Exemple #1
0
int main(int argc, char*argv[]) 
{
	setenv( "LCUI_FONTFILE", "../../fonts/msyh.ttf", FALSE );
	LCUI_Init(); /* 初始化LCUI */
	Create_GUI(); /* 创建图形界面 */
	clear_game(); /* 清理游戏 */
	Show_GUI(); /* 显示图形界面 */
	return LCUI_Main();
}
Exemple #2
0
int		MlxLib::redraw(const std::list<Position>& pos,
			       const Position& food)
{
  clear_game();
  draw_snake(pos);
  draw_food(food);
  repaint();
  return (LIB_SUCCESS);
}
Exemple #3
0
static void 
next()
/* 功能:进行下一局 */
{
	Widget_Enable( btn_j );
	Widget_Enable( btn_s );
	Widget_Enable( btn_b );
	Widget_Disable( btn_next );
	clear_game();
}
Exemple #4
0
/* high level init */
static SDL_bool init_game(session *s, game_state *gs, char const *root)
{
	int i;
	json_t *game, *res;

	char const *path;
	path = set_path("%s/%s/%s", root, CONF_DIR, GAME_CONF);
	json_error_t err;
	game = json_load_file(path, 0, &err);
	if (*err.text != 0) {
		fprintf(stderr, "error: in %s:%d: %s\n", path, err.line, err.text);
		return SDL_FALSE;
	}

	i = TTF_Init();
	if (i < 0) {
		fprintf(stderr, "error: could not init font library: %s\n", TTF_GetError());
		return SDL_FALSE;
	}

	res = json_object_get(game, "resolution");
	s->screen.x = json_integer_value(json_array_get(res, 0));
	s->screen.y = json_integer_value(json_array_get(res, 1));

	i = SDL_Init(SDL_INIT_VIDEO);
	if (i < 0) {
		fprintf(stderr, "error: could not init video: %s\n", SDL_GetError());
		return SDL_FALSE;
	}

	s->w = SDL_CreateWindow("Fridge Filler", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, s->screen.x, s->screen.y, 0);
	if (!s->w) {
		fprintf(stderr, "Could not init video: %s\n", SDL_GetError());
		return SDL_FALSE;
	}

	path = set_path("%s/%s", root, "icon.gif");
	SDL_Surface *ico = IMG_Load(path);
	if (ico) {
		puts("have icon");
		SDL_SetWindowIcon(s->w, ico);
		SDL_FreeSurface(ico);
	}

	s->r = SDL_CreateRenderer(s->w, -1, 0);

	gs->debug.font = 0;
	SDL_bool ok = load_config(s, gs, game, root);
	if (!ok) { return SDL_FALSE; }

	gs->run = gs->logo.active ? MODE_LOGO : gs->intro.active ? MODE_INTRO : MODE_GAME;
	clear_game(gs);

	return SDL_TRUE;
}
void
new_city (int* originx, int* originy, int random_village)
{
    clear_game ();
    coal_reserve_setup ();
    setup_river ();
    ore_reserve_setup ();
    init_pbars ();

    /* Initial population is 100 for empty board or 200 
       for random village (100 are housed). */
    people_pool = 100;

    if (random_village != 0) {
	random_start (originx, originy);
	update_pbar(PPOP,200,1); /* So pbars don't flash */
    } else {
	*originx = *originy = WORLD_SIDE_LEN/2 ;
	update_pbar(PPOP,100,1);
    }
    connect_transport (1,1,WORLD_SIDE_LEN-2,WORLD_SIDE_LEN-2);
    refresh_pbars ();
}
// Algorithm goes as follows:
// Clear map
// Spawn a vehicle
// Set its fuel up to some percentage - remember exact fuel counts that were set here
// Drive it for a while, always moving it back to start point every turn to avoid it going off the bubble
// When moving back, record the sum of the tiles moved so far
// Repeat that for a set number of turns or until all fuel is drained
// Compare saved percentage (set before) to current percentage
// Rescale the recorded number of tiles based on fuel percentage left
// (ie. 0% fuel left means no scaling, 50% fuel left means double the effective distance)
// Return the rescaled number
long test_efficiency( const vproto_id &veh_id, int &expected_mass,
                      const ter_id &terrain,
                      const int reset_velocity_turn, const long target_distance,
                      const bool smooth_stops = false, const bool test_mass = true )
{
    long min_dist = target_distance * 0.99;
    long max_dist = target_distance * 1.01;
    clear_game( terrain );

    const tripoint map_starting_point( 60, 60, 0 );
    vehicle *veh_ptr = g->m.add_vehicle( veh_id, map_starting_point, -90, 0, 0 );

