News:

SimuTranslator
Make Simutrans speak your language.

Shouldn't monuments have build_time?

Started by An_dz, October 17, 2015, 09:22:15 AM

Previous topic - Next topic

0 Members and 1 Guest are viewing this topic.

An_dz

Correct me if I'm wrong, but shouldn't monuments have the build_time parameter?

I'm asking because apparently we don't write that info in the pak file: (from \besch\writer\building_writer.cc\)
else if (!STRICMP(type_name, "cur")) {
extra_data = obj.get_int("build_time", 0);
level      = obj.get_int("passengers",  level);
utype      = extra_data == 0 ? haus_besch_t::attraction_land : haus_besch_t::attraction_city;
}
else if (!STRICMP(type_name, "mon")) {
utype = haus_besch_t::denkmal;
level = obj.get_int("passengers",  level);
}
else if (!STRICMP(type_name, "tow")) {
level      = obj.get_int("passengers",  level);
extra_data = obj.get_int("build_time", 0);
utype = haus_besch_t::rathaus;
}

Ters

Since monuments are unique on the whole map, unlike attractions and town halls, they probably have another trigger than the population of a city.

An_dz

From what I can see in simcity.cc, a monument is built as long as:

  • No city attraction can be built at the give moment;
  • The city has more than 512 inhabitants;
  • The monument is not already in the map;

prissi

Monuments will be built everytime a city passes 512 bev. Maybe there was also a random counter involved though.

Ters

In any case, it works differently and doesn't need build_time.

An_dz

Fine, but looks strange as limits the number of monuments built.

Ters

That's precisely the point. Monuments, at least in pak64, is a transcendental thing piercing the fourth wall. One might argue that they should all be present when the map is created, and if one is removed during the game, it should immediately appear somewhere else.