Damage to a ship or land unit, say via pinpoint bombing, doesn't
damage loaded planes and land units.
Damage to a sector, say via strategic bombing, doesn't damage ships
there, but it does damage planes, even when loaded on a land unit (but
not when loaded on a ship), and land units, even when loaded on a land
unit or a ship.
This makes no sense. Sector damage spills over to land units that way
since Chainsaw 3 added them, and to planes since 4.0.9.
Change sectdamage() not to damage land units and planes loaded on
ships or land units.
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
Make lnd_prewrite() and pln_prewrite() ensure that land units and
missiles loaded on a land unit or ship are never fortified / hardened.
This takes care of edit neglecting to zap fortification on load.
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
We generally preserve the invariant "land units and missiles loaded on
a land unit or ship are never fortified / hardened": fortify and
harden refuse to touch embarked land units and missiles, load and
lload zap land unit fortification on load, and refuse to load hardened
missiles.
The exception is edit, which happily fortifies embarked land units
(edit u key 'F'), hardens embarked missiles (edit p key 'F'), loads
fortified land units (edit u keys 'S' and 'Y') and hardened planes
(edit p keys 's' and 'y').
Fix the first two by correcting the new value's upper limit to zero
for embarked land units and planes. The next commit will take care of
the rest.
The fix is visible in tests where test setup fortifies land units with
"edit u * F ?..." without excepting embarked ones.
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
Demonstrates that edit leaves a missile's hardening intact on load.
Loading fortified land units is already covered, and also leaves
fortification intact.
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
load_plane_ship() and load_plane_land() duplicate code to check
whether a plane can be loaded, except for the phrasing of one message.
Factor out into plane_loadable(). tran_plane() has equivalent code,
but wants different messages, which makes de-duplication unattractive.
load_land_ship() and load_land_land() duplicate code to check whether
a land unit can be loaded. Factor out into land_loadable().
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
load and unload silently skip unowned sectors, unlike lload and
lunload. Probably goes back to Chainsaw option ALLYHARBOR.
Drop that. Deities can now load and unload in unowned harbors and
canals. Mortals are now notified they can't.
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
These commands suppress some error messages when ships, planes or land
units involved aren't explicitly selected by UID. Without this, a
command like "unload plane 80 *" would complain about every plane not
on ship#80.
Correct a few issues with this error suppression:
1. We don't suppress the error when we can't load/unload a ship or
land unit because it's on the trading block. Do suppress it.
2. We suppress the error message when we can't load/unload due to
foreign sector ownership in all but one places. Fix that place.
3. Messages about explicitly selected planes and land units to load
are still suppressed when the carrier isn't selected explicitly.
Change this to suppress regardless of the carrier.
3. We suppress the error when a carrier has no room. Don't, because
it's a potentially confusing silent failure.
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
Attempting to unload land units from a carrier that can't carry any
prompts for land units to unload, while attempting to unload planes or
load land units or planes fails without prompting.
Fix this inconsistency by making unload and lunload fail early for
land units, just like they do for planes.
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
load and lload skip foreign ships unless explicitly named, and
suppress some error messages for ships not explicitly named. Makes
sense, except the check for "explicitly named" is flawed: it checks
whether the argument starts with a digit. Works as intended for lists
like 1/2/3. Broken for areas that happen to start with a digit, such
as 0:9,0:5. Visible in the load-tend test.
Screwed up when the feature was added in Empire 2.
Fix the obvious way: test for NS_LIST instead. While there, drop the
p && *p guard, because it's always true after snxtitem().
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
Unlike tend, ltend does nothing silently when asked to tend zero
commodities. This may leave the player guessing why the command did
nothing. Report the reason and fail the command, just like tend does.
While there, improve the prompt to match tend's.
