Traditionally, building up 100% takes 100 work. Make the work to
build configurable, via new sect-chr selector bwork, backed by new
struct dchrstr member d_bwork. Keep the required work exactly the
same for now.
Tearing down sectors remains four times easier than building.
Clients that hardcode sector build work need to be updated. Easy,
since build work is now exposed in xdump.
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
Sectors require lcms and hcms to build. The build materials are
exposed as sect-chr columns lcms, hcms (struct dchrstr members d_lcms,
d_hcms). They are per point per point of efficiency. In contrast,
unit build materials are defined for 100%.
We want to define build materials for 100% now, for flexibility and
consistency, and we want to optionally support more build materials in
the future. Replace d_lcms and d_hcms by array member d_mat[], and
replace selectors lcms and hcms by selectors l_build and h_build.
This is an xdump compatibility break. To provide the customary grace
period, we'd have to make selectors lcms and hcms virtual instead,
with value l_build / 100 and h_build / 100 rounded up, and deprecate
them. Deities would have to avoid l_build and h_build values that
aren't multiples of 100 for this to work fully. But we're not
bothering with maintaining xdump compatibility in this release.
Provide selectors for all other item types, to help clients prepare
for future additional materials. Use CA_DUMP_ONLY to keep them out of
configuration tables until they actually work.
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
config: Define sector build cost per 100% instead of 1%
Sector build cost is defined by sect-chr column build (struct dchrstr
member d_build). It's the cost per point of efficiency. In contrast,
unit build cost is defined for 100%, by ship-chr, plane-chr, land-chr,
nuke-chr column cost.
Switch sectors to cost per 100%, for flexibility and consistency:
replace struct dchrstr member d_build by d_cost, and replace selector
build by selector cost. Naming it cost for consistency with units is
possible only because the previous commit made the name available.
This is an xdump compatibility break. To provide the customary grace
period, we'd have to make selector build virtual instead, with value
bcost / 100 rounded up, and deprecate it. Deities would have to avoid
bcost values that aren't multiples of 100 for this to work fully. But
we're not bothering with maintaining xdump compatibility in this
release.
With bcost values that aren't multiple of 100, the cost of sector
building may have to be rounded. On the one hand, the cost of sector
demolition has always been rounded up. On the other hand, the cost of
producing stuff is rounded randomly. For now, round up, because
rounding randomly would affect subsequent random rounding, and upset
the smoke test.
Fortunately, show se b already shows build costs per 100%, since
commit 48ff096, v4.3.23.
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
config: Add sect-chr flags, replace cost by flag "deity"
Give sector types capability flags (dchrstr member d_flags), like
ship, plane, land unit and nuke types have.
Member d_cost is effectively a flag since the previous commit.
Replace it by capability flag "deity". This is an xdump compatibility
break. To provide the customary grace period, we'd have make selector
cost virtual instead, and deprecate it. But we're not bothering with
maintaining xdump compatibility in this release.
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
designate: Drop support for designate costing money
Chainsaw 3 added the designate cost along with extra build cost and
materials, and used both to make fortresses expensive. Unlike build
cost and materials, the cost to designate didn't pass the test of
time: it was set to zero in Empire 2. Get rid of it.
sect-chr selector cost and struct dchrstr member d_cost have to stay,
because they're still used to configure whether a sector may be
designated by players (see commit 8d792e1).
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
update: Drop redundant bp map updates and functions
produce_sect() updates the bp map several times. This is wasteful:
since only ship, plane and land unit building reads it, bp map writes
before the last one are never read. Update it just once for every
sector.
The update for sectors that are stopped or whose owner is broke is the
only remaining use of bp_put_items(). Since available work must still
be unchanged there, we can replace it by bp_set_from_sect().
bp_get_item(), bp_put_item(), bp_get_items(), bp_get_avail() and
bp_put_avail() are now unused. Drop them.
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
update: Don't use materials and work destroyed by che or plague
Update code shared with budget uses the bp map instead of the sector,
so that budget can track materials and work available in sectors for
ship, plane and land unit building without updating the sector file.
Unfortunately, the bp map can become stale during the update.
prepare_sects() doesn't update the bp map for sea sectors, unlike
budget's calc_all(). Instead, we rely on calloc()'s initialization.
Works, but is a bit unclean.
prepare_sects() updates the bp map after fallout, but neglects to
update it for any of the later sector updates (steps 1b to 1f in info
Update-sequence). Che can destroy materials and available work, and
the plague can kill military. The bp map stays out of date until
produce_sect() updates it again.
Since we deal with sector production and countries in increasing order
of country number, foreign ships, planes and land units owned by
countries with lesser numbers get built before their sector produces.
