mirror of https://github.com/OpenTTD/OpenTTD
Codechange: Add economy date timer and variables
parent
5b338623db
commit
50cd213602
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@ -72,6 +72,7 @@
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#include "misc_cmd.h"
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#include "misc_cmd.h"
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#include "timer/timer.h"
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#include "timer/timer.h"
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#include "timer/timer_game_calendar.h"
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#include "timer/timer_game_calendar.h"
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#include "timer/timer_game_economy.h"
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#include "timer/timer_game_realtime.h"
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#include "timer/timer_game_realtime.h"
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#include "timer/timer_game_tick.h"
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#include "timer/timer_game_tick.h"
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@ -1424,6 +1425,7 @@ void StateGameLoop()
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BasePersistentStorageArray::SwitchMode(PSM_ENTER_GAMELOOP);
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BasePersistentStorageArray::SwitchMode(PSM_ENTER_GAMELOOP);
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AnimateAnimatedTiles();
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AnimateAnimatedTiles();
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TimerManager<TimerGameCalendar>::Elapsed(1);
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TimerManager<TimerGameCalendar>::Elapsed(1);
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TimerManager<TimerGameEconomy>::Elapsed(1);
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TimerManager<TimerGameTick>::Elapsed(1);
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TimerManager<TimerGameTick>::Elapsed(1);
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RunTileLoop();
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RunTileLoop();
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CallVehicleTicks();
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CallVehicleTicks();
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@ -3,6 +3,8 @@ add_files(
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timer_game_common.h
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timer_game_common.h
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timer_game_calendar.cpp
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timer_game_calendar.cpp
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timer_game_calendar.h
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timer_game_calendar.h
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timer_game_economy.cpp
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timer_game_economy.h
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timer_game_realtime.cpp
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timer_game_realtime.cpp
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timer_game_realtime.h
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timer_game_realtime.h
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timer_game_tick.cpp
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timer_game_tick.cpp
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@ -95,22 +95,10 @@ void TimerManager<TimerGameCalendar>::Elapsed([[maybe_unused]] TimerGameCalendar
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timer->Elapsed(TimerGameCalendar::DAY);
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timer->Elapsed(TimerGameCalendar::DAY);
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}
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}
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if ((TimerGameCalendar::date.base() % 7) == 3) {
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for (auto timer : timers) {
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timer->Elapsed(TimerGameCalendar::WEEK);
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}
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}
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if (new_month) {
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if (new_month) {
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for (auto timer : timers) {
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for (auto timer : timers) {
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timer->Elapsed(TimerGameCalendar::MONTH);
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timer->Elapsed(TimerGameCalendar::MONTH);
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}
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}
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if ((TimerGameCalendar::month % 3) == 0) {
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for (auto timer : timers) {
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timer->Elapsed(TimerGameCalendar::QUARTER);
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}
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}
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}
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}
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if (new_year) {
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if (new_year) {
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@ -132,5 +132,7 @@ template <class T>
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/* Create instances of the two template variants that we have.
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/* Create instances of the two template variants that we have.
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* This is needed, as this templated functions are not in a header-file. */
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* This is needed, as this templated functions are not in a header-file. */
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template void TimerGame<struct Calendar>::ConvertDateToYMD(Date date, YearMonthDay *ymd);
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template void TimerGame<struct Calendar>::ConvertDateToYMD(Date date, YearMonthDay *ymd);
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template void TimerGame<struct Economy>::ConvertDateToYMD(Date date, YearMonthDay *ymd);
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template TimerGame<struct Calendar>::Date TimerGame<struct Calendar>::ConvertYMDToDate(Year year, Month month, Day day);
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template TimerGame<struct Calendar>::Date TimerGame<struct Calendar>::ConvertYMDToDate(Year year, Month month, Day day);
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template TimerGame<struct Economy>::Date TimerGame<struct Economy>::ConvertYMDToDate(Year year, Month month, Day day);
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@ -0,0 +1,150 @@
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/*
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* This file is part of OpenTTD.
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* OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
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* OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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* See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
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*/
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/**
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* @file timer_game_economy.cpp
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* This file implements the timer logic for the game-economy-timer.
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*/
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#include "../stdafx.h"
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#include "../openttd.h"
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#include "timer.h"
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#include "timer_game_economy.h"
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#include "timer_game_tick.h"
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#include "../vehicle_base.h"
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#include "../linkgraph/linkgraph.h"
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#include "../safeguards.h"
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TimerGameEconomy::Year TimerGameEconomy::year = {};
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TimerGameEconomy::Month TimerGameEconomy::month = {};
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TimerGameEconomy::Date TimerGameEconomy::date = {};
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TimerGameEconomy::DateFract TimerGameEconomy::date_fract = {};
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/**
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* Set the date.
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* @param date The new date
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* @param fract The number of ticks that have passed on this date.
