Commit graph

391 commits

Author SHA1 Message Date
2f6545e5b5 config: Make plains build and mobility cost match wilderness
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>
2017-08-06 19:59:59 +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
8b1cc6cb47 update: Saner rounding of sector building money and work
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>
2017-08-06 19:59:58 +02:00
ae2ae938b5 update: Saner rounding of unit building money and work
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>
2017-08-06 19:59:58 +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
2ffd7b948d config: Make work to build sectors configurable
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>
2017-08-06 19:59:58 +02:00
bb9619c053 config: Generalize sector build materials storage
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>
2017-08-06 19:59:58 +02:00
826fcf009b config: Define sector build cost per 100% instead of 1%
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>
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
9d6b3b3520 config: Split table sect-chr for legibility
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2017-08-06 19:59:58 +02:00
66edd2baca update: Don't use materials and work destroyed by che or plague
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>
2017-08-06 19:59:58 +02:00
6c4874e4d2 update: Fix unowned uw to eat, procreate and produce
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>
2017-08-06 19:59:58 +02:00
55dcbaa8da budget: Fix level prod. forecast when required level is too low
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>
2017-08-06 19:59:58 +02:00
fdde783278 update: Fix income and level use after revolt or revert to deity
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>
2017-08-06 19:59:58 +02:00
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
5e54219606 sect: 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.

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>
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
41a2f7d1df neweff production: Consider insufficient food
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>
2017-08-06 19:59:57 +02:00
1c0ff91e62 update: Drop unnecessary "not simulation" guards
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>
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
3bcad4c0dc update: Enforce sector population limit only right after growth
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>
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
fce3ecf49a nsc: Expose generalized build materials in xdump and conditionals
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>
2017-08-06 19:59:56 +02:00
dc58018cd7 nsc: Replace NSC_EXTRA, NSC_CONST by enum ca_dump
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>
2017-08-06 19:59:56 +02:00
3145e7d8a7 transport: Don't hardcode material weights
tran_plane() computes a plane's weight from its materials.  It
hardcodes lcm weight 1, hcm weight 2, and military weight 0.  Use
ichr[].i_lbs instead, which is 1 in the stock game for all three
materials.

While there, support arbitrary materials, even though they aren't yet
possible, just to avoid unnecessary assumptions on possible build
materials.

Since the stock game's planes use fewer military than hcms, they
become up to 15% lighter, except for zep, which becomes 10% heavier.
Missiles use no military and become 20-33% lighter.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2017-08-06 19:59:56 +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
8e187c566f power: Make item power value configurable
Custom games may want to tweak how items contribute to the power
factor, in particular when products are also customized.  Add ichrstr
member i_power and item selector power for that.

"info power" doesn't reflect this change, yet.  It'll be updated in
the next commit.

The current item power values are problematic.  This will be addressed
later.

For straightforward configurations, reasonable item power values could
perhaps be derived from the configuration automatically.  However,
this is surprisingly hard in the general case: since producing things
should not decrease power, the efficiency of processing products into
other products needs to be considered, and estimating these
efficiencies can be difficult.

Deities can create multiple products making the same item, or multiple
sector types with the same product, but different process efficiency
(sect-chr selector peffic).  Providing differently efficient ways to
make the same item can be reasonable when the sector types involved
have different terrain.  To average them, you'd need to know the map.

The stock game has one example: gold mines produce dust with 100%
process efficiency, mountains produce it with 75%.  Mountains are
normally rare enough not to matter.

Level p.e. (product selectors nlmin, nllag) may have to be considered.
In the stock game, level p.e. variations are minor, because it reaches
0.9 pretty quickly.  In games where it doesn't, you might have to
increase the power value of the product.

Resources (sect selectors min, gold, fert, ocontent, uran) and
resource depletion (product selectors nrndx and nrdep) further
complicate things: you might want to increase the power value of
products depending on unusually scarce resources, but you can't know
what's scarce without understanding the map.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2017-08-06 19:59:45 +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
da05484d8b config: Generalize unit build materials storage
Use a single array member instead of multiple scalar members.  Only
the array elements that replace scalar members are can be non-zero for
now.

