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Location: cpp/openttd-patchpack/source/src/script/api/script_tile.hpp - annotation
r27308:abc0eb023c25
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Codechange: use std::string as std::map key, instead of stredup string
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r18500:14a481bc4437 r18500:14a481bc4437 r18500:14a481bc4437 r18500:14a481bc4437 r18500:14a481bc4437 r18500:14a481bc4437 r18500:14a481bc4437 r18500:14a481bc4437 r18500:14a481bc4437 r18500:14a481bc4437 r18500:14a481bc4437 r18500:14a481bc4437 r18500:14a481bc4437 r18500:14a481bc4437 r18500:14a481bc4437 r18500:14a481bc4437 r18500:14a481bc4437 r18500:14a481bc4437 r18500:14a481bc4437 r18500:14a481bc4437 r18500:14a481bc4437 r18500:14a481bc4437 r18500:14a481bc4437 r18500:14a481bc4437 r18500:14a481bc4437 r18500:14a481bc4437 r18500:14a481bc4437 r18500:14a481bc4437 r18500:14a481bc4437 r18500:14a481bc4437 r18500:14a481bc4437 r18500:14a481bc4437 | /*
* This file is part of OpenTTD.
* OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
* OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
* See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
*/
/** @file script_tile.hpp Everything to query and manipulate tiles. */
#ifndef SCRIPT_TILE_HPP
#define SCRIPT_TILE_HPP
#include "script_error.hpp"
#include "script_company.hpp"
#include "../../slope_type.h"
#include "../../transport_type.h"
/**
* Class that handles all tile related functions.
* @api ai game
*/
class ScriptTile : public ScriptObject {
public:
/**
* Error messages related to modifying tiles.
*/
enum ErrorMessages {
/** Base for tile related errors */
ERR_TILE_BASE = ScriptError::ERR_CAT_TILE << ScriptError::ERR_CAT_BIT_SIZE,
/** Tile can't be raised any higher */
ERR_TILE_TOO_HIGH, // [STR_ERROR_ALREADY_AT_SEA_LEVEL]
/** Tile can't be lowered any lower */
ERR_TILE_TOO_LOW, // [STR_ERROR_ALREADY_AT_SEA_LEVEL]
/** The area was already flat */
ERR_AREA_ALREADY_FLAT, // [STR_ERROR_ALREADY_LEVELLED]
/** There is a tunnel underneath */
ERR_EXCAVATION_WOULD_DAMAGE, // [STR_ERROR_EXCAVATION_WOULD_DAMAGE]
/** Reached the limit for terraforming/clearing/planting */
ERR_LIMIT_REACHED, // [STR_ERROR_TERRAFORM_LIMIT_REACHED, STR_ERROR_CLEARING_LIMIT_REACHED, STR_ERROR_TREE_PLANT_LIMIT_REACHED]
};
/**
* Enumeration for corners of tiles.
*/
enum Corner {
/* Note: these values represent part of the in-game Corner enum */
CORNER_W = ::CORNER_W, ///< West corner
CORNER_S = ::CORNER_S, ///< South corner
CORNER_E = ::CORNER_E, ///< East corner
CORNER_N = ::CORNER_N, ///< North corner
CORNER_INVALID = ::CORNER_INVALID, ///< An invalid corner
};
/**
* Enumeration for the slope-type.
*
* This enumeration use the chars N, E, S, W corresponding the
* direction North, East, South and West. The top corner of a tile
* is the north-part of the tile.
*/
enum Slope {
/* Note: these values represent part of the in-game Slope enum */
SLOPE_FLAT = ::SLOPE_FLAT, ///< A flat tile
SLOPE_W = ::SLOPE_W, ///< The west corner of the tile is raised
SLOPE_S = ::SLOPE_S, ///< The south corner of the tile is raised
SLOPE_E = ::SLOPE_E, ///< The east corner of the tile is raised
SLOPE_N = ::SLOPE_N, ///< The north corner of the tile is raised
SLOPE_STEEP = ::SLOPE_STEEP, ///< Indicates the slope is steep (The corner opposite of the not-raised corner is raised two times)
SLOPE_NW = ::SLOPE_NW, ///< North and west corner are raised
SLOPE_SW = ::SLOPE_SW, ///< South and west corner are raised
SLOPE_SE = ::SLOPE_SE, ///< South and east corner are raised
SLOPE_NE = ::SLOPE_NE, ///< North and east corner are raised
SLOPE_EW = ::SLOPE_EW, ///< East and west corner are raised
SLOPE_NS = ::SLOPE_NS, ///< North and south corner are raised
SLOPE_ELEVATED = ::SLOPE_ELEVATED, ///< Bit mask containing all 'simple' slopes. Does not appear as a slope.
