From c5a2d136ecb0da1787ed63f707e1d30b5bab39fa Mon Sep 17 00:00:00 2001 From: Markus Armbruster Date: Sat, 5 Aug 2017 18:29:36 +0200 Subject: [PATCH] Correct spelling as one word and as two words Signed-off-by: Markus Armbruster --- doc/CHANGES4.X | 8 ++-- info/Damage.t | 2 +- info/Empire4.t | 8 ++-- info/Hitchance.t | 20 ++++----- src/lib/commands/bomb.c | 10 ++--- src/lib/commands/demo.c | 4 +- src/lib/commands/torp.c | 2 +- src/lib/global/news.c | 10 ++--- src/lib/subs/mission.c | 6 +-- src/lib/subs/mslsub.c | 2 +- src/lib/subs/plnsub.c | 2 +- src/lib/subs/shpsub.c | 6 +-- tests/navi-march/journal.log | 2 +- tests/navi-march/setup-POGO | 2 +- tests/retreat/journal.log | 78 ++++++++++++++++++------------------ tests/smoke/journal.log | 2 +- tests/torpedo/journal.log | 54 ++++++++++++------------- tests/version/journal.log | 12 +++--- 18 files changed, 115 insertions(+), 115 deletions(-) diff --git a/doc/CHANGES4.X b/doc/CHANGES4.X index 040dfb80..f3a4ebf4 100644 --- a/doc/CHANGES4.X +++ b/doc/CHANGES4.X @@ -864,7 +864,7 @@ Changes to Empire 4.3.26 - Mon May 24 16:37:40 UTC 2010 * Info page fixes, manual page improvements. Changes to Empire 4.3.25 - Sun Mar 21 08:27:37 UTC 2010 - * Hitting seamines could crash the server. When not, the damage + * Hitting sea mines could crash the server. When not, the damage reduction for capability sweep was applied unpredictably. Broken in 4.3.24. * When an interdiction did damage other than collateral damage, the @@ -1038,14 +1038,14 @@ Changes to Empire 4.3.22 - Sat Apr 25 11:56:29 UTC 2009 is a tty. * Fix a client bug that could make it hang when EOF on standard input follows an execute command closely. - * Seamines under bridge spans were disabled a long time ago, in + * Sea mines under bridge spans were disabled a long time ago, in Empire 2. The drop command refuses to mine there. Change mine command to do so as well. - * Seamines under bridge spans were mistaken for landmines by ground + * Sea mines under bridge spans were mistaken for landmines by ground combat, land units retreating from bombs, and non-land unit ground movement. * When a bridge tower collapsed, its landmines magically became - seamines. + sea mines. * Don't log out player when he interrupts a command. Broken in 4.3.19. * Code cleanup and portability improvements. diff --git a/info/Damage.t b/info/Damage.t index d0b9209e..9c07d856 100644 --- a/info/Damage.t +++ b/info/Damage.t @@ -27,7 +27,7 @@ Each bomb does the following damage: blam: 1 + 1d6 Blam: 5 + 1d6 BLAM: 8 + 1d6 -When pinbombing a ship, plane, or land unit, damage is doubled. +When pin-bombing a ship, plane, or land unit, damage is doubled. Whether you get a blam, Blam, or a BLAM depends on the accuracy of the plane and the difficulty of the target (see info bomb). diff --git a/info/Empire4.t b/info/Empire4.t index 0755ab7d..92541d26 100644 --- a/info/Empire4.t +++ b/info/Empire4.t @@ -873,7 +873,7 @@ Changes to Empire 4.3.26 - Mon May 24 16:37:40 UTC 2010 * Info page fixes, manual page improvements. Changes to Empire 4.3.25 - Sun Mar 21 08:27:37 UTC 2010 - * Hitting seamines could crash the server. When not, the damage + * Hitting sea mines could crash the server. When not, the damage reduction for capability sweep was applied unpredictably. Broken in 4.3.24. * When an interdiction did damage other than collateral damage, the @@ -1047,14 +1047,14 @@ Changes to Empire 4.3.22 - Sat Apr 25 11:56:29 UTC 2009 is a tty. * Fix a client bug that could make it hang when EOF on standard input follows an execute command closely. - * Seamines under bridge spans were disabled a long time ago, in + * Sea mines under bridge spans were disabled a long time ago, in Empire 2. The drop command refuses to mine there. Change mine command to do so as well. - * Seamines under bridge spans were mistaken for landmines by ground + * Sea mines under bridge spans were mistaken for landmines by ground combat, land units retreating from bombs, and non-land unit ground movement. * When a bridge tower collapsed, its landmines magically became - seamines. + sea mines. * Don't log out player when he interrupts a command. Broken in 4.3.19. * Code cleanup and portability improvements. diff --git a/info/Hitchance.t b/info/Hitchance.t index fbf80536..d299eb63 100644 --- a/info/Hitchance.t +++ b/info/Hitchance.t @@ -5,14 +5,14 @@ This page describes the chance of a mine, torpedo, ship anti-missile defense, missile, or plane hitting its target. .nf -Sea Mine hitchance +Sea mine hit chance The chance of a ship hitting a mine at sea is (mines/(mines+20)). (For example, with 20 mines, the chance of hitting one is 20/40 = 50%) The damage is dependent upon the size of the ship and the spot that the mine hits. (see \*Qinfo Damage\*U). -Land Mine Hitchance +Land mine hit chance The chance of a land unit hitting a land mine is mines/(mines+35). (For example, with 20 mines, the chance of hitting one is 20/55 = 36%). See \*Qinfo Damage\*U to find out how much damage things take @@ -25,12 +25,12 @@ First the above chance is checked, and then a chance equal to (weight / 100) is checked. -Torpedo hitchance +Torpedo hit chance The chance of a torpedo hitting its target is equal to: hitchance = 0.9/(range + 1) where "range" is the range to the target. If the visibility of the ship firing is less than 6, then (5 - visibility) * 0.03 is added to -the hitchance. +the hit chance. Thus, the base chance of a sub hitting its target (before visibility modification) is: @@ -61,10 +61,10 @@ where tech is the tech level that the ship was built at -Plane and missile hitchance +Plane and missile hit chance If the target is -a sector, then the hitchance is 100%. Otherwise, the following -procedure is used to calculate hitchance. +a sector, then the hit chance is 100%. Otherwise, the following +procedure is used to