2 * This file is part of OpenTTD.
3 * 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.
4 * 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.
5 * 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/>.
9 * @file timer_game_economy.cpp
10 * This file implements the timer logic for the game-economy-timer.
14 * Economy time is used for the regular pace of the game, including:
15 * - Industry and house production/consumption
16 * - Industry production changes, closure, and spawning
18 * - Company age and financial statistics
19 * - Vehicle financial statistics
20 * - Vehicle aging, depreciation, reliability, and renewal
21 * - Payment intervals for running and maintenance costs, loan interest, etc.
22 * - Cargo payment "time" calculation
23 * - Local authority and station ratings change intervals
26 #include "../stdafx.h"
27 #include "../openttd.h"
29 #include "timer_game_economy.h"
30 #include "timer_game_tick.h"
31 #include "../vehicle_base.h"
32 #include "../linkgraph/linkgraph.h"
34 #include "../safeguards.h"
36 TimerGameEconomy::Year
TimerGameEconomy::year
= {};
37 TimerGameEconomy::Month
TimerGameEconomy::month
= {};
38 TimerGameEconomy::Date
TimerGameEconomy::date
= {};
39 TimerGameEconomy::DateFract
TimerGameEconomy::date_fract
= {};
42 * Converts a Date to a Year, Month & Day.
43 * @param date the date to convert from
44 * @returns YearMonthDay representation of the Date.
46 /* static */ TimerGameEconomy::YearMonthDay
TimerGameEconomy::ConvertDateToYMD(TimerGameEconomy::Date date
)
48 /* If we're not using wallclock units, we keep the economy date in sync with the calendar. */
49 if (!UsingWallclockUnits()) return CalendarConvertDateToYMD(date
);
51 /* If we're using wallclock units, economy months have 30 days and an economy year has 360 days. */
52 TimerGameEconomy::YearMonthDay ymd
;
53 ymd
.year
= date
.base() / EconomyTime::DAYS_IN_ECONOMY_YEAR
;
54 ymd
.month
= (date
.base() % EconomyTime::DAYS_IN_ECONOMY_YEAR
) / EconomyTime::DAYS_IN_ECONOMY_MONTH
;
55 ymd
.day
= (date
.base() % EconomyTime::DAYS_IN_ECONOMY_MONTH
) + 1;
60 * Converts a tuple of Year, Month and Day to a Date.
61 * @param year is a number between 0..MAX_YEAR
62 * @param month is a number between 0..11
63 * @param day is a number between 1..31
64 * @returns The equivalent date.
66 /* static */ TimerGameEconomy::Date
TimerGameEconomy::ConvertYMDToDate(TimerGameEconomy::Year year
, TimerGameEconomy::Month month
, TimerGameEconomy::Day day
)
68 /* If we're not using wallclock units, we keep the economy date in sync with the calendar. */
69 if (!UsingWallclockUnits()) return CalendarConvertYMDToDate(year
, month
, day
);
71 /* If we're using wallclock units, economy months have 30 days and an economy year has 360 days. */
72 const int total_months
= (year
.base() * EconomyTime::MONTHS_IN_YEAR
) + month
;
73 return (total_months
* EconomyTime::DAYS_IN_ECONOMY_MONTH
) + day
- 1; // Day is 1-indexed but Date is 0-indexed, hence the - 1.
78 * @param date The new date
79 * @param fract The number of ticks that have passed on this date.
81 /* static */ void TimerGameEconomy::SetDate(TimerGameEconomy::Date date
, TimerGameEconomy::DateFract fract
)
83 assert(fract
< Ticks::DAY_TICKS
);
85 TimerGameEconomy::date
= date
;
86 TimerGameEconomy::date_fract
= fract
;
87 TimerGameEconomy::YearMonthDay ymd
= TimerGameEconomy::ConvertDateToYMD(date
);
88 TimerGameEconomy::year
= ymd
.year
;
89 TimerGameEconomy::month
= ymd
.month
;
93 * Check if we are using wallclock units.
94 * @param newgame Should we check the settings for a new game (since we are in the main menu)?
