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18 commits

Author SHA1 Message Date
5f3c64c062 neweff production work: Fix crash for sea sector
The work required for building sea sectors is zero in sect.config.
When a deity runs neweff or production on a sea sector, e.g. with
"neweff *", buildeff() divides by zero.  Same when a player or deity
runs work with an engineer in a sea sector.  Broken in commit
2ffd7b948 "config: Make work to build sectors configurable", v4.4.0

Fix buildeff() to avoid the division.  Change the required work to 100
in sect.config for good measure.

Cover deity use of neweff and production in tests/update.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2021-01-23 08:39:14 +01:00
2315b50e52 update/revolt: Fix guerrilla liberating old-owned sector
Guerrilla are created loyal to the old owner.  When the sector
converts, they switch their allegiance to POGO.  This is a bit of a
hack.

When guerrilla win their fight for freedom in an old-owned sector, the
old-owner duly changes to POGO.  However, the owner doesn't.  Broken
in 4.2.6.  The "Sector X,Y has been retaken!" message is still sent to
the "new" sector owner.

Simply restoring the owner change lost back then would restore a bug
that goes back to 2.3.7: takeover() doesn't run when an old-owned
sector is liberated.  So fix the bug by making that unconditional.

Land units reported captured are actually destroyed, because POGO
can't own any.  Oh well.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2017-08-06 20:09:19 +02:00
35ecc008ce update/revolt: Destroy land units only when casualties demand it
take_casualties() first applies casualties without destroying land
units, and if any remain, applies them by destroying land units.  This
is wrong, because the remaining casualties may not suffice to actually
kill.  Has been that way since land units were added in Chainsaw 3.

Apply remaining casualties more carefully: destroy land units only
when efficiency falls below 10%.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2017-08-06 20:09:19 +02:00
4fd1e889c8 update/revolt: Reduce under-strength land unit damage
A land unit with mil military taking N casualties loses N * 100 / mil
points of efficiency.  A 50% inf with 20m dies when it loses more than
8m.  With 100m, it dies when it loses more than 40m.  A land unit
always dies when it loses all military.

In ordinary ground combat, they lose N * 100 / maxmil points of
efficiency, where maxmil is how many military they could load.  This
is less damage when the land unit is under-strength.  A 50% inf dies
when it loses more than 40m, regardless of how many it has.

An inefficient land unit with a sufficiently high number of military
can die before its military are all killed.  A land unit with a
sufficiently low number of military can survive loss of all its
military.  Attacking land units return to their starting position.
Defending land units stay put, and get taken over by a victorious
attacker.  Neither was possible before 4.0.0 made land unit military
loadable.

The rules for ordinary ground combat may be debatable, but it's better
to be consistent: change land unit damage in guerrilla combat to match
ordinary combat.  This reduces damage to under-strength land units.

If che lose, the sector owner profits from the reduced damage.  But if
they win, they may take over land units that got all their military
killed.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2017-08-06 20:09:19 +02:00
8a3eb898ce update/revolt: Don't kill land units without military
Land units without military can't contribute to the fight.  They can
still get killed, and whether they are depends on their UID.

take_casualties() kills land units in UID order until the required
number of casualties is reached.  Killing a land unit without military
provides none, but take_casualties() doesn't care.  The land unit
"dies fighting guerrillas", which makes no sense when it's doesn't
have any military.

If the rebels win, they attempt to capture any surviving land units.
Spies hide or get executed instead.  Same as for any other violent
sector takeover.

Normal ground combat ignores land units without military.  Do the same
here: ignore them in take_casualties().  This protects spies and other
land units without military from the fighting, but exposes them to
capture.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2017-08-06 20:09:19 +02:00
d8e19174ae update/revolt: Spread only actual casualties to land units
To spread C casualties among N land units, take_casualties() applies
floor(C/N)+2 to each.  Bonkers.  Has been that way since land units
were added in Chainsaw 3.

Limit casualties spread to a land unit to their remaining amount.
Should really spread proportionally to military instead of evenly; add
a TODO comment for that.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2017-08-06 20:09:19 +02:00
75c8d9c72f update/revolt: Fix how land units take casualties
take_casualties() applies a number of casualties to sector military
and land units.  It is utterly confused about land units.