    REQUIRE( veh_ptr != nullptr );
    if( veh_ptr == nullptr ) {
        return 0;
    }

    vehicle &veh = *veh_ptr;

    // Remove all items from cargo to normalize weight.
    for( const vpart_reference vp : veh.get_all_parts() ) {
        while( veh.remove_item( vp.part_index(), 0 ) );
        vp.part().ammo_consume( vp.part().ammo_remaining(), vp.pos() );
    }
    for( const vpart_reference vp : veh.get_avail_parts( "OPENABLE" ) ) {
        veh.close( vp.part_index() );
    }

    veh.refresh_insides();

    if( test_mass ) {
        CHECK( to_gram( veh.total_mass() ) == expected_mass );
    }
    expected_mass = to_gram( veh.total_mass() );
    veh.check_falling_or_floating();
    REQUIRE( !veh.is_in_water() );
    const auto &starting_fuel = set_vehicle_fuel( veh, fuel_level );
    // This is ugly, but improves accuracy: compare the result of fuel approx function
    // rather than the amount of fuel we actually requested
    const float starting_fuel_per = fuel_percentage_left( veh, starting_fuel );
    REQUIRE( std::abs( starting_fuel_per - 1.0f ) < 0.001f );

    const tripoint starting_point = veh.global_pos3();
    veh.tags.insert( "IN_CONTROL_OVERRIDE" );
    veh.engine_on = true;

    const int target_velocity = std::min( 70 * 100, veh.safe_ground_velocity( false ) );
    veh.cruise_velocity = target_velocity;
    // If we aren't testing repeated cold starts, start the vehicle at cruising velocity.
    // Otherwise changing the amount of fuel in the tank perturbs the test results.
    if( reset_velocity_turn == -1 ) {
        veh.velocity = target_velocity;
    }
    int reset_counter = 0;
    long tiles_travelled = 0;
    int cycles_left = cycle_limit;
    bool accelerating = true;
    CHECK( veh.safe_velocity() > 0 );
    while( veh.engine_on && veh.safe_velocity() > 0 && cycles_left > 0 ) {
        cycles_left--;
        g->m.vehmove();
        veh.idle( true );
        // If the vehicle starts skidding, the effects become random and test is RUINED
        REQUIRE( !veh.skidding );
        for( const tripoint &pos : veh.get_points() ) {
            REQUIRE( g->m.ter( pos ) );
        }
        // How much it moved
        tiles_travelled += square_dist( starting_point, veh.global_pos3() );
        // Bring it back to starting point to prevent it from leaving the map
        const tripoint displacement = starting_point - veh.global_pos3();
        tripoint veh_pos = veh.global_pos3();
        g->m.displace_vehicle( veh_pos, displacement );
        if( reset_velocity_turn < 0 ) {
            continue;
        }

        reset_counter++;
        if( reset_counter > reset_velocity_turn ) {
            if( smooth_stops ) {
                accelerating = !accelerating;
                veh.cruise_velocity = accelerating ? target_velocity : 0;
            } else {
                veh.velocity = 0;
                veh.last_turn = 0;
                veh.of_turn_carry = 0;
            }
            reset_counter = 0;
        }
    }

    float fuel_left = fuel_percentage_left( veh, starting_fuel );
    REQUIRE( starting_fuel_per - fuel_left > 0.0001f );
    const float fuel_percentage_used = fuel_level * ( starting_fuel_per - fuel_left );
    long adjusted_tiles_travelled = tiles_travelled / fuel_percentage_used;
    if( target_distance >= 0 ) {
        CHECK( adjusted_tiles_travelled >= min_dist );
        CHECK( adjusted_tiles_travelled <= max_dist );
    }

    return adjusted_tiles_travelled;
}
Exemple #7
0
void load_city_2(char *cname)
{
    int i, x, y, p;
    int dumbint = 0;
    int num_pbars, pbar_data_size;
    int pbar_tmp;
    int dummy;
    gzFile gzfile;
    char s[512];

    clear_game();

    gzfile = gzopen(cname, "rb");
    if (gzfile == NULL) {
        printf(_("Can't open <%s> (gzipped)"), cname);
        do_error("Can't open it!");
    }

    sscanf(gzgets(gzfile, s, 256), "%d", &ldsv_version);
    if (ldsv_version < WATERWELL_V2) {
        gzclose(gzfile);
        load_city_old( cname );
        /* Fix desert frontier for old saved games and scenarios */
        desert_frontier(0, 0, WORLD_SIDE_LEN, WORLD_SIDE_LEN);
        return;
    }

    fprintf(stderr, " ldsv_version = %i \n", ldsv_version);
    use_waterwell = true;

    init_pbars();
    num_pbars = NUM_PBARS;
    pbar_data_size = PBAR_DATA_SIZE;

    init_inventory();
    print_time_for_year();

