Version information is in output of commands version, xdump version,
and in program output for option -v. Looks like this:
Wolfpack Empire 4.3.33
The version number is defined in configure.ac, and incremented
manually. It identifies only the base release (here: 4.3.33). Fine
when this is an unmodified released version. Pretty much useless
during development.
Add a suffix to the version number that describes it further:
V Unmodified release V (same as before)
V.N-H Modified release built from a clean git tree
N is the number of additional commits, and
H is the abbreviated commit hash
V.N-H-dirty Same, but the working tree is dirty
V-dirty Modified release built from a tarball
A git tree is clean when the contents of its files are unchanged.
Changing only the their timestamps doesn't count. It does count when
building from a tarball, because tracking contents isn't implemented
there.
Also use this suffixed version for tarball names.
The version reported by configure is fixed at configure generation
time, i.e. it is usually out of date during development. Ensuring a
release tarball contains one with a current version is manual for now.
Running autoconf -f should do the trick.
Elsewhere, the version is determined at build time, so it is always
current.
Dirty tracking isn't implemented in the standalone client build. If
you start with a clean tarball, the version will not change from V to
V-dirty when you build with modifications.
Steal build-aux/git-version-gen from autoconf 2.69 to help with
computing the version string.
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
The xdump field data types are abstract symbols "d", "f", "s" and "c".
However, the abstraction leaks: we dump the enum nsc_type ca_type
values verbatim in meta table field "type", and have symbol table
meta-type map all integer types to "d", and both floating-point types
to "f". Not a problem for well-behaved clients, since all they do
with the dumped value is referencing table meta-type. It is a problem
for version-test: since the integer type compatible with an
enumeration type is implementation-defined, the type value of
selectors of enumeration type can vary between compilers. It also
makes table meta-type a somewhat ugly exception to the rule that a
symbol table maps integers to names 1:1.
Virtual selectors let us seal the abstraction: dump the promoted
ca_type value.
The integer types get all promoted to NSC_LONG. This takes care of
version-test.
The floating-point types get all promoted to NSC_DOUBLE. Makes sense.
NSC_STRINGY gets promoted to NSC_STRING. This changes all field data
types "c" to "s". Getting rid of "c" is a welcome simplification,
because now the meaning of meta type field "len" no longer depends on
"type", but always means that the array is dumped as that many fields.
We lose string length limit information, though.
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
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>
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>
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>
The budget command simulates an update by running selected parts of
the update code. It skips parts that depend on hidden information
such as guerrilla warfare. For speed, it also skips parts it doesn't
need, such as distribution and foreign sectors, ships, planes and land
units.
Skipping foreign sectors is wrong when any of the player's ships,
planes or land units will be repaired in foreign sectors, because it
makes budget use old materials and work instead of new.
Skipping foreign ships, planes and land units is wrong when they
compete with the player's for materials and work.
The bug goes back to Chainsaw's option BUDGET. See the previous
commit for more detailed historical notes. The update test
demonstrates it in several variations.
Fix it with the sledgehammer: don't skip foreign sectors, ships,
planes and land units. This makes budget almost twenty times slower
in my testing. Probably tolerable on a reasonably beefy machine, but
we can do better; the next few commits will claw back most of the lost
performance.
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
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>
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>
No maintenance is paid when the sector is stopped or the owner is
broke. Broken in commit 44c36fa, v4.3.23. Fix it.
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
Per-civilian happiness and education production is raw production
divided by the number of old-owned civilians. The update reports the
number of old-owned civilians ("total pop was %d").
This number of civilians is also used by budget to predict cost of
tech when option TECH_POP is enabled, but that doesn't match how the
update computes the cost. To be fixed next.
Civilians loaded on ships are only counted by the update, not by
budget. Harmless, as budget doesn't compute happiness and education.
Civilians loaded on land units are ignored by both. None of the stock
game's land units can load civilians.
Civilians in sectors are counted before plague deaths, and in ships
afterwards.
Fix upd_ship() and upd_land() to count civilians the same way as
prepare_sects() does for sectors.
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
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>
Sector production computes a number of intermediate values, and rounds
many of them. We've tinkered with the rounding a few times. It
currently works as follows.
There are two production efficiencies, both shown by the production
command: sector p.e. (column eff) governs how efficiently work is
converted to units of production, and p.e. (column p.e.) governs how
much product each unit of production yields.
