Closed krzychu124 closed 1 year ago
do we need to deal with Cargo Vehicle in LaneEndTransitionGroup
?
public static LaneEndTransitionGroup GetLaneEndTransitionGroup(VehicleInfo.VehicleType vehicleType) {
LaneEndTransitionGroup ret = 0;
if (vehicleType.IsFlagSet(ROAD_VEHICLE_TYPES))
ret |= LaneEndTransitionGroup.Road;
if (vehicleType.IsFlagSet(TRACK_VEHICLE_TYPES))
ret |= LaneEndTransitionGroup.Track;
return ret;
}
public static LaneEndTransitionGroup GetLaneEndTransitionGroup(this NetInfo.Lane laneInfo) {
LaneEndTransitionGroup ret = 0;
if(laneInfo.MatchesRoad())
ret |= LaneEndTransitionGroup.Road;
if (laneInfo.MatchesTrack())
ret |= LaneEndTransitionGroup.Track;
return ret;
}
Fixes #1701
CargoVehicle
lanes which solves issues for buildings that suppose to allow for pass through vehicle paths like cargo terminals but also Airports DLC dual track Cargo Train StationNote
I've swapped method for matching lanes for
RoutingManager
, because the original was already used by lane connection tool (and more) and I didn't want to increase complexity or scope of tests. Additionally lanes withCargoVehicles
are not available for configuration in game by any tools we support and at this state they are used internally only in form of invisible paths included in building assets and meant to be used as internal paths with certain limitations.More info about the problem and small test savegame you can find in the mentioned issue.
Build ZIP