Merge branch 'improved_breakdowns-sx' into jgrpp
# Conflicts: # src/saveload/extended_ver_sl.cpp # src/settings.cpp
This commit is contained in:
@@ -309,7 +309,7 @@ CommandCost CmdBuildAircraft(TileIndex tile, DoCommandFlag flags, const Engine *
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v->reliability_spd_dec = e->reliability_spd_dec;
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/* higher speed means higher breakdown chance */
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/* to somewhat compensate for the fact that fast aircraft spend less time in the air */
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v->breakdown_chance = Clamp(64 + (AircraftVehInfo(v->engine_type)->max_speed >> 3), 0, 255);
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v->breakdown_chance_factor = Clamp(64 + (AircraftVehInfo(v->engine_type)->max_speed >> 3), 0, 255);
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v->max_age = e->GetLifeLengthInDays();
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_new_vehicle_id = v->index;
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@@ -1336,18 +1336,18 @@ static void MaybeCrashAirplane(Aircraft *v)
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Station *st = Station::Get(v->targetairport);
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/* FIXME -- MaybeCrashAirplane -> increase crashing chances of very modern airplanes on smaller than AT_METROPOLITAN airports */
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uint32 prob = (_settings_game.vehicle.improved_breakdowns && _settings_game.difficulty.vehicle_breakdowns) ?
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0x10000 / 10000 : 0x4000 << _settings_game.vehicle.plane_crashes;
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uint32 prob = (0x4000 << _settings_game.vehicle.plane_crashes);
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if ((st->airport.GetFTA()->flags & AirportFTAClass::SHORT_STRIP) &&
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(AircraftVehInfo(v->engine_type)->subtype & AIR_FAST) &&
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!_cheats.no_jetcrash.value) {
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prob /= 20;
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} else if (!_settings_game.vehicle.improved_breakdowns) {
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} else {
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prob /= 1500;
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} else if (v->breakdown_ctr == 1 && v->breakdown_type == BREAKDOWN_AIRCRAFT_EM_LANDING) {
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}
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if (_settings_game.vehicle.improved_breakdowns && v->breakdown_ctr == 1 && v->breakdown_type == BREAKDOWN_AIRCRAFT_EM_LANDING) {
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/* Airplanes that are attempting an emergency landing have a 2% chance to crash */
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prob = 0x10000 / 50;
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prob = max<uint32>(prob, 0x10000 / 50);
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}
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if (GB(Random(), 0, 22) > prob) return;
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@@ -78,14 +78,15 @@ void GroundVehicle<T, Type>::CalculatePower(uint32& total_power, uint32& max_te,
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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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if (breakdowns && u->breakdown_ctr == 1 && u->breakdown_type == BREAKDOWN_LOW_POWER) {
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current_power = current_power * u->breakdown_severity / 256;
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}
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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 *= 10000; // Tractive effort in (tonnes * 1000 * 10 =) N.
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@@ -138,7 +139,6 @@ int GroundVehicle<T, Type>::GetAcceleration()
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* and km/h to m/s conversion below result in a maxium 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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@@ -171,7 +171,7 @@ int GroundVehicle<T, Type>::GetAcceleration()
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AccelStatus mode = v->GetAccelerationStatus();
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/* handle breakdown power reduction */
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//TODO
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uint32 max_te = this->gcache.cached_max_te; // [N]
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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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@@ -220,9 +220,7 @@ int GroundVehicle<T, Type>::GetAcceleration()
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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 = max(breakdown_factor >> 16, (uint64)5);
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} else {
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this->breakdown_chance = 128;
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this->breakdown_chance_factor = max(breakdown_factor >> 16, (uint64)5);
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}
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if (mode == AS_ACCEL) {
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@@ -246,7 +244,6 @@ int GroundVehicle<T, Type>::GetAcceleration()
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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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@@ -370,22 +370,24 @@ protected:
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uint spd = this->subspeed + accel;
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this->subspeed = (byte)spd;
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int tempmax = max_speed;
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/* When we are going faster than the maximum speed, reduce the speed
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* somewhat gradually. But never lower than the maximum speed. */
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int tempmax = ((this->breakdown_ctr == 1) ? this->cur_speed : max_speed);
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if (this->breakdown_ctr == 1) {
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if (this->breakdown_type == BREAKDOWN_LOW_POWER) {
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if((this->tick_counter & 0x7) == 0) {
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if ((this->tick_counter & 0x7) == 0 && _settings_game.vehicle.train_acceleration_model == AM_ORIGINAL) {
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if (this->cur_speed > (this->breakdown_severity * max_speed) >> 8) {
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tempmax = this->cur_speed - (this->cur_speed / 10) - 1;
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} else {
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tempmax = (this->breakdown_severity * max_speed) >> 8;
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}
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}
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}
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if(this->breakdown_type == BREAKDOWN_LOW_SPEED)
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} else if (this->breakdown_type == BREAKDOWN_LOW_SPEED) {
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tempmax = min(max_speed, this->breakdown_severity);
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} else {
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tempmax = this->cur_speed;
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}
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}
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if (this->cur_speed > max_speed) {
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@@ -4089,7 +4089,8 @@ STR_VEHICLE_STATUS_LEAVING :{LTBLUE}Leaving
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STR_VEHICLE_STATUS_CRASHED :{RED}Crashed!
