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Re: Detailed mineral mining table Tue, 02 October 2007 22:27 Go to previous messageGo to previous message
LEit is currently offline LEit

 
Lt. Commander

Messages: 879
Registered: April 2003
Location: CT
Here is where mineral concentrations are reduced. I haven't looked through what you've done and compared it to what this routine does to see how similar or different they are.

void Planet::Mine(long mines, const Player * miner)
{
	if (mines == 0)
		return;

	long rate;
	if (GetOwner() == NULL)
		rate = 10;
	else
		rate = GetOwner()->MineRate();

	for (long mineral = 0; mineral < Rules::MaxMinType; ++mineral) {
		long conc;
		if (mHomeWorld && miner == GetOwner())
			conc = max(mMinConc[mineral], Rules::GetConstant("MineralHWMinimum"));
		else
			conc = mMinConc[mineral];

		mContains[mineral] += (conc * mines * rate + 500) / 10 / 100;
		mMinMined[mineral] += mines;
		long minesper = Rules::GetConstant("MineralDecayFactor") / mMinConc[mineral] / mMinConc[mineral];
		if (mMinMined[mineral] > minesper) {
			mMinConc[mineral] -= mMinMined[mineral] / minesper;
			if (mMinConc[mineral] < Rules::GetConstant("MineralMinimum"))
				mMinConc[mineral] = Rules::GetConstant("MineralMinimum");

			mMinMined[mineral] %= minesper;
		}
	}
}



- LEit

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