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

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_marine.hpp Everything to query and build marine. */

#ifndef AI_MARINE_HPP
#define AI_MARINE_HPP

#include "ai_error.hpp"

/**
 * Class that handles all marine related functions.
 */
class AIMarine : public AIObject {
public:
	/** Get the name of this class to identify it towards squirrel. */
	static const char *GetClassName() { return "AIMarine"; }

	/**
	 * All marine related error messages.
	 */
	enum ErrorMessages {
		/** Base for marine related errors */
		ERR_MARINE_BASE = AIError::ERR_CAT_MARINE << AIError::ERR_CAT_BIT_SIZE,

		/** Infrastructure must be built on water */
		ERR_MARINE_MUST_BE_BUILT_ON_WATER,                  // [STR_ERROR_MUST_BE_BUILT_ON_WATER]
	};

	/**
	 * Types of water-related objects in the game.
	 */
	enum BuildType {
		BT_DOCK,  ///< Build a dock
		BT_DEPOT, ///< Build a ship depot
		BT_BUOY,  ///< Build a buoy
	};

	/**
	 * Checks whether the given tile is actually a tile with a water depot.
	 * @param tile The tile to check.
	 * @pre AIMap::IsValidTile(tile).
	 * @return True if and only if the tile has a water depot.
	 */
	static bool IsWaterDepotTile(TileIndex tile);

	/**
	 * Checks whether the given tile is actually a tile with a dock.
	 * @param tile The tile to check.
	 * @pre AIMap::IsValidTile(tile).
	 * @return True if and only if the tile has a dock.
	 */
	static bool IsDockTile(TileIndex tile);

	/**
	 * Checks whether the given tile is actually a tile with a buoy.
	 * @param tile The tile to check.
	 * @pre AIMap::IsValidTile(tile).
	 * @return True if and only if the tile has a buoy.
	 */
	static bool IsBuoyTile(TileIndex tile);

	/**
	 * Checks whether the given tile is actually a tile with a lock.
	 * @param tile The tile to check.
	 * @pre AIMap::IsValidTile(tile).
	 * @return True if and only if the tile has a lock.
	 */
	static bool IsLockTile(TileIndex tile);

	/**
	 * Checks whether the given tile is actually a tile with a canal.
	 * @param tile The tile to check.
	 * @pre AIMap::IsValidTile(tile).
	 * @return True if and only if the tile has a canal.
	 */
	static bool IsCanalTile(TileIndex tile);

	/**
	 * Checks whether the given tiles are directly connected, i.e. whether
	 *  a ship vehicle can travel from the center of the first tile to the
	 *  center of the second tile.
	 * @param tile_from The source tile.
	 * @param tile_to The destination tile.
	 * @pre AIMap::IsValidTile(tile_from).
	 * @pre AIMap::IsValidTile(tile_to).
	 * @pre 'tile_from' and 'tile_to' are directly neighbouring tiles.
	 * @return True if and only if a ship can go from tile_from to tile_to.
	 */
	static bool AreWaterTilesConnected(TileIndex tile_from, TileIndex tile_to);

	/**
	 * Builds a water depot on tile.
	 * @param tile The tile where the water depot will be build.
	 * @param front A tile on the same axis with 'tile' as the depot shall be oriented.
	 * @pre AIMap::IsValidTile(tile).
	 * @pre AIMap::IsValidTile(front).
	 * @exception AIError::ERR_AREA_NOT_CLEAR
	 * @exception AIError::ERR_SITE_UNSUITABLE
	 * @exception AIMarine::ERR_MARINE_MUST_BE_BUILT_ON_WATER
	 * @return Whether the water depot has been/can be build or not.
	 * @note A WaterDepot is 1 tile in width, and 2 tiles in length.
	 * @note The depot will be built towards the south from 'tile', not necessarily towards 'front'.
	 */
	static bool BuildWaterDepot(TileIndex tile, TileIndex front);

