Remove option FUEL
The abstract idea of tying ships and land units to a logistical tether is sound, the concrete implementation as option FUEL is flawed. It adds too much busy-work to the game to be enjoyable. It hasn't been enabled in a public game for years. The code implementing it is ugly, repetitive, and a burden to maintain. Remove selector fuel from ship_ca[] and land_ca[], and selectors fuelc, fuelu from mchr_ca[] and lchr_ca[]. Remove fields fuelc, fuelu from ship.config and land.config. Remove command fuel from player_coms[]. Deprecate edit key 'B' in doship(), dounit(), and don't show it in pr_ship(), pr_land(). Drop opt_FUEL code from build_ship(), shi(), sdump(), ship_damage(), show_ship_stats(), do_mob_ship(), nav_ship(), build_land(), land(), ldump(), land_damage(), show_land_stats(), do_mob_land(), resupply_all(), resupply_commod(), get_minimum(), has_supply(), unit_list(), vers(). Remove opt_FUEL, fuel_mult, struct shpstr member shp_fuel, struct mchrstr members m_fuelc and m_fuelu, M_OILER, struct lndstr member lnd_fuel, struct lchrstr members l_fuelc and l_fuelu, fuel(), and auto_fuel_ship().
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42 changed files with 124 additions and 984 deletions
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@ -59,8 +59,6 @@ shi(void)
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pr("own ");
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pr("shp# ship type x,y fl eff civ mil uw fd pn"
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" he xl ln mob");
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if (opt_FUEL)
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pr(" fuel");
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pr(" tech\n");
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}
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if (ship.shp_off)
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@ -83,8 +81,6 @@ shi(void)
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pr("%3d", ship.shp_nxlight);
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pr("%3d", ship.shp_nland);
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pr("%4d", ship.shp_mobil);
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if (opt_FUEL)
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pr("%5d", ship.shp_fuel);
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pr("%5d\n", ship.shp_tech);
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if (ship.shp_name[0] != 0) {
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if (player->god)
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