Construction materials required for building a ship, plane or land
unit are rounded randomly. Crafty players exploit this to save
materials: they put just enough materials there so that build succeeds
when it rounds down. Then they simply keep trying until it succeeds.
Planes and land units are built at 10%, so rounding happens when
materials for 100% aren't multiples of ten. If they're below ten, you
can even build without materials. In the stock game, this is the case
for linf, and many plane types.
Ships are built at 20%, so multiples of five aren't rounded. Ship
building never rounds in the stock game.
Prevent the abuse of random rounding by requiring the required
fractional amount rounded up to be present. Don't change the actual
charging of materials; that's still randomly rounded.
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
TREATIES has issues:
* Treaties can cover attack, assault, paradrop, board, lboard, fire,
build (s|p|l|n) and enlist, but not bomb, launch, torpedo and
enlistment centers.
* Usability is very poor. While a treaty is in effect, every player
action that violates a treaty condition triggers a prompt like this:
This action is in contravention of treaty #0 (with Curmudgeon)
Do you wish to go ahead anyway? [yn]
If you decline, the action is not executed. If you accept, it is.
In both cases, your decision is reported in the news.
You cannot get rid of these prompts until the treaty expires.
* Virtually nobody uses them.
* Virtually unused code is buggy code. There is at least one race
condition: multifire() reads the firing sector, ship or land unit
before the treaty prompt, and writes it back after, triggering a
generation oops. Any updates made by other threads while trechk()
waits for input are wiped out, triggering a seqno mismatch oops.
* The treaty prompts could confuse smart clients that aren't prepared
for them. WinACE isn't, but is reported to work anyway at least
common usage. Ron Koenderink (the WinACE maintainer) suspects there
could be a few situations where it will fail.
This feature is not earning its keep. Remove it. Drop command
treaty, consider treaty, offer treaty, xdump treaty, reject treaties.
Output of accept changed, obviously.
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
Newly built ships and land units are given to the player, planes and
nukes to the sector owner. Matters only for deities, because only
deities can build in foreign sectors. Stupid all the same.
This has always been inconsistent. Empire 1 gave ships and nukes to
the player, and planes to the sector owner. Chainsaw 3 added land
units, and gave them to the player. Empire 2 changed build to give
nukes to the sector owner.
Building doesn't work when the unit built is given to POGO, because
giving a unit to POGO destroys it. When build gives to the sector
owner, deities can't build in unowned sectors. When build gives to
the player, POGO can't build at all. That's more limiting, so change
build to always give to the sector owner.
Spy units are now enabled when a land unit type with capability spy
exists. To disable them, deities have to customize table land-chr.
Before, spy units types were ignored when option LANDSPIES was
disabled. Except for xdump land-chr, which happily dumped unusable
spy unit types.
Trade ships are now enabled when a ship type with capability trade
exists. No such type exists by default; to enable trade ships,
deities have to customize table ship-chr.
Before, trade ship types were ignored when option TRADESHIPS was
disabled. Except for xdump ship-chr, which happily dumped unusable
trade ship types.
To enable that, make build_ship() & friends all take the same int type
argument instead of each one its own pointer. Passing pointers
triggered "may be used uninitialized" compiler warnings (the code was
safe despite the warnings).
For drnuke_const 0.33, research level 92.4 now suffices for a tech 280
nuke. Before, you needed 93, which was inconsistent with what
version's promise "need 0.33 times the tech level in research".
buil() complains about the argument when snxtsct() fails. Misleading
when the argument is fine, but snxtsct() fails due to bad conditional
argument.
Same for radar() with snxtitem().
Why upgrade? I'm not a lawyer, but here's my take on the differences
to version 2:
* Software patents: better protection against abuse of patents to
prevent users from exercising the rights under the GPL. I doubt
we'll get hit with a patent suit, but it's a good move just on
general principles.
* License compatibility: compatible with more free licenses, i.e. can
"steal" more free software for use in Empire. I don't expect to steal
much, but it's nice to have the option.
* Definition of "source code": modernization of some details for today's
networked world, to make it easier to distribute the software. Not
really relevant to us now, as we normally distribute full source code.
