Add train cache flag for whether train using realistic braking physics

This commit is contained in:
Jonathan G Rennison
2021-04-15 19:39:36 +01:00
parent b514d29db1
commit ba2e6087b2
8 changed files with 30 additions and 20 deletions

View File

@@ -980,7 +980,7 @@ Train::MaxSpeedInfo Train::GetCurrentMaxSpeedInfoInternal(bool update_state) con
int distance_to_go = station_ahead / TILE_SIZE - (station_length - stop_at) / TILE_SIZE;
if (distance_to_go > 0) {
if (_settings_game.vehicle.train_braking_model == TBM_REALISTIC) {
if (this->UsingRealisticBraking()) {
advisory_max_speed = std::min(advisory_max_speed, 15 * distance_to_go);
} else {
int st_max_speed = 120;
@@ -1028,7 +1028,7 @@ Train::MaxSpeedInfo Train::GetCurrentMaxSpeedInfoInternal(bool update_state) con
advisory_max_speed = std::min<int>(advisory_max_speed, ReversingDistanceTargetSpeed(this));
}
if (_settings_game.vehicle.train_braking_model == TBM_REALISTIC) {
if (this->UsingRealisticBraking()) {
if (this->lookahead != nullptr) {
TrainDecelerationStats stats(this);
if (HasBit(this->lookahead->flags, TRLF_DEPOT_END)) {
@@ -1074,6 +1074,7 @@ void Train::UpdateAcceleration()
this->acceleration = Clamp(power / weight * 4, 1, 255);
if (_settings_game.vehicle.train_braking_model == TBM_REALISTIC) {
this->tcache.cached_tflags |= TCF_RL_BRAKING;
switch (_settings_game.vehicle.train_acceleration_model) {
default: NOT_REACHED();
case AM_ORIGINAL:
@@ -1130,6 +1131,7 @@ void Train::UpdateAcceleration()
}
}
} else {
this->tcache.cached_tflags &= ~TCF_RL_BRAKING;
this->tcache.cached_deceleration = 0;
this->tcache.cached_uncapped_decel = 0;
}
@@ -3796,7 +3798,7 @@ public:
static bool IsReservationLookAheadLongEnough(const Train *v, const ChooseTrainTrackLookAheadState &lookahead_state)
{
if (_settings_game.vehicle.train_braking_model != TBM_REALISTIC || v->lookahead == nullptr) return true;
if (!v->UsingRealisticBraking() || v->lookahead == nullptr) return true;
if (v->current_order.IsAnyLoadingType()) return true;
@@ -4391,10 +4393,12 @@ int Train::UpdateSpeed()
switch (_settings_game.vehicle.train_acceleration_model) {
default: NOT_REACHED();
case AM_ORIGINAL:
return this->DoUpdateSpeed({ this->acceleration * (this->GetAccelerationStatus() == AS_BRAKE ? -4 : 2), this->acceleration * -4 }, 0, max_speed_info.strict_max_speed, max_speed_info.advisory_max_speed);
return this->DoUpdateSpeed({ this->acceleration * (this->GetAccelerationStatus() == AS_BRAKE ? -4 : 2), this->acceleration * -4 }, 0,
max_speed_info.strict_max_speed, max_speed_info.advisory_max_speed, this->UsingRealisticBraking());
case AM_REALISTIC:
return this->DoUpdateSpeed(this->GetAcceleration(), accel_status == AS_BRAKE ? 0 : 2, max_speed_info.strict_max_speed, max_speed_info.advisory_max_speed);
return this->DoUpdateSpeed(this->GetAcceleration(), accel_status == AS_BRAKE ? 0 : 2,
max_speed_info.strict_max_speed, max_speed_info.advisory_max_speed, this->UsingRealisticBraking());
}
}
/**
@@ -4983,7 +4987,7 @@ inline void DecreaseReverseDistance(Train *v)
int ReversingDistanceTargetSpeed(const Train *v)
{
if (_settings_game.vehicle.train_braking_model == TBM_REALISTIC) {
if (v->UsingRealisticBraking()) {
TrainDecelerationStats stats(v);
return GetRealisticBrakingSpeedForDistance(stats, v->reverse_distance - 1, 0, 0);
}