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617 commits

Author SHA1 Message Date
43a0a4a451 update: Reorder feeding, tax & plague for consistency
People in sectors get plagued, then taxed or paid, then fed.  People
on ships and land units get paid, then fed, then plagued.  Sectors
were messed up when Empire 3 made the update code work for budget.

Change sectors back to how they worked before Empire 3: move do_feed()
from produce_sect() to prepare_sects(), and delay do_plague() until
after do_feed().  People in sectors now get taxed, paid and fed even
when they die of the plague, just like they do on ships and land
units.

Because do_plague() now runs after populace(), the latter's handling
of people dying off doesn't cover plague anymore.  Delay it to the
very end of prepare_sects().

Additionally, move feeding and plaguing from upd_ship(), upd_land() to
prep_ship(), prep_land(), for consistency with sectors.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2017-08-06 20:09:16 +02:00
b6509b7309 budget: Avoid unnecessary work
Ship, plane and land unit repairs depend on and change the state of
the sector.  To predict repairs, we need to predict the state of the
sector before repairs.  The obvious way to do that is to simulate the
sector update and all ship, plane and land unit updates there in the
correct order.

Until recently, we simulated only own sectors, ships, planes and land
units.  Wrong when foreign sectors, ships, planes or land units are
involved.  The fix (commit 70f6964) makes budget simulate all
countries.  Correct, but does much more work than necessary.  With a
little effort, we can track what needs to be simulated.

Use the bp map for tracking.  We need to mark the player's sectors and
all sectors where he has ships, planes or land units.  Do the former
in bp_alloc(), and the latter in prep_ships(), prep_planes(),
prep_lands().

Skip sectors not so marked.  This requires delaying prepare_sects()
until after prep_ships(), prep_planes(), prep_lands().  Their order
doesn't actually matter: prep_ships() & friends only spend money, and
nothing in preparation depends on whether the country is still
solvent.

Skip ships, planes and land units in sectors not so marked.

This speeds up budget by around a third in my testing, more for small
countries.  Roughly 15% slower than before the fix for repairs abroad.
The update has to do a bit more work than before, but the performance
difference is lost in the noise.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2017-08-06 20:09:06 +02:00
5a548c9901 update: Reorder sector production for speed
The update visits sectors in increasing order of country number.
Within a country, it visits in increasing order of sector number,
which is effectively top to bottom, left to right, starting with
absolute 0,0.

The order doesn't actually matter.  Before Chainsaw's option BUDGET,
the update simply visited the sectors in sector number order.  Go back
to that order, because it's faster.  For the update, it's a few
percent in my testing.  For budget, it's more than a third.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2017-08-06 20:08:31 +02:00
c5df505c98 update: Reorder unit building and maintenance for fairness
The update visits ships, planes and land units in increasing order of
country number.  Within a country, it visits first ships, then planes,
then land units, each in increasing order of unit number.

The order is relevant when money, materials and work don't suffice to
build everything.

Money is charged to the owner, so only the relative order for the same
owner matters there.  One order is as good as any.

Work and materials come from the sector, so only the relative order in
each sector matters.  The current order unfairly prefers countries
with lower country numbers.  Mitigating factor: the affected countries
need to be friendly (ships only) or allied.

The unfairness goes back to Chainsaw's option BUDGET.  See the commit
before previous for more detailed historical notes.

The update test demonstrates the unfair behavior: sector 14,6 builds
ships 95/97 owned by country#1, but not 96 owned by country#7.
Likewise, planes 95/96/97 and land units 95/96/97.

Go back to the the pre-BUDGET order: first ships, then planes, then
land units, all in increasing order of unit number, regardless of
owner.

The update test now builds ship, plane and land unit 96 instead of 97.

Bonus: speeds up both the update and budget by a similar absolute
amount.  For budget, this is roughly a factor of two in my testing.
For the update, which does much more, it's around 10%.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2017-08-06 20:08:31 +02:00
459dec0af0 update: Fix ship, plane, land unit repair work use abroad
Ship, plane and land unit repair uses new work, except in sectors
owned by countries with a higher country number.

