2158 lines
88 KiB
JavaScript
2158 lines
88 KiB
JavaScript
// Resources: the five material groups nations produce, store, trade and
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// consume. Storage lives on the map -- a city tile or a resource-building tile
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// holds its own stock -- while energy is a flow: power plants feed the grid of
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// their connected region, and a grid in deficit imports power from a reachable
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// surplus.
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//
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// The daily tick is the heart of it: produce, satisfy electric demand, consume
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// what the people need, buy the rest from reachable stores -- the region first,
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// home regions next, foreign ones last -- then let shortages bite and prices
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// drift. There is no global market to fall back on.
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import { key, parseKey } from "../hex.js";
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import {
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RESOURCE_IDS,
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STORABLE_RESOURCE_IDS,
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RESOURCE_RULES,
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RESOURCE_MARKET_BASE,
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RESOURCE_TRADE_RADIUS,
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tileImprovementById,
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isResourceTileBuilding,
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MONEY,
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} from "../data.js";
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import {
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cityEnergyPerDay,
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foodNeedPerDay,
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tileFoodOutput,
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steelNeedPerDay,
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luxuryNeedPerDay,
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foodMonthlyTarget,
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producerEnergyPerDay,
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deliveryEnergyForResource,
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nextMarketPrice,
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upkeepResources,
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protoUpkeep,
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constructionResourceCost as sharedConstructionResourceCost,
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} from "../resources.js";
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import { buildingBuildCost } from "../rules.js";
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import { Random } from "../rng.js";
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import { TILE_IMPROVEMENT_HP, HOURS_PER_DAY } from "./constants.js";
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import { EFFECT_RESEARCH } from "../data/effects.js";
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// A city keeps at least this many days of a material in stock before it will
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// sell any of it on; the rest is surplus a neighbour may buy.
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const SUPPLIER_RESERVE_DAYS = 2;
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// The producers a fresh nation may be seeded with. Energy uses the large
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// fossil plants so a nation needs few works to light its industry; the luxury
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// pick is randomised between the two mines. A producer locked behind research
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// (fusion, and the chip foundry, which no opening need calls for) never
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// appears.
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const SEED_PRODUCERS = {
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steel: ["steel_mill"],
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luxury: ["diamond_mine", "gold_mine"],
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hightech: ["chip_foundry"],
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energy: ["coal_power_plant", "natural_gas_power_plant", "oil_power_plant"],
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};
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// How many top-up passes the start-of-game seeding makes before it gives up on
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// the tiles that are left. Each pass places everything a resource is short by,
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// so three or four passes settle a nation.
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const SEED_MAX_PASSES = 10;
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// A little headroom, so the opening economy is not balanced on a knife edge as
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// prices and population drift in the first days. Power gets the larger cushion
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// because it scales with GDP, which the market moves.
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const SEED_MATERIAL_MARGIN = 1.05;
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const SEED_ENERGY_MARGIN = 1.15;
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function emptyStock() {
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return { steel: 0, food: 0, luxury: 0, hightech: 0 };
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}
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export const resourceMethods = {
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// -------------------------------------------------------- setup/state --
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_initResources() {
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this.resourceStock = new Map();
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this.resourcePrices = new Map();
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this.resourceMarketStats = new Map();
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for (const id of RESOURCE_IDS) {
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this.resourcePrices.set(id, RESOURCE_MARKET_BASE[id]);
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this.resourceMarketStats.set(id, { supply: 0, demand: 0, price: RESOURCE_MARKET_BASE[id] });
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}
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this.resourceLinks = [];
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this._resourceShortages = new Map();
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this._resourceVersion = 0;
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// What each nation imported and exported over the last simulated day, by
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// resource, from cross-nation deliveries only.
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this.resourceTrade = new Map();
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// What each nation bought from outside its border over the day, with the
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// quantity and the money it moved, per resource.
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this.resourceExternal = new Map();
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// The day's resource-shortage notices, per nation: a producing building that
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// could not get the material or power it needs. Cleared each day and shipped
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// to that nation's own viewer only.
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this._resourceAlerts = new Map();
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// What each nation spent on resources during the current day, split into
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// electric imports, bought goods, transport, construction and upkeep.
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this.resourceSpend = new Map();
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// Repair state. City building levels knocked down by bombardment wait here
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// to be rebuilt once their materials are paid; a damaged tile work carries a
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// steel debt that must clear before it heals or its GDP recovers.
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this.cityRepairQueue = new Map();
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this.tileRepairDebt = new Map();
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for (const city of this.cities) this._seedCityResources(city);
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},
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// Records money spent on resources. `resource` may name the one commodity the
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// bill was for, or be a `{ id: money }` map when several were bought at once,
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// so the budget panel can show a per-resource breakdown.
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_recordResourceSpend(civ, kind, amount, resource = null) {
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if (!(amount > 0)) return;
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const record = this._resourceRecord(civ);
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record[kind] = (record[kind] || 0) + amount;
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if (typeof resource === "string") {
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record.buy[resource] = (record.buy[resource] || 0) + amount;
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this._recordBudgetResource(civ, resource, amount, 0);
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} else if (resource) {
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for (const [id, value] of Object.entries(resource)) {
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if (value > 0) {
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record.buy[id] = (record.buy[id] || 0) + value;
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this._recordBudgetResource(civ, id, value, 0);
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}
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}
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}
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},
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// Records money earned selling a resource to another country.
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_recordResourceEarn(civ, resource, amount) {
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if (!(amount > 0)) return;
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const record = this._resourceRecord(civ);
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record.sell[resource] = (record.sell[resource] || 0) + amount;
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this._recordBudgetResource(civ, resource, 0, amount);
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},
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// Records that a nation bought a resource from outside its border: a foreign
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// neighbour or the world market. `value` is the money paid, in the buyer's
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// national currency. Same-nation purchases are not external and are skipped
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// by the callers.
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_recordExternalBuy(civ, id, qty, value) {
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if (civ < 0 || !(qty > 0)) return;
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this._externalRecord(civ, "buy", id, qty, value);
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},
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// Records that a nation sold a resource across its border, and the money it
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// was paid, in the seller's national currency.
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_recordExternalSell(civ, id, qty, value) {
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if (civ < 0 || !(qty > 0)) return;
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this._externalRecord(civ, "sell", id, qty, value);
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},
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_externalRecord(civ, side, id, qty, value) {
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if (!this.resourceExternal) this.resourceExternal = new Map();
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let record = this.resourceExternal.get(civ);
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if (!record) {
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record = { buy: {}, sell: {} };
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this.resourceExternal.set(civ, record);
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}
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const entry = record[side][id] || (record[side][id] = { qty: 0, value: 0 });
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entry.qty += qty;
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if (value > 0) entry.value += value;
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},
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// One nation's cross-border buying and selling over the last day, as plain
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// per-resource { qty, value } objects for the Economy tab's trade table.
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_civExternalTrade(civ) {
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const record = this.resourceExternal ? this.resourceExternal.get(civ) : null;
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const buy = {};
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const sell = {};
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for (const id of RESOURCE_IDS) {
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const b = record && record.buy[id];
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const s = record && record.sell[id];
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buy[id] = { qty: b ? b.qty : 0, value: b ? b.value : 0 };
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sell[id] = { qty: s ? s.qty : 0, value: s ? s.value : 0 };
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}
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return { buy, sell };
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},
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_resourceRecord(civ) {
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let record = this.resourceSpend.get(civ);
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if (!record) {
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record = {
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energy: 0, goods: 0, transport: 0, construction: 0, upkeep: 0, combat: 0,
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buy: {}, sell: {},
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};
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this.resourceSpend.set(civ, record);
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}
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if (!record.buy) record.buy = {};
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if (!record.sell) record.sell = {};
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return record;
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},
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// Every city opens with most of a month of food, a little steel and luxury,
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// and some high-tech, so an early game with no producer yet can still build.
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_seedCityResources(city) {
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const k = key(city.coords.x, city.coords.y);
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const stock = emptyStock();
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stock.food = foodMonthlyTarget(city.population) * 0.75;
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stock.steel = steelNeedPerDay(city.population) * 45;
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stock.luxury = luxuryNeedPerDay(city.population) * 45;
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stock.hightech = 500;
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this.resourceStock.set(k, stock);
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},
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_ensureResourceStock(k) {
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let stock = this.resourceStock.get(k);
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if (!stock) {
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stock = emptyStock();
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this.resourceStock.set(k, stock);
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}
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return stock;
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},
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// ------------------------------------------------------ starting industry --
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// Lays the resource works a nation opens the game with, so a fresh economy
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// already makes what its people and its industry need. Called during world
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// generation, after the world and its balanced economy exist but before the
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// budgets are founded, so the opening treasury reflects the works. It draws
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// from the world seed, so a game replayed from the same seed lays out the
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// same map. A nation short of land (a one-city island) gets as many works as
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// fit and trades for the rest.
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_seedResourceBuildings() {
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const rng = new Random((this.seed ^ 0x27d4eb2f) >>> 0);
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const components = this._resourceLandComponents();
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// A work only counts when its land component holds one of the nation's
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// cities: otherwise its grid has no demand and its output no store to feed.
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const componentCivs = new Map();
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for (const city of this.cities) {
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const component = components.get(key(city.coords.x, city.coords.y));
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if (component === undefined) continue;
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if (!componentCivs.has(component)) componentCivs.set(component, new Set());
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componentCivs.get(component).add(city.civ);
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}
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// The food the land grows is fixed for the whole pass, so charge its energy
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// once. Ports lift it, so the region multiplier is folded in here.
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const foodEnergy = this._foodEnergyByComponent(components);
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const isNetwork = (k) => this.roads.has(k) || this.railways.has(k);
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const touchesNetwork = (coords) => {
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for (const neighbour of this._neighbours(coords)) {
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if (isNetwork(key(neighbour.x, neighbour.y))) return true;
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}
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return false;
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};
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const claims = [];
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for (let civ = 0; civ < this.civilisations.length; civ++) {
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// Tiles are ranked so the works land where the transport network can
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// reach them: on the network first, then beside it (a one-tile spur
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// connects them), and only then off it.
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const tiers = [[], [], []];
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const tiersByComponent = new Map();
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for (const coords of this._territoryByCiv.get(civ) || []) {
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const k = key(coords.x, coords.y);
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if (this.cityAt(coords) || this.tileImprovements.has(k)) continue;
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const component = components.get(k);
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if (component === undefined || !componentCivs.get(component)?.has(civ)) continue;
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const tier = isNetwork(k) ? 0 : touchesNetwork(coords) ? 1 : 2;
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tiers[tier].push(coords);
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if (!tiersByComponent.has(component)) tiersByComponent.set(component, [[], [], []]);
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tiersByComponent.get(component)[tier].push(coords);
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}
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for (const list of tiers) rng.shuffle(list);
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for (const lists of tiersByComponent.values()) for (const list of lists) rng.shuffle(list);
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const spots = tiers[0].concat(tiers[1], tiers[2]);
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const byComponent = new Map();
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for (const [component, lists] of tiersByComponent) {
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byComponent.set(component, lists[0].concat(lists[1], lists[2]));
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}
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claims.push({ civ, spots, byComponent });
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}
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for (const claim of claims) {
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this._layStartingIndustry(rng, components, foodEnergy, touchesNetwork, claim);
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}
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this._gdpPerCapitaCache.clear();
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},
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// The greedy heart of the seeding: each pass covers every resource the nation
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// is still short of, converters first so the power pass sees their draw. It
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// stops as soon as a pass changes nothing. A work off the transport network
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// gets a one-tile road spur where it can, so its output can actually reach a
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// city.
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_layStartingIndustry(rng, components, foodEnergy, touchesNetwork, { civ, spots, byComponent }) {
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const used = new Set();
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let cursor = 0;
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const takeSpot = (component) => {
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if (component !== undefined && byComponent.has(component)) {
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const list = byComponent.get(component);
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while (list.length > 0) {
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const coords = list.shift();
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const k = key(coords.x, coords.y);
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if (this.tileImprovements.has(k) || used.has(k)) continue;
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used.add(k);
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return coords;
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}
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}
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while (cursor < spots.length) {
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const coords = spots[cursor];
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cursor += 1;
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const k = key(coords.x, coords.y);
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if (this.tileImprovements.has(k) || used.has(k)) continue;
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used.add(k);
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return coords;
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}
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return null;
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};
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const place = (proto, component, count) => {
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let laid = 0;
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for (let i = 0; i < count; i++) {
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const coords = takeSpot(component);
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if (!coords) break;
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const k = key(coords.x, coords.y);
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this.tileImprovements.set(k, proto.id);
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this.tileImprovementOwner.set(k, civ);
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this.tileImprovementHp.set(k, TILE_IMPROVEMENT_HP[proto.id] || 1000);
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// A work beside the network gets a spur; one already on it needs none.