Production is limited by available work, materials and resource
contents. These limits are all rounded down.
Example: if a unit takes 16 work (tech or guns), then 600 work at 100%
sector p.e. can make at most 37 units, rounded down from 600 * 100% /
16 = 37.5. 76 work at 76% sector p.e. can make 3, rounded down from
76 * 76% / 16 = 3.61.
Output is units times p.e. Level output isn't rounded. Item output
is rounded down.
Example: a tech center making 37 units at p.e. 0.6 (edu=20) yields 37
* 0.6 = 22.2 tech (before tech log). 3 units yield 1.8 tech.
Example: a defense plant making 37 units at p.e. 0.6 (tech 35) yields
22 guns (rounded down from 22.2). 3 units yield 1.8g, randomly
rounded.
If item output needs to be adjusted downward (production backlog), the
number of units made is likewise adjusted. It is rounded randomly.
Example: a 100% refinery with 156 work can make 156 units. Its
p.e. at tech 30 is 5.0, so this yields 780p. But if it already has
9500p, it can make only 499 more. That's 99.8 units, rounded randomly
to either 99 or 100.
Materials and money consumed are a multiple of units made. No
rounding there.
Resource depletion depends on units made and is rounded randomly.
Work consumed is units made times work per unit divided by sector
production efficiency. Rounded randomly. Any work left can normally
be used at the next update (it "rolls over").
Example: the tech center making 37 units consumes 37 * 16 / 100% = 592
work, with 8 work left. It also consumes 37d 185o 370l $11100.
Example: the tech center making 3 units consumes 3 * 16 / 76% = 63.2
work, randomly rounded to 63 or 64, with 13 or 12 work left. It also
consumes 3d 15o 30l $900.
Example: the defense plant making 3 units consumes work the same. It
additionally consumes 1o 15l 30h $30 when it makes one gun, and twice
as much when it makes two.
Rounding intermediate values like "units of production" is awkward.
It's better to round only final results. These are item output,
materials consumed, resource depletion and work consumed. Round item
output down, and the rest randomly. Don't round level output (it's a
floating-point value) and money consumed (also floating-point, since
the previous commit).
For item production, this shifts the random variations from number of
products made to materials and work consumed.
Example: the first defense plant again makes 22 guns (now rounded down
from 22.5). The second one now always makes two guns (rounded down
from 3.61 * 0.6 = 2.166) instead of 1.8 randomly rounded.
This is nice, because budget and production can now predict the number
of items made exactly. Before, budget fluctuated randomly just like
the update, and production rounded down.
Note that budget used to be even worse: until commit 6f7c93c
(v4.3.31), we rounded units of production randomly rather than down.
The 100% tech center randomly made 37 or 38 units, which is much more
relevant than random rounding of item output.
Furthermore, work is now fully used both for item and level
production, to the limit permitted by materials and resource contents.
Example: the first tech center now makes 37.5 units, yielding 37.5 *
0.6 = 22.5 tech. It consumes 37.5d 187.5o 375l $11250 and all 600
work (fractions randomly rounded).
Example: the second tech center now makes 3.61 units yielding 1.805
tech, consuming 3.61d 18.05o 36.1l $1083 and all 76 work.
The production command duplicates much of the update's sector
production code, so it needs a matching update. The next commit will
reduce the duplication.
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
The update tallies income and expenses in full dollars. Each debit or
credit is rounded before it is added to the tally. Different things
are rounded differently. Examples:
* Each sector's military pay is rounded down. In the stock game, 1m
is paid $4.999998, so n mil cost n*$5 -$1, for all practical n. 10m
in one sector cost $49, but spread over ten sectors they cost only
$40.
* Total pay for military in ships and land units is rounded down.
* Each plane's military pay is rounded down (used to be rounded up
except for broke countries until recent commit 2eb08f4). In the
stock game, flight pay is 5 * $4.999998 = $24.99999. For a plane
with n mil, that's n * $25 - $1. Filed under plane maintenance, not
military payroll.
* Each sector's civilian tax is rounded. In the stock game, 1c pays
$0.499998. 10c in one sector pay $5, but spread over ten sectors
they pay nothing.
* An occupied sector's civilian tax is first rounded, then divided by
four and rounded down *boggle*.