    // Easier debugging from saved game: #Line = 100 x + y + 1  (first line = ldsv_version)
    for (x = 0; x < WORLD_SIDE_LEN; x++) {
        for (y = 0; y < WORLD_SIDE_LEN; y++) {
            gzgets(gzfile, s, 512);
            //         TY  po fl cr  or  i1 i2 i3 i4 i5 i6 i7 PL al ec ws gp wa wp ww wn g1 g2 g3 g4 DA TK AN d4 d5 d6 d7 d8 d9
            sscanf(s, "%hi %d %i %hu %hu %d %d %d %d %d %d %d %d %d %d %d %d %d %d %d %d %d %d %d %d %d %d %d %d %d %d %d %d %d"
                    , &MP_TYPE(x, y)
                    , &MP_INFO(x, y).population
                    , &MP_INFO(x, y).flags
                    , &MP_INFO(x, y).coal_reserve
                    , &MP_INFO(x, y).ore_reserve
                    , &MP_INFO(x, y).int_1
                    , &MP_INFO(x, y).int_2
                    , &MP_INFO(x, y).int_3
                    , &MP_INFO(x, y).int_4
                    , &MP_INFO(x, y).int_5
                    , &MP_INFO(x, y).int_6
                    , &MP_INFO(x, y).int_7
                    , &MP_POL(x, y)
                    , &ground[x][y].altitude
                    , &ground[x][y].ecotable
                    , &ground[x][y].wastes
                    , &ground[x][y].pollution
                    , &ground[x][y].water_alt
                    , &ground[x][y].water_pol
                    , &ground[x][y].water_wast
                    , &ground[x][y].water_next
                    , &ground[x][y].int1
                    , &ground[x][y].int2
                    , &ground[x][y].int3
                    , &ground[x][y].int4
                    , &MP_DATE(x,y)   // d1 = date of built
                    , &MP_TECH(x,y)   // d2 = tech at build time
                    , &MP_ANIM(x,y)   // d3 = animation_time (see reset_animation_time mess :)
                    , &dumbint        // d4  could be         image index for smooth animation, cf windmill anim_tile
                    , &dumbint        // d5                   percentage of activity to choose family of pic
                    , &dumbint        // d6
                    , &dumbint        // d7
                    , &dumbint        // d8
                    , &dumbint        // d9
                    );
            if (get_group_of_type(MP_TYPE(x, y)) == GROUP_MARKET)
                inventory(x, y);
        }
    }
    set_map_groups();

    sscanf(gzgets(gzfile, s, 256), "%d", &main_screen_originx);
    sscanf(gzgets(gzfile, s, 256), "%d", &main_screen_originy);

    sscanf(gzgets(gzfile, s, 256), "%d", &total_time);

    for (x = 0; x < MAX_NUMOF_SUBSTATIONS; x++) {
        sscanf(gzgets(gzfile, s, 256), "%d", &substationx[x]);
        sscanf(gzgets(gzfile, s, 256), "%d", &substationy[x]);
    }
    sscanf(gzgets(gzfile, s, 256), "%d", &numof_substations);

