Difference between revisions of "VariationalAction2/Canals"
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+ | ==Introduction== |
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− | + | == Variables == |
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+ | {| |
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− | =Variational Action 2 Variables for Canals= |
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+ | |- |
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+ | !'''Variable''' |
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+ | !'''Version''' |
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+ | !'''Content''' |
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+ | |- |
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+ | |80 |
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+ | |{{ottdp|0.6|2.5}} |
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+ | |B |
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+ | |- |
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+ | |81 |
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+ | |{{ottdp|0.6|2.5}} |
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+ | |B |
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+ | |- |
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+ | |82 |
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+ | |{{ottdp|1.4|2.5|ottdrev=r25229}} |
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+ | |B |
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+ | |Dike map |
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+ | |- |
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+ | |83 |
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+ | |{{ottdp|0.6|2.6|ttdprev=r1562}} |
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+ | |B |
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+ | |} |
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+ | == Description == |
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+ | === Dike map (0x82) === |
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+ | The variable returns the sides and edges at which the water has a dike, i.e. no connection to water. The variable is a bitset where single bits indicate a dike towards the eight adjacent tiles: |
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+ | {| |- |
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+ | !Bit!!Value!!Direction |
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+ | |- |
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+ | |0||1||North-East |
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+ | |- |
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+ | |1||2||South-East |
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+ | |- |
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+ | |2||4||South-West |
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+ | |- |
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+ | |3||8||North-West |
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+ | |- |
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+ | |4||16||East |
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+ | |- |
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+ | |5||32||South |
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+ | |- |
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+ | |6||64||West |
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+ | |- |
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+ | |7||128||North |
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+ | |} |
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+ | {{ttdp|}} In TTDPatch this variable is for internal use only. |
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+ | ==Example== |
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− | 82| |B|reversed for internal usage, dikemap |
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− | (a) 2.6 r1562 |
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Latest revision as of 21:46, 6 May 2013
Introduction
Variables
Variable | Version | Size | Content | |
---|---|---|---|---|
80 | 0.6 2.5 | B | Height above ground, top parts of locks have the same height as the lower parts. Note: this returns height in increments of 1 (and not 8) | |
81 | 0.6 2.5 | B | Terrain type: 0 normal, 1 desert, 2 rainforest, 4 on or above snowline | |
82 | 1.4 2.5 | B | Dike map | |
83 | 0.6 2.6 | B | Random byte for plain canals and river tiles, otherwise zero (under bridges as example, or old savegames) |
Variational Action 2 are available for IDs 0/1/2/5/6 (Watercliffs, Locks, Dikes, River Slopes, River waterside)
Description
Dike map (0x82)
The variable returns the sides and edges at which the water has a dike, i.e. no connection to water. The variable is a bitset where single bits indicate a dike towards the eight adjacent tiles:
Bit | Value | Direction |
---|---|---|
0 | 1 | North-East |
1 | 2 | South-East |
2 | 4 | South-West |
3 | 8 | North-West |
4 | 16 | East |
5 | 32 | South |
6 | 64 | West |
7 | 128 | North |
In TTDPatch this variable is for internal use only.