* Tivoization: this is about putting GPL-licensed software in hardware,
then make the hardware refuse to run modified software. "Neat" trick
to effectively deny its users their rights under the GPL. Abuse was
"pioneered" by TiVo (popular digital video recorders). GPLv3 forbids
it. Unlikely to become a problem for us.
* Internationalization: more careful wording, to harden the license
outside the US. The lawyers tell us it better be done that way.
* License violations: friendlier way to deal with license violations.
This has come out of past experience enforcing the GPL.
* Additional permissions: Probably not relevant to us.
Also include myself in the list of principal authors.
struct lndstr member lnd_flags is a leftover from Empire3's C_SYNC,
which was ripped out in 4.0.0.
struct lonstr member l_sel, struct nuk_str members nuk_ship, nuk_land,
and struct trtstr member trt_bond have been there basically forever
without any use.
Pinpointed assignments within if conditionals with spatch -sp_file
tests/bad_assign.cocci (from coccinelle-0.1.4). Cherry-picked diff
hunks affecting conditionals split over multiple lines, and cleaned
them up.
Load counters are redundant; they can be computed from the carrier
uids. Keeping them up-to-date as the carriers change is a pain, and
we never got that quite complete.
Computing load counters straight from the carrier uids every time we
need them would be rather inefficient, but computing them from cargo
lists is not. So do that.
Remove the load counters: struct shpstr members shp_nplane,
shp_nchoppers, shp_nxlight, shp_nland, and struct lndstr members
lnd_nxlight and lnd_nland.
Don't compute/update load counters in build_ship(), build_land(),
land(), ldump(), load_plane_ship(), load_land_ship(),
load_plane_land(), load_land_land(), lstat(), sdump(), shi(), sstat(),
tend_land(), check_trade(), put_combat(), pln_oneway_to_carrier_ok),
pln_newlanding(), fit_plane_on_ship(), fit_plane_on_land(),
unit_list().
Nothing left in fit_plane_off_ship(), fit_plane_off_land(), so remove
them.
load_land_ship(), load_land_land(), check_trade(), pln_newlanding(),
put_plane_on_ship(), take_plane_off_ship(), put_plane_on_land(),
take_plane_off_land() no longer change the carrier, so don't put it.
Remove functions to recompute the load counters from carrier uids:
count_units(), lnd_count_units(), count_planes(), count_land_planes(),
pln_fixup() and lnd_fixup(), along with the latter two's private
copies of fit_plane_on_ship() and fit_plane_on_land().
New cargo list functions to compute load counts: unit_cargo_count()
and unit_nplane(), with convenience wrappers shp_nplane(),
shp_nland(), lnd_nxlight(), lnd_nland().
Use them to make ship selectors nplane, nchoppers, nxlight, nland
virtual. They now reflect what is loaded, not how the load uses the
available slots. This makes a difference when x-light planes or
choppers use plane slots.
Use them to make land unit selectors nxlight and nland virtual.
Use them to get load counts in land(), ldump(), load_plane_ship(),
load_land_ship(), load_plane_land(), load_land_land(), sdump(), shi(),
tend_land(), fit_plane_on_land(), trade_desc(), unit_list().
Rewrite fit_plane_on_ship() and could_be_on_ship() to use
shp_nplane(). could_be_on_ship() now takes load count arguments, as
computed by shp_nplane(), so it can be used for checking against an
existing load as well.
pln_nuktype is redundant; it can be computed from the nuke's
nuk_plane.
Make plane selector nuketype virtual and NSC_EXTRA. It should have
been NSC_EXTRA all along. This changes xdump plane.
Don't set it in arm(), disarm(), build_plane(), pln_damage() and
nuk_fixup(). The latter no longer does anything, remove it.
Deprecate edit key 'n' in doplane(), and don't show it in pr_plane().
The key never made much sense.
eff_bomb(), comm_bomb(), ship_bomb(), plane_bomb(), land_bomb(),
strat_bomb(), mission_pln_equip(), air_damage(), msl_hit(),
pln_equip() tested pln_nuketype to check whether a plane carries a
nuke. Test nuk_on_plane() instead.
pdump(), plan(), trade_desc() print whether and what kind of nuke a
plane carries. Adapt that to use nuk_on_plane().