SLOPE_NWS = ::SLOPE_NWS, ///< North, west and south corner are raised
SLOPE_WSE = ::SLOPE_WSE, ///< West, south and east corner are raised
SLOPE_SEN = ::SLOPE_SEN, ///< South, east and north corner are raised
SLOPE_ENW = ::SLOPE_ENW, ///< East, north and west corner are raised
SLOPE_STEEP_W = ::SLOPE_STEEP_W, ///< A steep slope falling to east (from west)
SLOPE_STEEP_S = ::SLOPE_STEEP_S, ///< A steep slope falling to north (from south)
SLOPE_STEEP_E = ::SLOPE_STEEP_E, ///< A steep slope falling to west (from east)
SLOPE_STEEP_N = ::SLOPE_STEEP_N, ///< A steep slope falling to south (from north)
/* Custom added value, only valid for this API */
SLOPE_INVALID = 0xFFFF, ///< An invalid slope
};
/**
* The different transport types a tile can have.
*/
enum TransportType {
/* Note: these values represent part of the in-game TransportType enum */
TRANSPORT_RAIL = ::TRANSPORT_RAIL, ///< Tile with rail.
TRANSPORT_ROAD = ::TRANSPORT_ROAD, ///< Tile with road.
TRANSPORT_WATER = ::TRANSPORT_WATER, ///< Tile with navigable waterways.
TRANSPORT_AIR = ::TRANSPORT_AIR, ///< Tile with airport.
/* Custom added value, only valid for this API */
TRANSPORT_INVALID = -1, ///< Tile without any transport type.
};
/**
* Get the base cost for building/clearing several things.
*/
enum BuildType {
BT_FOUNDATION, ///< Build a foundation under something
BT_TERRAFORM, ///< Terraform
BT_BUILD_TREES, ///< Build trees
BT_CLEAR_GRASS, ///< Clear a tile with just grass
BT_CLEAR_ROUGH, ///< Clear a rough tile
BT_CLEAR_ROCKY, ///< Clear a tile with rocks
BT_CLEAR_FIELDS, ///< Clear a tile with farm fields
BT_CLEAR_HOUSE, ///< Clear a tile with a house
BT_CLEAR_WATER, ///< Clear a tile with either river or sea
};
/**
* The types of terrain a tile can have.
*
* @note When a desert or rainforest tile are changed, their terrain type will remain the same. In other words, a sea tile can be of the desert terrain type.
* @note The snow terrain type can change to the normal terrain type and vice versa based on landscaping or variable snow lines from NewGRFs.
*/
enum TerrainType {
TERRAIN_NORMAL, ///< A normal tile (default); not desert, rainforest or snow.
TERRAIN_DESERT, ///< A tile in the desert (manually set in in scenarios, below certain height and certain distance from water in random games).
TERRAIN_RAINFOREST, ///< A tile in the rainforest (manually set in scenarios, certain distance away from deserts in random games),
TERRAIN_SNOW ///< A tile on or above the snowline level.
};
/**
* Check if this tile is buildable, i.e. no things on it that needs
* demolishing.
* @param tile The tile to check on.
* @pre ScriptMap::IsValidTile(tile).
* @return True if it is buildable, false if not.
* @note For trams you also might want to check for ScriptRoad::IsRoad(),
* as you can build tram-rails on road-tiles.
* @note For rail you also might want to check for ScriptRoad::IsRoad(),
* as in some cases you can build rails on road-tiles.
*/
static bool IsBuildable(TileIndex tile);
/**
* Check if this tile is buildable in a rectangle around a tile, with the
* entry in the list as top-left.
* @param tile The tile to check on.
* @param width The width of the rectangle.
* @param height The height of the rectangle.
* @pre ScriptMap::IsValidTile(tile).
* @pre width >= 0.
* @pre height >= 0.
* @return True if it is buildable, false if not.
*/
static bool IsBuildableRectangle(TileIndex tile, SQInteger width, SQInteger height);
/**
* Checks whether the given tile is actually a sea tile.
* @param tile The tile to check on.
* @pre ScriptMap::IsValidTile(tile).
* @return True if and only if the tile is a sea tile.
*/
static bool IsSeaTile(TileIndex tile);
/**
* Checks whether the given tile is actually a river tile.
* @param tile The tile to check on.
* @pre ScriptMap::IsValidTile(tile).
* @return True if and only if the tile is a river tile.
*/
static bool IsRiverTile(TileIndex tile);
/**
* Checks whether the given tile is actually a water tile.
