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39 commits

Author SHA1 Message Date
dd9e393b38 subs: Simplify MOB_ACCESS mobility update
The do_upd_checking recursion guard is superfluous: do_mob_sect()
doesn't call anything.  Has been that way since MOB_ACCESS was added
in Empire 3.

Inline the remaining code of sct_do_upd_mob(), shp_do_upd_mob(),
pln_do_upd_mob(), lnd_do_upd_mob() in their only callers
sct_postread(), shp_postread(), pln_postread(), lnd_postread().
Rename do_mob_sect(), do_mob_ship(), do_mob_plane(), do_mob_land() to
mob_sect, mob_ship(), mob_plane(), mob_land() and give them external
linkage.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2017-08-06 20:08:30 +02:00
25d48124d0 update: Separate MOB_ACCESS from normal mobility update
The update uses mob_sect(), mob_ship(), mob_plane() and mob_land() for
two related, but different jobs: to give the previous turn's remaining
MOB_ACCESS mobility, and to give this update's new mobility.  The two
were probably conflated in an attempt to share code, but it actually
just complicates things.

Collect the MOB_ACCESS code in new function mob_access_all(), and the
normal mobility update code in new function mob_inc_all().

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2017-08-06 20:08:30 +02:00
d861902783 update: Track levels in nat_budget[]
Replace levels[][] by nat_budget[].level[].

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2017-08-06 20:08:30 +02:00
4be4a2c540 update budget produce: Count loaded civilians for TECH_POP
When option TECH_POP is enabled, the cost of tech increases when
civilian population exceeds 50000.  Only civilians in old-owned
sectors count.  This differs from education and happiness, where
civilians loaded on ships and land units count, too.

The update counts population for TECH_POP with count_pop().  This is
an extra pass over all sectors.

produce also uses count_pop(), once per tech center examined.
Wasteful.

budget avoids count_pop(): it uses tax()'s civilian count.  More
efficient, but the difference to the update is ugly.

Change TECH_POP to use the same civilian count as education and
happiness, i.e. count civilians on ships and land units, too.

This count is available in nat_budget[] in time for produce(): it's
computed by tax() and by ship and land unit maintenance.  So use it
there.  This takes care of the update and budget.  produce doesn't run
enough update code to do the same.  Keep calling count_pop() there.
Update it to match the update, and give it internal linkage.
Duplicating update's workings there is ugly, so mark it FIXME.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2017-08-06 20:08:30 +02:00
6eb4fd3cbf update: Track oldowned civilians in nat_budget[]
Replace pops[] by nat_budget[].oldowned_civs.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2017-08-06 20:08:29 +02:00
4a714a37da production: Use update code instead of duplicating it
prod() duplicates the update's sector production code, except it
computes both output with present materials ("make" output) and output
not limited by lack of materials or production backlog ("max" output).
It also rounds materials consumed up instead of randomly.

Factor prod_output() out of produce() for reuse by prod().  prod()
runs it twice: once for "make" output and once for "max" output.

Test output changes are due to random rounding.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2017-08-06 20:08:29 +02:00
6013758272 update production: Make sector production a bit more predictable
Sector production computes a number of intermediate values, and rounds
many of them.  We've tinkered with the rounding a few times.  It
currently works as follows.

There are two production efficiencies, both shown by the production
command: sector p.e. (column eff) governs how efficiently work is
converted to units of production, and p.e. (column p.e.)  governs how
much product each unit of production yields.

Production is limited by available work, materials and resource
contents.  These limits are all rounded down.

Example: if a unit takes 16 work (tech or guns), then 600 work at 100%
sector p.e. can make at most 37 units, rounded down from 600 * 100% /
16 = 37.5.  76 work at 76% sector p.e. can make 3, rounded down from
76 * 76% / 16 = 3.61.

Output is units times p.e.  Level output isn't rounded.  Item output
is rounded down.

