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Codechange: Add economy date timer and variables

pull/11588/head
Tyler Trahan 2023-04-23 13:39:17 -04:00
parent 5b338623db
commit 50cd213602
6 changed files with 204 additions and 12 deletions

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@ -72,6 +72,7 @@
#include "misc_cmd.h"
#include "timer/timer.h"
#include "timer/timer_game_calendar.h"
#include "timer/timer_game_economy.h"
#include "timer/timer_game_realtime.h"
#include "timer/timer_game_tick.h"
@ -1424,6 +1425,7 @@ void StateGameLoop()
BasePersistentStorageArray::SwitchMode(PSM_ENTER_GAMELOOP);
AnimateAnimatedTiles();
TimerManager<TimerGameCalendar>::Elapsed(1);
TimerManager<TimerGameEconomy>::Elapsed(1);
TimerManager<TimerGameTick>::Elapsed(1);
RunTileLoop();
CallVehicleTicks();

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@ -3,6 +3,8 @@ add_files(
timer_game_common.h
timer_game_calendar.cpp
timer_game_calendar.h
timer_game_economy.cpp
timer_game_economy.h
timer_game_realtime.cpp
timer_game_realtime.h
timer_game_tick.cpp

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@ -95,22 +95,10 @@ void TimerManager<TimerGameCalendar>::Elapsed([[maybe_unused]] TimerGameCalendar
timer->Elapsed(TimerGameCalendar::DAY);
}
if ((TimerGameCalendar::date.base() % 7) == 3) {
for (auto timer : timers) {
timer->Elapsed(TimerGameCalendar::WEEK);
}
}
if (new_month) {
for (auto timer : timers) {
timer->Elapsed(TimerGameCalendar::MONTH);
}
if ((TimerGameCalendar::month % 3) == 0) {
for (auto timer : timers) {
timer->Elapsed(TimerGameCalendar::QUARTER);
}
}
}
if (new_year) {

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@ -132,5 +132,7 @@ template <class T>
/* Create instances of the two template variants that we have.
* This is needed, as this templated functions are not in a header-file. */
template void TimerGame<struct Calendar>::ConvertDateToYMD(Date date, YearMonthDay *ymd);
template void TimerGame<struct Economy>::ConvertDateToYMD(Date date, YearMonthDay *ymd);
template TimerGame<struct Calendar>::Date TimerGame<struct Calendar>::ConvertYMDToDate(Year year, Month month, Day day);
template TimerGame<struct Economy>::Date TimerGame<struct Economy>::ConvertYMDToDate(Year year, Month month, Day day);