* @param tile The tile to check on.
* @pre ScriptMap::IsValidTile(tile).
* @return True if and only if the tile is a water tile.
* @note Returns false when a buoy is on the tile.
*/
static bool IsWaterTile(TileIndex tile);
/**
* Checks whether the given tile is actually a coast tile.
* @param tile The tile to check.
* @pre ScriptMap::IsValidTile(tile).
* @return True if and only if the tile is a coast tile.
* @note Building on coast tiles in general is more expensive. This is not
* true if there are also trees on the tile, see #HasTreeOnTile.
*/
static bool IsCoastTile(TileIndex tile);
/**
* Checks whether the given tile is a station tile of any station.
* @param tile The tile to check.
* @pre ScriptMap::IsValidTile(tile).
* @return True if and only if the tile is a station tile.
*/
static bool IsStationTile(TileIndex tile);
/**
* Check if a tile has a steep slope.
* Steep slopes are slopes with a height difference of 2 across one diagonal of the tile.
* @param slope The slope to check on.
* @pre slope != SLOPE_INVALID.
* @return True if the slope is a steep slope.
*/
static bool IsSteepSlope(Slope slope);
/**
* Check if a tile has a halftile slope.
* Halftile slopes appear on top of halftile foundations. E.g. the slope you get when building a horizontal railtrack on the top of a SLOPE_N or SLOPE_STEEP_N.
* @param slope The slope to check on.
* @pre slope != SLOPE_INVALID.
* @return True if the slope is a halftile slope.
* @note Currently there is no API function that would return or accept a halftile slope.
*/
static bool IsHalftileSlope(Slope slope);
/**
* Check if the tile has any tree on it.
* @param tile The tile to check on.
* @pre ScriptMap::IsValidTile(tile).
* @return True if and only if there is a tree on the tile.
*/
static bool HasTreeOnTile(TileIndex tile);
/**
* Check if the tile is a farmland tile.
* @param tile The tile to check on.
* @pre ScriptMap::IsValidTile(tile).
* @return True if and only if the tile is farmland.
*/
static bool IsFarmTile(TileIndex tile);
/**
* Check if the tile is a rock tile.
* @param tile The tile to check on.
* @pre ScriptMap::IsValidTile(tile).
* @return True if and only if the tile is rock tile.
*/
static bool IsRockTile(TileIndex tile);
/**
* Check if the tile is a rough tile.
* @param tile The tile to check on.
* @pre ScriptMap::IsValidTile(tile).
* @return True if and only if the tile is rough tile.
*/
static bool IsRoughTile(TileIndex tile);
/**
* Check if the tile without buildings or infrastructure is a snow tile.
* @note If you want to know if a tile (with or without buildings and infrastructure) is on or above the snowline, use ScriptTile::GetTerrainType(tile).
* @param tile The tile to check on.
* @pre ScriptMap::IsValidTile(tile).
* @return True if and only if the tile is snow tile.
*/
static bool IsSnowTile(TileIndex tile);
/**
* Check if the tile without buildings or infrastructure is a desert tile.
* @note If you want to know if a tile (with or without buildings and infrastructure) is in a desert, use ScriptTile::GetTerrainType(tile).
* @param tile The tile to check on.
* @pre ScriptMap::IsValidTile(tile).
* @return True if and only if the tile is desert tile.
*/
static bool IsDesertTile(TileIndex tile);
/**
* Get the type of terrain regardless of buildings or infrastructure.
* @note When a desert or rainforest tile are changed, their terrain type will remain the same. In other words, a sea tile can be of the desert terrain type.
* @note The snow terrain type can change to the normal terrain type and vice versa based on landscaping or variable snow lines from NewGRFs.
* @param tile The tile to check on.
* @pre ScriptMap::IsValidTile(tile).
* @return The #TerrainType.
*/
static TerrainType GetTerrainType(TileIndex tile);
/**
* Get the slope of a tile.
* This is the slope of the bare tile. A possible foundation on the tile does not influence this slope.
* @param tile The tile to check on.
* @pre ScriptMap::IsValidTile(tile).
* @return Bit mask encoding the slope. See #Slope for a description of the returned values.
*/
static Slope GetSlope(TileIndex tile);
/**
* Get the complement of the slope.
* @param slope The slope to get the complement of.
* @pre slope != SLOPE_INVALID.
* @pre !IsSteepSlope(slope).
* @pre !IsHalftileSlope(slope).
* @return The complement of a slope. This means that all corners that
* weren't raised, are raised, and visa versa.
*/
static Slope GetComplementSlope(Slope slope);
/**
* Get the minimal height on a tile.
