empserver/src/lib/commands/scra.c
Markus Armbruster 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

185 lines
5.2 KiB
C

/*
* Empire - A multi-player, client/server Internet based war game.
* Copyright (C) 1986-2014, Dave Pare, Jeff Bailey, Thomas Ruschak,
* Ken Stevens, Steve McClure, Markus Armbruster
*
* Empire is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
* ---
*
* See files README, COPYING and CREDITS in the root of the source
* tree for related information and legal notices. It is expected
* that future projects/authors will amend these files as needed.
*
* ---
*
* scra.c: Scrap ships, planes or land units
*
* Known contributors to this file:
* Steve McClure, 2000
* Markus Armbruster, 2004-2012
*/
#include <config.h>
#include <ctype.h>
#include "chance.h"
#include "commands.h"
#include "optlist.h"
#include "plague.h"
#include "unit.h"
int
scra(void)
{
struct nstr_item ni;
union empobj_storage item;
int type, n;
struct sctstr sect;
struct mchrstr *mp;
struct plchrstr *pp;
struct lchrstr *lp;
char *p;
i_type i;
char prompt[128];
char buf[1024];
float eff;
if (!(p = getstarg(player->argp[1], "Ship, land, or plane? ", buf)))
return RET_SYN;
switch (*p) {
case 's':
type = EF_SHIP;
break;
case 'p':
type = EF_PLANE;
break;
case 'l':
type = EF_LAND;
break;
default:
pr("Ships, land units, or planes only! (s, l, p)\n");
return RET_SYN;
}
if (!snxtitem(&ni, type, player->argp[2], NULL))
return RET_SYN;
n = 0;
while (nxtitem(&ni, &item)) {
if (!player->owner)
continue;
n++;
}
snprintf(prompt, sizeof(prompt), "Really scrap %d %s%s [n]? ",
n, ef_nameof(type), splur(n));
if (!confirm(prompt))
return RET_FAIL;
snxtitem_rewind(&ni);
while (nxtitem(&ni, &item)) {
if (!player->owner)
continue;
if (opt_MARKET) {
if (ontradingblock(type, &item.ship)) {
pr("You cannot scrap an item on the trading block!\n");
continue;
}
}
getsect(item.gen.x, item.gen.y, &sect);
if (type == EF_SHIP) {
if (!player->owner
&& relations_with(sect.sct_own, player->cnum) < FRIENDLY) {
pr("%s is not in a friendly harbor!\n",
prship(&item.ship));
continue;
}
if (sect.sct_type != SCT_HARBR || sect.sct_effic < 60) {
pr("%s is not in a 60%% efficient harbor!\n",
prship(&item.ship));
continue;
}
if (mchr[item.ship.shp_type].m_flags & M_TRADE) {
pr("WARNING: You only collect money from trade ships if you \"scuttle\" them!\n");
sprintf(prompt,
"Are you really sure that you want to scrap %s (n)? ",
prship(&item.ship));
if (!confirm(prompt)) {
pr("%s not scrapped\n", prship(&item.ship));
continue;
}
}
} else {
if (!player->owner
&& relations_with(sect.sct_own, player->cnum) != ALLIED) {
pr("%s is not in an allied sector!\n",
unit_nameof(&item.gen));
continue;
}
if (type == EF_PLANE
&& (sect.sct_type != SCT_AIRPT || sect.sct_effic < 60)) {
pr("%s is not in a 60%% efficient airfield!\n",
prplane(&item.plane));
continue;
}
}
pr("%s scrapped in %s\n",
unit_nameof(&item.gen),
xyas(item.gen.x, item.gen.y, player->cnum));
unit_drop_cargo(&item.gen, sect.sct_own);
if (type == EF_SHIP) {
eff = item.ship.shp_effic / 100.0;
mp = &mchr[(int)item.ship.shp_type];
for (i = I_NONE + 1; i <= I_MAX; i++) {
if (load_comm_ok(&sect, item.ship.shp_own, i,
-item.ship.shp_item[i]))
sect.sct_item[i] += item.ship.shp_item[i];
}
sect.sct_item[I_LCM] += mp->m_lcm * 2 / 3 * eff;
sect.sct_item[I_HCM] += mp->m_hcm * 2 / 3 * eff;
if (item.ship.shp_pstage == PLG_INFECT
&& sect.sct_pstage == PLG_HEALTHY)
sect.sct_pstage = PLG_EXPOSED;
} else if (type == EF_LAND) {
eff = item.land.lnd_effic / 100.0;
lp = &lchr[(int)item.land.lnd_type];
for (i = I_NONE + 1; i <= I_MAX; i++) {
if (load_comm_ok(&sect, item.land.lnd_own, i,
-item.land.lnd_item[i]))
sect.sct_item[i] += item.land.lnd_item[i];
}
sect.sct_item[I_LCM] += lp->l_lcm * 2 / 3 * eff;
sect.sct_item[I_HCM] += lp->l_hcm * 2 / 3 * eff;
if (item.land.lnd_pstage == PLG_INFECT
&& sect.sct_pstage == PLG_HEALTHY)
sect.sct_pstage = PLG_EXPOSED;
} else {
eff = item.land.lnd_effic / 100.0;
pp = &plchr[(int)item.plane.pln_type];
sect.sct_item[I_LCM] += pp->pl_lcm * 2 / 3 * eff;
sect.sct_item[I_HCM] += pp->pl_hcm * 2 / 3 * eff;
sect.sct_item[I_MILIT] += roundavg(pp->pl_crew * eff);
}
item.gen.effic = 0;
put_empobj(type, item.gen.uid, &item.gen);
for (i = I_NONE + 1; i <= I_MAX; i++) {
if (sect.sct_item[i] > ITEM_MAX)
sect.sct_item[i] = ITEM_MAX;
}
putsect(&sect);
}
return RET_OK;
}