(all): Depend on info. Flatten info directory. This undoes the move to one subdirectory per chapter, which was done during Empire 2. The structure doesn't buy us much, as the info name space is flat, and it complicates makefiles. Overhaul info.pl: - It now wants to run in the root of the build tree. - Information on source files and subjects is now stored in makefiles, thus info.pl no longer picks up random junk from the file system. - Clean up Perl anachronisms, in particular use subroutine arguments and results rather than global variables where convenient. - Change format of diagnostics to the common format used by GNU tools, so that Emacs and the like can parse it. - Catch missing .SA. - When creating a new subject file, cowardly refuse to overwrite an existing file. - Subject files contain topics sorted by chapter, then by name. The order of chapters used to depend on how Perl sorts hash keys. Fix it.
48 lines
2.7 KiB
Perl
48 lines
2.7 KiB
Perl
.TH Concept Autonavigation
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.NA Autonav "Giving ships automatic sailing orders"
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.LV Expert
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In a very short while after acquiring ships the effort of moving ships after
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every update gets very boring. And the more ships you have, the more work
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it is. Hence the concept of autonavigation. Like any self-respecting
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dictator, you don't personally drive your ships around (except when you want
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to), instead you command you ship captains to take their vessels to a
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specified destination. This is done via the \*Qorder\*U command.
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.s1
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Each ship can be ordered to proceed to a destination. During each update,
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the ship will try and use ALL the mobility it has and use the shortest
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possible path. It will also avoid any known mines (sectors marked
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with an 'X' or 'x' on your bmap). Note that this movement is all
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done before mobility is accumulated, so that after the update is
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complete the ship will have a full updates worth of mobility
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in case you need to move it by hand. Should a ship be fired upon
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by forts or strike a mine they will stop moving! This will prevent
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your ship from foolishly getting sunk in enemy waters. The
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\*Qorder\*U command covers many special cases.
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.s1
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The autonavigation capability is dependent upon the per country map database
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accessed via the \*Qbmap\*U command. If you order a vessel to a destination
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that causes it to cross a previously unexplored area, the ship will attempt
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to cross that area as if it were water. One of the features of the bmap
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functionality is that when a ship is navigated, it automatically uses its
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radar to see the local sectors (much like real life). This sector information
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is added to the per country map database. Thus upon running into a previously
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unknown obstruction, that information is added to the map database and on the
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next update, a new path to the destination will be calculated which avoids
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the obstruction. This process applied iteratively means that a ships will
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eventually find its way around any obstruction, provided that a path exists.
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In reality, this is a limit to this process. In order to limit the processing
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that is done to find a path to the destination, the internal path string is
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limited to 28 characters.
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.s1
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The other capability of the autonav function is autotrading. By specifying
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two destinations and two commodities, the ship will move back and forth between
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the two destination loading and unloading the appropriate commodities.
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Specific examples can be found in the \*Qorder\*U info file.
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.s1
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The same rules for navigating, loading, and unloading apply for
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Autonavigation as they do when you do these things by hand, namely
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that you may only use harbours owned by nations which consider you to
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be a friendly trading partner (see info relations).
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.s1
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.SA "navigate, order, Ships, Updates"
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