* Each sector's uw tax is rounded. In the stock game, 1u pays
$0.106662. 1-4u in one sector pay nothing. 5-14u pay $1.
This is madness. Has always been that way.
Drop the rounding and track money in type double throughout the
update. Round only the final amount, randomly. This is similar to
how commands accumulate a money delta in player->dolcost.
Likewise, tally the subtotals for budget in type double. Display them
rounded to full dollars.
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
The update simply updates each nation's nat_money as it goes. Works.
Except it doesn't update when it runs on behalf of budget. But it
still checks nat_money to determine whether the nation is solvent.
These checks are all broken. Leads to massive mispredictions when
you'd go broke or solvent during a real update.
Track money unconditionally in nat_budget[].money. Delay update of
nat_money until prod_nat(). Replace separate money[] by new
nat_budget[].start_money. Closes bug#235.
Remaining difference between budget and update in the update test:
* #1: budget mispredicts plane #100 gets built (to be fixed)
* #2: budget shows ship, plane and land unit maintenance when broke,
but update damages them instead (correct)
* #2: sector -14,0 converts, quadrupling its taxes (correct)
* #4 & #5: bank with dust and bars taken over by che (correct)
* #4: plague deaths (correct)
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
Extend struct budget member bm[] to cover ships, planes and land
units, too.
Plane maintenance changes because pilot pay is now consistently
rounded down. Before it was rounded down for broke countries, else
up. The stock game's pilots earn a little less than $25, and solvent
countries save $1 per plane. The rounding doesn't make much sense
either way. To be be addressed in a later commit.
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
When we add up military payroll, we discard fractions. Payroll is
therefore lower than it should be, but I'm not fixing that now. The
number of military budget reports is actually computed from payroll,
and therefore also low.
The obvious way to fix that would be adding another out parameter to
tax() and upd_slmilcosts(). However, budget and the update track cost
and count of numerous things (sector products, unit maintenance and
building, ...), and it's time for a common way to do that.
Create struct budget_item for tracking cost and count, and struct
budget nat_budget[MAXNOC] for tracking a nation's budget. Track only
military for now; more to follow.
This fixes the military count. The cost of military remains low,
because we discard fractions exactly as before.
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
People don't work when their sector is stopped or their nation is
broke. Implemented by produce_sect() skipping the assignment of new
work returned by do_feed() to sct_avail.
This is wrong because it lets all old work roll over, ignoring
rollover_avail_max.
Broken in 4.0.0. Similarly broken for sectors disabled via zero
budget priority between a botched fix for changing sector types in
Chainsaw and the removal of budget priorities in commit 520446e,
v4.3.6.
Fix by zapping available work when the sector is stopped or its owner
is broke.
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
Traditionally, unused unused available work is discarded at the
update. Since commit d7a054c (v4.2.13), deities can configure (some)
unused work to "roll over", i.e. available work = some unused work +
this update's work.
Not discarding unused work reduces micromanagement incentives.
However, it also leads to unobvious behavior.
For instance, here's the obvious way to build a radar station: move in
enough people to make 200 work. Half of it is available for sector
building, and increases efficiency to 100%. Here's a not-so-obvious
way: move in enough people to make 134 work. 67 will be used to
increase efficiency to 67%. Now move your workers elsewhere. The
unused available work is enough to finish the job at the next update.
Similarly, neighbors could be surprised by sectors building bridges
despite having no visible workers.
Commit 7f4e59f (v4.2.15) let deities limit the amount rolled over:
unused work above rollover_avail_max is discarded. This became the
default with a value of 50 in commit 81a3e4c4, v4.3.31.
Limit it further so that "roll over" can increase the update's work by
no more than half, plus one. The extra point is there so that even a
tiny work force has a chance to eventually eke out the second point of
work needed to increase efficiency.
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
Rounding work down can lead to a bit of work micromanagement. For
instance, four military on a lonely island accomplish nothing in 60
ETU updates, but five will make one point of work per update. They
can build a 2% harbor in four updates, as long as rollover_avail_max
is at least 3. Six to eight will be no faster.
The people's work used to be rounded randomly until Empire 3's big
effort to make the update code work for budget switched to rounding it
down, perhaps accidentally.
Switch back to rounding randomly, so that players don't have to get it
exactly right. Four military now get to 2% in five updates on
average, five in four, six or seven in three, and so forth.
