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lwb6/legacyworlds-server/legacyworlds-server-data/db-structure/parts/updates/090-planet-military.sql

227 lines
6.4 KiB
PL/PgSQL

-- LegacyWorlds Beta 6
-- PostgreSQL database scripts
--
-- Game updates - ship construction
--
-- Copyright(C) 2004-2010, DeepClone Development
-- --------------------------------------------------------
CREATE OR REPLACE FUNCTION sys.process_planet_military_updates( c_tick BIGINT )
RETURNS VOID
STRICT VOLATILE
SECURITY INVOKER
AS $$
DECLARE
rec RECORD;
cur_empire INT;
cur_cash REAL;
cur_planet INT;
p_finished BOOLEAN;
cur_wus REAL;
cur_acc_c REAL;
n_found INT;
n_removed INT;
can_do REAL;
must_do INT;
fl_id BIGINT;
BEGIN
-- Create temporary table for built ships
CREATE TEMPORARY TABLE blt_ships(
location INT ,
owner INT ,
ship INT ,
amount INT
);
-- Enter update loop
cur_empire := NULL;
cur_planet := NULL;
FOR rec IN SELECT p.name_id AS id ,
( ph.current / p.population )::REAL AS happiness ,
e.name_id AS owner , e.cash AS cash ,
q.money AS acc_cash , q.work AS acc_work ,
qi.queue_order AS qorder , qi.amount AS amount ,
qi.ship_id AS ship , s.work AS req_work , s.cost AS req_cost
FROM sys.updates su
INNER JOIN verse.updates vu ON vu.update_id = su.id
INNER JOIN verse.planets p ON vu.planet_id = p.name_id
INNER JOIN emp.planets ep ON ep.planet_id = p.name_id
INNER JOIN emp.empires e ON e.name_id = ep.empire_id
INNER JOIN verse.planet_happiness ph ON ph.planet_id = p.name_id
INNER JOIN verse.mil_queues q ON q.planet_id = p.name_id
INNER JOIN verse.mil_items qi ON qi.queue_id = q.planet_id
INNER JOIN tech.buildables s ON s.name_id = qi.ship_id
INNER JOIN naming.empire_names en ON en.id = e.name_id
LEFT OUTER JOIN users.vacations v ON v.account_id = en.owner_id
WHERE su.last_tick = c_tick AND su.status = 'PROCESSING'
AND su.gu_type = 'PLANET_MILITARY'
AND ( v.account_id IS NULL OR v.status <> 'PROCESSED' )
ORDER BY e.name_id , p.name_id , qi.queue_order
FOR UPDATE OF p , e , q , qi
LOOP
-- Update accumulated work and money for the previous planet
IF cur_planet IS NOT NULL AND cur_planet <> rec.id THEN
IF n_found = n_removed THEN
cur_wus := 0;
cur_acc_c := 0;
PERFORM events.empty_queue_events( cur_empire , cur_planet , TRUE , c_tick );
END IF;
UPDATE verse.mil_queues
SET money = cur_acc_c , work = cur_wus
WHERE planet_id = cur_planet;
cur_cash := cur_cash - cur_acc_c;
IF cur_cash < 0 THEN
cur_cash := 0;
END IF;
cur_planet := NULL;
END IF;
-- Update cash of the previous empire
IF cur_empire IS NOT NULL AND cur_empire <> rec.owner
THEN
UPDATE emp.empires SET cash = cur_cash
WHERE name_id = cur_empire;
cur_empire := NULL;
END IF;
-- If this is the first record or if the empire changed...
IF cur_empire IS NULL THEN
cur_empire := rec.owner;
cur_cash := rec.cash;
END IF;
-- If this is the first record or if the planet changed...
IF cur_planet IS NULL THEN
cur_planet := rec.id;
cur_cash := cur_cash + rec.acc_cash;
cur_wus := rec.acc_work + verse.adjust_production(
verse.get_raw_production( rec.id , 'WORK' ) ,
rec.happiness
);
n_found := 1;
n_removed := 0;
cur_acc_c := 0;
p_finished := FALSE;
ELSE
n_found := n_found + 1;
END IF;
-- If we're done updating this planet but there were more items...