Building uses the stale bp map then, and can use materials and
available work destroyed by che or the plague. The update test
demonstrates the former case.
For stopped sectors or when the owner is broke, produce_sect() updates
only materials in the bp map, not available work. Nothing builds in a
stopped sector, but allies may build in your sectors even when you're
broke. They can use available work destroyed by che then.
Screwed up when Empire 3 made the update code work for budget.
Note that budget bypasses the flawed code: it prepares its bp map
itself instead of calling prepare_sects().
Rather than fixing prepare_sects(), use a null bp map for the update:
writes become no-ops, and reads read from the underlying sector. Not
only does this remove the possibility of the bp map going stale during
the update, it saves a bit of memory, too.
calloc()'s initialization is now dead. Switch to malloc().
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
update/ship: Don't let stopped sectors repair foreign ships
Stopping a sector disables repairs of own ships completely. Foreign
ships, however, repair just fine, consuming the sector's materials
and, if it's a harbor, its available work.
Disable repair of all ships in stopped sectors. This is consistent
with plane and land unit repair.
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
update: Fix unowned uw to eat, procreate and produce
produce_sect() skips sectors without civilians, military and land
units. These are unowned. Any uw there are frozen in time: they
don't eat, procreate or produce. Has always been broken. Don't skip
such sectors.
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
budget: Fix level prod. forecast when required level is too low
When the required level is too low for production, produce() returns
early. Except when simulating. Messed up when Empire 3 made the
update code work for budget.
This can make budget show level production even when it's not actually
possible. In the stock game, this can happen for tech and research,
which require education > 5.0.
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
update: Fix income and level use after revolt or revert to deity
prepare_sects() caches the sector owner's getnatp() across
guerrilla(), do_plague() and populace(). This is wrong, because the
owner may change. The mistake can be traced back all the way back to
BSD Empire 1.1.
If the sector revolts or reverts to deity, the ex-owner still receives
taxes and bank interest. The update test demonstrates this bug.
If the sector revolts, we use the ex-owner's instead of the owner's
tech and research for plague, and we use the ex-owners happiness and
required happiness instead of the owner's for loyalty update and civil
unrest.
Change do_plague() and populace() to call getnatp() themselves. Call
it in prepare_sects() only after we're done messing with the sector
owner.
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
update: Fix revert to deity and "no civilians" corner cases
We maintain a few sector invariants in sct_prewrite(). Since the
update bypasses sct_prewrite(), it needs to maintain them itself. The
two should be consistent.
The update reverts deserted sectors to deity in three places:
do_plague(), populace() and produce_sect(). None of them is
consistent with sct_prewrite().
populace() can revert unowned sectors to deity. This creates bogus
entries in the "lost" file. Harmless; messed up when the lost items
were added in 4.0.7. Visible in tests/smoke/final.xdump.
populace() fails to revert when there are only uw left. If PLAGUE is
enabled, do_plague() already reverted. Else, produce_sect() will.
This is the only case where they add value to populace(). Can be
traced back all the way to BSD Empire 1.1.
All three neglect to clear mobility. Harmless.
Fix populace()'s condition for reverting to deity, and make it clear
mobility. Drop the reverting from do_plague() and produce_sect().
populace() also resets state that applies to civilians when there are
none: work percentage, loyalty and old owner. However, it resets on
different conditions than sct_prewrite(). Messed up in Chainsaw;
before, populace() didn't reset at all.
For sectors without military, populace() fails to reset. This can
happen when the update wipes out civilians and military, say by plague
or fallout. The now bogus work percentage, loyalty and old owner
persist until sct_prewrite() runs on the next non-update sector
update. Except old owner is reset correctly by populace() when the
sector reverts to deity. It doesn't when the owner has a land unit
there.
Most of the time, this doesn't matter, as moving civilians into a
sector without civilians overwrites the sector's work percentage,
loyalty and old owner. However, airlifting and unloading civilians
fail when the old owner differs from the owner. Else they adopt the
sector's loyalty and work percentage (bug#49 and bug#255).
Fix populace() to reset any sector without civilians, like
sct_prewrite().
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
sect: Fix revert to deity and "no civilians" corner cases
We maintain a few sector invariants in sct_prewrite(). Since the
update bypasses sct_prewrite(), it needs to maintain them itself. The
two should be consistent.
When a deserted sector reverts to the deity, sct_prewrite() clears
owner and mobility. It neglects to clear the old owner, unlike
populace(). Harmless, but fix it anyway for consistency. Visible in
tests/navi-march/final.xdump.