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
Wilderness costs nothing to build (since Chainsaw 3), but efficiency
doesn't affect their mobility cost of 0.4 (commit 083003a, v4.3.6).
Plains (since 4.2.0) cost the customary $100, and mobility cost drops
from 0.4 at 0% to 0.2 at 100% efficiency.
Change plains to match wilderness: waive build cost, set mob1 to 0.4
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
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>
buildeff() rounds work and money up. Until recently, fractions could
only occur on tear-down, but with customized costs they can now also
occur on build-up.
The previous commit changed unit building to round money and work
randomly. Before, money was rounded down, and work was rounded up.
Round them randomly for sectors as well, for consistency.
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
shiprepair() limits the efficiency gain to how much the workers can
build, rounding randomly. It charges work, money and materials for
the efficiency actually gained, rounding work up, money down, and
materials randomly. Same for planerepair() and landrepair(). Has
always been that way.
If you get lucky with the random rounding, you may get a bit of extra
work done for free.
The budget command runs the update code, and can be off by one due to
different random rounding.
Sector production used to have the same issue, only more serious,
because a single unit of tech production matters much more for the
budget than a single point of unit efficiency gain. I fixed it in
commit 6f7c93c, v4.3.31.
Fix it for unit building the same way: limit efficiency gain to the
amount the workers can produce (no rounding). Work becomes a hard
limit, not subject to random fluctuations. Randomly round work and
money charged for actual gain, like we do for materials. On average,
this charges exactly the work and money that's used.
This lets budget predict how much gets built a bit more accurately.
It's still not exact, as the amount of work available for building
remains slightly random, and the build cost is randomly rounded.
The old rounding of work for ships carries the comment "I didn't use
roundavg here, because I want to penalize the player with a large
number of ships." Likewise for planes. Rounding work up rather than
randomly increases the work cost by 0.5 per ship, plane or land unit
on average. I could keep the penalty by adding 0.5 before random
rounding. Not worth it, since the effect is actually pretty trivial.
Let's examine a fairly extreme case: an airfield with 600 available
work repairing a huge number of lightly damaged planes, say f2 with
81% average efficiency. The old code lets the airfield repair roughly
600 / 6.5 = ~92 planes, the new code 600 / 6 = 100.
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
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>
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>
Traditionally, building up 100% takes 100 work. Make the work to
build configurable, via new sect-chr selector bwork, backed by new
struct dchrstr member d_bwork. Keep the required work exactly the
same for now.
Tearing down sectors remains four times easier than building.
Clients that hardcode sector build work need to be updated. Easy,
since build work is now exposed in xdump.
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
Sectors require lcms and hcms to build. The build materials are
exposed as sect-chr columns lcms, hcms (struct dchrstr members d_lcms,
d_hcms). They are per point per point of efficiency. In contrast,
unit build materials are defined for 100%.
We want to define build materials for 100% now, for flexibility and
consistency, and we want to optionally support more build materials in
the future. Replace d_lcms and d_hcms by array member d_mat[], and
replace selectors lcms and hcms by selectors l_build and h_build.
This is an xdump compatibility break. To provide the customary grace
period, we'd have to make selectors lcms and hcms virtual instead,
with value l_build / 100 and h_build / 100 rounded up, and deprecate
them. Deities would have to avoid l_build and h_build values that
aren't multiples of 100 for this to work fully. But we're not
bothering with maintaining xdump compatibility in this release.
Provide selectors for all other item types, to help clients prepare
for future additional materials. Use CA_DUMP_ONLY to keep them out of
configuration tables until they actually work.
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
Sector build cost is defined by sect-chr column build (struct dchrstr
member d_build). It's the cost per point of efficiency. In contrast,
unit build cost is defined for 100%, by ship-chr, plane-chr, land-chr,
nuke-chr column cost.
Switch sectors to cost per 100%, for flexibility and consistency:
replace struct dchrstr member d_build by d_cost, and replace selector
build by selector cost. Naming it cost for consistency with units is
possible only because the previous commit made the name available.
This is an xdump compatibility break. To provide the customary grace
period, we'd have to make selector build virtual instead, with value
bcost / 100 rounded up, and deprecate it. Deities would have to avoid
bcost values that aren't multiples of 100 for this to work fully. But
we're not bothering with maintaining xdump compatibility in this
release.