This inconsistency is an artifact of how the update is sequenced: we
work on countries one after the other.  A country's ships, planes and
land units get repaired before higher-numbered countries' sectors
produce.  Any ship, plane and land unit repairs in such sectors use
old work instead of new work.

Repair work use changed several times during Empire's history.

In BSD Empire, repairs use old work, because it updates ships and
planes before sectors.

Chainsaw added budget priorities and the budget command as option
BUDGET.  Budget priorities let players choose separately for ships,
planes and land units whether to use old or new work for repairs.

The option also changed the update to work on countries one after the
other, presumably to permit a more efficient implementation of the
budget command.

Chainsaw also introduced repairs in foreign sectors under option
ALLYHARBORWORK.

With BUDGET disabled, all repairs still use old work, whether at home
or abroad.  With BUDGET enabled, work use of repairs at home depends
on budget priorities, but work use abroad depend on country numbers.

Both options became standard in Empire 2.

Since v4.3.6, repairs at home always use new work (commit 967299a and
commit 520446e).

To make repairs abroad always use new work as well, we need to update
all sectors before any ship repair.  This is straightforward: split
the loop over countries between sectors and unit building.  For
symmetry, also split it between unit maintenance and sectors.

The budget command is differently broken, and will be fixed next.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2017-08-06 20:08:30 +02:00
c87044dd8b info/Update-sequence: Document when loaded military are paid
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2017-08-06 20:08:30 +02:00
391778e09c update: Make ships produce after eating and building
People in sectors first eat, then build the sector, then produce.
People in ships produce, eat, then build.

The starvation command can be off for fishing vessels, because it
doesn't consider the food they produce.

Change ships to match sectors.  "Fixes" starvation.  Fishing boats and
oil derricks being repaired at sea become a bit more productive.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2017-08-06 20:08:30 +02:00
4a714a37da production: Use update code instead of duplicating it
prod() duplicates the update's sector production code, except it
computes both output with present materials ("make" output) and output
not limited by lack of materials or production backlog ("max" output).
It also rounds materials consumed up instead of randomly.

Factor prod_output() out of produce() for reuse by prod().  prod()
runs it twice: once for "make" output and once for "max" output.

Test output changes are due to random rounding.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2017-08-06 20:08:29 +02:00
d9e4677926 collect: Derive collection value from power value
The collection value of a sector is

    sector value = sector type value * (sector efficiency + 100)
                 + sum of item values
    item value = item type value * amount

The sector and item type values are configurable.

The item type collect values aren't too far off the power values:

    uid mnem  pow val pow/val
      0  "c"   50   1   50
      1  "m"  100   0  inf
      2  "s"  125   5   25
      3  "g"  950  60   15.8
      4  "p"    7   4    1.75
      5  "i"   10   2    5
      6  "d"  200  20   10
      7  "b" 2500 280    8.9
      8  "f"    0   0  NaN
      9  "o"   50   8    6.25
     10  "l"   20   2   10
     11  "h"   40   4   10
     12  "u"   50   1   50
     13  "r"   50 150    0.33

The power value is very roughly ten times the collect value, except
for civilians and uw it's 50, for rads its 0.33, and military are free
to collect.  The latter two make no sense.

Replace the item type collect value by the power value / 50 for
people, and by the power value / 10 for everything else.  This makes
collecting military, shells, guns and uw more expensive, and petrol,
bars, iron, oil and rads cheaper.

The sector type values are basically arbitrary.  For instance, an iron
mine costs five times as much as a wilderness, but a third of an
uranium mine, regardless of actual resource contents.

Replace this by different arbitrary values:

    sector value = (item value of materials necessary to build it
                    + build cost) * efficiency / 100
		 + sector type maximum population
                 + sum of item values

Some sector types become cheaper, some more expensive.