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
We silently ignore target ships that can't take any more of the tended
commodity. This may leave the player guessing why the command did
nothing. Report the reason like this:
cs cargo ship (#150) can't hold more guns
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
We report
frg frigate (#170) cannot hold any uncompensated workers
only when tending from target to tender, not for the other direction.
Report it there, too.
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
Foreign target ships are silently ignored when tending civilians.
This may leave the player guessing why the command did nothing.
Report the reason similar to load does:
Your civilians refuse to board cs cargo ship (#162)!
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
Target ships that can't be tended at all are silently ignored. This
may leave the player guessing why the command did nothing. Report
them, but only when explicitly named.
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
Tending to a dead ship destroys, and tending from a dead ship revives.
Has always been that way. Not actually a problem for ltend anymore,
because the dead can't carry or be carried since commit 64a53c90f0,
v4.3.17.
Fix by checking !own in addition to !player->owner
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
The bulletin reports the total amount tended to all ships so far.
Broken in commit 1de48e53da (v4.3.0), not fixed in commit 7cc14a2c9a
(v4.3.1). Fix the bulletin to report the amount tended to this ship.
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
Report the exact ship, like
frg frigate (#170) cannot hold any uncompensated workers
instead of reporting just the ship type, like
A frg frigate cannot hold any uncompensated workers
This is a bit more useful when tending to more than one ship.
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
Transferring commodities from tenders to targets continues with the
next tender when a target can't hold this kind of commodity.
Transferring them from targets to tenders fails (ltend) or stops
tending (tend) when a tender can't hold this kind of commodity. Has
always been that way.
Change the latter to continue with the next tender.
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
Transferring commodities from tenders to targets fails when a tender
doesn't have any. Transferring them from targets to tenders continues
with the next target when a target doesn't have any. Has always been
that way.
Change the former to continue with the next tender.
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
We silently ignore foreign ships and land units. This may leave the
player guessing why the command did nothing. Report explicitly named
ones like this
You don't own ship #160!
except for tend's target ships. Nice reporting is a bit more involved
there, because you can tend to foreign target ships as long as they're
friendly. Left for later.
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
Land units not on the tender are silently ignored. This may leave the
player guessing why the command did nothing. Reporting them all would
be annoying; I just changed tend to report only explicitly named ones.
Make ltend behave the same.
This does add a related annoyance: ltend can complain "not on ship"
when tending explicitly selected land units from multiple ships.
Tolerable.
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
The quickest way to tend all land units on a ship is to select all
land units with '*'. However, tend then prints a "not on ship"
message for every land unit not on the tender, as the load-tend test
demonstrates. Annoying. Suppress this message unless the land unit
was explictly selected by UID. Similar to how load and unload
suppress messages, only they get the condition wrong (to be fixed
soon).
A related annoyance remains, also visible in the load-tend test: tend
can still complain "not on ship" many times when tending explicitly
selected land units from multiple ships.
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
Each land unit is tended to each target ship in turn, and ends up on
the last one that can take it.. The load-tend test demonstrates this
with command "tend land 173 s 150/165":
spy infiltrator #320 transferred from sbc cargo submarine (#173) to cs cargo ship (#150)
spy infiltrator #320 transferred from sbc cargo submarine (#173) to ls landing ship (#165)
spy infiltrator #321 is not on sbc cargo submarine (#173)!
spy infiltrator #322 transferred from sbc cargo submarine (#173) to cs cargo ship (#150)
spy infiltrator #322 transferred from sbc cargo submarine (#173) to ls landing ship (#165)
Has been that way ever since Empire 2 added tending of land units.
Fix by breaking tend_land()'s loop over all target ships after a
successful transfer.
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
Exercise load, unload, lload, lunload, tend, and ltend.