calculate hit chance. The formula for a plane or missile hitting its target depends on the type of the target (ship, plane, land unit) and the "hardtarget" value @@ -110,12 +110,12 @@ and if the target is a ship and the plane is an ASW plane, then and if the target is a ship and the plane does not have tactical capability placc = placc + 35 -Lastly we smooth out the bottom end of the hitchance curve. If +Lastly we smooth out the bottom end of the hit chance curve. If hitchance is less than 20, then it is "belled up" using the following curve: hitchance = 5 + 300 / (40 - hitchance). -On the other hand, you can just find out the hitchance by pinbombing -or launching a missile--the hitchance is always printed! :-) +On the other hand, you can just find out the hit chance by pin-bombing +or launching a missile--the hit chance is always printed! :-) .fi .SA "fire, launch, bomb, torpedo, Attacking, Damage, Interception, Combat" diff --git a/src/lib/commands/bomb.c b/src/lib/commands/bomb.c index 5e26dd01..026ba237 100644 --- a/src/lib/commands/bomb.c +++ b/src/lib/commands/bomb.c @@ -418,10 +418,10 @@ ship_bomb(struct emp_qelem *list, struct sctstr *target) else { hitchance = pln_hitchance(&plp->plane, shp_hardtarget(&ship), EF_SHIP); - pr("%d%% hitchance...", hitchance); + pr("%d%% hit chance...", hitchance); } if (pct_chance(hitchance)) { - /* pinbombing is more accurate than normal bombing */ + /* pin-bombing is more accurate than normal bombing */ dam = 2 * pln_damage(&plp->plane, 'p', ""); } else { pr("splash\n"); @@ -516,10 +516,10 @@ plane_bomb(struct emp_qelem *list, struct sctstr *target) hitchance = 100; else { hitchance = pln_hitchance(&plp->plane, 0, EF_PLANE); - pr("%d%% hitchance...", hitchance); + pr("%d%% hit chance...", hitchance); } if (pct_chance(hitchance)) { - /* pinbombing is more accurate than normal bombing */ + /* pin-bombing is more accurate than normal bombing */ dam = 2 * pln_damage(&plp->plane, 'p', ""); } else { pr("thud\n"); @@ -617,7 +617,7 @@ land_bomb(struct emp_qelem *list, struct sctstr *target) else { hitchance = pln_hitchance(&plp->plane, lnd_hardtarget(&land), EF_LAND); - pr("%d%% hitchance...", hitchance); + pr("%d%% hit chance...", hitchance); } if (pct_chance(hitchance)) { dam = 2 * pln_damage(&plp->plane, 'p', ""); diff --git a/src/lib/commands/demo.c b/src/lib/commands/demo.c index 86b32975..62a531db 100644 --- a/src/lib/commands/demo.c +++ b/src/lib/commands/demo.c @@ -24,7 +24,7 @@ * * --- * - * demo.c: De-mobilize "n" military in a given sector + * demo.c: Demobilize "n" military in a given sector * * Known contributors to this file: * Dave Pare, 1986 @@ -57,7 +57,7 @@ demo(void) natp = getnatp(player->cnum); if (!snxtsct(&nstr, player->argp[1])) return RET_SYN; - if (!(p = getstarg(player->argp[2], "Number to de-mobilize : ", buf))) + if (!(p = getstarg(player->argp[2], "Number to demobilize : ", buf))) return RET_SYN; number = atoi(p); p = getstarg(player->argp[3], diff --git a/src/lib/commands/torp.c b/src/lib/commands/torp.c index a0ac93d3..0e792e3a 100644 --- a/src/lib/commands/torp.c +++ b/src/lib/commands/torp.c @@ -161,7 +161,7 @@ torp(void) range = mapdist(sub.shp_x, sub.shp_y, vship.shp_x, vship.shp_y); hitchance = shp_torp_hitchance(&sub, range); if (range <= erange) { - pr("Hitchance = %.0f%%\n", hitchance * 100); + pr("Hit chance = %.0f%%\n", hitchance * 100); } if (range > erange) pr("Out of range\n"); diff --git a/src/lib/global/news.c b/src/lib/global/news.c index a0d17fab..d415135b 100644 --- a/src/lib/global/news.c +++ b/src/lib/global/news.c @@ -76,10 +76,10 @@ struct rptstr rpt[] = { "gunners decimate %s aggressors" } }, { N_BROKE_SANCT, 0, N_FOR, { "breaks sanctuary", "no longer has a sanctuary" } }, - { N_SCT_BOMB, -2, N_SKY, { "planes divebomb one of %s's sectors", + { N_SCT_BOMB, -2, N_SKY, { "planes dive-bomb one of %s's sectors", "bombers wreak havoc on %s" } }, - { N_SHP_BOMB, -2, N_SEA, { "divebombs a ship flying the flag of %s", - "airforce bombs %s ships" } }, + { N_SHP_BOMB, -2, N_SEA, { "dive-bombs a ship flying the flag of %s", + "air force bombs %s ships" } }, { N_BOARD_SHIP, -2, N_SEA, { "seadogs board one of %s's ships", "pirates board %s ship" } }, { N_SHP_LOSE, -3, N_SEA, { "is repelled by %s while attempting to board a ship", @@ -147,8 +147,8 @@ struct rptstr rpt[] = { { N_SUB_BOMB, 0, N_SEA, { "planes bomb a skulking %s submarine", "planes drop depth-charges on a %s sub" } }, { 54, 0, 0, { no_news, no_news } }, - { N_UNIT_BOMB, -2, N_SKY, { "divebombs a brave %s unit", - "airforce bombs %s units" } }, + { N_UNIT_BOMB, -2, N_SKY, { "dive-bombs a brave %s unit", + "air force bombs %s units" } }, { N_LHIT_MINE, 0, N_FRONT, { "troops run afoul of a landmine", "troops severely damaged in mine field" } }, { N_FIRE_F_ATTACK, -2, N_ARTY, { "fortress gunners support troops attacking %s", diff --git a/src/lib/subs/mission.c b/src/lib/subs/mission.c index d6b02a95..e312978d 100644 --- a/src/lib/subs/mission.c +++ b/src/lib/subs/mission.c @@ -487,7 +487,7 @@ perform_mission_ship(int dam, struct shpstr *sp, coord x, coord y, wu(0, sp->shp_own, "\tEffective torpedo range is %d.0\n", range); wu(0, sp->shp_own, - "\tWhooosh... Hitchance = %.0f%%\n", hitchance * 100); + "\tWhooosh... Hit chance = %.0f%%\n", hitchance * 100); if (!chance(hitchance)) { wu(0, sp->shp_own, "\tMissed\n"); @@ -1057,7 +1057,7 @@ air_damage(struct emp_qelem *bombers, coord x, coord y, int mission, prplane(pp), cname(victim), s, xyas(x, y, pp->pln_own)); } else { wu(0, pp->pln_own, - "\t%s pinbombing %s %s in %s\n", + "\t%s pin-bombing %s %s in %s\n", prplane(pp), cname(victim), s, xyas(x, y, pp->pln_own)); } @@ -1067,7 +1067,7 @@ air_damage(struct emp_qelem *bombers, coord x, coord y, int mission, else { hitchance = pln_hitchance(pp, hardtarget, EF_SHIP); if (hardtarget != SECT_HARDTARGET) - snprintf(buf, sizeof(buf), "\t\t%d%% hitchance...", + snprintf(buf, sizeof(buf), "\t\t%d%% hit chance...", hitchance); } if (pct_chance(hitchance)) { diff --git a/src/lib/subs/mslsub.c b/src/lib/subs/mslsub.c index 66a89a57..96fb80b3 100644 --- a/src/lib/subs/mslsub.c +++ b/src/lib/subs/mslsub.c @@ -163,7 +163,7 @@ msl_hit(struct plnstr *pp, int hardtarget, int type, } else { hitchance = pln_hitchance(pp, hardtarget, type); hit = pct_chance(hitchance); - mpr(pp->pln_own, "\t%d%% hitchance...