Example: a tech center making 37 units at p.e. 0.6 (edu=20) yields 37
* 0.6 = 22.2 tech (before tech log).  3 units yield 1.8 tech.

Example: a defense plant making 37 units at p.e. 0.6 (tech 35) yields
22 guns (rounded down from 22.2).  3 units yield 1.8g, randomly
rounded.

If item output needs to be adjusted downward (production backlog), the
number of units made is likewise adjusted.  It is rounded randomly.

Example: a 100% refinery with 156 work can make 156 units.  Its
p.e. at tech 30 is 5.0, so this yields 780p.  But if it already has
9500p, it can make only 499 more.  That's 99.8 units, rounded randomly
to either 99 or 100.

Materials and money consumed are a multiple of units made.  No
rounding there.

Resource depletion depends on units made and is rounded randomly.

Work consumed is units made times work per unit divided by sector
production efficiency.  Rounded randomly.  Any work left can normally
be used at the next update (it "rolls over").

Example: the tech center making 37 units consumes 37 * 16 / 100% = 592
work, with 8 work left.  It also consumes 37d 185o 370l $11100.

Example: the tech center making 3 units consumes 3 * 16 / 76% = 63.2
work, randomly rounded to 63 or 64, with 13 or 12 work left.  It also
consumes 3d 15o 30l $900.

Example: the defense plant making 3 units consumes work the same.  It
additionally consumes 1o 15l 30h $30 when it makes one gun, and twice
as much when it makes two.

Rounding intermediate values like "units of production" is awkward.
It's better to round only final results.  These are item output,
materials consumed, resource depletion and work consumed.  Round item
output down, and the rest randomly.  Don't round level output (it's a
floating-point value) and money consumed (also floating-point, since
the previous commit).

For item production, this shifts the random variations from number of
products made to materials and work consumed.

Example: the first defense plant again makes 22 guns (now rounded down
from 22.5).  The second one now always makes two guns (rounded down
from 3.61 * 0.6 = 2.166) instead of 1.8 randomly rounded.

This is nice, because budget and production can now predict the number
of items made exactly.  Before, budget fluctuated randomly just like
the update, and production rounded down.

Note that budget used to be even worse: until commit 6f7c93c
(v4.3.31), we rounded units of production randomly rather than down.
The 100% tech center randomly made 37 or 38 units, which is much more
relevant than random rounding of item output.

Furthermore, work is now fully used both for item and level
production, to the limit permitted by materials and resource contents.

Example: the first tech center now makes 37.5 units, yielding 37.5 *
0.6 = 22.5 tech.  It consumes 37.5d 187.5o 375l $11250 and all 600
work (fractions randomly rounded).

Example: the second tech center now makes 3.61 units yielding 1.805
tech, consuming 3.61d 18.05o 36.1l $1083 and all 76 work.

The production command duplicates much of the update's sector
production code, so it needs a matching update.  The next commit will
reduce the duplication.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2017-08-06 20:08:29 +02:00
25a6cf92b2 update: Don't double-round money, fixing mil pay and more
The update tallies income and expenses in full dollars.  Each debit or
credit is rounded before it is added to the tally.  Different things
are rounded differently.  Examples:

* Each sector's military pay is rounded down.  In the stock game, 1m
  is paid $4.999998, so n mil cost n*$5 -$1, for all practical n.  10m
  in one sector cost $49, but spread over ten sectors they cost only
  $40.

* Total pay for military in ships and land units is rounded down.

* Each plane's military pay is rounded down (used to be rounded up
  except for broke countries until recent commit 2eb08f4).  In the
  stock game, flight pay is 5 * $4.999998 = $24.99999.  For a plane
  with n mil, that's n * $25 - $1.  Filed under plane maintenance, not
  military payroll.

* Each sector's civilian tax is rounded.  In the stock game, 1c pays
  $0.499998.  10c in one sector pay $5, but spread over ten sectors
  they pay nothing.

