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NotRoadTypes Spec Essential ‘road' and ‘tram' are independent, like ‘road’ and ‘rail’ they can coexist on the same tile in some cases, but do not influence each other the term ‘roadtypes’ is confusing for historical reasons and due to pre-existing use in code, and is not used here: this is NotRoadTypes ‘tram’ and ‘road’ are built as subtypes per tile, one subtype of ‘road’ and one subtype of ’tram’ may be present construction tools for ‘road’ and ’tram' are independent adding/removing/converting ‘road’ on a tile does not affect ‘tram’ for tile and vice-versa vehicles are either ‘road’ or ‘tram’, they cannot be both vehicle routing and movement per ‘road’ and ‘tram’ are independent any ‘road’ subtype may be freely combined with any ’tram’ subtype, there are no ways to make ‘road’ and ’tram’ incompatible with each other by subtype or any other means subtypes proposed up to 15 ‘road' subtypes and 15 ‘tram’ subtypes (implementation detail: uses 4 bits each, uses 8 bits free in m8) 15 is more than enough for any game spec shouldn’t have an opinion on how many type a game needs, but 3 or 4 of each is plenty imho each subtype has a label vehicle compatibility with a subtype is determined by label vehicle may determine some properties by subtype (power, possibly others) drawing ‘tram’ is always drawn above ‘road’; authors need to be aware of this when drawing sprites, no mechanism will be provided to vary this drawing of city roads, bridges, tunnels, and similar will follow existing behaviour drawing of rail crossings may or may not be fixed (road tile is enforced for tram crossings currently, this looked non-trivial to fix when I tried) methods _may_ be provided to enable more control over appearance, e.g. snow above snowline etc catenary subtypes can provide catenary, or not (implementation detail: flag or cb returning sprites) both ‘road’ and ‘tram’ can provide catenary on a tile authors will need to draw catenary carefully to avoid it looking bad when ‘road’ and ‘tram’ catenary are combined on a tile vehicle power on a tile is determined by vehicle against subtype label, unrelated to drawing of catenary sprites there is sophisticated handling of rail catenary to preserve continuity where railtypes cross, something similar needs to be provided for NotRoadTypes converting between subtypes a convert tool is needed, similar to rail conversion this will need to consider ownership carefully too restrictive = can’t overbuild subtypes in towns too permissive = deliberate or accidental breaking of existing routes by overbuilding incompatible subtype drive-in stops: behaviour of articulated vehicles and trams unchanged, can’t use drive-in stops catenary needs to be provided for ‘road' drive-in stops overtaking: out of scope Optional (proposed by frosch) split global toolbar to ‘road’ and ‘light rail’ this makes the distinction between the transport types obvious in this way it’s clear that a tile can have 1 type of rail 1 type of road 1 type of light rail unknown: would the various vehicle menus, station menus etc also be split for ‘road’ and ‘light rail’?
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