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if (!this.roads.has(k) && !this.railways.has(k) && touchesNetwork(coords)) {
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this.roads.add(k);
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}
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laid += 1;
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}
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return laid;
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};
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for (let pass = 0; pass < SEED_MAX_PASSES; pass++) {
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let changed = false;
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const deficits = this._resourceSeedDeficits(civ);
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for (const id of ["steel", "luxury", "hightech"]) {
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const target = deficits[id] * SEED_MATERIAL_MARGIN;
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if (target <= 0) continue;
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const proto = this._pickSeedProducer(rng, id);
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const count = Math.max(1, Math.ceil(target / proto.outputPerDay));
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if (place(proto, undefined, count) > 0) changed = true;
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}
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// Power is settled per connected grid, after the converters just placed
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// have added their draw, and the plants themselves add fuel and upkeep.
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// The GDP figure the ledger reads must reflect those converters, so the
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// per-tile cache is dropped before it is consulted.
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this._gdpPerCapitaCache.clear();
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const energy = this._resourceSeedEnergy(civ, components, foodEnergy);
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for (const entry of energy) {
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const target = entry.deficit * SEED_ENERGY_MARGIN;
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if (target <= 0) continue;
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const proto = this._pickSeedProducer(rng, "energy");
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const count = Math.max(1, Math.ceil(target / this._netEnergyOutput(proto)));
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if (place(proto, entry.component, count) > 0) changed = true;
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}
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if (!changed) break;
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const settled = this._resourceSeedDeficits(civ);
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const energyLeft = this._resourceSeedEnergy(civ, components, foodEnergy);
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if (settled.steel <= 1 && settled.luxury <= 1 && settled.hightech <= 1 &&
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energyLeft.every((entry) => entry.deficit <= 1e-6)) break;
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}
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},
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// What a nation's lands still make less than they need, in tonnes or carats a
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// day: the people's appetite plus the works' own wear against what the
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// resource buildings produce. Energy is settled separately, per grid.
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_resourceSeedDeficits(civ) {
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const population = this.getPlayerPopulation(civ);
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const upkeep = this.getCivUpkeepResources(civ);
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const made = this._civResourceProduction(civ);
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return {
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steel: steelNeedPerDay(population) + (upkeep.steel || 0) - made.steel,
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luxury: luxuryNeedPerDay(population) - made.luxury,
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hightech: (upkeep.hightech || 0) - made.hightech,
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};
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},
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// The daily output of a nation's material buildings, by resource. Energy is
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// not a stock, so it is left out and handled by the grid ledger.
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_civResourceProduction(civ) {
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const made = { steel: 0, luxury: 0, hightech: 0 };
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for (const [k, id] of this.tileImprovements) {
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if (this.tileImprovementOwner.get(k) !== civ) continue;
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const proto = tileImprovementById(id);
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if (!isResourceTileBuilding(proto) || proto.resource === "energy") continue;
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made[proto.resource] = (made[proto.resource] || 0) + proto.outputPerDay;
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}
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return made;
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},
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// Each of a nation's connected grids that is still short of power: the cities
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// and industry it draws, plus the energy the land's food takes, against what
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// the plants on it make. Returns one entry per short grid.
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_resourceSeedEnergy(civ, components, foodEnergy) {
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const ledger = this._buildEnergyLedger(components);
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const result = [];
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for (const [component, entry] of ledger) {
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if (entry.civ !== civ) continue;
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const food = foodEnergy.get(component) || 0;
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const deficit = entry.cityEnergy + entry.converterEnergy + food - entry.supply;
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if (deficit > 0) result.push({ component, deficit });
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}
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return result;
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},
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// The energy the land's food costs each connected grid, in kWh a day, ports
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// included. Fixed for the whole seeding pass.
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_foodEnergyByComponent(components) {
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const result = new Map();
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const regionMultipliers = new Map();
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for (const k in this.tiles) {
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const coords = parseKey(k);
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if (!this._isLand(coords)) continue;
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const population = this.tilePopulation.get(k) || 0;
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if (population <= 0) continue;
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const component = components.get(k);
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if (component === undefined) continue;
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const city = this.regionCityAt(coords);
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let multiplier = 1;
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if (city) {
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multiplier = regionMultipliers.get(city.id);
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if (multiplier === undefined) {
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multiplier = this._regionFoodMultiplier(city);
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regionMultipliers.set(city.id, multiplier);
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}
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}
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const produced = tileFoodOutput(this.tiles[k]) * multiplier;
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result.set(component, (result.get(component) || 0) + producerEnergyPerDay("food", produced));
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}
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return result;
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},
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// What a plant actually adds to its grid: its output less the fuel it burns
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// and the power its own upkeep draws.
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_netEnergyOutput(proto) {
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return (proto.outputPerDay || 0) -
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(proto.fuelEnergyPerDay || 0) -
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protoUpkeep(proto, proto.buildCost || 0).energy;
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},
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// A random producer of one resource, chosen from the seeded catalogue.
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_pickSeedProducer(rng, resource) {
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const ids = SEED_PRODUCERS[resource];
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return tileImprovementById(ids[rng.range(0, ids.length - 1)]);
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},
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getResourcePrice(id) {
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const price = this.resourcePrices ? this.resourcePrices.get(id) : undefined;
|
|
return price !== undefined ? price : (RESOURCE_MARKET_BASE[id] || 1);
|
|
},
|
|
|
|
setResourcePrice(id, value) {
|
|
this.resourcePrices.set(id, value);
|
|
},
|
|
|
|
// The price a resource carried at the last daily update, for the day-on-day
|
|
// arrows. Falls back to today's price before the first update.
|
|
getResourcePrevPrice(id) {
|
|
const previous = this._prevResourcePrices ? this._prevResourcePrices.get(id) : undefined;
|
|
return previous === undefined ? this.getResourcePrice(id) : previous;
|
|
},
|
|
|
|
// The consumption-weighted move in the world's commodity prices over the last
|
|
// day, a positive fraction when they rose overall. Each commodity is weighted
|
|
// by what the world consumed of it, valued at today's price, so a dear
|
|
// commodity the world uses little of does not swamp the index.
|
|
_recordCommodityInflation(market, previousPrices) {
|
|
this._prevResourcePrices = previousPrices;
|
|
let now = 0;
|
|
let before = 0;
|
|
for (const id of RESOURCE_IDS) {
|
|
const stats = market.get(id);
|
|
const weight = Math.max(0, stats ? stats.demand : 0);
|
|
if (weight <= 0) continue;
|
|
const price = this.getResourcePrice(id);
|
|
const previous = previousPrices.get(id) || price;
|
|
now += weight * price;
|
|
before += weight * previous;
|
|
}
|
|
this.commodityInflation = before > 0 ? now / before - 1 : 0;
|
|
},
|
|
|
|
// The storage a tile has, or null when it is neither a city nor a resource
|
|
// building. Used both by the simulation and the delivery graph.
|
|
_resourceNodeAt(coords) {
|
|
const city = this.cityAt(coords);
|
|
if (city) return { kind: "city", civ: city.civ, city };
|
|
const k = key(coords.x, coords.y);
|
|
const id = this.tileImprovements.get(k);
|
|
if (!id) return null;
|
|
const proto = tileImprovementById(id);
|
|
if (!isResourceTileBuilding(proto)) return null;
|
|
return { kind: "building", civ: this.tileImprovementOwner.get(k), proto };
|
|
},
|
|
|
|
getCityResourceStock(city) {
|
|
return this._ensureResourceStock(key(city.coords.x, city.coords.y));
|
|
},
|
|
|
|
// What one city's people need in a day, and how that compares with its store.
|
|
getCityResourceInfo(city) {
|
|
const economy = this.getCityEconomy(city);
|
|
const population = economy.population;
|
|
const stock = this.getCityResourceStock(city);
|
|
const needs = {
|
|
food: foodNeedPerDay(population),
|
|
steel: steelNeedPerDay(population),
|
|
luxury: luxuryNeedPerDay(population),
|
|
};
|
|
const shortage = this._resourceShortages.get(city.id) || {};
|
|
return {
|
|
cityId: city.id,
|
|
population: Math.round(population),
|
|
energyPerDay: cityEnergyPerDay(economy.gdp),
|
|
stock: { ...stock },
|
|
needs,
|
|
foodTarget: foodMonthlyTarget(population),
|
|
shortage: { ...shortage },
|
|
};
|
|
},
|
|
|
|
// What one region holds and draws per day, for its city panel: the reserve of
|
|
// every storable resource, that reserve's market value, and the private
|
|
// sector's daily consumption -- the people's staples, the region's building
|
|
// upkeep and the grid power its industry pulls.
|
|
getRegionResourceInfo(city) {
|
|
const economy = this.getCityEconomy(city);
|
|
const population = economy.population;
|
|
const store = this.getCityResourceStock(city);
|
|
const consumption = {
|
|
food: foodNeedPerDay(population),
|
|
steel: steelNeedPerDay(population),
|
|
luxury: luxuryNeedPerDay(population),
|
|
hightech: 0,
|
|
energy: cityEnergyPerDay(economy.gdp),
|
|
};
|
|
for (const [index, level] of Object.entries(city.buildings || {})) {
|
|
if (level <= 0) continue;
|
|
const proto = this.protoBuildings[Number(index)];
|
|
if (!proto) continue;
|
|
const costs = this.buildingUpkeepResources(proto, level);
|
|
consumption.steel += costs.steel || 0;
|
|
consumption.energy += costs.energy || 0;
|
|
consumption.hightech += costs.hightech || 0;
|
|
}
|
|
const stock = {};
|
|
let value = 0;
|
|
for (const id of STORABLE_RESOURCE_IDS) {
|
|
const amount = store[id] || 0;
|
|
stock[id] = amount;
|
|
value += amount * this.getResourcePrice(id);
|
|
}
|
|
return { stock, consumption, value };
|
|
},
|
|
|
|
// The region's unmet resource needs over the last day: for each resource the
|
|
// share of the day's need it could not buy, and the amount that stands for,
|
|
// so the People tab can say what ran short and by how much.
|
|
getRegionShortages(city) {
|
|
const fractions = (this._resourceShortages && this._resourceShortages.get(city.id)) || {};
|
|
const population = this.getCityEconomy(city).population;
|
|
const needs = {
|
|
food: foodNeedPerDay(population),
|
|
steel: steelNeedPerDay(population),
|
|
luxury: luxuryNeedPerDay(population),
|
|
};
|
|
const shortages = {};
|
|
for (const id of ["food", "steel", "luxury"]) {
|
|
const fraction = fractions[id] || 0;
|
|
if (!(fraction > 0)) continue;
|
|
shortages[id] = { fraction, amount: fraction * needs[id] };
|
|
}
|
|
return shortages;
|
|
},
|
|
|
|
// Every resource figure one nation's cities hold, for the summary panel: the
|
|
// summed stock, the summed daily need and the summed production. Energy has
|
|
// no store, so it travels as a daily demand and the plants' daily supply.
|
|
getCivResourceSummary(civ) {
|
|
const stock = emptyStock();
|
|
const need = emptyStock();
|
|
let energyNeed = 0;
|
|
for (const city of this.cities) {
|
|
if (city.civ !== civ) continue;
|
|
const store = this.getCityResourceStock(city);
|
|
for (const id of STORABLE_RESOURCE_IDS) stock[id] += store[id] || 0;
|
|
const economy = this.getCityEconomy(city);
|
|
const population = economy.population;
|
|
need.food += foodNeedPerDay(population);
|
|
need.steel += steelNeedPerDay(population);
|
|
need.luxury += luxuryNeedPerDay(population);
|
|
energyNeed += cityEnergyPerDay(economy.gdp);
|
|
}
|
|
const production = emptyStock();
|
|
let energySupply = 0;
|
|
for (const [k, id] of this.tileImprovements) {
|
|
if (this.tileImprovementOwner.get(k) !== civ) continue;
|
|
const proto = tileImprovementById(id);
|
|
if (!isResourceTileBuilding(proto)) continue;
|
|
if (proto.resource === "energy") energySupply += proto.outputPerDay;
|
|
else production[proto.resource] += proto.outputPerDay;
|
|
}
|
|
// The land's harvest is part of what the nation produces.
