New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Change: Towns don't build dead-end road bridges #8401
Merged
Merged
Conversation
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
stormcone
reviewed
Dec 19, 2020
2TallTyler
force-pushed
the
no_dead_end_bridges_2
branch
from
December 20, 2020 00:07
8efd6b1
to
b4de2fc
Compare
stormcone
reviewed
Dec 20, 2020
glx22
reviewed
Dec 20, 2020
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
Maybe more optimisations
2TallTyler
force-pushed
the
no_dead_end_bridges_2
branch
from
December 20, 2020 05:16
977d8c3
to
6e333b1
Compare
TrueBrain
added
candidate: yes
This Pull Request is a candidate for being merged
size: small
This Pull Request is small, and should be relative easy to process
labels
Dec 20, 2020
TrueBrain
requested changes
Dec 22, 2020
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
Really close now, nice work :) And super you attach a savegame to test, that is awesome!
TrueBrain
added
the
work: minor details
This Pull Request has some minor details left to do
label
Dec 22, 2020
2TallTyler
force-pushed
the
no_dead_end_bridges_2
branch
from
December 22, 2020 22:55
6e333b1
to
6b9465b
Compare
TrueBrain
reviewed
Dec 23, 2020
2TallTyler
force-pushed
the
no_dead_end_bridges_2
branch
from
December 23, 2020 18:21
6b9465b
to
815f7c5
Compare
TrueBrain
approved these changes
Dec 24, 2020
2TallTyler
added a commit
to 2TallTyler/OpenTTD
that referenced
this pull request
Jan 8, 2021
2TallTyler
added a commit
to 2TallTyler/OpenTTD
that referenced
this pull request
Jan 8, 2021
2TallTyler
added a commit
to 2TallTyler/OpenTTD
that referenced
this pull request
Jan 8, 2021
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment
Labels
candidate: yes
This Pull Request is a candidate for being merged
size: small
This Pull Request is small, and should be relative easy to process
work: minor details
This Pull Request has some minor details left to do
Add this suggestion to a batch that can be applied as a single commit.
This suggestion is invalid because no changes were made to the code.
Suggestions cannot be applied while the pull request is closed.
Suggestions cannot be applied while viewing a subset of changes.
Only one suggestion per line can be applied in a batch.
Add this suggestion to a batch that can be applied as a single commit.
Applying suggestions on deleted lines is not supported.
You must change the existing code in this line in order to create a valid suggestion.
Outdated suggestions cannot be applied.
This suggestion has been applied or marked resolved.
Suggestions cannot be applied from pending reviews.
Suggestions cannot be applied on multi-line comments.
Suggestions cannot be applied while the pull request is queued to merge.
Suggestion cannot be applied right now. Please check back later.
(I broke GitHub on my previous PR branch and even TrueBrain couldn't fix it, so I'm starting over on a fresh branch.)
Currently, towns build bridges over ocean tiles or tracks without checking if the tile past the bridge will allow them to continue building the road. This frequently leads to bridges dead-ending at industries, houses, tracks, etc.
I have created a test savegame to demonstrate each case where the bridge should be allowed, and each case where it should be prohibited. You can run it on fast-forward to let the towns grow (I have included buses to drive growth). You can tell that a bridge has been rejected when the town grows the road to the end of the tile without bridging.
Bridge_Test_Save.zip