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/* Depreciation.cpp
Copyright (c) 2016 by Michael Zahniser
Endless Sky 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, either version 3 of the License, or (at your option) any later version.
Endless Sky 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
this program. If not, see <https://www.gnu.org/licenses/>.
*/
#include "Depreciation.h"
#include "DataNode.h"
#include "DataWriter.h"
#include "GameData.h"
#include "Gamerules.h"
#include "Outfit.h"
#include "Ship.h"
#include <algorithm>
#include <cmath>
using namespace std;
namespace {
// Methods to retrieve depreciation constants from gamerules.
double Min()
{
return GameData::GetGamerules().DepreciationMin();
}
int GracePeriod()
{
return GameData::GetGamerules().DepreciationGracePeriod();
}
double Daily()
{
return GameData::GetGamerules().DepreciationDaily();
}
int MaxAge()
{
return GameData::GetGamerules().DepreciationMaxAge() + GracePeriod();
}
// Names for the two kinds of depreciation records.
string NAME[2] = {"fleet depreciation", "stock depreciation"};
}
// What fraction of its cost a fully depreciated item has left:
double Depreciation::Full()
{
return Min();
}
// Load depreciation records.
void Depreciation::Load(const DataNode &node)
{
// Check if this is fleet or stock depreciation.
isStock = (node.Token(0) == NAME[1]);
isLoaded = true;
for(const DataNode &child : node)
{
bool isShip = (child.Token(0) == "ship");
bool isOutfit = (child.Token(0) == "outfit");
if(!(isShip || isOutfit) || child.Size() < 2)
continue;
// Figure out which record we're modifying.
map<int, int> &entry = isShip ?
ships[GameData::Ships().Get(child.Token(1))] :
outfits[GameData::Outfits().Get(child.Token(1))];
// Load any depreciation records for this item.
for(const DataNode &grand : child)
if(grand.Size() >= 2)
entry[grand.Value(0)] += grand.Value(1);
}
}
// Save depreciation records.
void Depreciation::Save(DataWriter &out, int day) const
{
out.Write(NAME[isStock]);
out.BeginChild();
{
using ShipElement = pair<const Ship *const, map<int, int>>;
WriteSorted(ships,
[](const ShipElement *lhs, const ShipElement *rhs)
{ return lhs->first->TrueModelName() < rhs->first->TrueModelName(); },
[=, this, &out](const ShipElement &sit)
{
out.Write("ship", sit.first->TrueModelName());
out.BeginChild();
{
// If this is a planet's stock, remember how many outfits in
// stock are fully depreciated. If it's the player's stock,
// anything not recorded is considered fully depreciated, so
// there is no reason to save records for those items.
for(const auto &it : sit.second)
if(isStock || (it.second && it.first > day - MaxAge()))
out.Write(it.first, it.second);
}
out.EndChild();
});
using OutfitElement = pair<const Outfit *const, map<int, int>>;
WriteSorted(outfits,
[](const OutfitElement *lhs, const OutfitElement *rhs)
{ return lhs->first->TrueName() < rhs->first->TrueName(); },
[=, this, &out](const OutfitElement &oit)
{
out.Write("outfit", oit.first->TrueName());
out.BeginChild();
{
for(const auto &it : oit.second)
if(isStock || (it.second && it.first > day - MaxAge()))
out.Write(it.first, it.second);
}
out.EndChild();
});
}
out.EndChild();
}
// Check if any records have been loaded.
bool Depreciation::IsLoaded() const
{
return isLoaded;
}
// If no records have been loaded, initialize with an entire fleet.
void Depreciation::Init(const vector<shared_ptr<Ship>> &fleet, int day)
{
// If this is called, this is a player's fleet, not a planet's stock.
isStock = false;
// Every ship and outfit in the given fleet starts out with no depreciation.
for(const shared_ptr<Ship> &ship : fleet)
{
const Ship *base = GameData::Ships().Get(ship->TrueModelName());
++ships[base][day];
for(const auto &it : ship->Outfits())
outfits[it.first][day] += it.second;
}
}
// Add a ship, and all its outfits, to the depreciation record.
void Depreciation::Buy(const Ship &ship, int day, Depreciation *source, bool chassisOnly)
{
// First, add records for all outfits the ship is carrying.
if(!chassisOnly)
for(const auto &it : ship.Outfits())
for(int i = 0; i < it.second; ++i)
Buy(it.first, day, source);
// Then, check the base day for the ship chassis itself.
const Ship *base = GameData::Ships().Get(ship.TrueModelName());
if(source)
{
// Check if the source has any instances of this ship.
auto it = source->ships.find(base);
if(it != source->ships.end() && !it->second.empty())
{
day = source->Sell(it->second);
if(it->second.empty())
source->ships.erase(it);
}
else if(isStock)
{
// If we're a planet buying from the player, and the player has no
// record of how old this ship is, it's fully depreciated.
day -= MaxAge();
}
}
// Increment our count for this ship on this day.
