Beispiel #1
0
/**
 * Make the given tile a buoy tile.
 * @param t the tile to make a buoy
 * @param sid the station to which this tile belongs
 * @param wc the type of water on this tile
 */
        public static void MakeBuoy(this TileIndex t, StationID sid, WaterClass wc)
        {
            /* Make the owner of the buoy tile the same as the current owner of the
             * water tile. In this way, we can reset the owner of the water to its
             * original state when the buoy gets removed. */
            MakeStation(t, TileMap.GetTileOwner(t), sid, StationType.STATION_BUOY, 0, wc);
        }
Beispiel #2
0
/**
 * Make a water lock.
 * @param t Tile to place the water lock section.
 * @param o Owner of the lock.
 * @param d Direction of the water lock.
 * @param wc_lower Original water class of the lower part.
 * @param wc_upper Original water class of the upper part.
 * @param wc_middle Original water class of the middle part.
 */
/*inline*/

        public static void MakeLock(TileIndex t, Owner o, DiagDirection d, WaterClass wc_lower, WaterClass wc_upper,
                                    WaterClass wc_middle)
        {
            TileIndexDiff delta = Map.TileOffsByDiagDir(d);

            /* Keep the current waterclass and owner for the tiles.
             * It allows to restore them after the lock is deleted */
            MakeLockTile(t, o, LockPart.LOCK_PART_MIDDLE, d, wc_middle);
            MakeLockTile((uint)(t - delta), IsWaterTile((uint)(t - delta)) ? TileMap.GetTileOwner((uint)(t - delta)) : o, LockPart.LOCK_PART_LOWER, d, wc_lower);
            MakeLockTile((uint)(t + delta), IsWaterTile((uint)(t + delta)) ? TileMap.GetTileOwner((uint)(t + delta)) : o, LockPart.LOCK_PART_UPPER, d, wc_upper);
        }