File diff r10695:3124a970a753 → r10696:8dfe83e30d01
src/ai/api/ai_town.hpp
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new file 100644
 
/* $Id$ */
 

	
 
/** @file ai_town.hpp Everything to query towns. */
 

	
 
#ifndef AI_TOWN_HPP
 
#define AI_TOWN_HPP
 

	
 
#include "ai_object.hpp"
 
#include "ai_company.hpp"
 

	
 
/**
 
 * Class that handles all town related functions.
 
 */
 
class AITown : public AIObject {
 
public:
 
	static const char *GetClassName() { return "AITown"; }
 

	
 
	/**
 
	 * Actions that one can perform on a town.
 
	 */
 
	enum TownAction {
 
		/* Values are important, as they represent the internal state of the game. */
 

	
 
		/**
 
		 * The cargo ratings temporary gains 25% of rating (in
 
		 * absolute percentage, so 10% becomes 35%, with a max of 99%)
 
		 * for all stations within 10 tiles.
 
		 */
 
		TOWN_ACTION_ADVERTISE_SMALL  = 0,
 

	
 
		/**
 
		 * The cargo ratings temporary gains 44% of rating (in
 
		 * absolute percentage, so 10% becomes 54%, with a max of 99%)
 
		 * for all stations within 15 tiles.
 
		 */
 
		TOWN_ACTION_ADVERTISE_MEDIUM = 1,
 

	
 
		/**
 
		 * The cargo ratings temporary gains 63% of rating (in
 
		 * absolute percentage, so 10% becomes 73%, with a max of 99%)
 
		 * for all stations within 20 tiles.
 
		 */
 
		TOWN_ACTION_ADVERTISE_LARGE  = 2,
 

	
 
		/**
 
		 * Rebuild the roads of this town for 6 months.
 
		 */
 
		TOWN_ACTION_ROAD_REBUILD     = 3,
 

	
 
		/**
 
		 * Build a statue in this town.
 
		 */
 
		TOWN_ACTION_BUILD_STATUE     = 4,
 

	
 
		/**
 
		 * Fund the creation of extra buildings for 3 months.
 
		 */
 
		TOWN_ACTION_FUND_BUILDINGS   = 5,
 

	
 
		/**
 
		 * Buy exclusive rights for this town for 12 months.
 
		 */
 
		TOWN_ACTION_BUY_RIGHTS       = 6,
 

	
 
		/**
 
		 * Bribe the town in order to get a higher rating.
 
		 */
 
		TOWN_ACTION_BRIBE            = 7,
 
	};
 

	
 
	/**
 
	 * Different ratings one could have in a town.
 
	 */
 
	enum TownRating {
 
		TOWN_RATING_NONE,         ///< The company got no rating in the town.
 
		TOWN_RATING_APPALLING,    ///< The company got an appalling rating in the town .
 
		TOWN_RATING_VERY_POOR,    ///< The company got an very poor rating in the town.
 
		TOWN_RATING_POOR,         ///< The company got an poor rating in the town.
 
		TOWN_RATING_MEDIOCRE,     ///< The company got an mediocre rating in the town.
 
		TOWN_RATING_GOOD,         ///< The company got an good rating in the town.
 
		TOWN_RATING_VERY_GOOD,    ///< The company got an very good rating in the town.
 
		TOWN_RATING_EXCELLENT,    ///< The company got an excellent rating in the town.
 
		TOWN_RATING_OUTSTANDING,  ///< The company got an outstanding rating in the town.
 
		INVALID_TOWN_RATING = -1, ///< The town rating for invalid towns/companies.
 
	};
 

	
 
	/**
 
	 * Gets the maximum town index; there are no valid towns with a higher index.
 
	 * @return The maximum town index.
 
	 * @post Return value is always non-negative.
 
	 */
 
	static TownID GetMaxTownID();
 

	
 
	/**
 
	 * Gets the number of towns. This is different than GetMaxTownID()
 
	 *   because of the way OpenTTD works internally.
 
	 * @return The number of towns.
 
