Emmanuel BENOîT
56eddcc4f0
* Added a set of tables which define game updates and their targets. These definitions replace the old enumerate type. Added a set of triggers which automatically create specific update tables, insert missing entries, etc... when game update types are being manipulated. * Removed manual insertion of game updates from empire creation function and universe generator. * Added registration of core update targets (i.e. planets and empires), updated all existing game update processing functions and added type registrations * Created Maven project for game updates control components, moved existing components from the -simple project, rewritten most of what they contained, added new components for server-side update batch processing
223 lines
No EOL
6.5 KiB
PL/PgSQL
223 lines
No EOL
6.5 KiB
PL/PgSQL
-- LegacyWorlds Beta 6
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-- PostgreSQL database scripts
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--
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-- Game updates - buildings construction and destruction
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--
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-- Copyright(C) 2004-2010, DeepClone Development
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-- --------------------------------------------------------
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CREATE OR REPLACE FUNCTION sys.process_planet_construction_updates( c_tick BIGINT )
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RETURNS VOID
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STRICT VOLATILE
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SECURITY INVOKER
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AS $$
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DECLARE
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rec RECORD;
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wu_per_pop REAL;
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dest_work REAL;
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dest_rec REAL;
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cur_empire INT;
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cur_cash REAL;
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cur_planet INT;
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p_finished BOOLEAN;
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cur_wus REAL;
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cur_acc_c REAL;
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n_found INT;
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n_removed INT;
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i_work REAL;
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i_cost REAL;
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can_do REAL;
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must_do INT;
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BEGIN
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-- Get constants
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wu_per_pop := sys.get_constant( 'game.work.wuPerPopUnit' );
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dest_work := sys.get_constant( 'game.work.destructionWork' );
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dest_rec := - sys.get_constant( 'game.work.destructionRecovery' );
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-- Enter update loop
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cur_empire := NULL;
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cur_planet := NULL;
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FOR rec IN SELECT p.name_id AS id , p.population AS pop ,
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( ph.current / p.population )::REAL AS happiness ,
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e.name_id AS owner , e.cash AS cash ,
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q.money AS acc_cash , q.work AS acc_work ,
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qi.queue_order AS qorder , qi.amount AS amount ,
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qi.destroy AS destroy , qi.building_id AS building ,
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b.work AS req_work , b.cost AS req_cost
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FROM sys.updates su
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INNER JOIN verse.planets_updates vu
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USING ( update_id , updtype_id , updtgt_id )
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INNER JOIN verse.planets p
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USING ( name_id )
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INNER JOIN emp.planets ep ON ep.planet_id = p.name_id
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INNER JOIN emp.empires e ON e.name_id = ep.empire_id
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INNER JOIN verse.planet_happiness ph ON ph.planet_id = p.name_id
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INNER JOIN verse.bld_queues q ON q.planet_id = p.name_id
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INNER JOIN verse.bld_items qi ON qi.queue_id = q.planet_id
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INNER JOIN tech.buildables b ON b.name_id = qi.building_id
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INNER JOIN naming.empire_names en ON en.id = e.name_id
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LEFT OUTER JOIN users.vacations v ON v.account_id = en.owner_id
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WHERE su.update_last = c_tick AND su.update_state = 'PROCESSING'
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AND ( v.account_id IS NULL OR v.status <> 'PROCESSED' )
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ORDER BY e.name_id , p.name_id , qi.queue_order
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FOR UPDATE OF p , e , q , qi
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LOOP
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-- Update accumulated work and money for the previous planet
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IF cur_planet IS NOT NULL AND cur_planet <> rec.id THEN
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IF n_found = n_removed THEN
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cur_wus := 0;
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cur_acc_c := 0;
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PERFORM events.empty_queue_events( cur_empire , cur_planet , FALSE , c_tick );
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END IF;
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UPDATE verse.bld_queues
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SET money = cur_acc_c , work = cur_wus
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WHERE planet_id = cur_planet;
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cur_cash := cur_cash - cur_acc_c;
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IF cur_cash < 0 THEN
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cur_cash := 0;
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END IF;
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cur_planet := NULL;
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END IF;
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-- Update cash of the previous empire
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IF cur_empire IS NOT NULL AND cur_empire <> rec.owner
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THEN
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UPDATE emp.empires SET cash = cur_cash
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WHERE name_id = cur_empire;
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cur_empire := NULL;
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END IF;
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-- If this is the first record or if the empire changed...