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*/
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/* static */ void TimerGameEconomy::SetDate(TimerGameEconomy::Date date, TimerGameEconomy::DateFract fract)
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{
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assert(fract < Ticks::DAY_TICKS);
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TimerGameEconomy::YearMonthDay ymd;
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TimerGameEconomy::date = date;
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TimerGameEconomy::date_fract = fract;
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ConvertDateToYMD(date, &ymd);
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TimerGameEconomy::year = ymd.year;
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TimerGameEconomy::month = ymd.month;
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}
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template<>
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void IntervalTimer<TimerGameEconomy>::Elapsed(TimerGameEconomy::TElapsed trigger)
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{
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if (trigger == this->period.trigger) {
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this->callback(1);
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}
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}
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template<>
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void TimeoutTimer<TimerGameEconomy>::Elapsed(TimerGameEconomy::TElapsed trigger)
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{
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if (this->fired) return;
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if (trigger == this->period.trigger) {
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this->callback();
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this->fired = true;
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}
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}
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template<>
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void TimerManager<TimerGameEconomy>::Elapsed([[maybe_unused]] TimerGameEconomy::TElapsed delta)
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{
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assert(delta == 1);
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if (_game_mode == GM_MENU) return;
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TimerGameEconomy::date_fract++;
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if (TimerGameEconomy::date_fract < Ticks::DAY_TICKS) return;
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TimerGameEconomy::date_fract = 0;
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/* increase day counter */
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TimerGameEconomy::date++;
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TimerGameEconomy::YearMonthDay ymd;
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TimerGameEconomy::ConvertDateToYMD(TimerGameEconomy::date, &ymd);
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/* check if we entered a new month? */
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bool new_month = ymd.month != TimerGameEconomy::month;
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/* check if we entered a new year? */
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bool new_year = ymd.year != TimerGameEconomy::year;
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/* update internal variables before calling the daily/monthly/yearly loops */
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TimerGameEconomy::month = ymd.month;
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TimerGameEconomy::year = ymd.year;
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/* Make a temporary copy of the timers, as a timer's callback might add/remove other timers. */
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auto timers = TimerManager<TimerGameEconomy>::GetTimers();
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for (auto timer : timers) {
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timer->Elapsed(TimerGameEconomy::DAY);
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}
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if ((TimerGameEconomy::date.base() % 7) == 3) {
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for (auto timer : timers) {
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timer->Elapsed(TimerGameEconomy::WEEK);
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}
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}
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if (new_month) {
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for (auto timer : timers) {
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timer->Elapsed(TimerGameEconomy::MONTH);
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}
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if ((TimerGameEconomy::month % 3) == 0) {
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for (auto timer : timers) {
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timer->Elapsed(TimerGameEconomy::QUARTER);
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}
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}
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}
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if (new_year) {
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for (auto timer : timers) {
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timer->Elapsed(TimerGameEconomy::YEAR);
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}
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}
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/* check if we reached the maximum year, decrement dates by a year */
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if (TimerGameEconomy::year == EconomyTime::MAX_YEAR + 1) {
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int days_this_year;
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TimerGameEconomy::year--;
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days_this_year = TimerGameEconomy::IsLeapYear(TimerGameEconomy::year) ? EconomyTime::DAYS_IN_LEAP_YEAR : EconomyTime::DAYS_IN_YEAR;
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TimerGameEconomy::date -= days_this_year;
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for (Vehicle *v : Vehicle::Iterate()) v->ShiftDates(-days_this_year);
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for (LinkGraph *lg : LinkGraph::Iterate()) lg->ShiftDates(-days_this_year);
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}
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}
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#ifdef WITH_ASSERT
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template<>
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void TimerManager<TimerGameEconomy>::Validate(TimerGameEconomy::TPeriod period)
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{
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if (period.priority == TimerGameEconomy::Priority::NONE) return;
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/* Validate we didn't make a developer error and scheduled more than one
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* entry on the same priority/trigger. There can only be one timer on
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* a specific trigger/priority, to ensure we are deterministic. */
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for (const auto &timer : TimerManager<TimerGameEconomy>::GetTimers()) {
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if (timer->period.trigger != period.trigger) continue;
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assert(timer->period.priority != period.priority);
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}
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}
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#endif /* WITH_ASSERT */
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@ -0,0 +1,48 @@
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/*
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* This file is part of OpenTTD.
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* OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
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* OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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* See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
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*/
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/** @file timer_game_economy.h Definition of the game-economy-timer */
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#ifndef TIMER_GAME_ECONOMY_H
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#define TIMER_GAME_ECONOMY_H
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#include "../core/strong_typedef_type.hpp"
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#include "timer_game_common.h"
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/**
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* Timer that is increased every 27ms, and counts towards economy time units, expressed in days / months / years.
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*
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* For now, this is kept in sync with the calendar date, so the amount of days in a month depends on the month and year (leap-years).
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* There are always 74 ticks in a day (and with 27ms, this makes 1 day 1.998 seconds).
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*
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* Economy time is used for the regular pace of the game, including:
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* - Industry and house production/consumption
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* - Industry production changes, closure, and spawning
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* - Town growth
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* - Company age and periodical finance stats
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* - Vehicle age and profit statistics, both individual and group
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* - Vehicle aging, depreciation, reliability, and renewal
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* - Payment intervals for running and maintenance costs, loan interest, etc.
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* - Cargo payment "time" calculation
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* - Local authority and station ratings change intervals
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*/
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class TimerGameEconomy : public TimerGame<struct Economy> {
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public:
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static Year year; ///< Current year, starting at 0.
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static Month month; ///< Current month (0..11).
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static Date date; ///< Current date in days (day counter).
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static DateFract date_fract; ///< Fractional part of the day.
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static void SetDate(Date date, DateFract fract);
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};
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/**
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* Storage class for Economy time constants.
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*/
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class EconomyTime : public TimerGameConst<struct Economy> {};
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#endif /* TIMER_GAME_ECONOMY_H */
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