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Location: cpp/openttd-patchpack/source/src/script/api/script_tunnel.hpp
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Add: AI/GS Time Mode to choose between economy (default) and calendar time (#11603)
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 | /*
* 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_tunnel.hpp Everything to query and build tunnels. */
#ifndef SCRIPT_TUNNEL_HPP
#define SCRIPT_TUNNEL_HPP
#include "script_vehicle.hpp"
/**
* Class that handles all tunnel related functions.
* @api ai game
*/
class ScriptTunnel : public ScriptObject {
public:
/**
* All tunnel related errors.
*/
enum ErrorMessages {
/** Base for bridge related errors */
ERR_TUNNEL_BASE = ScriptError::ERR_CAT_TUNNEL << ScriptError::ERR_CAT_BIT_SIZE,
/** Can't build tunnels on water */
ERR_TUNNEL_CANNOT_BUILD_ON_WATER, // [STR_ERROR_CAN_T_BUILD_ON_WATER]
/** The start tile must slope either North, South, West or East */
ERR_TUNNEL_START_SITE_UNSUITABLE, // [STR_ERROR_SITE_UNSUITABLE_FOR_TUNNEL]
/** Another tunnel is in the way */
ERR_TUNNEL_ANOTHER_TUNNEL_IN_THE_WAY, // [STR_ERROR_ANOTHER_TUNNEL_IN_THE_WAY]
/** Unable to excavate land at the end to create the tunnel's exit */
ERR_TUNNEL_END_SITE_UNSUITABLE, // [STR_ERROR_UNABLE_TO_EXCAVATE_LAND]
};
/**
* Check whether the tile is an entrance to a tunnel.
* @param tile The tile to check.
* @pre ScriptMap::IsValidTile(tile).
* @return True if and only if the tile is the beginning or end of a tunnel.
*/
static bool IsTunnelTile(TileIndex tile);
/**
* Get the tile that exits on the other end of a (would be) tunnel starting
* at tile. If there is no 'simple' inclined slope at the start tile,
* this function will return ScriptMap::TILE_INVALID.
* @param tile The tile that is an entrance to a tunnel or the tile where you may want to build a tunnel.
* @pre ScriptMap::IsValidTile(tile).
* @return The TileIndex that is the other end of the (would be) tunnel, or
* ScriptMap::TILE_INVALID if no other end was found (can't build tunnel).
* @note Even if this function returns a valid tile, that is no guarantee
* that building a tunnel will succeed. Use BuildTunnel in ScriptTestMode to
* check whether a tunnel can actually be build.
*/
static TileIndex GetOtherTunnelEnd(TileIndex tile);
/**
* Internal function to help BuildTunnel in case of road.
* @api -all
*/
static bool _BuildTunnelRoad1();
/**
* Internal function to help BuildTunnel in case of road.
* @api -all
*/
static bool _BuildTunnelRoad2();
/**
* Builds a tunnel starting at start. The direction of the tunnel depends
* on the slope of the start tile. Tunnels can be created for either
* rails or roads; use the appropriate ScriptVehicle::VehicleType.
* As an extra for road, this functions builds two half-pieces of road on
* each end of the tunnel, making it easier for you to connect it to your
* network.
* @param start Where to start the tunnel.
* @param vehicle_type The vehicle-type of tunnel to build.
* @pre ScriptMap::IsValidTile(start).
* @pre (vehicle_type == ScriptVehicle::VT_ROAD && ScriptRoad::IsRoadTypeAvailable(ScriptRoad::GetCurrentRoadType())) ||
* (vehicle_type == ScriptVehicle::VT_RAIL && ScriptRail::IsRailTypeAvailable(ScriptRail::GetCurrentRailType())).
* @game @pre ScriptCompanyMode::IsValid() || vehicle_type == ScriptVehicle::VT_ROAD.
* @exception ScriptError::ERR_AREA_NOT_CLEAR
* @exception ScriptTunnel::ERR_TUNNEL_CANNOT_BUILD_ON_WATER
* @exception ScriptTunnel::ERR_TUNNEL_START_SITE_UNSUITABLE
* @exception ScriptTunnel::ERR_TUNNEL_ANOTHER_TUNNEL_IN_THE_WAY
* @exception ScriptTunnel::ERR_TUNNEL_END_SITE_UNSUITABLE
* @return Whether the tunnel has been/can be build or not.
* @note The slope of a tile can be determined by ScriptTile::GetSlope(TileIndex).
* @note No matter if the road pieces were build or not, if building the
* tunnel succeeded, this function returns true.
* @game @note Building a tunnel as deity (ScriptCompanyMode::IsDeity()) results in a tunnel owned by towns.
*/
static bool BuildTunnel(ScriptVehicle::VehicleType vehicle_type, TileIndex start);
/**
* Remove the tunnel whose entrance is located at tile.
* @param tile The tile that is an entrance to a tunnel.
* @pre ScriptMap::IsValidTile(tile) && IsTunnelTile(tile).
* @game @pre ScriptCompanyMode::IsValid().
* @exception ScriptError::ERR_OWNED_BY_ANOTHER_COMPANY
* @return Whether the tunnel has been/can be removed or not.
*/
static bool RemoveTunnel(TileIndex tile);
};
#endif /* SCRIPT_TUNNEL_HPP */
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