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IF cur_empire IS NULL THEN
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cur_empire := rec.owner;
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cur_cash := rec.cash;
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END IF;
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-- If this is the first record or if the planet changed...
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IF cur_planet IS NULL THEN
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cur_planet := rec.id;
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cur_cash := cur_cash + rec.acc_cash;
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cur_wus := rec.acc_work + verse.adjust_production(
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( rec.pop * wu_per_pop )::REAL ,
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rec.happiness
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);
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n_found := 1;
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n_removed := 0;
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cur_acc_c := 0;
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p_finished := FALSE;
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ELSE
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n_found := n_found + 1;
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END IF;
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-- If we're done updating this planet but there were more items...
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IF p_finished THEN
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IF n_removed > 0 THEN
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UPDATE verse.bld_items
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SET queue_order = rec.qorder - n_removed
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WHERE queue_order = rec.qorder AND queue_id = rec.id;
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END IF;
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CONTINUE;
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END IF;
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-- Compute the actual cost and required work of the item
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i_cost := rec.req_cost * ( CASE WHEN rec.destroy THEN dest_rec ELSE 1.0 END );
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i_work := rec.req_work * ( CASE WHEN rec.destroy THEN dest_work ELSE 1.0 END );
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-- Compute how many items can be completed
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can_do := cur_wus / i_work;
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IF i_cost > 0 AND cur_cash / i_cost < can_do THEN
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can_do := cur_cash / i_cost;
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cur_wus := i_work * can_do;
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END IF;
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-- If we can't build anything at this point...
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IF can_do < 1 THEN
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-- Set accumulated cash
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IF i_cost > 0 THEN
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cur_acc_c := can_do * i_cost;
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END IF;
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-- Still update queue item if some items were removed
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IF n_removed > 0 THEN
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UPDATE verse.bld_items
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SET queue_order = rec.qorder - n_removed
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WHERE queue_order = rec.qorder AND queue_id = rec.id;
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END IF;
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-- Done with this planet
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p_finished := TRUE;
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CONTINUE;
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END IF;
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-- Compute how many actual items can be built
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must_do := floor( can_do );
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IF must_do >= rec.amount THEN
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must_do := rec.amount;
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can_do := 0;
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n_removed := n_removed + 1;
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END IF;
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-- Handle construction / destruction
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IF rec.destroy THEN
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must_do := verse.do_destroy_buildings( rec.id , rec.building , must_do );
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PERFORM battles.remove_buildings( rec.id , rec.building , must_do , FALSE , c_tick + 1 );
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ELSE
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PERFORM verse.do_construct_buildings( rec.id , rec.building , must_do );
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PERFORM battles.add_buildings( rec.id , rec.building , must_do , c_tick + 1 );
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END IF;
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cur_cash := cur_cash - must_do * i_cost;
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cur_wus := cur_wus - must_do * i_work;
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-- Check whether we're done with this queue
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IF rec.qorder < n_removed THEN
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-- Delete queue item
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DELETE FROM verse.bld_items
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WHERE queue_order = rec.qorder AND queue_id = rec.id;
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ELSE
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-- Update queue item
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UPDATE verse.bld_items
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SET queue_order = queue_order - n_removed ,
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amount = amount - floor( can_do )
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WHERE queue_order = rec.qorder AND queue_id = rec.id;
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-- Set accumulated cash
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IF i_cost > 0 THEN
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cur_acc_c := ( can_do - floor( can_do ) ) * i_cost;
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END IF;
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p_finished := TRUE;
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END IF;
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END LOOP;
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-- If a planet was being procesed, update it and the empire
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IF cur_planet IS NOT NULL THEN
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IF n_found = n_removed THEN
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cur_wus := 0;
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cur_acc_c := 0;
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PERFORM events.empty_queue_events( cur_empire , cur_planet , FALSE , c_tick );
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END IF;
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UPDATE verse.bld_queues
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SET money = cur_acc_c , work = cur_wus
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WHERE planet_id = cur_planet;
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cur_cash := cur_cash - cur_acc_c;
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IF cur_cash < 0 THEN
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cur_cash := 0;
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END IF;
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UPDATE emp.empires SET cash = cur_cash
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WHERE name_id = cur_empire;
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cur_empire := NULL;
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END IF;
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END;
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$$ LANGUAGE plpgsql;
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SELECT sys.register_update_type( 'Planets' , 'CivilianConstruction' ,
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'Civilian build queues are being processed.' ,
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'process_planet_construction_updates'
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); |