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|
{$INCLUDE Switches.inc}
unit CityProcessing;
interface
uses
Protocol, Database;
// Reporting
procedure GetCityAreaInfo(p, Loc: integer; var CityAreaInfo: TCityAreaInfo);
function CanCityGrow(p, cix: integer): boolean;
function GetCityReport(p, cix: integer; var CityReport: TCityReport): integer;
function GetCityReportNew(p, cix: integer;
var CityReportNew: TCityReportNew): integer;
// Internal Tile Picking
function AddBestCityTile(p, cix: integer): boolean;
procedure CityGrowth(p, cix: integer);
procedure CityShrink(p, cix: integer);
procedure Pollute(p, cix: integer);
// Turn Processing
procedure PayCityMaintenance(p, cix: integer);
procedure CollectCityResources(p, cix: integer);
function CityTurn(p, cix: integer): boolean;
// Tile Access
function SetCityTiles(p, cix, NewTiles: integer;
TestOnly: boolean = false): integer;
procedure GetCityTileAdvice(p, cix: integer; var Advice: TCityTileAdviceData);
// Start/End Game
procedure InitGame;
procedure ReleaseGame;
implementation
type
TTradeProcessing = record
TaxBonus, LuxBonus, ScienceBonus, FutResBonus, ScienceDoubling,
HappyBase: integer;
RelCorr: single;
FlexibleLuxury: boolean;
end;
TProdProcessing = record
ProdBonus, PollBonus, FutProdBonus, PollThreshold: integer;
end;
PCityReportEx = ^TCityReportEx;
TCityReportEx = record
BaseHappiness, BaseControl, Material: integer;
ProdProcessing: TProdProcessing;
TradeProcessing: TTradeProcessing;
end;
var
MaxDist: integer;
{
Reporting
____________________________________________________________________
}
procedure GetCityAreaInfo(p, Loc: integer; var CityAreaInfo: TCityAreaInfo);
var
V21, Loc1, p1: integer;
Radius: TVicinity21Loc;
begin
{$IFOPT O-}assert(1 shl p and InvalidTreatyMap = 0); {$ENDIF}
with CityAreaInfo do
begin
V21_to_Loc(Loc, Radius);
for V21 := 0 to 26 do
begin
Loc1 := Radius[V21];
if (Loc1 < 0) or (Loc1 >= MapSize) then
Available[V21] := faInvalid
else
begin
p1 := RealMap[Loc1] shr 27;
if (p1 < nPl) and (p1 <> p) and (RW[p].Treaty[p1] >= trPeace) then
Available[V21] := faTreaty
else if (ZoCMap[Loc1] > 0) and (Occupant[Loc1] <> p) and
(RW[p].Treaty[Occupant[Loc1]] < trAlliance) then
Available[V21] := faSiege
else if (UsedByCity[Loc1] <> -1) and (UsedByCity[Loc1] <> Loc) then
Available[V21] := faNotAvailable
else
Available[V21] := faAvailable
end
end;
end
end;
function CanCityGrow(p, cix: integer): boolean;
begin
with RW[p].City[cix] do
result := (Size < MaxCitySize) and
((Size < NeedAqueductSize) or (Built[imAqueduct] = 1) and
(Size < NeedSewerSize) or (Built[imSewer] = 1));
end;
procedure DetermineCityProdProcessing(p, cix: integer;
var ProdProcessing: TProdProcessing);
begin
with RW[p].City[cix], ProdProcessing do
begin
ProdBonus := 0;
PollBonus := 0;
if Built[imFactory] = 1 then
inc(ProdBonus);
if Built[imMfgPlant] = 1 then
inc(ProdBonus);
if (Built[imPower] = 1) or (Built[imHydro] = 1) or (Built[imNuclear] = 1) or
(GWonder[woHoover].EffectiveOwner = p) then
ProdBonus := ProdBonus * 2;
if Built[imFactory] = 1 then
inc(PollBonus);
if Built[imMfgPlant] = 1 then
inc(PollBonus);
if (Built[imFactory] + Built[imMfgPlant] > 0) then
if (Built[imHydro] > 0) or (GWonder[woHoover].EffectiveOwner = p) then
dec(PollBonus)
else if (Built[imNuclear] = 0) and (Built[imPower] = 1) then
inc(PollBonus);
if (RW[p].Government <= gDespotism) or (Built[imRecycling] = 1) then
PollBonus := -2; // no pollution
PollThreshold := Size;
FutProdBonus := 0;
if RW[p].Tech[futProductionTechnology] > 0 then
begin // future tech benefits
if Built[imFactory] = 1 then
inc(FutProdBonus, FactoryFutureBonus * RW[p].Tech
[futProductionTechnology]);
if Built[imMfgPlant] = 1 then
inc(FutProdBonus, MfgPlantFutureBonus * RW[p].Tech
[futProductionTechnology]);
end;
end;
end;
procedure BoostProd(BaseProd: integer; ProdProcessing: TProdProcessing;
var Prod, Poll: integer);
begin
Poll := BaseProd * (2 + ProdProcessing.PollBonus) shr 1;
if Poll <= ProdProcessing.PollThreshold then
Poll := 0
else
dec(Poll, ProdProcessing.PollThreshold);
if ProdProcessing.FutProdBonus > 0 then
Prod := BaseProd * (100 + ProdProcessing.ProdBonus * 50 +
ProdProcessing.FutProdBonus) div 100
else
Prod := BaseProd * (2 + ProdProcessing.ProdBonus) shr 1;
end;
procedure DetermineCityTradeProcessing(p, cix, HappinessBeforeLux: integer;
var TradeProcessing: TTradeProcessing);
var
i, Dist: integer;
begin
with RW[p].City[cix], TradeProcessing do
begin
TaxBonus := 0;
ScienceBonus := 0;
if Built[imMarket] = 1 then
inc(TaxBonus, 2);
if Built[imBank] = 1 then
begin
inc(TaxBonus, 3);
if RW[p].NatBuilt[imStockEx] = 1 then
inc(TaxBonus, 3);
end;
LuxBonus := TaxBonus;
if Built[imLibrary] = 1 then
inc(ScienceBonus, 2);
if Built[imUniversity] = 1 then
inc(ScienceBonus, 3);
if Built[imResLab] = 1 then
inc(ScienceBonus, 3);
ScienceDoubling := 0;
if Built[imNatObs] > 0 then
inc(ScienceDoubling);
if RW[p].Government = gFundamentalism then
dec(ScienceDoubling)
else if (GWonder[woNewton].EffectiveOwner = p) and
(RW[p].Government = gMonarchy) then
inc(ScienceDoubling);
FlexibleLuxury := ((ServerVersion[p] >= $0100F1) and
(GWonder[woLiberty].EffectiveOwner = p) or (ServerVersion[p] < $0100F1)
and (GWonder[woMich].EffectiveOwner = p)) and
(RW[p].Government <> gAnarchy);
FutResBonus := 0;
if RW[p].Tech[futResearchTechnology] > 0 then
begin // future tech benefits
if Built[imUniversity] = 1 then
inc(FutResBonus, UniversityFutureBonus * RW[p].Tech
[futResearchTechnology]);
if Built[imResLab] = 1 then
inc(FutResBonus, ResLabFutureBonus * RW[p].Tech[futResearchTechnology]);
end;
if (RW[p].NatBuilt[imPalace] > 0) or (ServerVersion[p] < $010000) then
begin // calculate corruption
Dist := MaxDist;
for i := 0 to RW[p].nCity - 1 do
if (RW[p].City[i].Loc >= 0) and (RW[p].City[i].Built[imPalace] = 1) then
Dist := Distance(Loc, RW[p].City[i].Loc);
if (Dist = 0) or (CorrLevel[RW[p].Government] = 0) then
RelCorr := 0.0
else
begin
RelCorr := Dist / MaxDist;
if CorrLevel[RW[p].Government] > 1 then
RelCorr := Exp(ln(RelCorr) / CorrLevel[RW[p].Government]);
if Built[imCourt] = 1 then
RelCorr := RelCorr / 2;
// !!! floating point calculation always deterministic???
