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Location: cpp/openttd-patchpack/source/src/ai/api/ai_tile.hpp

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(svn r15519) -Add [NoAI]: support for waypoints by adding AIRail::Build/Remove RailWaypoint, AIWaypoint and AIWaypointList.
/* $Id$ */

/** @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_1003_ALREADY_AT_SEA_LEVEL]

		/** Tile can't be lowered any lower */
		ERR_TILE_TOO_LOW,                      // [STR_1003_ALREADY_AT_SEA_LEVEL]
	};

	/**
	 * Enumeration for the slope-type (from slopes.h).
	 *
	 * 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        = 0x01,                                  //!< The west corner of the tile is raised
		SLOPE_S        = 0x02,                                  //!< The south corner of the tile is raised
		SLOPE_E        = 0x04,                                  //!< The east corner of the tile is raised
		SLOPE_N        = 0x08,                                  //!< The north corner of the tile is raised
		SLOPE_STEEP    = 0x10,                                  //!< Indicates the slope is steep
		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, //!< All corner are raised, similar to SLOPE_FLAT
		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  = 0xFF,                                  //!< 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.
	 * @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.
	 * @param slope The slope to check on.
	 * @pre slope != SLOPE_INVALID.
	 * @return True if the slope is 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.
	 * @param tile The tile to check on.
	 * @pre AIMap::IsValidTile(tile).
	 * @return 0 means flat, others indicate internal state of slope.
	 */
	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 tile.
	 * @param tile The tile to check on.
	 * @pre AIMap::IsValidTile(tile).
	 * @return The height of the tile, ranging from 0 to 15.
	 */
	static int32 GetHeight(TileIndex tile);

	/**
	 * 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).
	 * @return Value below 8 means no acceptance; the more the better.
	 */
	static int32 GetCargoAcceptance(TileIndex tile, CargoID cargo_type, uint width, uint height, uint 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).
	 * @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, uint width, uint height, uint 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)
	 * @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)
	 * @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 */