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Location: cpp/openttd-patchpack/source/src/script/api/script_tilelist.hpp
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Update: Translations from eints
dutch: 80 changes by JanWillem
dutch: 80 changes by JanWillem
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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_tilelist.hpp List tiles. */
#ifndef SCRIPT_TILELIST_HPP
#define SCRIPT_TILELIST_HPP
#include "script_station.hpp"
#include "script_list.hpp"
/**
* Creates an empty list, in which you can add tiles.
* @api ai game
* @ingroup ScriptList
*/
class ScriptTileList : public ScriptList {
public:
/**
* Adds the rectangle between tile_from and tile_to to the to-be-evaluated tiles.
* @param tile_from One corner of the tiles to add.
* @param tile_to The other corner of the tiles to add.
* @pre ScriptMap::IsValidTile(tile_from).
* @pre ScriptMap::IsValidTile(tile_to).
*/
void AddRectangle(TileIndex tile_from, TileIndex tile_to);
/**
* Add a tile to the to-be-evaluated tiles.
* @param tile The tile to add.
* @pre ScriptMap::IsValidTile(tile).
*/
void AddTile(TileIndex tile);
/**
* Remove the tiles inside the rectangle between tile_from and tile_to form the list.
* @param tile_from One corner of the tiles to remove.
* @param tile_to The other corner of the files to remove.
* @pre ScriptMap::IsValidTile(tile_from).
* @pre ScriptMap::IsValidTile(tile_to).
*/
void RemoveRectangle(TileIndex tile_from, TileIndex tile_to);
/**
* Remove a tile from the list.
* @param tile The tile to remove.
* @pre ScriptMap::IsValidTile(tile).
*/
void RemoveTile(TileIndex tile);
};
/**
* Creates a list of tiles that will accept cargo for the given industry.
* @note If a simular industry is close, it might happen that this industry receives the cargo.
* @api ai game
* @ingroup ScriptList
*/
class ScriptTileList_IndustryAccepting : public ScriptTileList {
public:
/**
* @param industry_id The industry to create the ScriptTileList around.
* @param radius The coverage radius of the station type you will be using.
* @pre ScriptIndustry::IsValidIndustry(industry_id).
* @pre radius > 0.
* @note A station part built on any of the returned tiles will give you coverage.
*/
ScriptTileList_IndustryAccepting(IndustryID industry_id, int radius);
};
/**
* Creates a list of tiles which the industry checks to see if a station is
* there to receive cargo produced by this industry.
* @api ai game
* @ingroup ScriptList
*/
class ScriptTileList_IndustryProducing : public ScriptTileList {
public:
/**
* @param industry_id The industry to create the ScriptTileList around.
* @param radius The coverage radius of the station type you will be using.
* @pre ScriptIndustry::IsValidIndustry(industry_id).
* @pre radius > 0.
* @note A station part built on any of the returned tiles will give you acceptance.
*/
ScriptTileList_IndustryProducing(IndustryID industry_id, int radius);
};
/**
* Creates a list of tiles which have the requested StationType of the
* StationID.
* @api ai game
* @ingroup ScriptList
*/
class ScriptTileList_StationType : public ScriptTileList {
public:
/**
* @param station_id The station to create the ScriptTileList for.
* @param station_type The StationType to create the ScriptList for.
*/
ScriptTileList_StationType(StationID station_id, ScriptStation::StationType station_type);
};
#endif /* SCRIPT_TILELIST_HPP */
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