Work percentage, loyalty and old owner apply to civilians. When there
are none, sct_prewrite() sets work percentage to 100 and old owner to
owner. It neglects to clear loyalty, unlike populace(). Loyalty
persists until populace() clears it. Most of the time, this doesn't
matter, as moving civilians into a sector without civilians ignores
the sector's loyalty. However, airlifted and unloaded civilians adopt
the sector's loyalty (bug#49 and bug#255).
Fix sct_prewrite() to clear loyalty for consistency, and to mitigate
these bugs.
Note that populace() may not always clear loyalty right away. This
will be fixed in the next commit.
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
sect: Keep work percentage without civilians at 100%
We maintain a few sector invariants in sct_prewrite(). Since the
update bypasses sct_prewrite(), it needs to maintain them itself. The
two should be consistent.
sct_prewrite() resets work percentage of owned sectors to 100% when
there are no civilians. The update's populace() resets it for unowned
sectors as well, if they have military.
Change sct_prewrite() to reset sct_work = 100 regardless of owner.
Also change sct_oninit() to initialize sct_work = 100, so it doesn't
change on first write. Update tests/smoke/fairland.xdump for the same
reason.
The massive test output differences are all due to sct_work.
Inconsistencies with the update remain. They will be fixed next.
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
neweff prod work: Use update code instead of duplicating it
The code to build sectors got quadruplicated in Chainsaw. We've since
fixed numerous inconsistencies, but still have four copies of the
code. Thanks to the recent work on upd_buildeff(), we can now use it
to replace the other three copies. Rename it back to to buildeff()
while there.
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
newe() and prod() duplicate parts of the update's do_feed(), except
they round babies down instead of randomly, to get a stable,
conservative forecast. Unlike the update, they assume sufficient
food. Inaccurate for sectors that are going to starve or have
suboptimal population growth. Not documented. Has always been that
way.
Eliminate the undocumented assumption by replacing the duplicate code
by a call of do_feed(). Add a suitable parameter to do_feed() to
preserve the different rounding.
The update test shows the improvement.
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
update: Make upd_buildeff() return cost, drop parameter
Since changing *sp is safe now, we can move the update of
sp->sct_effic into upd_buildeff(). This frees the return value; use
it to return cost, and drop the parameter.
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
update: Drop produce() return value and parameters work, amount
Since changing *sp is safe now, we can move the update of
sp->sct_avail into produce(). This frees the return value; use it to
return the amount produced. Drop the parameters.
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
update: Move work percentage update into do_feed()
Since changing *sp is safe now, we can move the update of sp->sct_work
into do_feed(), use the return value for work, and drop parameter
workp.
The sp->sct_avail update looks similar, but there's a subtle
difference: it's skipped when the sector is stopped or its owner is
broke. The caller already checks that, so leave the update there.
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
Since changing *sp is safe now, we can update sp->sct_work,
sp->sct_loyal, sp->sct-che unconditionally in do_feed(), and likewise
sp->sct_item and sp's resource in produce().
Output of budget in smoke test and update test changes slightly,
because it now executes more code, and the PRNs this consumes affect
random rounding.
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
update: Use a scratch sctstr for production simulation
If player->simulation, produce_sect() must not change game state,
except for sct_updated. To avoid changing sectors, it copies each
sector's sct_item[] to a scratch buffer, and tracks new designation,
efficiency and available work in local variables.
Copy the complete sector to a scratch buffer instead. This is safer,
and will permit code simplifications.
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
update: Fix work inconsistency with neweff, production
In Empire, even babies work.
neweff and production compute the projected population's work,
discarding fractions.
The update first computes the adults' work (discarding fractions),
then newborns' work (discarding fractions), then adds them together.
Double rounding. Moreover, it uses the old work percentage for the
adults' work, and the new one for the newborns' work. Broken in
Empire 3.
Fix by recomputing work after grow_people(). This is how things
worked before the regression. Also restores a bug: growfood()'s work
use is ignored. Harmless, because fcrate and fgrate are too low for
growfood() to produce anything, and nobody customizes them. Mark
FIXME anyway.
Update test output changes as expected: available work differs in
sectors where double rounding discards work, an in sectors with
changing work percentage.
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
update: Enforce sector population limit only right after growth
The update kills people to enforce sector population limits, right
after growing people.
However, the population limit may decrease between that killing and
the end of the update:
* Research declines (only with RES_POP), but the lower population
limit isn't enforced. Even with an insanely fast decline of 60%
(level_age_rate = 1, etu_per_update = 60), the population limit
decreases by less than 10%.
Not applying the new level to this update is consistent with how we
use levels elsewhere.
* upd_buildeff() changes sector type and efficiency, but a lower new
population limit is enforced only when this changes the sector type
from big city to not big city (since option BIG_CITY was added in
Empire 2).
