It assumed option SUPER_BARS enabled. It's disabled by default since
4.0.9.
It assumed people_damage = 0.4. It's 1.0 since 4.0.0.
It still claimed damaging a sector doesn't damage its planes. It does
since 4.0.9.
Member nws_uid is unused since the commit before previous. Remove it.
Member nws_seqno is of marginal value, because we write news only
through ncache[], and thus aren't prone to the errors sequence numbers
can catch. Remove it.
Make timestamp selector virtual, computing nws_when + nws_duration,
and remove member nws_timestamp. Impact:
* In ncache(), the removed timestamp equals nws_when + nws_duration,
both for new news and updated news. No change.
* delete_old_news() becomes invisible. Before, its move of unexpired
news to the beginning of the news file touched all the timestamps.
That was unwanted, because the move does not change news, only their
storage. Improvement.
* empdump no longer flags the imported news changed via the timestamp.
This is somewhat unfortunate. Document as bug.
With these members removed, struct nwsstr no longer matches struct
emptypedstr, so clear news table flag EFF_TYPED and remove union
empobj_storage member news. This loses the automatic maintenance of
member ef_type via struct emptypedstr. Remove ef_type as well.
This shrinks struct nwsstr from 20 to 12 bytes on common 32 bit
machines, and from 32 to 16 bytes on common 64 bit machines. Since
the server doesn't map the whole news file (EFF_MAP is off), this
reduces I/O, while the table's memory use remains the same.
Historical note: struct nwsstr is now pretty much what it was back in
BSD Empire 1.1. Members ef_type and nws_uid go back to Empire 3 (for
C_SYNC?). v4.3.12 added member nws_timestamp, which doubled the size
on common 64 bit machines. v4.3.15 added nws_seqno.
Before Empire 2, nukes could be delivered only with bomb (special
mission 'n', airburst only) and launch (targeting sectors or
satellites only).
Empire 2 made nukes available for any kind of bombing, and for any
missile strike on sectors or ships. This included interdiction and
support missions. Nuclear-tipped anti-sats and bomb mission n were
removed.
Unfortunately, this was done in a messy way, which led to
inconsistencies and bugs. The problem is that ordinary damage affects
just the target, while nuke damage affects an area. Code dealing with
plane damage was designed for the former. Instead of rewriting it to
cope with area damage cleanly, nuke damage got shoehorned into
pln_damage(), the function to compute conventional plane damage, as a
side effect: computing damage blasted sectors in the area.
If the plane carried a nuke, pln_damage() returned zero (conventional)
damage. Without further logic, this simply bypassed the code to apply
damage to the target. This worked out okay when the target already
got damaged correctly by the side effect.
However, some targets are immune to the side effect: when interdicting
a move or explore command, the commodities being moved are not in any
sector.
For other targets, damage has effects other than damaging the target:
offensive and defensive support don't apply the (conventional) damage
to the target sector. Instead, they turn it into a combat bonus.
Without further logic, nuclear damage doesn't contribute to that.
To make all that work, pln_damage() returned the nuclear damage for
ground zero as well. Because a plane does either conventional or
nuclear damage, one of them is always zero.
Most callers simply ignored the nuclear damage, and applied only the
conventional damage.
Bug: land units and ships failed to retreat when pin-bombed or
missiled with a nuke. That's because they received zero conventional
damage.
The mission code flies planes and missiles and tallies their damage.
This mission damage included nuclear damage at ground zero (except for
missiles sometimes, see below), to make support and commodity
interdiction work. Unfortunately, this broke other things.
Bug: when bombers interdicted ships or land units, nukes first damaged
the ships or land units by the side effect, then again through mission
damage. Interdicting missiles had a special case to avoid this.
Bug: when interdicting move, explore or transport, nukes first damaged
the sector by the side effect, then again through mission damage's
collateral damage.
There may well be more bugs hiding in this mess.
The mess is not worth fixing. While the idea of interdicting and
supporting with nukes sounds kind of cool, I believe it's pretty
irrelevant in actual play.
Instead, go back to a variation of the original rules: nukes can be
delivered only through bomb mission 's' and launch at sectors.
Make arm reject marine missiles in addition to satellites, ABMs and
SAMs, and clear the mission. Make mission reject planes armed with
nukes. Oops when they show up in mission_pln_equip() anyway.
Make pln_equip() allow planes with nukes only for missions 's' and
't'.
Clean up pln_damage() to just compute damage, without side effect.
Change strat_bomb() and launch_missile() to detonate nukes. Simplify
the other callers. Parameter mission of msl_launch_mindam() is now
unused, remove it.
Missiles exploding on launch no longer set off their nukes. That was
pretty ridiculous anyway.
When a manually launched anti-sat hits, it now always destroys the
satellite. This matches what it does when it intercepts
automatically. Before, it only damaged the satellite.
Before, it took a sector argument, and targeted the lowest-numbered
satellite there. Rather inconvenient when your own satellite masks
one of the enemy's.