end
end
else if Built[imCourt] = 1 then
RelCorr := 0.5
else
RelCorr := 1.0;
HappyBase := Size + HappinessBeforeLux;
end
end;
procedure SplitTrade(Trade, TaxRate, LuxRate, Working: integer;
TradeProcessing: TTradeProcessing; var Corruption, Tax, Lux,
Science: integer);
var
plus: integer;
begin
Corruption := Trunc(Trade * TradeProcessing.RelCorr);
Tax := (TaxRate * (Trade - Corruption) + 50) div 100;
if TradeProcessing.FlexibleLuxury then
begin
plus := Working * 2 - TradeProcessing.HappyBase;
// required additional luxury
if plus > 0 then
begin
Lux := (4 * plus + 3 + TradeProcessing.LuxBonus)
div (4 + TradeProcessing.LuxBonus);
if Lux > Trade - Corruption then
Lux := Trade - Corruption;
if Tax > Trade - Corruption - Lux then
Tax := Trade - Corruption - Lux;
end
else
Lux := 0;
end
else if (LuxRate = 0) or (TaxRate = 100) then
Lux := 0
else
Lux := (LuxRate * (Trade - Corruption) + 49) div 100;
Science := Trade - Corruption - Lux - Tax;
Tax := Tax * (4 + TradeProcessing.TaxBonus) shr 2;
Lux := Lux * (4 + TradeProcessing.LuxBonus) shr 2;
if TradeProcessing.FutResBonus > 0 then
Science := Science * (100 + TradeProcessing.ScienceBonus * 25 +
TradeProcessing.FutResBonus) div 100
else
Science := Science * (4 + TradeProcessing.ScienceBonus) shr 2;
Science := Science shl 2 shr (2 - TradeProcessing.ScienceDoubling);
end;
function GetProjectCost(p, cix: integer): integer;
var
i: integer;
begin
with RW[p].City[cix] do
begin
if Project and cpImp = 0 then
begin
result := RW[p].Model[Project and cpIndex].Cost; { unit project }
if Project and cpConscripts <> 0 then
begin
i := RW[p].Model[Project and cpIndex].MCost;
result := result - 3 * i;
if result <= 0 then
result := i
end
else if RW[p].Model[Project and cpIndex].Cap[mcLine] > 0 then
if Project0 and (not cpAuto or cpRepeat) = Project and not cpAuto or cpRepeat
then
result := result shr 1
else
result := result * 2
end
else
begin { improvement project }
result := Imp[Project and cpIndex].Cost;
if (Project and cpIndex < 28) and (GWonder[woColossus].EffectiveOwner = p)
then
result := result * ColossusEffect div 100;
end;
result := result * BuildCostMod[Difficulty[p]] div 12;
end
end;
function GetSmallCityReport(p, cix: integer; var CityReport: TCityReport;
PCityReportEx: PCityReportEx = nil): integer;
var
i, uix, V21, Loc1, ForcedSupport, BaseHappiness, Control: integer;
ProdProcessing: TProdProcessing;
TradeProcessing: TTradeProcessing;
Radius: TVicinity21Loc;
UnitReport: TUnitReport;
RareOK: array [0 .. 3] of integer;
TileInfo: TTileInfo;
begin
with RW[p].City[cix], CityReport do
begin
if HypoTiles <= 0 then
HypoTiles := Tiles;
if HypoTax < 0 then
HypoTax := RW[p].TaxRate;
if HypoLux < 0 then
HypoLux := RW[p].LuxRate;
if (Flags and chCaptured <> 0) or (RW[p].Government = gAnarchy) then
begin
Working := 0;
for V21 := 1 to 26 do
if HypoTiles and (1 shl V21) <> 0 then
inc(Working); // for backward compatibility
if RW[p].Government = gFundamentalism then
begin
Happy := Size;
Control := Size
end // !!! old bug, kept for compatibility
else
begin
Happy := 0;
Control := 0
end;
BaseHappiness := BasicHappy * 2;
Support := 0;
Deployed := 0;
Eaten := Size * 2;
FoodRep := Size * 2;
ProdRep := 0;
Trade := 0;
PollRep := 0;
Corruption := 0;
Tax := 0;
Lux := 0;
Science := 0;
if PCityReportEx <> nil then
begin
PCityReportEx.Material := ProdRep;
PCityReportEx.BaseHappiness := BaseHappiness;
PCityReportEx.BaseControl := Control;
end;
end
else // not captured, no anarchy
begin
Control := 0;
BaseHappiness := BasicHappy * 2;
Happy := BasicHappy;
if (Built[imColosseum] > 0) then
begin
if (Happy < (Size + 1) shr 1) then
Happy := (Size + 1) shr 1;
if Size > 4 then
BaseHappiness := Size;
end;
for i := 0 to 27 do
if Built[i] = 1 then
begin
inc(Happy);
inc(BaseHappiness, 2)
end;
if Built[imTemple] = 1 then
begin
inc(Happy);
inc(BaseHappiness, 2)
end;
if Built[imCathedral] = 1 then
begin
inc(Happy, 2);
inc(BaseHappiness, 4);
if GWonder[woBach].EffectiveOwner = p then
begin
inc(Happy);
inc(BaseHappiness, 2)
end;
end;
if Built[imTheater] > 0 then
begin
inc(Happy, 2);
inc(BaseHappiness, 4)
end;
// calculate unit support
{$IFOPT O-}assert(InvalidTreatyMap = 0); {$ENDIF}
Support := 0;
ForcedSupport := 0;
Eaten := Size * 2;
Deployed := 0;
for uix := 0 to RW[p].nUn - 1 do
with RW[p].Un[uix] do
if (Loc >= 0) and (Home = cix) then
begin
GetUnitReport(p, uix, UnitReport);
inc(Eaten, UnitReport.FoodSupport);
if UnitReport.ReportFlags and urfAlwaysSupport <> 0 then
inc(ForcedSupport, UnitReport.ProdSupport)
else
inc(Support, UnitReport.ProdSupport);
if UnitReport.ReportFlags and urfDeployed <> 0 then
inc(Deployed);
end;
if Deployed >= Happy then
Happy := 0
else
dec(Happy, Deployed);
dec(Support, Size * SupportFree[RW[p].Government] shr 1);
if Support < 0 then
Support := 0;
inc(Support, ForcedSupport);
{ control }
case RW[p].Government of
gDespotism:
for uix := 0 to RW[p].nUn - 1 do
if (RW[p].Un[uix].Loc = Loc) and
(RW[p].Model[RW[p].Un[uix].mix].Kind = mkSpecial_TownGuard) then
begin
inc(Happy);
inc(Control, 2)
end;
gFundamentalism:
begin
BaseHappiness := 0; // done by control
Happy := Size;
Control := Size
end;
end;
// collect processing parameters
DetermineCityProdProcessing(p, cix, ProdProcessing);
DetermineCityTradeProcessing(p, cix, BaseHappiness + Control - 2 *
Deployed, TradeProcessing);
// collect resources
Working := 0;
FoodRep := 0;
ProdRep := 0;
Trade := 0;
FillChar(RareOK, SizeOf(RareOK), 0);
V21_to_Loc(Loc, Radius);
for V21 := 1 to 26 do
if HypoTiles and (1 shl V21) <> 0 then
begin { sum resources of exploited tiles }
Loc1 := Radius[V21];
if (Loc1 < 0) or (Loc1 >= MapSize) then
// HypoTiles go beyond map border!
