Files
@ r12474:6d6f8d461c5d
Branch filter:
Location: cpp/openttd-patchpack/source/src/ai/api/ai_tile.hpp
r12474:6d6f8d461c5d
17.1 KiB
text/x-c++hdr
(svn r16921) -Codechange: make it more clear what strings are related to road vehicles; only ROAD isn't always enough. Also unify the way of writing it.
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 | /* $Id$ */
/** @file ai_tile.hpp Everything to query and manipulate tiles. */
#ifndef AI_TILE_HPP
#define AI_TILE_HPP
#include "ai_abstractlist.hpp"
#include "ai_error.hpp"
#include "ai_company.hpp"
/**
* Class that handles all tile related functions.
*/
class AITile : public AIObject {
public:
static const char *GetClassName() { return "AITile"; }
/**
* Error messages related to modifying tiles.
*/
enum ErrorMessages {
/** Base for tile related errors */
ERR_TILE_BASE = AIError::ERR_CAT_TILE << AIError::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_ALREADY_LEVELLED]
/** There is a tunnel underneed */
ERR_EXCAVATION_WOULD_DAMAGE, // [STR_ERROR_EXCAVATION_WOULD_DAMAGE]
};
/**
* 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_INVALID = 0xFF,
};
/**
* 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 {
/* 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_INVALID = 0xFFFF, //!< An invalid slope
};
/**
* The different transport types a tile can have.
*/
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_INVALID = -1, //!< Tile without any transport type.
};
/**
* Check if this tile is buildable, i.e. no things on it that needs
* demolishing.
* @param tile The tile to check on.
* @pre AIMap::IsValidTile(tile).
* @return True if it is buildable, false if not.
* @note For trams you also might want to check for AIRoad::IsRoad(),
* as you can build tram-rails on road-tiles.
* @note For rail you also might want to check for AIRoad::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 AIMap::IsValidTile(tile).
* @return True if it is buildable, false if not.
*/
static bool IsBuildableRectangle(TileIndex tile, uint width, uint height);
/**
* Checks whether the given tile is actually a water tile.
* @param tile The tile to check on.
* @pre AIMap::IsValidTile(tile).
* @return True if and only if the tile is a water tile.
*/
static bool IsWaterTile(TileIndex tile);
/**
* Checks whether the given tile is actually a coast tile.
* @param tile The tile to check.
* @pre AIMap::IsValidTile(tile).
* @return True if and only if the tile is a coast tile.
* @note Building on coast tiles in general is more expensive.
*/
static bool IsCoastTile(TileIndex tile);
/**
* Checks whether the given tile is a station tile of any station.
* @param tile The tile to check.
* @pre AIMap::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 AIMap::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 AIMap::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 AIMap::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 AIMap::IsValidTile(tile).
* @return True if and only if the tile is rough tile.
*/
static bool IsRoughTile(TileIndex tile);
/**
* Check if the tile is a snow tile.
* @param tile The tile to check on.
* @pre AIMap::IsValidTile(tile).
* @return True if and only if the tile is snow tile.
*/
static bool IsSnowTile(TileIndex tile);
/**
* Check if the tile is a desert tile.
* @param tile The tile to check on.
* @pre AIMap::IsValidTile(tile).
* @return True if and only if the tile is desert tile.
*/
static bool IsDesertTile(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 AIMap::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 height of the north 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.
* @deprecated This function is deprecated and might be removed in future versions of the API. Use GetMinHeight(), GetMaxHeight() or GetCornerHeight() instead.
* @param tile The tile to check on.
* @pre AIMap::IsValidTile(tile).
* @return The height of the north corner of the tile, ranging from 0 to 15.
*/
static int32 GetHeight(TileIndex tile);
/**
* 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 AIMap::IsValidTile(tile).
* @return The height of the lowest corner of the tile, ranging from 0 to 15.
*/
static int32 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 AIMap::IsValidTile(tile).
* @return The height of the highest corner of the tile, ranging from 0 to 15.
*/
static int32 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 AIMap::IsValidTile(tile).
* @return The height of the lowest corner of the tile, ranging from 0 to 15.
*/
static int32 GetCornerHeight(TileIndex tile, Corner corner);
/**
* Get the owner of the tile.
* @param tile The tile to get the owner from.
* @pre AIMap::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 AICompany::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 AIMap::IsValidTile(tile).
* @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.
* @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 AIMap::IsValidTile(tile).
* @pre width > 0.
* @pre height > 0.
* @pre radius >= 0.
* @return Value below 8 means no acceptance; the more the better.
*/
static int32 GetCargoAcceptance(TileIndex tile, CargoID cargo_type, int width, int height, int radius);
/**
* Checks how many tiles in the radius produces this cargo.
* It creates a radius around the tile, and adds up all tiles that produce
* 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 AIMap::IsValidTile(tile).
* @pre width > 0.
* @pre height > 0.
* @pre radius >= 0.
* @return The tiles that produce this cargo within radius of the tile.
* @note Town(houses) are not included in the value.
*/
static int32 GetCargoProduction(TileIndex tile, CargoID cargo_type, int width, int height, int 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 int32 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 int32 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 < AIMap::GetMapSize().
* @exception AIError::ERR_AREA_NOT_CLEAR
* @exception AIError::ERR_TOO_CLOSE_TO_EDGE
* @exception AITile::ERR_TILE_TOO_HIGH
* @return 0 means failed, 1 means success.
*/
static bool RaiseTile(TileIndex tile, int32 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 < AIMap::GetMapSize().
* @exception AIError::ERR_AREA_NOT_CLEAR
* @exception AIError::ERR_TOO_CLOSE_TO_EDGE
* @exception AITile::ERR_TILE_TOO_LOW
* @return 0 means failed, 1 means success.
*/
static bool LowerTile(TileIndex tile, int32 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 AITile::GetHeight(start_tile).
* @param start_tile One corner of the rectangle to level.
* @param end_tile The opposite corner of the rectangle.
* @pre start_tile < AIMap::GetMapSize().
* @pre end_tile < AIMap::GetMapSize().
* @exception AIError::ERR_AREA_NOT_CLEAR
* @exception AIError::ERR_TOO_CLOSE_TO_EDGE
* @return True if and only if the area was completely leveled.
* @note Even if leveling some part fails, some other part may have been
* succesfully leveled already.
* @note This function may return true in AITestMode, although it fails in
* AIExecMode.
*/
static bool LevelTiles(TileIndex start_tile, TileIndex end_tile);
/**
* Destroy everything on the given tile.
* @param tile The tile to demolish.
* @pre AIMap::IsValidTile(tile).
* @exception AIError::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 AIMap::IsValidTile(tile).
* @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 AIMap::IsValidTile(tile).
* @pre width >= 1 && width <= 20.
* @pre height >= 1 && height <= 20.
* @return True if and only if a tree was added on any of the tiles in the rectangle.
*/
static bool PlantTreeRectangle(TileIndex tile, uint width, uint height);
/**
* Find out if this tile is within the rating influence of a town.
* Stations on this tile 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 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);
};
#endif /* AI_TILE_HPP */
|