It isn't enforced on other sector type changes. Might change the
population limit since the type's limit became configurable in
commit 153527a (v4.2.20). Sane configurations don't let players
redesignate sectors to a type with different maximum population.
The server doesn't enforce this, though.
It isn't enforced when a big city's efficiency decreases, but sector
type change isn't achieved. Having population exceed the new limit
without having produced enough work to change the type seems
unlikely, as 25 will do even in the worst case, but should be
possible with a sufficiently low work percentage.
None of this is documented in info Update-sequence. Inconsistent
mess. Drop it.
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
update neweff production: Limit work in big cities
Civilians, military and uw work only up to their sector's population
limit. The population limit depends on the sector type's maximum
population, research if RES_POP is enabled, and the sector's
efficiency for big cities.
The population limit may decrease between computation of work in
do_feed() and the end of the update:
* Research declines (only relevant with RES_POP). Work is not
corrected. The declined research will apply at the next update.
Since levels age after production is done, any work corrections
could only affect leftover available work. Wouldn't make sense.
The effect is negligible anyway. Even with an insanely fast decline
of 60% (level_age_rate = 1, etu_per_update = 60), the population
limit decreases by less than 10% in the worst case.
* upd_buildeff() changes sector type and efficiency. Work is
corrected only when this changes the sector type from big city to
not big city.
It isn't corrected on other sector type changes. These can affect
maximum population since the sector type's maximum became
configurable in commit 153527a (v4.2.20). Sane configurations don't
let players redesignate sectors to a type with different maximum
population. The server doesn't enforce this, though.
It isn't corrected when a big city's efficiency decreases, but
sector type change isn't achieved. Harmless, because tearing down a
city takes very little work (25 for 100%), so efficiency decrease
without type change means the work we have must be safely below any
sane population limit's work.
Good enough. However, the code implementing the work correction for
big cities is unclean. Get rid of it by tweaking the rules: a big
city's extra population does not work. City slickers, tsk, tsk, tsk.
At least they still pay their taxes.
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
tests: Make update robust against variations in PRNG use
Tests need repeatable pseudo-random numbers to yield repeatable
results. Commit 73f1ac8 (v4.3.33) reseeds the PRNG with the count of
commands right before executing a command when running_test_suite is
on. This doesn't help the update: whenever update code exercised by a
test is changed to consume fewer or more PRNs, all subsequent users
get different numbers regardless. The ensuing test result changes are
extremely tedious to review.
To address this problem, reseed the PRNG in the update's two most
important loops with the iteration count when running_test_suite.
This way, the effect of perturbing the PRN sequence lasts only until
the next iteration.
There are many more loops, but reseeding in all of them seems
impractical.
Perturbs test results across the board. Hopefully, that'll happen
less frequently now.
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
nsc: Expose generalized build materials in xdump and conditionals
Ship, plane, land unit and nuke types require lcms and hcms to build.
Planes also require military, and nukes also require oil and rads.
These build materials are exposed as ship-chr, plane-chr, land-chr,
nuke-chr selectors l_build, h_build, crew, o_build, r_build.
We want to optionally support more build materials in the future. To
help clients prepare for that, provide selectors for all other item
types. Use CA_DUMP_ONLY to keep them out of configuration tables
until they actually work.
Rename selector crew to m_build for consistency. This is an xdump
compatibility break. We could easily add m_build and deprecate crew
to provide the customary grace period for such breaks. However, more
xdump changes are coming down the pipe, and for some of them providing
a grace period wouldn't be as easy. Ron Koenderink assures us WinACE
doesn't need a grace period. So don't bother with maintaining xdump
compatibility in this release.
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
CA_DUMP_ONLY selectors are like CA_DUMP_NONE, except the xdump command
still has them. This will permit adding selectors for conditional
selector and xdump command forward compatibility without also adding
them to configuration tables.
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
struct castr ca_flag NSC_EXTRA was introduced in commit 3e5c064
(v4.2.18) to permit selectors that aren't in xdump.
Flag NSC_CONST was introduced in commit 445dfec, and put to use in
commit d8422ca (both v4.3.0) to protect certain table elements that
should not be changed in customized tables.
Both flags apply only to xdump, not to other uses of struct castr,
such as conditionals.
Combining NSC_EXTRA | NSC_CONST makes no sense.
I'll shortly need a way to keep selectors out of configuration tables
for conditional selector and xdump command forward compatibility.
Doing it as a third flag would add more nonsensical combinations.
Convert the flags to a separate enum ca_dump instead:
Commit 9989c5b (v4.2.14) switched item storage from unsigned short to
short, but missed a type cast in the offset computation for
distribution and delivery selectors. Offset computation was factored
out into NSC_IELT() in commit 4366c5a (v4.2.15). Correct it there.