begin
result := eInvalid;
exit
end;
GetTileInfo(p, cix, Loc1, TileInfo);
inc(FoodRep, TileInfo.Food);
inc(ProdRep, TileInfo.Prod);
inc(Trade, TileInfo.Trade);
if (RealMap[Loc1] and fModern <> 0) and
(RW[p].Tech[adMassProduction] >= tsApplicable) then
inc(RareOK[RealMap[Loc1] shr 25 and 3]);
inc(Working)
end;
if Built[imAlgae] = 1 then
inc(FoodRep, 12);
if PCityReportEx <> nil then
begin
PCityReportEx.Material := ProdRep;
PCityReportEx.BaseHappiness := BaseHappiness;
PCityReportEx.BaseControl := Control;
PCityReportEx.ProdProcessing := ProdProcessing;
PCityReportEx.TradeProcessing := TradeProcessing;
end;
BoostProd(ProdRep, ProdProcessing, ProdRep, PollRep);
SplitTrade(Trade, HypoTax, HypoLux, Working, TradeProcessing, Corruption,
Tax, Lux, Science);
Happy := Happy + (Lux + Size and 1) shr 1;
// new style disorder requires 1 lux less for cities with odd size
// check if rare resource available
if (GTestFlags and tfNoRareNeed = 0) and (ProdRep > Support) and
(Project and cpImp <> 0) and ((Project and cpIndex = imShipComp) and
(RareOK[1] = 0) or (Project and cpIndex = imShipPow) and (RareOK[2] = 0)
or (Project and cpIndex = imShipHab) and (RareOK[3] = 0)) then
ProdRep := Support;
end;
end;
result := eOk;
end; { GetSmallCityReport }
function GetCityReport(p, cix: integer; var CityReport: TCityReport): integer;
begin
result := GetSmallCityReport(p, cix, CityReport);
CityReport.Storage := StorageSize[Difficulty[p]];
CityReport.ProdCost := GetProjectCost(p, cix);
end;
function GetCityReportNew(p, cix: integer;
var CityReportNew: TCityReportNew): integer;
var
CityReport: TCityReport;
CityReportEx: TCityReportEx;
begin
with CityReportNew do
begin
CityReport.HypoTiles := HypoTiles;
CityReport.HypoTax := HypoTaxRate;
CityReport.HypoLux := HypoLuxuryRate;
result := GetSmallCityReport(p, cix, CityReport, @CityReportEx);
FoodSupport := CityReport.Eaten - 2 * RW[p].City[cix].Size;
MaterialSupport := CityReport.Support;
ProjectCost := GetProjectCost(p, cix);
Storage := StorageSize[Difficulty[p]];
Deployed := CityReport.Deployed;
Morale := CityReportEx.BaseHappiness;
CollectedControl := CityReportEx.BaseControl +
(RW[p].City[cix].Size - CityReport.Working) * 2;
CollectedFood := CityReport.FoodRep;
CollectedMaterial := CityReportEx.Material;
CollectedTrade := CityReport.Trade;
Working := CityReport.Working;
Production := CityReport.ProdRep - CityReport.Support;
AddPollution := CityReport.PollRep;
Corruption := CityReport.Corruption;
Tax := CityReport.Tax;
Science := CityReport.Science;
Luxury := CityReport.Lux;
FoodSurplus := CityReport.FoodRep - CityReport.Eaten;
HappinessBalance := Morale + Luxury + CollectedControl - RW[p].City[cix]
.Size - 2 * Deployed;
end;
end;
{
Internal Tile Picking
____________________________________________________________________
}
procedure NextBest(p, cix: integer; var SelectedLoc, SelectedV21: integer);
{ best tile unused but available by city cix }
var
Resources, Most, Loc1, p1, V21: integer;
TileInfo: TTileInfo;
Radius: TVicinity21Loc;
begin
{$IFOPT O-}assert(1 shl p and InvalidTreatyMap = 0); {$ENDIF}
Most := 0;
SelectedLoc := -1;
SelectedV21 := -1;
with RW[p].City[cix] do
begin
V21_to_Loc(Loc, Radius);
for V21 := 1 to 26 do
begin
Loc1 := Radius[V21];
if (Loc1 >= 0) and (Loc1 < MapSize) and (UsedByCity[Loc1] = -1) then
begin
p1 := RealMap[Loc1] shr 27;
if ((p1 = nPl) or (p1 = p) or (RW[p].Treaty[p1] < trPeace)) and
((ZoCMap[Loc1] = 0) or (Occupant[Loc1] = p) or
(RW[p].Treaty[Occupant[Loc1]] = trAlliance)) then
begin
GetTileInfo(p, cix, Loc1, TileInfo);
Resources := TileInfo.Food shl 16 + TileInfo.Prod shl 8 +
TileInfo.Trade;
{ priority: 1.food - 2.prod - 3.trade }
if Resources > Most then
begin
SelectedLoc := Loc1;
SelectedV21 := V21;
Most := Resources
end
end
end
end;
end;
end;
procedure NextWorst(p, cix: integer; var SelectedLoc, SelectedV21: integer);
{ worst tile used by city cix }
var
Resources, Least, Loc1, V21: integer;
Radius: TVicinity21Loc;
TileInfo: TTileInfo;
begin
Least := MaxInt;
SelectedLoc := -1;
SelectedV21 := -1;
with RW[p].City[cix] do
begin
V21_to_Loc(Loc, Radius);
for V21 := 1 to 26 do
if V21 <> CityOwnTile then
begin
Loc1 := Radius[V21];
if (Loc1 >= 0) and (Loc1 < MapSize) and (1 shl V21 and Tiles <> 0) then
begin
GetTileInfo(p, cix, Loc1, TileInfo);
Resources := TileInfo.Food shl 16 + TileInfo.Prod shl 8 +
TileInfo.Trade;
{ priority: 1.food - 2.prod - 3.trade }
if Resources < Least then
begin
SelectedLoc := Loc1;
SelectedV21 := V21;
Least := Resources
end
end;
end
end
end;
function NextPoll(p, cix: integer): integer;
var
Resources, Best, dx, dy, Loc1, Dist, BestDist, V21, pTerr: integer;
Radius: TVicinity21Loc;
TileInfo: TTileInfo;
begin
BestDist := MaxInt;
{$IFOPT O-}assert(1 shl p and InvalidTreatyMap = 0); {$ENDIF}
Best := 0;
result := -1;
with RW[p].City[cix] do
begin
V21_to_Loc(Loc, Radius);
for V21 := 1 to 26 do
if V21 <> CityOwnTile then
begin
Loc1 := Radius[V21];
if (Loc1 >= 0) and (Loc1 < MapSize) and
(RealMap[Loc1] and fTerrain >= fGrass) and
(RealMap[Loc1] and (fPoll or fDeadLands or fCity) = 0) then
begin
pTerr := RealMap[Loc1] shr 27;
if (pTerr = nPl) or (pTerr = p) or (RW[p].Treaty[pTerr] < trPeace)
then
begin
GetTileInfo(p, cix, Loc1, TileInfo);
Resources := TileInfo.Prod shl 16 + TileInfo.Trade shl 8 +
TileInfo.Food;
{ priority: 1.prod - 2.trade - 3.food }
dy := V21 shr 2 - 3;
dx := V21 and 3 shl 1 - 3 + (dy + 3) and 1;
Dist := abs(dx) + abs(dy) + abs(abs(dx) - abs(dy)) shr 1;
if (Resources > Best) or (Resources = Best) and (Dist < BestDist)
then
begin
result := Loc1;
Best := Resources;
BestDist := Dist;
end;
end;
end;
end;
end;
end;
function AddBestCityTile(p, cix: integer): boolean;