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@ -0,0 +1,150 @@
/*
* This file is part of OpenTTD.
* 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.
* 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.
* 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/>.
*/
/**
* @file timer_game_economy.cpp
* This file implements the timer logic for the game-economy-timer.
*/
#include "../stdafx.h"
#include "../openttd.h"
#include "timer.h"
#include "timer_game_economy.h"
#include "timer_game_tick.h"
#include "../vehicle_base.h"
#include "../linkgraph/linkgraph.h"
#include "../safeguards.h"
TimerGameEconomy::Year TimerGameEconomy::year = {};
TimerGameEconomy::Month TimerGameEconomy::month = {};
TimerGameEconomy::Date TimerGameEconomy::date = {};
TimerGameEconomy::DateFract TimerGameEconomy::date_fract = {};
/**
* Set the date.
* @param date The new date
* @param fract The number of ticks that have passed on this date.
*/
/* static */ void TimerGameEconomy::SetDate(TimerGameEconomy::Date date, TimerGameEconomy::DateFract fract)
{
assert(fract < Ticks::DAY_TICKS);
TimerGameEconomy::YearMonthDay ymd;
TimerGameEconomy::date = date;
TimerGameEconomy::date_fract = fract;
ConvertDateToYMD(date, &ymd);
TimerGameEconomy::year = ymd.year;
TimerGameEconomy::month = ymd.month;
}
template<>
void IntervalTimer<TimerGameEconomy>::Elapsed(TimerGameEconomy::TElapsed trigger)
{
if (trigger == this->period.trigger) {
this->callback(1);
}
}
template<>
void TimeoutTimer<TimerGameEconomy>::Elapsed(TimerGameEconomy::TElapsed trigger)
{
if (this->fired) return;
if (trigger == this->period.trigger) {
this->callback();
this->fired = true;
}
}
template<>
void TimerManager<TimerGameEconomy>::Elapsed([[maybe_unused]] TimerGameEconomy::TElapsed delta)
{
assert(delta == 1);
if (_game_mode == GM_MENU) return;
TimerGameEconomy::date_fract++;
if (TimerGameEconomy::date_fract < Ticks::DAY_TICKS) return;
TimerGameEconomy::date_fract = 0;
/* increase day counter */
TimerGameEconomy::date++;
TimerGameEconomy::YearMonthDay ymd;
TimerGameEconomy::ConvertDateToYMD(TimerGameEconomy::date, &ymd);
/* check if we entered a new month? */
bool new_month = ymd.month != TimerGameEconomy::month;
/* check if we entered a new year? */
bool new_year = ymd.year != TimerGameEconomy::year;
/* update internal variables before calling the daily/monthly/yearly loops */
TimerGameEconomy::month = ymd.month;
TimerGameEconomy::year = ymd.year;
/* Make a temporary copy of the timers, as a timer's callback might add/remove other timers. */
auto timers = TimerManager<TimerGameEconomy>::GetTimers();
for (auto timer : timers) {
timer->Elapsed(TimerGameEconomy::DAY);
}
if ((TimerGameEconomy::date.base() % 7) == 3) {
for (auto timer : timers) {
timer->Elapsed(TimerGameEconomy::WEEK);
}
}
if (new_month) {
for (auto timer : timers) {
timer->Elapsed(TimerGameEconomy::MONTH);
}
if ((TimerGameEconomy::month % 3) == 0) {
for (auto timer : timers) {
timer->Elapsed(TimerGameEconomy::QUARTER);
}
}
}
if (new_year) {
for (auto timer : timers) {
timer->Elapsed(TimerGameEconomy::YEAR);
}
}
/* check if we reached the maximum year, decrement dates by a year */
if (TimerGameEconomy::year == EconomyTime::MAX_YEAR + 1) {
int days_this_year;
TimerGameEconomy::year--;
days_this_year = TimerGameEconomy::IsLeapYear(TimerGameEconomy::year) ? EconomyTime::DAYS_IN_LEAP_YEAR : EconomyTime::DAYS_IN_YEAR;
TimerGameEconomy::date -= days_this_year;
for (Vehicle *v : Vehicle::Iterate()) v->ShiftDates(-days_this_year);
for (LinkGraph *lg : LinkGraph::Iterate()) lg->ShiftDates(-days_this_year);
}
}
#ifdef WITH_ASSERT
template<>
void TimerManager<TimerGameEconomy>::Validate(TimerGameEconomy::TPeriod period)
{
if (period.priority == TimerGameEconomy::Priority::NONE) return;
/* Validate we didn't make a developer error and scheduled more than one
* entry on the same priority/trigger. There can only be one timer on
* a specific trigger/priority, to ensure we are deterministic. */
for (const auto &timer : TimerManager<TimerGameEconomy>::GetTimers()) {
if (timer->period.trigger != period.trigger) continue;
assert(timer->period.priority != period.priority);
}
}
#endif /* WITH_ASSERT */

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@ -0,0 +1,48 @@
/*
* This file is part of OpenTTD.
* 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.
* 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.
* 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/>.
*/
/** @file timer_game_economy.h Definition of the game-economy-timer */
#ifndef TIMER_GAME_ECONOMY_H
#define TIMER_GAME_ECONOMY_H
#include "../core/strong_typedef_type.hpp"
#include "timer_game_common.h"
/**
* Timer that is increased every 27ms, and counts towards economy time units, expressed in days / months / years.
*
* 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).
* There are always 74 ticks in a day (and with 27ms, this makes 1 day 1.998 seconds).
*
* Economy time is used for the regular pace of the game, including:
* - Industry and house production/consumption
* - Industry production changes, closure, and spawning
* - Town growth
* - Company age and periodical finance stats
* - Vehicle age and profit statistics, both individual and group
* - Vehicle aging, depreciation, reliability, and renewal
* - Payment intervals for running and maintenance costs, loan interest, etc.
* - Cargo payment "time" calculation
* - Local authority and station ratings change intervals
*/
class TimerGameEconomy : public TimerGame<struct Economy> {
public:
static Year year; ///< Current year, starting at 0.
static Month month; ///< Current month (0..11).
static Date date; ///< Current date in days (day counter).
static DateFract date_fract; ///< Fractional part of the day.
static void SetDate(Date date, DateFract fract);
};
/**
* Storage class for Economy time constants.
*/
class EconomyTime : public TimerGameConst<struct Economy> {};
#endif /* TIMER_GAME_ECONOMY_H */