Drop sect-chr and item selector value.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2017-08-06 19:59:59 +02:00
6ec936a8d6 collect: Don't permit confiscation of active capital
The whole idea of a sector acquiescing to takeover by lawyers waving
loan documents "proving" it's rightfully theirs is pretty
preposterous.  But a capital giving itself up that way (and then
paying out half the nation's treasury on top) beggars belief.
Disallow it.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2017-08-06 19:59:59 +02:00
b422a282c5 collect: Don't disclose sector value when it exceeds loan
When collect refuses to confiscate a sector because it's value exceeds
the amount owed, it still tells the player the exact value.  Don't.
Don't give the player something for nothing.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2017-08-06 19:59:59 +02:00
cb32c60294 power: Include sector maximum population in power factor
Replace the term

    power value of materials and cost + 9

by

    power value of materials and cost + maximum population / 1000 * 8 + 1

The value of ordinary sectors (maximum population 1000) doesn't
change.  The stock game's mountains, plains and bridges are now worth
only 28% as much.

This concludes my tweaking of the power factor for now.  I tested it
with data from a real game (Hvy Metal II).  The effect is small: #5
overtakes #4, and the lead of #1 over #2 and #3 shrinks some.  Closer
analysis finds the following reasons.  The game had very expensive big
cities.  Valuing them correctly gives countries with many cities a
noticeable boost.  Planes are worth less than before, but the
difference is much larger for cheap planes.  Big piles of construction
materials are worth much less, and shells, guns and bars are worth
more.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2017-08-06 19:59:58 +02:00
e8451c7343 power: Include sector materials and cost in power factor
Building sectors can make you rate *lower* on the power chart, because
the power factor treats all sectors the same, regardless of build
materials and cost.

To avoid that, replace the term

   efficiency / 10.0

by

   (power value of materials + power value of cost + 9)
   * efficiency/100.0

The value of ordinary sectors, which take no materials and cost $100,
doesn't change.  The stock game's fortress is now worth 80% more due
to its materials and higher cost.  The stock game's wilderness is
worth 10% less, because it costs nothing.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2017-08-06 19:59:58 +02:00
16bf0d28b2 config: Add sect-chr flags, replace cost by flag "deity"
Give sector types capability flags (dchrstr member d_flags), like
ship, plane, land unit and nuke types have.

Member d_cost is effectively a flag since the previous commit.
Replace it by capability flag "deity".  This is an xdump compatibility
break.  To provide the customary grace period, we'd have make selector
cost virtual instead, and deprecate it.  But we're not bothering with
maintaining xdump compatibility in this release.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2017-08-06 19:59:58 +02:00
ba2795fbf7 designate: Drop support for designate costing money
Chainsaw 3 added the designate cost along with extra build cost and
materials, and used both to make fortresses expensive.  Unlike build
cost and materials, the cost to designate didn't pass the test of
time: it was set to zero in Empire 2.  Get rid of it.

sect-chr selector cost and struct dchrstr member d_cost have to stay,
because they're still used to configure whether a sector may be
designated by players (see commit 8d792e1).

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2017-08-06 19:59:58 +02:00
5635fc212f power: Include nukes in power factor, like other units
Building nukes makes you rate *lower* on the power chart, because the
power factor ignores nukes.  Fix that.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2017-08-06 19:59:55 +02:00
ea5c8a6598 power: Saner power for items, ships, planes and land units
Items, ships, planes and land units all contribute to the power
factor, which determines position on the power chart.

Items are worth

    amount * item value * (0.5 + nation tech level / 1000.0)

The item values aren't quite right: producing stuff can *hurt* your
position on the power chart.  Food, uw and rads are worth nothng.

Reduce the value of oil, and give rads the same value as oil.  Tweak
value of iron and oil products so that production's power change is
roughly zero around p.e. 0.9 (tech 110), except for construction
materials, where it's zero at p.e. 0.5 (tech 0).  Construction
materials become less valuable, shells, guns and petrol become more
valuable.  Increase value of bars to roughly match the other changes.
It may still be too low.  Halve the value of civilians, and give the
other half to uw.  Results:

            old     new     change
    civ      100     50   / 2
    mil      100    100
    shell     80    125   * 1.5625
    gun      400    950   * 2.375
    pet        2      7   * 3.5
    iron      10     10
    dust     200    200
    bar     1000   2500   * 2.5
    food       0      0
    oil      100     50   / 2
    lcm      100     20   / 5
    hcm      200     40   / 5
    uw         0     50   new
    rad        0     50   new

Ships, planes and land units are worth

    base value * effic/100.0 * (0.5 + unit tech level / 1000.0)

For ships and land units, the base value is

    lcm/5.0 + hcm/5.0

Build cost is ignored, but lcms are valued twice as much "loose" ones
(before this commit).  Therefore, building stuff can change your
position on the power chart in both directions, depending on the type
of build.