IF p_finished THEN
IF n_removed > 0 THEN
UPDATE verse.mil_items
SET queue_order = rec.qorder - n_removed
WHERE queue_order = rec.qorder AND queue_id = rec.id;
END IF;
CONTINUE;
END IF;
-- Compute how many items can be completed
can_do := cur_wus / rec.req_work;
IF cur_cash / rec.req_cost < can_do THEN
can_do := cur_cash / rec.req_cost;
cur_wus := rec.req_work * can_do;
END IF;
-- If we can't build anything at this point...
IF can_do < 1 THEN
-- Set accumulated cash
cur_acc_c := can_do * rec.req_cost;
-- Still update queue item if some items were removed
IF n_removed > 0 THEN
UPDATE verse.mil_items
SET queue_order = rec.qorder - n_removed
WHERE queue_order = rec.qorder AND queue_id = rec.id;
END IF;
-- Done with this planet
p_finished := TRUE;
CONTINUE;
END IF;
-- Compute how many actual items can be built
must_do := floor( can_do );
IF must_do >= rec.amount THEN
must_do := rec.amount;
can_do := 0;
n_removed := n_removed + 1;
END IF;
-- Handle construction
INSERT INTO blt_ships( location , owner , ship , amount)
VALUES ( rec.id , rec.owner , rec.ship , must_do );
cur_cash := cur_cash - must_do * rec.req_cost;
cur_wus := cur_wus - must_do * rec.req_work;
-- Check whether we're done with this queue
IF rec.qorder < n_removed THEN
-- Delete queue item
DELETE FROM verse.mil_items
WHERE queue_order = rec.qorder AND queue_id = rec.id;
ELSE
-- Update queue item
UPDATE verse.mil_items
SET queue_order = queue_order - n_removed ,
amount = amount - must_do
WHERE queue_order = rec.qorder AND queue_id = rec.id;
-- Set accumulated cash
cur_acc_c := ( can_do - floor( can_do ) ) * rec.req_cost;
p_finished := TRUE;
END IF;
END LOOP;
-- If a planet was being procesed, update it and the empire
IF cur_planet IS NOT NULL THEN
IF n_found = n_removed THEN
cur_wus := 0;
cur_acc_c := 0;
PERFORM events.empty_queue_events( cur_empire , cur_planet , TRUE , c_tick );
END IF;
UPDATE verse.mil_queues
SET money = cur_acc_c , work = cur_wus
WHERE planet_id = cur_planet;
cur_cash := cur_cash - cur_acc_c;
IF cur_cash < 0 THEN
cur_cash := 0;
END IF;
UPDATE emp.empires SET cash = cur_cash
WHERE name_id = cur_empire;
cur_empire := NULL;
END IF;
-- Spawn fleets
FOR cur_planet , cur_empire IN SELECT DISTINCT location , owner FROM blt_ships
LOOP
-- Get fleet's flight time
SELECT INTO must_do MAX( s.flight_time )
FROM blt_ships b
INNER JOIN tech.ships s ON s.buildable_id = b.ship
WHERE b.location = cur_planet AND b.owner = cur_empire;
-- Insert the fleet
INSERT INTO fleets.fleets (owner_id, location_id , attacking , status , penalty )
VALUES ( cur_empire , cur_planet , FALSE , 'DEPLOYING' , must_do * 2 )
RETURNING id INTO fl_id;
-- Insert ships
INSERT INTO fleets.ships ( fleet_id , ship_id , amount , damage )
SELECT fl_id , b.ship , sum( b.amount ) , 0
FROM blt_ships b
WHERE b.location = cur_planet AND b.owner = cur_empire
GROUP BY b.ship;
END LOOP;
-- Destroy temporary table
DROP TABLE blt_ships;
END;
$$ LANGUAGE plpgsql;