Ship, plane and land unit repairs depend on and change the state of
the sector. To predict repairs, we need to predict the state of the
sector before repairs. The obvious way to do that is to simulate the
sector update and all ship, plane and land unit updates there in the
correct order.
Until recently, we simulated only own sectors, ships, planes and land
units. Wrong when foreign sectors, ships, planes or land units are
involved. The fix (commit 70f6964
) makes budget simulate all
countries. Correct, but does much more work than necessary. With a
little effort, we can track what needs to be simulated.
Use the bp map for tracking. We need to mark the player's sectors and
all sectors where he has ships, planes or land units. Do the former
in bp_alloc(), and the latter in prep_ships(), prep_planes(),
prep_lands().
Skip sectors not so marked. This requires delaying prepare_sects()
until after prep_ships(), prep_planes(), prep_lands(). Their order
doesn't actually matter: prep_ships() & friends only spend money, and
nothing in preparation depends on whether the country is still
solvent.
Skip ships, planes and land units in sectors not so marked.
This speeds up budget by around a third in my testing, more for small
countries. Roughly 15% slower than before the fix for repairs abroad.
The update has to do a bit more work than before, but the performance
difference is lost in the noise.
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
77 lines
2.9 KiB
Perl
77 lines
2.9 KiB
Perl
.TH Concept Update-sequence
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.NA Update-sequence "The order of events at the update"
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.LV Expert
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.s1
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This document gives a rough order of events during the update.
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.s1
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.nf
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1) Prepare
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a) prepare all ships
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a) pay military on board
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b) prepare all planes
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a) pay crew
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c) prepare all land units
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a) pay military on board
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d) prepare all sectors
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a) fallout is checked, if FALLOUT is defined
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b) guerrilla warfare is checked
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c) if the sector doesn't have the plague, see if it
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catches it
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otherwise plague the people
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d) if there are no civs or mil in the sector, it
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reverts to the deity
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e) taxes are collected from civs & uws; mil are paid.
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f) if the sector is a bank it makes $$ proportional to
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its efficiency
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e) pay for military reserves.
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2) Produce
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a) ship maintenance, in order of ship number
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pay maintenance, then feed and plague people on board
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b) plane maintenance, in order of plane number
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c) land unit maintenance, in order of land unit number
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pay maintenance, then feed and plague people on board
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d) sectors, top to bottom, left to right
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a) people in non-sanctuary sectors eat
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If not enough is available, the excess people will
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starve off. No more than 50% of the people
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in a sector can die; the uw's die first, then
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the civs, then the mil.
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b) if there was starvation, the work percentage is set
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to 0, otherwise the work rate rises by
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8+(1-15), max of 100
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c) population grows and is truncated
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d) pay sector maintenance
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e) sectors that are stopped are skipped (see info stop)
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f) first increase eff
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g) then make things
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d) ship building, in order of ship number
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first increase efficiency, then produce
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stopped ships are started, but not built (see info stop)
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e) plane building, in order of plane number
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stopped planes are started, but not built (see info stop)
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f) land unit building, in order of land unit number
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stopped land units are started, but not built (see info stop)
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3) Then, do deliveries for all sectors in the world, row by row, going from
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top to bottom, left to right
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4) Then, do exporting via distribution for all sectors in the world, row by
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row, going from top to bottom, left to right
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5) Then, do importing via distribution for all sectors in the world, row by
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row, going from top to bottom, left to right
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Also start sectors that are stopped
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6) modify tech/res/hap/edu levels & do tech bleed
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7) decrease levels due to passing of time
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8) update war declarations (for slow war)
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9) If MOB_ACCESS is not enabled, mobility is updated as follows:
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a) Add mobility to ships
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b) Add mobility to sectors
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c) Add mobility to planes
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d) Add mobility to land units
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.fi
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.s1
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.SA "Innards, Updates"
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