Feature: allow to do a hostile takeover of an AI company (in singleplayer) (#10914)
With the removal of the share-system, you could no longer make an AI disappear in a single player game. At least, not without going into the console.
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@@ -105,15 +105,12 @@ Prices _price;
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static PriceMultipliers _price_base_multiplier;
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/**
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* Calculate the value of the company. That is the value of all
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* assets (vehicles, stations) and money minus the loan,
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* except when including_loan is \c false which is useful when
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* we want to calculate the value for bankruptcy.
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* @param c the company to get the value of.
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* @param including_loan include the loan in the company value.
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* @return the value of the company.
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* Calculate the value of the assets of a company.
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*
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* @param c The company to calculate the value of.
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* @return The value of the assets of the company.
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*/
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Money CalculateCompanyValue(const Company *c, bool including_loan)
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static Money CalculateCompanyAssetValue(const Company *c)
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{
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Owner owner = c->index;
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@@ -136,6 +133,22 @@ Money CalculateCompanyValue(const Company *c, bool including_loan)
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}
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}
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return value;
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}
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/**
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* Calculate the value of the company. That is the value of all
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* assets (vehicles, stations) and money (including loan),
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* except when including_loan is \c false which is useful when
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* we want to calculate the value for bankruptcy.
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* @param c the company to get the value of.
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* @param including_loan include the loan in the company value.
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* @return the value of the company.
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*/
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Money CalculateCompanyValue(const Company *c, bool including_loan)
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{
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Money value = CalculateCompanyAssetValue(c);
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/* Add real money value */
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if (including_loan) value -= c->current_loan;
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value += c->money;
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@@ -143,6 +156,39 @@ Money CalculateCompanyValue(const Company *c, bool including_loan)
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return std::max<Money>(value, 1);
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}
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/**
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* Calculate what you have to pay to take over a company.
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*
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* This is different from bankruptcy and company value, and involves a few
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* more parameters to make it more realistic.
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*
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* You have to pay for:
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* - The value of all the assets in the company.
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* - The loan the company has (the investors really want their money back).
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* - The profit for the next two years (if positive) based on the last four quarters.
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*
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* And on top of that, they walk away with all the money they have in the bank.
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*
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* @param c the company to get the value of.
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* @return The value of the company.
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*/
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Money CalculateHostileTakeoverValue(const Company *c)
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{
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Money value = CalculateCompanyAssetValue(c);
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value += c->current_loan;
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/* Negative balance is basically a loan. */
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if (c->money < 0) {
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value += -c->money;
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}
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for (int quarter = 0; quarter < 4; quarter++) {
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value += std::max<Money>(c->old_economy[quarter].income - c->old_economy[quarter].expenses, 0) * 2;
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}
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return std::max<Money>(value, 1);
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}
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/**
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* if update is set to true, the economy is updated with this score
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* (also the house is updated, should only be true in the on-tick event)
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@@ -1940,14 +1986,14 @@ static IntervalTimer<TimerGameCalendar> _companies_monthly({TimerGameCalendar::M
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HandleEconomyFluctuations();
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});
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static void DoAcquireCompany(Company *c)
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static void DoAcquireCompany(Company *c, bool hostile_takeover)
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{
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CompanyID ci = c->index;
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CompanyNewsInformation *cni = new CompanyNewsInformation(c, Company::Get(_current_company));
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SetDParam(0, STR_NEWS_COMPANY_MERGER_TITLE);
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SetDParam(1, c->bankrupt_value == 0 ? STR_NEWS_MERGER_TAKEOVER_TITLE : STR_NEWS_COMPANY_MERGER_DESCRIPTION);
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SetDParam(1, hostile_takeover ? STR_NEWS_MERGER_TAKEOVER_TITLE : STR_NEWS_COMPANY_MERGER_DESCRIPTION);
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SetDParamStr(2, cni->company_name);
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SetDParamStr(3, cni->other_company_name);
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SetDParam(4, c->bankrupt_value);
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@@ -1957,14 +2003,6 @@ static void DoAcquireCompany(Company *c)
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ChangeOwnershipOfCompanyItems(ci, _current_company);
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if (c->bankrupt_value == 0) {
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Company *owner = Company::Get(_current_company);
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/* Get both the balance and the loan of the company you just bought. */
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SubtractMoneyFromCompany(CommandCost(EXPENSES_OTHER, -c->money));
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owner->current_loan += c->current_loan;
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}
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if (c->is_ai) AI::Stop(c->index);
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CloseCompanyWindows(ci);
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@@ -1983,15 +2021,23 @@ static void DoAcquireCompany(Company *c)
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* @todo currently this only works for AI companies
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* @param flags type of operation
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* @param target_company company to buy up
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* @param hostile_takeover whether to buy up the company even if it is not bankrupt
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* @return the cost of this operation or an error
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*/
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CommandCost CmdBuyCompany(DoCommandFlag flags, CompanyID target_company)
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CommandCost CmdBuyCompany(DoCommandFlag flags, CompanyID target_company, bool hostile_takeover)
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{
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Company *c = Company::GetIfValid(target_company);
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if (c == nullptr) return CMD_ERROR;
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/* If you do a hostile takeover but the company went bankrupt, buy it via bankruptcy rules. */
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if (hostile_takeover && HasBit(c->bankrupt_asked, _current_company)) hostile_takeover = false;
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/* Disable takeovers when not asked */
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if (!HasBit(c->bankrupt_asked, _current_company)) return CMD_ERROR;
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if (!hostile_takeover && !HasBit(c->bankrupt_asked, _current_company)) return CMD_ERROR;
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/* Only allow hostile takeover of AI companies and when in single player */
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if (hostile_takeover && !c->is_ai) return CMD_ERROR;
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if (hostile_takeover && _networking) return CMD_ERROR;
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/* Disable taking over the local company in singleplayer mode */
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if (!_networking && _local_company == c->index) return CMD_ERROR;
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@@ -2002,11 +2048,13 @@ CommandCost CmdBuyCompany(DoCommandFlag flags, CompanyID target_company)
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/* Disable taking over when not allowed. */
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if (!MayCompanyTakeOver(_current_company, target_company)) return CMD_ERROR;
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/* Get the cost here as the company is deleted in DoAcquireCompany. */
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CommandCost cost(EXPENSES_OTHER, c->bankrupt_value);
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/* Get the cost here as the company is deleted in DoAcquireCompany.
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* For bankruptcy this amount is calculated when the offer was made;
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* for hostile takeover you pay the current price. */
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CommandCost cost(EXPENSES_OTHER, hostile_takeover ? CalculateHostileTakeoverValue(c) : c->bankrupt_value);
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if (flags & DC_EXEC) {
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DoAcquireCompany(c);
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DoAcquireCompany(c, hostile_takeover);
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}
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return cost;
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}
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