
(proto.effects || []).some((e) => e.stat === EFFECT_RESEARCH)));
return {
steel: Math.max(0, cost) * RESOURCE_RULES.steelPerBudgetEuro,
hightech: advanced ? RESOURCE_RULES.constructionHighTechPerLevel * (level + 1) : 0,
};
}
// Today's global price index: the average ratio of each resource's current
// price to its base. One figure lets a money cost with no material bill of its
// own be quoted at the market.
export function marketPriceIndex(prices) {
let total = 0;
let count = 0;
for (const id of RESOURCE_IDS) {
const base = RESOURCE_MARKET_BASE[id];
if (!(base > 0)) continue;
const price = prices && prices[id] !== undefined ? prices[id] : base;
total += price / base;
count += 1;
}
return count > 0 ? total / count : 1;
}
// The market value of a resource bill at the given prices, a resource at a time.
export function resourceMarketValue(resources, prices) {
let total = 0;
for (const id of RESOURCE_IDS) {
const amount = (resources && resources[id]) || 0;
if (!(amount > 0)) continue;
const price = prices && prices[id] !== undefined ? prices[id] : RESOURCE_MARKET_BASE[id];
total += amount * (price || 0);
}
return total;
}
// The energy a material producer burns to make its output: the energy-per-unit
// ratio from the rules, whichever resource it makes.
export function producerEnergyPerDay(id, outputPerDay) {
if (id === "steel") return outputPerDay * RESOURCE_RULES.energyPerSteelTonne;
if (id === "food") return outputPerDay * RESOURCE_RULES.energyPerFoodTonne;
if (id === "hightech") return outputPerDay * RESOURCE_RULES.energyPerHighTechUnit;
return 0;
}
// ----------------------------------------------------------------- market --
// Moves a price toward what the day's world-wide supply and demand imply. A
// glut pushes it down, a shortage up, and the clamp keeps the market sane. A
// zero-supply day is treated as the sharpest shortage.
export function nextMarketPrice(basePrice, price, supply, demand) {
if (!(demand > 0)) return basePrice;
const ratio = supply > 0 ? demand / supply : RESOURCE_MARKET.maxMultiplier;
const pressure = (ratio - 1) * RESOURCE_MARKET.adjustment;
const moved = price * (1 + pressure);
const min = basePrice * RESOURCE_MARKET.minMultiplier;
const max = basePrice * RESOURCE_MARKET.maxMultiplier;
return Math.max(min, Math.min(max, moved));
}