bridge ends highlight (like tunnel's one)

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Wolf01
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Post by Wolf01 »

Master X wrote:Yes, but if you build bridges like in the following picture, the PC is not able to know, where a bridge should end.
in this case, a straight line of 256 tiles highligthed (if there aren't obstacles)
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Post by peter1138 »

Bridges have a maximum length. That can be used to limit the range of highlighted tiles if it's on flat land.
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latinoloco
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Post by latinoloco »

Thats wat i was trying to say, too many possibilities. But what could work, is when building a bridge, the first tile with the same height will be (for example) blue. and the rest dont show up. This would help knowing which height is the same for doing viaducts.
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Wolf01
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Post by Wolf01 »

but you should be able to select the kind of bridge before build it...
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latinoloco
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Post by latinoloco »

What good would that do? you select what type of bridge after, depending what speed. But people are thinking too advanced for a simple solution. Just highlight the first tile with the same height, so then you know what level it is. Its not used for anything else...
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Post by Bot_40 »

Don't see what the problem is. All you have to do is check each tile in the direction of dragging and highlight it. So what if it has to check 60 tiles, that's hardly a massive computation, it's not going to bring your pc to a crawl, a 1 off check when you start dragging a bridge.
I personally have had a load of situations where I wanted to build a high bridge and I ended up having to either do trial and error on loads of squares or sit there manually working out the height of each square.
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LKRaider
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Post by LKRaider »

The problem they pose here is when a bridge comes from a flat land tile, or a +1 height difference from flat land. Since any flat land tile would be a possible endpoint.

I say just ignore flat land tiles and only highlight sloped tiles. That's where you need help identifying endpoints anyways.
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Post by Bot_40 »

But that doesn't matter, it's not trying to find "THE" square the bridge "HAS" to end on, just highlight all the possible squares it could end on. If there's flat land, yeah, you get a strip of highlighted squares - how is that a problem?
Have a look at the screenshot someone already posted, there's 3 highlighted squares so you can easilly in an instant where it's possible to end the bridge.
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LKRaider
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Post by LKRaider »

I was just thinking it could turn out to be annoying to have all tiles highlighted everytime you build a bridge.

On the other hand, the advantages far overcomes the minor-possible-annoyance, so, yep, no need to extra code that. Good point.
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latinoloco
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Post by latinoloco »

IMO having all the possibilities would be freaken stupid. Ill post later what I mean... if i can be bothered....
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Post by MeusH »

This one is interesting idea, but as it was mentioned before, this may kill the computer when checking bridge for x tiles of flat land.

The idea makes sence, however, for a small number of possible bridge endings (<=5 or <=10).

If contunued, ctrl+click on a tile may begin looking for the possible bridge endings, and if one is found, the bridge may be built. This wouldn't require player dragging, but as I said, only one[0] bridge ending is possible...

[0]Or the first one
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Post by dupier »

I think a simple box with the height of the tile the bridge started on and the height of the tile the cursor is on would do the same thing. Just drag until you see the numbers match.
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Post by MeusH »

I'm working on a tooltip patch. It features height difference (which is like hell on slopes)
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