info/retreat info/lretreat: Fix and clean up

.SY claims all arguments are individually optional.  Fix that, and
clarify that omitting the optional arguments shows current orders.

Don't complicate syntax with <SECTS>, <SHIP/FLEET> covers sectors.

The two pages are identical apart from header and footer.  They
mention land units briefly, then explain ship retreat.  Lazy.  Drop
the land unit mention from "info retreat", and rewrite "info lretreat"
for land units.

Update example output for current code.

Don't shout retreat conditions.  We've always accepted both lower and
upper case conditions.  Help has been advertising lower case since
commit bb5dfd8, v4.3.16.

While there, fix a few misspellings and such.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
This commit is contained in:
Markus Armbruster 2014-12-31 10:02:23 +01:00
parent 75a049515b
commit 4e0d02b359
2 changed files with 72 additions and 87 deletions

View file

@ -1,91 +1,81 @@
.TH Command LRETREAT
.NA lretreat "Set retreat conditions/paths for units or armies"
.LV Expert
.SY "retreat [<SHIP/FLEET> | <SECTS>] [<PATH>] [<CONDITIONS>]"
.SY "lretreat [<UNIT/ARMY> | <SECTS>] [<PATH>] [<CONDITIONS>]"
The retreat command allows you to examine or modify the retreat
paths and conditions of your ships or units. The following description
is for ships. Land units are exactly the same, except of course that
some of the retreat conditions (being sonared, depth charged, etc) don't apply.
.SY "lretreat <UNIT/ARMY> [<PATH> <CONDITIONS>]"
The lretreat command allows you to examine or modify the retreat
paths and conditions of your land units.
.s1
The <SHIP/FLEET> and <SECTS> arguments are provided to specify which
ships to view or give orders for. If a fleet designation is given when
specifying orders, the orders apply to all ships within that fleet.
.s1
Retreat expects an argument. To see every ship you own, give it
the argument '*', or type "retreat *".
The first argument selects land units to view or give orders for.
If an army designation is given when specifying orders, the orders
apply to all members of that army.
.s1
Without further arguments, current retreat orders are shown.
The report format contains the following fields:
.s1
.in \w'shiptype\0\0'u
.L shp#
the ship number
.L shiptype
the type of ship; \*Qpatrol boat\*U, \*Qsubmarine\*U, etc,
.in \w'unit type\0\0'u
.L lnd#
the unit number
.L "unit type"
the type of land unit; \*Qcavalry\*U, \*Qengineer\*U, etc.,
.L x,y
the ship's current location (relative to your capital),
.L flt
the fleet designation letter (set by \*Qfleetadd\*U command),
the land unit's current location,
.L a
the army designation letter (set by \*Qarmy\*U command),
.L path
the ship's current retreat path.
.L as_flt?
whether or not the ship's retreat path is a fleet retreat path
the current retreat path,
.L as army?
whether these are army retreat orders,
.L flags
what conditions the ship will retreat under
what conditions will trigger retreat.
.in
.s1
For example:
.EX retreat *
.EX lretreat *
.NF
shp# ship type x,y fl path as flt? flags
0 battleship 4 2,0 jjuuj I
1 ship
lnd# unit type x,y ar path as army? flags
0 cav cavalry 2,0 jjuuj I
1 unit
.FI
.s1
.L Overview
.s1
A player may give retreat orders for a ship or a fleet. Retreat
orders include a set of conditions that determine when the fleet/ship
will retreat, and a path that the fleet/ship will follow. When a condition
is met for a particular ship, the \*Qas flt?\*U field is checked. If it
is Yes, then every ship in that fleet with fleet retreat orders retreats
A player may give retreat orders for a land unit or an army. Retreat
orders include a set of conditions that determine when the army/unit
will retreat, and a path that the army/unit will follow. When a condition
is met for a particular land unit, the \*Qas army?\*U field is checked. If it
is Yes, then every unit in that army with army retreat orders retreats
along the specified path. If it is no, then the retreat orders apply to
that ship only, and only that ship retreats.
that unit only, and only that unit retreats.
.s1
When a ship is added to a fleet, it is given the retreat orders of the
first ship in that fleet that has fleet retreat orders and is in the
same sector, if any exist.
When a land unit is added to an army, it is given the retreat orders
of the first unit in that army that has army retreat orders and is in
the same sector, if any exist.
.s1
Retreat orders are wiped when a ship navigates.
Retreat orders are wiped when a land unit marches.
.s1
Retreat conditions are:
.nf
Condition Meaning
I Retreat when the ship is injured,
i.e. whenever the ship is damaged by fire,
bombs, or torping
T Retreat when a sub torpedos or tries to
torpedo the ship
B Retreat when a plane bombs or tries to bomb
the ship
S Retreat when the ship detects a sonar ping
D Retreat when the ship is depth-charged
H Retreat when helpless --- a ship is helpless
i Retreat when the unit is injured,
i.e. whenever the unit is damaged by gun fire
or bombs.
b Retreat when a plane bombs or tries to bomb
the unit.
h Retreat when helpless --- a unit is helpless
when it is fired upon, and no friendly
ships/sectors (including the ship itself) are
able to fire back at the aggressor
U Retreat upon a failed boarding attempt
C Cancel retreat order
units/sectors (including the unit itself)
are able to fire back at the aggressor.
c Cancel retreat order
.fi
.s1
For example, if the battleship above was fired at, it would attempt to
For example, if the cavalry above was fired at, it would attempt to
retreat 2 sectors, jj, using the normal amount of mobility for moving
2 sectors. It would then look like:
.NF
shp# ship type x,y fl path as flt? flags
0 battleship 4 2,0 uuj I
1 ship
lnd# unit type x,y ar path as army? flags
0 cav cavalry 2,0 uuj I
1 unit
.FI
.s1
.SA "ship, fleetadd, LandUnits"
.SA "land, army, LandUnits"