	 * @post Return value is always non-negative.
 
	 */
 
	static int32 GetTownCount();
 

	
 
	/**
 
	 * Checks whether the given town index is valid.
 
	 * @param town_id The index to check.
 
	 * @return True if and only if the town is valid.
 
	 */
 
	static bool IsValidTown(TownID town_id);
 

	
 
	/**
 
	 * Get the name of the town.
 
	 * @param town_id The town to get the name of.
 
	 * @pre IsValidTown(town_id).
 
	 * @return The name of the town.
 
	 */
 
	static const char *GetName(TownID town_id);
 

	
 
	/**
 
	 * Gets the number of inhabitants in the town.
 
	 * @param town_id The town to get the population of.
 
	 * @pre IsValidTown(town_id).
 
	 * @return The number of inhabitants.
 
	 * @post Return value is always non-negative.
 
	 */
 
	static int32 GetPopulation(TownID town_id);
 

	
 
	/**
 
	 * Gets the number of houses in the town.
 
	 * @param town_id The town to get the number of houses of.
 
	 * @pre IsValidTown(town_id).
 
	 * @return The number of houses.
 
	 * @post Return value is always non-negative.
 
	 */
 
	static int32 GetHouseCount(TownID town_id);
 

	
 
	/**
 
	 * Gets the location of the town.
 
	 * @param town_id The town to get the location of.
 
	 * @pre IsValidTown(town_id).
 
	 * @return The location of the town.
 
	 */
 
	static TileIndex GetLocation(TownID town_id);
 

	
 
	/**
 
	 * Get the total last month's production of the given cargo at a town.
 
	 * @param town_id The index of the town.
 
	 * @param cargo_id The index of the cargo.
 
	 * @pre IsValidTown(town_id).
 
	 * @pre AICargo::IsValidCargo(cargo_id).
 
	 * @pre AICargo::GetTownEffect(cargo_id) == TE_PASSENGERS || AICargo::GetTownEffect(cargo_id) == TE_MAIL.
 
	 * @return The last month's production of the given cargo for this town.
 
	 * @post Return value is always non-negative.
 
	 */
 
	static int32 GetLastMonthProduction(TownID town_id, CargoID cargo_id);
 

	
 
	/**
 
	 * Get the total amount of cargo transported from a town last month.
 
	 * @param town_id The index of the industry.
 
	 * @param cargo_id The index of the cargo.
 
	 * @pre IsValidTown(town_id).
 
	 * @pre AICargo::IsValidCargo(cargo_id).
 
	 * @pre AICargo::GetTownEffect(cargo_id) == TE_PASSENGERS || AICargo::GetTownEffect(cargo_id) == TE_MAIL.
 
	 * @return The amount of given cargo transported from this town last month.
 
	 * @post Return value is always non-negative.
 
	 */
 
	static int32 GetLastMonthTransported(TownID town_id, CargoID cargo_id);
 

	
 
	/**
 
	 * Get the maximum production of the given cargo at a town.
 
	 * @param town_id The index of the town.
 
	 * @param cargo_id The index of the cargo.
 
	 * @pre IsValidTown(town_id).
 
	 * @pre AICargo::IsValidCargo(cargo_id).
 
	 * @pre AICargo::GetTownEffect(cargo_id) == TE_PASSENGERS || AICargo::GetTownEffect(cargo_id) == TE_MAIL.
 
	 * @return The maximum production of the given cargo for this town.
 
	 * @post Return value is always non-negative.
 
	 */
 
	static int32 GetMaxProduction(TownID town_id, CargoID cargo_id);
 

	
 
	/**
 
	 * Get the manhattan distance from the tile to the AITown::GetLocation()
 
	 *  of the town.
 
	 * @param town_id The town to get the distance to.
 
	 * @param tile The tile to get the distance to.
 
	 * @pre IsValidTown(town_id).
 
	 * @return The distance between town and tile.
 
	 */
 
	static int32 GetDistanceManhattanToTile(TownID town_id, TileIndex tile);
 

	
 
	/**
 
	 * Get the square distance from the tile to the AITown::GetLocation()
 
	 *  of the town.
 