95 * @return True if the game is using wallclock units, or false if the game is using calendar units.
97 /* static */ bool TimerGameEconomy::UsingWallclockUnits(bool newgame
)
99 if (newgame
) return (_settings_newgame
.economy
.timekeeping_units
== TKU_WALLCLOCK
);
101 return (_settings_game
.economy
.timekeeping_units
== TKU_WALLCLOCK
);
105 void IntervalTimer
<TimerGameEconomy
>::Elapsed(TimerGameEconomy::TElapsed trigger
)
107 if (trigger
== this->period
.trigger
) {
113 void TimeoutTimer
<TimerGameEconomy
>::Elapsed(TimerGameEconomy::TElapsed trigger
)
115 if (this->fired
) return;
117 if (trigger
== this->period
.trigger
) {
124 bool TimerManager
<TimerGameEconomy
>::Elapsed([[maybe_unused
]] TimerGameEconomy::TElapsed delta
)
128 if (_game_mode
== GM_MENU
) return false;
130 TimerGameEconomy::date_fract
++;
131 if (TimerGameEconomy::date_fract
< Ticks::DAY_TICKS
) return true;
132 TimerGameEconomy::date_fract
= 0;
134 /* increase day counter */
135 TimerGameEconomy::date
++;
137 TimerGameEconomy::YearMonthDay ymd
= TimerGameEconomy::ConvertDateToYMD(TimerGameEconomy::date
);
139 /* check if we entered a new month? */
140 bool new_month
= ymd
.month
!= TimerGameEconomy::month
;
142 /* check if we entered a new year? */
143 bool new_year
= ymd
.year
!= TimerGameEconomy::year
;
145 /* update internal variables before calling the daily/monthly/yearly loops */
146 TimerGameEconomy::month
= ymd
.month
;
147 TimerGameEconomy::year
= ymd
.year
;
149 /* Make a temporary copy of the timers, as a timer's callback might add/remove other timers. */
150 auto timers
= TimerManager
<TimerGameEconomy
>::GetTimers();
152 for (auto timer
: timers
) {
153 timer
->Elapsed(TimerGameEconomy::DAY
);
156 if ((TimerGameEconomy::date
.base() % 7) == 3) {
157 for (auto timer
: timers
) {
158 timer
->Elapsed(TimerGameEconomy::WEEK
);
163 for (auto timer
: timers
) {
164 timer
->Elapsed(TimerGameEconomy::MONTH
);
167 if ((TimerGameEconomy::month
% 3) == 0) {
168 for (auto timer
: timers
) {
169 timer
->Elapsed(TimerGameEconomy::QUARTER
);
175 for (auto timer
: timers
) {
176 timer
->Elapsed(TimerGameEconomy::YEAR
);
180 /* check if we reached the maximum year, decrement dates by a year */
181 if (TimerGameEconomy::year
== EconomyTime::MAX_YEAR
+ 1) {
184 TimerGameEconomy::year
--;
185 days_this_year
= TimerGameEconomy::IsLeapYear(TimerGameEconomy::year
) ? EconomyTime::DAYS_IN_LEAP_YEAR
: EconomyTime::DAYS_IN_YEAR
;
186 TimerGameEconomy::date
-= days_this_year
;
187 for (Vehicle
*v
: Vehicle::Iterate()) v
->ShiftDates(-days_this_year
);
188 for (LinkGraph
*lg
: LinkGraph::Iterate()) lg
->ShiftDates(-days_this_year
);
196 void TimerManager
<TimerGameEconomy
>::Validate(TimerGameEconomy::TPeriod period
)
198 if (period
.priority
== TimerGameEconomy::Priority::NONE
) return;
200 /* Validate we didn't make a developer error and scheduled more than one
201 * entry on the same priority/trigger. There can only be one timer on
202 * a specific trigger/priority, to ensure we are deterministic. */
203 for (const auto &timer
: TimerManager
<TimerGameEconomy
>::GetTimers()) {
204 if (timer
->period
.trigger
!= period
.trigger
) continue;
206 assert(timer
->period
.priority
!= period
.priority
);
209 #endif /* WITH_ASSERT */