%s\n", hitchance, + mpr(pp->pln_own, "\t%d%% hit chance...%s\n", hitchance, hit ? "HIT!" : "miss"); } diff --git a/src/lib/subs/plnsub.c b/src/lib/subs/plnsub.c index b2e255e3..7ac3c28f 100644 --- a/src/lib/subs/plnsub.c +++ b/src/lib/subs/plnsub.c @@ -357,7 +357,7 @@ pln_mine(struct emp_qelem *list, coord tx, coord ty) if (amt > 0) { getsect(tx, ty, §); if (sect.sct_type != SCT_WATER) { - pr("Your seamines have no effect here.\n"); + pr("Your sea mines have no effect here.\n"); return; } sect.sct_mines = MIN(sect.sct_mines + amt, MINES_MAX); diff --git a/src/lib/subs/shpsub.c b/src/lib/subs/shpsub.c index f8f990df..e39c3414 100644 --- a/src/lib/subs/shpsub.c +++ b/src/lib/subs/shpsub.c @@ -223,7 +223,7 @@ shp_nav_put_one(struct ulist *mlp) } /* - * Sweep seamines with engineers in @ship_list for @actor. + * Sweep sea mines with engineers in @ship_list for @actor. * All ships in @ship_list must be in the same sector. * If @explicit is non-zero, this is for an explicit sweep command from * a player. Else it's an automatic "on the move" sweep. @@ -252,7 +252,7 @@ shp_sweep(struct emp_qelem *ship_list, int explicit, int takemob, getsect(mlp->unit.ship.shp_x, mlp->unit.ship.shp_y, §); if (sect.sct_type != SCT_WATER) { if (explicit) - mpr(actor, "%s is a %s. No seamines there!\n", + mpr(actor, "%s is a %s. No sea mines there!\n", xyas(sect.sct_x, sect.sct_y, actor), dchr[sect.sct_type].d_name); return 0; @@ -957,7 +957,7 @@ shp_missile_defense(coord dx, coord dy, natid bombown, int hardtarget) : "SWOOSH!! anti-missile system failed!!"); mpr(ship.shp_own, "Ship #%i anti-missile system activated!\n", ship.shp_uid); - mpr(ship.shp_own, "%d%% hitchance...%s\n", hitchance, + mpr(ship.shp_own, "%d%% hit chance...%s\n", hitchance, hit ? "KABOOOM!! Incoming missile destroyed!\n" : "SWOOSH!! Missile evades anti-missile systems\n"); diff --git a/tests/navi-march/journal.log b/tests/navi-march/journal.log index f8090b20..8c7bfbf9 100644 --- a/tests/navi-march/journal.log +++ b/tests/navi-march/journal.log @@ -591,7 +591,7 @@ Play#1 input navi 5 mh Play#1 command navigate Play#1 output Play#1 1 Flagship is ms minesweeper (#5) - Play#1 output Play#1 1 1,1 is a harbor. No seamines there! + Play#1 output Play#1 1 1,1 is a harbor. No sea mines there! Play#1 output Play#1 1 ms minesweeper (#5) stopped at 1,1 Play#1 output Play#1 6 0 593 Play#1 input navi 121/122/128 j diff --git a/tests/navi-march/setup-POGO b/tests/navi-march/setup-POGO index 40a77405..d65b5c41 100644 --- a/tests/navi-march/setup-POGO +++ b/tests/navi-march/setup-POGO @@ -22,7 +22,7 @@ build b 5,1 u edit l 6,0 e 59 desi 1,-3:-1 i edit l 1,-3:-1 e 1 -| seamines +| sea mines edit l 11,-5 M 100 edit l 11,-3 M 10 | landmines in occupied sectors diff --git a/tests/retreat/journal.log b/tests/retreat/journal.log index 9f1b99e9..04415e34 100644 --- a/tests/retreat/journal.log +++ b/tests/retreat/journal.log @@ -364,7 +364,7 @@ Play#1 output Play#1 1 (# 84) 2 completely dd destroyer (#84) Play#1 output Play#1 4 lb TBD-1 Devastator #4, 2 bombs. Target ('~' to skip)? Play#1 input 60 - Play#1 output Play#1 1 50% hitchance...splash + Play#1 output Play#1 1 50% hit chance...splash Play#1 output Play#1 1 # owner eff type Play#1 output Play#1 1 (# 60) 2 completely dd destroyer (#60) Play#1 output Play#1 1 (# 61) 2 completely dd destroyer (#61) @@ -383,7 +383,7 @@ Play#1 output Play#1 1 (# 84) 2 completely dd destroyer (#84) Play#1 output Play#1 4 lb TBD-1 Devastator #3, 2 bombs. Target ('~' to skip)? Play#1 input 61 - Play#1 output Play#1 1 50% hitchance...blam-blam + Play#1 output Play#1 1 50% hit chance...blam-blam Play#1 output Play#1 1 # owner eff type Play#1 output Play#1 1 (# 60) 2 completely dd destroyer (#60) Play#1 output Play#1 1 (# 62) 2 completely dd destroyer (#62) @@ -401,7 +401,7 @@ Play#1 output Play#1 1 (# 84) 2 completely dd destroyer (#84) Play#1 output Play#1 4 lb TBD-1 Devastator #2, 2 bombs. Target ('~' to skip)? Play#1 input 62 - Play#1 output Play#1 1 50% hitchance...Blam-blam + Play#1 output Play#1 1 50% hit chance...Blam-blam Play#1 output Play#1 1 # owner eff type Play#1 output Play#1 1 (# 60) 2 completely dd destroyer (#60) Play#1 output Play#1 1 (# 63) 2 completely dd destroyer (#63) @@ -418,7 +418,7 @@ Play#1 output Play#1 1 (# 84) 2 completely dd destroyer (#84) Play#1 output Play#1 4 lb TBD-1 Devastator #1, 2 bombs. Target ('~' to skip)? Play#1 input 63 - Play#1 output Play#1 1 50% hitchance...BLAM-Blam + Play#1 output Play#1 1 50% hit chance...BLAM-Blam Play#1 output Play#1 1 # owner eff type Play#1 output Play#1 1 (# 60) 2 completely dd destroyer (#60) Play#1 output Play#1 1 (# 64) 2 completely dd destroyer (#64) @@ -434,7 +434,7 @@ Play#1 output Play#1 1 (# 84) 2 completely dd destroyer (#84) Play#1 output Play#1 4 lb TBD-1 Devastator #0, 2 bombs. Target ('~' to skip)? Play#1 input 64 - Play#1 output Play#1 1 50% hitchance...BLAM-blam + Play#1 output Play#1 1 50% hit chance...BLAM-blam Play#1 output Play#1 6 0 607 Play#1 input bomb 0/1/2/3/4 . p -2,2 ggh Play#1 command bomb @@ -483,7 +483,7 @@ Play#1 output Play#1 1 (# 84) 2 completely dd destroyer (#84) Play#1 output Play#1 4 lb TBD-1 Devastator #4, 2 bombs. Target ('~' to skip)? Play#1 input 65 - Play#1 output Play#1 1 50% hitchance...blam-BLAM + Play#1 output Play#1 1 50% hit chance...blam-BLAM Play#1 output