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STR_VEHICLE_STATUS_BROKEN_DOWN :{RED}Broken down
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STR_VEHICLE_STATUS_STOPPED :{RED}Stopped
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STR_VEHICLE_STATUS_BROKEN_DOWN_VEL :{RED}Broken down - {STRING1}, {LTBLUE} {VELOCITY}
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STR_VEHICLE_STATUS_BROKEN_DOWN_VEL :{RED}Broken down - {STRING2}, {LTBLUE} {VELOCITY}
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STR_VEHICLE_STATUS_BROKEN_DOWN_VEL_SHORT :{RED}Broken down - {STRING2}
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STR_VEHICLE_STATUS_TRAIN_STOPPING_VEL :{RED}Stopping, {VELOCITY}
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STR_VEHICLE_STATUS_TRAIN_NO_POWER :{RED}No power
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STR_VEHICLE_STATUS_TRAIN_STUCK :{ORANGE}Waiting for free path
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@@ -4128,7 +4129,7 @@ STR_VEHICLE_INFO_AGE_RUNNING_COST_YR :{BLACK}Age: {LT
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STR_RUNNING :{LTBLUE}Running
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STR_NEED_REPAIR :{ORANGE}Train needs repair - max speed reduced to {VELOCITY}
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STR_CURRENT_STATUS :{BLACK}Current status: {STRING2}
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STR_CURRENT_STATUS :{BLACK}Current status: {STRING3}
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# The next two need to stay in this order
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STR_VEHICLE_INFO_AGE :{COMMA} year{P "" s} ({COMMA})
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@@ -299,7 +299,7 @@ CommandCost CmdBuildRoadVehicle(TileIndex tile, DoCommandFlag flags, const Engin
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v->reliability = e->reliability;
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v->reliability_spd_dec = e->reliability_spd_dec;
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v->breakdown_chance = 128;
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v->breakdown_chance_factor = 128;
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v->max_age = e->GetLifeLengthInDays();
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_new_vehicle_id = v->index;
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@@ -2898,13 +2898,11 @@ bool AfterLoadGame()
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/* Set some breakdown-related variables to the correct values. */
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if (SlXvIsFeatureMissing(XSLFI_IMPROVED_BREAKDOWNS)) {
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Vehicle *v;
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FOR_ALL_VEHICLES(v) {
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switch(v->type) {
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case VEH_TRAIN: {
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if (Train::From(v)->IsFrontEngine()) {
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if (v->breakdown_ctr == 1) SetBit(Train::From(v)->flags, VRF_BREAKDOWN_STOPPED);
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} else if (Train::From(v)->IsEngine() || Train::From(v)->IsMultiheaded()) {
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Train *v;
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FOR_ALL_TRAINS(v) {
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if (v->IsFrontEngine()) {
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if (v->breakdown_ctr == 1) SetBit(v->flags, VRF_BREAKDOWN_STOPPED);
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} else if (v->IsEngine() || v->IsMultiheaded()) {
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/** Non-front engines could have a reliability of 0.