This is a first step to permitting more build materials.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2017-08-06 14:05:11 +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
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
9309670544 tests/version: New; exercises config introspection commands
Exercise version, show and xdump, except for xdump of game state.

The xdump part is mostly factored out of tests/smoke.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2017-08-06 14:03:55 +02:00
42a3c10fd9 navigate march: Fix abort not to wipe out concurrent updates
When the player aborts the command at the movement prompt, we write
back stale ships or land units, triggering a generation oops.  Any
updates made by other threads meanwhile are wiped out, triggering a
seqno mismatch oops.

Broken in commit 24000b4, v4.3.33.  Fix by restoring the lost
shp_nav_stay_behind() and lnd_mar_stay_behind() calls.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2015-12-05 13:19:39 +01:00
354b6aea3d tests/navi-march: Cover abort at movement prompt
This exposes generation oopses.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2015-12-05 13:19:39 +01:00
863fde5a2c march: Fix concurrent updates at sector abandon prompt
When the player declines to abandon a sector, we write back stale land
units, triggering a generation oops.  Any updates made by other
threads meanwhile are wiped out, triggering a seqno mismatch oops.

The culprit is lnd_abandon_askyn(): when the player declines, it
returns without calling check_sect_ok(), check_land_ok().  Broken in
commit 7c1b166, v4.3.33.  Fix it.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2015-12-05 13:19:38 +01:00
8daeffbd8f recvclient: Track potential yield on input
recvclient() calls ef_make_stale() only when it does actual I/O, via
io_output() and io_input().  Missed in commit 2fa5f652, v4.3.24.  Call
it directly when it doesn't do actual I/O.

This makes navi-march-test expose a bug in march: when the player
declines to abandon a sector, we write back stale land units,
triggering a generation oops.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2015-12-05 13:19:38 +01:00
6e80cf103f tests: Enable GNU libc memory allocation error checking
MALLOC_CHECK_=3 makes glibc check for memory allocation programming
errors.  It's the factory default, but set it anyway just in case
someone disabled it for speed.

Non-zero MALLOC_PERTURB_ makes glibc wipe memory value on allocation
and deallocation.  The actual value determines the bit pattern.  Set
it to the value of environment variable EMPIRE_CHECK_MALLOC_PERTURB or
else a pseudo-random number, and record it in sandbox/malloc-perturb.

See mallopt(3) for more information.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2015-12-05 13:03:08 +01:00
1abd3c5b0b navigate march: Plug memory leaks
When the player aborts the command at the movement prompt, or declines
to abandon a sector, unit_move() returns without freeing the list.
Found with valgrind.  Broken in commit 24000b4 and commit 7c1b166,
both v4.3.33.

Free the list on these returns, too.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2015-12-05 12:51:07 +01:00
493dc5f941 tests/navi-march: Cover running out of mobility completely
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2015-12-05 12:51:07 +01:00
87d08a4584 Bump version to 4.3.34
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2015-06-04 10:52:11 +02:00
0748a74b5d tests: Rewrite the previous commit's sed_i helper
Last night's version looks unnecessarily ugly in the morning.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2015-03-04 08:15:13 +01:00
7d249141be tests: Avoid non-portable sed -i
Crept in in commit 7c3186f.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2015-03-03 20:45:07 +01:00
deabb8eda6 Belatedly bump version to 4.3.33
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2015-03-02 21:16:27 +01:00
0e24049ce4 torpedo: Suppress bulletin when player torpedoes his own ship
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2015-03-02 08:20:52 +01:00
88bfa2e6a3 torpedo: Print "Starting our attack run" regardless of target
Instead of printing it only when the target owned by somebody else.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2015-03-02 08:20:52 +01:00