Improved smooth_economy patch

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MagicBuzz
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Post by MagicBuzz » 27 Jan 2007 19:55

As I thought, it work fine.

Just replace in "ExtChangeIndustryProduction(Industry *i)" located in industry_cmd.cpp :

Code: Select all

				if (mag >= 10) {
					SetDParam(2, mag);
					SetDParam(0, _cargoc.names_s[i->produced_cargo[j]]);
					SetDParam(1, i->index);
					AddNewsItem(
						percent >= 0 ? STR_INDUSTRY_PROD_GOUP : STR_INDUSTRY_PROD_GODOWN,
						NEWS_FLAGS(NM_THIN, NF_VIEWPORT|NF_TILE, NT_ECONOMY, 0),
						i->xy + TileDiffXY(1, 1), 0
					);
				}
by

Code: Select all

				mag = abs(percent);
				if (mag >= 10 && (HASBIT(i->town->have_ratings, _local_player) || i->town->exclusivity == _local_player)) {
					SetDParam(2, mag);
					SetDParam(0, _cargoc.names_s[i->produced_cargo[j]]);
					SetDParam(1, i->index);
					AddNewsItem(
						percent >= 0 ? STR_INDUSTRY_PROD_GOUP : STR_INDUSTRY_PROD_GODOWN,
						NEWS_FLAGS(NM_THIN, NF_VIEWPORT|NF_TILE, NT_ECONOMY, 0),
						i->xy + TileDiffXY(1, 1), 0
					);
				}
Here is a patch file :

http://magicsite.manga-torii.com/files/ ... cities.zip

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Post by SirkoZ » 27 Jan 2007 20:21

I'm glad you like the patch. :D

Yes, the numerous messages tend to be very annoying, to me too...
Usually I just turn the economy messages OFF (under the "Message Settings").

I thought about making the messages of only player-used industries to be visible to a certain player but I'm not really sure how I'd go about it. :)
I'll look some more at the source, but please be patient, as my programming knowledge is quite basic. :)

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Post by SirkoZ » 27 Jan 2007 20:22

Wow - thank you - looks like you have posted a new message while I was still typing the above one. :)

I'll try that and include it.

Thank you very much!

EDIT: I just may post it tomorrow (sunday) - it's evening here and I am sleepy - I'll rather get at it tomorrow and also update the other patches.

Thanks again. :D

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Post by MagicBuzz » 27 Jan 2007 20:38

SirkoZ wrote:Wow - thank you

Thank you very much!

Thanks again. :D
No problem, I did it for me ;)

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Post by SirkoZ » 28 Jan 2007 07:40

Well I'm sure other players will appreciate it. ;)

:arrow: Anyways here's version 2.8 of the patch - that message filtering deserves a revision upgrade.
Attachments
smooth_economy_sz_v2-8_r8435_mini-IN.patch
diff
(1.95 KiB) Downloaded 305 times
smooth_economy_sz_v2-8_r8435_NS.patch
diff
(6.28 KiB) Downloaded 388 times

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Re: Improved smooth_economy patch v3.0 (nightly r10715 and up)

Post by SirkoZ » 29 Jul 2007 00:16

Mainly different approach.....here's the v3.0 (2.9 was a non-release although fully functional):

EDIT: the 0% transported behaviour was too radical in 3.0 - so it's fixed now - 3.0c
(also chances are a bit higher now):
Attachments
smooth_economy_sz_v3-0c_r10774_simple.patch
diff
(2.04 KiB) Downloaded 178 times
smooth_economy_sz_v3-0c_0-5-3-RC2_simple.patch
diff
(1.77 KiB) Downloaded 165 times
sz_ind_patch_comments_v3-0c.txt
txt
(4.94 KiB) Downloaded 186 times

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Re: Improved smooth_economy patch

Post by clark17 » 19 Oct 2007 15:00

It there has a chance to see it in the trunk?
Sorry for my little english....

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Re: Improved smooth_economy patch

Post by George » 19 Oct 2007 19:01

Sorry for a question, but
Can industry prop 13 (var 93) have values other than 00, 04, 08, 10, 20, 40, 80?
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Re: Improved smooth_economy patch

Post by DaleStan » 19 Oct 2007 20:13

George wrote:Can industry prop 13 (var 93)
Industry prop 13 is cargo-specific.
Industry variable 93 is not cargo-specific.