|
|
const foodMultipliers = new Map();
|
|
for (const coords of this._territoryByCiv.get(civ) || []) {
|
|
const k = key(coords.x, coords.y);
|
|
if ((this.tilePopulation.get(k) || 0) <= 0) continue;
|
|
const city = this.regionCityAt(coords);
|
|
let multiplier = 1;
|
|
if (city) {
|
|
multiplier = foodMultipliers.get(city.id);
|
|
if (multiplier === undefined) {
|
|
multiplier = this._regionFoodMultiplier(city);
|
|
foodMultipliers.set(city.id, multiplier);
|
|
}
|
|
}
|
|
production.food += tileFoodOutput(this.tiles[k]) * multiplier;
|
|
}
|
|
const upkeep = this.getCivUpkeepResources(civ);
|
|
// What the nation actually consumes in a day: the people's needs plus the
|
|
// materials its buildings, units, works and transport wear out. Energy is a
|
|
// flow on both sides, so its row combines the grid demand and upkeep.
|
|
const consumed = {
|
|
food: need.food + (upkeep.food || 0),
|
|
steel: need.steel + (upkeep.steel || 0),
|
|
luxury: need.luxury + (upkeep.luxury || 0),
|
|
hightech: upkeep.hightech || 0,
|
|
energy: energyNeed + (upkeep.energy || 0),
|
|
};
|
|
return {
|
|
stock,
|
|
need,
|
|
production,
|
|
energy: { need: energyNeed, supply: energySupply },
|
|
// What the nation's buildings, units, works and transport wear out daily.
|
|
upkeep,
|
|
consumed,
|
|
// Yesterday's cross-nation deliveries: what the nation imported and sold.
|
|
trade: this._civResourceTrade(civ),
|
|
// What the nation bought from and sold outside its border over the day,
|
|
// with the money it moved, for the Economy tab's consumption table.
|
|
external: this._civExternalTrade(civ),
|
|
prices: Object.fromEntries(RESOURCE_IDS.map((id) => [id, this.getResourcePrice(id)])),
|
|
};
|
|
},
|
|
|
|
// One nation's imports and exports of every resource over the last simulated
|
|
// day, as plain per-resource objects. Cross-nation deliveries only; the
|
|
// global market is not attributed to a partner.
|
|
_civResourceTrade(civ) {
|
|
const record = this.resourceTrade ? this.resourceTrade.get(civ) : null;
|
|
const imports = {};
|
|
const exports = {};
|
|
for (const id of RESOURCE_IDS) {
|
|
imports[id] = record ? record.imports[id] || 0 : 0;
|
|
exports[id] = record ? record.exports[id] || 0 : 0;
|
|
}
|
|
return { imports, exports };
|
|
},
|
|
|
|
// Records a cross-nation delivery: the buyer gained `amount` of `id` and the
|
|
// seller shipped it. Both nations' daily trade ledgers are updated.
|
|
_recordResourceTrade(importer, exporter, id, amount) {
|
|
if (!(amount > 0)) return;
|
|
if (!this.resourceTrade) this.resourceTrade = new Map();
|
|
const record = (civ, kind) => {
|
|
if (civ < 0) return;
|
|
let entry = this.resourceTrade.get(civ);
|
|
if (!entry) {
|
|
entry = { imports: {}, exports: {} };
|
|
this.resourceTrade.set(civ, entry);
|
|
}
|
|
entry[kind][id] = (entry[kind][id] || 0) + amount;
|
|
};
|
|
record(importer, "imports");
|
|
if (exporter !== importer) record(exporter, "exports");
|
|
},
|
|
|
|
// --------------------------------------------------- construction steel --
|
|
|
|
// The steel and high-tech a construction spends. Every item needs steel
|
|
// proportional to its money cost; an advanced building (science, air, radar,
|
|
// chips) also needs high-tech, more with every level.
|
|
constructionResourceCost(proto, level = 0, buildCost = null) {
|
|
return sharedConstructionResourceCost(proto, level, buildCost);
|
|
},
|
|
|
|
// Pays a construction's material bill. The stock of the nation's own cities
|
|
// is bought first (the region, then its neighbours), each region paid for the
|
|
// material into its private cash; the rest is bought from reachable foreign
|
|
// regions. There is no global market, so a bill the reachable stores cannot
|
|
// cover refuses the construction. Energy is a flow rather than a store, so it
|
|
// is not procured here.
|
|
_payConstructionResources(civ, coords, resources, category = "construction", source = null) {
|
|
const steel = resources.steel || 0;
|
|
const hightech = resources.hightech || 0;
|
|
const energy = resources.energy || 0;
|
|
if (steel <= 0 && hightech <= 0 && energy <= 0) return true;
|
|
const payer = this._treasuryPayer(civ);
|
|
const fromStock = this._drawFromNearest(civ, coords, { steel, hightech }, payer);
|
|
const shortfall = {
|
|
steel: steel - fromStock.steel,
|
|
hightech: hightech - fromStock.hightech,
|
|
};
|
|
const v = this.currencyValue(civ);
|
|
// What the nation's own stores supplied is paid to the owning regions.
|
|
let spentSteel = fromStock.steel * this.getResourcePrice("steel") / v;
|
|
let spentTech = fromStock.hightech * this.getResourcePrice("hightech") / v;
|
|
// The whole bill, paid or drawn from stores, is the construction's material
|
|
// cost for the month's budget report.
|
|
this._recordBudgetEconomic(
|
|
civ,
|
|
category,
|
|
steel * this.getResourcePrice("steel") +
|
|
hightech * this.getResourcePrice("hightech") +
|
|
energy * this.getResourcePrice("energy")
|
|
);
|
|
let covered = shortfall.steel <= 0 && shortfall.hightech <= 0;
|
|
if (!covered) {
|
|
const city = this._nearestCity(civ, coords);
|
|
if (city) {
|
|
const nodes = this._resourceNodes();
|
|
const haul = { steel: 0, hightech: 0 };
|
|
let gotSteel = 0;
|
|
let gotTech = 0;
|
|
if (shortfall.steel > 0) {
|
|
const before = payer.total;
|
|
gotSteel = this._procureFromNeighbours(city, "steel", shortfall.steel, haul, nodes, { payer });
|
|
spentSteel += payer.total - before;
|
|
}
|
|
if (shortfall.hightech > 0) {
|
|
const before = payer.total;
|
|
gotTech = this._procureFromNeighbours(city, "hightech", shortfall.hightech, haul, nodes, { payer });
|
|
spentTech += payer.total - before;
|
|
}
|
|
covered = gotSteel + 1e-6 >= shortfall.steel && gotTech + 1e-6 >= shortfall.hightech;
|
|
}
|
|
}
|
|
if (spentSteel > 0) {
|
|
this._recordBudgetCash(civ, category, -spentSteel);
|
|
this._recordBudgetCategoryResource(civ, category, "steel", spentSteel, source);
|
|
}
|
|
if (spentTech > 0) {
|
|
this._recordBudgetCash(civ, category, -spentTech);
|
|
this._recordBudgetCategoryResource(civ, category, "hightech", spentTech, source);
|
|
}
|
|
if (spentSteel + spentTech > 0) {
|
|
this._recordResourceSpend(civ, "construction", spentSteel + spentTech, {
|
|
steel: spentSteel,
|
|
hightech: spentTech,
|
|
});
|
|
}
|
|
return covered;
|
|
},
|
|
|
|
// Pulls each material from the nearest of the nation's cities to `coords`,
|
|
// capped by what that city holds, and buys it: with a `payer` the state pays
|
|
// the owning region the material's value into its private cash, so the store
|
|
// is never taken for free. Returns how much of each was taken.
|
|
_drawFromNearest(civ, coords, wanted, payer = null) {
|
|
const taken = { steel: 0, hightech: 0 };
|
|
const remaining = { steel: wanted.steel || 0, hightech: wanted.hightech || 0 };
|
|
const cities = this.cities
|
|
.filter((city) => city.civ === civ)
|
|
.sort((a, b) =>
|
|
this.topology.tileDistance(a.coords, coords) -
|
|
this.topology.tileDistance(b.coords, coords));
|
|
for (const city of cities) {
|
|
const store = this.getCityResourceStock(city);
|
|
for (const id of ["steel", "hightech"]) {
|
|
if (remaining[id] <= 0) continue;
|
|
const available = store[id] || 0;
|
|
const take = Math.min(available, remaining[id]);
|
|
if (take <= 0) continue;
|
|
store[id] = available - take;
|
|
remaining[id] -= take;
|
|
taken[id] += take;
|
|
this._payRegionForMaterial(city, id, take, payer);
|
|
}
|
|
if (remaining.steel <= 0 && remaining.hightech <= 0) break;
|
|
}
|
|
return taken;
|
|
},
|
|
|
|
// The state buys a material out of a region's store: the region is paid the
|
|
// material's value into its private cash and the payer (the treasury) carries
|
|
// the bill. Without a payer there is nothing to settle.
|
|
_payRegionForMaterial(city, id, amount, payer) {
|
|
if (!(amount > 0) || !payer) return;
|
|
const cost = amount * this.getResourcePrice(id) / this.currencyValue(city.civ);
|
|
payer.charge(cost);
|
|
this._creditRegionCash(city, this.currencyOf(city.civ).code, cost);
|
|
},
|
|
|
|
// ---------------------------------------------------------- upkeep --
|
|
|
|
// What one city building level wears out in a day. A level's upkeep is priced
|
|
// off the cost of raising that level, so it grows with the level.
|
|
buildingUpkeepResources(proto, level) {
|
|
return protoUpkeep(proto, buildingBuildCost(proto, level - 1));
|
|
},
|
|
|
|
unitUpkeepResources(proto) {
|
|
return protoUpkeep(proto, proto.cost);
|
|
},
|
|
|
|
// Everything a nation's buildings, units, tile works and transport network
|
|
// wear out in a day, split by the budget category that owns it, so the monthly
|
|
// report can attribute the cash and the market value. Energy is the exception
|
|
// units do not pay: it is fed to the grid through the city/improvement a thing
|
|
// stands in, so it is settled by `_buildEnergyLedger` instead.
|
|
getCivUpkeepBreakdown(civ) {
|
|
const categories = {
|
|
buildings: { steel: 0, energy: 0, hightech: 0, parts: [] },
|
|
units: { steel: 0, energy: 0, hightech: 0, parts: [] },
|
|
works: { steel: 0, energy: 0, hightech: 0, parts: [] },
|
|
transport: { steel: 0, energy: 0, hightech: 0, parts: [] },
|
|
};
|
|
// `label` names the thing that wore out -- a building, unit, work or
|
|
// transport type -- so the budget row can show what consumed each resource.
|
|
const add = (category, costs, label = null) => {
|
|
const steel = costs.steel || 0;
|
|
const energy = costs.energy || 0;
|
|
const hightech = costs.hightech || 0;
|
|
category.steel += steel;
|
|
category.energy += energy;
|
|
category.hightech += hightech;
|
|
if (label) category.parts.push({ label, steel, energy, hightech });
|
|
};
|
|
for (const city of this.cities) {
|
|
if (city.civ !== civ) continue;
|
|
for (const [index, level] of Object.entries(city.buildings || {})) {
|
|
if (level <= 0) continue;
|
|
const proto = this.protoBuildings[Number(index)];
|
|
if (proto) add(categories.buildings, this.buildingUpkeepResources(proto, level), proto.name);
|
|
}
|
|
}
|
|
const battle = this._battleUnitIds();
|
|
for (const unit of this.units) {
|
|
if (unit.civ !== civ) continue;
|
|
const proto = this.unitProto(unit);
|
|
if (!proto) continue;
|
|
// A unit in battle burns through its stores faster.
