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@@ -116,12 +116,13 @@ public:
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BT_BUILD_TREES, ///< Build trees
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BT_CLEAR_GRASS, ///< Clear a tile with just grass
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BT_CLEAR_ROUGH, ///< Clear a rough tile
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BT_CLEAR_ROCKY, ///< Clear a tile with rocks
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BT_CLEAR_FIELDS, ///< Clear a tile with farm fields
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BT_CLEAR_HOUSE, ///< Clear a tile with a house
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BT_CLEAR_WATER, ///< Clear a tile with either river or sea
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};
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/**
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* The types of terrain a tile can have.
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*
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* @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.
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@@ -156,16 +157,33 @@ public:
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* @pre ScriptMap::IsValidTile(tile).
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* @return True if it is buildable, false if not.
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*/
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static bool IsBuildableRectangle(TileIndex tile, uint width, uint height);
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/**
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* Checks whether the given tile is actually a sea tile.
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* @param tile The tile to check on.
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* @pre ScriptMap::IsValidTile(tile).
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* @return True if and only if the tile is a sea tile.
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*/
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static bool IsSeaTile(TileIndex tile);
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/**
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* Checks whether the given tile is actually a river tile.
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* @param tile The tile to check on.
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* @pre ScriptMap::IsValidTile(tile).
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* @return True if and only if the tile is a river tile.
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*/
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static bool IsRiverTile(TileIndex tile);
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/**
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* Checks whether the given tile is actually a water tile.
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* @param tile The tile to check on.
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* @pre ScriptMap::IsValidTile(tile).
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* @return True if and only if the tile is a water tile.
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* @note Returns false when a buoy is on the tile.
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*/
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static bool IsWaterTile(TileIndex tile);
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/**
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* Checks whether the given tile is actually a coast tile.
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* @param tile The tile to check.
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