Example #1
0
  /**
   * Calculates how much of the given goods type this settlement wants and should retain.
   *
   * @param type The <code>GoodsType</code>.
   * @return The amount of goods wanted.
   */
  protected int getWantedGoodsAmount(GoodsType type) {
    if (getUnitCount() <= 0) return 0;

    final Specification spec = getSpecification();
    final UnitType unitType = getFirstUnit().getType();
    final Role militaryRole =
        Role.getAvailableRoles(getOwner(), unitType, spec.getMilitaryRoles()).get(0);

    if (type.isMilitaryGoods()) {
      // Retain enough goods to fully arm.
      int need = 0;
      for (Unit u : ownedUnits) {
        if (u.getRole() == militaryRole) continue;
        List<AbstractGoods> required = u.getGoodsDifference(militaryRole, 1);
        need += AbstractGoods.getCount(type, required);
      }
      return need;
    }

    int consumption = getConsumptionOf(type);
    if (type == spec.getPrimaryFoodType()) {
      // Food is perishable, do not try to retain that much
      return Math.max(40, consumption * 3);
    }
    if (type.isTradeGoods() || type.isNewWorldLuxuryType() || type.isRefined()) {
      // Aim for 10 years supply, resupply is doubtful
      return Math.max(80, consumption * 20);
    }
    // Just keep some around
    return 2 * getUnitCount();
  }
Example #2
0
  /**
   * Gets the amount of gold this <code>IndianSettlment</code> is willing to pay for the given
   * <code>Goods</code>.
   *
   * <p>It is only meaningful to call this method from the server, since the settlement's {@link
   * GoodsContainer} is hidden from the clients. The AI uses it though so it stays here for now.
   * Note that it takes no account of whether the native player actually has the gold.
   *
   * <p>FIXME: this is rancid with magic numbers.
   *
   * @param type The type of <code>Goods</code> to price.
   * @param amount The amount of <code>Goods</code> to price.
   * @return The price.
   */
  public int getPriceToBuy(GoodsType type, int amount) {
    if (amount > GoodsContainer.CARGO_SIZE) {
      throw new IllegalArgumentException("Amount > " + GoodsContainer.CARGO_SIZE);
    }

    int price = 0;
    if (type.isMilitaryGoods()) {
      // Might return zero if a surplus is present
      price = getMilitaryGoodsPriceToBuy(type, amount);
    }
    if (price == 0) {
      price = getNormalGoodsPriceToBuy(type, amount);
    }

    // Apply wanted bonus
    final int wantedBase = 100; // Granularity for wanted bonus
    final int wantedBonus // Premium paid for wanted goods types
        =
        (type == wantedGoods[0])
            ? 150
            : (type == wantedGoods[1]) ? 125 : (type == wantedGoods[2]) ? 110 : 100;
    // Do not simplify with *=, we want the integer truncation.
    price = wantedBonus * price / wantedBase;

    logger.finest("Full price(" + amount + " " + type + ")" + " -> " + price);
    return price;
  }
Example #3
0
  /**
   * Gets the amount of gold this <code>IndianSettlment</code> is willing to sell the given <code>
   * Goods</code> for.
   *
   * <p>It is only meaningful to call this method from the server, since the settlement's {@link
   * GoodsContainer} is hidden from the clients.
   *
   * @param type The type of <code>Goods</code> to price.
   * @param amount The amount of <code>Goods</code> to price.
   * @return The price.
   */
  public int getPriceToSell(GoodsType type, int amount) {
    if (amount > GoodsContainer.CARGO_SIZE) {
      throw new IllegalArgumentException("Amount > " + GoodsContainer.CARGO_SIZE);
    }
    final int full = GOODS_BASE_PRICE + getType().getTradeBonus();

    // Base price is purchase price plus delta.
    // - military goods at double value
    // - trade goods at +50%
    int price = amount + Math.max(0, 11 * getPriceToBuy(type, amount) / 10);
    if (type.isMilitaryGoods()) {
      price = Math.max(price, amount * full * 2);
    } else if (type.isTradeGoods()) {
      price = Math.max(price, 150 * amount * full / 100);
    }
    return price;
  }
Example #4
0
 /**
  * Updates the goods wanted by this settlement.
  *
  * <p>It is only meaningful to call this method from the server, since the settlement's {@link
  * GoodsContainer} is hidden from the clients.
  */
 public void updateWantedGoods() {
   final Specification spec = getSpecification();
   final java.util.Map<GoodsType, Integer> prices = new HashMap<>();
   for (GoodsType gt : spec.getGoodsTypeList()) {
     // The natives do not trade military or non-storable goods.
     if (gt.isMilitaryGoods() || !gt.isStorable()) continue;
     prices.put(gt, getNormalGoodsPriceToBuy(gt, GoodsContainer.CARGO_SIZE));
   }
   int wantedIndex = 0;
   for (Entry<GoodsType, Integer> e : mapEntriesByValue(prices, descendingIntegerComparator)) {
     GoodsType goodsType = e.getKey();
     if (e.getValue() <= GoodsContainer.CARGO_SIZE * TRADE_MINIMUM_PRICE
         || wantedIndex >= wantedGoods.length) break;
     wantedGoods[wantedIndex] = goodsType;
     wantedIndex++;
   }
   for (; wantedIndex < wantedGoods.length; wantedIndex++) {
     wantedGoods[wantedIndex] = null;
   }
 }