Losses of sectors, ships, planes, land units and nukes are tracked in
the lost file. To keep it current, makelost() and makenotlost() were
called whenever one of these changed owners. Cumbersome and
error-prone. In fact, the lost file was never perfectly accurate.
Detect the ownership change in the prewrite callback and call
makelost() / makenotlost() from there. Remove lost file updates from
where they're no longer needed: right before a put. takeover() is a
bit more involved: it doesn't put the sectors, but all callers do,
except for guerrilla(). So remove the lost file update from
takeover(), but add it to guerrilla().
This takes care of lost file update for all ownership changes that go
through ef_write(). It can't take care of any missing updates for
changes that don't go through it.
The abstract idea of tying ships and land units to a logistical tether
is sound, the concrete implementation as option FUEL is flawed. It
adds too much busy-work to the game to be enjoyable. It hasn't been
enabled in a public game for years. The code implementing it is ugly,
repetitive, and a burden to maintain.
Remove selector fuel from ship_ca[] and land_ca[], and selectors
fuelc, fuelu from mchr_ca[] and lchr_ca[]. Remove fields fuelc, fuelu
from ship.config and land.config.
Remove command fuel from player_coms[].
Deprecate edit key 'B' in doship(), dounit(), and don't show it in
pr_ship(), pr_land().
Drop opt_FUEL code from build_ship(), shi(), sdump(), ship_damage(),
show_ship_stats(), do_mob_ship(), nav_ship(), build_land(), land(),
ldump(), land_damage(), show_land_stats(), do_mob_land(),
resupply_all(), resupply_commod(), get_minimum(), has_supply(),
unit_list(), vers().
Remove opt_FUEL, fuel_mult, struct shpstr member shp_fuel, struct
mchrstr members m_fuelc and m_fuelu, M_OILER, struct lndstr member
lnd_fuel, struct lchrstr members l_fuelc and l_fuelu, fuel(), and
auto_fuel_ship().
New pln_att(), pln_def(), pln_acc(), pln_range_max(), pln_load()
replace the struct plnstr members with the same names.
Make plane selectors att and def virtual.
(lndstr, plnstr, sctstr, shpstr): Change timestamp members lnd_access,
pln_access, sct_access, shp_access from real time (time_t) to ETUs
within a turn (short).
(land_ca, plane_ca, sect_ca, ship_ca): Update accordingly.
(build_ship, build_land, build_bridge, build_plane, build_tower)
(explore, check_trade, bsanct, takeover, takeover_ship)
(takeover_land): Use game_tick_to_now() instead of time() to update
the timestamp. Change check_trade(), takeover_ship(), takeover_land()
to do that only when MOB_ACCESS is enabled, for consistency.
(lupgr, supgr, pupgr, takeover_ship): Don't touch the timestamp where
mobility isn't touched either.
(sct_do_upd_mob, shp_do_upd_mob, lnd_do_upd_mob, pln_do_upd_mob): Use
game_tick_to_now() instead of increase_mob() to compute ETUs since
the timestamp and update the timestamp. Closes#1012699.
(increase_mob): Remove.
(mob_sect, mob_ship, mob_land, mob_plane): sct_do_upd_mob() & friends
no longer do the right thing at the update. Use game_reset_tick() and
pass its result directly to do_mob_sect() & friends. This is only
correct when argument is etu_per_update, which it always is. Remove
parameter. Callers changed.
(do_mob_sect, do_mob_ship, do_mob_land, do_mob_plane): Oops on
negative argument.
(mob_acc_globals, timestampfil, mobupdate, updating_mob)
(update_all_mob, timestamp_fixing, update_timestamps, mobility_check):
The mobupdate command was important to let deities manually
synchronize mobility updating with updates. That's no longer needed.
The code behind it is somewhat hairy and ugly, and updating it to work
with the Empire clock is just not worth it. Remove. Users changed.
(player_coms): Update accordingly.
(upda): Remove display of mobility updating state.
(mobility_init): No need to fix up mobility on startup, as the Empire
clock runs normally even when the server is down. Remove. Caller
changed.