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(svn r19502) -Codechange: During NewGRF loading, store rail type labels in temporary data and process after loading has finished. This avoids deactivated rail vehicles being reactivated if the climate property is set after the rail type property.
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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 ai_station.hpp Everything to query and build stations. */
#ifndef AI_STATION_HPP
#define AI_STATION_HPP
#include "ai_object.hpp"
#include "ai_error.hpp"
#include "ai_road.hpp"
#include "ai_basestation.hpp"
/**
* Class that handles all station related functions.
*/
class AIStation : public AIBaseStation {
public:
static const char *GetClassName() { return "AIStation"; }
/**
* All station related error messages.
*/
enum ErrorMessages {
/** Base for station related errors */
ERR_STATION_BASE = AIError::ERR_CAT_STATION << AIError::ERR_CAT_BIT_SIZE,
/** The station is build too close to another station, airport or dock */
ERR_STATION_TOO_CLOSE_TO_ANOTHER_STATION, // [STR_ERROR_TOO_CLOSE_TO_ANOTHER_AIRPORT, STR_ERROR_TOO_CLOSE_TO_ANOTHER_STATION, STR_ERROR_TOO_CLOSE_TO_ANOTHER_DOCK]
/** There are too many stations, airports and docks in the game */
ERR_STATION_TOO_MANY_STATIONS, // [STR_ERROR_TOO_MANY_STATIONS_LOADING, STR_ERROR_TOO_MANY_TRUCK_STOPS, STR_ERROR_TOO_MANY_BUS_STOPS]
/** There are too many stations, airports of docks in a town */
ERR_STATION_TOO_MANY_STATIONS_IN_TOWN, // [STR_ERROR_LOCAL_AUTHORITY_REFUSES_AIRPORT]
};
/**
* Type of stations known in the game.
*/
enum StationType {
/* Values are important, as they represent the internal state of the game. */
STATION_TRAIN = 0x01, //!< Train station
STATION_TRUCK_STOP = 0x02, //!< Truck station
STATION_BUS_STOP = 0x04, //!< Bus station
STATION_AIRPORT = 0x08, //!< Airport
STATION_DOCK = 0x10, //!< Dock
STATION_ANY = 0x1F, //!< All station types
};
/**
* Checks whether the given station is valid and owned by you.
* @param station_id The station to check.
* @return True if and only if the station is valid.
*/
static bool IsValidStation(StationID station_id);
/**
* Get the StationID of a tile, if there is a station.
* @param tile The tile to find the stationID of
* @return StationID of the station.
* @post Use IsValidStation() to see if the station is valid.
*/
static StationID GetStationID(TileIndex tile);
/**
* See how much cargo there is waiting on a station.
* @param station_id The station to get the cargo-waiting of.
* @param cargo_id The cargo to get the cargo-waiting of.
* @pre IsValidStation(station_id).
* @pre IsValidCargo(cargo_id).
* @return The amount of units waiting at the station.
*/
static int32 GetCargoWaiting(StationID station_id, CargoID cargo_id);
/**
* See how high the rating is of a cargo on a station.
* @param station_id The station to get the cargo-rating of.
* @param cargo_id The cargo to get the cargo-rating of.
* @pre IsValidStation(station_id).
* @pre IsValidCargo(cargo_id).
* @return The rating in percent of the cargo on the station.
*/
static int32 GetCargoRating(StationID station_id, CargoID cargo_id);
/**
* Get the coverage radius of this type of station.
* @param station_type The type of station.
* @return The radius in tiles.
*/
static int32 GetCoverageRadius(AIStation::StationType station_type);
/**
* Get the manhattan distance from the tile to the AIStation::GetLocation()
* of the station.
* @param station_id The station to get the distance to.
* @param tile The tile to get the distance to.
* @pre IsValidStation(station_id).
* @return The distance between station and tile.
*/
static int32 GetDistanceManhattanToTile(StationID station_id, TileIndex tile);
/**
* Get the square distance from the tile to the AIStation::GetLocation()
* of the station.
* @param station_id The station to get the distance to.
* @param tile The tile to get the distance to.
* @pre IsValidStation(station_id).
* @return The distance between station and tile.
*/
static int32 GetDistanceSquareToTile(StationID station_id, TileIndex tile);
/**
* Find out if this station is within the rating influence of a town.
* Stations within the radius influence the rating of the town.
* @param station_id The station to check.
* @param town_id The town to check.
* @return True if the tile is within the rating influence of the town.
*/
static bool IsWithinTownInfluence(StationID station_id, TownID town_id);
/**
* Check if any part of the station contains a station of the type
* StationType
* @param station_id The station to look at.
* @param station_type The StationType to look for.
* @return True if the station has a station part of the type StationType.
*/
static bool HasStationType(StationID station_id, StationType station_type);
/**
* Check if any part of the station contains a station of the type
* RoadType.
* @param station_id The station to look at.
* @param road_type The RoadType to look for.
* @return True if the station has a station part of the type RoadType.
*/
static bool HasRoadType(StationID station_id, AIRoad::RoadType road_type);
/**
* Get the town that was nearest to the given station when the station was built.
* @param station_id The station to look at.
* @return The TownID of the town whose center tile was closest to the station
* at the time the station was built.
* @note There is no guarantee that the station is even near the returned town
* nor that the returns town is closest to the station now. A station that was
* 'walked' to the other end of the map will still return the same town. Also,
* towns grow, towns change. So don't depend on this value too much.
*/
static TownID GetNearestTown(StationID station_id);
};
DECLARE_ENUM_AS_BIT_SET(AIStation::StationType);
#endif /* AI_STATION_HPP */
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