++ships[base][day];
}
// Add a single outfit to the depreciation record.
void Depreciation::Buy(const Outfit *outfit, int day, Depreciation *source)
{
if(outfit->Get("installable") < 0.)
return;
if(source)
{
// Check if the source has any instances of this outfit.
auto it = source->outfits.find(outfit);
if(it != source->outfits.end() && !it->second.empty())
{
day = source->Sell(it->second);
if(it->second.empty())
source->outfits.erase(it);
}
else if(isStock)
{
// If we're a planet buying from the player, and the player has no
// record of how old this outfit is, it's fully depreciated.
day -= MaxAge();
}
}
// Increment our count for this outfit on this day.
++outfits[outfit][day];
}
// Get the value of an entire fleet.
int64_t Depreciation::Value(const vector<shared_ptr<Ship>> &fleet, int day, bool chassisOnly) const
{
map<const Ship *, int> shipCount;
map<const Outfit *, int> outfitCount;
for(const shared_ptr<Ship> &ship : fleet)
{
const Ship *base = GameData::Ships().Get(ship->TrueModelName());
++shipCount[base];
if(!chassisOnly)
for(const auto &it : ship->Outfits())
outfitCount[it.first] += it.second;
}
int64_t value = 0;
for(const auto &it : shipCount)
value += Value(it.first, day, it.second);
for(const auto &it : outfitCount)
value += Value(it.first, day, it.second);
return value;
}
// Get the value of a ship, along with all its outfits.
int64_t Depreciation::Value(const Ship &ship, int day) const
{
int64_t value = Value(&ship, day);
for(const auto &it : ship.Outfits())
value += Value(it.first, day, it.second);
return value;
}
// Get the value just of the chassis of a ship.
int64_t Depreciation::Value(const Ship *ship, int day, int count) const
{
// Check whether a record exists for this ship. If not, its value is full
// if this is planet's stock, or fully depreciated if this is the player.
ship = GameData::Ships().Get(ship->TrueModelName());
auto recordIt = ships.find(ship);
if(recordIt == ships.end() || recordIt->second.empty())
return DefaultDepreciation() * count * ship->ChassisCost();
return Depreciate(recordIt->second, day, count) * ship->ChassisCost();
}
// Get the value of an outfit.
int64_t Depreciation::Value(const Outfit *outfit, int day, int count) const
{
if(outfit->Get("installable") < 0.)
return count * outfit->Cost();
// Check whether a record exists for this outfit. If not, its value is full
// if this is planet's stock, or fully depreciated if this is the player.
auto recordIt = outfits.find(outfit);
if(recordIt == outfits.end() || recordIt->second.empty())
return DefaultDepreciation() * count * outfit->Cost();
return Depreciate(recordIt->second, day, count) * outfit->Cost();
}
// "Sell" an item, removing it from the given record and returning the base
// day for its depreciation.
int Depreciation::Sell(map<int, int> &record) const
{
// If we're a planet, we start by selling the oldest, cheapest thing.
auto it = (isStock ? record.begin() : --record.end());
int day = it->first;
// Remove one record from the source. If necessary, delete this
// record line or the entire record for this outfit.
--it->second;
if(!it->second)
record.erase(it);
return day;
}
// Calculate depreciation for some number of items.
double Depreciation::Depreciate(const map<int, int> &record, int day, int count) const
{
if(record.empty())
return count * DefaultDepreciation();
// Depending on whether this is a planet's stock or a player's fleet, we
// should either start with the oldest item, or the newest.
map<int, int>::const_iterator it = (isStock ? record.begin() : --record.end());
double sum = 0.;
while(true)
{
// Check whether there are enough items in this particular bin to use up
// the entire remaining count, and add the depreciation amount for
// however many items from this bin we can use.
int used = min(it->second, count);
count -= used;
sum += used * Depreciate(day - it->first);
// Bail out if we've counted enough items.
if(!count)
break;
// Increment the iterator in the proper direction.
if(isStock)
{
++it;
if(it == record.end())
break;
}
else
{
if(it == record.begin())
break;
--it;
}
}
// For all items we don't have a record for, apply the default depreciation.
return sum + count * DefaultDepreciation();
}
// Calculate the value fraction for an item of the given age.
double Depreciation::Depreciate(int age) const
{
if(age <= GracePeriod())
return 1.;
if(age >= MaxAge())
return Min();
int effectiveAge = age - GracePeriod();
double daily = pow(Daily(), effectiveAge);
double linear = static_cast<double>(MaxAge() - effectiveAge) / MaxAge();
return Min() + (1. - Min()) * daily * linear;
}
// Depreciation of an item for which no record exists. If buying, items
// default to no depreciation. When selling, they default to full.
double Depreciation::DefaultDepreciation() const
{
return (isStock ? 1. : Min());
}
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