navigate: Require all ships to start in the same sector

The capability to navigate ships spread over several sectors is
obscure and rarely useful.  Accidental use is probably more frequent
than intentional use.  Issues:

* Interactive prompts show only the flagship's position, and give no
  clue that some ships are actually elsewhere.

* Path finding is supported only when all navigating ships are in
  the same sector.

* Interdiction becomes rather complex.  For each movement, every
  sector entered is interdicted independently.  This means the same
  fort, ship, land unit or plane can interdict multiple times.
  Interdiction order depends on the order the code examines
  ships. which the player can control.  This is all pretty much
  undocumented.

* Complicates the code and its maintenance.  Multiplies the number of
  test cases needed to cover navigate.

I feel we're better off without this feature.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
This commit is contained in:
Markus Armbruster 2014-12-28 22:27:37 +01:00
parent 69c99a0f29
commit a024dbb8a3
9 changed files with 44 additions and 60 deletions

View file

@ -3,7 +3,8 @@
.LV Basic
.SY "navigate <SHIP/FLEET> <ROUTE|DESTINATION>"
The navigate command is the \*Qmove\*U command applied to the sea.
You can control one ship or an entire fleet with it.
You can control one ship or an entire fleet with it, but they must all
start in the same sector.
.s1
A ship must have at least one crew
(which may be civilian or military,
@ -114,10 +115,6 @@ For example,
patrol boat #18 stopped at -6,-2
.FI
.s1
Note that if you are navigating multiple ships, you may only specify a
destination sector on the command line if all the ships start in the
same sector.
.s1
The formula for the movement cost for 1 sector is:
.NF