/** * 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(); }
/** * 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; }
/** * Price some goods according to the amount present in the settlement. * * @param type The type of goods for sale. * @param amount The amount of goods for sale. * @return A price for the goods. */ private int getNormalGoodsPriceToBuy(GoodsType type, int amount) { final int tradeGoodsAdd = 20; // Fake additional trade goods present final int capacity = getGoodsCapacity(); int current = getGoodsCount(type); // Increase effective stock if its raw material is produced here. GoodsType rawType = type.getInputType(); if (rawType != null) { int rawProduction = getMaximumProduction(rawType); int add = (rawProduction < 5) ? 10 * rawProduction : (rawProduction < 10) ? 5 * rawProduction + 25 : (rawProduction < 20) ? 2 * rawProduction + 55 : 100; // Decrease bonus in proportion to current stock, up to capacity. add = add * Math.max(0, capacity - current) / capacity; current += add; } else if (type.isTradeGoods()) { // Small artificial increase of the trade goods stored. current += tradeGoodsAdd; } // Only interested in the amount of goods that keeps the // total under the threshold. int retain = Math.min(getWantedGoodsAmount(type), capacity); int valued = (retain <= current) ? 0 : Math.min(amount, retain - current); // Unit price then is maximum price plus the bonus for the // settlement type, reduced by the proportion of goods present. int unitPrice = (GOODS_BASE_PRICE + getType().getTradeBonus()) * Math.max(0, capacity - current) / capacity; // But farmed goods are always less interesting. // and small settlements are not interested in building. if (type.isFarmed() || type.isRawBuildingMaterial()) unitPrice /= 2; // Only pay for the portion that is valued. return (unitPrice < 0) ? 0 : valued * unitPrice; }
/** * Will this settlement sell a type of goods. Placeholder until we have a spec-configured * blacklist. * * @param type The <code>GoodsType</code> to consider. * @return True if the settlement would sell the goods. */ public boolean willSell(GoodsType type) { return !type.isTradeGoods(); }