IRC logs for #openttd on OFTC at 2026-09-27
            
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08:20:59 <DorpsGek> [OpenTTD/OpenTTD] spatulari requested changes for pull request #16015: Add: Lighthouses on islands https://github.com/OpenTTD/OpenTTD/pull/16015#pullrequestreview-5329497480
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09:59:01 <andythenorth> oof
09:59:09 <andythenorth> I've forgotten how to detect coast tiles πŸ˜›
10:02:08 <andythenorth> oh has to include water class 0
10:06:48 <andythenorth> hmm what is tile var 0x67
10:06:52 <andythenorth> not documented?
10:09:12 <andythenorth> nvm it's 0x60 for industry tiles, other vars for other features
10:09:40 <kaibaneddy> coast is water class 1 and not flat
10:10:01 <kaibaneddy> iirc
10:10:48 <kaibaneddy> or is it water and water class 0?
10:11:49 <andythenorth> I think it depends if there's an industry on it already
10:12:07 <andythenorth> I have FIRS code that appears to work, but I don't know why πŸ€·β€β™‚οΈ
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10:16:16 <andythenorth> ``` switch(FEAT_INDUSTRYTILES, SELF, ${location_check.switch_entry_point}, nearby_tile_water_class(0,0)) {
10:16:16 <andythenorth> WATER_CLASS_SEA: ${location_check.switch_result};
10:16:16 <andythenorth> WATER_CLASS_NONE: ${location_check.switch_result};
10:16:16 <andythenorth> return CB_RESULT_LOCATION_DISALLOW;
10:16:16 <andythenorth> }
10:16:23 <andythenorth> not sure why WATER_CLASS_NONE is used there
10:17:44 <kaibaneddy> πŸ€·β€β™€οΈ
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10:19:46 <andythenorth> coast after bulldoze/terraform?
10:19:56 <andythenorth> it doesn't check the tile is a water tile
10:20:02 <kaibaneddy> // the shape of water
10:20:02 <kaibaneddy> 1412 * 18 02 09 11 85 60 00 00 \wx22ff 01 00 84 \wx2201 \wx22ff 01 84 // coast tile
10:20:02 <kaibaneddy> 1413 * 18 02 09 10 85 60 00 00 \wx22ff 01 00 84 \wx2200 \wx2200 01 84 // water tile
10:20:02 <kaibaneddy> or so
10:20:02 <kaibaneddy> 2201 - 22ff = any slope, water class 1
10:20:33 <kaibaneddy> andythenorth: maybe
10:20:33 <kaibaneddy> if the tile in front is a flat sea tile, then the bulldozed tile can be assumed to be(come) a coastline
10:21:03 <andythenorth> 0 doesn't mean land, it can also mean undefined
10:21:13 <andythenorth> dunno, I'm going to comment it out and wait for bug reports
10:21:36 <kaibaneddy> andythenorth: presumably if it's anything other than clear land, the industry placement will fail anyway?
10:21:51 <andythenorth> it has for the last 10 years
10:42:00 <andythenorth> oh yeah ok
10:42:30 <andythenorth> so a sea tile with industry on it isn't a water tile for var 0x60 bit 1
10:42:38 <andythenorth> but it has a water class
10:44:50 <andythenorth> not sure there is a way to detect coast under an industry πŸ™‚
10:47:27 <andythenorth> for stations I check for adjacent water tile, but that won't be reliable in an industry layout
10:56:45 <andythenorth> hmm, that also detects the coast direction and uses appropriate offsets to nearby_tile_water_class()
10:57:12 <andythenorth> and it checks nearby_tile_height(), assuming sea is only in height 0
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11:07:59 <andythenorth> does L5 for water features appear to have a coast bit?
11:08:17 <andythenorth> wondering if the game can give me 'coast' or if I need to construct it from multiple checks
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13:42:18 <DorpsGek> [OpenTTD/nml] glx22 opened pull request #445: Add: basic sanity check for 'articulated_part' callback https://github.com/OpenTTD/nml/pull/445
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19:47:59 <_zephyris> Hmm, flag for whether water objects should block ships?
20:28:37 <DorpsGek> [OpenTTD/nml] andythenorth commented on pull request #445: Add: basic sanity check for 'articulated_part' callback https://github.com/OpenTTD/nml/pull/445#issuecomment-5859553231
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21:16:01 <mmtunligit> _zephyris: biggest issue i forsee is sprite draw order
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23:48:19 <emperorjake> Buoys already work fine, but some objects should go above the ship, such as the seagulls
23:48:49 <emperorjake> That said, I like using water objects to block and direct ships to where I want them