Notable coverage gaps:
* Effect on land unit fortification
* Effect on mission and retreat orders
* Ships, land units and planes on sale (option MARKET 1)
* Transmission of plague (option NO_PLAGUE 0)
* Land units loading and unloading civilians (need a custom land unit
type capable of carrying civilians)
* load refusing to load x-light planes (need a custom ship type that
can carry helo but not x-light)
* load and lload refusing to load land units carrying land units, and
lload refusing to load land units onto land units that are being
carried (need a custom non-heavy land unit type that can carry land
units)
* tend refusing to tend non-light land units to non-supply ships, or
to supply ships without room (need custom a non-light assault land
unit type)
This test exposes bugs. They're marked "BUG:" in the test input.
There are also oddities marked "odd:", and usability issues marked
"usability:".
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
The edit command doesn't support editing plane fortification. Has
always been that way. Implement it as key 'F'.
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
Planes 7/8 aren't visible in output, because the test neglects to set
their owner. Messed up in commit commit efec441, v4.3.33. Correct
that oversight.
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
The edit command doesn't support editing bars on ships and land units.
Has always been that way. The stock game's ships have always been
unable to load bars. Not the case for land units.
Unfortunately, the obvious key 'b' for bars was burned on plague time
in 4.0.17. Use key 'B' instead.
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
The test covers only 'c' and 'l' with give, 'm' and 'g' with edit.
Cover the other item types, too.
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
print_items() uses field widths between 3 and 5. They go back all the
way to Empire 1, and are fine for the stock game. Widen the narrower
ones to 5, because a consistent field width looks tidier, and can
avoid misaligned columns with customized ships and land units.
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
Fix the bug demonstrated by the previous commit:
take_casualties_from_lands() limits total casualties to @each. It
should limit each land unit's casualties, and only if !may_kill. This
can lead to fewer casualties than called for; oops in
take_casualties(). Broken in commit 025e9cc25, v4.4.0.
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
Tweak military in land units to demonstrate that
take_casualties_from_lands() can kill fewer military than it should.
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
Commit 35ecc008c fixed take_casualties() to destroy land units only
when casualties demand it. This test demonstrated the change: inf#29
no longer dies. Good. However, this lost coverage of land units
dying in a sucessful defense. Bad.
I could tweak inf#29 to get destroyed again, but that would lose
coverage of the bug fixed by commit 35ecc008c. Make linf#28 die
instead.
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
Since commit 1ec9b94, we derive the version number from git tags with
build-aux/git-version-gen. When a shallow clone doesn't include a
suitable tag, this fails, and make refuses to build anything. Since
Travis uses git-clone --depth=50, it'll break as soon as we've got
more than 50 commits since the last release.
Support arbitrarily shallow clones for limited purposes like testing
by falling back from a proper V.N-H version number to UNKNOWN-H.
To guard against use of such builds for other purposes, log a warning
on server startup, and print one on player login.
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
Commit 1ec9b94 normalized version numbers in test output to 4.3.34,
because that was thought to be the next version then. 4.3.34 has
become 4.4.0 meanwhile. Update the normalization just to avoid
mention of 4.3.34.
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
The choice of "to minesweep" in "`d' to drop mines, and `m' to
minesweep" is obviously intentional. But saying it in standard
English instead is at least as clear, so do that.
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
Relations state is relatively bulky: it's a big chunk of struct
natstr, and adds 200 bytes per country to xdump nat.
Relations change rarely. Rewriting it to disk on every nation update
and retransmitting it in every xdump nat is wasteful.
To avoid this waste, move relations state to its own struct relatstr.
This is of course an xdump compatibility break. We're not maintaining
xdump compatibility in this release.
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
New struct relatstr is basically empty so far. The next commit will
move relations state from struct natstr to struct relatstr.
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
Reject state is relatively bulky: it's a big chunk of struct natstr,
and adds almost 200 bytes per country to xdump nat.
Reject state changes rarely. Rewriting it to disk on every nation
update and retransmitting it in every xdump nat is wasteful.
To avoid this waste, move reject state to its own struct rejectstr.
This is of course an xdump compatibility break. We're not maintaining
xdump compatibility in this release.
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>