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
bombcomm[] used to contain the commodities that can be p-bombed. In
BSD Empire 1.1, it contained I_SHELL, I_GUN, I_MILIT, I_PETROL, I_OIL,
I_RAD. In Chainsaw, it contained either everything or everything but
I_BAR, depending on option preprocessor symbol SUPER_BARS. When
Empire 2 replaced the compile time variable SUPER_BARS by the run time
variable opt_SUPER_BARS, bombcomm[] became a redundant indirection.
Eliminate it.
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
bomb: Don't list bombable commodities on invalid selection
comm_bomb() first lists commodities that can be bombed and are
present, then prompts for the one to bomb. If the player selects a
bomb-proof one, it rejects it, lists the bombable ones, and prompts
again. This can only happen when option SUPER_BARS is enabled, and
the player selects bars. Looks like this:
Bomb what? (ship, plane, land unit, efficiency, commodities) c
some civilians
some military
commodity to bomb? b
You can't bomb bars of gold!
Bombable: civilians, military, shells, guns, petrol, iron ore, dust (gold), food, oil, light products, heavy products, uncompensated workers, radioactive materials
commodity to bomb?
The list is of marginal value. It was more useful back when
comm_bomb() didn't list commodities before prompting (BSD Empire 1.1).
It's also illegible. Drop it.
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
plnsub: Let crewless planes spread the plague, too
Commit 612ec62 (v4.3.31) made plane crew and cargo spread the plague.
This requires looking for crew in build materials. Awkward if we ever
permit non-military crew.
Simply drop the "has crew" condition. If a plane's cargo can spread
it, then servicing and refueling the plane can spread it, too.
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
tran_plane() computes a plane's weight from its materials. It
hardcodes lcm weight 1, hcm weight 2, and military weight 0. Use
ichr[].i_lbs instead, which is 1 in the stock game for all three
materials.
While there, support arbitrary materials, even though they aren't yet
possible, just to avoid unnecessary assumptions on possible build
materials.
Since the stock game's planes use fewer military than hcms, they
become up to 15% lighter, except for zep, which becomes 10% heavier.
Missiles use no military and become 20-33% lighter.
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
The item values aren't quite right: producing stuff can *hurt* your
position on the power chart. Food, uw and rads are worth nothng.
Reduce the value of oil, and give rads the same value as oil. Tweak
value of iron and oil products so that production's power change is
roughly zero around p.e. 0.9 (tech 110), except for construction
materials, where it's zero at p.e. 0.5 (tech 0). Construction
materials become less valuable, shells, guns and petrol become more
valuable. Increase value of bars to roughly match the other changes.
It may still be too low. Halve the value of civilians, and give the
other half to uw. Results:
old new change
civ 100 50 / 2
mil 100 100
shell 80 125 * 1.5625
gun 400 950 * 2.375
pet 2 7 * 3.5
iron 10 10
dust 200 200
bar 1000 2500 * 2.5
food 0 0
oil 100 50 / 2
lcm 100 20 / 5
hcm 200 40 / 5
uw 0 50 new
rad 0 50 new
Ships, planes and land units are worth
base value * effic/100.0 * (0.5 + unit tech level / 1000.0)
For ships and land units, the base value is
lcm/5.0 + hcm/5.0
Build cost is ignored, but lcms are valued twice as much "loose" ones
(before this commit). Therefore, building stuff can change your
position on the power chart in both directions, depending on the type
of build.
For planes, the base value is
20 * (0.5 + nation tech level / 1000.0)
Build cost and materials are ignored, and tech is squared. This
is plainly absurd.
Unify to
(power value of money and materials to build) * effic/100.0
This formula is chosen so that building stuff doesn't change your
power factor. Bonus: it doesn't assume anything about possible build
materials.
For ships and land units, factoring in build cost overcompensates the
discounted value of construction materials more often than not.
Noteworthy changes for the stock game:
ship type old new change
ss slave ship 20 5.8 * 0.29 largest decrease
cs cargo ship 20 7.8 * 0.39
ts trade ship 60 25.5 * 0.42
frg frigate 12 7.8 * 0.65
bb battleship 24 21.8 * 0.91
cal light carrier 22 30.4 * 1.38
can nuc carrier 30 84.6 * 2.82 largest increase
land unit type old new change
hat hvy artillery 12 9.6 * 0.8 largest decrease
linf light infantry 2.4 3.32 * 1.38
cav cavalry 3 5.4 * 1.8
inf infantry 3 5.4 * 1.8
lar lt armor 3 6.4 * 2.13
com commando 3 15.4 * 5.13
eng engineer 3 30.4 * 10.13
meng mech engineer 3 45.4 * 15.13 largest increase
For planes, the power value change depends on the type. Below a
certain nation tech level, planes of this type become more valuable,
above less.