    for (x = 0; x < MAX_NUMOF_MARKETS; x++) {
        sscanf(gzgets(gzfile, s, 256), "%d", &marketx[x]);
        sscanf(gzgets(gzfile, s, 256), "%d", &markety[x]);
    }
    sscanf(gzgets(gzfile, s, 256), "%d", &numof_markets);
    sscanf(gzgets(gzfile, s, 256), "%d", &people_pool);
    sscanf(gzgets(gzfile, s, 256), "%o", &total_money);
    sscanf(gzgets(gzfile, s, 256), "%d", &income_tax_rate);
    sscanf(gzgets(gzfile, s, 256), "%d", &coal_tax_rate);
    sscanf(gzgets(gzfile, s, 256), "%d", &dole_rate);
    sscanf(gzgets(gzfile, s, 256), "%d", &transport_cost_rate);
    sscanf(gzgets(gzfile, s, 256), "%d", &goods_tax_rate);
    sscanf(gzgets(gzfile, s, 256), "%d", &export_tax);
    sscanf(gzgets(gzfile, s, 256), "%d", &export_tax_rate);
    sscanf(gzgets(gzfile, s, 256), "%d", &import_cost);
    sscanf(gzgets(gzfile, s, 256), "%d", &import_cost_rate);
    sscanf(gzgets(gzfile, s, 256), "%d", &tech_level);
    sscanf(gzgets(gzfile, s, 256), "%d", &tpopulation);
    sscanf(gzgets(gzfile, s, 256), "%d", &tstarving_population);
    sscanf(gzgets(gzfile, s, 256), "%d", &tunemployed_population);
    sscanf(gzgets(gzfile, s, 256), "%d", &x);   /* waste_goods obsolete */
    sscanf(gzgets(gzfile, s, 256), "%d", &power_made);
    sscanf(gzgets(gzfile, s, 256), "%d", &power_used);
    sscanf(gzgets(gzfile, s, 256), "%d", &coal_made);
    sscanf(gzgets(gzfile, s, 256), "%d", &coal_used);
    sscanf(gzgets(gzfile, s, 256), "%d", &goods_made);
    sscanf(gzgets(gzfile, s, 256), "%d", &goods_used);
    sscanf(gzgets(gzfile, s, 256), "%d", &ore_made);
    sscanf(gzgets(gzfile, s, 256), "%d", &ore_used);
    sscanf(gzgets(gzfile, s, 256), "%d", &dummy);       /* &diff_old_population */

    /* Update variables calculated from those above */
    housed_population = tpopulation / ((total_time % NUMOF_DAYS_IN_MONTH) + 1);

    /* Get size of monthgraph array */
    sscanf(gzgets(gzfile, s, 256), "%d", &i);
    for (x = 0; x < i; x++) {
        /* If more entries in file than will fit on screen, 
           then we need to skip past them. */
        if (x >= monthgraph_size) {
            sscanf(gzgets(gzfile, s, 256), "%d", &dummy);       /* &monthgraph_pop[x] */
            sscanf(gzgets(gzfile, s, 256), "%d", &dummy);       /* &monthgraph_starve[x] */
            sscanf(gzgets(gzfile, s, 256), "%d", &dummy);       /* &monthgraph_nojobs[x] */
            sscanf(gzgets(gzfile, s, 256), "%d", &dummy);       /* &monthgraph_ppool[x] */
        } else {
            sscanf(gzgets(gzfile, s, 256), "%d", &monthgraph_pop[x]);
            sscanf(gzgets(gzfile, s, 256), "%d", &monthgraph_starve[x]);
            sscanf(gzgets(gzfile, s, 256), "%d", &monthgraph_nojobs[x]);
            sscanf(gzgets(gzfile, s, 256), "%d", &monthgraph_ppool[x]);
        }
    }
    /* If screen bigger than number of entries in file, pad with zeroes */
    while (x < monthgraph_size) {
        monthgraph_pop[x] = 0;
        monthgraph_starve[x] = 0;
        monthgraph_nojobs[x] = 0;
        monthgraph_ppool[x] = 0;
        x++;
    }
    sscanf(gzgets(gzfile, s, 256), "%d", &rockets_launched);
    sscanf(gzgets(gzfile, s, 256), "%d", &rockets_launched_success);
    sscanf(gzgets(gzfile, s, 256), "%d", &coal_survey_done);

    for (x = 0; x < pbar_data_size; x++) {
        for (p = 0; p < num_pbars; p++) {
            sscanf(gzgets(gzfile, s, 256), "%d", &(pbar_tmp));
            update_pbar(p, pbar_tmp, 1);
        }
    }

    for (p = 0; p < num_pbars; p++)
        pbars[p].data_size = pbar_data_size;

    for (p = 0; p < num_pbars; p++) {
        sscanf(gzgets(gzfile, s, 256), "%d", &(pbars[p].oldtot));
        sscanf(gzgets(gzfile, s, 256), "%d", &(pbars[p].diff));
    }

