コード例 #1
0
ファイル: cRival.cpp プロジェクト: taukita/crazys-wm-mod
void cRivalManager::Update(int& NumPlayerBussiness)
{
	cRival* curr = m_Rivals;
	cConfig cfg;

	if (g_Year >= 1209 && g_Month > 3) m_PlayerSafe = false;

	while (curr)
	{
		// check if rival is killed
		if (curr->m_Gold <= 0 && curr->m_NumBrothels <= 0 && curr->m_NumGangs <= 0 &&
			curr->m_NumGirls <= 0 && curr->m_NumGamblingHalls <= 0 && curr->m_NumBars <= 0 &&
			curr->m_NumInventory <= 0)
		{
			cRival* tmp = curr->m_Next;
			RemoveRival(curr);
			curr = tmp;
			SetGameFlag(FLAG_RIVALLOSE);
			continue;
		}

		int income = 0; int upkeep = 0; int profit = 0;
		int totalincome = 0; int totalupkeep = 0;
		int startinggold = curr->m_Gold;

		// `J` added - rival power
		// `J` reworked to reduce the rival's power
		curr->m_Power = 
			max(0, curr->m_NumBrothels * 5) +
			max(0, curr->m_NumGamblingHalls * 2) +
			max(0, curr->m_NumBars * 1);
	
		// check if a rival is in danger
		if (curr->m_Gold <= 0 || curr->m_NumBrothels <= 0 || curr->m_NumGirls <= 0 || curr->m_NumGamblingHalls <= 0 || curr->m_NumBars <= 0)
		{
			// The AI is in danger so will stop extra spending
			curr->m_BribeRate = 0;
			curr->m_Influence = 0;

			// first try to sell any items
			if (curr->m_NumInventory > 0)
			{
				for (int i = 0; i < MAXNUM_RIVAL_INVENTORY && curr->m_Gold + income + upkeep < 1000; i++)
				{
					sInventoryItem* temp = curr->m_Inventory[i];
					if (temp)
					{
						income += (temp->m_Cost / 2);
						RemoveRivalInvByNumber(curr, i);
					}
				}
			}

			// try to buy at least one of each to make up for losses
			if (curr->m_NumBrothels <= 0 && curr->m_Gold + income + upkeep - 20000 >= 0)
			{
				upkeep -= 20000;
				curr->m_NumBrothels++;
			}
			if (curr->m_NumGirls <= 0 && curr->m_Gold + income + upkeep - 550 >= 0)
			{
				upkeep -= 550;
				curr->m_NumGirls++;
			}
			if (curr->m_NumGamblingHalls <= 0 && curr->m_Gold + income + upkeep - 10000 >= 0)
			{
				curr->m_NumGamblingHalls++;
				upkeep -= 10000;
			}
			if (curr->m_NumBars <= 0 && curr->m_Gold + income + upkeep - 2500 >= 0)
			{
				curr->m_NumBars++;
				upkeep -= 2500;
			}
			// buy more girls if there is enough money left (save at least 1000 in reserve)
			if (curr->m_Gold + income + upkeep >= 1550 && (curr->m_NumGirls < 5 || curr->m_NumGirls < curr->m_NumBrothels * 20))
			{
				int i = 0;
				while (curr->m_Gold + income + upkeep >= 1550 && i < (g_Dice % 5) + 1)	// buy up to 5 girls if they can afford it.
				{
					upkeep -= 550;
					curr->m_NumGirls++;
					i++;
				}
			}
		}

		// process money
		totalincome += income; totalupkeep += upkeep; curr->m_Gold += income; curr->m_Gold += upkeep; profit = totalincome + totalupkeep; 
		income = upkeep = 0;
		