|
|
const statuses = this._effectiveStatuses(unit, battle.has(unit.id));
|
|
const multiplier = this._statusUpkeepMultiplier(statuses);
|
|
const costs = this.unitUpkeepResources(proto);
|
|
add(categories.units, {
|
|
steel: costs.steel * multiplier,
|
|
hightech: costs.hightech * multiplier,
|
|
}, proto.name);
|
|
}
|
|
for (const [k, id] of this.tileImprovements) {
|
|
if (this.tileImprovementOwner.get(k) !== civ) continue;
|
|
const proto = tileImprovementById(id);
|
|
if (!proto) continue;
|
|
const costs = protoUpkeep(proto, proto.buildCost || 0);
|
|
if (proto.fuelEnergyPerDay) costs.energy = (costs.energy || 0) + proto.fuelEnergyPerDay;
|
|
add(categories.works, costs, proto.name);
|
|
}
|
|
const counts = this._transportTiles(civ);
|
|
if (counts.road > 0) {
|
|
add(categories.transport, {
|
|
steel: counts.road * RESOURCE_RULES.transportUpkeepSteel.road,
|
|
}, "Roads");
|
|
}
|
|
if (counts.railway > 0) {
|
|
add(categories.transport, {
|
|
steel: counts.railway * RESOURCE_RULES.transportUpkeepSteel.railway,
|
|
}, "Railways");
|
|
}
|
|
// Merge the per-thing parts into one entry per label, so a building type
|
|
// spread over several cities is a single line in the budget.
|
|
for (const category of Object.values(categories)) {
|
|
const byLabel = new Map();
|
|
for (const part of category.parts) {
|
|
const merged = byLabel.get(part.label)
|
|
|| { label: part.label, steel: 0, energy: 0, hightech: 0 };
|
|
merged.steel += part.steel;
|
|
merged.energy += part.energy;
|
|
merged.hightech += part.hightech;
|
|
byLabel.set(part.label, merged);
|
|
}
|
|
category.sources = Array.from(byLabel.values());
|
|
delete category.parts;
|
|
}
|
|
return categories;
|
|
},
|
|
|
|
// The same daily wear as one materials demand, for the summary panels and the
|
|
// market-value forecast.
|
|
getCivUpkeepResources(civ) {
|
|
const categories = this.getCivUpkeepBreakdown(civ);
|
|
const total = { steel: 0, energy: 0, hightech: 0, food: 0 };
|
|
for (const costs of Object.values(categories)) {
|
|
total.steel += costs.steel;
|
|
total.energy += costs.energy;
|
|
total.hightech += costs.hightech;
|
|
}
|
|
return total;
|
|
},
|
|
|
|
// An infantry unit's soldiers eat like civilians, doubled in combat and
|
|
// tripled while wounded and resting in one of their own cities. Used by the
|
|
// supply tick to decide how fast a unit's carried food runs down.
|
|
_unitFoodRate(unit, proto, inBattle = false) {
|
|
const population = proto && proto.infantry ? (proto.population || RESOURCE_RULES.unitPopulation) : 0;
|
|
if (population <= 0) return 0;
|
|
const city = this.cityAt(unit.coords);
|
|
const resting = !!(city && city.civ === unit.civ && unit.hp < unit.maxHp);
|
|
const multiplier = resting
|
|
? RESOURCE_RULES.infantryRestingFoodMultiplier
|
|
: inBattle
|
|
? RESOURCE_RULES.infantryCombatFoodMultiplier
|
|
: 1;
|
|
return foodNeedPerDay(population) * multiplier;
|
|
},
|
|
|
|
// Pulls a material from the nation's cities and, with a `payer`, buys it from
|
|
// each owning region into its private cash. Returns what is still missing.
|
|
_drawFromCities(civ, id, amount, payer = null) {
|
|
let remaining = Math.max(0, amount);
|
|
for (const city of this.cities) {
|
|
if (remaining <= 0) break;
|
|
if (city.civ !== civ) continue;
|
|
const store = this.getCityResourceStock(city);
|
|
const take = Math.min(store[id] || 0, remaining);
|
|
if (take <= 0) continue;
|
|
store[id] = (store[id] || 0) - take;
|
|
remaining -= take;
|
|
this._payRegionForMaterial(city, id, take, payer);
|
|
}
|
|
return remaining;
|
|
},
|
|
|
|
// Settles one nation's daily upkeep materials: buy the stores from the regions
|
|
// that hold them, buy the rest from reachable regions, and return the fraction
|
|
// of the bill the nation could actually settle. With no global market, a bill
|
|
// the reachable stores cannot cover is left unmet, and the rest is unrest.
|
|
_settleUpkeep(civ, categories) {
|
|
const ids = ["buildings", "units", "works", "transport"];
|
|
const steelUnit = this._marketUnitCost("steel");
|
|
const techUnit = this._marketUnitCost("hightech");
|
|
const payer = this._treasuryPayer(civ);
|
|
let totalSteel = 0;
|
|
let totalTech = 0;
|
|
let drawnSteel = 0;
|
|
let drawnTech = 0;
|
|
let drawnSteelCost = 0;
|
|
let drawnTechCost = 0;
|
|
const shortfalls = {};
|
|
// Draw each category's demand from the shared city stores, paying the owning
|
|
// region. The totals do not depend on the order, only which category gets
|
|
// the stock first does.
|
|
for (const id of ids) {
|
|
const demand = categories[id] || {};
|
|
const steel = demand.steel || 0;
|
|
const hightech = demand.hightech || 0;
|
|
const beforeSteel = payer.total;
|
|
const steelShort = steel > 0 ? this._drawFromCities(civ, "steel", steel, payer) : 0;
|
|
drawnSteelCost += payer.total - beforeSteel;
|
|
const beforeTech = payer.total;
|
|
const techShort = hightech > 0 ? this._drawFromCities(civ, "hightech", hightech, payer) : 0;
|
|
drawnTechCost += payer.total - beforeTech;
|
|
shortfalls[id] = { steel: steelShort, hightech: techShort };
|
|
totalSteel += steel;
|
|
totalTech += hightech;
|
|
drawnSteel += steel - steelShort;
|
|
drawnTech += hightech - techShort;
|
|
}
|
|
const steelShortTotal = totalSteel - drawnSteel;
|
|
const techShortTotal = totalTech - drawnTech;
|
|
// The market value of a category's wear is an economic cost whether the
|
|
// stores covered it or the treasury had to buy it.
|
|
for (const id of ids) {
|
|
const demand = categories[id] || {};
|
|
this._recordBudgetEconomic(
|
|
civ,
|
|
id,
|
|
(demand.steel || 0) * steelUnit + (demand.hightech || 0) * techUnit
|
|
);
|
|
}
|
|
if (totalSteel <= 0 && totalTech <= 0) return 1;
|
|
// The shortfall is bought region by region, each city taking its share, from
|
|
// the nearest reachable stores -- home regions first, then foreign ones.
|
|
const cities = this.cities.filter((city) => city.civ === civ);
|
|
const shares = this._populationShares(cities);
|
|
const nodes = this._resourceNodes();
|
|
let gotSteel = 0;
|
|
let gotTech = 0;
|
|
let spentSteel = drawnSteelCost;
|
|
let spentTech = drawnTechCost;
|
|
for (let i = 0; i < cities.length; i++) {
|
|
const city = cities[i];
|
|
const allowSea = this._cityMarketAccess(city);
|
|
const haul = { steel: 0, hightech: 0 };
|
|
if (steelShortTotal > 0) {
|
|
const before = payer.total;
|
|
gotSteel += this._procureFromNeighbours(
|
|
city, "steel", steelShortTotal * shares[i], haul, nodes, { payer, allowSea }
|
|
);
|
|
spentSteel += payer.total - before;
|
|
}
|
|
if (techShortTotal > 0) {
|
|
const before = payer.total;
|
|
gotTech += this._procureFromNeighbours(
|
|
city, "hightech", techShortTotal * shares[i], haul, nodes, { payer, allowSea }
|
|
);
|
|
spentTech += payer.total - before;
|
|
}
|
|
}
|
|
if (spentSteel + spentTech > 0) {
|
|
this._recordResourceSpend(civ, "upkeep", spentSteel + spentTech, {
|
|
steel: spentSteel,
|
|
hightech: spentTech,
|
|
});
|
|
// Split the cash across the categories that wore the material, then across
|
|
// the buildings, units, works and transport that consumed it.
|
|
for (const id of ids) {
|
|
const demand = categories[id] || {};
|
|
const steelCash = totalSteel > 0 ? spentSteel * ((demand.steel || 0) / totalSteel) : 0;
|
|
const techCash = totalTech > 0 ? spentTech * ((demand.hightech || 0) / totalTech) : 0;
|
|
const cash = steelCash + techCash;
|
|
if (cash > 0) this._recordBudgetCash(civ, id, -cash);
|
|
const sources = (categories[id] && categories[id].sources) || [];
|
|
if (steelCash > 0) {
|
|
this._recordResourceBySource(civ, id, "steel", steelCash, sources, "steel");
|
|
}
|
|
if (techCash > 0) {
|
|
this._recordResourceBySource(civ, id, "hightech", techCash, sources, "hightech");
|
|
}
|
|
}
|
|
}
|
|
const Psteel = this.getResourcePrice("steel");
|
|
const Ptech = this.getResourcePrice("hightech");
|
|
const fullValue = totalSteel * Psteel + totalTech * Ptech;
|
|
if (!(fullValue > 0)) return 1;
|
|
const settled = (drawnSteel + gotSteel) * Psteel + (drawnTech + gotTech) * Ptech;
|
|
return Math.min(1, settled / fullValue);
|
|
},
|
|
|
|
// Files a category's market purchase of one resource under the sources that
|
|
// consumed it -- the building, unit, work or transport type -- split in
|
|
// proportion to how much of that resource each source wore out.
|
|
_recordResourceBySource(civ, category, resource, cash, sources, field) {
|
|
let total = 0;
|
|
for (const source of sources) total += source[field] || 0;
|
|
if (!(total > 0)) {
|
|
this._recordBudgetCategoryResource(civ, category, resource, cash);
|
|
return;
|
|
}
|
|
let remaining = cash;
|
|
for (let i = 0; i < sources.length; i++) {
|
|
const source = sources[i];
|
|
const amount = i === sources.length - 1
|
|
? remaining
|
|
: cash * ((source[field] || 0) / total);
|
|
remaining -= amount;
|
|
if (amount > 0) {
|
|
this._recordBudgetCategoryResource(civ, category, resource, amount, source.label);
|
|
}
|
|
}
|
|
},
|
|
|
|
// ------------------------------------------------------ combat use --
|
|
|
|
// What one use of a weapon spends. Guns and aircraft are cheap parked and
|
|
// costly to fire: the state draws its stores and buys the rest from reachable
|
|
// regions. The payment is atomic -- if the reachable stores cannot cover it,
|
|
// the drawn stock is put back and nothing is spent. Returns whether the shot
|
|
// could be paid for.
|
|
payCombatResources(civ, kind, count = 1) {
|
|
const consumption = RESOURCE_RULES.combatConsumption[kind];
|
|
if (!consumption) return true;
|
|
const wanted = {
|
|
steel: (consumption.steel || 0) * count,
|
|
hightech: (consumption.hightech || 0) * count,
|
|
};
|
|
if (wanted.steel <= 0 && wanted.hightech <= 0) return true;
|
|
const coords = this._anyCityCoords(civ);
|
|
const payer = this._treasuryPayer(civ);
|
|
const drawn = this._drawFromNearest(civ, coords, wanted, payer);
|
|
const missing = {
|
|
steel: wanted.steel - drawn.steel,
|
|
hightech: wanted.hightech - drawn.hightech,
|
|
};
|
|
const v = this.currencyValue(civ);
|
|
let gotSteel = 0;
|
|
let gotTech = 0;
|
|
let spentSteel = drawn.steel * this.getResourcePrice("steel") / v;
|
|
let spentTech = drawn.hightech * this.getResourcePrice("hightech") / v;
|
|
let covered = missing.steel <= 0 && missing.hightech <= 0;
|
|
if (!covered) {
|
|
const city = this._nearestCity(civ, coords);
|
|
if (city) {
|
|
const nodes = this._resourceNodes();
|
|
const haul = { steel: 0, hightech: 0 };
|
|
if (missing.steel > 0) {
|
|
const before = payer.total;
|
|
gotSteel = this._procureFromNeighbours(city, "steel", missing.steel, haul, nodes, { payer });
|
|
spentSteel += payer.total - before;
|
|
}
|
|
if (missing.hightech > 0) {
|
|
const before = payer.total;
|
|
gotTech = this._procureFromNeighbours(city, "hightech", missing.hightech, haul, nodes, { payer });
|
|
spentTech += payer.total - before;
|
|
}
|
|
covered = gotSteel + 1e-6 >= missing.steel && gotTech + 1e-6 >= missing.hightech;
|
|
}
|
|
}
|
|
if (spentSteel > 0) {
|
|
this._recordBudgetCash(civ, "military", -spentSteel);
|
|
this._recordBudgetCategoryResource(civ, "military", "steel", spentSteel);
|
|
}
|
|
if (spentTech > 0) {
|
|
this._recordBudgetCash(civ, "military", -spentTech);
|
|
this._recordBudgetCategoryResource(civ, "military", "hightech", spentTech);
|
|
}
|
|
if (spentSteel + spentTech > 0) {
|
|
this._recordResourceSpend(civ, "combat", spentSteel + spentTech, {
|
|
steel: spentSteel,
|
|
hightech: spentTech,
|
|
});
|
|
}
|
|
return covered;
|
|
},
|
|
|
|
_anyCityCoords(civ) {
|
|
for (const city of this.cities) if (city.civ === civ) return city.coords;
|
|
return { x: 0, y: 0 };
|
|
},
|
|
|
|
// ------------------------------------------------------- market access --
|
|
|
|
// Which landmass a tile sits on. Continents never change, so they are built
|
|
// once and cached.
