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1507 commits

Author SHA1 Message Date
ae595ec430 edit: Fix edit s key 'U' to preserve "does not follow"
Copying the ship copies the ship to follow.  When the source ship
doesn't follow a ship, the target ship is made to follow the source.
Screwed up since Chainsaw added the means to copy a ship.  Fix it.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2014-02-16 13:19:24 +01:00
e604c6e737 edit: Make edit l key 'L' preserve "no dist center"
Copying the sector copies its distribution center.  When the source
sector has none, the target sector is made to distribute to the
source.  Unexpected.  Zap the distribution center then.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2014-02-16 13:19:24 +01:00
3c7d9da3ab edit: Fix edit l key 'L' not to mess up coastal flag
Screwed up since Chainsaw added the means to copy a sector.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2014-02-16 13:19:24 +01:00
15e3309297 build: Reword bridge next to land messages to mention the sector
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2014-02-16 12:00:31 +01:00
05f1844ca1 build: Deities build ex nihilo
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>
2014-02-16 12:00:19 +01:00
964f55794c edit: Fix reporting of no-op unit location change
Report "unchanged" instead of "changed from X,Y to X,Y".  Screwed up
in v4.3.32.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2014-02-16 11:51:50 +01:00
e44578038f build: Report missing stuff more nicely for bridges
By switching build_nuke() to sector_can_build(), build_charge().

Report missing available work, or else missing materials, or else
missing money, for consistency with the other things you can build.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2014-02-16 11:51:50 +01:00
1c0315048a build: Report missing stuff more nicely for nukes
By switching build_nuke() to sector_can_build(), build_charge().
Changes reporting of missing stuff to be like for ships, planes and
land units:

* Report missing available work, or else missing materials, or else
  missing money instead of materials, or else money, or else work.

* Report what materials are missing instead of how much materials have
  to be there.

* Clean up stray ';' in reporting of missing work.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2014-02-16 11:51:50 +01:00
eeb62ab280 build scrap: Redo 4.2.3's fix for manufacturing military
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>
2014-02-16 11:48:34 +01:00
e2d176fd8a build: Report missing stuff more nicely for ship, plane, land units
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>
2014-02-16 11:48:34 +01:00
1227d2c931 build: Stop abuse of construction material random rounding
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>
2014-02-16 11:44:43 +01:00
5dd068bbf8 build: Factor code out of build_ship(), build_plane(), build_land()
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2014-02-16 11:44:43 +01:00
a109de948b Remove option TREATIES
TREATIES has issues:

* Treaties can cover attack, assault, paradrop, board, lboard, fire,
  build (s|p|l|n) and enlist, but not bomb, launch, torpedo and
  enlistment centers.

* Usability is very poor.  While a treaty is in effect, every player
  action that violates a treaty condition triggers a prompt like this:

    This action is in contravention of  treaty #0 (with Curmudgeon)
    Do you wish to go ahead anyway? [yn]

  If you decline, the action is not executed.  If you accept, it is.
  In both cases, your decision is reported in the news.

  You cannot get rid of these prompts until the treaty expires.

* Virtually nobody uses them.

* Virtually unused code is buggy code.  There is at least one race
  condition: multifire() reads the firing sector, ship or land unit
  before the treaty prompt, and writes it back after, triggering a
  generation oops.  Any updates made by other threads while trechk()
  waits for input are wiped out, triggering a seqno mismatch oops.

* The treaty prompts could confuse smart clients that aren't prepared
  for them.  WinACE isn't, but is reported to work anyway at least
  common usage.  Ron Koenderink (the WinACE maintainer) suspects there
  could be a few situations where it will fail.

This feature is not earning its keep.  Remove it.  Drop command
treaty, consider treaty, offer treaty, xdump treaty, reject treaties.
Output of accept changed, obviously.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2014-02-16 11:44:14 +01:00
b2090ed34f consider: Clean up "either treaty or loan" assumptions
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2014-02-16 11:44:14 +01:00
a30842410e consider: Clean up recovery from an impossible error
Drop the unhelpful message to the player, and fail the command.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2014-02-16 11:43:58 +01:00
4877a2f024 accept: rejectname() makes no sense outside acce(); inline
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2014-02-03 20:45:25 +01:00
6d2244093a fire: Fix ship retreat when helpless
Two bugs.  First, multifire() checks the condition only for surface
ships, not for submarines.  Second, multifire() neglects to write back
the ship after retreating it.  The player is told the ship retreats,
but it actually stays where it is.

Broken since retreat was added in Chainsaw.  Previous fixes (commit
8065fe8, v4.3.1 and commit de2651e, v4.3.19) "fixed" only the
bulletin.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2014-01-19 10:24:23 +01:00
30ce78d6df fire: Report which ship or land unit is ready to fire
Just like for sectors.  Useful when multiple ships or land units fire.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2014-01-19 10:23:13 +01:00
cb05f13c93 fire: Change "Sector X,Y firing" to "Sector X,Y ready to fire"
It's not firing, yet.

