Improved breakdowns: Various changes and fixes.

* Revert breakdown_chance to (mostly) its original behaviour.
* Create a new breakdown_chance_factor to hold breakdown_chance
  from improved breakdowns logic.
* Revert airport crash probabilities back to original behaviour, with
  modified behaviour only during emergency landings.
* Low power breakdowns now only reduce the power of the engine which
  has broken down.
* Low power breakdowns no longer reduce speed directly.
* Add callback function to run whenever improved breakdowns setting
  is changed. Reset breakdown_chance_factor where required.
* More whitespace/formatting...
This commit is contained in:
Jonathan G Rennison
2016-01-31 22:55:25 +00:00
parent 9742300a1e
commit 5eed9865d6
14 changed files with 89 additions and 43 deletions

View File

@@ -129,7 +129,7 @@ void CheckTrainsLengths()
void CheckBreakdownFlags(Train *v)
{
assert(v->IsFrontEngine());
/* clear the flags we're gonna check first, we'll set them again later (if applicable ) */
/* clear the flags we're gonna check first, we'll set them again later (if applicable) */
CLRBITS(v->flags, (1 << VRF_BREAKDOWN_BRAKING) | VRF_IS_BROKEN);
for (const Train *w = v; w != NULL; w = w->Next()) {
@@ -492,10 +492,8 @@ void Train::UpdateAcceleration()
if (_settings_game.vehicle.improved_breakdowns) {
if (_settings_game.vehicle.train_acceleration_model == AM_ORIGINAL) {
this->breakdown_chance = max(128 * 3 / (this->tcache.cached_num_engines + 2), 5);
this->breakdown_chance_factor = max(128 * 3 / (this->tcache.cached_num_engines + 2), 5);
}
} else {
this->breakdown_chance = 128;
}
}
@@ -4055,7 +4053,6 @@ void Train::OnNewDay()
if ((++this->day_counter & 7) == 0) DecreaseVehicleValue(this);
if (this->IsFrontEngine()) {
CheckIfTrainNeedsService(this);
CheckOrders(this);