|
|
_continentOf(coords) {
|
|
if (!this._continentByTile) this._buildContinents();
|
|
return this._continentByTile.get(key(coords.x, coords.y));
|
|
},
|
|
|
|
_buildContinents() {
|
|
this._continentByTile = new Map();
|
|
let id = 0;
|
|
for (const k in this.tiles) {
|
|
if (this.tiles[k].terrainClass !== "Land") continue;
|
|
if (this._continentByTile.has(k)) continue;
|
|
const queue = [parseKey(k)];
|
|
this._continentByTile.set(k, id);
|
|
while (queue.length > 0) {
|
|
const coords = queue.pop();
|
|
for (const neighbour of this._neighbours(coords)) {
|
|
const nk = key(neighbour.x, neighbour.y);
|
|
if (this._continentByTile.has(nk)) continue;
|
|
const tile = this.tiles[nk];
|
|
if (!tile || tile.terrainClass !== "Land") continue;
|
|
this._continentByTile.set(nk, id);
|
|
queue.push(neighbour);
|
|
}
|
|
}
|
|
id += 1;
|
|
}
|
|
},
|
|
|
|
// Whether a city can reach another continent's markets: its own continent
|
|
// holds a working friendly port. No working port, no foreign resources.
|
|
_cityMarketAccess(city) {
|
|
const continent = this._continentOf(city.coords);
|
|
for (const port of this.cities) {
|
|
if (port.civ !== city.civ) continue;
|
|
if (this._continentOf(port.coords) !== continent) continue;
|
|
if (this._hasSeaSupply(port.coords, port.civ)) return true;
|
|
}
|
|
return false;
|
|
},
|
|
|
|
_civMarketAccess(civ) {
|
|
for (const city of this.cities) {
|
|
if (city.civ !== civ) continue;
|
|
if (this._cityMarketAccess(city)) return true;
|
|
}
|
|
return false;
|
|
},
|
|
|
|
// ------------------------------------------------------------ daily tick --
|
|
|
|
_tickResources() {
|
|
if (!this.resourceStock) return;
|
|
this._resourceVersion += 1;
|
|
this.resourceLinks = [];
|
|
this.resourceSpend = new Map();
|
|
this.resourceTrade = new Map();
|
|
this.resourceExternal = new Map();
|
|
this._resourceShortages = new Map();
|
|
this._resetTaxLedger();
|
|
const market = new Map();
|
|
for (const id of RESOURCE_IDS) market.set(id, { supply: 0, demand: 0, price: this.getResourcePrice(id) });
|
|
this.resourceMarketStats = market;
|
|
|
|
const components = this._resourceLandComponents();
|
|
const ledger = this._buildEnergyLedger(components);
|
|
|
|
// Food is grown by every worked tile, from the land and how fertile it is
|
|
// rather than from the headcount, and stored by the region's city. Ports
|
|
// bring in extra, so a coastal region's multiplier is looked up once per
|
|
// region and reused for every tile it covers. The energy it takes is
|
|
// charged to the tile's grid component.
|
|
const pendingFood = [];
|
|
const foodMultipliers = new Map();
|
|
for (const k in this.tiles) {
|
|
const coords = parseKey(k);
|
|
if (!this._isLand(coords)) continue;
|
|
const population = this.tilePopulation.get(k) || 0;
|
|
if (population <= 0) continue;
|
|
const city = this.regionCityAt(coords);
|
|
if (!city) continue;
|
|
let foodMultiplier = foodMultipliers.get(city.id);
|
|
if (foodMultiplier === undefined) {
|
|
foodMultiplier = this._regionFoodMultiplier(city);
|
|
foodMultipliers.set(city.id, foodMultiplier);
|
|
}
|
|
const produced = tileFoodOutput(this.tiles[k]) * foodMultiplier;
|
|
if (produced <= 0) continue;
|
|
pendingFood.push({
|
|
cityId: city.id,
|
|
coords: city.coords,
|
|
component: components.get(k),
|
|
amount: produced,
|
|
});
|
|
const component = ledger.get(components.get(k));
|
|
if (component) component.foodEnergy += producerEnergyPerDay("food", produced);
|
|
}
|
|
|
|
// Settle every connected grid: what the plants make against what the cities
|
|
// and industry draw. A grid that runs short imports power from the reachable
|
|
// grids that have a surplus -- there is no global market to fall back on.
|
|
for (const component of ledger.values()) {
|
|
if (component.civ < 0) continue;
|
|
component.demand = component.cityEnergy + component.converterEnergy + component.foodEnergy;
|
|
component.imports = 0;
|
|
}
|
|
this._tradeGridPower(ledger, components);
|
|
for (const component of ledger.values()) {
|
|
if (component.civ < 0) continue;
|
|
component.available = component.supply + component.imports;
|
|
const industrial = component.converterEnergy + component.foodEnergy;
|
|
component.industrialScale = industrial > 0
|
|
? Math.max(0, Math.min(1, (component.available - component.cityEnergy) / industrial))
|
|
: 1;
|
|
const cityServed = Math.min(
|
|
component.cityEnergy,
|
|
Math.max(0, component.available - industrial * component.industrialScale)
|
|
);
|
|
component.cityShortage = component.cityEnergy > 0
|
|
? Math.max(0, Math.min(1, (component.cityEnergy - cityServed) / component.cityEnergy))
|
|
: 0;
|
|
market.get("energy").supply += component.supply;
|
|
market.get("energy").demand += component.demand;
|
|
}
|
|
// A grid that cannot power its industry names the works left idle.
|
|
this._noteGridPowerShortages(ledger, components);
|
|
|
|
// Food lands in the region's store, scaled by the power the grid could give.
|
|
for (const entry of pendingFood) {
|
|
const component = ledger.get(entry.component);
|
|
const scale = component ? component.industrialScale : 1;
|
|
const produced = entry.amount * scale;
|
|
if (produced <= 0) continue;
|
|
this._ensureResourceStock(key(entry.coords.x, entry.coords.y)).food += produced;
|
|
market.get("food").supply += produced;
|
|
}
|
|
|
|
// Converters turn the power they were allocated into their material, held
|
|
// at the building's own tile.
|
|
for (const [k, id] of this.tileImprovements) {
|
|
const proto = tileImprovementById(id);
|
|
if (!isResourceTileBuilding(proto) || proto.resource === "energy") continue;
|
|
const component = ledger.get(components.get(k));
|
|
const scale = component ? component.industrialScale : 1;
|
|
const produced = proto.outputPerDay * scale;
|
|
if (produced <= 0) continue;
|
|
this._ensureResourceStock(k)[proto.resource] += produced;
|
|
market.get(proto.resource).supply += produced;
|
|
}
|
|
|
|
// The people eat, wear and spend. Shortfalls are matched against reachable
|
|
// stores -- home regions first, then foreign ones.
|
|
this._consumeCityResources(components, market);
|
|
|
|
// Every nation's buildings, units and works then wear out: the state draws
|
|
// its stores and buys the rest, and an unpaid bill becomes unrest.
|
|
for (let civ = 0; civ < this.civilisations.length; civ++) {
|
|
const categories = this.getCivUpkeepBreakdown(civ);
|
|
const paid = this._settleUpkeep(civ, categories);
|
|
this._civilianUpkeepShortage(civ, 1 - paid);
|
|
}
|
|
|
|
// Once a day the world's imbalance sets the next price. The prices it
|
|
// replaces are kept, so the panel can show each commodity's day-on-day move
|
|
// and the consumption-weighted inflation it adds up to.
|
|
const previousPrices = new Map();
|
|
for (const id of RESOURCE_IDS) previousPrices.set(id, this.getResourcePrice(id));
|
|
for (const id of RESOURCE_IDS) {
|
|
const stats = market.get(id);
|
|
const price = nextMarketPrice(
|
|
RESOURCE_MARKET_BASE[id],
|
|
this.getResourcePrice(id),
|
|
stats.supply,
|
|
stats.demand
|
|
);
|
|
this.setResourcePrice(id, price);
|
|
stats.price = price;
|
|
}
|
|
this._recordCommodityInflation(market, previousPrices);
|
|
|
|
this._applyResourceShortages(ledger);
|
|
this._pruneResourceStock();
|
|
},
|
|
|
|
// Every land tile assigned to the connected component of owned land it sits
|
|
// on. Two cities of a nation share a grid only when their land is contiguous.
|
|
_resourceLandComponents() {
|
|
const component = new Map();
|
|
let next = 0;
|
|
for (const [startKey, owner] of this.territory) {
|
|
if (component.has(startKey)) continue;
|
|
const queue = [parseKey(startKey)];
|
|
component.set(startKey, next);
|
|
while (queue.length > 0) {
|
|
const coords = queue.pop();
|
|
for (const neighbour of this._neighbours(coords)) {
|
|
const nk = key(neighbour.x, neighbour.y);
|
|
if (component.has(nk)) continue;
|
|
if (this.territory.get(nk) !== owner) continue;
|
|
component.set(nk, next);
|
|
queue.push(neighbour);
|
|
}
|
|
}
|
|
next += 1;
|
|
}
|
|
return component;
|
|
},
|
|
|
|
// A per-component energy ledger, keyed by the component id from
|
|
// `_resourceLandComponents`. Each entry carries the owner and the day's draw and
|
|
// supply, filled in as the world is walked.
|
|
_buildEnergyLedger(components) {
|
|
const ledger = new Map();
|
|
for (const [k, id] of components) {
|
|
if (ledger.has(id)) continue;
|
|
ledger.set(id, {
|
|
civ: this.territory.get(k),
|
|
supply: 0,
|
|
cityEnergy: 0,
|
|
converterEnergy: 0,
|
|
foodEnergy: 0,
|
|
demand: 0,
|
|
available: 0,
|
|
industrialScale: 1,
|
|
cityShortage: 0,
|
|
});
|
|
}
|
|
for (const city of this.cities) {
|
|
const component = ledger.get(components.get(key(city.coords.x, city.coords.y)));
|
|
if (!component) continue;
|
|
component.cityEnergy += cityEnergyPerDay(this.getCityEconomy(city).gdp);
|
|
// The city's buildings run on the grid too, so their operating power is
|
|
// charged to the same component.
|
|
for (const [index, level] of Object.entries(city.buildings || {})) {
|
|
if (level <= 0) continue;
|
|
const proto = this.protoBuildings[Number(index)];
|
|
if (proto) component.cityEnergy += this.buildingUpkeepResources(proto, level).energy;
|
|
}
|
|
}
|
|
for (const [k, id] of this.tileImprovements) {
|
|
const proto = tileImprovementById(id);
|
|
if (!proto) continue;
|
|
const component = ledger.get(components.get(k));
|
|
if (!component) continue;
|
|
if (isResourceTileBuilding(proto) && proto.resource === "energy") {
|
|
component.supply += proto.outputPerDay;
|
|
} else if (isResourceTileBuilding(proto)) {
|
|
component.converterEnergy += proto.energyPerDay || 0;
|
|
}
|
|
component.cityEnergy += protoUpkeep(proto, proto.buildCost || 0).energy;
|
|
if (proto.fuelEnergyPerDay) component.cityEnergy += proto.fuelEnergyPerDay;
|
|
}
|
|
return ledger;
|
|
},
|
|
|
|
// Moves power between grids. A grid in deficit buys from the reachable grids
|
|
// that hold a surplus, cheapest route first; power is a flow with no store, so
|
|
// it flows the same day. Each importer's treasury pays the exporter, whose
|
|
// regions receive the money.