		for (int i = 0; i < curr->m_NumGirls; i++)	// from girls
		{
			// If a rival has more girls than their brothels can handle, the rest work on the streets
			double rapechance = (i > curr->m_NumBrothels * 20 ? cfg.prostitution.rape_brothel() : cfg.prostitution.rape_streets());
			int Customers = g_Dice % 6;				// 0-5 cust per girl
			for (int i = 0; i < Customers;i++)
			{
				if (g_Dice.percent(rapechance))
				{
					upkeep -= 50;					// pay off the girl and the officials after killing the rapist
				}
				else
				{
					income += g_Dice % 38 + 2;		// 2-40 gold per cust
				}
			}
		}
		// from halls
		for (int i = 0; i < curr->m_NumGamblingHalls; i++)
		{
			int Customers = ((g_Dice%curr->m_NumGirls) + curr->m_NumGirls / 5);
			if (g_Dice.percent(5))
			{
				upkeep -= ((g_Dice % 101) + 200);			// Big Winner
				Customers += g_Dice % 10;					// attracts more customers
			}
			if (g_Dice.percent(5))
			{
				income += ((g_Dice % 601) + 400);			// Big Loser
				Customers -= g_Dice % (Customers / 5);		// scares off some customers
			}
			// they will kick a customer out if they win too much so they can win up to 100 but only lose 50
			for (int j = 0; j < Customers; j++)
			{
				int winloss = (g_Dice % 151 - 50);
				if (winloss > 0) income += winloss;
				else /*       */ upkeep += winloss;
			}
		}
		// from bars
		for (int i = 0; i < curr->m_NumBars; i++)
		{
			int Customers = ((g_Dice%curr->m_NumGirls) + curr->m_NumGirls/5);
			if (g_Dice.percent(5))
			{
				upkeep -= ((g_Dice % 250) + 1);				// bar fight - cost to repair
				Customers -= g_Dice % (Customers / 5);		// scare off some customers
			}
			if (g_Dice.percent(5))
			{
				income += ((g_Dice % 250) + 1);				// Big Spender
				Customers += g_Dice % 5;					// attracts more customers
			}
			for (int j = 0; j < Customers; j++)
			{
				income += (g_Dice % 9) + 1;				// customers spend 1-10 per visit
			}

		}
		// from businesses
		if (curr->m_BusinessesExtort > 0) income += (curr->m_BusinessesExtort * INCOME_BUSINESS);

		// Calc their upkeep
		upkeep -= curr->m_BribeRate;
		upkeep -= curr->m_NumGirls * 5;
		upkeep -= curr->m_NumBars * 20;
		upkeep -= curr->m_NumGamblingHalls * 80;
		upkeep -= (curr->m_NumBars)*((g_Dice % 50) + 30);	// upkeep for buying barrels of booze
		upkeep -= (curr->m_NumGangs * 90);

		float taxRate = 0.06f;	// normal tax rate is 6%
		if (curr->m_Influence > 0)	// can you influence it lower
		{
			int lowerBy = curr->m_Influence / 20;
			float amount = (float)(lowerBy / 100);
			taxRate -= amount;
			if (taxRate <= 0.01f) taxRate = 0.01f;
		}
		if (income > 0)
		{
			int tmp = income - (g_Dice % (int)(income*0.25f));	// launder up to 25% of gold
			int tax = (int)(tmp*taxRate);
			upkeep -= tax;
		}

		// process money
		totalincome += income; totalupkeep += upkeep; curr->m_Gold += income; curr->m_Gold += upkeep; profit = totalincome + totalupkeep; 
		income = upkeep = 0;

		// Work out gang missions
		int cGangs = curr->m_NumGangs;
		for (int i = 0; i < cGangs; i++)
		{
			sGang* cG1 = g_Gangs.GetTempGang(curr->m_Power);	// create a random gang for this rival
			int missionid = -1;
			int tries = 0;
			while (missionid == -1 && tries < 10)	// choose a mission
			{
				switch (g_Dice % 9)	// `J` zzzzzz - need to add checks into this
				{
				case 0:
					missionid = MISS_EXTORTION;		// gain territory
					break;
				case 1:
					missionid = MISS_PETYTHEFT;		// small money but safer
					break;
				case 2:
					missionid = MISS_GRANDTHEFT;	// large money but difficult
					break;
				case 3:
					missionid = MISS_SABOTAGE;		// attack rivals
					break;
				case 4:
					break;	// not ready
					missionid = MISS_CAPTUREGIRL;	// take girls from rivals
					break;
				case 5:
					missionid = MISS_KIDNAPP;		// get new girls
					break;
				case 6:
					missionid = MISS_CATACOMBS;		// random but dangerous
					break;
				default:	
					missionid = MISS_GUARDING;		// don't do anything but guard
					break;
				}
				tries++;
			}


			switch (missionid)
			{
			case MISS_EXTORTION:		// gain territory
			{
				int numB = GetNumBusinesses() + NumPlayerBussiness;
				if (numB < TOWN_NUMBUSINESSES)	// if there are uncontrolled businesses
				{
					int n = g_Dice % 5 - 2;
					if (n > 0)					// try to take some
					{
						if (numB + n > TOWN_NUMBUSINESSES)
							n = TOWN_NUMBUSINESSES - numB;