For the stock game, planes costing at most $1000 become less valuable
at any nation tech level that can build them, and planes costing at
least $1800 become more valuable at any practical tech level,
i.e. under 400. Noteworthy planes:
plane type new
sam Sea Sparrow 2.1 least valuable
f2 P-51 Mustang 4.34
lb TBD-1 Devastator 5.92
jf1 F-4 Phantom 10.6
tr C-56 Lodestar 10.78
jt C-141 Starlifter 15.86
jhb B-52 Strato-Fortress 33.54
ss KH-7 spysat 41.2 most valuable
The old value is a flat 12 at nation tech level 100, 15 at tech level
250, and 18 at tech level 400.
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
Custom games may want to tweak how items contribute to the power
factor, in particular when products are also customized. Add ichrstr
member i_power and item selector power for that.
"info power" doesn't reflect this change, yet. It'll be updated in
the next commit.
The current item power values are problematic. This will be addressed
later.
For straightforward configurations, reasonable item power values could
perhaps be derived from the configuration automatically. However,
this is surprisingly hard in the general case: since producing things
should not decrease power, the efficiency of processing products into
other products needs to be considered, and estimating these
efficiencies can be difficult.
Deities can create multiple products making the same item, or multiple
sector types with the same product, but different process efficiency
(sect-chr selector peffic). Providing differently efficient ways to
make the same item can be reasonable when the sector types involved
have different terrain. To average them, you'd need to know the map.
The stock game has one example: gold mines produce dust with 100%
process efficiency, mountains produce it with 75%. Mountains are
normally rare enough not to matter.
Level p.e. (product selectors nlmin, nllag) may have to be considered.
In the stock game, level p.e. variations are minor, because it reaches
0.9 pretty quickly. In games where it doesn't, you might have to
increase the power value of the product.
Resources (sect selectors min, gold, fert, ocontent, uran) and
resource depletion (product selectors nrndx and nrdep) further
complicate things: you might want to increase the power value of
products depending on unusually scarce resources, but you can't know
what's scarce without understanding the map.
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
power: Use ship, plane, land unit tech instead of nation's
Actual abilities of ships, planes and land units depend almost
completely on the individual unit's tech, not the nation's tech. The
power factor should reflect that.
The power value of a unit is of the form
base value * (20 + nation's tech level) / 500
Change it to
base value * (20 + unit's tech level) / 500
Note that a plane's base value still depends on the nation's tech
level. This commit merely makes the absurdity stand out a bit more.
To be fixed later.
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
power: Saner power value for tech, particularly at low tech
In the old times, power didn't consider tech at all. Chainsaw's
option NEWPOWER (mandatory since v4.2.14, on by default before)
changed this dramatically: the power factor gets multiplied by
max(1, tech) / 500.
In the early game, small absolute tech differences yield large power
factor differences. For instance, if country A has tech level 10, and
B has 5, then A gets a factor two boost.
As the game progresses, tech differences between viable countries tend
to grow, but only slowly. The influence on power diminishes. For
instance, if C has tech level 270 and D has 240 (quite a respectable
tech lead), then C gets a modest 1.125x boost over D.
Change the factor to (20 + tech) / 500. Now A's advantage is only
1.2, and C's is 1.115.
You might think that's rather low. However, tech is not power unless
you project it, and then it manifests itself as sectors, population
and other stuff power counts.
The same tech term occurs in plane power, except with just tech
instead of max(1, tech) . Change it there as well, for consistency.
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
If option RES_POP is enabled, the power factor is multiplied by a
"research factor" of 1.0 + maxpop / 10000.0, where maxpop is the
maximum population of a mine sector.
Back when this code was written (Chainsaw 3), all sectors had the same
population limit, so using a mine sector was as good as any. Since
then, it has become configurable, and the stock game has both sector
types with lower (mountains, plains) and with higher (cities)
population limits.
Space for people is worth considering for power, but multiplying total
power by a fudge factor based on the most common sector type's maximum
population is silly. Drop it.
Adjusting each sector's value for maximum population would make more
sense, with and without RES_POP. Perhaps later.
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
Item power value is basically number of items times the item power
weight. For some item types, we add up the item numbers, then apply
the weight. For lcms and hcms, we apply the weight, then add up the
weighted numbers.
Adopt the latter method for all types: change addtopow() to tally the
power value for all types instead of just lcms and hcms, and drop
gen_power()'s item power value computation.