var
TileLoc, V21: integer;
begin
NextBest(p, cix, TileLoc, V21);
result := TileLoc >= 0;
if result then
with RW[p].City[cix] do
begin
assert(1 shl V21 and Tiles = 0);
Tiles := Tiles or (1 shl V21);
UsedByCity[TileLoc] := Loc
end
end;
procedure CityGrowth(p, cix: integer);
var
TileLoc, V21: integer;
AltCityReport: TCityReport;
begin
with RW[p].City[cix] do
begin
inc(Size);
NextBest(p, cix, TileLoc, V21);
if TileLoc >= 0 then
begin { test whether exploitation of tile would lead to disorder }
AltCityReport.HypoTiles := Tiles + 1 shl V21;
AltCityReport.HypoTax := -1;
AltCityReport.HypoLux := -1;
GetSmallCityReport(p, cix, AltCityReport);
if AltCityReport.Working - AltCityReport.Happy <= Size shr 1 then
// !!! change to new style disorder
begin { no disorder -- exploit tile }
assert(1 shl V21 and Tiles = 0);
Tiles := Tiles or (1 shl V21);
UsedByCity[TileLoc] := Loc
end
end;
end
end;
procedure CityShrink(p, cix: integer);
var
TileLoc, V21, Working: integer;
AltCityReport: TCityReport;
begin
with RW[p].City[cix] do
begin
Working := 0;
for V21 := 1 to 26 do
if Tiles and (1 shl V21) <> 0 then
inc(Working);
dec(Size);
if Food > StorageSize[Difficulty[p]] then
Food := StorageSize[Difficulty[p]];
NextWorst(p, cix, TileLoc, V21);
if Working > Size then
begin { all citizens were working -- worst tile no longer exploited }
assert(1 shl V21 and Tiles <> 0);
Tiles := Tiles and not(1 shl V21);
UsedByCity[TileLoc] := -1
end
else { test whether exploitation of tile would lead to disorder }
begin
AltCityReport.HypoTiles := -1;
AltCityReport.HypoTax := -1;
AltCityReport.HypoLux := -1;
GetSmallCityReport(p, cix, AltCityReport);
if AltCityReport.Working - AltCityReport.Happy > Size shr 1 then
// !!! change to new style disorder
begin { disorder -- don't exploit tile }
assert(1 shl V21 and Tiles <> 0);
Tiles := Tiles and not(1 shl V21);
UsedByCity[TileLoc] := -1
end
end;
end
end;
procedure Pollute(p, cix: integer);
var
PollutionLoc: integer;
begin
with RW[p].City[cix] do
begin
Pollution := Pollution - MaxPollution;
PollutionLoc := NextPoll(p, cix);
if PollutionLoc >= 0 then
begin
inc(Flags, chPollution);
RealMap[PollutionLoc] := RealMap[PollutionLoc] or fPoll;
end
end;
end;
{
Turn Processing
____________________________________________________________________
}
procedure PayCityMaintenance(p, cix: integer);
var
i: integer;
begin
with RW[p], City[cix] do
for i := 28 to nImp - 1 do
if (Built[i] > 0) and (Project0 and (cpImp or cpIndex) <> (cpImp or i))
then // don't pay maintenance when just completed
begin
dec(Money, Imp[i].Maint);
if Money < 0 then
begin { out of money - sell improvement }
inc(Money, Imp[i].Cost * BuildCostMod[Difficulty[p]] div 12);
Built[i] := 0;
if Imp[i].Kind <> ikCommon then
begin
assert(i <> imSpacePort);
// never sell automatically! (solution: no maintenance)
NatBuilt[i] := 0;
if i = imGrWall then
GrWallContinent[p] := -1;
end;
inc(Flags, chImprovementLost)
end
end;
end;
procedure CollectCityResources(p, cix: integer);
var
CityStorage, CityProjectCost: integer;
CityReport: TCityReportNew;
Disorder: boolean;
begin
with RW[p], City[cix], CityReport do
if Flags and chCaptured <> 0 then
begin
Flags := Flags and not chDisorder;
dec(Flags, $10000);
if Flags and chCaptured = 0 then
Flags := Flags or chAfterCapture;
end
else if Government = gAnarchy then
Flags := Flags and not chDisorder
else
begin
HypoTiles := -1;
HypoTaxRate := -1;
HypoLuxuryRate := -1;
GetCityReportNew(p, cix, CityReport);
CityStorage := StorageSize[Difficulty[p]];
CityProjectCost := GetProjectCost(p, cix);
Disorder := (HappinessBalance < 0);
if Disorder and (Flags and chDisorder <> 0) then
CollectedMaterial := 0; // second turn disorder
if Disorder then
Flags := Flags or chDisorder
else
Flags := Flags and not chDisorder;
if not Disorder and ((Government = gFuture) or (Size >= NeedAqueductSize)
and (FoodSurplus < 2)) and (FoodSurplus > 0) then
inc(Money, FoodSurplus)
else if not(Disorder and (FoodSurplus > 0)) then
begin { calculate new food storage }
Food := Food + FoodSurplus;
if ((GTestFlags and tfImmGrow <> 0) or (Food >= CityStorage) and
(Food - FoodSurplus < CityStorage)) // only warn once
and (Size < MaxCitySize) and
(Project and (cpImp + cpIndex) <> cpImp + imAqueduct) and
(Project and (cpImp + cpIndex) <> cpImp + imSewer) and
not CanCityGrow(p, cix) then
inc(Flags, chNoGrowthWarning);
end;
if Prod > CityProjectCost then
begin
inc(Money, Prod - CityProjectCost);
Prod := CityProjectCost
end;
if Production < 0 then
Flags := Flags or chUnitLost
else if not Disorder and (Flags and chProductionSabotaged = 0) then
if Project and (cpImp + cpIndex) = cpImp + imTrGoods then
inc(Money, Production)
else
inc(Prod, Production);
if not Disorder then
begin
{ sum research points and taxes }
inc(Research, Science);
inc(Money, Tax);
Pollution := Pollution + AddPollution;
end;
end;
end;
function CityTurn(p, cix: integer): boolean;
// return value: whether city keeps existing
var
i, uix, cix2, p1, SizeMod, CityStorage, CityProjectCost, NewImp, Det,
TestDet: integer;
LackOfMaterial, CheckGrow, DoProd, IsActive: boolean;
begin
with RW[p], City[cix] do
begin
SizeMod := 0;
CityStorage := StorageSize[Difficulty[p]];
CityProjectCost := GetProjectCost(p, cix);
LackOfMaterial := Flags and chUnitLost <> 0;
Flags := Flags and not chUnitLost;
IsActive := (Government <> gAnarchy) and (Flags and chCaptured = 0);
CheckGrow := (Flags and chDisorder = 0) and IsActive and
(Government <> gFuture);
if CheckGrow and (GTestFlags and tfImmGrow <> 0) then { fast growth }
begin
if CanCityGrow(p, cix) then
inc(SizeMod)
end
else if CheckGrow and (Food >= CityStorage) then { normal growth }
begin
if CanCityGrow(p, cix) then