	/**
	 * Builds a dock where tile is the tile still on land.
	 * @param tile The tile still on land of the dock.
	 * @param station_id The station to join, AIStation::STATION_NEW or AIStation::STATION_JOIN_ADJACENT.
	 * @pre AIMap::IsValidTile(tile).
	 * @pre station_id == AIStation::STATION_NEW || station_id == AIStation::STATION_JOIN_ADJACENT || AIStation::IsValidStation(station_id).
	 * @exception AIError::ERR_AREA_NOT_CLEAR
	 * @exception AIError::ERR_SITE_UNSUITABLE
	 * @exception AIStation::ERR_STATION_TOO_CLOSE_TO_ANOTHER_STATION
	 * @exception AIStation::ERR_STATION_TOO_MANY_STATIONS
	 * @return Whether the dock has been/can be build or not.
	 */
	static bool BuildDock(TileIndex tile, StationID station_id);

	/**
	 * Builds a buoy on tile.
	 * @param tile The tile where the buoy will be build.
	 * @pre AIMap::IsValidTile(tile).
	 * @exception AIError::ERR_AREA_NOT_CLEAR
	 * @exception AIError::ERR_SITE_UNSUITABLE
	 * @exception AIStation::ERR_STATION_TOO_MANY_STATIONS
	 * @return Whether the buoy has been/can be build or not.
	 */
	static bool BuildBuoy(TileIndex tile);

	/**
	 * Builds a lock on tile.
	 * @param tile The tile where the lock will be build.
	 * @pre AIMap::IsValidTile(tile).
	 * @exception AIError::ERR_LAND_SLOPED_WRONG
	 * @exception AIError::ERR_SITE_UNSUITABLE
	 * @return Whether the lock has been/can be build or not.
	 */
	static bool BuildLock(TileIndex tile);

	/**
	 * Builds a canal on tile.
	 * @param tile The tile where the canal will be build.
	 * @pre AIMap::IsValidTile(tile).
	 * @exception AIError::ERR_AREA_NOT_CLEAR
	 * @exception AIError::ERR_LAND_SLOPED_WRONG
	 * @exception AIError::ERR_OWNED_BY_ANOTHER_COMPANY
	 * @exception AIError::ERR_ALREADY_BUILT
	 * @return Whether the canal has been/can be build or not.
	 */
	static bool BuildCanal(TileIndex tile);

	/**
	 * Removes a water depot.
	 * @param tile Any tile of the water depot.
	 * @pre AIMap::IsValidTile(tile).
	 * @exception AIError::ERR_OWNED_BY_ANOTHER_COMPANY
	 * @return Whether the water depot has been/can be removed or not.
	 */
	static bool RemoveWaterDepot(TileIndex tile);

	/**
	 * Removes a dock.
	 * @param tile Any tile of the dock.
	 * @pre AIMap::IsValidTile(tile).
	 * @exception AIError::ERR_OWNED_BY_ANOTHER_COMPANY
	 * @return Whether the dock has been/can be removed or not.
	 */
	static bool RemoveDock(TileIndex tile);

	/**
	 * Removes a buoy.
	 * @param tile Any tile of the buoy.
	 * @pre AIMap::IsValidTile(tile).
	 * @exception AIError::ERR_OWNED_BY_ANOTHER_COMPANY
	 * @return Whether the buoy has been/can be removed or not.
	 */
	static bool RemoveBuoy(TileIndex tile);

	/**
	 * Removes a lock.
	 * @param tile Any tile of the lock.
	 * @pre AIMap::IsValidTile(tile).
	 * @exception AIError::ERR_OWNED_BY_ANOTHER_COMPANY
	 * @return Whether the lock has been/can be removed or not.
	 */
	static bool RemoveLock(TileIndex tile);

	/**
	 * Removes a canal.
	 * @param tile Any tile of the canal.
	 * @pre AIMap::IsValidTile(tile).
	 * @exception AIError::ERR_OWNED_BY_ANOTHER_COMPANY
	 * @return Whether the canal has been/can be removed or not.
	 */
	static bool RemoveCanal(TileIndex tile);

	/**
	 * Get the baseprice of building a water-related object.
	 * @param build_type the type of object to build
	 * @return The baseprice of building the given object.
	 */
	static Money GetBuildCost(BuildType build_type);
};

#endif /* AI_MARINE_HPP */