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* Set it to the reliability of the front engine or the maximum, whichever is lower. */
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const Engine *e = Engine::Get(v->engine_type);
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@@ -2912,17 +2910,22 @@ bool AfterLoadGame()
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v->reliability = min(v->First()->reliability, e->reliability);
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}
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}
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/* FALL THROUGH */
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}
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if (!SlXvIsFeaturePresent(XSLFI_IMPROVED_BREAKDOWNS, 3)) {
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Vehicle *v;
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FOR_ALL_VEHICLES(v) {
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switch(v->type) {
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case VEH_TRAIN:
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case VEH_ROAD:
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v->breakdown_chance = 128;
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v->breakdown_chance_factor = 128;
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break;
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case VEH_SHIP:
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v->breakdown_chance = 64;
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v->breakdown_chance_factor = 64;
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break;
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case VEH_AIRCRAFT:
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v->breakdown_chance = Clamp(64 + (AircraftVehInfo(v->engine_type)->max_speed >> 3), 0, 255);
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v->breakdown_chance_factor = Clamp(64 + (AircraftVehInfo(v->engine_type)->max_speed >> 3), 0, 255);
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v->breakdown_severity = 40;
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break;
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@@ -55,7 +55,7 @@ const SlxiSubChunkInfo _sl_xv_sub_chunk_infos[] = {
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{ XSLFI_TIMETABLES_START_TICKS, XSCF_NULL, 1, 1, "timetable_start_ticks", NULL, NULL, NULL },
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{ XSLFI_TOWN_CARGO_ADJ, XSCF_IGNORABLE_UNKNOWN, 1, 1, "town_cargo_adj", NULL, NULL, NULL },
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{ XSLFI_SIG_TUNNEL_BRIDGE, XSCF_NULL, 1, 1, "signal_tunnel_bridge", NULL, NULL, NULL },
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{ XSLFI_IMPROVED_BREAKDOWNS, XSCF_NULL, 2, 2, "improved_breakdowns", NULL, NULL, NULL },
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{ XSLFI_IMPROVED_BREAKDOWNS, XSCF_NULL, 3, 3, "improved_breakdowns", NULL, NULL, NULL },
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{ XSLFI_TT_WAIT_IN_DEPOT, XSCF_NULL, 1, 1, "tt_wait_in_depot", NULL, NULL, NULL },
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{ XSLFI_AUTO_TIMETABLE, XSCF_NULL, 3, 3, "auto_timetables", NULL, NULL, NULL },
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{ XSLFI_VEHICLE_REPAIR_COST, XSCF_NULL, 1, 1, "vehicle_repair_cost", NULL, NULL, NULL },
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@@ -692,6 +692,7 @@ const SaveLoad *GetVehicleDescription(VehicleType vt)
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SLE_VAR(Vehicle, breakdown_delay, SLE_UINT8),
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SLE_VAR(Vehicle, breakdowns_since_last_service, SLE_UINT8),
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SLE_VAR(Vehicle, breakdown_chance, SLE_UINT8),
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SLE_CONDVAR_X(Vehicle, breakdown_chance_factor, SLE_UINT8, 0, SL_MAX_VERSION, SlXvFeatureTest(XSLFTO_AND, XSLFI_IMPROVED_BREAKDOWNS, 3)),
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SLE_CONDVAR_X(Vehicle, breakdown_type, SLE_UINT8, 0, SL_MAX_VERSION, SlXvFeatureTest(XSLFTO_AND, XSLFI_IMPROVED_BREAKDOWNS)),
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SLE_CONDVAR_X(Vehicle, breakdown_severity, SLE_UINT8, 0, SL_MAX_VERSION, SlXvFeatureTest(XSLFTO_AND, XSLFI_IMPROVED_BREAKDOWNS)),
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SLE_CONDVAR(Vehicle, build_year, SLE_FILE_U8 | SLE_VAR_I32, 0, 30),
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@@ -1026,7 +1026,7 @@ static bool RoadVehAccelerationModelChanged(int32 p1)
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RoadVehicle *rv;
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FOR_ALL_ROADVEHICLES(rv) {
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if (rv->IsFrontEngine()) {
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rv->breakdown_chance = 128;
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rv->breakdown_chance_factor = 128;
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}
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}
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}
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@@ -1349,6 +1349,33 @@ static bool MaxVehiclesChanged(int32 p1)
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return true;
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}
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static bool ImprovedBreakdownsSettingChanged(int32 p1)
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{
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if (!_settings_game.vehicle.improved_breakdowns) return true;
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Vehicle *v;
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FOR_ALL_VEHICLES(v) {