* The returned height is the height of the bare tile. A possible foundation on the tile does not influence this height.
* @param tile The tile to check on.
* @pre ScriptMap::IsValidTile(tile).
* @return The height of the lowest corner of the tile, ranging from 0 to 15.
*/
static SQInteger GetMinHeight(TileIndex tile);
/**
* Get the maximal height on a tile.
* The returned height is the height of the bare tile. A possible foundation on the tile does not influence this height.
* @param tile The tile to check on.
* @pre ScriptMap::IsValidTile(tile).
* @return The height of the highest corner of the tile, ranging from 0 to 15.
*/
static SQInteger GetMaxHeight(TileIndex tile);
/**
* Get the height of a certain corner of a tile.
* The returned height is the height of the bare tile. A possible foundation on the tile does not influence this height.
* @param tile The tile to check on.
* @param corner The corner to query.
* @pre ScriptMap::IsValidTile(tile).
* @return The height of the lowest corner of the tile, ranging from 0 to 15.
*/
static SQInteger GetCornerHeight(TileIndex tile, Corner corner);
/**
* Get the owner of the tile.
* @param tile The tile to get the owner from.
* @pre ScriptMap::IsValidTile(tile).
* @return The CompanyID of the owner of the tile, or COMPANY_INVALID if
* there is no owner (grass/industry/water tiles, etc.).
*/
static ScriptCompany::CompanyID GetOwner(TileIndex tile);
/**
* Checks whether the given tile contains parts suitable for the given
* TransportType.
* @param tile The tile to check.
* @param transport_type The TransportType to check against.
* @pre ScriptMap::IsValidTile(tile).
* @pre transport_type != TRANSPORT_AIR.
* @note Returns false on tiles with roadworks and on road tiles with only
* a single piece of road as these tiles cannot be used to transport
* anything on. It furthermore returns true on some coast tile for
* TRANSPORT_WATER because ships can navigate over them.
* @note Use ScriptAirport.IsAirportTile to check for airport tiles. Aircraft
* can fly over every tile on the map so using HasTransportType
* doesn't make sense for TRANSPORT_AIR.
* @return True if and only if the tile has the given TransportType.
*/
static bool HasTransportType(TileIndex tile, TransportType transport_type);
/**
* Check how much cargo this tile accepts.
* It creates a radius around the tile, and adds up all acceptance of this
* cargo.
* @param tile The tile to check on.
* @param cargo_type The cargo to check the acceptance of.
* @param width The width of the station.
* @param height The height of the station.
* @param radius The radius of the station.
* @pre ScriptMap::IsValidTile(tile).
* @pre ScriptCargo::IsValidCargo(cargo_type)
* @pre width > 0.
* @pre height > 0.
* @pre radius >= 0.
* @return Values below 8 mean no acceptance; the more the better.
*/
static SQInteger GetCargoAcceptance(TileIndex tile, CargoID cargo_type, SQInteger width, SQInteger height, SQInteger radius);
/**
* Checks how many producers in the radius produces this cargo.
* It creates a radius around the tile, and counts all producer of this cargo.
* @param tile The tile to check on.
* @param cargo_type The cargo to check the production of.
* @param width The width of the station.
* @param height The height of the station.
* @param radius The radius of the station.
* @pre ScriptMap::IsValidTile(tile).
* @pre ScriptCargo::IsValidCargo(cargo_type)
* @pre width > 0.
* @pre height > 0.
* @pre radius >= 0.
* @return The number of producers that produce this cargo within radius of the tile.
*/
static SQInteger GetCargoProduction(TileIndex tile, CargoID cargo_type, SQInteger width, SQInteger height, SQInteger radius);
/**
* Get the manhattan distance from the tile to the tile.
* @param tile_from The tile to get the distance to.
* @param tile_to The tile to get the distance to.
* @return The distance between the two tiles.
*/
static SQInteger GetDistanceManhattanToTile(TileIndex tile_from, TileIndex tile_to);
/**
* Get the square distance from the tile to the tile.
* @param tile_from The tile to get the distance to.
* @param tile_to The tile to get the distance to.
* @return The distance between the two tiles.
*/
static SQInteger GetDistanceSquareToTile(TileIndex tile_from, TileIndex tile_to);
/**
* Raise the given corners of the tile. The corners can be combined,
* for example: SLOPE_N | SLOPE_W (= SLOPE_NW) will raise the west and the north corner.
* @note The corners will be modified in the order west (first), south, east, north (last).
* Changing one corner might cause another corner to be changed too. So modifiing
* multiple corners may result in changing some corners by multiple steps.