|
|
_tradeGridPower(ledger, components) {
|
|
const price = this.getResourcePrice("energy");
|
|
const surplus = new Map();
|
|
for (const [id, component] of ledger) {
|
|
surplus.set(id, Math.max(0, component.supply - component.demand));
|
|
}
|
|
for (const [id, component] of ledger) {
|
|
if (component.civ < 0) continue;
|
|
const deficit = Math.max(0, component.demand - component.supply);
|
|
if (deficit <= 0) continue;
|
|
const origin = this._componentCity(id, components);
|
|
if (!origin) continue;
|
|
const reach = this._reachableComponents(origin, components, this._cityMarketAccess(origin));
|
|
const suppliers = Array.from(reach.entries())
|
|
.filter(([sid]) => sid !== id && (surplus.get(sid) || 0) > 0)
|
|
.sort((a, b) => a[1] - b[1]);
|
|
let needed = deficit;
|
|
let spent = 0;
|
|
for (const [sid, routeEnergy] of suppliers) {
|
|
if (needed <= 0) break;
|
|
const available = surplus.get(sid) || 0;
|
|
const take = Math.min(needed, available);
|
|
if (!(take > 0)) continue;
|
|
// The power costs its price plus the energy burned carrying it.
|
|
const cost = take * (price + routeEnergy * price);
|
|
const seller = ledger.get(sid);
|
|
this.budgets.set(component.civ, this.getBudget(component.civ) - cost);
|
|
this._recordBudgetCash(component.civ, "energy", -cost);
|
|
this._recordBudgetCategoryResource(component.civ, "energy", "energy", cost);
|
|
if (seller.civ !== component.civ) {
|
|
this._creditRegions(seller.civ, cost);
|
|
this._recordExternalBuy(component.civ, "energy", take, cost);
|
|
this._recordExternalSell(seller.civ, "energy", take, cost);
|
|
} else {
|
|
this._creditRegions(seller.civ, cost);
|
|
}
|
|
surplus.set(sid, available - take);
|
|
component.imports += take;
|
|
needed -= take;
|
|
spent += cost;
|
|
}
|
|
if (spent > 0) this._recordResourceSpend(component.civ, "energy", spent, "energy");
|
|
}
|
|
},
|
|
|
|
// One city that sits in grid component `id`, the origin for a power trade.
|
|
_componentCity(id, components) {
|
|
for (const city of this.cities) {
|
|
if (components.get(key(city.coords.x, city.coords.y)) === id) return city;
|
|
}
|
|
return null;
|
|
},
|
|
|
|
// The grid components reachable from a city over the transport network, mapped
|
|
// to the least energy it takes to carry a unit there. A sea leg needs a
|
|
// working port; a land leg needs road or railway; goods never cross the land
|
|
// of a nation you are at war with.
|
|
_reachableComponents(city, components, allowSea = true) {
|
|
const reach = new Map();
|
|
const origin = key(city.coords.x, city.coords.y);
|
|
const originComponent = components.get(origin);
|
|
const visited = new Set([origin]);
|
|
const queue = [{ coords: city.coords, energy: 0 }];
|
|
while (queue.length > 0) {
|
|
const current = queue.shift();
|
|
for (const neighbour of this._neighbours(current.coords)) {
|
|
const nk = key(neighbour.x, neighbour.y);
|
|
if (visited.has(nk)) continue;
|
|
const tile = this.tiles[nk];
|
|
if (!tile || !(tile.terrainClass === "Land" || tile.terrainClass === "Sea" ||
|
|
tile.terrainClass === "Ice")) continue;
|
|
const sea = tile.terrainClass === "Sea";
|
|
let mode;
|
|
if (sea) {
|
|
if (!allowSea) continue;
|
|
mode = "ship";
|
|
} else {
|
|
if (this.railways.has(nk)) mode = "train";
|
|
else if (this.roads.has(nk)) mode = "road";
|
|
else continue;
|
|
const owner = this.civAt(neighbour);
|
|
if (owner >= 0 && owner !== city.civ && this.isAtWar(city.civ, owner)) continue;
|
|
}
|
|
const stepEnergy = deliveryEnergyForResource(
|
|
"food", 1, 1, mode, tile.movementCostMultiplier || 1
|
|
);
|
|
visited.add(nk);
|
|
const energy = current.energy + stepEnergy;
|
|
const component = components.get(nk);
|
|
if (component !== undefined && component !== originComponent) {
|
|
const best = reach.get(component);
|
|
if (best === undefined || energy < best) reach.set(component, energy);
|
|
}
|
|
queue.push({ coords: neighbour, energy });
|
|
}
|
|
}
|
|
return reach;
|
|
},
|
|
|
|
_consumeCityResources(components, market) {
|
|
const nodes = this._resourceNodes();
|
|
// How much of each supplier's surplus earlier buyers have already claimed
|
|
// today, so a contested surplus goes to whoever bids highest.
|
|
this._nodeClaims = new Map();
|
|
for (const city of this.cities) {
|
|
const population = this.getCityEconomy(city).population;
|
|
const needs = {
|
|
food: foodNeedPerDay(population),
|
|
steel: steelNeedPerDay(population),
|
|
luxury: luxuryNeedPerDay(population),
|
|
};
|
|
const store = this.getCityResourceStock(city);
|
|
const shortage = {};
|
|
const foodTarget = foodMonthlyTarget(population);
|
|
// An encircled city is cut off from neighbours and the foreign market:
|
|
// it lives off its own reserves until the ring is broken. A portless city
|
|
// can still trade over land on its own continent, but not across water.
|
|
const cutOff = this._isEncircled(city.coords, city.civ);
|
|
// A shipping lane needs a working port; an encircled city is cut off from
|
|
// every neighbour, home or foreign.
|
|
const allowSea = !cutOff && this._cityMarketAccess(city);
|
|
for (const id of ["food", "steel", "luxury"]) {
|
|
const need = needs[id];
|
|
market.get(id).demand += need;
|
|
const own = Math.min(store[id] || 0, need);
|
|
store[id] = (store[id] || 0) - own;
|
|
const dailyShortfall = need - own;
|
|
// Food is stocked ahead: the city tops its store up to 130% of the
|
|
// coming month's needs, not just today's. Steel and luxury are bought
|
|
// as they are eaten.
|
|
const wanted = id === "food"
|
|
? Math.max(dailyShortfall, foodTarget - store[id])
|
|
: dailyShortfall;
|
|
let bought = 0;
|
|
if (wanted > 0 && !cutOff) {
|
|
bought = this._procureFromNeighbours(city, id, wanted, store, nodes, { allowSea });
|
|
}
|
|
// What was bought against today's need is eaten today; only the food
|
|
// buffer left over stays in the store.
|
|
const consumed = Math.min(bought, dailyShortfall);
|
|
if (consumed > 0) store[id] -= consumed;
|
|
if (dailyShortfall > bought + 0.0001 && need > 0) {
|
|
shortage[id] = (dailyShortfall - bought) / need;
|
|
}
|
|
}
|
|
if (Object.keys(shortage).length > 0) this._resourceShortages.set(city.id, shortage);
|
|
}
|
|
},
|
|
|
|
// A city buys a material from the stores it can reach over the transport
|
|
// network. There is no global market: if no reachable store holds enough, the
|
|
// rest is simply not bought. Suppliers in the buyer's own nation come first;
|
|
// foreign regions are considered only to cover what home cannot. Within a
|
|
// tier the cheapest delivered price wins, and a surplus several buyers chase
|
|
// is bid up.
|
|
//
|
|
// The region pays from its own private cash by default; when `payer` is given
|
|
// (a government buy) the treasury pays instead. A foreign seller is paid in
|
|
// its national currency, acquired from that nation's central bank. Returns the
|
|
// amount bought and records each leg on the delivery graph.
|
|
_procureFromNeighbours(city, id, amount, cityStore, nodes, options = {}) {
|
|
const { allowSea = true, payer = null, foreignOnly = false } = options;
|
|
let remaining = amount;
|
|
const price = this.getResourcePrice(id);
|
|
const energyPrice = this.getResourcePrice("energy");
|
|
if (!this._nodeClaims) this._nodeClaims = new Map();
|
|
const buyerCode = this.currencyOf(city.civ).code;
|
|
const quotes = [];
|
|
for (const supplier of this._nearbySuppliers(city, id, nodes, allowSea)) {
|
|
const surplus = this._nodeSurplus(supplier, id);
|
|
if (surplus <= 0) continue;
|
|
const foreign = supplier.civ >= 0 && supplier.civ !== city.civ;
|
|
if (foreignOnly && !foreign) continue;
|
|
const claimed = this._nodeClaims.get(key(supplier.coords.x, supplier.coords.y)) || 0;
|
|
const available = Math.max(0, surplus - claimed);
|
|
if (available <= 0) continue;
|
|
const premium = Math.min(
|
|
MONEY.maxBidMultiplier,
|
|
1 + MONEY.bidPremium * (claimed / Math.max(1e-9, surplus))
|
|
);
|
|
const goods = price * premium;
|
|
const freight = (supplier.routeEnergyPerTonne || 0) * energyPrice;
|
|
quotes.push({ supplier, available, foreign, goods, freight, unitCost: goods + freight });
|
|
}
|
|
// Home regions before foreign ones; then by delivered price.
|
|
quotes.sort((a, b) => (a.foreign - b.foreign) || (a.unitCost - b.unitCost));
|
|
for (const quote of quotes) {
|
|
if (remaining <= 0) break;
|
|
const { supplier, foreign, goods, freight } = quote;
|
|
const bought = Math.min(quote.available, remaining);
|
|
if (!(bought > 0)) continue;
|
|
const value = (goods + freight) * bought;
|
|
const vBuyer = this.currencyValue(city.civ);
|
|
const charge = payer
|
|
? (cost) => payer.charge(cost)
|
|
: (cost) => this._chargeRegionCash(city, buyerCode, cost);
|
|
// The seller is paid the goods' value in its own currency -- a home
|
|
// neighbour in the shared national currency, a foreigner after a trip to
|
|
// its central bank. Freight rides with the goods.
|
|
if (foreign) {
|
|
// The seller's government charges the foreign buyer an export tariff,
|
|
// in the seller's currency, on top of the goods.
|
|
const exportTax = value * this.getTaxRate(supplier.civ, "export", id);
|
|
const acquired = this._regionAcquireCurrency(
|
|
city, supplier.civ, value + exportTax, charge, !payer
|
|
);
|
|
if (!acquired) continue;
|
|
const total = value + exportTax;
|
|
const sellerShare = total > 0 ? value / total : 1;
|
|
const sellerAmount = acquired.amount * sellerShare;
|
|
this._paySupplier(supplier, acquired.code, sellerAmount);
|
|
if (acquired.amount > sellerAmount) {
|
|
const sellerCity = supplier.city || this._regionCityNear(supplier.civ, supplier.coords);
|
|
this._recordTax(
|
|
supplier.civ, "export", id, acquired.amount - sellerAmount, sellerCity
|
|
);
|
|
}
|
|
// The buyer's own government taxes the national currency it had to spend
|
|
// to buy the foreign currency (nothing held means nothing spent).
|
|
if (!payer && acquired.spent > 0) {
|
|
const importRate = this.getTaxRate(city.civ, "import", id);
|
|
if (importRate > 0) {
|
|
const importTax = acquired.spent * importRate;
|
|
charge(importTax);
|
|
this._recordTax(city.civ, "import", id, importTax, city);
|
|
}
|
|
}
|
|
this._recordResourceTrade(city.civ, supplier.civ, id, bought);
|
|
this._recordExternalBuy(city.civ, id, bought, value / vBuyer);
|
|
this._recordExternalSell(supplier.civ, id, bought, value / this.currencyValue(supplier.civ));
|
|
this._recordCurrencyDemand(supplier.civ, value);
|
|
this._recordCurrencyDemand(city.civ, -value);
|
|
} else {
|
|
// A region buying from another region of its own country pays a sales
|
|
// tax on top of the price; the seller still gets the full value, and the
|
|
// government keeps the tax. Government purchases are not taxed.