						curr->m_BusinessesExtort += n;
						income += n * 20;
					}
				}
				else			// if there are no uncontrolled businesses
				{
					stringstream ss;
					int who = (g_Dice % (m_NumRivals + 1));				// who to attack
					if (who == m_NumRivals)								// try to attack you
					{
						if (!player_safe() && NumPlayerBussiness > 0)	// but only if you are a valid target
						{
							sGang* miss1 = g_Gangs.GetGangOnMission(MISS_GUARDING);
							if (miss1)									// if you have a gang guarding
							{
								ss << gettext("Your guards encounter ") << curr->m_Name << gettext(" going after some of your territory.");

								sGang* rGang = g_Gangs.GetTempGang(curr->m_Power);
								if (g_Gangs.GangBrawl(miss1, rGang))	// if you win
								{
									if (rGang->m_Num == 0) curr->m_NumGangs--;
									ss << gettext("\nBut you maintain control of the territory.");
									miss1->m_Events.AddMessage(ss.str(), IMGTYPE_PROFILE, EVENT_GANG);
								}
								else									// if you lose
								{
									if (miss1->m_Num == 0) g_Gangs.RemoveGang(miss1);
									ss << gettext("\nYou lose the territory.");
									NumPlayerBussiness--;
									curr->m_BusinessesExtort++;
									g_MessageQue.AddToQue(ss.str(), COLOR_RED);
								}
								delete rGang; rGang = 0;	// cleanup
							}
							else										// if you do not have a gang guarding
							{
								ss << gettext("Your rival ") << curr->m_Name << gettext(" has taken one of the undefended territories you control.");
								g_MessageQue.AddToQue(ss.str(), COLOR_RED);
								NumPlayerBussiness--;
								curr->m_BusinessesExtort++;
							}
						}
					}
					else	// attack another rival
					{
						ss << gettext("The ") << curr->m_Name << gettext(" attacked the territories of ");
						cRival* rival = GetRival(who);
						if (rival != curr && rival->m_BusinessesExtort > 0)
						{
							ss << rival->m_Name;
							if (rival->m_NumGangs > 0)
							{
								sGang* rG1 = g_Gangs.GetTempGang(rival->m_Power);
								if (g_Gangs.GangBrawl(cG1, rG1, true))
								{
									rival->m_NumGangs--;
									rival->m_BusinessesExtort--;
									curr->m_BusinessesExtort++;
									ss << gettext(" and won.");
								}
								else
								{
									curr->m_NumGangs--;
									ss << gettext(" and lost.");
								}
								delete rG1; rG1 = 0;	// cleanup
							}
							else
							{
								ss << " and took an unguarded territory.";
								rival->m_BusinessesExtort--;
								curr->m_BusinessesExtort++;
							}
							g_MessageQue.AddToQue(ss.str(), COLOR_BLUE);
						}
					}
				}
			}break;
			case MISS_PETYTHEFT:		// small money but safer
			{
				if (g_Dice.percent(70))
				{
					income += g_Dice % 400 + 1;
				}
				else if (g_Dice.percent(10))	// they may lose the gang
				{
					curr->m_NumGangs--;
				}
			}break;
			case MISS_GRANDTHEFT:		// large money but difficult
			{
				if (g_Dice.percent(30))
				{
					income += (g_Dice % 20 + 1) * 100;
				}
				else if (g_Dice.percent(30))	// they may lose the gang
				{
					curr->m_NumGangs--;
				}
			}break;
			case MISS_SABOTAGE:			// attack rivals
			{
				if (g_Dice.percent(min(90, cG1->intelligence())))	// chance they find a target
				{
					stringstream ss;
					int who = (g_Dice % (m_NumRivals + 1));
					if (who == m_NumRivals && !player_safe())	// if it is you and you are a valid target
					{
						int num = 0;
						bool damage = false;
						sGang* miss1 = g_Gangs.GetGangOnMission(MISS_GUARDING);
						if (miss1)
						{
							ss << gettext("Your rival the ") << curr->m_Name << gettext(" attack your assets.");