With bcost values that aren't multiple of 100, the cost of sector
building may have to be rounded. On the one hand, the cost of sector
demolition has always been rounded up. On the other hand, the cost of
producing stuff is rounded randomly. For now, round up, because
rounding randomly would affect subsequent random rounding, and upset
the smoke test.
Fortunately, show se b already shows build costs per 100%, since
commit 48ff096, v4.3.23.
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
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>
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>
Update code shared with budget uses the bp map instead of the sector,
so that budget can track materials and work available in sectors for
ship, plane and land unit building without updating the sector file.
Unfortunately, the bp map can become stale during the update.
prepare_sects() doesn't update the bp map for sea sectors, unlike
budget's calc_all(). Instead, we rely on calloc()'s initialization.
Works, but is a bit unclean.
prepare_sects() updates the bp map after fallout, but neglects to
update it for any of the later sector updates (steps 1b to 1f in info
Update-sequence). Che can destroy materials and available work, and
the plague can kill military. The bp map stays out of date until
produce_sect() updates it again.
Since we deal with sector production and countries in increasing order
of country number, foreign ships, planes and land units owned by
countries with lesser numbers get built before their sector produces.
Building uses the stale bp map then, and can use materials and
available work destroyed by che or the plague. The update test
demonstrates the former case.
For stopped sectors or when the owner is broke, produce_sect() updates
only materials in the bp map, not available work. Nothing builds in a
stopped sector, but allies may build in your sectors even when you're
broke. They can use available work destroyed by che then.
Screwed up when Empire 3 made the update code work for budget.
Note that budget bypasses the flawed code: it prepares its bp map
itself instead of calling prepare_sects().
Rather than fixing prepare_sects(), use a null bp map for the update:
writes become no-ops, and reads read from the underlying sector. Not
only does this remove the possibility of the bp map going stale during
the update, it saves a bit of memory, too.
calloc()'s initialization is now dead. Switch to malloc().
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
produce_sect() skips sectors without civilians, military and land
units. These are unowned. Any uw there are frozen in time: they
don't eat, procreate or produce. Has always been broken. Don't skip
such sectors.
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
When the required level is too low for production, produce() returns
early. Except when simulating. Messed up when Empire 3 made the
update code work for budget.
This can make budget show level production even when it's not actually
possible. In the stock game, this can happen for tech and research,
which require education > 5.0.
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
prepare_sects() caches the sector owner's getnatp() across
guerrilla(), do_plague() and populace(). This is wrong, because the
owner may change. The mistake can be traced back all the way back to
BSD Empire 1.1.
If the sector revolts or reverts to deity, the ex-owner still receives
taxes and bank interest. The update test demonstrates this bug.
If the sector revolts, we use the ex-owner's instead of the owner's
tech and research for plague, and we use the ex-owners happiness and
required happiness instead of the owner's for loyalty update and civil
unrest.
Change do_plague() and populace() to call getnatp() themselves. Call
it in prepare_sects() only after we're done messing with the sector
owner.
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
We maintain a few sector invariants in sct_prewrite(). Since the
update bypasses sct_prewrite(), it needs to maintain them itself. The
two should be consistent.
The update reverts deserted sectors to deity in three places:
do_plague(), populace() and produce_sect(). None of them is
consistent with sct_prewrite().
populace() can revert unowned sectors to deity. This creates bogus
entries in the "lost" file. Harmless; messed up when the lost items
were added in 4.0.7. Visible in tests/smoke/final.xdump.
populace() fails to revert when there are only uw left. If PLAGUE is
enabled, do_plague() already reverted. Else, produce_sect() will.
This is the only case where they add value to populace(). Can be
traced back all the way to BSD Empire 1.1.
All three neglect to clear mobility. Harmless.
Fix populace()'s condition for reverting to deity, and make it clear
mobility. Drop the reverting from do_plague() and produce_sect().
populace() also resets state that applies to civilians when there are
none: work percentage, loyalty and old owner. However, it resets on
different conditions than sct_prewrite(). Messed up in Chainsaw;
before, populace() didn't reset at all.
