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* 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_town.hpp Everything to query towns. */
#ifndef SCRIPT_TOWN_HPP
#define SCRIPT_TOWN_HPP
#include "script_cargo.hpp"
#include "script_company.hpp"
#include "../../town_type.h"
/**
* Class that handles all town related functions.
* @api ai game
*/
class ScriptTown : public ScriptObject {
public:
/**
* Actions that one can perform on a town.
*/
enum TownAction {
/* Note: these values represent part of the in-game order of the _town_action_proc array */
/**
* 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.
TOWN_RATING_INVALID = -1, ///< The town rating for invalid towns/companies.
};
/**
* Possible layouts for the roads in a town.
*/
enum RoadLayout {
/* Note: these values represent part of the in-game TownLayout enum */
ROAD_LAYOUT_ORIGINAL = ::TL_ORIGINAL, ///< Original algorithm (min. 1 distance between roads).
ROAD_LAYOUT_BETTER_ROADS = ::TL_BETTER_ROADS, ///< Extended original algorithm (min. 2 distance between roads).
ROAD_LAYOUT_2x2 = ::TL_2X2_GRID, ///< Geometric 2x2 grid algorithm
ROAD_LAYOUT_3x3 = ::TL_3X3_GRID, ///< Geometric 3x3 grid algorithm
/* Custom added value, only valid for this API */
ROAD_LAYOUT_INVALID = -1, ///< The layout for invalid towns.
};
/**
* Possible town construction sizes.
*/
enum TownSize {
TOWN_SIZE_SMALL = ::TSZ_SMALL, ///< Small town.
TOWN_SIZE_MEDIUM = ::TSZ_MEDIUM, ///< Medium town.
TOWN_SIZE_LARGE = ::TSZ_LARGE, ///< Large town.
TOWN_SIZE_INVALID = -1, ///< Invalid town size.
};
/**
* Special values for SetGrowthRate.
*/
enum TownGrowth {
TOWN_GROWTH_NONE = 0xFFFF, ///< Town does not grow at all.
TOWN_GROWTH_NORMAL = 0x10000, ///< Use default town growth algorithm instead of custom growth rate.
};
/**
* Gets the number of towns.
* @return The number of towns.
*/
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 char *GetName(TownID town_id);
/**
* Rename a town.
* @param town_id The town to rename
* @param name The new name of the town. If null is passed, the town name will be reset to the default name.
* @pre IsValidTown(town_id).
* @return True if the action succeeded.
* @api -ai
*/
static bool SetName(TownID town_id, Text *name);
/**
* Set the custom text of a town, shown in the GUI.
* @param town_id The town to set the custom text of.
* @param text The text to set it to (can be either a raw string, or a ScriptText object). If null is passed, the text will be removed.
* @pre IsValidTown(town_id).
* @return True if the action succeeded.
* @api -ai
*/
static bool SetText(TownID town_id, Text *text);
/**
* 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.
*/
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.
*/
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 ScriptCargo::IsValidCargo(cargo_id).
* @return The last month's production of the given cargo for this town.
*/
static int32 GetLastMonthProduction(TownID town_id, CargoID cargo_id);
/**
* Get the total amount of cargo supplied from a town last month.
* @param town_id The index of the town.
* @param cargo_id The index of the cargo.
* @pre IsValidTown(town_id).
* @pre ScriptCargo::IsValidCargo(cargo_id).
* @return The amount of cargo supplied for transport from this town last month.
*/
static int32 GetLastMonthSupplied(TownID town_id, CargoID cargo_id);
/**
* Get the percentage of transported 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 ScriptCargo::IsValidCargo(cargo_id).
* @return The percentage of given cargo transported from this town last month.
*/
static int32 GetLastMonthTransportedPercentage(TownID town_id, CargoID cargo_id);
/**
* Get the total amount of cargo effects received by a town last month.
* @param town_id The index of the town.
* @param towneffect_id The index of the cargo.
* @pre IsValidTown(town_id).
* @pre ScriptCargo::IsValidTownEffect(cargo_id).
* @return The amount of cargo received by this town last month for this cargo effect.
*/
static int32 GetLastMonthReceived(TownID town_id, ScriptCargo::TownEffect towneffect_id);
/**
* Set the goal of a cargo for this town.
* @param town_id The index of the town.
* @param towneffect_id The index of the towneffect.
* @param goal The new goal.
* @pre IsValidTown(town_id).
* @pre ScriptCargo::IsValidTownEffect(towneffect_id).
* @return True if the action succeeded.
* @api -ai
*/
static bool SetCargoGoal(TownID town_id, ScriptCargo::TownEffect towneffect_id, uint32 goal);
/**
* Get the amount of cargo that needs to be delivered (per TownEffect) for a
* town to grow. All goals need to be reached before a town will grow.
* @param town_id The index of the town.
* @param towneffect_id The index of the towneffect.
* @pre IsValidTown(town_id).
* @pre ScriptCargo::IsValidTownEffect(towneffect_id).
* @return The goal of the cargo.
* @note Goals can change over time. For example with a changing snowline, or
* with a growing town.
*/
static uint32 GetCargoGoal(TownID town_id, ScriptCargo::TownEffect towneffect_id);
/**
* Set the amount of days between town growth.