							if (!g_Gangs.GangBrawl(miss1, cG1))
							{
								if (miss1->m_Num == 0) g_Gangs.RemoveGang(miss1);
								ss << gettext("\nYour men are defeated.");
								int num = (g_Dice % 2) + 1;
								damage = true;
							}
							else
							{
								if (cG1->m_Num == 0) curr->m_NumGangs--;
								ss << gettext(" But they fail.");
								miss1->m_Events.AddMessage(ss.str(), IMGTYPE_PROFILE, EVENT_GANG);
							}
						}
						else
						{
							ss << gettext("You have no guards so your rival ") << curr->m_Name << gettext(" attacks.");
							if (NumPlayerBussiness > 0 || g_Gold.ival() > 0)
							{
								num = (g_Dice % 3) + 1;
								damage = true;
							}
						}
						if (damage)
						{
							if (NumPlayerBussiness > 0)
							{
								ss << "\nThey destroy ";
								NumPlayerBussiness -= num;
								if (NumPlayerBussiness < 0)
								{
									ss << "all";
									NumPlayerBussiness = 0;
								}
								else if (num == 1)	ss << "one";
								else if (num == 2)	ss << "two";
								else /*         */	ss << num;
								ss << " of your territories.";
							}
							else ss << ".";

							ss << rivals_plunder_pc_gold(curr);
							g_MessageQue.AddToQue(ss.str(), COLOR_RED);
						}
					}
					else
					{
						ss << gettext("The ") << curr->m_Name << gettext(" launched an assault on ");
						cRival* rival = GetRival(who);
						if (rival && rival != curr)
						{
							int num = 0;
							ss << rival->m_Name;
							if (rival->m_NumGangs > 0)
							{
								sGang* rG1 = g_Gangs.GetTempGang(rival->m_Power);
								if (g_Gangs.GangBrawl(cG1, rG1, true))
								{
									rival->m_NumGangs--;
									ss << gettext(" and won.");
									num = (g_Dice % 2) + 1;
								}
								else
								{
									ss << gettext(" and lost.");
									curr->m_NumGangs--;
								}
								delete rG1; rG1 = 0;	// cleanup
							}
							else
							{
								num = (g_Dice % 4) + 1;	// can do more damage if not fighting another gang
							}
							if (num > 0)
							{
								if (rival->m_BusinessesExtort > 0)
								{
									rival->m_BusinessesExtort -= num;
									if (rival->m_BusinessesExtort < 0)
										rival->m_BusinessesExtort = 0;
								}
								if (rival->m_Gold > 0)
								{
									long gold = (g_Dice % 2000) + 45;	// get a random ammount
									if ((rival->m_Gold - gold) > 0)		// and if they have more than that
									{
										rival->m_Gold -= gold;			// take it
									}
									else								// but if not
									{
										gold = rival->m_Gold;			// take all they have
										rival->m_Gold = 0;
									}
									income += gold;
								}
								int buildinghit = g_Dice.d100() - num;
								if (rival->m_NumBrothels > 0 && buildinghit < 10 + (rival->m_NumBrothels * 2))
								{		// 10% base + 2% per brothel
									rival->m_NumBrothels--;
									rival->m_Power--;
									ss << "\nThey destroyed one of their Brothels.";
								}
								else if (rival->m_NumGamblingHalls > 0 && buildinghit < 30 + (rival->m_NumGamblingHalls * 2))
								{		// 20% base + 2% per hall
									rival->m_NumGamblingHalls--;
									ss << "\nThey destroyed one of their Gambling Halls.";
								}
								else if (rival->m_NumBars > 0 && buildinghit < 60 + (rival->m_NumBars * 2))
								{		// 60% base + 2% per bar
									rival->m_NumBars--;
									ss << "\nThey destroyed one of their Bars.";
								}
							}
							g_MessageQue.AddToQue(ss.str(), 0);
						}
					}
				}
			}break;
			case MISS_CAPTUREGIRL:		// take girls from rivals
			{





