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@@ -28,12 +28,9 @@ void GroundVehicle<T, Type>::PowerChange
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uint32 number_of_parts = 0;
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uint16 max_track_speed = this->vcache.cached_max_speed; // Max track speed in internal units.
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this->CalculatePower(total_power, max_te, false);
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for (const T *u = v; u != nullptr; u = u->Next()) {
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uint32 current_power = u->GetPower() + u->GetPoweredPartPower(u);
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total_power += current_power;
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/* Only powered parts add tractive effort. */
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if (current_power > 0) max_te += u->GetWeight() * u->GetTractiveEffort();
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number_of_parts++;
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/* Get minimum max speed for this track. */
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@@ -56,8 +53,6 @@ void GroundVehicle<T, Type>::PowerChange
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this->gcache.cached_air_drag = air_drag + 3 * air_drag * number_of_parts / 20;
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max_te *= GROUND_ACCELERATION; // Tractive effort in (tonnes * 1000 * 9.8 =) N.
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max_te /= 256; // Tractive effort is a [0-255] coefficient.
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if (this->gcache.cached_power != total_power || this->gcache.cached_max_te != max_te) {
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/* Stop the vehicle if it has no power. */
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if (total_power == 0) this->vehstatus |= VS_STOPPED;
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@@ -71,6 +66,30 @@ void GroundVehicle<T, Type>::PowerChange
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this->gcache.cached_max_track_speed = max_track_speed;
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}
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template <class T, VehicleType Type>
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void GroundVehicle<T, Type>::CalculatePower(uint32& total_power, uint32& max_te, bool breakdowns) const {
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total_power = 0;
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max_te = 0;
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const T *v = T::From(this);
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for (const T *u = v; u != NULL; u = u->Next()) {
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uint32 current_power = u->GetPower() + u->GetPoweredPartPower(u);
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total_power += current_power;
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/* Only powered parts add tractive effort. */
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if (current_power > 0) max_te += u->GetWeight() * u->GetTractiveEffort();
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if (breakdowns && u->breakdown_ctr == 1 && u->breakdown_type == BREAKDOWN_LOW_POWER) {
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total_power = total_power * u->breakdown_severity / 256;
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}
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}
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max_te *= GROUND_ACCELERATION; // Tractive effort in (tonnes * 1000 * 9.8 =) N.
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max_te /= 256; // Tractive effort is a [0-255] coefficient.
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}
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/**
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* Recalculates the cached weight of a vehicle and its parts. Should be called each time the cargo on
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* the consist changes.
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@@ -102,7 +121,7 @@ void GroundVehicle<T, Type>::CargoChange
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* @return Current acceleration of the vehicle.
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*/
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template <class T, VehicleType Type>
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int GroundVehicle<T, Type>::GetAcceleration() const
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int GroundVehicle<T, Type>::GetAcceleration()
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{
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/* Templated class used for function calls for performance reasons. */
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const T *v = T::From(this);
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@@ -117,6 +136,7 @@ int GroundVehicle<T, Type>::GetAccelerat
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* and km/h to m/s conversion below result in a maximum of
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* about 1.1E11, way more than 4.3E9 of int32. */
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int64 power = this->gcache.cached_power * 746ll;
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uint32 max_te = this->gcache.cached_max_te; // [N]
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/* This is constructed from:
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* - axle resistance: U16 power * 10 for 128 vehicles.