* @param tile The tile to raise.
* @param slope Corners to raise (SLOPE_xxx).
* @pre tile < ScriptMap::GetMapSize().
* @game @pre ScriptCompanyMode::IsValid().
* @exception ScriptError::ERR_AREA_NOT_CLEAR
* @exception ScriptError::ERR_TOO_CLOSE_TO_EDGE
* @exception ScriptTile::ERR_TILE_TOO_HIGH
* @return 0 means failed, 1 means success.
*/
static bool RaiseTile(TileIndex tile, Slope slope);
/**
* Lower the given corners of the tile. The corners can be combined,
* for example: SLOPE_N | SLOPE_W (= SLOPE_NW) will lower the west and the north corner.
* @note The corners will be modified in the order west (first), south, east, north (last).
* Changing one corner might cause another corner to be changed too. So modifiing
* multiple corners may result in changing some corners by multiple steps.
* @param tile The tile to lower.
* @param slope Corners to lower (SLOPE_xxx).
* @pre tile < ScriptMap::GetMapSize().
* @game @pre ScriptCompanyMode::IsValid().
* @exception ScriptError::ERR_AREA_NOT_CLEAR
* @exception ScriptError::ERR_TOO_CLOSE_TO_EDGE
* @exception ScriptTile::ERR_TILE_TOO_LOW
* @return 0 means failed, 1 means success.
*/
static bool LowerTile(TileIndex tile, Slope slope);
/**
* Level all tiles in the rectangle between start_tile and end_tile so they
* are at the same height. All tiles will be raised or lowered until
* they are at height ScriptTile::GetCornerHeight(start_tile, ScriptTile::CORNER_N).
* @param start_tile One corner of the rectangle to level.
* @param end_tile The opposite corner of the rectangle.
* @pre start_tile < ScriptMap::GetMapSize().
* @pre end_tile < ScriptMap::GetMapSize().
* @game @pre ScriptCompanyMode::IsValid().
* @exception ScriptError::ERR_AREA_NOT_CLEAR
* @exception ScriptError::ERR_TOO_CLOSE_TO_EDGE
* @return True if one or more tiles were leveled.
* @note Even if leveling some part fails, some other part may have been
* successfully leveled already.
* @note This function may return true in ScriptTestMode, although it fails in
* ScriptExecMode.
*/
static bool LevelTiles(TileIndex start_tile, TileIndex end_tile);
/**
* Destroy everything on the given tile.
* @param tile The tile to demolish.
* @pre ScriptMap::IsValidTile(tile).
* @exception ScriptError::ERR_AREA_NOT_CLEAR
* @return True if and only if the tile was demolished.
*/
static bool DemolishTile(TileIndex tile);
/**
* Create a random tree on a tile.
* @param tile The tile to build a tree on.
* @pre ScriptMap::IsValidTile(tile).
* @game @pre ScriptCompanyMode::IsValid().
* @return True if and only if a tree was added on the tile.
*/
static bool PlantTree(TileIndex tile);
/**
* Create a random tree on a rectangle of tiles.
* @param tile The top left tile of the rectangle.
* @param width The width of the rectangle.
* @param height The height of the rectangle.
* @pre ScriptMap::IsValidTile(tile).
* @pre width >= 1 && width <= 20.
* @pre height >= 1 && height <= 20.
* @game @pre ScriptCompanyMode::IsValid().
* @return True if and only if a tree was added on any of the tiles in the rectangle.
*/
static bool PlantTreeRectangle(TileIndex tile, SQInteger width, SQInteger height);
/**
* Find out if this tile is within the rating influence of a town.
* If a station sign would be on this tile, the servicing quality of the station would
* influence the rating of the town.
* @param tile The tile to check.
* @param town_id The town to check.
* @return True if the tile is within the rating influence of the town.
*/
static bool IsWithinTownInfluence(TileIndex tile, TownID town_id);
/**
* Find the town which has authority for the tile.
* The rating of your company in this town will be checked and affected when
* building stations, trees etc.
* @param tile The tile to check.
* @return The TownID of the town which has authority on this tile.
*/
static TownID GetTownAuthority(TileIndex tile);
/**
* Find the town that is closest to a tile. Stations you build at this tile
* will belong to this town.
* @param tile The tile to check.
* @return The TownID of the town closest to the tile.
*/
static TownID GetClosestTown(TileIndex tile);
/**
* Get the baseprice of building/clearing various tile-related things.
* @param build_type the type to build
* @return The baseprice of building or removing the given object.
*/
static Money GetBuildCost(BuildType build_type);
};
#endif /* SCRIPT_TILE_HPP */
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