For sectors without military, populace() fails to reset. This can
happen when the update wipes out civilians and military, say by plague
or fallout. The now bogus work percentage, loyalty and old owner
persist until sct_prewrite() runs on the next non-update sector
update. Except old owner is reset correctly by populace() when the
sector reverts to deity. It doesn't when the owner has a land unit
there.
Most of the time, this doesn't matter, as moving civilians into a
sector without civilians overwrites the sector's work percentage,
loyalty and old owner. However, airlifting and unloading civilians
fail when the old owner differs from the owner. Else they adopt the
sector's loyalty and work percentage (bug#49 and bug#255).
Fix populace() to reset any sector without civilians, like
sct_prewrite().
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
We maintain a few sector invariants in sct_prewrite(). Since the
update bypasses sct_prewrite(), it needs to maintain them itself. The
two should be consistent.
When a deserted sector reverts to the deity, sct_prewrite() clears
owner and mobility. It neglects to clear the old owner, unlike
populace(). Harmless, but fix it anyway for consistency. Visible in
tests/navi-march/final.xdump.
Work percentage, loyalty and old owner apply to civilians. When there
are none, sct_prewrite() sets work percentage to 100 and old owner to
owner. It neglects to clear loyalty, unlike populace(). Loyalty
persists until populace() clears it. Most of the time, this doesn't
matter, as moving civilians into a sector without civilians ignores
the sector's loyalty. However, airlifted and unloaded civilians adopt
the sector's loyalty (bug#49 and bug#255).
Fix sct_prewrite() to clear loyalty for consistency, and to mitigate
these bugs.
Note that populace() may not always clear loyalty right away. This
will be fixed in the next commit.
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
We maintain a few sector invariants in sct_prewrite(). Since the
update bypasses sct_prewrite(), it needs to maintain them itself. The
two should be consistent.
sct_prewrite() resets work percentage of owned sectors to 100% when
there are no civilians. The update's populace() resets it for unowned
sectors as well, if they have military.
Change sct_prewrite() to reset sct_work = 100 regardless of owner.
Also change sct_oninit() to initialize sct_work = 100, so it doesn't
change on first write. Update tests/smoke/fairland.xdump for the same
reason.
The massive test output differences are all due to sct_work.
Inconsistencies with the update remain. They will be fixed next.
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
newe() and prod() duplicate parts of the update's do_feed(), except
they round babies down instead of randomly, to get a stable,
conservative forecast. Unlike the update, they assume sufficient
food. Inaccurate for sectors that are going to starve or have
suboptimal population growth. Not documented. Has always been that
way.
Eliminate the undocumented assumption by replacing the duplicate code
by a call of do_feed(). Add a suitable parameter to do_feed() to
preserve the different rounding.
The update test shows the improvement.
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
Since changing *sp is safe now, we can update sp->sct_work,
sp->sct_loyal, sp->sct-che unconditionally in do_feed(), and likewise
sp->sct_item and sp's resource in produce().
Output of budget in smoke test and update test changes slightly,
because it now executes more code, and the PRNs this consumes affect
random rounding.
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
In Empire, even babies work.
neweff and production compute the projected population's work,
discarding fractions.
The update first computes the adults' work (discarding fractions),
then newborns' work (discarding fractions), then adds them together.
Double rounding. Moreover, it uses the old work percentage for the
adults' work, and the new one for the newborns' work. Broken in
Empire 3.
Fix by recomputing work after grow_people(). This is how things
worked before the regression. Also restores a bug: growfood()'s work
use is ignored. Harmless, because fcrate and fgrate are too low for
growfood() to produce anything, and nobody customizes them. Mark
FIXME anyway.
Update test output changes as expected: available work differs in
sectors where double rounding discards work, an in sectors with
changing work percentage.
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
The update kills people to enforce sector population limits, right
after growing people.
However, the population limit may decrease between that killing and
the end of the update:
* Research declines (only with RES_POP), but the lower population
limit isn't enforced. Even with an insanely fast decline of 60%
(level_age_rate = 1, etu_per_update = 60), the population limit
decreases by less than 10%.
Not applying the new level to this update is consistent with how we
use levels elsewhere.
* upd_buildeff() changes sector type and efficiency, but a lower new
population limit is enforced only when this changes the sector type
from big city to not big city (since option BIG_CITY was added in
Empire 2).