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switch(v->type) {
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case VEH_TRAIN:
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if (v->IsFrontEngine()) {
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v->breakdown_chance_factor = 128;
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Train::From(v)->UpdateAcceleration();
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}
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break;
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case VEH_ROAD:
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if (v->IsFrontEngine()) {
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v->breakdown_chance_factor = 128;
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}
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break;
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default:
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break;
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}
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}
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return true;
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}
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#ifdef ENABLE_NETWORK
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static bool UpdateClientName(int32 p1)
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@@ -759,7 +759,7 @@ CommandCost CmdBuildShip(TileIndex tile, DoCommandFlag flags, const Engine *e, u
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v->reliability = e->reliability;
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v->reliability_spd_dec = e->reliability_spd_dec;
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v->breakdown_chance = 64; // ships have a 50% lower breakdown chance than normal
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v->breakdown_chance_factor = 64; // ships have a 50% lower breakdown chance than normal
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v->max_age = e->GetLifeLengthInDays();
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_new_vehicle_id = v->index;
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@@ -42,6 +42,7 @@ static bool InvalidateCompanyInfrastructureWindow(int32 p1);
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static bool InvalidateCompanyWindow(int32 p1);
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static bool ZoomMinMaxChanged(int32 p1);
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static bool MaxVehiclesChanged(int32 p1);
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static bool ImprovedBreakdownsSettingChanged(int32 p1);
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#ifdef ENABLE_NETWORK
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static bool UpdateClientName(int32 p1);
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@@ -1276,6 +1277,7 @@ var = vehicle.improved_breakdowns
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guiflags = SGF_NO_NETWORK
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def = false
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str = STR_CONFIG_SETTING_IMPROVED_BREAKDOWNS
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proc = ImprovedBreakdownsSettingChanged
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patxname = ""improved_breakdowns.vehicle.improved_breakdowns""
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[SDT_BOOL]
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@@ -296,7 +296,7 @@ protected: // These functions should not be called outside acceleration code.
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*/
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inline AccelStatus GetAccelerationStatus() const
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{
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return (this->vehstatus & VS_STOPPED) || HasBit(this->flags, VRF_REVERSING) || HasBit(this->flags, VRF_TRAIN_STUCK ) || HasBit(this->flags, VRF_BREAKDOWN_BRAKING) ? AS_BRAKE : AS_ACCEL;
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return ((this->vehstatus & VS_STOPPED) || HasBit(this->flags, VRF_REVERSING) || HasBit(this->flags, VRF_TRAIN_STUCK) || HasBit(this->flags, VRF_BREAKDOWN_BRAKING)) ? AS_BRAKE : AS_ACCEL;
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}
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/**
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@@ -151,6 +151,17 @@ void CheckBreakdownFlags(Train *v)
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}
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}
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uint16 GetTrainVehicleMaxSpeed(const Train *u, const RailVehicleInfo *rvi_u, const Train *front)
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{
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uint16 speed = GetVehicleProperty(u, PROP_TRAIN_SPEED, rvi_u->max_speed);
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if (HasBit(u->flags, VRF_NEED_REPAIR) && front->IsFrontEngine()) {
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for (uint i = 0; i < u->critical_breakdown_count; i++) {
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speed = min(speed - (speed / (front->tcache.cached_num_engines + 2)) + 1, speed);
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}
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}
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return speed;
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}
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/**
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* Recalculates the cached stuff of a train. Should be called each time a vehicle is added
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* to/removed from the chain, and when the game is loaded.