			}break;
			case MISS_KIDNAPP:			// get new girls
			{
				if (g_Dice.percent(cG1->intelligence()))			// chance to find a girl
				{
					bool addgirl = false;
					sGirl* girl = g_Girls.GetRandomGirl();
					g_Girls.SetStat(girl, STAT_HEALTH, 100);		// make sure she is at full health
					if (girl)
					{
						if (g_Dice.percent(cG1->m_Stats[STAT_CHARISMA]))	// convince her
						{
							addgirl = true;
						}
						else if (g_Brothels.FightsBack(girl))				// try to kidnap her
						{
							if (!g_Gangs.GirlVsEnemyGang(girl, cG1)) addgirl = true;
							else if (cG1->m_Num <= 0) curr->m_NumGangs--;
						}
						else { addgirl = true; }							// she goes willingly
					}
					if (addgirl) curr->m_NumGirls++;
				}
			}break;
			case MISS_CATACOMBS:		// random but dangerous
			{
				int num = cG1->m_Num;
				for (int i = 0; i < num; i++)
				{
					if (!g_Dice.percent(cG1->combat())) cG1->m_Num--;
				}
				if (cG1->m_Num > 0)
				{
					// determine loot
					int gold = cG1->m_Num;
					gold += g_Dice % (cG1->m_Num * 100);
					income += gold;

					int items = 0;
					while (g_Dice.percent(60) && items <= (cG1->m_Num / 3) && curr->m_NumInventory < MAXNUM_RIVAL_INVENTORY)
					{
						bool quit = false; bool add = false;
						sInventoryItem* temp;
						do { temp = g_InvManager.GetRandomItem(); 
						} while (!temp || temp->m_Rarity < RARITYSHOP25 || temp->m_Rarity > RARITYCATACOMB01);

						switch (temp->m_Rarity)
						{
						case RARITYSHOP25:								add = true;		break;
						case RARITYSHOP05:		if (g_Dice.percent(25))	add = true;		break;
						case RARITYCATACOMB15:	if (g_Dice.percent(15))	add = true;		break;
						case RARITYCATACOMB05:	if (g_Dice.percent(5))	add = true;		break;
						case RARITYCATACOMB01:	if (g_Dice.percent(1))	add = true;		break;
							// adding these cases to shut the compiler up
						case RARITYCOMMON:	case RARITYSHOP50:	case RARITYSCRIPTONLY:	case RARITYSCRIPTORREWARD:
						default:
							break;
						}
						if (add)
						{
							AddRivalInv(curr, temp);
						}
					}

					int girls = 0;
					while (g_Dice.percent(40) && girls <= 4)	// up to 4 girls
					{
						girls++;
						curr->m_NumGirls++;
					}
				}
			}break;
			default:	break;			// No mission
			}	// end mission switch
			delete cG1; cG1 = 0;	// cleanup
		}	// end Gang Missions

		// process money
		totalincome += income; totalupkeep += upkeep; curr->m_Gold += income; curr->m_Gold += upkeep; profit = totalincome + totalupkeep; 
		income = upkeep = 0;

		bool danger = false;
		bool sellfail = false;
		// if they are loosing money and they will be bankrupt in 2 turns or less
		if (profit <= 0 && curr->m_Gold - (profit * 2) < 0)		// sell off some stuff
		{
			danger = true;						// this will make sure AI doesn't replace them this turn
			while (curr->m_Gold + income + upkeep - (profit * 2) < 0 && !sellfail)
			{
				// first try to sell any items
				if (curr->m_NumInventory > 0)
				{
					for (int i = 0; i < MAXNUM_RIVAL_INVENTORY && curr->m_Gold + income + upkeep - (profit * 2) < 0; i++)
					{
						sInventoryItem* temp = curr->m_Inventory[i];
						if (temp)
						{
							income += (temp->m_Cost / 2);
							RemoveRivalInvByNumber(curr, i);
						}
					}
				}

				// sell extra stuff - hall or bar
				if (curr->m_NumGamblingHalls > curr->m_NumBrothels)
				{
					curr->m_NumGamblingHalls--;
					income += 5000;
				}
				else if (curr->m_NumBars > curr->m_NumBrothels)
				{
					curr->m_NumBars--;
					income += 1250;
				}
				// if they have an empty brothel, sell it
				else if (curr->m_NumBrothels > 1 && (curr->m_NumBrothels - 1) * 20 > curr->m_NumGirls + 1)
				{
					curr->m_NumBrothels--;
					income += 10000;
				}
				// sell extra girls
				else if (curr->m_NumGirls > curr->m_NumBrothels * 20)
				{
					curr->m_NumGirls--;
					income += g_Dice % 401 + 300;	// variable price 300-700
				}
				// sell a hall or bar keeping at least 1 of each
				else if (curr->m_NumGamblingHalls > 1 && curr->m_NumBars <= curr->m_NumGamblingHalls)
				{
					curr->m_NumGamblingHalls--;
					income += 5000;
				}
				else if (curr->m_NumBars > 1)
				{
					curr->m_NumBars--;
					income += 1250;
				}
				// Finally - sell a girl
				else if (curr->m_NumGirls > 1)
				{
					curr->m_NumGirls--;
					income += g_Dice % 401 + 300;	// variable price 300-700
				}
				else
				{
					sellfail = true;	// could not sell anything so break out of the while loop
				}
			}
		}