For planes, the base value is

    20 * (0.5 + nation tech level / 1000.0)

Build cost and materials are ignored, and tech is squared.  This
is plainly absurd.

Unify to

    (power value of money and materials to build) * effic/100.0

This formula is chosen so that building stuff doesn't change your
power factor.  Bonus: it doesn't assume anything about possible build
materials.

For ships and land units, factoring in build cost overcompensates the
discounted value of construction materials more often than not.

Noteworthy changes for the stock game:

    ship type          old     new    change
    ss   slave ship     20     5.8    * 0.29    largest decrease
    cs   cargo ship     20     7.8    * 0.39
    ts   trade ship     60    25.5    * 0.42
    frg  frigate        12     7.8    * 0.65
    bb   battleship     24    21.8    * 0.91
    cal  light carrier  22    30.4    * 1.38
    can  nuc carrier    30    84.6    * 2.82    largest increase

    land unit type     old     new    change
    hat  hvy artillery  12     9.6    * 0.8     largest decrease
    linf light infantry  2.4   3.32   * 1.38
    cav  cavalry         3     5.4    * 1.8
    inf  infantry        3     5.4    * 1.8
    lar  lt armor        3     6.4    * 2.13
    com  commando        3    15.4    * 5.13
    eng  engineer        3    30.4    * 10.13
    meng mech engineer   3    45.4    * 15.13   largest increase

For planes, the power value change depends on the type.  Below a
certain nation tech level, planes of this type become more valuable,
above less.

For the stock game, planes costing at most $1000 become less valuable
at any nation tech level that can build them, and planes costing at
least $1800 become more valuable at any practical tech level,
i.e. under 400.  Noteworthy planes:

    plane type                 new
    sam  Sea Sparrow           2.1              least valuable
    f2   P-51 Mustang          4.34
    lb   TBD-1 Devastator      5.92
    jf1  F-4 Phantom          10.6
    tr   C-56 Lodestar        10.78
    jt   C-141 Starlifter     15.86
    jhb  B-52 Strato-Fortress 33.54
    ss   KH-7 spysat          41.2              most valuable

The old value is a flat 12 at nation tech level 100, 15 at tech level
250, and 18 at tech level 400.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2017-08-06 19:59:55 +02:00
1307a3be6b show: Extend show item to show the power value
Also update "info power" to point to "show item" instead of the
formerly hardcoded values.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2017-08-06 19:59:55 +02:00
5917841bfc power: Use ship, plane, land unit tech instead of nation's
Actual abilities of ships, planes and land units depend almost
completely on the individual unit's tech, not the nation's tech.  The
power factor should reflect that.

The power value of a unit is of the form

    base value * (20 + nation's tech level) / 500

Change it to

    base value * (20 + unit's tech level) / 500

Note that a plane's base value still depends on the nation's tech
level.  This commit merely makes the absurdity stand out a bit more.
To be fixed later.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2017-08-06 14:05:31 +02:00
d48851c0ac power: Saner power value for tech, particularly at low tech
In the old times, power didn't consider tech at all.  Chainsaw's
option NEWPOWER (mandatory since v4.2.14, on by default before)
changed this dramatically: the power factor gets multiplied by
max(1, tech) / 500.

In the early game, small absolute tech differences yield large power
factor differences.  For instance, if country A has tech level 10, and
B has 5, then A gets a factor two boost.

As the game progresses, tech differences between viable countries tend
to grow, but only slowly.  The influence on power diminishes.  For
instance, if C has tech level 270 and D has 240 (quite a respectable
tech lead), then C gets a modest 1.125x boost over D.

