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(svn r18838) -Codechange [FS#3524]: reorganisation of the train acceleration code plus some minor optimisations (Terkhen)

This commit is contained in:
rubidium
2010-01-16 22:30:04 +00:00
parent d27999e446
commit 719fb9803c
4 changed files with 231 additions and 108 deletions

View File

@@ -98,36 +98,25 @@ void Train::PowerChanged()
uint32 total_power = 0;
uint32 max_te = 0;
uint32 number_of_parts = 0;
for (const Train *u = this; u != NULL; u = u->Next()) {
RailType railtype = GetRailType(u->tile);
uint32 current_power = u->GetPower();
total_power += current_power;
/* Power is not added for articulated parts */
if (!u->IsArticulatedPart()) {
bool engine_has_power = HasPowerOnRail(u->railtype, railtype);
const RailVehicleInfo *rvi_u = RailVehInfo(u->engine_type);
if (engine_has_power) {
uint16 power = GetVehicleProperty(u, PROP_TRAIN_POWER, rvi_u->power);
if (power != 0) {
/* Halve power for multiheaded parts */
if (u->IsMultiheaded()) power /= 2;
total_power += power;
/* Tractive effort in (tonnes * 1000 * 10 =) N */
max_te += (u->tcache.cached_veh_weight * 10000 * GetVehicleProperty(u, PROP_TRAIN_TRACTIVE_EFFORT, rvi_u->tractive_effort)) / 256;
}
}
}
if (HasBit(u->flags, VRF_POWEREDWAGON) && HasPowerOnRail(this->railtype, railtype)) {
total_power += RailVehInfo(u->tcache.first_engine)->pow_wag_power;
}
/* Only powered parts add tractive effort */
if (current_power > 0) max_te += u->GetWeight() * u->GetTractiveEffort();
total_power += u->GetPoweredPartPower(this);
number_of_parts++;
}
this->tcache.cached_axle_resistance = 60 * number_of_parts;
this->tcache.cached_air_drag = 20 + 3 * number_of_parts;
max_te *= 10000; // Tractive effort in (tonnes * 1000 * 10 =) N
max_te /= 256; // Tractive effort is a [0-255] coefficient
if (this->tcache.cached_power != total_power || this->tcache.cached_max_te != max_te) {
/* If it has no power (no catenary), stop the train */
/* Stop the vehicle if it has no power */
if (total_power == 0) this->vehstatus |= VS_STOPPED;
this->tcache.cached_power = total_power;
@@ -148,24 +137,9 @@ void Train::CargoChanged()
uint32 weight = 0;
for (Train *u = this; u != NULL; u = u->Next()) {
uint32 vweight = CargoSpec::Get(u->cargo_type)->weight * u->cargo.Count() * FreightWagonMult(u->cargo_type) / 16;
/* Vehicle weight is not added for articulated parts. */
if (!u->IsArticulatedPart()) {
/* vehicle weight is the sum of the weight of the vehicle and the weight of its cargo */
vweight += GetVehicleProperty(u, PROP_TRAIN_WEIGHT, RailVehInfo(u->engine_type)->weight);
}
/* powered wagons have extra weight added */
if (HasBit(u->flags, VRF_POWEREDWAGON)) {
vweight += RailVehInfo(u->tcache.first_engine)->pow_wag_weight;
}
/* consist weight is the sum of the weight of all vehicles in the consist */
weight += vweight;
/* store vehicle weight in cache */
u->tcache.cached_veh_weight = vweight;
uint32 current_weight = u->GetWeight();
weight += current_weight;
u->tcache.cached_slope_resistance = current_weight * 20 * _settings_game.vehicle.train_slope_steepness; //1% slope * slope steepness
}
/* store consist weight in cache */
@@ -357,11 +331,6 @@ void Train::ConsistChanged(bool same_length)
}
}
enum AccelType {
AM_ACCEL,
AM_BRAKE
};
/**
* Get the stop location of (the center) of the front vehicle of a train at
* a platform of a station.
@@ -481,19 +450,21 @@ int Train::GetCurveSpeedLimit() const
return max_speed;
}
/** new acceleration*/
static int GetTrainAcceleration(Train *v, bool mode)
/**
* Calculates the maximum speed of the vehicle under its current conditions.
* @return Maximum speed of the vehicle.
*/
int Train::GetCurrentMaxSpeed() const
{
int max_speed = v->tcache.cached_max_curve_speed;
assert(max_speed == v->GetCurveSpeedLimit());
int speed = v->cur_speed * 10 / 16; // km-ish/h -> mp/h
int max_speed = this->tcache.cached_max_curve_speed;
assert(max_speed == this->GetCurveSpeedLimit());
if (IsRailStationTile(v->tile) && v->IsFrontEngine()) {
StationID sid = GetStationIndex(v->tile);
if (v->current_order.ShouldStopAtStation(v, sid)) {
if (IsRailStationTile(this->tile)) {
StationID sid = GetStationIndex(this->tile);
if (this->current_order.ShouldStopAtStation(this, sid)) {
int station_ahead;
