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:
@@ -308,7 +308,7 @@ CommandCost CmdBuildAircraft(TileIndex tile, DoCommandFlag flags, const Engine *
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v->reliability_spd_dec = e->reliability_spd_dec;
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v->reliability_spd_dec = e->reliability_spd_dec;
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/* higher speed means higher breakdown chance */
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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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/* 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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v->max_age = e->GetLifeLengthInDays();
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_new_vehicle_id = v->index;
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_new_vehicle_id = v->index;
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@@ -1333,18 +1333,18 @@ static void MaybeCrashAirplane(Aircraft *v)
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Station *st = Station::Get(v->targetairport);
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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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/* 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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uint32 prob = (0x4000 << _settings_game.vehicle.plane_crashes);
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0x10000 / 10000 : 0x4000 << _settings_game.vehicle.plane_crashes;
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if ((st->airport.GetFTA()->flags & AirportFTAClass::SHORT_STRIP) &&
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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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(AircraftVehInfo(v->engine_type)->subtype & AIR_FAST) &&
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!_cheats.no_jetcrash.value) {
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!_cheats.no_jetcrash.value) {
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prob /= 20;
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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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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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/* Airplanes that are attempting an emergency landing have a 2% chance to crash */
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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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prob = 0x10000 / 50;
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/* Airplanes that are attempting an emergency landing have a 2% chance to crash */
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prob = max<uint32>(prob, 0x10000 / 50);
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}
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}
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if (GB(Random(), 0, 22) > prob) return;
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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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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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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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total_power += current_power;
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/* Only powered parts add tractive effort. */
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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 (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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}
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max_te *= 10000; // Tractive effort in (tonnes * 1000 * 10 =) N.
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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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* 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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* 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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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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/* This is constructed from:
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* - axle resistance: U16 power * 10 for 128 vehicles.
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* - axle resistance: U16 power * 10 for 128 vehicles.
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@@ -171,6 +171,7 @@ int GroundVehicle<T, Type>::GetAcceleration()
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AccelStatus mode = v->GetAccelerationStatus();
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AccelStatus mode = v->GetAccelerationStatus();
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/* handle breakdown power reduction */
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/* handle breakdown power reduction */
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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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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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/* 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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uint32 power_temp;
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@@ -219,9 +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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breakdown_factor /= (Train::From(this)->tcache.cached_num_engines + 2);
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}
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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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/* 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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this->breakdown_chance_factor = max(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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}
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if (mode == AS_ACCEL) {
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if (mode == AS_ACCEL) {
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@@ -235,7 +234,7 @@ int GroundVehicle<T, Type>::GetAcceleration()
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* same (maximum) speed. */
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* same (maximum) speed. */
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int accel = ClampToI32((force - resistance) / (mass * 4));
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int accel = ClampToI32((force - resistance) / (mass * 4));
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accel = force < resistance ? min(-1, accel) : max(1, accel);
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accel = force < resistance ? min(-1, accel) : max(1, accel);
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if (this->type == VEH_TRAIN ) {
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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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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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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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/* We need to apply the power reducation for non-realistic acceleration here */
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@@ -370,22 +370,23 @@ protected:
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uint spd = this->subspeed + accel;
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uint spd = this->subspeed + accel;
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this->subspeed = (byte)spd;
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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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/* 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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* 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_ctr == 1) {
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if (this->breakdown_type == BREAKDOWN_LOW_POWER) {
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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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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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tempmax = this->cur_speed - (this->cur_speed / 10) - 1;
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} else {
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} else {
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tempmax = (this->breakdown_severity * max_speed) >> 8;
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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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}
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}
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} else if (this->breakdown_type == BREAKDOWN_LOW_SPEED) {
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if (this->breakdown_type == BREAKDOWN_LOW_SPEED) {
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tempmax = min(max_speed, this->breakdown_severity);
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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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}
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}
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@@ -298,7 +298,7 @@ CommandCost CmdBuildRoadVehicle(TileIndex tile, DoCommandFlag flags, const Engin
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v->reliability = e->reliability;
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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->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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v->max_age = e->GetLifeLengthInDays();
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_new_vehicle_id = v->index;
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_new_vehicle_id = v->index;
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@@ -2835,14 +2835,15 @@ bool AfterLoadGame()
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v->reliability = min(v->First()->reliability, e->reliability);