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@@ -241,12 +252,7 @@ void Train::ConsistChanged(ConsistChangeFlags allowed_changes)
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/* max speed is the minimum of the speed limits of all vehicles in the consist */
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if ((rvi_u->railveh_type != RAILVEH_WAGON || _settings_game.vehicle.wagon_speed_limits) && !UsesWagonOverride(u)) {
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uint16 speed = GetVehicleProperty(u, PROP_TRAIN_SPEED, rvi_u->max_speed);
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if (HasBit(u->flags, VRF_NEED_REPAIR) && this->IsFrontEngine()) {
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for (uint i = 0; i < u->critical_breakdown_count; i++) {
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speed = min(speed - (speed / (this->tcache.cached_num_engines + 2)) + 1, speed);
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}
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}
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uint16 speed = GetTrainVehicleMaxSpeed(u, rvi_u, this);
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if (speed != 0) max_speed = min(speed, max_speed);
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}
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}
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@@ -495,10 +501,8 @@ void Train::UpdateAcceleration()
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if (_settings_game.vehicle.improved_breakdowns) {
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if (_settings_game.vehicle.train_acceleration_model == AM_ORIGINAL) {
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this->breakdown_chance = max(128 * 3 / (this->tcache.cached_num_engines + 2), 5);
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this->breakdown_chance_factor = max(128 * 3 / (this->tcache.cached_num_engines + 2), 5);
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}
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} else {
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this->breakdown_chance = 128;
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}
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}
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@@ -4440,7 +4444,6 @@ void Train::OnNewDay()
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if ((++this->day_counter & 7) == 0) DecreaseVehicleValue(this);
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|
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if (this->IsFrontEngine()) {
|
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|
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CheckIfTrainNeedsService(this);
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CheckOrders(this);
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|
@@ -21,6 +21,8 @@
|
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|
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#include "safeguards.h"
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|
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uint16 GetTrainVehicleMaxSpeed(const Train *u, const RailVehicleInfo *rvi_u, const Train *front);
|
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|
||||
/**
|
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* Callback for building wagons.
|
||||
* @param result The result of the command.
|
||||
@@ -254,7 +256,7 @@ static void TrainDetailsInfoTab(const Train *v, int left, int right, int y, byte
|
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case 2:
|
||||
if (v->breakdown_ctr == 1) {
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if (_settings_game.vehicle.improved_breakdowns) {
|
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SetDParam(0, STR_VEHICLE_STATUS_BROKEN_DOWN_VEL);
|
||||
SetDParam(0, STR_VEHICLE_STATUS_BROKEN_DOWN_VEL_SHORT);
|
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SetDParam(1, STR_BREAKDOWN_TYPE_CRITICAL + v->breakdown_type);
|
||||
if (v->breakdown_type == BREAKDOWN_LOW_SPEED) {
|
||||
SetDParam(2, min(v->First()->GetCurrentMaxSpeed(), v->breakdown_severity));
|
||||
@@ -267,7 +269,7 @@ static void TrainDetailsInfoTab(const Train *v, int left, int right, int y, byte
|
||||
} else {
|
||||
if (HasBit(v->flags, VRF_NEED_REPAIR)) {
|
||||
SetDParam(0, STR_NEED_REPAIR);
|
||||
SetDParam(1, v->vcache.cached_max_speed);
|
||||
SetDParam(1, GetTrainVehicleMaxSpeed(v, &(v->GetEngine()->u.rail), v->First()));
|
||||
} else {
|
||||
SetDParam(0, STR_RUNNING);
|
||||
}
|
||||
|
@@ -160,6 +160,8 @@ void VehicleServiceInDepot(Vehicle *v)
|
||||
|
||||
v->breakdowns_since_last_service = 0;
|
||||
v->reliability = v->GetEngine()->reliability;
|
||||
/* Prevent vehicles from breaking down directly after exiting the depot. */
|
||||
v->breakdown_chance = 0;
|
||||
v = v->Next();
|
||||
} while (v != NULL && v->HasEngineType());
|
||||
}
|
||||
@@ -1394,15 +1396,21 @@ void CheckVehicleBreakdown(Vehicle *v)
|
||||
return;
|
||||
}
|
||||
|
||||
uint32 r1 = Random();
|
||||
uint32 r2 = Random();
|
||||
uint32 r = Random();
|
||||
|
||||
/* increase chance of failure */
|
||||
int chance = v->breakdown_chance + 1;
|
||||
if (Chance16I(1, 25, r)) chance += 25;
|
||||
chance = min(255, chance);
|
||||
v->breakdown_chance = chance;
|
||||
|
||||
byte chance = 128;
|
||||
if (_settings_game.vehicle.improved_breakdowns) {
|
||||
if (v->type == VEH_TRAIN && Train::From(v)->IsMultiheaded()) {
|
||||
/* Dual engines have their breakdown chances reduced to 70% of the normal value */
|
||||
chance = (v->type == VEH_TRAIN && Train::From(v)->IsMultiheaded()) ? v->First()->breakdown_chance * 7 / 10 : v->First()->breakdown_chance;
|
||||
} else if(v->type == VEH_SHIP) {
|
||||
chance = 64;
|
||||
chance = chance * 7 / 10;
|
||||
}
|
||||
chance *= v->First()->breakdown_chance_factor;
|
||||
chance >>= 7;
|
||||
}
|
||||
/**
|
||||
* Chance is (1 - reliability) * breakdown_setting * breakdown_chance / 10.