Change the factor to (20 + tech) / 500.  Now A's advantage is only
1.2, and C's is 1.115.

You might think that's rather low.  However, tech is not power unless
you project it, and then it manifests itself as sectors, population
and other stuff power counts.

The same tech term occurs in plane power, except with just tech
instead of max(1, tech) .  Change it there as well, for consistency.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2017-08-06 14:05:30 +02:00
84ab8ed09e info/power: Rewrite power formula for clarity
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2017-08-06 14:05:30 +02:00
7d689bd6a3 power: Drop the RES_POP factor
If option RES_POP is enabled, the power factor is multiplied by a
"research factor" of 1.0 + maxpop / 10000.0, where maxpop is the
maximum population of a mine sector.

Back when this code was written (Chainsaw 3), all sectors had the same
population limit, so using a mine sector was as good as any.  Since
then, it has become configurable, and the stock game has both sector
types with lower (mountains, plains) and with higher (cities)
population limits.

Space for people is worth considering for power, but multiplying total
power by a fudge factor based on the most common sector type's maximum
population is silly.  Drop it.

Adjusting each sector's value for maximum population would make more
sense, with and without RES_POP.  Perhaps later.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2017-08-06 14:05:30 +02:00
68c7c08a58 config: Make work to build units independently configurable
The work required for build and repairs is traditionally a function of
build materials: 20 + lcm + 2*hcm for ships, planes and land units,
and (lcm + 2*hcm + oil + rad)/5 for nukes.  Make it independently
configurable instead, via new ship-chr, plane-chr, land-chr, nuke-chr
selector bwork, backed by new struct mchrstr member m_bwork, struct
plchrstr member pl_bwork, struct lchrstr member l_bwork, struct
nchrstr member n_bwork.  Keep the required work exactly the same for
now.

Clients that compute work from materials need to be updated.  Easy,
since build work is now exposed in xdump.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2017-08-06 14:04:32 +02:00
177929e80f info/launch: Clean up description of satellites a bit
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2017-08-06 14:03:21 +02:00
bae3f5447e Update copyright notice
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2017-07-02 17:45:44 +02:00
feb894cf1e info/Nuke-types: Document show columns avail, res, abilities
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2015-12-05 12:41:16 +01:00
659957c40c info/Unit-types: Belatedly remove capability xlight
L_XLIGHT was replaced in commit e28c14f, v4.3.0.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2015-12-05 12:41:16 +01:00
c0b41650c5 info/Plane-types: Belatedly remove stealth and half-stealth
P_X and P_H were removed in commit 61233e4, v4.3.23.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2015-12-05 12:41:16 +01:00
6787049ae5 info/Ship-types: Belatedly remove capability spy
M_SPY was removed in commit 498d9fb, v4.3.0.  It never did anything.

Reported-by: Harald Katzer
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2015-12-05 12:41:16 +01:00
5010240995 info: Belatedly update for change of stop prefix to '!'
Commit eb1512d (v4.3.6) added the '=' if stopped before efficiency.
Commit 016249c (v4.3.6) changed it to '!' without updating info ship,
plane, land, nuke.

Reported-by: Harald Katzer
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2015-12-05 12:41:16 +01:00
b031770040 info/version: Update example to current output
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2015-12-05 12:41:16 +01:00
58a6e7270f info: Fix option NOMOBCOST misinformation
The cost of firing naval guns is 15 mobility with option NOMOBCOST
disabled.  Mobility.t is correct.

Fix Options.t not to claim submarines pay half the sector movement
cost when NOMOBCOST is enabled.

Fix fire.t not to claim ships pay half the sector movement cost when
NOMOBCOST is disabled.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2015-12-05 12:41:15 +01:00
00abc9616d info/Options: Nicer markup, more consistent format
Don't list options separately for major server versions.  It's only of
historical interest, which "info History" satisfies.

Make it a list (.L) instead of preformatted text (.nf).

