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fix(ai): release what the AI was holding when the player takes over
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@@ -52,6 +52,9 @@ TEST_CASE("brakes: service braking stops a heavier wagon too") {
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and a test on a half-defined vehicle tests the definition rather than the simulation.
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- The random numbers of the simulation are reseeded before every test case, so a test gives the
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same result alone or among the others.
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- Logic which lives in classes too big to set up in a test (the AI driver, the cab) goes into free
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functions on the vehicle state the class calls, and the test calls them the same way: see
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`vehicle/handover.h`, which `TController::TakeControl()` uses, and `test_handover.cpp`.
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- `vehicle` creates the vehicle the way `TDynamicObject::Init()` does and steps it the way the
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simulation loop does, on a straight track of the given friction and gradient. Coupled vehicles
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aren't supported yet.
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