begin
if Built[imGranary] = 1 then
dec(Food, CityStorage shr 1)
else
dec(Food, CityStorage);
inc(SizeMod)
end
end
else if Food < 0 then { famine }
begin
Food := 0;
// check if settlers or conscripts there to disband
uix := -1;
for i := 0 to nUn - 1 do
if (Un[i].Loc >= 0) and (Un[i].Home = cix) and
((Model[Un[i].mix].Kind = mkSettler)
{ and (GWonder[woFreeSettlers].EffectiveOwner<>p) }
or (Un[i].Flags and unConscripts <> 0)) and
((uix = -1) or (Model[Un[i].mix].Cost < Model[Un[uix].mix].Cost) or
(Model[Un[i].mix].Cost = Model[Un[uix].mix].Cost) and
(Un[i].Exp < Un[uix].Exp)) then
uix := i;
if uix >= 0 then
begin
RemoveUnit_UpdateMap(p, uix);
inc(Flags, chUnitLost);
end
else
begin
dec(SizeMod);
inc(Flags, chPopDecrease)
end
end;
if Food > CityStorage then
Food := CityStorage;
if LackOfMaterial then
begin
if Flags and chUnitLost = 0 then
begin { one unit lost }
uix := -1;
Det := MaxInt;
for i := 0 to nUn - 1 do
if (Un[i].Loc >= 0) and (Un[i].Home = cix) then
with Model[Un[i].mix] do
begin
if Kind = mkSpecial_TownGuard then
TestDet := Un[i].Health + Un[i].Exp shl 8
// disband townguards first
else
begin
TestDet := Un[i].Health + Un[i].Exp shl 8 + Cost shl 16;
// value of unit
if Flags and mdDoubleSupport <> 0 then
TestDet := TestDet shr 1;
// double support, tend to disband first
end;
if TestDet < Det then
begin
uix := i;
Det := TestDet
end;
end;
if uix >= 0 then
begin
RemoveUnit_UpdateMap(p, uix);
inc(Flags, chUnitLost);
end
end
end;
if GTestFlags and tfImmImprove <> 0 then
Prod := CityProjectCost;
DoProd := (Project and (cpImp + cpIndex) <> cpImp + imTrGoods) and
(Prod >= CityProjectCost);
// check if wonder already built
if (Project and cpImp <> 0) and (Project and cpIndex < 28) and
(GWonder[Project and cpIndex].CityID <> -1) then
begin
inc(Flags, chOldWonder);
DoProd := false;
end;
// check if producing settlers would disband city
if DoProd and (Project and (cpImp or cpDisbandCity) = 0) and
((Size + SizeMod - 2 < 2) and
(Model[Project and cpIndex].Kind = mkSettler) or (Size + SizeMod - 1 < 2)
and ((Model[Project and cpIndex].Kind = mkSlaves) or
(Project and cpConscripts <> 0))) then
begin
inc(Flags, chNoSettlerProd);
DoProd := false;
end;
if DoProd then
begin { project complete }
dec(Prod, CityProjectCost);
if Project and cpImp = 0 then { produce unit }
begin
if nUn < numax then
begin
CreateUnit(p, Project and cpIndex);
Un[nUn - 1].Loc := Loc;
with Un[nUn - 1] do
begin
Home := cix;
if (Model[mix].Domain < dSea) and (Built[imElite] = 1) then
Exp := ExpCost * (nExp - 1) { elite }
else if (Model[mix].Domain < dSea) and (Built[imBarracks] = 1) or
(Model[mix].Domain = dSea) and (Built[imDockyard] = 1) or
(Model[mix].Domain = dAir) and (Built[imAirport] = 1) then
Exp := ExpCost * 2; { vet }
if Project and cpConscripts <> 0 then
Flags := Flags or unConscripts
end;
PlaceUnit(p, nUn - 1);
UpdateUnitMap(Loc);
if Model[Project and cpIndex].Kind = mkSettler then
dec(SizeMod, 2) { settler produced - city shrink }
else if (Model[Project and cpIndex].Kind = mkSlaves) or
(Project and cpConscripts <> 0) then
dec(SizeMod); { slaves/conscripts produced - city shrink }
end;
Project0 := Project or cpRepeat or cpCompleted;
end
else if Imp[Project and cpIndex].Kind = ikShipPart then
begin { produce ship parts }
inc(GShip[p].Parts[Project and cpIndex - imShipComp]);
Project0 := Project or cpCompleted;
end
else { produce improvement }
begin
NewImp := Project and cpIndex;
inc(Money, Prod); { change rest to money }
Project0 := Project or cpCompleted;
Project := cpImp + imTrGoods;
Prod := 0;
if Imp[NewImp].Kind in [ikNatLocal, ikNatGlobal] then
begin // nat. project
for i := 0 to nCity - 1 do
if (City[i].Loc >= 0) and (City[i].Built[NewImp] = 1) then
begin { allowed only once }
inc(Money, Imp[NewImp].Cost * BuildCostMod[Difficulty[p]] div 12);
City[i].Built[NewImp] := 0;
end;
NatBuilt[NewImp] := 1;
// immediate nat. project effects
case NewImp of
imGrWall:
GrWallContinent[p] := Continent[Loc];
end;
end;
if NewImp < 28 then
begin // wonder
GWonder[NewImp].CityID := ID;
GWonder[NewImp].EffectiveOwner := p;
CheckExpiration(NewImp);
// immediate wonder effects
case NewImp of
woEiffel:
begin // reactivate wonders
for i := 0 to 27 do
if Imp[i].Expiration >= 0 then
for cix2 := 0 to nCity - 1 do
if (City[cix2].Loc >= 0) and (City[cix2].Built[i] = 1)
then
GWonder[i].EffectiveOwner := p
end;
woLighthouse:
CheckSpecialModels(p, preLighthouse);
woLeo:
begin
inc(Research, TechBaseCost(nTech[p], Difficulty[p]) +
TechBaseCost(nTech[p] + 2, Difficulty[p]));
CheckSpecialModels(p, preLeo);
end;
woPyramids:
CheckSpecialModels(p, preBuilder);
woMir:
begin
for p1 := 0 to nPl - 1 do
if (p1 <> p) and (1 shl p1 and GAlive <> 0) then
begin
if RW[p].Treaty[p1] = trNoContact then
IntroduceEnemy(p, p1);
GiveCivilReport(p, p1);
GiveMilReport(p, p1)
end;
end
end;
end;
for i := 0 to nImpReplacement - 1 do // sell obsolete buildings
if (ImpReplacement[i].NewImp = NewImp) and
(Built[ImpReplacement[i].OldImp] > 0) then
begin
inc(RW[p].Money, Imp[ImpReplacement[i].OldImp].Cost * BuildCostMod
[Difficulty[p]] div 12);
Built[ImpReplacement[i].OldImp] := 0;
end;
if NewImp in [imPower, imHydro, imNuclear] then
for i := 0 to nImp - 1 do
if (i <> NewImp) and (i in [imPower, imHydro, imNuclear]) and
(Built[i] > 0) then
begin // sell obsolete power plant
inc(RW[p].Money, Imp[i].Cost * BuildCostMod[Difficulty[p]
] div 12);
Built[i] := 0;
end;
Built[NewImp] := 1;
end;
Prod0 := Prod;
inc(Flags, chProduction)
end
else
begin
Project0 := Project0 and not cpCompleted;
if Project0 and not cpAuto <> Project and not cpAuto then
Project0 := Project;
Prod0 := Prod;
end;
if SizeMod > 0 then
begin
CityGrowth(p, cix);