Play#1 1 # owner eff type Play#1 output Play#1 1 (# 60) 2 completely dd destroyer (#60) Play#1 output Play#1 1 (# 66) 2 completely dd destroyer (#66) @@ -497,7 +497,7 @@ Play#1 output Play#1 1 (# 84) 2 completely dd destroyer (#84) Play#1 output Play#1 4 lb TBD-1 Devastator #3, 2 bombs. Target ('~' to skip)? Play#1 input 66 - Play#1 output Play#1 1 50% hitchance...blam-blam + Play#1 output Play#1 1 50% hit chance...blam-blam Play#1 output Play#1 1 # owner eff type Play#1 output Play#1 1 (# 60) 2 completely dd destroyer (#60) Play#1 output Play#1 1 (# 67) 2 completely dd destroyer (#67) @@ -510,7 +510,7 @@ Play#1 output Play#1 1 (# 84) 2 completely dd destroyer (#84) Play#1 output Play#1 4 lb TBD-1 Devastator #2, 2 bombs. Target ('~' to skip)? Play#1 input 67 - Play#1 output Play#1 1 50% hitchance...splash + Play#1 output Play#1 1 50% hit chance...splash Play#1 output Play#1 1 # owner eff type Play#1 output Play#1 1 (# 60) 2 completely dd destroyer (#60) Play#1 output Play#1 1 (# 67) 2 completely dd destroyer (#67) @@ -523,7 +523,7 @@ Play#1 output Play#1 1 (# 84) 2 completely dd destroyer (#84) Play#1 output Play#1 4 lb TBD-1 Devastator #1, 2 bombs. Target ('~' to skip)? Play#1 input 68 - Play#1 output Play#1 1 50% hitchance...blam-Blam + Play#1 output Play#1 1 50% hit chance...blam-Blam Play#1 output Play#1 1 # owner eff type Play#1 output Play#1 1 (# 60) 2 completely dd destroyer (#60) Play#1 output Play#1 1 (# 67) 2 completely dd destroyer (#67) @@ -535,7 +535,7 @@ Play#1 output Play#1 1 (# 84) 2 completely dd destroyer (#84) Play#1 output Play#1 4 lb TBD-1 Devastator #0, 2 bombs. Target ('~' to skip)? Play#1 input 69 - Play#1 output Play#1 1 50% hitchance...blam-Blam + Play#1 output Play#1 1 50% hit chance...blam-Blam Play#1 output Play#1 6 0 605 Play#1 input launch 10 80 Play#1 command launch @@ -543,7 +543,7 @@ Play#1 output Play#1 1 Preparing to launch mi Harpoon #10 at 2 dd destroyer (#80) in -6,2 Play#1 output Play#1 1 Launching from -2,2 Play#1 output Play#1 1 SHWOOOOOSH! Missile launched! - Play#1 output Play#1 1 50% hitchance...miss + Play#1 output Play#1 1 50% hit chance...miss Play#1 output Play#1 1 splash Play#1 output Play#1 6 0 602 Play#1 input launch 11 81 @@ -552,7 +552,7 @@ Play#1 output Play#1 1 Preparing to launch mi Harpoon #11 at 2 dd destroyer (#81) in -6,2 Play#1 output Play#1 1 Launching from -2,2 Play#1 output Play#1 1 SHWOOOOOSH! Missile launched! - Play#1 output Play#1 1 50% hitchance...miss + Play#1 output Play#1 1 50% hit chance...miss Play#1 output Play#1 1 splash Play#1 output Play#1 6 0 599 Play#1 input launch 12 82 @@ -561,7 +561,7 @@ Play#1 output Play#1 1 Preparing to launch mi Harpoon #12 at 2 dd destroyer (#82) in -6,2 Play#1 output Play#1 1 Launching from -2,2 Play#1 output Play#1 1 SHWOOOOOSH! Missile launched! - Play#1 output Play#1 1 50% hitchance...miss + Play#1 output Play#1 1 50% hit chance...miss Play#1 output Play#1 1 splash Play#1 output Play#1 6 0 596 Play#1 input launch 13 83 @@ -570,7 +570,7 @@ Play#1 output Play#1 1 Preparing to launch mi Harpoon #13 at 2 dd destroyer (#83) in -6,2 Play#1 output Play#1 1 Launching from -2,2 Play#1 output Play#1 1 SHWOOOOOSH! Missile launched! - Play#1 output Play#1 1 50% hitchance...HIT! + Play#1 output Play#1 1 50% hit chance...HIT! Play#1 output Play#1 1 Blam-blam-Blam-Blam-Blam-blam Play#1 output Play#1 6 0 593 Play#1 input launch 14 84 @@ -579,14 +579,14 @@ Play#1 output Play#1 1 Preparing to launch mi Harpoon #14 at 2 dd destroyer (#84) in -6,2 Play#1 output Play#1 1 Launching from -2,2 Play#1 output Play#1 1 SHWOOOOOSH! Missile launched! - Play#1 output Play#1 1 50% hitchance...miss + Play#1 output Play#1 1 50% hit chance...miss Play#1 output Play#1 1 splash Play#1 output Play#1 6 0 590 Play#1 input torp 6 100 Play#1 command torpedo Play#1 output Play#1 1 1 ships are eligible to torpedo Play#1 output Play#1 1 Effective torpedo range is 2.0 - Play#1 output Play#1 1 Whooosh... Hitchance = 51% + Play#1 output Play#1 1 Whooosh... Hit chance = 51% Play#1 output Play#1 1 BOOM!... Play#1 output Play#1 1 Torpedo hit lc light cruiser (#100) for 75 damage. Play#1 output Play#1 6 0 587 @@ -594,14 +594,14 @@ Play#1 command torpedo Play#1 output Play#1 1 1 ships are eligible to torpedo Play#1 output Play#1 1 Effective torpedo range is 2.0 - Play#1 output Play#1 1 Whooosh... Hitchance = 51% + Play#1 output Play#1 1 Whooosh... Hit chance = 51% Play#1 output Play#1 1 Missed Play#1 output Play#1 6 0 584 Play#1 input torp 6 102 Play#1 command torpedo Play#1 output Play#1 1 1 ships are eligible to torpedo Play#1 output Play#1 1 Effective torpedo range is 2.0 - Play#1 output Play#1 1 Whooosh... Hitchance = 51% + Play#1 output Play#1 1 Whooosh... Hit chance = 51% Play#1 output Play#1 1 BOOM!... Play#1 output Play#1 1 Torpedo hit lc light cruiser (#102) for 44 damage. Play#1 output Play#1 6 0 581 @@ -609,7 +609,7 @@ Play#1 command torpedo Play#1 output Play#1 1 1 ships are eligible to torpedo Play#1 output Play#1 1 Effective torpedo range is 2.0 - Play#1 output Play#1 1 Whooosh... Hitchance = 51% + Play#1 output Play#1 1 Whooosh... Hit chance = 51% Play#1 output Play#1 1 BOOM!... Play#1 output Play#1 1 Torpedo hit lc light cruiser (#103) for 95 damage. Play#1 output Play#1 6 0 578 @@ -617,7 +617,7 @@ Play#1 command torpedo Play#1 output Play#1 1 1 ships are eligible to torpedo Play#1 output Play#1 1 Effective torpedo range is 2.0 - Play#1 output Play#1 1 Whooosh... Hitchance = 51% + Play#1 output Play#1 1 Whooosh... Hit chance = 51% Play#1 output Play#1 1 Missed Play#1 output Play#1 6 0 575 Play#1 input navi 5 bsh @@ -710,7 +710,7 @@ Play#1 output Play#1 1 (# 36) 2 completely cav cavalry #36 Play#1 output Play#1 4 ac AH-64 Apache #30, 1 bombs. Target ('~' to skip)? Play#1 input 30 - Play#1 output Play#1 1 83% hitchance...Blam + Play#1 output Play#1 