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>
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>
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>
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>
Let deities build in any sector. If the deity's tech level is too
low, use the required tech level instead. Don't require or use
materials, work or money. Bridge spans still require support.
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
scrap has always returned the scrapped planes' full crew, regardless
of efficiency. build, however, charged only 10%. If you built ten
planes with one crew each, you used up one military. Or none, if you
abused random rounding. If you scrapped them again, you got ten back.
Pretty pricey way to manufacture military, but wrong all the same.
4.2.3 plugged this hole by making build never round military to zero.
Ugly special case, and not documented. Also doesn't prevent abuse of
random rounding for planes requiring more than 10 crew, but such
planes don't exist in the stock game.
Redo this fix:
1. Make scrap return crew proportional to efficiency, randomly
rounded. Note that scrap returns only two thirds of the other
materials, rounded down. Recycling materials isn't perfect, but
recycling aircrew is.
2. Drop the special case from build: treat military just like other
materials.
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
If both materials and avail are missing, report missing avail instead
of materials, to avoid tempting the player to move in materials only
to discover avail is lacking, too.
Report what materials are missing instead of just "Not enough
materials". Does not yet include military for planes, but that's
next.
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
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>
drnuke_const is not covered, yet.
Random rounding causes some complications: sometimes build succeeds
without materials. Troublesome spots are clearly marked in the test
input.
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>