		// process money
		totalincome += income; totalupkeep += upkeep; curr->m_Gold += income; curr->m_Gold += upkeep; profit = totalincome + totalupkeep; 
		income = upkeep = 0;

		if (!danger)
		{
			// use or sell items
			if (curr->m_NumInventory > 0)
			{
				for (int i = 0; i < MAXNUM_RIVAL_INVENTORY; i++)
				{
					sInventoryItem* temp = curr->m_Inventory[i];
					if (temp && g_Dice.percent(50))
					{
						if (g_Dice.percent(50)) income += (temp->m_Cost / 2);
						RemoveRivalInvByNumber(curr, i);
					}
				}
			}

			// buy a new brothel if they have enough money
			if (curr->m_Gold + income + upkeep - 20000 > 0 && curr->m_NumGirls + 2 >= curr->m_NumBrothels * 20 && curr->m_NumBrothels < 6)
			{
				curr->m_NumBrothels++;
				upkeep -= 20000;
			}
			// buy new girls
			int girlsavailable = (g_Dice % 6) + 1;
			while (curr->m_Gold + income + upkeep - 550 >= 0 && girlsavailable > 0 && curr->m_NumGirls < curr->m_NumBrothels * 20)
			{
				curr->m_NumGirls++;
				girlsavailable--;
				upkeep -= 550;
			}
			// hire gangs
			int gangsavailable = (max(0, (g_Dice % 5) - 2));
			while (curr->m_Gold + income + upkeep - 90 >= 0 && gangsavailable > 0 && curr->m_NumGangs < 8)
			{
				curr->m_NumGangs++;
				upkeep -= 90;
			}
			// buy a gambling hall 
			if (g_Dice.percent(30) && curr->m_Gold + income + upkeep - 10000 >= 0 && curr->m_NumGamblingHalls < curr->m_NumBrothels)
			{
				curr->m_NumGamblingHalls++;
				upkeep -= 10000;
			}
			// buy a new bar
			if (g_Dice.percent(60) && curr->m_Gold + income + upkeep - 2500 >= 0 && curr->m_NumBars < curr->m_NumBrothels)
			{
				curr->m_NumBars++;
				upkeep -= 2500;
			}

			// buy items
			int rper[7] = { 90, 70, 50, 30, 10, 5, 1 };
			int i = 0;
			while (i < 6)
			{
				sInventoryItem* item = g_InvManager.GetRandomItem();
				if (item && item->m_Rarity <= RARITYCATACOMB01 && g_Dice.percent(rper[item->m_Rarity])
					&& curr->m_Gold + income + upkeep > item->m_Cost)
				{
					if (g_Dice.percent(50))
					{
						AddRivalInv(curr, item);	// buy 50%, use 50%
					}
					upkeep -= item->m_Cost;
				}
				i++;

			}
		}

		// process money
		totalincome += income; totalupkeep += upkeep; curr->m_Gold += income; curr->m_Gold += upkeep; profit = totalincome + totalupkeep; 
		income = upkeep = 0;

		// adjust their bribe rate		
		if (profit > 1000)		curr->m_BribeRate += (long)(50);	// if doing well financially then increase 
		else if (profit < 0)	curr->m_BribeRate -= (long)(50);	// if loosing money decrease
		if (curr->m_BribeRate < 0) curr->m_BribeRate = 0;			// check 0
		g_Brothels.UpdateBribeInfluence();							// update influence


		// `J` bookmark - rival money at the end of their turn
		if (cfg.debug.log_debug())
		g_LogFile.os() << "Processing Rival: " << curr->m_Name
			<< " | Starting Gold: " << startinggold
			<< " | Income: " << totalincome
			<< " | Upkeep: " << totalupkeep
			<< " | Profit: " << totalincome + totalupkeep
			<< " | Ending Gold: " << curr->m_Gold <<"\n";

		curr = curr->m_Next;
	}
}