inc(Flags, chPopIncrease);
end;
result := Size + SizeMod >= 2;
if result then
while SizeMod < 0 do
begin
CityShrink(p, cix);
inc(SizeMod)
end;
end
end; // CityTurn
{
Tile Access
____________________________________________________________________
}
function SetCityTiles(p, cix, NewTiles: integer;
TestOnly: boolean = false): integer;
var
V21, Working, ChangeTiles, AddTiles, Loc1: integer;
CityAreaInfo: TCityAreaInfo;
Radius: TVicinity21Loc;
begin
with RW[p].City[cix] do
begin
ChangeTiles := NewTiles xor integer(Tiles);
AddTiles := NewTiles and not Tiles;
if Mode = moPlaying then
begin // do all checks
if NewTiles and not $67F7F76 <> 0 then
begin
result := eInvalid;
exit
end; // invalid tile index included
if NewTiles and (1 shl 13) = 0 then
begin
result := eViolation;
exit
end; // city tile must be exploited
if ChangeTiles = 0 then
begin
result := eNotChanged;
exit
end;
if AddTiles <> 0 then
begin
// check if new tiles possible
GetCityAreaInfo(p, Loc, CityAreaInfo);
for V21 := 1 to 26 do
if AddTiles and (1 shl V21) <> 0 then
if CityAreaInfo.Available[V21] <> faAvailable then
begin
result := eTileNotAvailable;
exit
end;
// not more tiles than inhabitants
Working := 0;
for V21 := 1 to 26 do
if NewTiles and (1 shl V21) <> 0 then
inc(Working);
if Working > Size then
begin
result := eNoWorkerAvailable;
exit
end;
end;
end;
result := eOk;
if not TestOnly then
begin
V21_to_Loc(Loc, Radius);
for V21 := 1 to 26 do
if ChangeTiles and (1 shl V21) <> 0 then
begin
Loc1 := Radius[V21];
assert((Loc1 >= 0) and (Loc1 < MapSize));
if NewTiles and (1 shl V21) <> 0 then
UsedByCity[Loc1] := Loc // employ tile
else if UsedByCity[Loc1] <> Loc then
assert(Mode < moPlaying)
// should only happen during loading, because of wrong sSetCityTiles command order
else
UsedByCity[Loc1] := -1 // unemploy tile
end;
Tiles := NewTiles
end
end;
end;
procedure GetCityTileAdvice(p, cix: integer; var Advice: TCityTileAdviceData);
const
oFood = 0;
oProd = 1;
oTax = 2;
oScience = 3;
type
TTileData = record
Food, Prod, Trade, SubValue, V21: integer;
end;
var
i, V21, Loc1, nHierarchy, iH, iT, iH_Switch, MinWorking, MaxWorking,
WantedProd, MinFood, MinProd, count, Take, MaxTake, AreaSize, FormulaCode,
NeedRare, RareTiles, cix1, dx, dy, BestTiles, ProdBeforeBoost, TestTiles,
SubPlus, SuperPlus: integer;
SuperValue, BestSuperValue, SubValue, BestSubValue: integer;
Value, BestValue, ValuePlus: extended;
ValueFormula_Weight: array [oFood .. oScience] of extended;
ValueFormula_Multiply: array [oFood .. oScience] of boolean;
Output: array [oFood .. oScience] of integer;
TileInfo, BaseTileInfo: TTileInfo;
Radius, Radius1: TVicinity21Loc;
TestReport: TCityReport;
CityReportEx: TCityReportEx;
CityAreaInfo: TCityAreaInfo;
Hierarchy: array [0 .. 20, 0 .. 31] of TTileData;
nTile, nSelection: array [0 .. 20] of integer;
SubCriterion: array [0 .. 27] of integer;
FoodWasted, FoodToTax, ProdToTax, RareOK, NeedStep2, IsBest: boolean;
begin
if (RW[p].Government = gAnarchy) or (RW[p].City[cix].Flags and chCaptured <> 0)
then
begin
FillChar(Advice.CityReport, SizeOf(Advice.CityReport), 0);
Advice.Tiles := 1 shl CityOwnTile;
Advice.CityReport.HypoTiles := 1 shl CityOwnTile;
exit;
end;
for i := oFood to oScience do
begin // decode evaluation formula from weights parameter
FormulaCode := Advice.ResourceWeights shr (24 - 8 * i) and $FF;
ValueFormula_Multiply[i] := FormulaCode and $80 <> 0;
if FormulaCode and $40 <> 0 then
ValueFormula_Weight[i] := (FormulaCode and $0F) *
(1 shl (FormulaCode and $30 shr 4)) / 16
else
ValueFormula_Weight[i] := (FormulaCode and $0F) *
(1 shl (FormulaCode and $30 shr 4));
end;
TestReport.HypoTiles := 1 shl CityOwnTile;
TestReport.HypoTax := -1;
TestReport.HypoLux := -1;
GetSmallCityReport(p, cix, TestReport, @CityReportEx);
with RW[p].City[cix] do
begin
V21_to_Loc(Loc, Radius);
FoodToTax := RW[p].Government = gFuture;
ProdToTax := Project and (cpImp + cpIndex) = cpImp + imTrGoods;
FoodWasted := not FoodToTax and (Food = StorageSize[Difficulty[p]]) and
not CanCityGrow(p, cix);
// sub criteria
for V21 := 1 to 26 do
begin
Loc1 := Radius[V21];
if Loc1 >= 0 then
SubCriterion[V21] := 3360 - (Distance(Loc, Loc1) - 1) * 32 -
V21 xor $15;
end;
for cix1 := 0 to RW[p].nCity - 1 do
if cix1 <> cix then
begin
Loc1 := RW[p].City[cix1].Loc;
if Loc1 >= 0 then
begin
if Distance(Loc, Loc1) <= 10 then
begin // cities overlap -- prefer tiles outside common range
V21_to_Loc(Loc1, Radius1);
for V21 := 1 to 26 do
begin
Loc1 := Radius1[V21];
if (Loc1 >= 0) and (Loc1 < MapSize) and (Distance(Loc, Loc1) <= 5)
then
begin
dxdy(Loc, Loc1, dx, dy);
dec(SubCriterion[(dy + 3) shl 2 + (dx + 3) shr 1], 160);
end
end
end
end
end;
GetCityAreaInfo(p, Loc, CityAreaInfo);
AreaSize := 0;
for V21 := 1 to 26 do
if CityAreaInfo.Available[V21] = faAvailable then
inc(AreaSize);
if RW[p].Government = gFundamentalism then
begin
MinWorking := Size;
MaxWorking := Size;
end
else
begin
MinWorking := CityReportEx.TradeProcessing.HappyBase shr 1;
if MinWorking > Size then
MinWorking := Size;
if (RW[p].LuxRate = 0) and not CityReportEx.TradeProcessing.FlexibleLuxury
then
MaxWorking := MinWorking
else
MaxWorking := Size;
end;
if MaxWorking > AreaSize then
begin
MaxWorking := AreaSize;
if MinWorking > AreaSize then
MinWorking := AreaSize;
end;
if TestReport.Support = 0 then
WantedProd := 0
else
WantedProd := 1 + (TestReport.Support * 100 - 1)
div (100 + CityReportEx.ProdProcessing.ProdBonus * 50 +
CityReportEx.ProdProcessing.FutProdBonus);
// consider resources for ship parts
NeedRare := 0;
if (GTestFlags and tfNoRareNeed = 0) and (Project and cpImp <> 0) then
case Project and cpIndex of
imShipComp:
NeedRare := fCobalt;
imShipPow:
NeedRare := fUranium;
