Two vehicles with automatic couplers coupled the moment they touched, in CouplerForce(), before
CollisionDetect() ran; its derail check only covers uncoupled vehicles, so they never collided nor
derailed, at any speed. With crash damage on, the coupling now waits for a closing speed of at most
15 km/h, the limit of the derail check. A faster hit locks the automatic coupling until the vehicles
part, so the collision runs its course instead of the couplers catching once it has slowed them down.
Two collision bugs on the way:
- CollisionVelocity() took the length of the difference of the heading quaternions times the speeds;
a quaternion turns by half its angle, so for vehicles facing each other the speeds came out at right
angles: a head-on hit at 10 + 10 km/h read as 14.1 km/h, under the limit. The closing speed is now
taken from the touching ends, as CouplerForce() relates the vehicles: the sum of the speeds head-on,
the difference rear-end, negative when the ends part,
- CollisionDetect() gave ComputeCollision() the other vehicle's speed along that vehicle's own axis,
which points the other way for vehicles facing each other: a wagon hit head-on counted as running
into the hitter, and the hitter bounced back as from a wall (20 km/h into a standing wagon: it ran
off at 6 km/h instead of 17). The speed is turned into this vehicle's frame and back.
Head-on hits now count with both speeds, so with crash damage on they derail sooner than before, at
the 15 km/h the check was meant for.
Tests: test::pair runs two test vehicles on one track the way vehicle_table::update() runs a scene
(neighbours, forces, movement), with coupling, buffing, collisions and derailing coming from the
physics. tests/unit/test_couplers.cpp: catching up to 15 km/h and not above; a slow hit couples, a fast
one doesn't, nor once slowed down, the lock resets once the vehicles part; a hit a little over 15 km/h
bounces apart on the rails, harder ones derail; head-on 7 + 7 couples, 8 + 8 bounces, 15 + 15 derails;
no catching a coupler of another type, couplers of different control systems couple without the
control connection.
* fix(ai): release what the AI was holding when the player takes over
* fix(ai): keep the light selector lookup within its table, Sonar findings of the handover
- the light selector size comes from the vehicle definition (LightsList Size)
and isn't limited, while the table holds 18 positions; a bigger selector
read past the table, and so did a table index other than the front or
rear one. Only the positions the table holds are looked at now, and the
selector stays where it is for a bad table index (cpp:S2259),
- the lambdas of the handover capture what they use explicitly (cpp:S3608),
- the chained assignments resetting the headlight state on the AI taking
over are split (cpp:S1121).
* build: doctest 2.4.11 in ref/
Single header test framework (MIT), vendored like the other libraries in
ref/ so the tests need nothing extra installed on the CI runners.
* refactor(physics): read vehicle definitions from text as well as files
TMoverParameters::LoadFIZ(path) opens the file and hands the parser over
to LoadFIZ_Parse(), which holds what LoadFIZ() did with it before. The
new LoadFIZ_Text() reads the same format from a string, so a definition
can be made up in memory, e.g. by a unit test. No change in behaviour for
files.
* build: the simulation core as a library the game links
The vehicle physics (McZapkie), the vehicle definition parser and the
helpers they use build as eu07_core, a static library the game links,
so the unit tests to come can link the very same objects instead of
compiling their own copy with their own settings.
The game's build settings (include dirs, definitions, compile options,
libraries) move from the executable to eu07_settings, an interface
target the library links publicly, so the game, the library and later
the tests all build with the same ones. What only the executable needs
stays with it: /MAP, /LARGEADDRESSAWARE, output dirs, the precompiled
header, runtime DLL copying, the crash reporter and the experimental
renderer. No change in what the game builds or links.
* test: unit tests of the simulation core, run as part of the build
eu07_unit_tests: C++ tests (doctest) of the simulation, which set up the
conditions, run the code and check the outcome. No game data, no window.