1 83% hit chance...Blam Play#1 output Play#1 6 0 567 Play#1 input __cmd added -1 -2 0 Play#1 command __cmd @@ -733,7 +733,7 @@ Play#1 output Play#1 1 (# 33) 2 completely cav cavalry #33 Play#1 output Play#1 4 ac AH-64 Apache #30, 1 bombs. Target ('~' to skip)? Play#1 input 33 - Play#1 output Play#1 1 72% hitchance...Blam + Play#1 output Play#1 1 72% hit chance...Blam Play#1 output Play#1 1 -1,1 takes 4% collateral damage Play#1 output Play#1 6 0 563 Play#1 input bomb 30 . p -2,2 ujh @@ -767,7 +767,7 @@ Play#1 output Play#1 1 (# 44) 2 completely eng engineer #44 Play#1 output Play#1 4 ac AH-64 Apache #30, 1 bombs. Target ('~' to skip)? Play#1 input 37 - Play#1 output Play#1 1 91% hitchance...Blam + Play#1 output Play#1 1 91% hit chance...Blam Play#1 output Play#1 6 0 561 Play#1 input bomb 30 . p -2,2 ujh Play#1 command bomb @@ -800,7 +800,7 @@ Play#1 output Play#1 1 (# 44) 2 completely eng engineer #44 Play#1 output Play#1 4 ac AH-64 Apache #30, 1 bombs. Target ('~' to skip)? Play#1 input 40 - Play#1 output Play#1 1 72% hitchance...Blam + Play#1 output Play#1 1 72% hit chance...Blam Play#1 output Play#1 6 0 559 Play#1 input __cmd added -1 0 0 Play#1 command __cmd @@ -834,7 +834,7 @@ Play#1 output Play#1 1 (# 44) 2 completely eng engineer #44 Play#1 output Play#1 4 ac AH-64 Apache #30, 1 bombs. Target ('~' to skip)? Play#1 input 41 - Play#1 output Play#1 1 72% hitchance...Blam + Play#1 output Play#1 1 72% hit chance...Blam Play#1 output Play#1 6 0 557 Play#1 input bomb 30 . p -2,2 ujh Play#1 command bomb @@ -863,7 +863,7 @@ Play#1 output Play#1 1 (# 44) 2 completely eng engineer #44 Play#1 output Play#1 4 ac AH-64 Apache #30, 1 bombs. Target ('~' to skip)? Play#1 input 42 - Play#1 output Play#1 1 72% hitchance...Blam + Play#1 output Play#1 1 72% hit chance...Blam Play#1 output Play#1 6 0 555 Play#1 input __cmd added -1 0 0 Play#1 command __cmd @@ -896,7 +896,7 @@ Play#1 output Play#1 4 ac AH-64 Apache #30, 1 bombs. Target ('~' to skip)? Play#1 input 44 Play#1 output Play#1 1 Flak! ac AH-64 Apache #30 takes 1. - Play#1 output Play#1 1 72% hitchance...Blam + Play#1 output Play#1 1 72% hit chance...Blam Play#1 output Play#1 6 0 553 Play#1 input bomb 31 . p -2,2 uyuuh Play#1 command bomb @@ -921,7 +921,7 @@ Play#1 output Play#1 1 (# 46) 2 completely cav cavalry #46 Play#1 output Play#1 4 ac AH-64 Apache #31, 1 bombs. Target ('~' to skip)? Play#1 input 45 - Play#1 output Play#1 1 92% hitchance...Blam + Play#1 output Play#1 1 92% hit chance...Blam Play#1 output Play#1 6 0 551 Play#1 input __cmd added -1 0 0 Play#1 command __cmd @@ -952,7 +952,7 @@ Play#1 output Play#1 1 (# 47) 2 completely cav cavalry #47 Play#1 output Play#1 4 ac AH-64 Apache #31, 1 bombs. Target ('~' to skip)? Play#1 input 47 - Play#1 output Play#1 1 72% hitchance...Blam + Play#1 output Play#1 1 72% hit chance...Blam Play#1 output Play#1 6 0 549 Play#1 input __cmd added 2 4 0 Play#1 command __cmd @@ -983,7 +983,7 @@ Play#1 output Play#1 1 (# 42) 2 completely cav cavalry #42 Play#1 output Play#1 4 ac AH-64 Apache #30, 1 bombs. Target ('~' to skip)? Play#1 input 10 - Play#1 output Play#1 1 71% hitchance...Blam + Play#1 output Play#1 1 71% hit chance...Blam Play#1 output Play#1 6 0 551 Play#1 input __cmd added -1 0 0 Play#1 command __cmd @@ -1020,7 +1020,7 @@ Play#1 output Play#1 1 (# 28) 2 completely cav cavalry #28 Play#1 output Play#1 4 ac AH-64 Apache #30, 1 bombs. Target ('~' to skip)? Play#1 input 10 - Play#1 output Play#1 1 73% hitchance...Blam + Play#1 output Play#1 1 73% hit chance...Blam Play#1 output Play#1 1 cav cavalry #24 takes 1 Play#1 output Play#1 6 0 549 Play#1 input __cmd added -1 0 0 @@ -1058,7 +1058,7 @@ Play#1 output Play#1 1 (# 28) 2 completely cav cavalry #28 Play#1 output Play#1 4 ac AH-64 Apache #30, 1 bombs. Target ('~' to skip)? Play#1 input 10 - Play#1 output Play#1 1 76% hitchance...BLAM + Play#1 output Play#1 1 76% hit chance...BLAM Play#1 output Play#1 1 cav cavalry #24 takes 1 Play#1 output Play#1 6 0 547 Play#1 input bomb 30 . p -3,1 h @@ -1086,7 +1086,7 @@ Play#1 output Play#1 1 (# 3) 1 completely inf infantry #3 Play#1 output Play#1 4 ac AH-64 Apache #30, 1 bombs. Target ('~' to skip)? Play#1 input 2 - Play#1 output Play#1 1 73% hitchance...Blam + Play#1 output Play#1 1 73% hit chance...Blam Play#1 output Play#1 1 inf infantry #2 takes 22 Play#1 output Play#1 1 -3,1 takes 4% collateral damage Play#1 output Play#1 1 inf infantry #0 takes 1 @@ -1124,7 +1124,7 @@ Play#1 output Play#1 1 (# 28) 2 completely cav cavalry #28 Play#1 output Play#1 4 ac AH-64 Apache #30, 1 bombs. Target ('~' to skip)? Play#1 input 25 - Play#1 output Play#1 1 71% hitchance...Blam + Play#1 output Play#1 1 71% hit chance...Blam Play#1 output Play#1 6 0 543 Play#1 input __cmd added 1 2 0 Play#1 command __cmd @@ -1164,7 +1164,7 @@ Play#1 output Play#1 1 (# 64) 2 completely cav cavalry #64 Play#1 output Play#1 4 lb TBD-1 Devastator #24, 2 bombs. Target ('~' to skip)? Play#1 input 60 - Play#1 output Play#1 1 50% hitchance...Blam-BLAM + Play#1 output Play#1 1 50% hit chance...Blam-BLAM Play#1 output Play#1 1 # owner eff type Play#1 output Play#1 1 (# 61) 2 completely cav cavalry #61 Play#1 output Play#1 1 (# 62) 2 completely cav cavalry #62 @@ -1172,7 +1172,7 @@ Play#1 output Play#1 1 (# 64) 2 completely cav cavalry #64 Play#1 output Play#1 4 lb TBD-1 Devastator #23, 2 bombs. Target ('~' to skip)? Play#1 input 61 - Play#1 output Play#1 1 50% hitchance...thud + Play#1 output Play#1 1 50% hit chance...thud Play#1 output Play#1 1 # owner eff type Play#1 output Play#1 1 (# 61) 2 completely cav cavalry #61 Play#1 output Play#1 1 (# 62) 2 completely cav cavalry #62 @@ -1180,7 +1180,7 @@ Play#1 output Play#1 1 (# 64) 2 completely cav cavalry #64 Play#1 output Play#1 4 lb TBD-1 Devastator #22, 2 bombs. Target ('~' to skip)? Play#1 input 62 - Play#1 output Play#1 1 