imShipHab:
NeedRare := fMercury;
end;
if NeedRare > 0 then
begin
RareTiles := 0;
for V21 := 1 to 26 do
begin
Loc1 := Radius[V21];
if (Loc1 >= 0) and (Loc1 < MapSize) and
(RealMap[Loc1] and fModern = cardinal(NeedRare)) then
RareTiles := RareTiles or (1 shl V21);
end
end;
// step 1: sort tiles to hierarchies
nHierarchy := 0;
for V21 := 1 to 26 do // non-rare tiles
if (CityAreaInfo.Available[V21] = faAvailable) and
((NeedRare = 0) or (1 shl V21 and RareTiles = 0)) then
begin
Loc1 := Radius[V21];
assert((Loc1 >= 0) and (Loc1 < MapSize));
GetTileInfo(p, cix, Loc1, TileInfo);
if V21 = CityOwnTile then
BaseTileInfo := TileInfo
else
begin
iH := 0;
while iH < nHierarchy do
begin
iT := 0;
while (iT < nTile[iH]) and (TileInfo.Food <= Hierarchy[iH, iT].Food)
and (TileInfo.Prod <= Hierarchy[iH, iT].Prod) and
(TileInfo.Trade <= Hierarchy[iH, iT].Trade) and
not((TileInfo.Food = Hierarchy[iH, iT].Food) and
(TileInfo.Prod = Hierarchy[iH, iT].Prod) and
(TileInfo.Trade = Hierarchy[iH, iT].Trade) and
(SubCriterion[V21] >= SubCriterion[Hierarchy[iH, iT].V21])) do
inc(iT);
if (iT = nTile[iH]) // new worst tile in this hierarchy
or ((TileInfo.Food >= Hierarchy[iH, iT].Food)
// new middle tile in this hierarchy
and (TileInfo.Prod >= Hierarchy[iH, iT].Prod) and
(TileInfo.Trade >= Hierarchy[iH, iT].Trade)) then
break; // insert position found!
inc(iH);
end;
if iH = nHierarchy then
begin // need to start new hierarchy
nTile[iH] := 0;
inc(nHierarchy);
iT := 0;
end;
move(Hierarchy[iH, iT], Hierarchy[iH, iT + 1],
(nTile[iH] - iT) * SizeOf(TTileData));
inc(nTile[iH]);
Hierarchy[iH, iT].V21 := V21;
Hierarchy[iH, iT].Food := TileInfo.Food;
Hierarchy[iH, iT].Prod := TileInfo.Prod;
Hierarchy[iH, iT].Trade := TileInfo.Trade;
Hierarchy[iH, iT].SubValue := SubCriterion[V21];
end
end;
if NeedRare <> 0 then
begin // rare tiles need own hierarchy
iH := nHierarchy;
for V21 := 1 to 26 do
if (CityAreaInfo.Available[V21] = faAvailable) and
(1 shl V21 and RareTiles <> 0) then
begin
Loc1 := Radius[V21];
assert((V21 <> CityOwnTile) and (Loc1 >= 0) and (Loc1 < MapSize));
GetTileInfo(p, cix, Loc1, TileInfo);
if iH = nHierarchy then
begin // need to start new hierarchy
nTile[iH] := 0;
inc(nHierarchy);
iT := 0;
end
else
iT := nTile[iH];
inc(nTile[iH]);
Hierarchy[iH, iT].V21 := V21;
Hierarchy[iH, iT].Food := TileInfo.Food; // = 0
Hierarchy[iH, iT].Prod := TileInfo.Prod; // = 1
Hierarchy[iH, iT].Trade := TileInfo.Trade; // = 0
Hierarchy[iH, iT].SubValue := SubCriterion[V21];
end;
end;
if Built[imAlgae] > 0 then
inc(BaseTileInfo.Food, 12);
// step 2: summarize resources
for iH := 0 to nHierarchy - 1 do
begin
move(Hierarchy[iH, 0], Hierarchy[iH, 1], nTile[iH] * SizeOf(TTileData));
Hierarchy[iH, 0].Food := 0;
Hierarchy[iH, 0].Prod := 0;
Hierarchy[iH, 0].Trade := 0;
Hierarchy[iH, 0].SubValue := 0;
Hierarchy[iH, 0].V21 := 0;
for iT := 1 to nTile[iH] do
begin
inc(Hierarchy[iH, iT].Food, Hierarchy[iH, iT - 1].Food);
inc(Hierarchy[iH, iT].Prod, Hierarchy[iH, iT - 1].Prod);
inc(Hierarchy[iH, iT].Trade, Hierarchy[iH, iT - 1].Trade);
inc(Hierarchy[iH, iT].SubValue, Hierarchy[iH, iT - 1].SubValue);
Hierarchy[iH, iT].V21 := 1 shl Hierarchy[iH, iT].V21 +
Hierarchy[iH, iT - 1].V21;
end;
end;
// step 3: try all combinations
BestValue := 0.0;
BestSuperValue := 0;
BestSubValue := 0;
BestTiles := 0;
FillChar(nSelection, SizeOf(nSelection), 0);
TestReport.FoodRep := BaseTileInfo.Food;
ProdBeforeBoost := BaseTileInfo.Prod;
TestReport.Trade := BaseTileInfo.Trade;
TestReport.Working := 1;
MinFood := 0;
MinProd := 0;
iH_Switch := nHierarchy;
count := 0;
repeat
// ensure minima
iH := 0;
while (TestReport.Working < MaxWorking) and (iH < iH_Switch) and
((TestReport.Working < MinWorking) or
(TestReport.FoodRep < TestReport.Eaten) or
(ProdBeforeBoost < WantedProd)) do
begin
assert(nSelection[iH] = 0);
Take := MinWorking - TestReport.Working;
if Take > nTile[iH] then
Take := nTile[iH]
else
begin
if Take < 0 then
Take := 0;
MaxTake := nTile[iH];
if TestReport.Working + MaxTake > MaxWorking then
MaxTake := MaxWorking - TestReport.Working;
while (Take < MaxTake) and
(TestReport.FoodRep + Hierarchy[iH, Take].Food < MinFood) do
inc(Take);
while (Take < MaxTake) and
(ProdBeforeBoost + Hierarchy[iH, Take].Prod < MinProd) do
inc(Take);
end;
nSelection[iH] := Take;
inc(TestReport.Working, Take);
with Hierarchy[iH, Take] do
begin
inc(TestReport.FoodRep, Food);
inc(ProdBeforeBoost, Prod);
inc(TestReport.Trade, Trade);
end;
inc(iH);
end;
assert((TestReport.Working >= MinWorking) and
(TestReport.Working <= MaxWorking));
if (TestReport.FoodRep >= MinFood) and (ProdBeforeBoost >= MinProd) then
begin
SplitTrade(TestReport.Trade, RW[p].TaxRate, RW[p].LuxRate,
TestReport.Working, CityReportEx.TradeProcessing,
TestReport.Corruption, TestReport.Tax, TestReport.Lux,
TestReport.Science);
if CityReportEx.BaseHappiness + CityReportEx.BaseControl +
TestReport.Lux + 2 * (Size - TestReport.Working) - 2 *
TestReport.Deployed >= Size then
begin // city is not in disorder -- evaluate combination
inc(count);
if (MinProd < WantedProd) and (ProdBeforeBoost > MinProd) then
begin // no combination reached wanted prod yet
MinProd := ProdBeforeBoost;
if MinProd > WantedProd then
MinProd := WantedProd
end;
if MinProd = WantedProd then
// do not care for food before prod is ensured
if (MinFood < TestReport.Eaten) and (TestReport.FoodRep > MinFood)
then
begin // no combination reached wanted food yet
MinFood := TestReport.FoodRep;
if MinFood > TestReport.Eaten then
MinFood := TestReport.Eaten
end;
BoostProd(ProdBeforeBoost, CityReportEx.ProdProcessing,
TestReport.ProdRep, TestReport.PollRep);
SuperValue := 0;
// super-criterion A: unit support granted?