- the code under test is the core library (eu07_core), the very objects
the game links, built with the game's settings; engine_stubs.cpp stands
in for the logs, settings and scenery layers the library reaches for.
python gets linked with the settings but isn't needed to run the tests
- test vehicles are JSON definitions in tests/unit/data, with the sections
and keys of the game's vehicle definitions (tables as "rows", _keys are
comments), changed by the tests where needed and loaded from memory by
the game's own loader; an unknown section is an error rather than
silently skipped
- test::vehicle creates the mover the way TDynamicObject::Init() does and
steps it the way the simulation loop does, on a straight track of given
friction and gradient, optionally holding the brake pipe pressure the
way a coupled locomotive would
- the random numbers of the simulation are reseeded before every test
case, so a test gives the same result alone (IDE) or among the others
- building the game runs the tests at the end, once the game is linked,
and prints a one line summary ("Unit tests: 11/11 passed (80 checks)").
A failure prints the full report and fails the build, in CI and locally
alike, and removes the game binary so the next build reruns them. A
change of the tests alone relinks the game so they run (Ninja and
Makefile generators). -DWITH_TESTS=OFF leaves them out
- first tests: definitions reach the vehicle, KE service application and
release, deeper reduction brakes harder, every implemented distributor
valve charges/applies/releases, service braking stops a moving wagon
* test: stub basic_node::radius_() for GCC and Clang
The Linux build failed to link the unit tests: undefined reference to
scene::basic_node::radius_() from basic_node's vtable in engine_stubs.o.
basic_node has no key function for the Itanium C++ ABI (tooltip() is
declared plain but defined inline in the header), so GCC and Clang emit
its vtable in every unit using scenenode.h, and the vtable needs
radius_(), defined in scenenode.cpp, which the tests don't link. MSVC
emits vtables differently, so the Windows build linked.
* test: test vehicle definitions load with GCC and Clang
All the tests reading a definition failed on Linux with "unknown vehicle
definition section 0": the parsed definition was brace-initialised
(auto const json{parse(...)}), which GCC and Clang take for the
initializer list constructor of nlohmann::json, making an array holding
the definition, while MSVC copies it. Initialise it with =, and require
the definition to be a JSON object.
* test: SonarCloud issues of the unit tests
- test::definition_error for unusable test vehicle definitions instead of
std::runtime_error (S112)
- the rows of a table section written by a function of their own, less
nesting in definition::text() (S134)
- std::less<> for the section table (S6045)
- comments in the empty methods of the reseeding listener and stub (S1186)
- NOSONAR where the engine's headers fix the stubs: the extern globals
and the member function signatures (S5421, S5817, S1238)
- NOSONAR on LoadFIZ_Parse(): the cognitive complexity is the former body
of LoadFIZ(), moved as it was (S3776)
- a comment Sonar took for code reworded (S125)
- Terrain work mode shows a browser of the textures folder in place of the
node bank; textures/materials can be dragged onto the palette entries
(replacing the material), the material field and the water material field
- Ctrl+Z/Ctrl+Y for heightmap terrain changes: a brush stroke or an
operation is one step of the editor history
- Ground conversion reads only the files of the terrain directives
(.txtf with origin/rotate, or .btf without text), paints the chunks with
the materials of the triangles, drops only the shapes of those files
- Fix: ground grids converted out-of-range floats to int, so whole-scene
queries returned the triangles of a single cell (shifted chunks)
- Fix: terrain layers copied from textures already uploaded without their
data stayed grey
- Fix: ImGui ID conflict between terrain tool radios and section headers
- Fix: layers of terrain .txtf files named with the scenery/ prefix and
could not be saved
- Editor selftest commands for the terrain
Squashes the last five commits: migrate to Python 3.14 (CMake, AppVeyor, Azure, README), vcpkg/setup-ci fixes, CMake adjustments, remove bundled ref/python 2.7, and related scripting/static file updates.
Co-authored-by: Cursor <cursoragent@cursor.com>