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Location: cpp/openttd-patchpack/source/src/ground_vehicle.cpp - annotation

Patric Stout
Doc: update multiplayer documentation with latest changes (#9552)

Although several places were fixed during the PR making the change,
not all made it in this document.

While at it, removed all kinds of Markdown warnings by an excessive
usage of spacebar in this document.
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/*
 * This file is part of OpenTTD.
 * OpenTTD 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, version 2.
 * OpenTTD 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 OpenTTD. If not, see <http://www.gnu.org/licenses/>.
 */

/** @file ground_vehicle.cpp Implementation of GroundVehicle. */

#include "stdafx.h"
#include "train.h"
#include "roadveh.h"
#include "depot_map.h"

#include "safeguards.h"

/**
 * Recalculates the cached total power of a vehicle. Should be called when the consist is changed.
 */
template <class T, VehicleType Type>
void GroundVehicle<T, Type>::PowerChanged()
{
	assert(this->First() == this);
	const T *v = T::From(this);

	uint32 total_power = 0;
	uint32 max_te = 0;
	uint32 number_of_parts = 0;
	uint16 max_track_speed = this->vcache.cached_max_speed; // Max track speed in internal units.

	for (const T *u = v; u != nullptr; u = u->Next()) {
		uint32 current_power = u->GetPower() + u->GetPoweredPartPower(u);
		total_power += current_power;

		/* Only powered parts add tractive effort. */
		if (current_power > 0) max_te += u->GetWeight() * u->GetTractiveEffort();
		number_of_parts++;

		/* Get minimum max speed for this track. */
		uint16 track_speed = u->GetMaxTrackSpeed();
		if (track_speed > 0) max_track_speed = std::min(max_track_speed, track_speed);
	}

	byte air_drag;
	byte air_drag_value = v->GetAirDrag();

	/* If air drag is set to zero (default), the resulting air drag coefficient is dependent on max speed. */
	if (air_drag_value == 0) {
		uint16 max_speed = v->GetDisplayMaxSpeed();
		/* Simplification of the method used in TTDPatch. It uses <= 10 to change more steadily from 128 to 196. */
		air_drag = (max_speed <= 10) ? 192 : std::max(2048 / max_speed, 1);
	} else {
		/* According to the specs, a value of 0x01 in the air drag property means "no air drag". */
		air_drag = (air_drag_value == 1) ? 0 : air_drag_value;
	}

	this->gcache.cached_air_drag = air_drag + 3 * air_drag * number_of_parts / 20;

	max_te *= GROUND_ACCELERATION; // Tractive effort in (tonnes * 1000 * 9.8 =) N.
	max_te /= 256;  // Tractive effort is a [0-255] coefficient.
	if (this->gcache.cached_power != total_power || this->gcache.cached_max_te != max_te) {
		/* Stop the vehicle if it has no power. */
		if (total_power == 0) this->vehstatus |= VS_STOPPED;

		this->gcache.cached_power = total_power;
		this->gcache.cached_max_te = max_te;
		SetWindowDirty(WC_VEHICLE_DETAILS, this->index);
		SetWindowWidgetDirty(WC_VEHICLE_VIEW, this->index, WID_VV_START_STOP);
	}

	this->gcache.cached_max_track_speed = max_track_speed;
}

/**
 * Recalculates the cached weight of a vehicle and its parts. Should be called each time the cargo on
 * the consist changes.
 */
template <class T, VehicleType Type>
void GroundVehicle<T, Type>::CargoChanged()
{
	assert(this->First() == this);
	uint32 weight = 0;

	for (T *u = T::From(this); u != nullptr; u = u->Next()) {
		uint32 current_weight = u->GetWeight();
		weight += current_weight;
		/* Slope steepness is in percent, result in N. */
		u->gcache.cached_slope_resistance = current_weight * u->GetSlopeSteepness() * 100;
	}

	/* Store consist weight in cache. */
	this->gcache.cached_weight = std::max(1u, weight);
	/* Friction in bearings and other mechanical parts is 0.1% of the weight (result in N). */
	this->gcache.cached_axle_resistance = 10 * weight;

	/* Now update vehicle power (tractive effort is dependent on weight). */
	this->PowerChanged();
}