if TestReport.ProdRep >= TestReport.Support then
SuperValue := SuperValue or 1 shl 30;
// super-criterion B: food demand granted?
if TestReport.FoodRep >= TestReport.Eaten then
SuperValue := SuperValue or 63 shl 24
else if TestReport.FoodRep > TestReport.Eaten - 63 then
SuperValue := SuperValue or
(63 - (TestReport.Eaten - TestReport.FoodRep)) shl 24;
SuperPlus := SuperValue - BestSuperValue;
if SuperPlus >= 0 then
begin
Output[oTax] := TestReport.Tax;
Output[oScience] := TestReport.Science;
if TestReport.FoodRep < TestReport.Eaten then
Output[oFood] := TestReport.FoodRep
// appreciate what we have, combination will have bad supervalue anyway
else if FoodWasted then
Output[oFood] := 0
else
begin
Output[oFood] := TestReport.FoodRep - TestReport.Eaten;
if FoodToTax or (Size >= NeedAqueductSize) and (Output[oFood] = 1)
then
begin
inc(Output[oTax], Output[oFood]);
Output[oFood] := 0;
end;
end;
if TestReport.ProdRep < TestReport.Support then
Output[oProd] := TestReport.ProdRep
// appreciate what we have, combination will have bad supervalue anyway
else
begin
if NeedRare > 0 then
begin
RareOK := false;
for iH := 0 to nHierarchy - 1 do
if Hierarchy[iH, nSelection[iH]].V21 and RareTiles <> 0 then
RareOK := true;
if not RareOK then
TestReport.ProdRep := TestReport.Support;
end;
Output[oProd] := TestReport.ProdRep - TestReport.Support;
if ProdToTax then
begin
inc(Output[oTax], Output[oProd]);
Output[oProd] := 0;
end;
end;
NeedStep2 := false;
Value := 0;
for i := oFood to oScience do
if ValueFormula_Multiply[i] then
NeedStep2 := true
else
Value := Value + ValueFormula_Weight[i] * Output[i];
if NeedStep2 then
begin
if Value > 0 then
Value := ln(Value) + 123;
for i := oFood to oScience do
if ValueFormula_Multiply[i] and (Output[i] > 0) then
Value := Value + ValueFormula_Weight[i] *
(ln(Output[i]) + 123);
end;
ValuePlus := Value - BestValue;
if (SuperPlus > 0) or (ValuePlus >= 0.0) then
begin
SubValue := (TestReport.FoodRep + ProdBeforeBoost +
TestReport.Trade) shl 18;
TestTiles := 1 shl CityOwnTile;
for iH := 0 to nHierarchy - 1 do
begin
inc(TestTiles, Hierarchy[iH, nSelection[iH]].V21);
inc(SubValue, Hierarchy[iH, nSelection[iH]].SubValue);
end;
IsBest := true;
if (SuperPlus = 0) and (ValuePlus = 0.0) then
begin
SubPlus := SubValue - BestSubValue;
if SubPlus < 0 then
IsBest := false
else if SubPlus = 0 then
begin
assert(TestTiles <> BestTiles);
IsBest := TestTiles > BestTiles
end
end;
if IsBest then
begin
BestSuperValue := SuperValue;
BestValue := Value;
BestSubValue := SubValue;
BestTiles := TestTiles;
TestReport.Happy :=
(CityReportEx.TradeProcessing.HappyBase - Size) div 2 +
TestReport.Lux shr 1;
Advice.CityReport := TestReport;
end
end // if (SuperPlus>0) or (ValuePlus>=0.0)
end // if SuperPlus>=0
end
end;
// calculate next combination
iH_Switch := 0;
repeat
with Hierarchy[iH_Switch, nSelection[iH_Switch]] do
begin
dec(TestReport.FoodRep, Food);
dec(ProdBeforeBoost, Prod);
dec(TestReport.Trade, Trade);
end;
inc(nSelection[iH_Switch]);
inc(TestReport.Working);
if (nSelection[iH_Switch] <= nTile[iH_Switch]) and
(TestReport.Working <= MaxWorking) then
begin
with Hierarchy[iH_Switch, nSelection[iH_Switch]] do
begin
inc(TestReport.FoodRep, Food);
inc(ProdBeforeBoost, Prod);
inc(TestReport.Trade, Trade);
end;
break;
end;
dec(TestReport.Working, nSelection[iH_Switch]);
nSelection[iH_Switch] := 0;
inc(iH_Switch);
until iH_Switch = nHierarchy;
until iH_Switch = nHierarchy; // everything tested -- done
end;
assert(BestSuperValue > 0); // advice should always be possible
Advice.Tiles := BestTiles;
Advice.CityReport.HypoTiles := BestTiles;
end; // GetCityTileAdvice
{
Start/End Game
____________________________________________________________________
}
procedure InitGame;
var
p, i, mixTownGuard: integer;
begin
MaxDist := Distance(0, MapSize - lx shr 1);
for p := 0 to nPl - 1 do
if (1 shl p and GAlive <> 0) then
with RW[p] do
begin // initialize capital
mixTownGuard := 0;
while Model[mixTownGuard].Kind <> mkSpecial_TownGuard do
inc(mixTownGuard);
with City[0] do
begin
Built[imPalace] := 1;
Size := 4;
for i := 2 to Size do
AddBestCityTile(p, 0);
Project := mixTownGuard;
end;
NatBuilt[imPalace] := 1;
end;
end;
procedure ReleaseGame;
begin
end;
end.
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