Of which do you speak?
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Re: Improved smooth_economy patch

Post by SirkoZ » 19 Oct 2007 20:28

clark17 wrote:It there has a chance to see it in the trunk?
I honestly don't know.

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Re: Improved smooth_economy patch

Post by SirkoZ » 19 Oct 2007 20:29

George wrote:Sorry for a question, but
Can industry prop 13 (var 93) have values other than 00, 04, 08, 10, 20, 40, 80?
No clue - DaleStan is the one to tell you the grf specifics. I only deal with the behaviour, not grf compatibility.

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Re: Improved smooth_economy patch

Post by George » 19 Oct 2007 20:57

DaleStan wrote:
George wrote:Can industry prop 13 (var 93)
Industry prop 13 is cargo-specific.
Industry variable 93 is not cargo-specific.
Of which do you speak?
Sorry for not clean question
51766 [36][5A] Industry array (+90 entries), locations within each entry follow:
Offset Size Meaning
13 B Production multiplier, always either 00 (which means the industry has announced imminent closure) or an integer power of 2. 10 is the default, 04 is the minimum, 80 is the maximum.
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Re: Improved smooth_economy patch

Post by belugas » 19 Oct 2007 21:01

I think it is only a powerof 2, indeed.
I'll check when i can
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Re: Improved smooth_economy patch

Post by George » 20 Oct 2007 06:06

belugas wrote:I think it is only a powerof 2, indeed.
I'll check when i can
It may be useful to use other values to indicate for the GRF that the value is smooth.
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Re: Improved smooth_economy patch

Post by DaleStan » 21 Oct 2007 03:57

George wrote: 51766 [36][5A] Industry array (+90 entries), locations within each entry follow:
Offset Size Meaning
13 B Production multiplier, always either 00 (which means the industry has announced imminent closure) or an integer power of 2. 10 is the default, 04 is the minimum, 80 is the maximum.
Absolutely everything GRF-accessible that listed in that document is a variable. *EVERYTHING!* Stop calling them properties. They aren't.

Properties are the things you put in an action 0.
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Re: Improved smooth_economy patch

Post by George » 21 Oct 2007 05:09

DaleStan wrote:
George wrote: 51766 [36][5A] Industry array (+90 entries), locations within each entry follow:
Offset Size Meaning
13 B Production multiplier, always either 00 (which means the industry has announced imminent closure) or an integer power of 2. 10 is the default, 04 is the minimum, 80 is the maximum.
Absolutely everything GRF-accessible that listed in that document is a variable. *EVERYTHING!* Stop calling them properties. They aren't.
Properties are the things you put in an action 0.
Sorry
Back on topic. Values in var 93 could take a more wide range of values in OTTD. GRFs could use it. What do you think?
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Re: Improved smooth_economy patch

Post by SirkoZ » 26 Nov 2007 01:42

Newsflash - since r11500 - my smooth_economy patch has been included in the trunk, although not 3.0c but 3.0w - its behavior is still the same old good one that was known for my patches but it's really simple and "clean".

Of course as always, there can be improvements, de-coupl-ings and such, but it's in and it's behaving, that's the most important.

Thank you to all that have helped me through the years with your suggestions/advices for this small but useful patch. And of course - thank you, Belugas, who reviewed and approved it.
Attachments
smooth_economy_sz_v3-0w_r11399_simple.patch
diff
(1.41 KiB) Downloaded 263 times

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Re: Improved smooth_economy patch

Post by Octopussy » 26 Nov 2007 18:40

SirkoZ wrote:Newsflash - since r11500 - my smooth_economy patch has been included in the trunk, although not 3.0c but 3.0w - its behavior is still the same old good one that was known for my patches but it's really simple and "clean".

Of course as always, there can be improvements, de-coupl-ings and such, but it's in and it's behaving, that's the most important.

Thank you to all that have helped me through the years with your suggestions/advices for this small but useful patch. And of course - thank you, Belugas, who reviewed and approved it.
Well Done !!

it might be thought to add [in trunk] in the main post of this topic and update this page of the OpenTTD Manual : http://wiki.openttd.org/index.php/Economy :)

And what's the difference with this another project branch : http://wiki.openttd.org/index.php/New_E ... _Balancing ?

8)

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Re: Improved smooth_economy patch

Post by SirkoZ » 27 Nov 2007 01:11

Yes, I will update that wiki page tomorrow and also the title here.

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