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
config: Make work to build units independently configurable
The work required for build and repairs is traditionally a function of
build materials: 20 + lcm + 2*hcm for ships, planes and land units,
and (lcm + 2*hcm + oil + rad)/5 for nukes. Make it independently
configurable instead, via new ship-chr, plane-chr, land-chr, nuke-chr
selector bwork, backed by new struct mchrstr member m_bwork, struct
plchrstr member pl_bwork, struct lchrstr member l_bwork, struct
nchrstr member n_bwork. Keep the required work exactly the same for
now.
Clients that compute work from materials need to be updated. Easy,
since build work is now exposed in xdump.
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
plnsub: Make takeoff/landing in mountains consistent
One-way sorties (fly, recon and sweep) reject mountain destinations
with a "Nowhere to land" message. However, planes can land there just
fine when they return to base (bomb, drop, paradrop, missions).
Already inconsistent in BSD Empire 1.1.
Fix the inconsistency by changing pln_where_to_land() to permit only
helicopters to land in mountains, and pln_airbase_ok() to permit only
helicopters and missiles to take off there, i.e. reject fixed-wing
aircraft.
The flying commands now reject fixed-wing planes based in mountains
with an "is in a mountain and can't take off" message.
Commands flying to a mountain now select only helicopters and silently
ignore the rest, exactly like they select only VTOL planes for flying
to a non-airfield. If no planes can be selected, the command fails
with a "No planes could be equipped" message. This is admittedly less
clear than the "Nowhere to land" message we got before.
Missions now ignore fixed-wing planes based in mountains, exactly like
they ignore non-VTOL planes outside airfields. This may make players
wonder why the fixed-wing VTOL planes they transported up that
mountain don't obey missions. Missions are always quiet unless they
execute.
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
When bombing land units, the bombers get a chance to spot spies. They
can target one even when it wasn't spotted. This makes no sense.
Screwed up when spy units were added in 4.0.0. Hide them completely.
They can still be killed via collateral damage.
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
Parameter only_count was introduced so would_abandon() could use
unitsatxy(), but that was a flawed idea, fixed in the previous commit.
No callers passing non-zero remain, so get rid of it.
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
sct_prewrite() makes an owned sector revert to the deity when there
are no civilians, military or own land units.
would_abandon() tries to predict that, but gets it wrong: it ignores
land units that evade spy detection or are loaded on ships, and it
fails to ignore land units loaded on land units marching out.
Broken in commit 7c1b166, v4.3.33. Fix by counting manually rather
than with unitsatxy().
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
fire: Fix damage and ammunition use of return fire
quiet_bigdef() runs for each attacker. It lets each eligible defender
fire at most once. The first time a defender is eligible, it fires
and is saved in the list of defenders, along with its firing damage.
If it's eligible again for a later attacker, it's found in the list of
defenders, and the damage is reused. The list of defenders searched
with search_flist(). Unfortunately, search_flist() compares only uid,
not type, and therefore can return a previously found defender of
another type.
If there are multiple attackers and multiple defenders with the same
uid, total damage can be off, damage can be spread to attackers out of
range, and defenders may not be charged shells. Abuse is possible,
but complicated to set up, and probably not worth the trouble.
Broken in commit f89edc7, v4.3.12. Fix by comparing the type as well.
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
navigate march: Fix abort not to wipe out concurrent updates
When the player aborts the command at the movement prompt, we write
back stale ships or land units, triggering a generation oops. Any
updates made by other threads meanwhile are wiped out, triggering a
seqno mismatch oops.
Broken in commit 24000b4, v4.3.33. Fix by restoring the lost
shp_nav_stay_behind() and lnd_mar_stay_behind() calls.
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
march: Fix concurrent updates at sector abandon prompt
When the player declines to abandon a sector, we write back stale land
units, triggering a generation oops. Any updates made by other
threads meanwhile are wiped out, triggering a seqno mismatch oops.
The culprit is lnd_abandon_askyn(): when the player declines, it
returns without calling check_sect_ok(), check_land_ok(). Broken in
commit 7c1b166, v4.3.33. Fix it.
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
recvclient() calls ef_make_stale() only when it does actual I/O, via
io_output() and io_input(). Missed in commit 2fa5f652, v4.3.24. Call
it directly when it doesn't do actual I/O.
This makes navi-march-test expose a bug in march: when the player
declines to abandon a sector, we write back stale land units,
triggering a generation oops.
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
configure: Use -fstack-protector-strong when available
Testing whether the compiler supports it is a bit tricky.
The obvious AX_APPEND_COMPILE_FLAGS([-fstack-protector-strong])
doesn't suffice, since some ports of the GNU toolchain reportedly pass
this test, then fail to link. That's because the compiler accepts the
flag, duly emits references to helper code in libc, but libc doesn't
provide, and linking fails.
Instead, use AX_APPEND_LINK_FLAGS with an input source that makes the
compiler emit the extra stack checking code. This requires the latest
version from the autoconf-archive, so update m4/ax* to commit e3d948b.