|
|
const homeCost = value / vBuyer;
|
|
const salesTax = payer ? 0 : homeCost * this.getTaxRate(city.civ, "sales", id);
|
|
charge(homeCost + salesTax);
|
|
this._paySupplier(supplier, buyerCode, homeCost);
|
|
if (salesTax > 0) this._recordTax(city.civ, "sales", id, salesTax, city);
|
|
}
|
|
this._nodeClaims.set(
|
|
key(supplier.coords.x, supplier.coords.y),
|
|
(this._nodeClaims.get(key(supplier.coords.x, supplier.coords.y)) || 0) + bought
|
|
);
|
|
supplier.stock[id] -= bought;
|
|
cityStore[id] += bought;
|
|
remaining -= bought;
|
|
this.resourceLinks.push({
|
|
from: [supplier.coords.x, supplier.coords.y],
|
|
to: [city.coords.x, city.coords.y],
|
|
resource: id,
|
|
amount: bought,
|
|
});
|
|
}
|
|
return amount - remaining;
|
|
},
|
|
|
|
// Pays the region that owns a surplus, into its private-sector cash.
|
|
_paySupplier(node, code, amount) {
|
|
if (!(amount > 0)) return;
|
|
const city = node.city || this._regionCityNear(node.civ, node.coords);
|
|
if (city) this._creditRegionCash(city, code, amount);
|
|
},
|
|
|
|
// A payer that draws on a nation's treasury, so a government purchase settles
|
|
// with the supplier while the treasury carries the bill (and may go into
|
|
// overdraft). `total` accumulates what was spent.
|
|
_treasuryPayer(civ) {
|
|
const payer = { total: 0 };
|
|
payer.charge = (cost) => {
|
|
if (!(cost > 0)) return;
|
|
this.budgets.set(civ, this.getBudget(civ) - cost);
|
|
payer.total += cost;
|
|
};
|
|
return payer;
|
|
},
|
|
|
|
// The nation's city nearest `coords`, the region that buys on its behalf when
|
|
// the government procures away from a specific city.
|
|
_nearestCity(civ, coords) {
|
|
let best = null;
|
|
let bestDistance = Infinity;
|
|
for (const city of this.cities) {
|
|
if (city.civ !== civ) continue;
|
|
const distance = this.topology.tileDistance(city.coords, coords);
|
|
if (distance < bestDistance) {
|
|
bestDistance = distance;
|
|
best = city;
|
|
}
|
|
}
|
|
return best;
|
|
},
|
|
|
|
// The capital, or the nation's first city when it has no capital.
|
|
_capitalCity(civ) {
|
|
let first = null;
|
|
for (const city of this.cities) {
|
|
if (city.civ !== civ) continue;
|
|
if (city.isCapital) return city;
|
|
if (!first) first = city;
|
|
}
|
|
return first;
|
|
},
|
|
|
|
// The market's delivered price per unit: the good plus the energy a nominal
|
|
// two-tile road delivery burns. Used to value materials, not to source them.
|
|
_marketUnitCost(id) {
|
|
const energyPerUnit = deliveryEnergyForResource(id, 1, 2, "road", 1);
|
|
return this.getResourcePrice(id) + energyPerUnit * this.getResourcePrice("energy");
|
|
},
|
|
|
|
_resourceNodes() {
|
|
const nodes = [];
|
|
for (const [k, stock] of this.resourceStock) {
|
|
const coords = parseKey(k);
|
|
const city = this.cityAt(coords);
|
|
if (city) {
|
|
nodes.push({ coords, civ: city.civ, city, stock, kind: "city" });
|
|
continue;
|
|
}
|
|
const id = this.tileImprovements.get(k);
|
|
const proto = id ? tileImprovementById(id) : null;
|
|
if (isResourceTileBuilding(proto)) {
|
|
nodes.push({
|
|
coords,
|
|
civ: this.tileImprovementOwner.get(k),
|
|
stock,
|
|
kind: "building",
|
|
proto,
|
|
});
|
|
}
|
|
}
|
|
return nodes;
|
|
},
|
|
|
|
// The storage nodes within reach of a city that hold a surplus of `id`, in
|
|
// order of transport energy. A breadth-first search over land and sea, capped
|
|
// at RESOURCE_TRADE_RADIUS tiles. `routeEnergyPerTonne` is the accumulated
|
|
// kWh to move one tonne from the city to that node.
|
|
_nearbySuppliers(city, id, nodes, allowSea = true) {
|
|
const results = [];
|
|
const byKey = new Map(nodes.map((node) => [key(node.coords.x, node.coords.y), node]));
|
|
const origin = key(city.coords.x, city.coords.y);
|
|
const visited = new Set([origin]);
|
|
// Every delivery runs over the transport network: railways and roads on
|
|
// land, shipping lanes across water (which need a working port).
|
|
const queue = [{ coords: city.coords, tiles: 0, energy: 0 }];
|
|
while (queue.length > 0) {
|
|
const current = queue.shift();
|
|
const here = byKey.get(key(current.coords.x, current.coords.y));
|
|
if (here && key(here.coords.x, here.coords.y) !== origin) {
|
|
const hostile = here.civ >= 0 && here.civ !== city.civ && this.isAtWar(city.civ, here.civ);
|
|
if (!hostile && this._nodeSurplus(here, id) > 0) {
|
|
results.push({
|
|
...here,
|
|
tiles: current.tiles,
|
|
routeEnergyPerTonne: current.energy,
|
|
});
|
|
}
|
|
}
|
|
if (current.tiles >= RESOURCE_TRADE_RADIUS) continue;
|
|
for (const neighbour of this._neighbours(current.coords)) {
|
|
const nk = key(neighbour.x, neighbour.y);
|
|
if (visited.has(nk)) continue;
|
|
const tile = this.tiles[nk];
|
|
if (!tile || !(tile.terrainClass === "Land" || tile.terrainClass === "Sea" ||
|
|
tile.terrainClass === "Ice")) continue;
|
|
const sea = tile.terrainClass === "Sea";
|
|
let mode;
|
|
if (sea) {
|
|
// A shipping lane needs a working port to load and unload.
|
|
if (!allowSea) continue;
|
|
mode = "ship";
|
|
} else {
|
|
// Ground legs must run on a road or railway; there is no off-road
|
|
// trucking in the trade network.
|
|
if (this.railways.has(nk)) mode = "train";
|
|
else if (this.roads.has(nk)) mode = "road";
|
|
else continue;
|
|
// Goods never cross the land of a nation you are at war with.
|
|
const owner = this.civAt(neighbour);
|
|
if (owner >= 0 && owner !== city.civ && this.isAtWar(city.civ, owner)) continue;
|
|
}
|
|
const stepEnergy = deliveryEnergyForResource(id, 1, 1, mode, tile.movementCostMultiplier || 1);
|
|
visited.add(nk);
|
|
queue.push({
|
|
coords: neighbour,
|
|
tiles: current.tiles + 1,
|
|
energy: current.energy + stepEnergy,
|
|
});
|
|
}
|
|
}
|
|
results.sort((a, b) => a.routeEnergyPerTonne - b.routeEnergyPerTonne);
|
|
return results;
|
|
},
|
|
|
|
_nodeSurplus(node, id) {
|
|
if (id === "hightech") return Math.max(0, node.stock.hightech || 0);
|
|
const population = node.city ? this.getCityEconomy(node.city).population : 0;
|
|
const perDay = id === "food"
|
|
? foodNeedPerDay(population)
|
|
: id === "steel"
|
|
? steelNeedPerDay(population)
|
|
: id === "luxury"
|
|
? luxuryNeedPerDay(population)
|
|
: 0;
|
|
return Math.max(0, (node.stock[id] || 0) - perDay * SUPPLIER_RESERVE_DAYS);
|
|
},
|
|
|
|
// A shortage of food, steel or luxury costs popularity; a grid starved of
|
|
// power costs popularity too. Each city is charged once per day.
|
|
_applyResourceShortages(ledger) {
|
|
for (const [cityId, shortage] of this._resourceShortages) {
|
|
const city = this._cityById.get(cityId);
|
|
if (!city) continue;
|
|
let penalty = 0;
|
|
for (const id of ["food", "steel", "luxury"]) {
|
|
penalty += (shortage[id] || 0) * RESOURCE_RULES.shortagePopularityPenalty;
|
|
}
|
|
if (penalty > 0) this._shiftOwnPopularity(city.civ, -penalty);
|
|
}
|
|
const civShortage = new Map();
|
|
for (const component of ledger.values()) {
|
|
if (component.civ < 0 || component.cityShortage <= 0) continue;
|
|
civShortage.set(
|
|
component.civ,
|
|
Math.max(civShortage.get(component.civ) || 0, component.cityShortage)
|
|
);
|
|
}
|
|
for (const [civ, shortage] of civShortage) {
|
|
this._shiftOwnPopularity(civ, -shortage * RESOURCE_RULES.shortagePopularityPenalty);
|
|
}
|
|
},
|
|
|
|
// An unpaid materials bill for the nation's upkeep means things are not being
|
|
// maintained; the people notice.
|
|
_civilianUpkeepShortage(civ, fraction) {
|
|
if (!(fraction > 0)) return;
|
|
this._shiftOwnPopularity(civ, -fraction * RESOURCE_RULES.shortagePopularityPenalty);
|
|
},
|
|
|
|
// ---------------------------------------------------------- repairs --
|
|
|
|
// Damage to a tile's structures leaves a steel debt; until it is paid down
|
|
// the scar does not heal and the tile's GDP recovery waits.
|
|
_recordRepairDebt(coords, damage) {
|
|
if (!(damage > 0)) return;
|
|
const k = key(coords.x, coords.y);
|
|
const debt = (this.tileRepairDebt.get(k) || 0) + damage * RESOURCE_RULES.repair.steelPerDamage;
|
|
this.tileRepairDebt.set(k, debt);
|
|
},
|
|
|
|
// A building level knocked down by bombardment waits to be rebuilt once its
|
|
// materials are paid for.
|
|
_queueCityRepair(city, index, level) {
|
|
const queue = this.cityRepairQueue.get(city.id) || [];
|
|
queue.push({ index, targetLevel: level });
|
|
this.cityRepairQueue.set(city.id, queue);
|
|
},
|
|
|
|
_tickRepairs() {
|
|
// Rebuild one lost city level per city per day, if the materials are there.
|
|
for (const [cityId, queue] of Array.from(this.cityRepairQueue)) {
|
|
const city = this._cityById.get(cityId);
|
|
if (!city || queue.length === 0) {
|
|
this.cityRepairQueue.delete(cityId);
|
|
continue;
|
|
}
|
|
const job = queue[0];
|
|
const proto = this.protoBuildings[job.index];
|
|
if (!proto) {
|
|
queue.shift();
|
|
continue;
|
|
}
|
|
const level = Math.max(1, job.targetLevel);
|
|
const buildCost = buildingBuildCost(proto, level - 1);
|
|
const cost = this.constructionResourceCost(proto, level - 1, buildCost);
|
|
if (!this._payConstructionResources(city.civ, city.coords, cost)) continue;
|
|
city.buildings[job.index] = level;
|
|
this._gdpPerCapitaCache.clear();
|
|
this._touchModifiers();
|
|
queue.shift();
|
|
if (queue.length === 0) this.cityRepairQueue.delete(cityId);
|
|
}
|
|
|
|
// Pay down battle damage, then let the tile work heal.
|
|
for (const [k, debt] of Array.from(this.tileRepairDebt)) {
|
|
const coords = parseKey(k);
|
|
const civ = this.civAt(coords);
|
|
if (civ < 0) {
|
|
this.tileRepairDebt.delete(k);
|
|
continue;
|
|
}
|
|
const paid = this._payTileDebt(civ, coords, debt);
|
|
const remaining = debt - paid;
|
|
if (remaining <= 0.0001) this.tileRepairDebt.delete(k);
|
|
else this.tileRepairDebt.set(k, remaining);
|
|
}
|
|
for (const k of Array.from(this.tileImprovements.keys())) {
|
|
if (this.tileRepairDebt.has(k)) continue;
|
|
this._repairTileWork(parseKey(k));
|
|
}
|
|
},
|
|
|
|
// Spends what steel it can on a tile's repair: the owner's stores first, then
|
|
// reachable regions. Returns the amount actually paid.