50% hitchance...thud + Play#1 output Play#1 1 50% hit chance...thud Play#1 output Play#1 1 # owner eff type Play#1 output Play#1 1 (# 61) 2 completely cav cavalry #61 Play#1 output Play#1 1 (# 62) 2 completely cav cavalry #62 @@ -1188,7 +1188,7 @@ Play#1 output Play#1 1 (# 64) 2 completely cav cavalry #64 Play#1 output Play#1 4 lb TBD-1 Devastator #21, 2 bombs. Target ('~' to skip)? Play#1 input 63 - Play#1 output Play#1 1 50% hitchance...thud + Play#1 output Play#1 1 50% hit chance...thud Play#1 output Play#1 1 # owner eff type Play#1 output Play#1 1 (# 61) 2 completely cav cavalry #61 Play#1 output Play#1 1 (# 62) 2 completely cav cavalry #62 @@ -1196,7 +1196,7 @@ Play#1 output Play#1 1 (# 64) 2 completely cav cavalry #64 Play#1 output Play#1 4 lb TBD-1 Devastator #20, 2 bombs. Target ('~' to skip)? Play#1 input 64 - Play#1 output Play#1 1 50% hitchance...Blam-Blam + Play#1 output Play#1 1 50% hit chance...Blam-Blam Play#1 output Play#1 6 0 543 Play#1 input ctld Play#1 output Play#1 1 Bye-bye diff --git a/tests/smoke/journal.log b/tests/smoke/journal.log index 2fbe50c0..d45137f3 100644 --- a/tests/smoke/journal.log +++ b/tests/smoke/journal.log @@ -13173,7 +13173,7 @@ Play#1 output Play#1 1 Play#1 output Play#1 1 > BULLETIN from POGO, (#0) dated Thu Jan 1 00:00:00 1970 Play#1 output Play#1 1 Flying a support mission from 11,-1 to 12,-2 - Play#1 output Play#1 1 f1 Sopwith Camel #2 pinbombing 8 in 12,-2 + Play#1 output Play#1 1 f1 Sopwith Camel #2 pin-bombing 8 in 12,-2 Play#1 output Play#1 1 hit 8 for 26 damage Play#1 output Play#1 1 Play#1 output Play#1 6 0 611 diff --git a/tests/torpedo/journal.log b/tests/torpedo/journal.log index ba3b60b7..6c3d99e8 100644 --- a/tests/torpedo/journal.log +++ b/tests/torpedo/journal.log @@ -88,7 +88,7 @@ Play#1 command torpedo Play#1 output Play#1 1 1 ships are eligible to torpedo Play#1 output Play#1 1 Effective torpedo range is 3.0 - Play#1 output Play#1 1 Whooosh... Hitchance = 36% + Play#1 output Play#1 1 Whooosh... Hit chance = 36% Play#1 output Play#1 1 BOOM!... Torpedo slams into land before reaching target. Play#1 output Play#1 6 0 598 Play#1 input torp 11 42 @@ -102,7 +102,7 @@ Play#1 output Play#1 1 1 ships are eligible to torpedo Play#1 output Play#1 1 Starting our attack run... Play#1 output Play#1 1 Effective torpedo range is 1.0 - Play#1 output Play#1 1 Whooosh... Hitchance = 90% + Play#1 output Play#1 1 Whooosh... Hit chance = 90% Play#1 output Play#1 1 BOOM!... Play#1 output Play#1 1 Torpedo hit sub #45 for 46 damage. Play#1 output Play#1 6 0 592 @@ -110,14 +110,14 @@ Play#1 command torpedo Play#1 output Play#1 1 1 ships are eligible to torpedo Play#1 output Play#1 1 Effective torpedo range is 2.0 - Play#1 output Play#1 1 Whooosh... Hitchance = 45% + Play#1 output Play#1 1 Whooosh... Hit chance = 45% Play#1 output Play#1 1 Missed Play#1 output Play#1 6 0 589 Play#1 input torp 10 51 Play#1 command torpedo Play#1 output Play#1 1 1 ships are eligible to torpedo Play#1 output Play#1 1 Effective torpedo range is 1.0 - Play#1 output Play#1 1 Whooosh... Hitchance = 45% + Play#1 output Play#1 1 Whooosh... Hit chance = 45% Play#1 output Play#1 1 BOOM!... Play#1 output Play#1 1 Torpedo hit pt patrol boat (#51) for 64 damage. Play#1 output Play#1 6 0 586 @@ -125,14 +125,14 @@ Play#1 command torpedo Play#1 output Play#1 1 1 ships are eligible to torpedo Play#1 output Play#1 1 Effective torpedo range is 2.0 - Play#1 output Play#1 1 Whooosh... Hitchance = 45% + Play#1 output Play#1 1 Whooosh... Hit chance = 45% Play#1 output Play#1 1 Missed Play#1 output Play#1 6 0 583 Play#1 input torp 10 53 Play#1 command torpedo Play#1 output Play#1 1 1 ships are eligible to torpedo Play#1 output Play#1 1 Effective torpedo range is 1.0 - Play#1 output Play#1 1 Whooosh... Hitchance = 45% + Play#1 output Play#1 1 Whooosh... Hit chance = 45% Play#1 output Play#1 1 Missed Play#1 output Play#1 6 0 580 Play#1 input torp 15 55 @@ -140,7 +140,7 @@ Play#1 output Play#1 1 1 ships are eligible to torpedo Play#1 output Play#1 1 Starting our attack run... Play#1 output Play#1 1 Effective torpedo range is 2.0 - Play#1 output Play#1 1 Whooosh... Hitchance = 45% + Play#1 output Play#1 1 Whooosh... Hit chance = 45% Play#1 output Play#1 1 BOOM!... Play#1 output Play#1 1 Torpedo hit pt patrol boat (#55) for 64 damage. Play#1 output Play#1 6 0 577 @@ -149,7 +149,7 @@ Play#1 output Play#1 1 1 ships are eligible to torpedo Play#1 output Play#1 1 Starting our attack run... Play#1 output Play#1 1 Effective torpedo range is 1.0 - Play#1 output Play#1 1 Whooosh... Hitchance = 45% + Play#1 output Play#1 1 Whooosh... Hit chance = 45% Play#1 output Play#1 1 Missed Play#1 output Play#1 6 0 574 Play#1 input torp 15 57 @@ -157,7 +157,7 @@ Play#1 output Play#1 1 1 ships are eligible to torpedo Play#1 output Play#1 1 Starting our attack run... Play#1 output Play#1 1 Effective torpedo range is 1.0 - Play#1 output Play#1 1 Whooosh... Hitchance = 45% + Play#1 output Play#1 1 Whooosh... Hit chance = 45% Play#1 output Play#1 1 Missed Play#1 output Play#1 6 0 571 Play#1 input torp 15 58 @@ -165,7 +165,7 @@ Play#1 output Play#1 1 1 ships are eligible to torpedo Play#1 output Play#1 1 Starting our attack run... Play#1 output Play#1 1 Effective torpedo range is 2.0 - Play#1 output Play#1 1 Whooosh... Hitchance = 45% + Play#1 output Play#1 1 Whooosh... Hit chance = 45% Play#1 output Play#1 1 BOOM!... Play#1 output Play#1 1 Torpedo hit pt patrol boat (#58) for 77 damage. Play#1 output Play#1 6 0 568 @@ -174,7 +174,7 @@ Play#1 output Play#1 1 1 ships are eligible to torpedo Play#1 output Play#1 1 Starting our attack run... Play#1 output Play#1 1 Effective torpedo range is 1.0 - Play#1 output Play#1 1 Whooosh... Hitchance = 45% + Play#1 output Play#1 1 Whooosh... Hit chance = 45% Play#1 output Play#1 1 BOOM!... Play#1 output Play#1 1 Torpedo