int station_length;
int stop_at = GetTrainStopLocation(sid, v->tile, v, &station_ahead, &station_length);
int stop_at = GetTrainStopLocation(sid, this->tile, this, &station_ahead, &station_length);
/* The distance to go is whatever is still ahead of the train minus the
* distance from the train's stop location to the end of the platform */
@@ -502,9 +473,9 @@ static int GetTrainAcceleration(Train *v, bool mode)
if (distance_to_go > 0) {
int st_max_speed = 120;
int delta_v = v->cur_speed / (distance_to_go + 1);
if (v->max_speed > (v->cur_speed - delta_v)) {
st_max_speed = v->cur_speed - (delta_v / 10);
int delta_v = this->cur_speed / (distance_to_go + 1);
if (this->max_speed > (this->cur_speed - delta_v)) {
st_max_speed = this->cur_speed - (delta_v / 10);
}
st_max_speed = max(st_max_speed, 25 * distance_to_go);
@@ -513,45 +484,52 @@ static int GetTrainAcceleration(Train *v, bool mode)
}
}
int mass = v->tcache.cached_weight;
int power = v->tcache.cached_power * 746;
max_speed = min(max_speed, v->tcache.cached_max_speed);
int num = 0; // number of vehicles, change this into the number of axles later
int incl = 0;
int drag_coeff = 20; //[1e-4]
for (const Train *u = v; u != NULL; u = u->Next()) {
num++;
drag_coeff += 3;
if (u->track == TRACK_BIT_DEPOT) max_speed = min(max_speed, 61);
if (HasBit(u->flags, VRF_GOINGUP)) {
incl += u->tcache.cached_veh_weight * 20 * _settings_game.vehicle.train_slope_steepness;
} else if (HasBit(u->flags, VRF_GOINGDOWN)) {
incl -= u->tcache.cached_veh_weight * 20 * _settings_game.vehicle.train_slope_steepness;
for (const Train *u = this; u != NULL; u = u->Next()) {
if (u->track == TRACK_BIT_DEPOT) {
max_speed = min(max_speed, 61);
break;
}
}
v->max_speed = max_speed;
return min(max_speed, this->tcache.cached_max_speed);
}
bool maglev = GetRailTypeInfo(v->railtype)->acceleration_type == 2;
/**
* Calculates the acceleration of the vehicle under its current conditions.
* @return Current acceleration of the vehicle.
*/
int Train::GetAcceleration() const
{
int32 speed = this->GetCurrentSpeed();
/* Weight is stored in tonnes */
int32 mass = this->tcache.cached_weight;
/* Power is stored in HP, we need it in watts. */
int32 power = this->tcache.cached_power * 746;
int32 resistance = 0;
bool maglev = this->GetAccelerationType() == 2;
const int area = 120;
const int friction = 35; //[1e-3]
int resistance;
if (!maglev) {
resistance = 13 * mass / 10;
resistance += 60 * num;
resistance += friction * mass * speed / 1000;
resistance += (area * drag_coeff * speed * speed) / 10000;
resistance = (13 * mass) / 10;
resistance += this->tcache.cached_axle_resistance;
resistance += (this->GetRollingFriction() * mass * speed) / 1000;
resistance += (area * this->tcache.cached_air_drag * speed * speed) / 10000;
} else {
resistance = (area * (drag_coeff / 2) * speed * speed) / 10000;
resistance += (area * this->tcache.cached_air_drag * speed * speed) / 20000;
}
resistance += incl;
resistance += this->GetSlopeResistance();
resistance *= 4; //[N]
const int max_te = v->tcache.cached_max_te; // [N]
/* This value allows to know if the vehicle is accelerating or braking. */
AccelType mode = this->GetAccelerationStatus();
const int max_te = this->tcache.cached_max_te; // [N]
int force;
if (speed > 0) {
if (!maglev) {
@@ -2961,19 +2939,14 @@ int Train::UpdateSpeed()
{
uint accel;
if ((this->vehstatus & VS_STOPPED) || HasBit(this->flags, VRF_REVERSING) || HasBit(this->flags, VRF_TRAIN_STUCK)) {
switch (_settings_game.vehicle.train_acceleration_model) {
default: NOT_REACHED();
case TAM_ORIGINAL: accel = this->acceleration * -4; break;
case TAM_REALISTIC: accel = GetTrainAcceleration(this, AM_BRAKE); break;
}
} else {
switch (_settings_game.vehicle.train_acceleration_model) {
default: NOT_REACHED();
case TAM_ORIGINAL: accel = this->acceleration * 2; break;
case TAM_REALISTIC: accel = GetTrainAcceleration(this, AM_ACCEL); break;
}
}
switch (_settings_game.vehicle.train_acceleration_model) {
default: NOT_REACHED();
case TAM_ORIGINAL: accel = this->acceleration * (this->GetAccelerationStatus() == AM_BRAKE) ? -4 : 2; break;
case TAM_REALISTIC:
this->max_speed = this->GetCurrentMaxSpeed();
accel = this->GetAcceleration();
break;
}
uint spd = this->subspeed + accel;
this->subspeed = (byte)spd;