Consider a land unit with efficiency eff that has mil out of maxmil
military.  Issues:

* To apply N casualties without destroying it, take_casualties() tries
  to kill N * maxmil / mil military.  Makes no sense.  It's more than
  asked for unless mil equals maxmil.  It can even be more than mil.

  It reduces efficiency by N * 100 / mil points.  Note that ordinary
  ground combat reduces by N * 100 / maxmil points.  See
  lnd_take_casualty().

  Example: the update test's inf#25 is 100% efficient and has 20m out
  of 100m.  take_casualties() tries to apply up to 22 casualties out
  of the 60 remaining casualties to apply, but decides to apply only
  12 for now, to keep efficiency above to 40%.  It reduces efficiency
  by 12 * 100 / 20 = 60 to 40%, and tries to kill 12 * 100 / 20 = 60
  mil, which kills off the 20 that actually exist.  It nevertheless
  reduces the number of casualties still to apply only by 12.

  Example: the update test's linf#28 is 100% efficient and has 20m out
  of 25m.  take_casualties() tries to apply up to 8 casualties.  It
  reduces efficiency by 8 * 100 / 20 = 40 points to 60%, and tries to
  kill 8 * 25 / 20 = 10 military.

* When it destroys a land unit, it reduces the number of casualties
  still to apply by mil * eff/100.0 instead of mil.

  Example: the update test's inf#27 is 10% efficient and has 20m out
  of 100m.  take_casualties() still has 34 casualties to apply, so it
  destroys it, killing all 20m.  But it reduces the number of
  casualties to apply only by 2.

Broken when 4.0.0 made land unit military loadable.  Not sure it fully
worked before that, but it's definitely bonkers since.

Fix it as follows:

* To apply casualties to a land unit without destroying it, limit its
  losses to its actual number of military, and so that efficiency
  stays above 40%.  Then simply kill that number.

* Reduce the number of casualties to apply by the exact number killed.

The update test now kills only 8m in linf#28.  Still two more than it
should, but that's separate bug, to be fixed next.  The fix has no
visible effect for inf#25, because that one gets destroyed later.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2017-08-06 20:09:19 +02:00
f0a0de54b7 update/revolt: Fix body count report
The body count reflects what take_casualties() should do, not what it
actually does.  It can be quite off, as the update test's changed
output shows.  Mostly because take_casualties() is utterly confused.
That'll be fixed next.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2017-08-06 20:09:19 +02:00
849af9e06c update/revolt: Change security unit bonus to fix body count
Both ordinary ground combat and guerrilla combat basically kill
combatants one by one randomly until one side is eliminated.  The odds
of each side taking a hit are computed from combat strengths.

Ordinary combat factors bonuses into the odds.  It doesn't mess with
the number of men.

Guerrilla combat does the same for the bonus due to relative
happiness.  It doesn't for land units with security capability: these
fight as if they had twice as many military.  Changes both odds and
number of men.  This inflates the body count reported to the sector
owner.  Visible in tests/update/journal.log, where rebels kill 110 out
of 70 military.  It also complicates take_casualties().  Has been that
way since security land units were added in Chainsaw 3.

To fix the body count and simplify take_casualties(), make capability
security affect only the odds, not the number of men.  Without further
adjustments, this would reduce guerrilla losses: fewer men mean fewer
combat rounds mean fewer chances for rebels to die.  To compensate,
increase the multiplier from two to four.  This should make security
units a bit tougher.  Document the bonus in "info Guerrilla".

More body count bugs remain.

Reusing ordinary combat rules and code for guerrilla combat would be
nice, but isn't feasible for me right now.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2017-08-06 20:09:19 +02:00
3e59bf1d6a tests/update: Cover guerrilla shootout
This exposes bugs.  They're marked "BUG:" in the test input.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2017-08-06 20:09:19 +02:00
c5df505c98 update: Reorder unit building and maintenance for fairness
The update visits ships, planes and land units in increasing order of
country number.  Within a country, it visits first ships, then planes,
then land units, each in increasing order of unit number.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Chainsaw also introduced repairs in foreign sectors under option
ALLYHARBORWORK.

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

Both options became standard in Empire 2.

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

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

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

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2017-08-06 20:08:30 +02:00
da14a03231 update: Don't let stopped ships produce
Ships fish and drill for oil even when stopped.  Fix that.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2017-08-06 20:08:30 +02:00
f5c9e232e8 update: Fix sector maintenance when stopped or broke
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>
2017-08-06 20:08:30 +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
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
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