Adjust global economy based on the overall average price difference instead of amount bought vs sold.
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@ -92,18 +92,18 @@ G.economy = { // Aww yea, supply and demand.
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0, 0, 0, 0,
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0, 0, 0, 0,
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0, 0, 0, 0],
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0, 0, 0, 0],
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CheckEconomy: function () {
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CheckEconomy: function () {
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for (var i = 0; i < this.cargoSold; i++) {
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for (var i = 0; i < G.economy.cargoItemWorth.length; i++) {
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var soldBoughtDifference = this.cargoBought[i] - this.cargoSold[i];
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var totalPriceDifference = 0;
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for (var m = 0; m < G.map.length; m++) {
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if (Math.abs(soldBoughtDifference) > (this.cargoItemWorth[i] * 0.75)) { // If the difference is greater than 75% of the worth,
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totalPriceDifference += G.map.island.priceDifferences[i];
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this.cargoItemWorth[i] += Math.round(soldBoughtDifference * 0.5); // Adjust the worth by half of the difference.
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if (this.cargoItemWorth[i] < 1) {
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this.cargoItemWorth[i] = 1; // Make worth never drop below 1.
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}
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}
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}
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G.economy.cargoItemWorth[i] += Math.round(totalPriceDifference / G.map.length); // Apply the average price difference for the item.
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}
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}
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}
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}
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};
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};
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function loadGameManager () {}
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function loadGameManager () {
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for (var i = 0; i < G.economy.cargoItemWorth.length; i++) {
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G.economy.cargoItemWorth[i] += Math.round(Math.randomRange(-5, 5));
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}
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}
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@ -110,6 +110,7 @@ pr_island.SellTo = function (itemIndex, price) {
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G.inventory.cargo[itemIndex]--;
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G.inventory.cargo[itemIndex]--;
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G.inventory.money += price;
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G.inventory.money += price;
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G.economy.cargoSold[itemIndex]++;
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}
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}
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pr_island.BuyFrom = function (itemIndex, price) {
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pr_island.BuyFrom = function (itemIndex, price) {
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@ -119,4 +120,5 @@ pr_island.BuyFrom = function (itemIndex, price) {
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G.inventory.cargo[itemIndex]++;
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G.inventory.cargo[itemIndex]++;
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G.inventory.money -= price;
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G.inventory.money -= price;
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G.economy.cargoBought[itemIndex]++;
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}
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}
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