Commit graph

11 commits

Author SHA1 Message Date
2402f3f2a2 lost: Fix to track more than one lost sector per owner
makelost() overwrites an existing entry for the same thing, else
creates a new one.  It calls findlost() to find existing entries.
findlost() means to look up by coordinates if it's looking for a
sector entry, and by ID if it's looking for a ship, plane, land unit
or nuke entry.  It actually does both for sectors.  Since callers pass
zero ID for sectors, sector entries always match, so at most one gets
created, and additional ones overwrite it.

Broken since the lost table was introduced in 4.0.7.  Fix the flawed
comparison in findlost().

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2017-08-06 20:09:18 +02:00
7b5bd13767 nsc: Drop deprecated nat and country selector hostname
Deprecated since commit 199388b, v4.3.33.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2017-08-06 20:09:17 +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
dc73207a99 sail: Remove option SAIL
SAIL has issues:

* Sail orders are executed at the update.  Crafty players can use them
  to get around the update window.

* The route is fixed at command time.  You can't let the update find
  the best route, like it does for distribution.

* The info pages documenting it amount to almost 100 non-blank lines
  formatted.  They claim you can follow friendly ships.  This is
  wrong.  They also show incorrect follow syntax.  Unlikely to be the
  only errors.

* Few players use it.  Makes it a nice hidey-hole for bugs.  Here are
  two nice ones:

  - If follow's second argument is negative, the code attempts to
    follow an uninitialized ship.  Could well be a remote hole.

  - If ship #1 follows #2 follows #3 follows #2, the update goes into
    an infinite loop.

* It's more than 500 lines of rather crufty code nobody wants to
  touch.  Thanks to a big effort in Empire 2, it shares some code with
  the navigation command.  It still duplicates other navigation code.
  The sharing complicates fixing the bugs demonstrated by
  navi-march-test.

Reviewing, fixing and testing this mess isn't worth the opportunity
cost.  Remove it instead.  Drop commands follow, mquota, sail and
unsail.  Drop ship selectors mquota, path, follow.

struct shpstr shrinks some more, on my system from 160 to 120 bytes.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2015-02-28 16:11:28 +01:00
48e656c057 autonav: Remove the feature
The autonavigation feature has issues:

* Autonavigation orders are executed at the update.  Crafty players
  can use them to get around the update window.

* Usability is poor:

  - The order command is overly complex, not least because it can do
    five different things: clear, suspend, resume, declare route, set
    cargo levels.

  - Unlike every other command involving movement, order does not let
    you specify routes, only destination sectors.

  - Setting cargo levels can silently swap start and end point of a
    circular route, because "this keeps the load_it() procedure
    happy".  Maybe it does, but it surely keeps players confused.

  - Setting "start" cargo levels actually sets the "end" levels, and
    vice versa.  Has always been broken that way.

  - Predicting what exactly autonavigation will do at the update isn't
    easy.

* The info pages documenting it amount to almost 400 non-blank lines
  formatted.  They claim only merchant ships can be given orders.
  This is wrong.  Unlikely to be the only error.

* Few players use it, and its workings at the update a fairly opaque.
  Makes it a nice hidey-hole for bugs.  Here are two:

  - Unlike the scuttle command, autonavigation happily scuttles trade
    ships while they're on the trading block.

  - Unlike the load command, autonavigation can load in friendly and
    allied sectors.

* It's more than 700 lines of rather crufty code nobody wants to
  touch.  Thanks to a big effort in Empire 2, it shares code with the
  navigation command.  It still duplicates load code.  The sharing
  complicates fixing the bugs demonstrated by navi-march-test.

Reviewing, fixing and testing this mess isn't worth the opportunity
cost.  Remove it instead.  Drop commands order, qorder and sorder.
Drop ship selectors xstart, xend, ystart, yend, cargostart, cargoend,
amtstart, amtend, autonav.

xdump ship sheds almost half its columns.  struct shpstr shrinks, on
my system from 200 to 160 bytes.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2015-02-28 16:10:22 +01:00
f4f048234c empdump: Omit redundant data from export, new -c includes it
Cuts size of export files in test suite by a factor of four.  Not a
big deal for disk usage, as export files compress very well, and disk
space is cheap anyway.  Export files are simply easier to work with
when they aren't full of redundant crap.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2015-02-01 16:53:00 +01:00
e2c8b7d145 tests/bridgefall: Cover units tumbling down with bridges
There's now even more overlap with tests/fire.  To be cleaned up next.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2014-02-16 13:19:24 +01:00
b5e155f101 tests/bridgefall: Use build command for setup
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2014-02-16 13:19:20 +01:00
4824648978 bridgefall: Fix loss of bridge support with EASY_BRIDGES off
With EASY_BRIDGES off, bridge spans need to be next to a bridge tower
or a bridge head that is at least 20% efficient to remain standing.

When a bridge tower or head gets damaged below 20%, adjacent spans may
lose support.  Bug: they don't fall when they're next to another
bridge head below 20%.

Has always been broken.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2014-02-16 12:00:18 +01:00
292bfac797 bridgefall: Fix support loss with EASY_BRIDGES and BRIDGETOWERS on
With EASY_BRIDGES on, bridge spans need to be next to land or a bridge
tower to remain standing.

Land can't go away, but a bridge tower can fall.  Bridge spans next to
it may lose support then.  Bug: they don't fall when they lose support
that way.  Fix that.

Broken in commit 40eb78e, v4.3.12.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2014-02-16 12:00:18 +01:00
21b8add73e tests/bridgefall: New; exercising splashing of bridges
Stuff sitting on bridges isn't covered, yet.  tests/fire has some.  To
be moved here eventually.

The test exposes bugs.  They're marked "BUG:" in the test input.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2014-02-16 11:51:50 +01:00