* An occupied sector's civilian tax is first rounded, then divided by
  four and rounded down *boggle*.

* Each sector's uw tax is rounded.  In the stock game, 1u pays
  $0.106662.  1-4u in one sector pay nothing.  5-14u pay $1.

This is madness.  Has always been that way.

Drop the rounding and track money in type double throughout the
update.  Round only the final amount, randomly.  This is similar to
how commands accumulate a money delta in player->dolcost.

Likewise, tally the subtotals for budget in type double.  Display them
rounded to full dollars.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2017-08-06 20:07:55 +02:00
10789a0365 budget: Fix treasury tracking
The update simply updates each nation's nat_money as it goes.  Works.
Except it doesn't update when it runs on behalf of budget.  But it
still checks nat_money to determine whether the nation is solvent.
These checks are all broken.  Leads to massive mispredictions when
you'd go broke or solvent during a real update.

Track money unconditionally in nat_budget[].money.  Delay update of
nat_money until prod_nat().  Replace separate money[] by new
nat_budget[].start_money.  Closes bug#235.

Remaining difference between budget and update in the update test:

* #1: budget mispredicts plane #100 gets built (to be fixed)

* #2: budget shows ship, plane and land unit maintenance when broke,
      but update damages them instead (correct)

* #2: sector -14,0 converts, quadrupling its taxes (correct)

* #4 & #5: bank with dust and bars taken over by che (correct)

* #4: plague deaths (correct)

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2017-08-06 20:00:00 +02:00
058268595f update: Push budget update into produce(), enlist()
produce() and enlist store the cost through a parameter and return the
amount.  Their caller produce_sect() then updates nat_budget[]
accordingly.  Move the nat_budget[] update into the callees.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2017-08-06 20:00:00 +02:00
a5314a59c4 update: Get army, navy, air force delta from nat_budget[]
lnd_money[], sea_money[] and air_money[] have become redundant.
Eliminate them.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2017-08-06 20:00:00 +02:00
f27dd4e227 budget: Track bank interest in nat_budget[]
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2017-08-06 20:00:00 +02:00
c12d1e137f budget: Track taxes in nat_budget[]
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2017-08-06 20:00:00 +02:00
2eb08f40c7 budget: Track ship, plane, land unit expenses in nat_budget[]
Extend struct budget member bm[] to cover ships, planes and land
units, too.

Plane maintenance changes because pilot pay is now consistently
rounded down.  Before it was rounded down for broke countries, else
up.  The stock game's pilots earn a little less than $25, and solvent
countries save $1 per plane.  The rounding doesn't make much sense
either way.  To be be addressed in a later commit.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2017-08-06 20:00:00 +02:00
16f9a393c4 budget: Track sector expenses in nat_budget[]
The update summarizes sector production, building and maintenance for
budget in a two-dimensional array int p_sect[SCT_BUDG_MAX+1][2].  All
references into this array use literals as second subscript.  Bzzzt,
wrong data type.

Add two one-dimensional arrays to nat_budget[], one for production,
and one for building and maintenance.  p_sect[i] becomes
nat_budget[cnum].prod[i] for production, and .bm[j] for building and
maintenance.  p_sect[i][0] becomes .count, and -p_sect[i][1] becomes
.money.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2017-08-06 20:00:00 +02:00
bb495cac60 budget: Fix military count (but not yet their pay)
When we add up military payroll, we discard fractions.  Payroll is
therefore lower than it should be, but I'm not fixing that now.  The
number of military budget reports is actually computed from payroll,
and therefore also low.

The obvious way to fix that would be adding another out parameter to
tax() and upd_slmilcosts().  However, budget and the update track cost
and count of numerous things (sector products, unit maintenance and
building, ...), and it's time for a common way to do that.

Create struct budget_item for tracking cost and count, and struct
budget nat_budget[MAXNOC] for tracking a nation's budget.  Track only
military for now; more to follow.