Also update m4/my_append_compile_flags.m4 to keep it in sync with
upstream's ax_append_compile_flags.m4.
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
configure: Use -fno-strict-aliasing -fno-strict-overflow
Contemporary compilers can squeeze out some extra performance by
assuming the program never executes code that has undefined behavior
according to the C standard. Unfortunately, this can break programs.
Pointing out that these programs are non-conforming is as correct as
it is unhelpful, at least as long as the compiler is unable to
diagnose the non-conformingness.
Since keeping our programs working is a lot more important to us than
running them as fast as possible, forbid some assumptions that are
known to break real-world programs:
* Aliasing: perfectly clean programs don't engage in type-punning, and
perfectly conforming programs do it only in full accordance with the
standard's (subtle!) aliasing rules. Neither kind of perfection is
realistic for us, therefore -fno-strict-aliasing.
* Signed integer overflow: perfectly clean programs won't ever do
signed integer arithmetic that overflows. This is an imperfect
program, therefore -fno-strict-overflow.
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
tests: Enable GNU libc memory allocation error checking
MALLOC_CHECK_=3 makes glibc check for memory allocation programming
errors. It's the factory default, but set it anyway just in case
someone disabled it for speed.
Non-zero MALLOC_PERTURB_ makes glibc wipe memory value on allocation
and deallocation. The actual value determines the bit pattern. Set
it to the value of environment variable EMPIRE_CHECK_MALLOC_PERTURB or
else a pseudo-random number, and record it in sandbox/malloc-perturb.
See mallopt(3) for more information.
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
When the player aborts the command at the movement prompt, or declines
to abandon a sector, unit_move() returns without freeing the list.
Found with valgrind. Broken in commit 24000b4 and commit 7c1b166,
both v4.3.33.
Free the list on these returns, too.
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
navigate march retreat lretreat: Fix read beyond buffer
shp_nav_gauntlet() and lnd_mar_gauntlet() read beyond the list head
when the list is empty. The values read aren't used then. Could
conceivably crash the server anyway, but it's unlikely.
Empty list happens when shp_nav_dir(), lnd_mar_dir() empty the list
and return zero. Broken in commit beedf8d, v4.3.33. Occurs in
navi-march-test (since the last commit) and in retreat-test.
Change shp_nav_dir() and lnd_mar_dir() to return one then. For
additional safety, make shp_nav_gauntlet() and lnd_mar_gauntlet() oops
on empty list and recover safely.
I think I originally found this bug with -fsanitize, but I've since
upgraded, and I can't diagnose it that way anymore.
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
bomb drop fly paradrop recon sweep: Fix read before array
The code computing the length of the flight path checks whether the
path ends with 'h'. When getpath() returns an empty path, it accesses
flightpath[-1]. This could set the length to -1 (unlikely), or crash
(even less likely). The former could be abused to gain mobility for
sufficiently inefficient or short-ranged planes. Found with valgrind.
Historically, getpath() could return paths with or without 'h', and
the check was necessary. It returned an empty path only when the
player gave no input, aborting the command. When the player entered
the assembly point's coordinates, it returned "h".
Commit 404a76f7 accidentally changed it to return "" then. Also broke
flying to the assembly point's coordinates. Commit 0f1e14f (v4.3.31)
fixed that part by changing getpath()'s contract: always return paths
without 'h' ("" simply means empty path), and return NULL on invalid
input, including no input.
The flawed check is superfluous since then. Drop it.
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
Provide proper build-time assertions for NSC_SITYPE()
We want to cause a diagnostic when NSC_SITYPE()'s argument isn't
implemented. Commit aa6ad9d's solution is to have the macro expand
into 1/0 then. Works with GCC, but Clang always warns "division by
zero is undefined".
The better, portable way to conditionally break the build is an array
type with a size that's negative when the build should fail, else
positive. Implement that wrapped in a sizeof() to make it an
expression as macro BUILD_ASSERT_ONE(), and use it in NSC_SITYPE().
No more warnings from Clang 3.5.0. GCC still produces its "may be
used uninitialized" false positives.
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
subs: Don't squash telegrams together when time goes backwards
We've always squashed them when the time difference is smaller than
TEL_SECONDS, regardless of sign. This involves passing the difference
to abs(), implicitly casting from time_t to int, which triggers a
Clang warning.
I could clean this up to get rid of the warning, but time should never
go backwards, and trying to make things prettier when it does isn't
worthwhile. Simply drop the abs().
While there, drop the function comment. It's been inaccurate since
Empire 3 dropped mail.c, and bogus since commit 17223e8 (v4.3.29)
added tel_cont.
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>