    sscanf(gzgets(gzfile, s, 256), "%d", &cheat_flag);
    sscanf(gzgets(gzfile, s, 256), "%d", &total_pollution_deaths);
    sscanf(gzgets(gzfile, s, 256), "%f", &pollution_deaths_history);
    sscanf(gzgets(gzfile, s, 256), "%d", &total_starve_deaths);
    sscanf(gzgets(gzfile, s, 256), "%f", &starve_deaths_history);
    sscanf(gzgets(gzfile, s, 256), "%d", &total_unemployed_years);
    sscanf(gzgets(gzfile, s, 256), "%f", &unemployed_history);
    sscanf(gzgets(gzfile, s, 256), "%d", &max_pop_ever);
    sscanf(gzgets(gzfile, s, 256), "%d", &total_evacuated);
    sscanf(gzgets(gzfile, s, 256), "%d", &total_births);

    for (x = 0; x < NUMOF_MODULES; x++)
        sscanf(gzgets(gzfile, s, 256), "%d", &(module_help_flag[x]));

    sscanf(gzgets(gzfile, s, 256), "%128s", given_scene);
    if (strncmp(given_scene, "dummy", 5) == 0 || strlen(given_scene) < 3)
        given_scene[0] = 0;
    sscanf(gzgets(gzfile, s, 256), "%128s", s);
    if (strncmp(given_scene, "dummy", 5) != 0)
        sscanf(s, "%d", &highest_tech_level);
    else
        highest_tech_level = 0;

    gzgets(gzfile, s, 200);   
    if (sscanf
        (s, "sust %d %d %d %d %d %d %d %d %d %d", &sust_dig_ore_coal_count, &sust_port_count, &sust_old_money_count,
         &sust_old_population_count, &sust_old_tech_count, &sust_fire_count, &sust_old_money, &sust_old_population,
         &sust_old_tech, &sustain_flag) == 10) {
        sust_dig_ore_coal_tip_flag = sust_port_flag = 1;
    } else
        sustain_flag = sust_dig_ore_coal_count = sust_port_count
            = sust_old_money_count = sust_old_population_count
            = sust_old_tech_count = sust_fire_count = sust_old_money = sust_old_population = sust_old_tech = 0;

    gzgets(gzfile, s, 80);
    sscanf(s, "arid %d %d", &global_aridity, &global_mountainity);

    gzclose(gzfile);

    /* FIXME: AL1 this is initialisation stuff, should go elsewhere */

    // Engine stuff
    if (tech_level > MODERN_WINDMILL_TECH)
        modern_windmill_flag = 1;

    numof_shanties = count_groups(GROUP_SHANTY);
    numof_communes = count_groups(GROUP_COMMUNE);

    /* set up the university intake. */
    x = count_groups(GROUP_UNIVERSITY);
    if (x > 0) {
        university_intake_rate = (count_groups(GROUP_SCHOOL) * 20) / x;
        if (university_intake_rate > 100)
            university_intake_rate = 100;
    } else
        university_intake_rate = 50;

    print_total_money();

    //reset_animation_times
    //get alt_min, alt_max
    alt_min = 2000000000;
    alt_max = -alt_min;
    for ( y = 0; y < WORLD_SIDE_LEN; y++){
        for ( x = 0; x < WORLD_SIDE_LEN; x++) {
            MP_ANIM(x,y) = 0;
            if (MP_GROUP(x, y) == GROUP_FIRE){
                MP_INFO(x, y).int_3 = 0;
            }
            if (alt_min > ALT(x,y)){
                 alt_min = ALT(x,y);
            }
            if (alt_max < ALT(x,y)){
                 alt_max = ALT(x,y);
            }
        }
    }
    alt_step = (alt_max - alt_min) /10;

    map_power_grid(true);       /* WCK:  Is this safe to do here?
                                 * AL1: No, in NG_1.1
                                 * In case of error message with ok_dial_box
                                 *    the dialog cannot appear because the screen
                                 *    is not set up => crash.
                                 * FIXME: move all initialisation elsewhere, in 
                                 *    engine.cpp or simulate.cpp.
                                 */
    // UI stuff
    if (main_screen_originx > WORLD_SIDE_LEN - getMainWindowWidth() / 16 - 1)
        main_screen_originx = WORLD_SIDE_LEN - getMainWindowWidth() / 16 - 1;

    if (main_screen_originy > WORLD_SIDE_LEN - getMainWindowHeight() / 16 - 1)
        main_screen_originy = WORLD_SIDE_LEN - getMainWindowHeight() / 16 - 1;

    unhighlight_module_button(selected_module);
    selected_module = sbut[7];  /* 7 is track.  Watch out though! */
    highlight_module_button(selected_module);
    set_selected_module(CST_TRACK_LR);
    connect_transport(1, 1, WORLD_SIDE_LEN - 2, WORLD_SIDE_LEN - 2);
    /* Fix desert frontier for old saved games and scenarios */
    desert_frontier(0, 0, WORLD_SIDE_LEN, WORLD_SIDE_LEN);