It isn't enforced on other sector type changes. Might change the
population limit since the type's limit became configurable in
commit 153527a (v4.2.20). Sane configurations don't let players
redesignate sectors to a type with different maximum population.
The server doesn't enforce this, though.
It isn't enforced when a big city's efficiency decreases, but sector
type change isn't achieved. Having population exceed the new limit
without having produced enough work to change the type seems
unlikely, as 25 will do even in the worst case, but should be
possible with a sufficiently low work percentage.
None of this is documented in info Update-sequence. Inconsistent
mess. Drop it.
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
Civilians, military and uw work only up to their sector's population
limit. The population limit depends on the sector type's maximum
population, research if RES_POP is enabled, and the sector's
efficiency for big cities.
The population limit may decrease between computation of work in
do_feed() and the end of the update:
* Research declines (only relevant with RES_POP). Work is not
corrected. The declined research will apply at the next update.
Since levels age after production is done, any work corrections
could only affect leftover available work. Wouldn't make sense.
The effect is negligible anyway. Even with an insanely fast decline
of 60% (level_age_rate = 1, etu_per_update = 60), the population
limit decreases by less than 10% in the worst case.
* upd_buildeff() changes sector type and efficiency. Work is
corrected only when this changes the sector type from big city to
not big city.
It isn't corrected on other sector type changes. These can affect
maximum population since the sector type's maximum became
configurable in commit 153527a (v4.2.20). Sane configurations don't
let players redesignate sectors to a type with different maximum
population. The server doesn't enforce this, though.
It isn't corrected when a big city's efficiency decreases, but
sector type change isn't achieved. Harmless, because tearing down a
city takes very little work (25 for 100%), so efficiency decrease
without type change means the work we have must be safely below any
sane population limit's work.
Good enough. However, the code implementing the work correction for
big cities is unclean. Get rid of it by tweaking the rules: a big
city's extra population does not work. City slickers, tsk, tsk, tsk.
At least they still pay their taxes.
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
Tests need repeatable pseudo-random numbers to yield repeatable
results. Commit 73f1ac8 (v4.3.33) reseeds the PRNG with the count of
commands right before executing a command when running_test_suite is
on. This doesn't help the update: whenever update code exercised by a
test is changed to consume fewer or more PRNs, all subsequent users
get different numbers regardless. The ensuing test result changes are
extremely tedious to review.
To address this problem, reseed the PRNG in the update's two most
important loops with the iteration count when running_test_suite.
This way, the effect of perturbing the PRN sequence lasts only until
the next iteration.
There are many more loops, but reseeding in all of them seems
impractical.
Perturbs test results across the board. Hopefully, that'll happen
less frequently now.
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
Ship, plane, land unit and nuke types require lcms and hcms to build.
Planes also require military, and nukes also require oil and rads.
These build materials are exposed as ship-chr, plane-chr, land-chr,
nuke-chr selectors l_build, h_build, crew, o_build, r_build.
We want to optionally support more build materials in the future. To
help clients prepare for that, provide selectors for all other item
types. Use CA_DUMP_ONLY to keep them out of configuration tables
until they actually work.
Rename selector crew to m_build for consistency. This is an xdump
compatibility break. We could easily add m_build and deprecate crew
to provide the customary grace period for such breaks. However, more
xdump changes are coming down the pipe, and for some of them providing
a grace period wouldn't be as easy. Ron Koenderink assures us WinACE
doesn't need a grace period. So don't bother with maintaining xdump
compatibility in this release.
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
struct castr ca_flag NSC_EXTRA was introduced in commit 3e5c064
(v4.2.18) to permit selectors that aren't in xdump.
Flag NSC_CONST was introduced in commit 445dfec, and put to use in
commit d8422ca (both v4.3.0) to protect certain table elements that
should not be changed in customized tables.
Both flags apply only to xdump, not to other uses of struct castr,
such as conditionals.
Combining NSC_EXTRA | NSC_CONST makes no sense.
I'll shortly need a way to keep selectors out of configuration tables
for conditional selector and xdump command forward compatibility.
Doing it as a third flag would add more nonsensical combinations.
Convert the flags to a separate enum ca_dump instead:
neither -> CA_DUMP
NSC_CONST -> CA_DUMP_CONST
NSC_EXTRA -> CA_DUMP_NONE
Bonus: unlike the flags it replaces, ca_dump is not visible in xdump.
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>