	 * @param town_id The town to get the distance to.
 
	 * @param tile The tile to get the distance to.
 
	 * @pre IsValidTown(town_id).
 
	 * @return The distance between town and tile.
 
	 */
 
	static int32 GetDistanceSquareToTile(TownID town_id, TileIndex tile);
 

	
 
	/**
 
	 * Find out if this tile is within the rating influence of a town.
 
	 *  Stations on this tile influence the rating of the town.
 
	 * @param town_id The town to check.
 
	 * @param tile The tile to check.
 
	 * @pre IsValidTown(town_id).
 
	 * @return True if the tile is within the rating influence of the town.
 
	 */
 
	static bool IsWithinTownInfluence(TownID town_id, TileIndex tile);
 

	
 
	/**
 
	 * Find out if this town has a statue for the current company.
 
	 * @param town_id The town to check.
 
	 * @pre IsValidTown(town_id).
 
	 * @return True if the town has a statue.
 
	 */
 
	static bool HasStatue(TownID town_id);
 

	
 
	/**
 
	 * Find out how long the town is undergoing road reconstructions.
 
	 * @param town_id The town to check.
 
	 * @pre IsValidTown(town_id).
 
	 * @return The number of months the road reworks are still going to take.
 
	 *         The value 0 means that there are currently no road reworks.
 
	 */
 
	static int GetRoadReworkDuration(TownID town_id);
 

	
 
	/**
 
	 * Find out which company currently has the exclusive rights of this town.
 
	 * @param town_id The town to check.
 
	 * @pre IsValidTown(town_id).
 
	 * @return The company that has the exclusive rights. The value
 
	 *         AICompany::INVALID_COMPANY means that there are currently no
 
	 *         exclusive rights given out to anyone.
 
	 */
 
	static AICompany::CompanyID GetExclusiveRightsCompany(TownID town_id);
 

	
 
	/**
 
	 * Find out how long the town is under influence of the exclusive rights.
 
	 * @param town_id The town to check.
 
	 * @pre IsValidTown(town_id).
 
	 * @return The number of months the exclusive rights hold.
 
	 *         The value 0 means that there are currently no exclusive rights
 
	 *         given out to anyone.
 
	 */
 
	static int32 GetExclusiveRightsDuration(TownID town_id);
 

	
 
	/**
 
	 * Find out if an action can currently be performed on the town.
 
	 * @param town_id The town to perform the action on.
 
	 * @param town_action The action to perform on the town.
 
	 * @pre IsValidTown(town_id).
 
	 * @return True if and only if the action can performed.
 
	 */
 
	static bool IsActionAvailable(TownID town_id, TownAction town_action);
 

	
 
	/**
 
	 * Perform a town action on this town.
 
	 * @param town_id The town to perform the action on.
 
	 * @param town_action The action to perform on the town.
 
	 * @pre IsValidTown(town_id).
 
	 * @pre IsActionAvailable(town_id, town_action).
 
	 * @return True if the action succeeded.
 
	 */
 
	static bool PerformTownAction(TownID town_id, TownAction town_action);
 

	
 
	/**
 
	 * Get the rating of a company within a town.
 
	 * @param town_id The town to get the rating for.
 
	 * @param company_id The company to get the rating for.
 
	 * @pre IsValidTown(town_id).
 
	 * @pre AICompany.ResolveCompanyID(company) != AICompany::INVALID_COMPANY.
 
	 * @return The rating as shown to humans.
 
	 */
 
	static TownRating GetRating(TownID town_id, AICompany::CompanyID company_id);
 

	
 
	/**
 
	 * Get the maximum level of noise that still can be added by airports
 
	 *  before the town start to refuse building a new airport.
 
	 * @param town_id The town to get the allowed noise from.
 
	 * @return The noise that still can be added.
 
	 */
 
	static int GetAllowedNoise(TownID town_id);
 
};
 

	
 
#endif /* AI_TOWN_HPP */