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6 commits

Author SHA1 Message Date
41d0a79118 update: Fix revert to deity and "no civilians" corner cases
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>
2017-08-06 19:59:57 +02:00
0bdcb5ee19 sect: Keep work percentage without civilians at 100%
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>
2017-08-06 19:59:57 +02:00
60450f1637 update: Fix work inconsistency with neweff, production
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>
2017-08-06 19:59:56 +02:00
b80fd4e982 update neweff production: Limit work in big cities
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>
2017-08-06 19:59:56 +02:00
876d061875 tests: Make update robust against variations in PRNG use
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>
2017-08-06 19:59:56 +02:00
14af586b57 tests/update: New; exercises the update
Notable gaps in its coverage are fallout, most of guerrilla, delivery,
distribution, ALL_BLEED and LOSE_CONTACT.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2017-08-06 14:04:15 +02:00