}
// Algorithm goes as follows:
// Clear map
// Spawn a vehicle
// Set its fuel up to some percentage - remember exact fuel counts that were set here
// Drive it for a while, always moving it back to start point every turn to avoid it going off the bubble
// When moving back, record the sum of the tiles moved so far
// Repeat that for a set number of turns or until all fuel is drained
// Compare saved percentage (set before) to current percentage
// Rescale the recorded number of tiles based on fuel percentage left
// (ie. 0% fuel left means no scaling, 50% fuel left means double the effective distance)
// Return the rescaled number
long test_efficiency( const vproto_id &veh_id, const ter_id &terrain,
                      int reset_velocity_turn, long target_distance,
                      bool smooth_stops = false )
{
    long min_dist = target_distance * 0.99;
    long max_dist = target_distance * 1.01;
    clear_game( terrain );

    const tripoint map_starting_point( 60, 60, 0 );
    vehicle *veh_ptr = g->m.add_vehicle( veh_id, map_starting_point, -90, 100, 0 );

    REQUIRE( veh_ptr != nullptr );
    if( veh_ptr == nullptr ) {
        return 0;
    }

    vehicle &veh = *veh_ptr;

    // Remove all items from cargo to normalize weight.
    for( size_t p = 0; p < veh.parts.size(); p++ ) {
        auto &pt = veh.parts[ p ];
        while( veh.remove_item( p, 0 ) );
    }
    const auto &starting_fuel = set_vehicle_fuel( veh, fuel_level );
    // This is ugly, but improves accuracy: compare the result of fuel approx function
    // rather than the amount of fuel we actually requested
    const float starting_fuel_per = fuel_percentage_left( veh, starting_fuel );
    REQUIRE( std::abs( starting_fuel_per - 1.0f ) < 0.001f );

    const tripoint starting_point = veh.global_pos3();
    veh.tags.insert( "IN_CONTROL_OVERRIDE" );
    veh.engine_on = true;

    veh.cruise_velocity = veh.safe_velocity();
    // If we aren't testing repeated cold starts, start the vehicle at cruising velocity.
    // Otherwise changing the amount of fuel in the tank perturbs the test results.
    if( reset_velocity_turn == -1 ) {
        veh.velocity = veh.cruise_velocity;
    }
    int reset_counter = 0;
    long tiles_travelled = 0;
    int turn_count = 0;
    int cycles_left = cycle_limit;
    bool accelerating = true;
    CHECK( veh.safe_velocity() > 0 );
    while( veh.engine_on && veh.safe_velocity() > 0 && cycles_left > 0 ) {
        cycles_left--;
        g->m.vehmove();
        veh.idle( true );
        // If the vehicle starts skidding, the effects become random and test is RUINED
        REQUIRE( !veh.skidding );
        // How much it moved
        tiles_travelled += square_dist( starting_point, veh.global_pos3() );
        // Bring it back to starting point to prevent it from leaving the map
        const tripoint displacement = starting_point - veh.global_pos3();
        tripoint veh_pos = veh.global_pos3();
        g->m.displace_vehicle( veh_pos, displacement );
        if( reset_velocity_turn < 0 ) {
            continue;
        }

        reset_counter++;
        if( reset_counter > reset_velocity_turn ) {
            if( smooth_stops ) {
                accelerating = !accelerating;
                veh.cruise_velocity = accelerating ? veh.safe_velocity() : 0;
            } else {
                veh.velocity = 0;
                veh.last_turn = 0;
                veh.of_turn_carry = 0;
            }
            reset_counter = 0;
        }
    }

    float fuel_left = fuel_percentage_left( veh, starting_fuel );
    REQUIRE( starting_fuel_per - fuel_left > 0.0001f );
    float fuel_percentage_used = fuel_level * ( starting_fuel_per - fuel_left );
    long adjusted_tiles_travelled = tiles_travelled / fuel_percentage_used;
    if( target_distance >= 0 ) {
        CHECK( adjusted_tiles_travelled >= min_dist );
        CHECK( adjusted_tiles_travelled <= max_dist );
    }

    return adjusted_tiles_travelled;
}