While there, trim an unwanted blank line before reporting the first
sector ready.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2014-01-19 10:19:07 +01:00
6b3827523e fire: Drop useless special case "shp_fire() returns zero"
Can't actually happen with the current damage formulas.  If it could,
then the special treatment would be inconsistent with sectors and land
units.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2014-01-19 10:17:00 +01:00
075704276e fire: Check land unit guns earlier, drop useless checks
We check all necessary conditions for being able to fire before
prompting for a target.  Except for land unit guns.  Clean that up.

fort_fire(), shp_fire() or lnd_fire() fail only when the fort, ship or
land unit can't fire.  If that happens, our checking is incomplete.
Oops then.

We recheck some of the necessary conditions after getting the target.
However, because the command fails when the firing sector, ship or
land unit has changed since the first check, these rechecks can't
fail.  Drop them.

Note that the rechecks were just as useless before commit 66165f3
fixed fire to fail on change, because they rechecked the unchanged
cached copy instead of the possibly changed original.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2014-01-19 10:17:00 +01:00
196a1292b0 fire: Suppress bulletin when player shells his own ship
Has always been suppressed for shelling own sectors.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2014-01-19 10:17:00 +01:00
e852d458f9 tests: New test-suite-only command __cmd
Adding or removing a command to/from a test has unfortunate effects:

* Before the previous commit: if the command consumes pseudorandom
  numbers, all subsequent users of pseudorandom numbers get different
  ones.  This has always been a major headache.

* Since the previous commit: all subsequent users of pseudorandom
  numbers get different ones whether the command consumes any or not.
  That's even worse.

* If the command uses BTUs, subsequent prompts are changed.  Not
  nearly as bad as the above, but still annoying.

Create a new command __cmd to allow compensating for adding/removing
commands for tests.  Throw in the ability to compensate treasury
changes for good measure.  Three arguments: command count, BTU use,
money use.

Usage example: say you add a convert command to a test, and it uses 3
BTUs and $15.  Then you compensate by adding "__cmd added 1 3 15"
right after it.

The command must not be available unless running_test_suite is on, of
course.  Make it require the new player command capability TESTING,
and give that to all players when running_test_suite is on.

The command is intentionally not documented in info.  Switch
running_test_suite off for info-test, to hide it (and any future
TESTING commands) from info-test.

Suppress the command counter increment for TESTING commands, so they
can be used without upsetting pseudorandom numbers

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2014-01-19 10:16:24 +01:00
00883256db Trim trailing white space from source code
Normally, git's pre-commit hook protects us from them.  However, when
expected test output contains trailing white space, we have to bypass
commit hooks.  Unwanted space can then slip in if you don't pay
attention.  I obviously didn't; clean up.

The previous commit should reduce the need for such hook suppression.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2014-01-06 20:49:59 +01:00
aafcd97476 resource: Trim unwanted trailing space from output
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2014-01-06 20:49:59 +01:00
c83cfbe33c edit: Trim unwanted trailing space from output
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2014-01-06 20:49:59 +01:00
02e00ed53b commands: Trim obvious silly trailing space from output
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2014-01-06 20:49:59 +01:00
bb467c335d Update copyright notice
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2014-01-02 14:33:48 +01:00
b4c8a2238c Update known contributors comments
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2014-01-02 14:33:48 +01:00
1325bc179b start stop: Don't operate on dead units when used by a deity
Screwed up when start, stop were extended to units in commit eb1512d,
v4.3.6.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2014-01-02 14:33:48 +01:00
216470a8d5 edit: Implement edit nuke
Has been "not implemented yet" since the dawn of time.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2014-01-02 14:33:48 +01:00
b68b3c4589 edit: Suppress bulletin on no-op unit location change
Screwed up in commit a03d804f, v4.3.32.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2014-01-02 14:33:48 +01:00
5dd2cbd423 stockpile: New command, counterpart of fleetadd, wingadd, army
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2014-01-02 14:33:48 +01:00
6b0b6f174b edit: Add editing of ship, plane and land unit type
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2014-01-02 14:33:47 +01:00
3be53fddb3 edit: Factor edit_item() out of edit_ship(), edit_land()
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2014-01-02 14:33:37 +01:00
2936e07f41 edit: Make unit owner change away from POGO work
Units owned by POGO are not in use.  Giving a unit to POGO destroys
it.  The opposite doesn't work, however: the unit prewrite hooks give
it right back to POGO, because efficiency is below the minimum.  Make
it work by also increasing efficiency to minimum.

Note that you can't use this to create a unit that doesn't already
exist in the respective file.  That's because edit's second argument
selects from existing objects only.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2014-01-02 14:07:22 +01:00
005ba942d0 build: Factor out pick_unused_unit_uid()
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2013-06-08 13:36:57 +02:00
827e2e4cc0 edit: Trim trailing tab in output
print_plane() ends its output with '\t' instead of '\n'.  Next is a
prompt, which supplies the missing newline (see pr_id()).

