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Change: [CMake] Disable newgrf scan for regression check
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 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 | /*
* 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_cargo.hpp Everything to query cargoes. */
#ifndef SCRIPT_CARGO_HPP
#define SCRIPT_CARGO_HPP
#include "script_object.hpp"
#include "../../cargotype.h"
#include "../../linkgraph/linkgraph_type.h"
/**
* Class that handles all cargo related functions.
* @api ai game
*/
class ScriptCargo : public ScriptObject {
public:
/**
* The classes of cargo.
*/
enum CargoClass {
/* Note: these values represent part of the in-game CargoClass enum */
CC_PASSENGERS = ::CC_PASSENGERS, ///< Passengers. Cargoes of this class appear at bus stops. Cargoes not of this class appear at truck stops.
CC_MAIL = ::CC_MAIL, ///< Mail
CC_EXPRESS = ::CC_EXPRESS, ///< Express cargo (Goods, Food, Candy, but also possible for passengers)
CC_ARMOURED = ::CC_ARMOURED, ///< Armoured cargo (Valuables, Gold, Diamonds)
CC_BULK = ::CC_BULK, ///< Bulk cargo (Coal, Grain etc., Ores, Fruit)
CC_PIECE_GOODS = ::CC_PIECE_GOODS, ///< Piece goods (Livestock, Wood, Steel, Paper)
CC_LIQUID = ::CC_LIQUID, ///< Liquids (Oil, Water, Rubber)
CC_REFRIGERATED = ::CC_REFRIGERATED, ///< Refrigerated cargo (Food, Fruit)
CC_HAZARDOUS = ::CC_HAZARDOUS, ///< Hazardous cargo (Nuclear Fuel, Explosives, etc.)
CC_COVERED = ::CC_COVERED, ///< Covered/Sheltered Freight (Transportation in Box Vans, Silo Wagons, etc.)
};
/**
* The effects a cargo can have on a town.
*/
enum TownEffect {
/* Note: these values represent part of the in-game TownEffect enum */
TE_NONE = ::TE_NONE, ///< This cargo has no effect on a town
TE_PASSENGERS = ::TE_PASSENGERS, ///< This cargo supplies passengers to a town
TE_MAIL = ::TE_MAIL, ///< This cargo supplies mail to a town
TE_GOODS = ::TE_GOODS, ///< This cargo supplies goods to a town
TE_WATER = ::TE_WATER, ///< This cargo supplies water to a town
TE_FOOD = ::TE_FOOD, ///< This cargo supplies food to a town
};
/**
* Special cargo types.
*/
enum SpecialCargoID {
/* Note: these values represent part of the in-game CargoTypes enum */
CT_AUTO_REFIT = ::CT_AUTO_REFIT, ///< Automatically choose cargo type when doing auto-refitting.
CT_NO_REFIT = ::CT_NO_REFIT, ///< Do not refit cargo of a vehicle.
CT_INVALID = ::CT_INVALID, ///< An invalid cargo type.
};
/**
* Type of cargo distribution.
*/
enum DistributionType {
DT_MANUAL = ::DT_MANUAL, ///< Manual distribution.
DT_ASYMMETRIC = ::DT_ASYMMETRIC, ///< Asymmetric distribution. Usually cargo will only travel in one direction.
DT_SYMMETRIC = ::DT_SYMMETRIC, ///< Symmetric distribution. The same amount of cargo travels in each direction between each pair of nodes.
INVALID_DISTRIBUTION_TYPE = 0xFFFF, ///< Invalid distribution type.
};
/**
* Checks whether the given cargo type is valid.
* @param cargo_type The cargo to check.
* @return True if and only if the cargo type is valid.
*/
static bool IsValidCargo(CargoID cargo_type);
/**
* Checks whether the given town effect type is valid.
* @param towneffect_type The town effect to check.
* @return True if and only if the town effect type is valid.
*/
static bool IsValidTownEffect(TownEffect towneffect_type);
/**
* Get the name of the cargo type.
* @param cargo_type The cargo type to get the name of.
* @pre IsValidCargo(cargo_type).
* @return The name of the cargo type.
*/
static char *GetName(CargoID cargo_type);
/**
* Gets the string representation of the cargo label.
* @param cargo_type The cargo to get the string representation of.
* @pre ScriptCargo::IsValidCargo(cargo_type).
* @return The cargo label.
* @note
* - The label uniquely identifies a specific cargo. Use this if you want to
* detect special cargos from specific industry set (like production booster cargos, supplies, ...).
* - For more generic cargo support, rather check cargo properties though. For example:
* - Use ScriptCargo::HasCargoClass(..., CC_PASSENGER) to decide bus vs. truck requirements.
* - Use ScriptCargo::GetTownEffect(...) paired with ScriptTown::GetCargoGoal(...) to determine
* town growth requirements.
* - In other words: Only use the cargo label, if you know more about the behaviour
* of a specific cargo from a specific industry set, than the API methods can tell you.
*/
static char *GetCargoLabel(CargoID cargo_type);
/**
* Checks whether the give cargo is a freight or not.
* This defines whether the "freight train weight multiplier" will apply to
* trains transporting this cargo.
* @param cargo_type The cargo to check on.
* @pre ScriptCargo::IsValidCargo(cargo_type).
* @return True if and only if the cargo is freight.
*/
static bool IsFreight(CargoID cargo_type);
/**
* Check if this cargo is in the requested cargo class.
* @param cargo_type The cargo to check on.
* @pre ScriptCargo::IsValidCargo(cargo_type).
* @param cargo_class The class to check for.
* @return True if and only if the cargo is in the cargo class.
*/
static bool HasCargoClass(CargoID cargo_type, CargoClass cargo_class);
/**
* Get the effect this cargo has on a town.
* @param cargo_type The cargo to check on.
* @pre ScriptCargo::IsValidCargo(cargo_type).
* @return The effect this cargo has on a town, or TE_NONE if it has no effect.
*/
static TownEffect GetTownEffect(CargoID cargo_type);
/**
* Get the income for transporting a piece of cargo over the
* given distance within the specified time.
* @param cargo_type The cargo to transport.
* @pre ScriptCargo::IsValidCargo(cargo_type).
* @param distance The distance the cargo travels from begin to end.
* @param days_in_transit Amount of (game) days the cargo is in transit. The max value of this variable is 637. Any value higher returns the same as 637 would.
* @return The amount of money that would be earned by this trip.
*/
static Money GetCargoIncome(CargoID cargo_type, uint32 distance, uint32 days_in_transit);
/**
* Get the cargo distribution type for a cargo.
* @param cargo_type The cargo to check on.
* @return The cargo distribution type for the given cargo.
*/
static DistributionType GetDistributionType(CargoID cargo_type);
};
#endif /* SCRIPT_CARGO_HPP */
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