This fixes the military count.  The cost of military remains low,
because we discard fractions exactly as before.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2017-08-06 19:59:59 +02:00
42bb66038c include: Merge distribute.h into update.h
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2017-08-06 19:59:59 +02:00
893093f999 include: Move update stuff from prototypes.h to update.h
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2017-08-06 19:59:59 +02:00
2e7efd1e9b include: Rename budg.h to update.h
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2017-08-06 19:59:59 +02:00
c7000117e8 include: Drop update.h
update.h is a convenience header to include headers commonly needed in
update code.  The price for the convenience is superfluous recompiles.
Include necessary headers directly, and drop update.h

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2017-08-06 19:59:59 +02:00
bae3f5447e Update copyright notice
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2017-07-02 17:45:44 +02:00
b14f5276ab Update copyright notice
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2015-02-28 16:21:34 +01:00
bb467c335d Update copyright notice
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2014-01-02 14:33:48 +01:00
df4925d696 Update copyright notice 2013-01-12 17:45:01 +01:00
1118f1c0ca Update copyright notice 2012-06-10 10:52:22 +02:00
7e2008e7f4 License upgrade to GPL version 3 or later
Why upgrade?  I'm not a lawyer, but here's my take on the differences
to version 2:

* Software patents: better protection against abuse of patents to
  prevent users from exercising the rights under the GPL.  I doubt
  we'll get hit with a patent suit, but it's a good move just on
  general principles.

* License compatibility: compatible with more free licenses, i.e. can
  "steal" more free software for use in Empire.  I don't expect to steal
  much, but it's nice to have the option.

* Definition of "source code": modernization of some details for today's
  networked world, to make it easier to distribute the software.  Not
  really relevant to us now, as we normally distribute full source code.

* Tivoization: this is about putting GPL-licensed software in hardware,
  then make the hardware refuse to run modified software.  "Neat" trick
  to effectively deny its users their rights under the GPL.  Abuse was
  "pioneered" by TiVo (popular digital video recorders).  GPLv3 forbids
  it.  Unlikely to become a problem for us.

* Internationalization: more careful wording, to harden the license
  outside the US.  The lawyers tell us it better be done that way.

* License violations: friendlier way to deal with license violations.
  This has come out of past experience enforcing the GPL.

* Additional permissions: Probably not relevant to us.

Also include myself in the list of principal authors.
2011-04-12 21:20:58 +02:00
73e25ff21e Update copyright notice 2010-01-19 08:40:17 +01:00
35ef345ecb Update copyright notice 2009-02-08 09:33:18 +01:00
d702068457 Fix trailing whitespace 2008-09-17 21:31:40 -04:00
db02dda32f Update copyright notice 2008-01-19 10:15:37 +01:00
63bdc89835 Update copyright notice. 2007-01-09 19:09:31 +00:00
e42053d928 Break inclusion cycle: prototypes.h and commands.h included each
other.  Ensure headers in include/ can be included in any order
(except for econfig-spec.h, which is special).  New header types.h to
help avoid inclusion cycles.  Sort include directives.  Remove some
superflous includes.
2006-07-10 06:37:23 +00:00
4515b84c59 COPYING duplicates information from README. Remove. Move GPL from
LICENSE to COPYING, because that's where it usually is.  Update all
the references to these files.
2006-01-21 19:48:41 +00:00
3e400c018c Update copyright notice. 2006-01-05 13:36:57 +00:00
fa52e6944d Normalize inclusion guards: use NAME_H for name.h. Some headers
lacked them, others used reserved identifiers.
2005-12-29 10:16:01 +00:00
345ad3dfe0 Update copyright notice. 2005-03-16 22:03:16 +00:00
fac342ed49 Update copyright notice. 2004-09-07 15:07:16 +00:00
9b7adfbecc Indented with src/scripts/indent-emp. 2003-09-02 20:48:48 +00:00
d8b7fdfae1 Import of Empire 4.2.12 2003-08-23 12:23:04 +00:00