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v->reliability = min(v->First()->reliability, e->reliability);
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}
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}
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}
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}
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/* FALL THROUGH */
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case VEH_ROAD:
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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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break;
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case VEH_SHIP:
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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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break;
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case VEH_AIRCRAFT:
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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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v->breakdown_severity = 40;
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break;
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break;
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default: break;
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default: break;
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@@ -671,6 +671,7 @@ const SaveLoad *GetVehicleDescription(VehicleType vt)
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SLE_VAR(Vehicle, breakdown_delay, SLE_UINT8),
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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, breakdowns_since_last_service, SLE_UINT8),
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SLE_VAR(Vehicle, breakdown_chance, SLE_UINT8),
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SLE_VAR(Vehicle, breakdown_chance, SLE_UINT8),
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SLE_CONDVAR(Vehicle, breakdown_chance_factor, SLE_UINT8, SL_IB, SL_MAX_VERSION),
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SLE_CONDVAR(Vehicle, breakdown_type, SLE_UINT8, SL_IB, SL_MAX_VERSION),
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SLE_CONDVAR(Vehicle, breakdown_type, SLE_UINT8, SL_IB, SL_MAX_VERSION),
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SLE_CONDVAR(Vehicle, breakdown_severity, SLE_UINT8, SL_IB, SL_MAX_VERSION),
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SLE_CONDVAR(Vehicle, breakdown_severity, SLE_UINT8, SL_IB, SL_MAX_VERSION),
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SLE_CONDVAR(Vehicle, build_year, SLE_FILE_U8 | SLE_VAR_I32, 0, 30),
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SLE_CONDVAR(Vehicle, build_year, SLE_FILE_U8 | SLE_VAR_I32, 0, 30),
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@@ -1020,7 +1020,7 @@ static bool RoadVehAccelerationModelChanged(int32 p1)
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RoadVehicle *rv;
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RoadVehicle *rv;
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FOR_ALL_ROADVEHICLES(rv) {
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FOR_ALL_ROADVEHICLES(rv) {
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if (rv->IsFrontEngine()) {
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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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}
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}
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}
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@@ -1319,6 +1319,32 @@ static bool MaxVehiclesChanged(int32 p1)
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return true;
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return true;
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}
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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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#ifdef ENABLE_NETWORK
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@@ -714,7 +714,7 @@ CommandCost CmdBuildShip(TileIndex tile, DoCommandFlag flags, const Engine *e, u
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v->reliability = e->reliability;
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v->reliability = e->reliability;
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v->reliability_spd_dec = e->reliability_spd_dec;
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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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v->max_age = e->GetLifeLengthInDays();
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_new_vehicle_id = v->index;
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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 InvalidateCompanyWindow(int32 p1);
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static bool ZoomMinMaxChanged(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 MaxVehiclesChanged(int32 p1);
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static bool ImprovedBreakdownsSettingChanged(int32 p1);
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#ifdef ENABLE_NETWORK
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#ifdef ENABLE_NETWORK
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static bool UpdateClientName(int32 p1);
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static bool UpdateClientName(int32 p1);
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@@ -1143,7 +1144,7 @@ from = SL_IB
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guiflags = SGF_NO_NETWORK
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guiflags = SGF_NO_NETWORK
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def = false
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def = false
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str = STR_CONFIG_SETTING_IMPROVED_BREAKDOWNS
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str = STR_CONFIG_SETTING_IMPROVED_BREAKDOWNS
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proc = ImprovedBreakdownsSettingChanged
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; station.join_stations
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; station.join_stations
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[SDT_NULL]
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[SDT_NULL]
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@@ -292,7 +292,7 @@ protected: // These functions should not be called outside acceleration code.
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*/
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*/
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inline AccelStatus GetAccelerationStatus() const
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inline AccelStatus GetAccelerationStatus() const
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{
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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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/**
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/**
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@@ -129,7 +129,7 @@ void CheckTrainsLengths()
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void CheckBreakdownFlags(Train *v)
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void CheckBreakdownFlags(Train *v)
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{
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{
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assert(v->IsFrontEngine());
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assert(v->IsFrontEngine());
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/* clear the flags we're gonna check first, we'll set them again later (if applicable ) */
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/* clear the flags we're gonna check first, we'll set them again later (if applicable) */
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CLRBITS(v->flags, (1 << VRF_BREAKDOWN_BRAKING) | VRF_IS_BROKEN);
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CLRBITS(v->flags, (1 << VRF_BREAKDOWN_BRAKING) | VRF_IS_BROKEN);
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for (const Train *w = v; w != NULL; w = w->Next()) {
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for (const Train *w = v; w != NULL; w = w->Next()) {
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@@ -492,10 +492,8 @@ void Train::UpdateAcceleration()
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if (_settings_game.vehicle.improved_breakdowns) {
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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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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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}
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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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}
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}
|
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|
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@@ -4055,7 +4053,6 @@ void Train::OnNewDay()
|
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if ((++this->day_counter & 7) == 0) DecreaseVehicleValue(this);
|
if ((++this->day_counter & 7) == 0) DecreaseVehicleValue(this);
|
||||||
|
|
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if (this->IsFrontEngine()) {
|
if (this->IsFrontEngine()) {
|
||||||
|
|
||||||
CheckIfTrainNeedsService(this);
|
CheckIfTrainNeedsService(this);
|
||||||
|
|
||||||
CheckOrders(this);
|
CheckOrders(this);
|
||||||
|
@@ -123,6 +123,8 @@ void VehicleServiceInDepot(Vehicle *v)
|
|||||||
v->date_of_last_service = _date;
|
v->date_of_last_service = _date;
|
||||||
v->breakdowns_since_last_service = 0;
|
v->breakdowns_since_last_service = 0;
|
||||||
v->reliability = v->GetEngine()->reliability;
|
v->reliability = v->GetEngine()->reliability;
|
||||||
|
/* Prevent vehicles from breaking down directly after exiting the depot. */
|
||||||
|
v->breakdown_chance = 0;
|
||||||
v = v->Next();
|
v = v->Next();
|
||||||
} while (v != NULL && v->HasEngineType());
|
} while (v != NULL && v->HasEngineType());
|
||||||
}
|
}
|
||||||
@@ -144,7 +146,7 @@ bool Vehicle::NeedsServicing() const
|
|||||||
if ((this->ServiceIntervalIsPercent() ?