/**
 * Calculates the acceleration of the vehicle under its current conditions.
 * @return Current acceleration of the vehicle.
 */
template <class T, VehicleType Type>
int GroundVehicle<T, Type>::GetAcceleration() const
{
	/* Templated class used for function calls for performance reasons. */
	const T *v = T::From(this);
	/* Speed is used squared later on, so U16 * U16, and then multiplied by other values. */
	int64 speed = v->GetCurrentSpeed(); // [km/h-ish]

	/* Weight is stored in tonnes. */
	int32 mass = this->gcache.cached_weight;

	/* Power is stored in HP, we need it in watts.
	 * Each vehicle can have U16 power, 128 vehicles, HP -> watt
	 * and km/h to m/s conversion below result in a maximum of
	 * about 1.1E11, way more than 4.3E9 of int32. */
	int64 power = this->gcache.cached_power * 746ll;

	/* This is constructed from:
	 *  - axle resistance:  U16 power * 10 for 128 vehicles.
	 *     * 8.3E7
	 *  - rolling friction: U16 power * 144 for 128 vehicles.
	 *     * 1.2E9
	 *  - slope resistance: U16 weight * 100 * 10 (steepness) for 128 vehicles.
	 *     * 8.4E9
	 *  - air drag: 28 * (U8 drag + 3 * U8 drag * 128 vehicles / 20) * U16 speed * U16 speed
	 *     * 6.2E14 before dividing by 1000
	 * Sum is 6.3E11, more than 4.3E9 of int32, so int64 is needed.
	 */
	int64 resistance = 0;

	bool maglev = v->GetAccelerationType() == 2;

	const int area = v->GetAirDragArea();
	if (!maglev) {
		/* Static resistance plus rolling friction. */
		resistance = this->gcache.cached_axle_resistance;
		resistance += mass * v->GetRollingFriction();
	}
	/* Air drag; the air drag coefficient is in an arbitrary NewGRF-unit,
	 * so we need some magic conversion factor. */
	resistance += (area * this->gcache.cached_air_drag * speed * speed) / 1000;

	resistance += this->GetSlopeResistance();

	/* This value allows to know if the vehicle is accelerating or braking. */
	AccelStatus mode = v->GetAccelerationStatus();

	const int max_te = this->gcache.cached_max_te; // [N]
	/* Constructued from power, with need to multiply by 18 and assuming
	 * low speed, it needs to be a 64 bit integer too. */
	int64 force;
	if (speed > 0) {
		if (!maglev) {
			/* Conversion factor from km/h to m/s is 5/18 to get [N] in the end. */
			force = power * 18 / (speed * 5);
			if (mode == AS_ACCEL && force > max_te) force = max_te;
		} else {
			force = power / 25;
		}
	} else {
		/* "Kickoff" acceleration. */
		force = (mode == AS_ACCEL && !maglev) ? std::min<int>(max_te, power) : power;
		force = std::max(force, (mass * 8) + resistance);
	}

	if (mode == AS_ACCEL) {
		/* Easy way out when there is no acceleration. */
		if (force == resistance) return 0;

		/* When we accelerate, make sure we always keep doing that, even when
		 * the excess force is more than the mass. Otherwise a vehicle going
		 * down hill will never slow down enough, and a vehicle that came up
		 * a hill will never speed up enough to (eventually) get back to the
		 * same (maximum) speed. */
		int accel = ClampToI32((force - resistance) / (mass * 4));
		return force < resistance ? std::min(-1, accel) : std::max(1, accel);
	} else {
		return ClampToI32(std::min<int64>(-force - resistance, -10000) / mass);
	}
}

/**
 * Check whether the whole vehicle chain is in the depot.
 * @return true if and only if the whole chain is in the depot.
 */
template <class T, VehicleType Type>
bool GroundVehicle<T, Type>::IsChainInDepot() const
{
	const T *v = this->First();
	/* Is the front engine stationary in the depot? */
	static_assert((int)TRANSPORT_RAIL == (int)VEH_TRAIN);
	static_assert((int)TRANSPORT_ROAD == (int)VEH_ROAD);
	if (!IsDepotTypeTile(v->tile, (TransportType)Type) || v->cur_speed != 0) return false;

	/* Check whether the rest is also already trying to enter the depot. */
	for (; v != nullptr; v = v->Next()) {
		if (!v->T::IsInDepot() || v->tile != this->tile) return false;
	}

	return true;
}

/* Instantiation for Train */
template struct GroundVehicle<Train, VEH_TRAIN>;
/* Instantiation for RoadVehicle */
template struct GroundVehicle<RoadVehicle, VEH_ROAD>;