View file

@ -1,20 +1,15 @@
.TH Command RETREAT
.NA retreat "Set retreat conditions/paths for ships or fleets"
.LV Expert
.SY "retreat [<SHIP/FLEET> | <SECTS>] [<PATH>] [<CONDITIONS>]"
.SY "lretreat [<UNIT/ARMY> | <SECTS>] [<PATH>] [<CONDITIONS>]"
.SY "retreat <SHIP/FLEET> [<PATH> <CONDITIONS>]"
The retreat command allows you to examine or modify the retreat
paths and conditions of your ships or units. The following description
is for ships. Land units are exactly the same, except of course that
some of the retreat conditions (being sonared, depth charged, etc) don't apply.
paths and conditions of your ships.
.s1
The <SHIP/FLEET> and <SECTS> arguments are provided to specify which
ships to view or give orders for. If a fleet designation is given when
specifying orders, the orders apply to all ships within that fleet.
.s1
Retreat expects an argument. To see every ship you own, give it
the argument '*', or type "retreat *".
The first argument selects ships to view or give orders for.
If a fleet designation is given when specifying orders, the orders
apply to all members of that fleet.
.s1
Without further arguments, current retreat orders are shown.
The report format contains the following fields:
.s1
.in \w'ship type\0\0'u
@ -23,22 +18,22 @@ the ship number
.L ship type
the type of ship; \*Qpatrol boat\*U, \*Qsubmarine\*U, etc,
.L x,y
the ship's current location (relative to your capital),
the ship's current location,
.L flt
the fleet designation letter (set by \*Qfleetadd\*U command),
.L path
the ship's current retreat path.
.L as_flt?
whether or not the ship's retreat path is a fleet retreat path
the current retreat path,
.L as flt?
whether these are fleet retreat orders,
.L flags
what conditions the ship will retreat under
what conditions will trigger retreat.
.in
.s1
For example:
.EX retreat *
.NF
shp# ship type x,y fl path as flt? flags
0 battleship 4 2,0 jjuuj I
0 bb battleship 2,0 jjuuj i
1 ship
.FI
.s1
@ -62,21 +57,21 @@ Retreat conditions are:
.nf
Condition Meaning
I Retreat when the ship is injured,
i.e. whenever the ship is damaged by fire,
bombs, or torping
T Retreat when a sub torpedos or tries to
i Retreat when the ship is injured,
i.e. whenever the ship is damaged by gun fire,
bombs or torpedoes
t Retreat when a sub torpedoes or tries to
torpedo the ship
B Retreat when a plane bombs or tries to bomb
b Retreat when a plane bombs or tries to bomb
the ship
S Retreat when the ship detects a sonar ping
D Retreat when the ship is depth-charged
H Retreat when helpless --- a ship is helpless
s Retreat when the ship detects a sonar ping
d Retreat when the ship is depth-charged
h Retreat when helpless --- a ship is helpless
when it is fired upon, and no friendly
ships/sectors (including the ship itself) are
able to fire back at the aggressor
U Retreat upon a failed boarding attempt
C Cancel retreat order
u Retreat upon a failed boarding attempt
c Cancel retreat order
.fi
.s1
For example, if the battleship above was fired at, it would attempt to
@ -84,7 +79,7 @@ retreat 2 sectors, jj, using the normal amount of mobility for moving
2 sectors. It would then look like:
.NF
shp# ship type x,y fl path as flt? flags
0 battleship 4 2,0 uuj I
0 bb battleship 2,0 uuj i
1 ship
.FI
.s1