|
|
_payTileDebt(civ, coords, amount) {
|
|
if (!(amount > 0)) return 0;
|
|
const payer = this._treasuryPayer(civ);
|
|
const fromStock = this._drawFromNearest(civ, coords, { steel: amount, hightech: 0 }, payer);
|
|
const shortfall = amount - fromStock.steel;
|
|
let paid = fromStock.steel;
|
|
let spent = fromStock.steel * this.getResourcePrice("steel") / this.currencyValue(civ);
|
|
if (shortfall > 0) {
|
|
const city = this._nearestCity(civ, coords);
|
|
if (city) {
|
|
const nodes = this._resourceNodes();
|
|
const haul = { steel: 0, hightech: 0 };
|
|
const before = payer.total;
|
|
paid += this._procureFromNeighbours(city, "steel", shortfall, haul, nodes, { payer });
|
|
spent += payer.total - before;
|
|
}
|
|
}
|
|
if (spent > 0) {
|
|
this._recordBudgetCash(civ, "works", -spent);
|
|
this._recordBudgetCategoryResource(civ, "works", "steel", spent);
|
|
this._recordResourceSpend(civ, "upkeep", spent, "steel");
|
|
}
|
|
return paid;
|
|
},
|
|
|
|
// Gradually restores a damaged tile work's hit points, at a steel cost.
|
|
_repairTileWork(coords) {
|
|
const k = key(coords.x, coords.y);
|
|
const id = this.tileImprovements.get(k);
|
|
if (!id) return;
|
|
const max = TILE_IMPROVEMENT_HP[id] || 1000;
|
|
const hp = this.tileImprovementHp.get(k) || 0;
|
|
if (hp >= max) return;
|
|
const civ = this.tileImprovementOwner.get(k);
|
|
if (civ < 0) return;
|
|
const wanted = Math.min(RESOURCE_RULES.repair.tileHpPerDay, max - hp);
|
|
const cost = wanted * RESOURCE_RULES.repair.steelPerTileHp;
|
|
const paid = this._payTileDebt(civ, coords, cost);
|
|
const gained = Math.min(wanted, paid / RESOURCE_RULES.repair.steelPerTileHp);
|
|
if (gained > 0) this.tileImprovementHp.set(k, hp + gained);
|
|
},
|
|
|
|
// ------------------------------------------------------- unit supply --
|
|
|
|
// Land units only: aircraft have endurance and ships their own range.
|
|
_isLandUnitProto(proto) {
|
|
if (!proto || proto.air || proto.naval) return false;
|
|
return (proto.traversableTerrains || []).includes("Land");
|
|
},
|
|
|
|
_nearestAlliedCity(civ, coords) {
|
|
let best = null;
|
|
let bestDistance = Infinity;
|
|
for (const city of this.cities) {
|
|
if (city.civ !== civ) continue;
|
|
const distance = this.topology.tileDistance(city.coords, coords);
|
|
if (distance < bestDistance) {
|
|
bestDistance = distance;
|
|
best = city;
|
|
}
|
|
}
|
|
return best;
|
|
},
|
|
|
|
// The allied city a unit may draw food from, following the transport network:
|
|
// a unit at home or on a working port is fed at once; otherwise the nearest
|
|
// allied city reachable along roads, railways and shipping lanes (a port
|
|
// needed for the sea) supplies it. An encircled unit is cut off entirely.
|
|
_unitSupplyCity(unit) {
|
|
const civ = unit.civ;
|
|
if (this._isEncircled(unit.coords, civ)) return null;
|
|
const here = this.cityAt(unit.coords);
|
|
if (here && here.civ === civ) return here;
|
|
if (this._hasSeaSupply(unit.coords, civ)) return this._nearestAlliedCity(civ, unit.coords);
|
|
const visited = new Set([key(unit.coords.x, unit.coords.y)]);
|
|
const queue = [unit.coords];
|
|
while (queue.length > 0) {
|
|
const coords = queue.shift();
|
|
for (const neighbour of this._neighbours(coords)) {
|
|
const nk = key(neighbour.x, neighbour.y);
|
|
if (visited.has(nk)) continue;
|
|
const tile = this.tiles[nk];
|
|
if (!tile) continue;
|
|
const sea = tile.terrainClass === "Sea";
|
|
if (sea) {
|
|
// A shipping lane needs a working port at the nation's end.
|
|
if (!this._civMarketAccess(civ)) continue;
|
|
} else if (!(this.railways.has(nk) || this.roads.has(nk))) {
|
|
continue;
|
|
}
|
|
const city = this.cityAt(neighbour);
|
|
if (city && city.civ === civ) return city;
|
|
visited.add(nk);
|
|
queue.push(neighbour);
|
|
}
|
|
}
|
|
return null;
|
|
},
|
|
|
|
// Feeds a unit for a day from its supply city: the city's stores first, then
|
|
// the market on the treasury. Atomic: if neither can cover the ration, the
|
|
// city is not charged and the unit goes unfed.
|
|
_provisionUnit(unit, city, tonnes) {
|
|
if (!(tonnes > 0)) return true;
|
|
const store = this.getCityResourceStock(city);
|
|
const take = Math.min(store.food || 0, tonnes);
|
|
const remaining = tonnes - take;
|
|
const payer = this._treasuryPayer(unit.civ);
|
|
let procuredSpent = 0;
|
|
if (remaining > 0.0001) {
|
|
// The rest comes from reachable regions, bought by the treasury.
|
|
const nodes = this._resourceNodes();
|
|
const haul = { food: 0 };
|
|
const before = payer.total;
|
|
const got = this._procureFromNeighbours(city, "food", remaining, haul, nodes, { payer });
|
|
procuredSpent = payer.total - before;
|
|
if (got + 1e-6 < remaining) {
|
|
// Not enough food reachable: the unit goes without, and what was bought
|
|
// stays in the city's store.
|
|
store.food = (store.food || 0) + got;
|
|
this._recordProvisionSpend(unit.civ, 0, procuredSpent);
|
|
return false;
|
|
}
|
|
}
|
|
store.food = (store.food || 0) - take;
|
|
// The city's own food is bought from the region that stored it.
|
|
const takeValue = take * this.getResourcePrice("food") / this.currencyValue(unit.civ);
|
|
this._payRegionForMaterial(city, "food", take, payer);
|
|
this._recordProvisionSpend(unit.civ, takeValue, procuredSpent);
|
|
return true;
|
|
},
|
|
|
|
// Books the food a unit ate, whether it came from a region's store or from a
|
|
// foreign one.
|
|
_recordProvisionSpend(civ, takeValue, procuredSpent) {
|
|
const spent = takeValue + procuredSpent;
|
|
if (!(spent > 0)) return;
|
|
this._recordBudgetCash(civ, "units", -spent);
|
|
this._recordBudgetCategoryResource(civ, "units", "food", spent);
|
|
this._recordResourceSpend(civ, "upkeep", spent, "food");
|
|
},
|
|
|
|
// Every land unit eats a day from its carried stores. At home, or in foreign
|
|
// territory with a clear route to an allied city, it is fed and topped back
|
|
// up to a full pack; cut off, the days run down and then the soldiers start
|
|
// dying.
|
|
_tickUnitSupply() {
|
|
if (!this.resourceStock) return;
|
|
const battle = this._battleUnitIds();
|
|
const destroyed = [];
|
|
for (const unit of this.units) {
|
|
const proto = this.unitProto(unit);
|
|
if (!proto || !this._isLandUnitProto(proto)) continue;
|
|
const soldiers = proto.population || RESOURCE_RULES.unitPopulation;
|
|
const ration = foodNeedPerDay(soldiers);
|
|
const here = this.cityAt(unit.coords);
|
|
const resting = !!(here && here.civ === unit.civ && unit.hp < unit.maxHp);
|
|
const multiplier = resting
|
|
? RESOURCE_RULES.infantryRestingFoodMultiplier
|
|
: battle.has(unit.id)
|
|
? RESOURCE_RULES.infantryCombatFoodMultiplier
|
|
: 1;
|
|
const city = this._unitSupplyCity(unit);
|
|
const fed = city ? this._provisionUnit(unit, city, ration * multiplier) : false;
|
|
if (fed) {
|
|
unit.foodDays = RESOURCE_RULES.unitSupplyDays;
|
|
} else {
|
|
unit.foodDays -= multiplier;
|
|
}
|
|
if (unit.foodDays <= 0) {
|
|
unit.hp -= unit.maxHp * RESOURCE_RULES.starvationHpFractionPerDay;
|
|
if (unit.hp <= 0) {
|
|
unit.hp = 0;
|
|
destroyed.push(unit);
|
|
}
|
|
}
|
|
}
|
|
if (destroyed.length > 0) {
|
|
this._recordMilitaryCasualties(destroyed);
|
|
for (const unit of destroyed) this._destroyUnit(unit);
|
|
this._visibilityDirty = true;
|
|
this._emitChanged();
|
|
}
|
|
},
|
|
|
|
_pruneResourceStock() {
|
|
for (const k of Array.from(this.resourceStock.keys())) {
|
|
const coords = parseKey(k);
|
|
if (!this._resourceNodeAt(coords)) this.resourceStock.delete(k);
|
|
}
|
|
},
|
|
|
|
// ------------------------------------------------------- research link --
|
|
|
|
// One city's science buildings spend a unit of high-tech for every research
|
|
// point they make, up to what the city holds; the rest of the points are not
|
|
// produced. A city that cannot cover its buildings' need raises a shortage
|
|
// notice. Returns the effective points.
|
|
_spendCityHighTechForResearch(civ, city, points) {
|
|
if (points <= 0) return 0;
|
|
const needed = points * RESOURCE_RULES.highTechPerResearchPoint;
|
|
const store = this.getCityResourceStock(city);
|
|
const have = store.hightech || 0;
|
|
if (needed <= 0) return points;
|
|
if (have + 1e-9 >= needed) {
|
|
store.hightech = have - needed;
|
|
return points;
|
|
}
|
|
this._noteResourceShortage(civ, this._cityResearchBuilding(city), city.name, "hightech");
|
|
if (have <= 0) return 0;
|
|
const ratio = have / needed;
|
|
store.hightech = 0;
|
|
return points * ratio;
|
|
},
|
|
|
|
// The science building(s) a city runs, named for a shortage notice.
|
|
_cityResearchBuilding(city) {
|
|
const names = [];
|
|
for (const [indexStr, level] of Object.entries(city.buildings || {})) {
|
|
if (level <= 0) continue;
|
|
const proto = this.protoBuildings[Number(indexStr)];
|
|
if (!proto) continue;
|
|
if ((proto.effects || []).some((e) => e.stat === EFFECT_RESEARCH)) names.push(proto.name);
|
|
}
|
|
return names.length > 0 ? names.join(" & ") : "Science buildings";
|
|
},
|
|
|
|
// ----------------------------------------------------- shortage notices --
|
|
|
|
// Records that a producing building in a region went without the material or
|
|
// power it needs, for the day's notice to that nation's own viewer. Notes are
|
|
// deduplicated per building, region and resource.
|
|
_noteResourceShortage(civ, building, region, resource) {
|
|
if (civ < 0 || !building || !region || !resource) return;
|
|
let set = this._resourceAlerts.get(civ);
|
|
if (!set) {
|
|
set = new Map();
|
|
this._resourceAlerts.set(civ, set);
|
|
}
|
|
const key = `${region}|${building}|${resource}`;
|
|
if (!set.has(key)) set.set(key, { building, region, resource });
|
|
},
|
|
|
|
// A grid short of power leaves its resource works idle: the owner is told
|
|
// which work in which region is missing energy.
|
|
_noteGridPowerShortages(ledger, components) {
|
|
for (const [id, component] of ledger) {
|
|
if (component.civ < 0 || component.industrialScale >= 0.999) continue;
|
|
const city = this._componentCity(id, components);
|
|
if (!city) continue;
|
|
for (const [k, imprId] of this.tileImprovements) {
|
|
if (components.get(k) !== id) continue;
|
|
const proto = tileImprovementById(imprId);
|
|
if (!isResourceTileBuilding(proto) || proto.resource === "energy") continue;
|
|
this._noteResourceShortage(component.civ, proto.name, city.name, "energy");
|
|
}
|
|
}
|
|
},
|
|
|
|
// The day's shortage notices for one nation, for its own viewer. Each carries
|
|
// the day it was raised so the viewer re-announces it once per day.
|
|
_resourceAlertsFor(civ) {
|
|
const set = this._resourceAlerts ? this._resourceAlerts.get(civ) : null;
|
|
if (!set) return [];
|
|
const day = Math.floor(this.totalHours / HOURS_PER_DAY);
|
|
return Array.from(set.values()).map((entry) => ({ ...entry, day }));
|
|
},
|
|
};
|