Ugly, clean up.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2013-06-08 13:36:57 +02:00
f3cb215e1f edit: Generalize edit to multiple objects
Accept general <SECTS|SHIPS|PLANES|LANDS|NATS> argument instead of
just <SECT|SHIP|PLANE|LAND|NAT>.

edit with <KEY> <VALUE>... arguments applies the arguments to all
selected objects.  Without such arguments, edit lets you edit the
selected objects interactively one after the other.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2013-06-06 19:59:18 +02:00
4d99e1df37 edit: De-duplicate code in edit()'s main switch
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2013-06-06 19:55:03 +02:00
0faceac070 edit: Detect concurrent updates during interactive nation edit
Unlike other edits, editing a country modifies the object in-place.
It has to, because editing may send bulletins, which updates nat_tgms,
and writing back a copy would clobber these updates, triggering a
seqno mismatch oops.

However, the in-place editing neglects to detect concurrent updates.
Fix that.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2013-06-06 19:55:03 +02:00
9eec1a57e7 edit: Move write-back from edit_nat() to edit(), check for errors
This is how edit() works for everything else.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2013-06-06 19:55:03 +02:00
2b4eaca8b1 edit: Clean up a few assignments within conditionals
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2013-06-06 19:55:03 +02:00
859627c416 edit: Make uninmplemented edit n fail instead of doing nothing
Doing nothing is in the way.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2013-06-06 19:55:03 +02:00
a48b24ff33 edit: Use empobj_storage
In preparation of some refactoring.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2013-06-06 19:55:03 +02:00
f2bf352e66 edit: Don't reprint edited object when done with it
Interactive edit prints the edited object, then reads player input.
If it gets key and value, it applies them to the object, and repeats.
If it gets nothing, it prints the edited object again, and stops.

Remove this last print, because it's not really useful.  The object is
commonly the same after reading input as before.  Except when a nation
gets updated while "edit c" is waiting for input: then the second
print actually reflects the updates.  Has always been that way.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2013-06-06 19:55:02 +02:00
2975ea02ae edit: Add remaining missing nation change reporting
Print a message describing the actual change for keys 't' (nat_tgms)
and 's' (nat_status).  The message is necessary to give the deity a
chance to catch unexpected changes, e.g. a player reading telegrams
just before the deity edits nat_tgms.

Send a bulletin to the country for key 's'.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2013-06-06 19:55:02 +02:00
d006791ed6 edit: Improve remaining existing nation change reporting
Print "FOO of CNAME (#CNUM)" instead of just "FOO".  Print "unchanged"
instead of "changed from X to X" on no-op.

Send a bulletin to the country and report news when appropriate.

Affected keys:

        key   struct member   before  after   notes
        -------------------------------------------
         n    nat_cnam        --      BN         1
         r    nat_pnam        --      B-         2
         b    nat_btu         --      BN         3
         m    nat_reserve     BN      BN
         c    nat_xcap,ycap   --      B-
         o    nat_xorg,yorg   --      B-
         u    nat_timeused    --      BN
         M    nat_money       B-      BN

Notes:

1. Reports N_NAME_CHNG rather than N_AIDS/N_HURTS.

2. Message improved to accurately reflect string truncation.

3. Greengrocers' apostrophe in message fixed.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2013-06-06 19:55:02 +02:00
93aa604b67 edit: Improve tech, research, edu, happiness change reporting
Print "Technology" instead of "Tech".  Print "FOO of CNAME (#CNUM)"
instead of just "FOO".  Print "unchanged" instead of "changed from X
to X" on no-op.

Send a bulletin to the unit owner and report news on change.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2013-06-06 19:55:02 +02:00
a03d804ffc edit: Add remaining missing unit change reporting
Print a message (always), send a bulletin to the unit owner and report
news (sometimes).

The message is necessary to give the deity a chance to catch
unexpected changes, e.g. a player spending mobility right before the
deity edits it.  Watching out for such changes is especially important
with non-interactive edit.

Affected keys:

    cmd  key    struct member   action
    ----------------------------------
    edit s L    shp_x,y         B-
           E    shp_effic       BN
           M    shp_mobil       BN
           F    shp_fleet       B-
           T    shp_tech        BN
           a    shp_pstage      --
           b    shp_ptime       --
           R    shp_rpath       B-
    edit p l    pln_x,y         B-
           e    pln_effic       BN
           m    pln_mobil       BN
           w    pln_wing        B-
           t    pln_tech        BN
           r    pln_range       B-
    edit u L    lnd_x,y         B-
           e    lnd_effic       BN
           M    lnd_mobil       BN
           a    lnd_army        B-
           t    lnd_tech        BN
           F    lnd_harden      BN
           Z    lnd_retreat     B-
           R    lnd_rpath       B-

The two characters in column action show whether the command sends a
bulletin (B) or not (-), and whether it reports news (N) or not (-).

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2013-06-06 19:55:02 +02:00