|
if ((this->ServiceIntervalIsPercent() ?
|
||||||
(this->reliability >= this->GetEngine()->reliability * (100 - this->service_interval) / 100) :
|
(this->reliability >= this->GetEngine()->reliability * (100 - this->service_interval) / 100) :
|
||||||
(this->date_of_last_service + this->service_interval >= _date))
|
(this->date_of_last_service + this->service_interval >= _date))
|
||||||
&& !(this->type == VEH_TRAIN && HasBit(Train::From(this)->flags ,VRF_NEED_REPAIR))) {
|
&& !(this->type == VEH_TRAIN && HasBit(Train::From(this)->flags, VRF_NEED_REPAIR))) {
|
||||||
return false;
|
return false;
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -1277,15 +1279,21 @@ void CheckVehicleBreakdown(Vehicle *v)
|
|||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
uint32 r1 = Random();
|
uint32 r = Random();
|
||||||
uint32 r2 = 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 (_settings_game.vehicle.improved_breakdowns) {
|
||||||
/* Dual engines have their breakdown chances reduced to 70% of the normal value */
|
if (v->type == VEH_TRAIN && Train::From(v)->IsMultiheaded()) {
|
||||||
chance = (v->type == VEH_TRAIN && Train::From(v)->IsMultiheaded()) ? v->First()->breakdown_chance * 7 / 10 : v->First()->breakdown_chance;
|
/* Dual engines have their breakdown chances reduced to 70% of the normal value */
|
||||||
} else if(v->type == VEH_SHIP) {
|
chance = chance * 7 / 10;
|
||||||
chance = 64;
|
}
|
||||||
|
chance *= v->First()->breakdown_chance_factor;
|
||||||
|
chance >>= 7;
|
||||||
}
|
}
|
||||||
/**
|
/**
|
||||||
* Chance is (1 - reliability) * breakdown_setting * breakdown_chance / 10.
|
* Chance is (1 - reliability) * breakdown_setting * breakdown_chance / 10.
|
||||||
@@ -1295,9 +1303,12 @@ void CheckVehicleBreakdown(Vehicle *v)
|
|||||||
* However, because breakdowns are no longer by definition a complete stop,
|
* However, because breakdowns are no longer by definition a complete stop,
|
||||||
* their impact will be significantly less.
|
* 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) {
|
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_ctr = GB(r1, 24, 6) + 0xF;
|
||||||
v->breakdown_delay = GB(r2, 0, 7) + 0x80;
|
v->breakdown_delay = GB(r2, 0, 7) + 0x80;
|
||||||
|
v->breakdown_chance = 0;
|
||||||
DetermineBreakdownType(v, r2);
|
DetermineBreakdownType(v, r2);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@@ -195,6 +195,7 @@ public:
|
|||||||
|
|
||||||
byte breakdown_severity; ///< severity of the breakdown. Note that lower means more severe
|
byte breakdown_severity; ///< severity of the breakdown. Note that lower means more severe
|
||||||
byte breakdown_type; ///< Type of breakdown
|
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
|
SpriteID colourmap; ///< NOSAVE: cached colour mapping
|
||||||
|
|
||||||
/* Related to age and service time */
|
/* Related to age and service time */
|
||||||
|
@@ -2632,7 +2632,15 @@ public:
|
|||||||
if (w->breakdown_type == BREAKDOWN_LOW_SPEED) {
|
if (w->breakdown_type == BREAKDOWN_LOW_SPEED) {
|
||||||
SetDParam(1, min( w->First()->GetDisplayMaxSpeed(), w->breakdown_severity >> ((v->type == VEH_TRAIN) ? 0 : 1)));
|
SetDParam(1, min( w->First()->GetDisplayMaxSpeed(), w->breakdown_severity >> ((v->type == VEH_TRAIN) ? 0 : 1)));
|
||||||
} else if (w->breakdown_type == BREAKDOWN_LOW_POWER) {
|
} 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) {
|
} else if (v->vehstatus & VS_STOPPED) {
|
||||||
|
Reference in New Issue
Block a user