hit sub #60 for 70 damage. Play#1 output Play#1 6 0 565 @@ -183,7 +183,7 @@ Play#1 output Play#1 1 1 ships are eligible to torpedo Play#1 output Play#1 1 Starting our attack run... Play#1 output Play#1 1 Effective torpedo range is 1.0 - Play#1 output Play#1 1 Whooosh... Hitchance = 45% + Play#1 output Play#1 1 Whooosh... Hit chance = 45% Play#1 output Play#1 1 Missed Play#1 output Play#1 6 0 562 Play#1 input torp 15 62 @@ -191,7 +191,7 @@ Play#1 output Play#1 1 1 ships are eligible to torpedo Play#1 output Play#1 1 Starting our attack run... Play#1 output Play#1 1 Effective torpedo range is 1.0 - Play#1 output Play#1 1 Whooosh... Hitchance = 45% + Play#1 output Play#1 1 Whooosh... Hit chance = 45% Play#1 output Play#1 1 BOOM!... Play#1 output Play#1 1 Torpedo hit sub #62 for 67 damage. Play#1 output Play#1 6 0 559 @@ -200,21 +200,21 @@ Play#1 output Play#1 1 1 ships are eligible to torpedo Play#1 output Play#1 1 Starting our attack run... Play#1 output Play#1 1 Effective torpedo range is 1.0 - Play#1 output Play#1 1 Whooosh... Hitchance = 45% + Play#1 output Play#1 1 Whooosh... Hit chance = 45% Play#1 output Play#1 1 Missed Play#1 output Play#1 6 0 556 Play#1 input torp 11 65 Play#1 command torpedo Play#1 output Play#1 1 1 ships are eligible to torpedo Play#1 output Play#1 1 Effective torpedo range is 3.0 - Play#1 output Play#1 1 Whooosh... Hitchance = 36% + Play#1 output Play#1 1 Whooosh... Hit chance = 36% Play#1 output Play#1 1 Missed Play#1 output Play#1 6 0 553 Play#1 input torp 11 66 Play#1 command torpedo Play#1 output Play#1 1 1 ships are eligible to torpedo Play#1 output Play#1 1 Effective torpedo range is 3.0 - Play#1 output Play#1 1 Whooosh... Hitchance = 36% + Play#1 output Play#1 1 Whooosh... Hit chance = 36% Play#1 output Play#1 1 BOOM!... Play#1 output Play#1 1 Torpedo hit sub #66 for 114 damage. Play#1 output Play#1 1 sub #66 sunk! @@ -223,7 +223,7 @@ Play#1 command torpedo Play#1 output Play#1 1 1 ships are eligible to torpedo Play#1 output Play#1 1 Effective torpedo range is 3.0 - Play#1 output Play#1 1 Whooosh... Hitchance = 36% + Play#1 output Play#1 1 Whooosh... Hit chance = 36% Play#1 output Play#1 1 BOOM!... Play#1 output Play#1 1 Torpedo hit sub #67 for 81 damage. Play#1 output Play#1 6 0 547 @@ -231,7 +231,7 @@ Play#1 command torpedo Play#1 output Play#1 1 1 ships are eligible to torpedo Play#1 output Play#1 1 Effective torpedo range is 3.0 - Play#1 output Play#1 1 Whooosh... Hitchance = 36% + Play#1 output Play#1 1 Whooosh... Hit chance = 36% Play#1 output Play#1 1 Missed Play#1 output Play#1 6 0 544 Play#1 input torp 20 70 @@ -266,7 +266,7 @@ Play#1 output Play#1 1 \007BLAM! 20 damage! Play#1 output Play#1 1 pt patrol boat (#21) takes 17 Play#1 output Play#1 1 Effective torpedo range is 0.0 - Play#1 output Play#1 1 Whooosh... Hitchance = 90% + Play#1 output Play#1 1 Whooosh... Hit chance = 90% Play#1 output Play#1 1 BOOM!... Play#1 output Play#1 1 Torpedo hit dd destroyer (#70) for 94 damage. Play#1 output Play#1 1 Starting our attack run... @@ -283,7 +283,7 @@ Play#1 output Play#1 1 BOOM!... Play#1 output Play#1 1 pt patrol boat (#22) takes 36 Play#1 output Play#1 1 Effective torpedo range is 0.0 - Play#1 output Play#1 1 Whooosh... Hitchance = 90% + Play#1 output Play#1 1 Whooosh... Hit chance = 90% Play#1 output Play#1 1 BOOM!... Play#1 output Play#1 1 Torpedo hit dd destroyer (#70) for 61 damage. Play#1 output Play#1 1 Starting our attack run... @@ -293,7 +293,7 @@ Play#1 output Play#1 1 \007BLAM! 43 damage! Play#1 output Play#1 1 pt patrol boat (#23) takes 37 Play#1 output Play#1 1 Effective torpedo range is 0.0 - Play#1 output Play#1 1 Whooosh... Hitchance = 90% + Play#1 output Play#1 1 Whooosh... Hit chance = 90% Play#1 output Play#1 1 BOOM!... Play#1 output Play#1 1 Torpedo hit dd destroyer (#70) for 81 damage. Play#1 output Play#1 1 dd destroyer (#70) sunk! @@ -303,7 +303,7 @@ Play#1 command torpedo Play#1 output Play#1 1 1 ships are eligible to torpedo Play#1 output Play#1 1 Effective torpedo range is 3.0 - Play#1 output Play#1 1 Whooosh... Hitchance = 96% + Play#1 output Play#1 1 Whooosh... Hit chance = 96% Play#1 output Play#1 1 BOOM!... Play#1 output Play#1 1 Torpedo hit bb battleship (#75) for 64 damage. Play#1 output Play#1 1 Captain! Torpedoes sighted! @@ -318,7 +318,7 @@ Play#1 command torpedo Play#1 output Play#1 1 4 ships are eligible to torpedo Play#1 output Play#1 1 Effective torpedo range is 2.0 - Play#1 output Play#1 1 Whooosh... Hitchance = 96% + Play#1 output Play#1 1 Whooosh... Hit chance = 96% Play#1 output Play#1 1 BOOM!... Play#1 output Play#1 1 Torpedo hit bb battleship (#75) for 79 damage. Play#1 output Play#1 1 Captain! Torpedoes sighted! @@ -329,14 +329,14 @@ Play#1 output Play#1 1 click...WHAM! 19 damage! Play#1 output Play#1 1 sb submarine (#26) takes 14 Play#1 output Play#1 1 Effective torpedo range is 3.0 - Play#1 output Play#1 1 Whooosh... Hitchance = 96% + Play#1 output Play#1 1 Whooosh... Hit chance = 96% Play#1 output Play#1 1 BOOM!... Play#1 output Play#1 1 Torpedo hit bb battleship (#75) for 60 damage. Play#1 output Play#1 1 Captain! Torpedoes sighted! Play#1 output Play#1 1 BOOM!... Play#1 output Play#1 1 sb submarine (#27) takes 40 Play#1 output Play#1 1 Effective torpedo range is 2.0 - Play#1 output Play#1 1 Whooosh... Hitchance = 96% + Play#1 output Play#1 1 Whooosh... Hit chance = 96% Play#1 output Play#1 1 BOOM!... Play#1 output Play#1 1 Torpedo hit bb battleship (#75) for 73 damage. Play#1 output Play#1 1 bb battleship (#75) sunk! @@ -352,7 +352,7 @@ Play#1 command torpedo Play#1 output Play#1 1 1 ships are eligible to torpedo Play#1 output Play#1 1 Effective torpedo range is 1.0 - Play#1 output Play#1 1 Whooosh... Hitchance = 90% + Play#1 output Play#1 1 Whooosh... Hit chance = 90% Play#1 output Play#1 1 BOOM!... Play#1 output Play#1 1 Torpedo