empserver/info/Update-sequence.t
Markus Armbruster 48e656c057 autonav: Remove the feature
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>
2015-02-28 16:10:22 +01:00

69 lines
2.7 KiB
Perl

.TH Concept Update-sequence
.NA Update-sequence "The order of events at the update"
.LV Expert
.s1
This document gives a rough order of events during the update.
.s1
.nf
1) First, prepare all sectors in the world, row by row, going from top
to bottom, left to right
a) fallout is checked, if FALLOUT is defined
b) guerrilla warfare is checked
c) if the sector doesn't have the plague, see if it catches it
otherwise plague the people
d) if there are no civs or mil in the sector, it reverts to the deity
e) taxes are collected from civs & uws; mil are paid.
f) if the sector is a bank it makes $$ proportional to its efficiency
2) Then, in order of country #, deal with each country:
a) pay for military reserves.
b) ship maintenance
pay maintenance, produce, then feed and plague people on board
c) plane maintenance
d) land unit maintenance
pay maintenance, then feed and plague people on board
e) produce for all sectors
a) people in non-sanctuary sectors eat
If not enough is available, the excess people will
starve off. No more than 50% of the people
in a sector can die; the uw's die first, then
the civs, then the mil.
b) if there was starvation, the work percentage is set
to 0, otherwise the work rate rises by
8+(1-15), max of 100
c) population grows and is truncated
d) pay sector maintenance
e) sectors that are stopped are skipped (see info stop)
f) first increase eff
g) then make things
f) ship building
stopped ships are started, but not built (see info stop)
finally, if option SAIL is enabled, follow sail paths
g) plane building
stopped planes are started, but not built (see info stop)
h) land unit building
stopped land units are started, but not built (see info stop)
3) Then, do deliveries for all sectors in the world, row by row, going from
top to bottom, left to right
4) Then, do exporting via distribution for all sectors in the world, row by
row, going from top to bottom, left to right
5) Then, do importing via distribution for all sectors in the world, row by
row, going from top to bottom, left to right
Also start sectors that are stopped
6) modify tech/res/hap/edu levels & do tech bleed
7) decrease levels due to passing of time
8) update war declarations (for slow war)
9) If MOB_ACCESS is not enabled, mobility is updated as follows:
a) Add mobility to ships
b) Add mobility to sectors
c) Add mobility to planes
d) Add mobility to land units
.fi
.s1
.SA "Innards, Updates"