* @param town_id The index of the town.
* @param days_between_town_growth The amount of days between town growth, TOWN_GROWTH_NONE or TOWN_GROWTH_NORMAL.
* @pre IsValidTown(town_id).
* @pre days_between_town_growth <= 880 || days_between_town_growth == TOWN_GROWTH_NONE || days_between_town_growth == TOWN_GROWTH_NORMAL.
* @return True if the action succeeded.
* @note Even when setting a growth rate, towns only grow when the conditions for growth (SetCargoCoal) are met,
* and the game settings (economy.town_growth_rate) allow town growth at all.
* @note When changing the growth rate, the relative progress is preserved and scaled to the new rate.
* @api -ai
*/
static bool SetGrowthRate(TownID town_id, uint32 days_between_town_growth);
/**
* Get the amount of days between town growth.
* @param town_id The index of the town.
* @pre IsValidTown(town_id).
* @return Amount of days between town growth, or TOWN_GROWTH_NONE.
* @note This function does not indicate when it will grow next. It only tells you the time between growths.
*/
static int32 GetGrowthRate(TownID town_id);
/**
* Get the manhattan distance from the tile to the ScriptTown::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 ScriptTown::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.
* If a station sign would be on this tile, the servicing quality of the station would
* 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).
* @game @pre Valid ScriptCompanyMode active in scope.
* @return True if the town has a statue.
*/
static bool HasStatue(TownID town_id);
/**
* Find out if the town is a city.
* @param town_id The town to check.
* @pre IsValidTown(town_id).
* @return True if the town is a city.
*/
static bool IsCity(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 how long new buildings are still being funded in a town.
* @param town_id The town to check.
* @pre IsValidTown(town_id).
* @return The number of months building construction is still funded.
* The value 0 means that there is currently no funding.
*/
static int GetFundBuildingsDuration(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).
* @game @pre Valid ScriptCompanyMode active in scope.
* @return The company that has the exclusive rights. The value
* ScriptCompany::COMPANY_INVALID means that there are currently no
* exclusive rights given out to anyone.
*/
static ScriptCompany::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).
* @game @pre Valid ScriptCompanyMode active in scope.
* @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).
* @game @pre Valid ScriptCompanyMode active in scope.
* @return True if the action succeeded.
*/
static bool PerformTownAction(TownID town_id, TownAction town_action);
/**
* Expand the town.
* @param town_id The town to expand.
* @param houses The amount of houses to grow the town with.
* @pre IsValidTown(town_id).
* @pre houses > 0.
* @return True if the action succeeded.
* @api -ai
*/
static bool ExpandTown(TownID town_id, int houses);
/**
* Found a new town.
* @param tile The location of the new town.
* @param size The town size of the new town.
* @param city True if the new town should be a city.
* @param layout The town layout of the new town.
* @param name The name of the new town. Pass nullptr to use a random town name.
* @game @pre no company mode in scope || ScriptSettings.GetValue("economy.found_town") != 0.
* @ai @pre ScriptSettings.GetValue("economy.found_town") != 0.
* @game @pre no company mode in scope || size != TOWN_SIZE_LARGE.
* @ai @pre size != TOWN_SIZE_LARGE.
* @pre size != TOWN_SIZE_INVALID.
* @pre layout != ROAD_LAYOUT_INVALID.
* @return True if the action succeeded.
* @game @note Companies are restricted by the advanced setting that controls if funding towns is allowed or not. If custom road layout is forbidden and there is a company mode in scope, the layout parameter will be ignored.
* @ai @note AIs are restricted by the advanced setting that controls if funding towns is allowed or not. If custom road layout is forbidden, the layout parameter will be ignored.
*/
static bool FoundTown(TileIndex tile, TownSize size, bool city, RoadLayout layout, Text *name);
/**
* 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 ScriptCompany.ResolveCompanyID(company) != ScriptCompany::COMPANY_INVALID.
* @return The rating as shown to humans.
*/
static TownRating GetRating(TownID town_id, ScriptCompany::CompanyID company_id);
/**
* Get the accurate 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 ScriptCompany.ResolveCompanyID(company) != ScriptCompany::COMPANY_INVALID.
* @return The rating as a number between -1000 (worst) and 1000 (best).
* @api -ai
*/
static int GetDetailedRating(TownID town_id, ScriptCompany::CompanyID company_id);
/**
* Change the rating of a company within a town.
* @param town_id The town to change the rating in.
* @param company_id The company to change the rating for.
* @param delta How much to change rating by (range -1000 to +1000).
* @return True if the rating was changed.
* @pre IsValidTown(town_id).
* @pre ScriptCompany.ResolveCompanyID(company) != ScriptCompany::COMPANY_INVALID.
* @pre no company mode in scope
* @api -ai
*/
static bool ChangeRating(TownID town_id, ScriptCompany::CompanyID company_id, int delta);
/**
* 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);
/**
* Get the road layout for a town.
* @param town_id The town to get the road layout from.
* @return The RoadLayout for the town.
*/
static RoadLayout GetRoadLayout(TownID town_id);
};
#endif /* SCRIPT_TOWN_HPP */
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