diff --git a/src/ai/api/ai_tile.hpp b/src/ai/api/ai_tile.hpp --- a/src/ai/api/ai_tile.hpp +++ b/src/ai/api/ai_tile.hpp @@ -48,10 +48,10 @@ public: * Enumeration for corners of tiles. */ enum Corner { - CORNER_W = 0, //!< West corner - CORNER_S = 1, //!< South corner - CORNER_E = 2, //!< East corner - CORNER_N = 3, //!< North corner + CORNER_W = 0, ///< West corner + CORNER_S = 1, ///< South corner + CORNER_E = 2, ///< East corner + CORNER_N = 3, ///< North corner CORNER_INVALID = 0xFF, }; @@ -65,29 +65,29 @@ public: */ enum Slope { /* Values are important, as they represent the internal state of the game. */ - SLOPE_FLAT = 0x00, //!< A flat tile - SLOPE_W = 1 << CORNER_W, //!< The west corner of the tile is raised - SLOPE_S = 1 << CORNER_S, //!< The south corner of the tile is raised - SLOPE_E = 1 << CORNER_E, //!< The east corner of the tile is raised - SLOPE_N = 1 << CORNER_N, //!< The north corner of the tile is raised - SLOPE_STEEP = 0x10, //!< Indicates the slope is steep (The corner opposite of the not-raised corner is raised two times) - SLOPE_NW = SLOPE_N | SLOPE_W, //!< North and west corner are raised - SLOPE_SW = SLOPE_S | SLOPE_W, //!< South and west corner are raised - SLOPE_SE = SLOPE_S | SLOPE_E, //!< South and east corner are raised - SLOPE_NE = SLOPE_N | SLOPE_E, //!< North and east corner are raised - SLOPE_EW = SLOPE_E | SLOPE_W, //!< East and west corner are raised - SLOPE_NS = SLOPE_N | SLOPE_S, //!< North and south corner are raised - SLOPE_ELEVATED = SLOPE_N | SLOPE_E | SLOPE_S | SLOPE_W, //!< Bit mask containing all 'simple' slopes. Does not appear as a slope. - SLOPE_NWS = SLOPE_N | SLOPE_W | SLOPE_S, //!< North, west and south corner are raised - SLOPE_WSE = SLOPE_W | SLOPE_S | SLOPE_E, //!< West, south and east corner are raised - SLOPE_SEN = SLOPE_S | SLOPE_E | SLOPE_N, //!< South, east and north corner are raised - SLOPE_ENW = SLOPE_E | SLOPE_N | SLOPE_W, //!< East, north and west corner are raised - SLOPE_STEEP_W = SLOPE_STEEP | SLOPE_NWS, //!< A steep slope falling to east (from west) - SLOPE_STEEP_S = SLOPE_STEEP | SLOPE_WSE, //!< A steep slope falling to north (from south) - SLOPE_STEEP_E = SLOPE_STEEP | SLOPE_SEN, //!< A steep slope falling to west (from east) - SLOPE_STEEP_N = SLOPE_STEEP | SLOPE_ENW, //!< A steep slope falling to south (from north) + SLOPE_FLAT = 0x00, ///< A flat tile + SLOPE_W = 1 << CORNER_W, ///< The west corner of the tile is raised + SLOPE_S = 1 << CORNER_S, ///< The south corner of the tile is raised + SLOPE_E = 1 << CORNER_E, ///< The east corner of the tile is raised + SLOPE_N = 1 << CORNER_N, ///< The north corner of the tile is raised + SLOPE_STEEP = 0x10, ///< Indicates the slope is steep (The corner opposite of the not-raised corner is raised two times) + SLOPE_NW = SLOPE_N | SLOPE_W, ///< North and west corner are raised + SLOPE_SW = SLOPE_S | SLOPE_W, ///< South and west corner are raised + SLOPE_SE = SLOPE_S | SLOPE_E, ///< South and east corner are raised + SLOPE_NE = SLOPE_N | SLOPE_E, ///< North and east corner are raised + SLOPE_EW = SLOPE_E | SLOPE_W, ///< East and west corner are raised + SLOPE_NS = SLOPE_N | SLOPE_S, ///< North and south corner are raised + SLOPE_ELEVATED = SLOPE_N | SLOPE_E | SLOPE_S | SLOPE_W, ///< Bit mask containing all 'simple' slopes. Does not appear as a slope. + SLOPE_NWS = SLOPE_N | SLOPE_W | SLOPE_S, ///< North, west and south corner are raised + SLOPE_WSE = SLOPE_W | SLOPE_S | SLOPE_E, ///< West, south and east corner are raised + SLOPE_SEN = SLOPE_S | SLOPE_E | SLOPE_N, ///< South, east and north corner are raised + SLOPE_ENW = SLOPE_E | SLOPE_N | SLOPE_W, ///< East, north and west corner are raised + SLOPE_STEEP_W = SLOPE_STEEP | SLOPE_NWS, ///< A steep slope falling to east (from west) + SLOPE_STEEP_S = SLOPE_STEEP | SLOPE_WSE, ///< A steep slope falling to north (from south) + SLOPE_STEEP_E = SLOPE_STEEP | SLOPE_SEN, ///< A steep slope falling to west (from east) + SLOPE_STEEP_N = SLOPE_STEEP | SLOPE_ENW, ///< A steep slope falling to south (from north) - SLOPE_INVALID = 0xFFFF, //!< An invalid slope + SLOPE_INVALID = 0xFFFF, ///< An invalid slope }; /** @@ -95,26 +95,26 @@ public: */ enum TransportType { /* Values are important, as they represent the internal state of the game. */ - TRANSPORT_RAIL = 0, //!< Tile with rail. - TRANSPORT_ROAD = 1, //!< Tile with road. - TRANSPORT_WATER = 2, //!< Tile with navigable waterways. - TRANSPORT_AIR = 3, //!< Tile with airport. + TRANSPORT_RAIL = 0, ///< Tile with rail. + TRANSPORT_ROAD = 1, ///< Tile with road. + TRANSPORT_WATER = 2, ///< Tile with navigable waterways. + TRANSPORT_AIR = 3, ///< Tile with airport. - TRANSPORT_INVALID = -1, //!< Tile without any transport type. + 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_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 }; /**