Files @ r17613:a9b2554a5d79
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Location: cpp/openttd-patchpack/source/src/ai/api/ai_industrytype.cpp

rubidium
(svn r22387) -Fix-ish [FS#4601]: Windows' recv seems to return "graceful closed" before having passed the remaining buffer which causes OpenTTD to think all connections are "incorrectly" terminated, i.e. without the "I'm leaving" packet from the client. So let the client wait a tiny bit after sending the "I'm leaving" packet and before gracefully closing the connection
/* $Id$ */

/*
 * 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 ai_industrytype.cpp Implementation of AIIndustryType. */

#include "../../stdafx.h"
#include "ai_industrytype.hpp"
#include "ai_map.hpp"
#include "ai_error.hpp"
#include "../../strings_func.h"
#include "../../industry.h"
#include "../../newgrf_industries.h"
#include "../../core/random_func.hpp"

/* static */ bool AIIndustryType::IsValidIndustryType(IndustryType industry_type)
{
	if (industry_type >= NUM_INDUSTRYTYPES) return false;

	return ::GetIndustrySpec(industry_type)->enabled;
}

/* static */ bool AIIndustryType::IsRawIndustry(IndustryType industry_type)
{
	if (!IsValidIndustryType(industry_type)) return false;

	return ::GetIndustrySpec(industry_type)->IsRawIndustry();
}

/* static */ bool AIIndustryType::ProductionCanIncrease(IndustryType industry_type)
{
	if (!IsValidIndustryType(industry_type)) return false;

	if (_settings_game.game_creation.landscape != LT_TEMPERATE) return true;
	return (::GetIndustrySpec(industry_type)->behaviour & INDUSTRYBEH_DONT_INCR_PROD) == 0;
}

/* static */ Money AIIndustryType::GetConstructionCost(IndustryType industry_type)
{
	if (!IsValidIndustryType(industry_type)) return -1;
	if (::GetIndustrySpec(industry_type)->IsRawIndustry() && _settings_game.construction.raw_industry_construction == 0) return -1;

	return ::GetIndustrySpec(industry_type)->GetConstructionCost();
}

/* static */ char *AIIndustryType::GetName(IndustryType industry_type)
{
	if (!IsValidIndustryType(industry_type)) return NULL;
	static const int len = 64;
	char *industrytype_name = MallocT<char>(len);

	::GetString(industrytype_name, ::GetIndustrySpec(industry_type)->name, &industrytype_name[len - 1]);

	return industrytype_name;
}

/* static */ AIList *AIIndustryType::GetProducedCargo(IndustryType industry_type)
{
	if (!IsValidIndustryType(industry_type)) return NULL;

	const IndustrySpec *ins = ::GetIndustrySpec(industry_type);

	AIList *list = new AIList();
	for (size_t i = 0; i < lengthof(ins->produced_cargo); i++) {
		if (ins->produced_cargo[i] != CT_INVALID) list->AddItem(ins->produced_cargo[i]);
	}

	return list;
}

/* static */ AIList *AIIndustryType::GetAcceptedCargo(IndustryType industry_type)
{
	if (!IsValidIndustryType(industry_type)) return NULL;

	const IndustrySpec *ins = ::GetIndustrySpec(industry_type);

	AIList *list = new AIList();
	for (size_t i = 0; i < lengthof(ins->accepts_cargo); i++) {
		if (ins->accepts_cargo[i] != CT_INVALID) list->AddItem(ins->accepts_cargo[i]);
	}

	return list;
}

/* static */ bool AIIndustryType::CanBuildIndustry(IndustryType industry_type)
{
	if (!IsValidIndustryType(industry_type)) return false;

	if (!::CheckIfCallBackAllowsAvailability(industry_type, IACT_USERCREATION)) return false;
	if (!::GetIndustrySpec(industry_type)->IsRawIndustry()) return true;

	/* raw_industry_construction == 1 means "Build as other industries" */
	return _settings_game.construction.raw_industry_construction == 1;
}

/* static */ bool AIIndustryType::CanProspectIndustry(IndustryType industry_type)
{
	if (!IsValidIndustryType(industry_type)) return false;

	if (!::GetIndustrySpec(industry_type)->IsRawIndustry()) return false;
	if (!::CheckIfCallBackAllowsAvailability(industry_type, IACT_USERCREATION)) return false;

	/* raw_industry_construction == 2 means "prospect" */
	return _settings_game.construction.raw_industry_construction == 2;
}

/* static */ bool AIIndustryType::BuildIndustry(IndustryType industry_type, TileIndex tile)
{
	EnforcePrecondition(false, CanBuildIndustry(industry_type));
	EnforcePrecondition(false, AIMap::IsValidTile(tile));

	uint32 seed = ::InteractiveRandom();
	return AIObject::DoCommand(tile, (::InteractiveRandomRange(::GetIndustrySpec(industry_type)->num_table) << 8) | industry_type, seed, CMD_BUILD_INDUSTRY);
}

/* static */ bool AIIndustryType::ProspectIndustry(IndustryType industry_type)
{
	EnforcePrecondition(false, CanProspectIndustry(industry_type));

	uint32 seed = ::InteractiveRandom();
	return AIObject::DoCommand(0, industry_type, seed, CMD_BUILD_INDUSTRY);
}

/* static */ bool AIIndustryType::IsBuiltOnWater(IndustryType industry_type)
{
	if (!IsValidIndustryType(industry_type)) return false;

	return (::GetIndustrySpec(industry_type)->behaviour & INDUSTRYBEH_BUILT_ONWATER) != 0;
}

/* static */ bool AIIndustryType::HasHeliport(IndustryType industry_type)
{
	if (!IsValidIndustryType(industry_type)) return false;

	return (::GetIndustrySpec(industry_type)->behaviour & INDUSTRYBEH_AI_AIRSHIP_ROUTES) != 0;
}

/* static */ bool AIIndustryType::HasDock(IndustryType industry_type)
{
	if (!IsValidIndustryType(industry_type)) return false;

	return (::GetIndustrySpec(industry_type)->behaviour & INDUSTRYBEH_AI_AIRSHIP_ROUTES) != 0;
}