empserver/info/Update-sequence.t
Markus Armbruster 4ea4a01fd5 (info, html): Implement.
(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.
2005-12-22 10:09:17 +00:00

74 lines
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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 $$ proportional to its efficiency
2) Then, in order of country #, deal with each country:
a) pay for military reserves.
b) in order of set priorities, 1-39, 1 going first, then 2, etc.
produce for owned sectors, maintain and build ships,
planes and units; see below for details
c) If ship maintenance is not yet done, do it now
pay maintenance, produce, then feed and plague people on board
d) If ship building is not yet done, do it now
ships execute their orders right after building
finally, if option SAIL is enabled, follow sail paths
e) If plane maintenance is not yet done, do it now
f) If plane building is not yet done, do it now
g) If unit maintenance is not yet done, do it now
pay maintenance, then feed and plague people on board
h) If unit building is not yet done, do it now
i) produce for all sectors that have not yet produced
a) if the sector is a cap, it costs $$ equal to
the # of etus: np->nat_money -= etus;
b) people in non-sanctuary sectors eat
1) If not enough is available, the sector
uses the supply routines to draw more.
2) If still not enough is available,
the excess people will starve off.
a) No more than 50% of the people
in a sect can die;
the uw's die first, then
the civs, then the mil.
c) if there was starvation, the work percentage is set
to 0, otherwise the work rate rises by
8+(1-15), max of 100
d) population grows and is truncated
e) sectors that are stopped are skipped (see info stop)
f) first increase eff
g) then make things
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
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"