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Location: cpp/openttd-patchpack/source/src/ai/api/ai_industrytype.cpp - annotation
r11049:6eb2c87ed64a
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(svn r15389) -Feature: Add ability to select which base graphics set is used from the Game Options window. The change takes effect when the window is closed. This option can only be used from the intro menu, as reloading graphics during a game may cause issues.
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/** @file ai_industrytype.cpp Implementation of AIIndustryType. */
#include "ai_industrytype.hpp"
#include "ai_map.hpp"
#include "../../command_type.h"
#include "../../settings_type.h"
#include "../../strings_func.h"
#include "../../industry.h"
/* static */ bool AIIndustryType::IsValidIndustryType(IndustryType industry_type)
{
if (industry_type >= NUM_INDUSTRYTYPES) return false;
return ::GetIndustrySpec(industry_type)->enabled;
}
/* static */ bool AIIndustryType::IsRawIndustry(IndustryType industry_type)
{
if (!IsValidIndustryType(industry_type)) return false;
return ::GetIndustrySpec(industry_type)->IsRawIndustry();
}
/* static */ bool AIIndustryType::ProductionCanIncrease(IndustryType industry_type)
{
if (!IsValidIndustryType(industry_type)) return false;
if (_settings_game.game_creation.landscape != LT_TEMPERATE) return true;
return (::GetIndustrySpec(industry_type)->behaviour & INDUSTRYBEH_DONT_INCR_PROD) == 0;
}
/* static */ Money AIIndustryType::GetConstructionCost(IndustryType industry_type)
{
if (!IsValidIndustryType(industry_type)) return false;
return ::GetIndustrySpec(industry_type)->GetConstructionCost();
}
/* static */ char *AIIndustryType::GetName(IndustryType industry_type)
{
if (!IsValidIndustryType(industry_type)) return NULL;
static const int len = 64;
char *industrytype_name = MallocT<char>(len);
::GetString(industrytype_name, ::GetIndustrySpec(industry_type)->name, &industrytype_name[len - 1]);
return industrytype_name;
}
/* static */ AIList *AIIndustryType::GetProducedCargo(IndustryType industry_type)
{
if (!IsValidIndustryType(industry_type)) return NULL;
const IndustrySpec *ins = ::GetIndustrySpec(industry_type);
AIList *list = new AIList();
for (int i = 0; i < 2; i++) {
if (ins->produced_cargo[i] != CT_INVALID) list->AddItem(ins->produced_cargo[i], 0);
}
return list;
}
/* static */ AIList *AIIndustryType::GetAcceptedCargo(IndustryType industry_type)
{
if (!IsValidIndustryType(industry_type)) return NULL;
const IndustrySpec *ins = ::GetIndustrySpec(industry_type);
AIList *list = new AIList();
for (int i = 0; i < 3; i++) {
if (ins->accepts_cargo[i] != CT_INVALID) list->AddItem(ins->accepts_cargo[i], 0);
}
return list;
}
/* static */ bool AIIndustryType::CanBuildIndustry(IndustryType industry_type)
{
if (!IsValidIndustryType(industry_type)) return false;
if (!::GetIndustrySpec(industry_type)->IsRawIndustry()) return true;
/* raw_industry_construction == 1 means "Build as other industries" */
return _settings_game.construction.raw_industry_construction == 1;
}
/* static */ bool AIIndustryType::CanProspectIndustry(IndustryType industry_type)
{
if (!IsValidIndustryType(industry_type)) return false;
if (!::GetIndustrySpec(industry_type)->IsRawIndustry()) return false;
/* raw_industry_construction == 2 means "prospect" */
return _settings_game.construction.raw_industry_construction == 2;
}
/* static */ bool AIIndustryType::BuildIndustry(IndustryType industry_type, TileIndex tile)
{
EnforcePrecondition(false, CanBuildIndustry(industry_type));
EnforcePrecondition(false, AIMap::IsValidTile(tile));
uint32 seed = ::InteractiveRandom();
return AIObject::DoCommand(tile, (::InteractiveRandomRange(::GetIndustrySpec(industry_type)->num_table) << 16) | industry_type, seed, CMD_BUILD_INDUSTRY);
}
/* static */ bool AIIndustryType::ProspectIndustry(IndustryType industry_type)
{
EnforcePrecondition(false, CanProspectIndustry(industry_type));
uint32 seed = ::InteractiveRandom();
return AIObject::DoCommand(0, industry_type, seed, CMD_BUILD_INDUSTRY);
}
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