(info, html): Implement.

(all): Depend on info.

Flatten info directory.  This undoes the move to one subdirectory per
chapter, which was done during Empire 2.  The structure doesn't buy us
much, as the info name space is flat, and it complicates makefiles.

Overhaul info.pl:
- It now wants to run in the root of the build tree.
- Information on source files and subjects is now stored in makefiles,
  thus info.pl no longer picks up random junk from the file system.
- Clean up Perl anachronisms, in particular use subroutine arguments and
  results rather than global variables where convenient.
- Change format of diagnostics to the common format used by GNU tools,
  so that Emacs and the like can parse it.
- Catch missing .SA.
- When creating a new subject file, cowardly refuse to overwrite an
  existing file.
- Subject files contain topics sorted by chapter, then by name.  The
  order of chapters used to depend on how Perl sorts hash keys.  Fix
  it.
This commit is contained in:
Markus Armbruster 2005-12-22 10:09:17 +00:00
parent 641879abc7
commit 4ea4a01fd5
258 changed files with 318 additions and 239 deletions

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info/Nuke-types.t Normal file
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.TH Concept "Nuke Types"
.NA Nuke-types "Description of different kinds of nuclear weapons"
.LV Expert
There are two different types of nuclear devices in Empire:
fission bombs, fusion bombs.
Both fission and fusion bombs perform similarly,
with fusion bombs giving \*Qmore bang for the buck\*U.
.s1
In general, the only way to avoid damage by a nuclear detonation
is to avoid the area prior to and during actual detonation.
\*QHardening\*U missiles (in silos) is the only exception,
and even that cannot protect from a direct hit
by the larger nuclear devices.
.s1
The details of the nuclear devices present in Empire can be seen using
the show command.
The meaning of the fields are as follows:
.s1
.in \w'name\0\0'u
.L name
The nukes name.
.L lcm
The amount of lcm needed to build the nuke
.L hcm
The amount of hcm needed to build the nuke
.L oil
The amount of crude oil required to build it.
.L rad
The number of radioactive products required to build it.
.L tech
The minimum tech level required to construct the nuke.
.L $
The cost of the nuke to construct.
.s1
.in
The other fields given in the capabilities are as follows.
.s1
.in \w'blst\0\0'u
.L blst
The blast type of the nuke
.L dam
The damage rating of the nuke
.L lbs
the weight of the warhead, limiting missile and plane nuclear
device carrying capacity.
.in
.s1
As a guide (these numbers are subject to change):
.EX show nuke build
.NF
lcm hcm oil rad tech $
10kt fission 50 50 25 50 200 $7500
50kt fission 60 60 30 75 225 $9000
100kt fission 75 75 40 100 250 $12000
250kt fusion 50 50 25 50 280 $7500
500kt fusion 60 60 30 75 295 $9000
1mt fusion 75 75 50 100 310 $12000
3mt fusion 100 100 75 127 325 $19000
.FI
.s1
.EX show nuke capab
.NF
blst dam lbs tech $
10kt fission 3 80 4 200 $7500
50kt fission 3 100 6 225 $9000
100kt fission 4 120 8 250 $12000
250kt fusion 4 150 4 280 $7500
500kt fusion 5 170 6 295 $9000
1mt fusion 6 190 8 310 $12000
3mt fusion 7 210 10 325 $19000
.FI
.s1
The larger the megatonnage, the more damage done by the weapon.
Effects (as in the real world) can only be determined
by experimentation,
although research suggests that radioactivity left behind by nuclear
detonations may have lasting effects.
.s1
.SA "launch, fly, build, transport, show, Planes"