|
||||
@@ -1412,9 +1420,12 @@ void CheckVehicleBreakdown(Vehicle *v)
|
||||
* However, because breakdowns are no longer by definition a complete stop,
|
||||
* their impact will be significantly less.
|
||||
*/
|
||||
uint32 r1 = Random();
|
||||
if ((uint32) (0xffff - v->reliability) * _settings_game.difficulty.vehicle_breakdowns * chance > GB(r1, 0, 24) * 10) {
|
||||
uint32 r2 = Random();
|
||||
v->breakdown_ctr = GB(r1, 24, 6) + 0xF;
|
||||
v->breakdown_delay = GB(r2, 0, 7) + 0x80;
|
||||
v->breakdown_chance = 0;
|
||||
DetermineBreakdownType(v, r2);
|
||||
}
|
||||
}
|
||||
|
@@ -210,6 +210,7 @@ public:
|
||||
|
||||
byte breakdown_severity; ///< severity of the breakdown. Note that lower means more severe
|
||||
byte breakdown_type; ///< Type of breakdown
|
||||
byte breakdown_chance_factor; ///< Improved breakdowns: current multiplier for breakdown_chance * 128, used for head vehicle only
|
||||
SpriteID colourmap; ///< NOSAVE: cached colour mapping
|
||||
|
||||
/* Related to age and service time */
|
||||
|
@@ -2840,7 +2840,7 @@ public:
|
||||
} else if (v->breakdown_ctr == 1 || (v->type == VEH_TRAIN && Train::From(v)->flags & VRF_IS_BROKEN)) {
|
||||
if (_settings_game.vehicle.improved_breakdowns) {
|
||||
str = STR_VEHICLE_STATUS_BROKEN_DOWN_VEL;
|
||||
SetDParam(2, v->GetDisplaySpeed());
|
||||
SetDParam(3, v->GetDisplaySpeed());
|
||||
} else {
|
||||
str = STR_VEHICLE_STATUS_BROKEN_DOWN;
|
||||
}
|
||||
@@ -2859,7 +2859,15 @@ public:
|
||||
if (w->breakdown_type == BREAKDOWN_LOW_SPEED) {
|
||||
SetDParam(1, min(w->First()->GetDisplayMaxSpeed(), w->breakdown_severity >> ((v->type == VEH_TRAIN) ? 0 : 1)));
|
||||
} else if (w->breakdown_type == BREAKDOWN_LOW_POWER) {
|
||||
SetDParam(1, w->breakdown_severity * 100 / 256);
|
||||
int percent;
|
||||
if (v->type == VEH_TRAIN) {
|
||||
uint32 power, te;
|
||||
Train::From(v)->CalculatePower(power, te, true);
|
||||
percent = (100 * power) / Train::From(v)->gcache.cached_power;
|
||||
} else {
|
||||
percent = w->breakdown_severity * 100 / 256;
|
||||
}
|
||||
SetDParam(1, percent);
|
||||
}
|
||||
}
|
||||
} else if (v->vehstatus & VS_STOPPED) {
|
||||
|
Reference in New Issue
Block a user