Struct veloren_world::site::economy::Economy

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pub struct Economy {
Show 19 fields pop: f32, population_limited_by: GoodIndex, stocks: GoodMap<f32>, surplus: GoodMap<f32>, marginal_surplus: GoodMap<f32>, unconsumed_stock: GoodMap<f32>, values: GoodMap<Option<f32>>, last_exports: GoodMap<f32>, active_exports: GoodMap<f32>, labor_values: GoodMap<Option<f32>>, material_costs: GoodMap<f32>, labors: LaborMap<f32>, yields: LaborMap<f32>, productivity: LaborMap<f32>, limited_by: LaborMap<GoodIndex>, natural_resources: NaturalResources, neighbors: Vec<NeighborInformation>, orders: DHashMap<Id<Site>, Vec<TradeOrder>>, deliveries: Vec<TradeDelivery>,
}

Fields§

§pop: f32

Population

§population_limited_by: GoodIndex§stocks: GoodMap<f32>

Total available amount of each good

§surplus: GoodMap<f32>

Surplus stock compared to demand orders

§marginal_surplus: GoodMap<f32>

change rate (derivative) of stock in the current situation

§unconsumed_stock: GoodMap<f32>

amount of wares not needed by the economy (helps with trade planning)

§values: GoodMap<Option<f32>>

Local availability of a good, 4.0 = starved, 2.0 = balanced, 0.1 = extra, NULL = way too much

§last_exports: GoodMap<f32>

amount of goods exported/imported during the last cycle

§active_exports: GoodMap<f32>§labor_values: GoodMap<Option<f32>>

amount of labor that went into a good, [1 man cycle=1.0]

§material_costs: GoodMap<f32>§labors: LaborMap<f32>

Proportion of individuals dedicated to an industry (sums to roughly 1.0)

§yields: LaborMap<f32>§productivity: LaborMap<f32>

[0.0..1.0]

§limited_by: LaborMap<GoodIndex>

Missing raw material which limits production

§natural_resources: NaturalResources§neighbors: Vec<NeighborInformation>

Neighboring sites to trade with

§orders: DHashMap<Id<Site>, Vec<TradeOrder>>

outgoing trade, per provider

§deliveries: Vec<TradeDelivery>

incoming trade - only towards this site

Implementations§

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impl Economy

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const MINIMUM_PRICE: f32 = 0.100000001f32

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const STARTING_COIN: f32 = 1000f32

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const _NATURAL_RESOURCE_SCALE: f32 = 0.111111112f32

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pub fn population(&self) -> f32

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pub fn get_available_stock(&self) -> HashMap<Good, f32>

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pub fn get_information(&self, id: Id<Site>) -> EconomyInfo

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pub fn cache_economy(&mut self)

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fn get_orders(&self) -> &'static LaborMap<Vec<(GoodIndex, f32)>>

orders per profession (excluding everyone)

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fn get_orders_everyone(&self) -> impl Iterator<Item = &'static (GoodIndex, f32)>

resources consumed by everyone (no matter which profession)

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fn get_production(&self) -> LaborMap<(GoodIndex, f32)>

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fn replenish(&mut self, _time: f32)

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pub fn add_chunk(&mut self, ch: &SimChunk, distance_squared: i64)

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pub fn add_neighbor(&mut self, id: Id<Site>, _distance: usize)

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pub fn get_site_prices(&self) -> SitePrices

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fn plan_trade_for_site( &mut self, site_id: &Id<Site>, transportation_capacity: f32, potential_trade: &mut GoodMap<f32>, ) -> GoodMap<f32>

plan the trading according to missing goods and prices at neighboring sites (1st step of trading)

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pub fn trade_at_site( &mut self, site_id: Id<Site>, orders: &mut Vec<TradeOrder>, deliveries: &mut DHashMap<Id<Site>, Vec<TradeDelivery>>, )

perform trade using neighboring orders (2nd step of trading)

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fn collect_deliveries(&mut self)

3rd step of trading

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pub fn tick(&mut self, site_id: Id<Site>, dt: f32)

Simulate one step of economic interaction:

  • collect returned goods from trade
  • calculate demand, production and their ratio
  • reassign workers based on missing goods
  • change stock due to raw material use and production
  • send out traders with goods and orders
  • calculate good decay and population change

Simulate a site’s economy. This simulation is roughly equivalent to the Lange-Lerner model’s solution to the socialist calculation problem. The simulation begins by assigning arbitrary values to each commodity and then incrementally updates them according to the final scarcity of the commodity at the end of the tick. This results in the formulation of values that are roughly analogous to prices for each commodity. The workforce is then reassigned according to the respective commodity values. The simulation also includes damping terms that prevent cyclical inconsistencies in value rationalisation magnifying enough to crash the economy. We also ensure that a small number of workers are allocated to every industry (even inactive ones) each tick. This is not an accident: a small amount of productive capacity in one industry allows the economy to quickly pivot to a different production configuration should an additional commodity that acts as production input become available. This means that the economy will dynamically react to environmental changes. If a product becomes available through a mechanism such as trade, an entire arm of the economy may materialise to take advantage of this.

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pub fn csv_entry(f: &mut File, site: &Site) -> Result<(), Error>

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fn csv_header(f: &mut File) -> Result<(), Error>

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pub fn csv_open() -> Option<File>

Trait Implementations§

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impl Debug for Economy

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fn fmt(&self, f: &mut Formatter<'_>) -> Result

Formats the value using the given formatter. Read more
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impl Default for Economy

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fn default() -> Self

Returns the “default value” for a type. Read more

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