hit af asw frigate (#16) for 67 damage. Play#1 output Play#1 1 af asw frigate (#16) takes 44 @@ -362,7 +362,7 @@ Play#1 output Play#1 1 1 ships are eligible to torpedo Play#1 output Play#1 1 Starting our attack run... Play#1 output Play#1 1 Effective torpedo range is 1.0 - Play#1 output Play#1 1 Whooosh... Hitchance = 90% + Play#1 output Play#1 1 Whooosh... Hit chance = 90% Play#1 output Play#1 1 Missed Play#1 output Play#1 6 0 526 Play#1 input ctld diff --git a/tests/version/journal.log b/tests/version/journal.log index cd5c4ef9..61e90497 100644 --- a/tests/version/journal.log +++ b/tests/version/journal.log @@ -1771,8 +1771,8 @@ Play#0 output Play#0 1 13 "ships\\040torpedoed\\040by\\040enemy\\040wolf-packs" "ships\\040torpedoed\\040by\\040marauding\\040U-boats" 0 3 Play#0 output Play#0 1 14 "gunners\\040fire\\040on\\040%s\\040in\\040self-defense" "gunners\\040decimate\\040%s\\040aggressors" 0 6 Play#0 output Play#0 1 15 "breaks\\040sanctuary" "no\\040longer\\040has\\040a\\040sanctuary" 0 1 - Play#0 output Play#0 1 16 "planes\\040divebomb\\040one\\040of\\040%s's\\040sectors" "bombers\\040wreak\\040havoc\\040on\\040%s" -2 4 - Play#0 output Play#0 1 17 "divebombs\\040a\\040ship\\040flying\\040the\\040flag\\040of\\040%s" "airforce\\040bombs\\040%s\\040ships" -2 3 + Play#0 output Play#0 1 16 "planes\\040dive-bomb\\040one\\040of\\040%s's\\040sectors" "bombers\\040wreak\\040havoc\\040on\\040%s" -2 4 + Play#0 output Play#0 1 17 "dive-bombs\\040a\\040ship\\040flying\\040the\\040flag\\040of\\040%s" "air\\040force\\040bombs\\040%s\\040ships" -2 3 Play#0 output Play#0 1 18 "seadogs\\040board\\040one\\040of\\040%s's\\040ships" "pirates\\040board\\040%s\\040ship" -2 3 Play#0 output Play#0 1 19 "is\\040repelled\\040by\\040%s\\040while\\040attempting\\040to\\040board\\040a\\040ship" "pirates\\040prove\\040inept\\040at\\040boarding\\040%s's\\040ships" -3 3 Play#0 output Play#0 1 21 "seizes\\040a\\040sector\\040from\\040%s\\040to\\040collect\\040on\\040a\\040loan" "collects\\040one\\040of\\040%s's\\040sectors\\040in\\040repayment\\040of\\040a\\040loan" -2 7 @@ -1803,7 +1803,7 @@ Play#0 output Play#0 1 51 "pirates\\040keep\\040their\\040%s\\040booty" "buccaneers\\040laugh\\040and\\040bury\\040their\\040%s\\040goods" 0 7 Play#0 output Play#0 1 52 "ships\\040torpedoed\\040by\\040%s\\040torpedo-boats" "ships\\040sunk\\040by\\040marauding\\040%s\\040torpedo-boats" 0 3 Play#0 output Play#0 1 53 "planes\\040bomb\\040a\\040skulking\\040%s\\040submarine" "planes\\040drop\\040depth-charges\\040on\\040a\\040%s\\040sub" 0 3 - Play#0 output Play#0 1 55 "divebombs\\040a\\040brave\\040%s\\040unit" "airforce\\040bombs\\040%s\\040units" -2 4 + Play#0 output Play#0 1 55 "dive-bombs\\040a\\040brave\\040%s\\040unit" "air\\040force\\040bombs\\040%s\\040units" -2 4 Play#0 output Play#0 1 56 "troops\\040run\\040afoul\\040of\\040a\\040landmine" "troops\\040severely\\040damaged\\040in\\040mine\\040field" 0 2 Play#0 output Play#0 1 57 "fortress\\040gunners\\040support\\040troops\\040attacking\\040%s" "fortress\\040artillery\\040massacres\\040%s\\040defenders" -2 6 Play#0 output Play#0 1 58 "gunners\\040support\\040troops\\040attacking\\040%s" "artillery\\040battery\\040massacres\\040%s\\040defenders" -2 6 @@ -2422,8 +2422,8 @@ Play#1 output Play#1 1 13 "ships\\040torpedoed\\040by\\040enemy\\040wolf-packs" "ships\\040torpedoed\\040by\\040marauding\\040U-boats" 0 3 Play#1 output Play#1 1 14 "gunners\\040fire\\040on\\040%s\\040in\\040self-defense" "gunners\\040decimate\\040%s\\040aggressors" 0 6 Play#1 output Play#1 1 15 "breaks\\040sanctuary" "no\\040longer\\040has\\040a\\040sanctuary" 0 1 - Play#1 output Play#1 1 16 "planes\\040divebomb\\040one\\040of\\040%s's\\040sectors" "bombers\\040wreak\\040havoc\\040on\\040%s" -2 4 - Play#1 output Play#1 1 17 "divebombs\\040a\\040ship\\040flying\\040the\\040flag\\040of\\040%s" "airforce\\040bombs\\040%s\\040ships" -2 3 + Play#1 output Play#1 1 16 "planes\\040dive-bomb\\040one\\040of\\040%s's\\040sectors" "bombers\\040wreak\\040havoc\\040on\\040%s" -2 4 + Play#1 output Play#1 1 17 "dive-bombs\\040a\\040ship\\040flying\\040the\\040flag\\040of\\040%s" "air\\040force\\040bombs\\040%s\\040ships" -2 3 Play#1 output Play#1 1 18 "seadogs\\040board\\040one\\040of\\040%s's\\040ships" "pirates\\040board\\040%s\\040ship" -2 3 Play#1 output Play#1 1 19 "is\\040repelled\\040by\\040%s\\040while\\040attempting\\040to\\040board\\040a\\040ship" "pirates\\040prove\\040inept\\040at\\040boarding\\040%s's\\040ships" -3 3 Play#1 output Play#1 1 21 "seizes\\040a\\040sector\\040from\\040%s\\040to\\040collect\\040on\\040a\\040loan" "collects\\040one\\040of\\040%s's\\040sectors\\040in\\040repayment\\040of\\040a\\040loan" -2 7 @@ -2454,7 +2454,7 @@ Play#1 output Play#1 1 51 "pirates\\040keep\\040their\\040%s\\040booty" "buccaneers\\040laugh\\040and\\040bury\\040their\\040%s\\040goods" 0 7 Play#1 output Play#1 1 52 "ships\\040torpedoed\\040by\\040%s\\040torpedo-boats" "ships\\040sunk\\040by\\040marauding\\040%s\\040torpedo-boats" 0 3 Play#1 output Play#1 1 53 "planes\\040bomb\\040a\\040skulking\\040%s\\040submarine" "planes\\040drop\\040depth-charges\\040on\\040a\\040%s\\040sub" 0 3 - Play#1 output Play#1 1 55 "divebombs\\040a\\040brave\\040%s\\040unit" "airforce\\040bombs\\040%s\\040units" -2 4 + Play#1 output Play#1 1 55 "dive-bombs\\040a\\040brave\\040%s\\040unit" "air\\040force\\040bombs\\040%s\\040units" -2 4 Play#1 output Play#1 1 56 "troops\\040run\\040afoul\\040of\\040a\\040landmine" "troops\\040severely\\040damaged\\040in\\040mine\\040field" 0 2 Play#1 output Play#1 1 57 "fortress\\040gunners\\040support\\040troops\\040attacking\\040%s" "fortress\\040artillery\\040massacres\\040%s\\040defenders" -2 6 Play#1 output Play#1 1 58 "gunners\\040support\\040troops\\040attacking\\040%s" "artillery\\040battery\\040massacres\\040%s\\040defenders" -2 6