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@@ -148,7 +168,16 @@ int GroundVehicle<T, Type>::GetAccelerat
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/* This value allows to know if the vehicle is accelerating or braking. */
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AccelStatus mode = v->GetAccelerationStatus();
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const int max_te = this->gcache.cached_max_te; // [N]
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/* handle breakdown power reduction */
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//TODO
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if( Type == VEH_TRAIN && mode == AS_ACCEL && HasBit(Train::From(this)->flags, VRF_BREAKDOWN_POWER)) {
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/* We'd like to cache this, but changing cached_power has too many unwanted side-effects */
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uint32 power_temp;
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this->CalculatePower(power_temp, max_te, true);
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power = power_temp * 74611;
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}
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/* Constructued from power, with need to multiply by 18 and assuming
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* low speed, it needs to be a 64 bit integer too. */
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int64 force;
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@@ -156,7 +185,7 @@ int GroundVehicle<T, Type>::GetAccelerat
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if (!maglev) {
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/* Conversion factor from km/h to m/s is 5/18 to get [N] in the end. */
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force = power * 18 / (speed * 5);
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if (mode == AS_ACCEL && force > max_te) force = max_te;
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if (mode == AS_ACCEL && force > (int)max_te) force = max_te;
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} else {
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force = power / 25;
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}
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@@ -166,6 +195,34 @@ int GroundVehicle<T, Type>::GetAccelerat
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force = std::max(force, (mass * 8) + resistance);
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}
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/* If power is 0 because of a breakdown, we make the force 0 if accelerating */
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if ( Type == VEH_TRAIN && mode == AS_ACCEL && HasBit(Train::From(this)->flags, VRF_BREAKDOWN_POWER) && power == 0) {
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force = 0;
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}
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/* Calculate the breakdown chance */
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if (_settings_game.vehicle.improved_breakdowns) {
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assert(this->gcache.cached_max_track_speed > 0);
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/** First, calculate (resistance / force * current speed / max speed) << 16.
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* This yields a number x on a 0-1 scale, but shifted 16 bits to the left.
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* We then calculate 64 + 128x, clamped to 0-255, but still shifted 16 bits to the left.
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* Then we apply a correction for multiengine trains, and in the end we shift it 16 bits to the right to get a 0-255 number.
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* @note A seperate correction for multiheaded engines is done in CheckVehicleBreakdown. We can't do that here because it would affect the whole consist.
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*/
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uint64 breakdown_factor = (uint64)abs(resistance) * (uint64)(this->cur_speed << 16);
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breakdown_factor /= (std::max<uint64>(force, (int64)100) * this->gcache.cached_max_track_speed);
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breakdown_factor = std::min<uint64>((64 << 16) + (breakdown_factor * 128), 255 << 16);
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if ( Type == VEH_TRAIN && Train::From(this)->tcache.cached_num_engines > 1) {
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/* For multiengine trains, breakdown chance is multiplied by 3 / (num_engines + 2) */
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breakdown_factor *= 3;
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breakdown_factor /= (Train::From(this)->tcache.cached_num_engines + 2);
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}
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/* breakdown_chance is at least 5 (5 / 128 = ~4% of the normal chance) */
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this->breakdown_chance = (uint8) std::max<uint64>(breakdown_factor >> 16, (uint64)5);
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} else {
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this->breakdown_chance = 128;
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}
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if (mode == AS_ACCEL) {
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/* Easy way out when there is no acceleration. */
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if (force == resistance) return 0;
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@@ -176,7 +233,27 @@ int GroundVehicle<T, Type>::GetAccelerat
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* a hill will never speed up enough to (eventually) get back to the
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* same (maximum) speed. */
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int accel = ClampToI32((force - resistance) / (mass * 4));
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return force < resistance ? std::min(-1, accel) : std::max(1, accel);
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accel = force < resistance ? std::min(-1, accel) : std::max(1, accel);
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if (this->type == VEH_TRAIN ) {
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if(_settings_game.vehicle.train_acceleration_model == AM_ORIGINAL &&
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HasBit(Train::From(this)->flags, VRF_BREAKDOWN_POWER)) {
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/* We need to apply the power reducation for non-realistic acceleration here */
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uint32 power;
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CalculatePower(power, max_te, true);
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accel = accel * power / this->gcache.cached_power;
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accel -= this->acceleration >> 1;
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}
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if ( this->IsFrontEngine() && !(this->current_order_time & 0x1FF) &&
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!(this->current_order.IsType(OT_LOADING)) &&
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!(Train::From(this)->flags & (VRF_IS_BROKEN | (1 << VRF_TRAIN_STUCK))) &&
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this->cur_speed < 3 && accel < 5) {
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SetBit(Train::From(this)->flags, VRF_TO_HEAVY);
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}
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}
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return accel;
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} else {
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return ClampToI32(std::min<int64>(-force - resistance, -10000) / mass);
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}
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