SAIL has issues: * Sail orders are executed at the update. Crafty players can use them to get around the update window. * The route is fixed at command time. You can't let the update find the best route, like it does for distribution. * The info pages documenting it amount to almost 100 non-blank lines formatted. They claim you can follow friendly ships. This is wrong. They also show incorrect follow syntax. Unlikely to be the only errors. * Few players use it. Makes it a nice hidey-hole for bugs. Here are two nice ones: - If follow's second argument is negative, the code attempts to follow an uninitialized ship. Could well be a remote hole. - If ship #1 follows #2 follows #3 follows #2, the update goes into an infinite loop. * It's more than 500 lines of rather crufty code nobody wants to touch. Thanks to a big effort in Empire 2, it shares some code with the navigation command. It still duplicates other navigation 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 follow, mquota, sail and unsail. Drop ship selectors mquota, path, follow. struct shpstr shrinks some more, on my system from 160 to 120 bytes. Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
68 lines
2.6 KiB
Perl
68 lines
2.6 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) First, prepare all sectors in the world, row by row, going from top
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to bottom, left to right
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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 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 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 its efficiency
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2) Then, in order of country #, deal with each country:
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a) pay for military reserves.
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b) ship maintenance
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pay maintenance, produce, then feed and plague people on board
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c) plane maintenance
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d) land unit maintenance
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pay maintenance, then feed and plague people on board
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e) produce for all sectors
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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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f) ship building
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stopped ships are started, but not built (see info stop)
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g) plane building
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stopped planes are started, but not built (see info stop)
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h) land unit building
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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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