//--------- Begin of function FirmMarket::next_day ---------// // void FirmMarket::next_day() { //----- call next_day() of the base class -----// Firm::next_day(); //---- update trade link to harbors to towns -----// update_trade_link(); //-------- input goods ----------// if( info.game_date%PROCESS_GOODS_INTERVAL == firm_recno%PROCESS_GOODS_INTERVAL ) { input_goods(50); // input maximum 50 qty of goods per day set_next_output_firm(); // set next output firm } //-------- sell goods --------// sell_goods(); //------- free up unused slots -------// //### begin alex 24/10 ###// //if( info.game_date%30 == firm_recno%30 ) // free_unused_slot(); //#### end alex 24/10 ####// }
//--------- Begin of function FirmMine::next_day ---------// // void FirmMine::next_day() { //----- call next_day() of the base class -----// Firm::next_day(); //----------- update population -------------// recruit_worker(); //-------- train up the skill ------------// update_worker(); //---------------------------------------// if( info.game_date%PROCESS_GOODS_INTERVAL == firm_recno%PROCESS_GOODS_INTERVAL ) // produce raw materials once every 3 days { produce_raw(); set_next_output_firm(); // set next output firm } }
//--------- Begin of function FirmFactory::next_day ---------// // void FirmFactory::next_day() { //----- call next_day() of the base class -----// Firm::next_day(); //----------- update population -------------// recruit_worker(); //-------- train up the skill ------------// update_worker(); //--------- daily manufacturing activities ---------// if( info.game_date%PROCESS_GOODS_INTERVAL == firm_recno%PROCESS_GOODS_INTERVAL ) { input_raw(); production(); set_next_output_firm(); // set next output firm } }