Moreover, the command could be abused to find all sectors with
satellites. Now it can "only" be abused to find satellite ids, and
whether they're in range. Still not ideal, but tolerable.
Replace the fixed $1 per ETU maintenance for capital/city sectors that
are at least 60% efficient by a configurable maintenance cost, payable
regardless of efficiency. The only change in the default
configuration is that inefficient capitals now pay maintenance.
Charging sector maintenance regardless of efficiency is consistent
with unit maintenance.
New struct dchrstr member d_maint and sector-chr selector maint. Make
show_sect_build() show it. Change produce_sect() to record
maintenance in new slot p_sect[SCT_MAINT] instead of abusing
p_sect[SCT_CAPIT]. Replace the "Capital maintenance" line in budget
by "Sector maintenance".
Print sector type mnemonic and name, like show sect s and c. Print
"can't" instead of negative number for sectors players can't designate
(this was not an issue before the previous commit). Show build cost
per 100%, like show ship, land, plane and nuke. Size the columns more
sensibly.
This is for consistency with aerial mining. Seamines don't work under
bridges anyway (they did a long time ago, until Empire 2).
Making seamines work under bridges again wouldn't be hard, but it
would make the 'X' in bmaps ambiguous.
Its implementation in s_commod() increases lnd_seqno even when
!actually_doit, which can cause spurious seqno oopses in callers of
lnd_could_be_supplied(). I can't be bothered to clean up this mess
right now, because recursive resupply is too dumb to be really useful
anyway: each step uses the first source it finds, without
consideration of mobility cost.
It claimed ships and land units don't need shells if they can draw
them from a supply source. That was never true for ships, I believe,
and became wrong for land units in commit f6c87d21.
Food supply during update adds complexity to the update. How much
good it does to players is highly doubtful; certainly nobody can rely
on it. It isn't covered by the starvation command. Starving ships or
land units can steal enough food from their sector to make it starve,
too. Finally, the supply code is notoriously hard to use correctly.
We don't know of issues with the update's use, but we haven't
convinced ourselves that there aren't any either.
4.0.9 changed flak not to use up shells, but they still had to be
present. Drop that, because it doesn't really provide any value.
Moreover, this gets rid of the buggy flak shell supply code (seqno
mismatch oopses, lost supplies).
The ancients designed interception dead simple: when you overfly a
sector, you get intercepted by the sector owner. Fine print
interception rules govern which planes intercept.
Then complexity got piled on top of it.
Chainsaw 2 added an extra interception by surface ship owners, in the
target sector only.
Chainsaw 3 added an extra interception by land unit owners, in the
target sector only (Empire 4 later merged this extra land unit
interception with the extra surface ship interception).
Chainsaw 3 added an entirely separate kind of interception: air
defense missions. When you enter a sector in some air defense op
area, you get intercepted. Fine print air defense rules govern which
planes intercept. These rules differ significantly from the
interception fine print.
Additional complexity comes from these facts:
* Air defense mission interception happens in addition to non-mission
interception. You can boost your total interception by setting up
air defense. Which means you must set it up, or forgo an advantage.
* Air defense planes are not available for non-mission interception
duty. You need to decide on a split.
* In contrast to non-mission interception, interceptors flying air
defense get intercepted.
Moreover, the air defense code breaks one of the plane code's design
assumptions, namely that just one plane sortie is active at a time.
The air defense sortie runs while the sortie it intercepts is in
progress. This leads to two interceptions being active at the same
time: the one intercepting the original sortie, and the one
intercepting the air defense sortie. The same plane can fly in both
interceptions, and damage received in the interception of the air
defense sortie is wiped out, triggering a seqno mismatch oops.
The previous commit already simplified non-mission interception: you
get intercepted by anyone who owns the sector, or a surface ship or a
land unit there, whether it's the target sector or not.
Now simplify mission interception, by merging air defense back into
ordinary interception: when you overfly a sector, you get intercepted
by anyone who owns the sector, or a surface ship or land unit there,
or has an air defense mission covering the sector. That's all. No
multiple interceptions, no separate air defense rules.
Remove air_defense(). Simplify ac_encounter() and sam_intercept()
accordingly; both lose their last parameter.
Change sam_intercept() and ac_intercept() to intercept in mission op
areas. New parameter only_mission to suppress non-mission
interception. Pass zero when the intercepting country owns the sector
or a surface ship or land unit in the sector.
ac_encounter() can't efficiently predict whether a country intercepts,
so it needs to call ac_intercept() unconditionally. This kills the
optimization to collect interceptors only when needed; simplify
accordingly, replacing getilist() by getilists().
In each sector, any country owning the sector, a surface ship or a
land unit gets to intercept.
Before, only the sector owner got to intercept, except for the target
sector. There, any country owning surface ships or land units got to
intercept in addition to the sector owner. Thus, a sector owner with
surface ships or land units there got to intercept twice.
Info Intercept claimed you get to intercept once for ships and once
again for land units, which was wrong since 4.0.9.
Info bomb suggested that flak fires only in the target sector, which
was wrong since 4.2.8. Drop that.