Fix up so the option explanations are full sentences, starting with a
capital letter and ending with a period.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2015-12-05 12:41:15 +01:00
b1525ef272 info/Options: Belatedly remove SAIL
Missed in commit dc73207.

Reported-by: Harald Katzer
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2015-12-05 12:41:15 +01:00
00985535de Update change log timestamp for 4.3.33
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2015-05-20 20:20:40 +02:00
5b9b4c3c89 Update change log again for 4.3.33
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2015-05-14 09:49:12 +02:00
05fe8b771c info/History: Cover removal of Autonav, SAIL and TREATIES
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2015-05-14 09:48:35 +02:00
953ff83fb1 Update change log again for 4.3.33
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2015-03-13 07:07:03 +01:00
c869c868e2 tests/README: Cover info.ps and document .NA use for commands
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2015-03-08 12:44:02 +01:00
8ca51001f0 tests/README: Update for replacement of info/checklist.pl
Replaced by tests/info-test in commit 90eaf9d.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2015-03-08 12:42:00 +01:00
bb3618929a Update change log for 4.3.33
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2015-03-02 08:20:53 +01:00
f150d9cb9f info/fire: Drop misinformation on damage varying with gun size
Goes all the way back to Empire 1, and as far as I can tell was
misleading there already.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2015-03-02 08:20:53 +01:00
51f101df21 info/fire info/torpedo: Purge references to option MULTIFIRE
MULTIFIRE became non-optional in Chainsaw 3, more than two decades
ago.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2015-03-02 08:20:53 +01:00
bb6c974ef2 info/torpedo: Fix misinformation on submarine identification
Claims the victim of a torpedo attack gets told the attacking ship's
number.  This hasn't been the case for submarines since Empire 2.3.
Recent commits again reveal the attacking submarine's number, but only
when it gets hit by return fire.  Update info accordingly.

Reported-by: Neeraj Jain <thisisfranz@gmail.com>
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2015-03-02 08:20:52 +01:00
05671c69b4 info/torpedo: Cover return torpedoes, drop depth charge details
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2015-03-02 08:20:52 +01:00
148af51ab3 retreat lretreat: Deprecate pseudo-condition 'c'
It's redundant; retreat path 'h' cancels orders just fine.  Document
that instead.  'c' still works, and I don't plan to break it as long
as it doesn't get in the way, which seems unlikely.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2015-03-02 08:20:49 +01:00
482d54c953 retreat lretreat: Change query syntax to match mission
Optional arguments can save typing.  Mandatory arguments are more
easily discoverable: just run the command and answer its prompts.
Empire traditionally uses optional arguments only for expert features.
Consider mission:

    [0:640] Command : mission
    Ship, plane or land unit (p,sh,la)? s
    ship(s)? 0
    Mission (int, sup, osup, dsup, esc, res, air, query, clear)? int
    operations point? .
    frg  frigate Early Bird(#0) on an interdiction mission, centered on 21,-3, radius 0
    1 ship

Compare retreat:

    [0:638] Command : retreat
    ship(s)? 0
    shp#     ship type       x,y   fl path       as flt?  flags
       0 frg  frigate       21,-3
    1 ship

Arguments are not discoverable this way.

Change retreat to work like mission: make the second argument
mandatory, and if it's 'q', show retreat orders, else treat it as path
and ask for conditions:

    [0:637] Command : retreat
    ship(s)? 0
    Retreat path, or q to query? jj
    Retreat conditions ('?' to list available ones)? i
    shp#     ship type       x,y   fl path       as flt?  flags
       0 frg  frigate       21,-3     jj                  i
    1 ship

To reduce smart client and script breakage, keep retreat with one
argument working as before, but print a deprecation warning.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2015-03-02 08:20:49 +01:00
d5757a4735 info torpedo: Say "torpedo", not "torp"
Documentation and player output should use proper words.  "torp" ain't
one.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2015-03-02 08:20:49 +01:00
b14f5276ab Update copyright notice
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2015-02-28 16:21:34 +01:00
0b40a88a37 Update known contributors comments
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2015-02-28 16:21:34 +01:00