/*
* 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 .
*/
/** @file script_road.hpp Everything to query and build roads. */
#ifndef SCRIPT_ROAD_HPP
#define SCRIPT_ROAD_HPP
#include "script_tile.hpp"
#include "../squirrel_helper_type.hpp"
#include "../../../road.h"
/**
* Class that handles all road related functions.
* @api ai game
*/
class ScriptRoad : public ScriptObject {
public:
/**
* All road related error messages.
*/
enum ErrorMessages {
/** Base for road building / maintaining errors */
ERR_ROAD_BASE = ScriptError::ERR_CAT_ROAD << ScriptError::ERR_CAT_BIT_SIZE,
/** Road works are in progress */
ERR_ROAD_WORKS_IN_PROGRESS, // [STR_ERROR_ROAD_WORKS_IN_PROGRESS]
/** Drive through is in the wrong direction */
ERR_ROAD_DRIVE_THROUGH_WRONG_DIRECTION, // [STR_ERROR_DRIVE_THROUGH_DIRECTION]
/** Drive through roads can't be build on town owned roads */
ERR_ROAD_CANNOT_BUILD_ON_TOWN_ROAD, // [STR_ERROR_DRIVE_THROUGH_ON_TOWN_ROAD]
/** One way roads can't have junctions */
ERR_ROAD_ONE_WAY_ROADS_CANNOT_HAVE_JUNCTIONS, // [STR_ERROR_ONEWAY_ROADS_CAN_T_HAVE_JUNCTION]
/** This roadtype cannot have crossings */
ERR_ROADTYPE_DISALLOWS_CROSSING, // [STR_ERROR_CROSSING_DISALLOWED_ROAD]
/** No suitable road could be found */
ERR_UNSUITABLE_ROAD, // [STR_ERROR_NO_SUITABLE_ROAD, STR_ERROR_NO_SUITABLE_TRAMWAY]
};
/**
* Types of road known to the game.
*/
enum RoadType {
/* Note: these values represent part of the in-game static values */
ROADTYPE_ROAD = ::ROADTYPE_ROAD, ///< Build road objects.
ROADTYPE_TRAM = ::ROADTYPE_TRAM, ///< Build tram objects.
/* Custom added value, only valid for this API */
ROADTYPE_INVALID = -1, ///< Invalid RoadType.
};
/**
* Road/tram types
*/
enum RoadTramTypes : uint8_t {
ROADTRAMTYPES_ROAD = ::RTTB_ROAD, ///< Road road types.
ROADTRAMTYPES_TRAM = ::RTTB_TRAM, ///< Tram road types.
};
/**
* Type of road station.
*/
enum RoadVehicleType {
ROADVEHTYPE_BUS, ///< Build objects useable for busses and passenger trams
ROADVEHTYPE_TRUCK, ///< Build objects useable for trucks and cargo trams
};
/**
* Types of road-related objects in the game.
*/
enum BuildType {
BT_ROAD, ///< Build a piece of road
BT_DEPOT, ///< Build a road depot
BT_BUS_STOP, ///< Build a bus stop
BT_TRUCK_STOP, ///< Build a truck stop
};
/**
* Get the name of a road type.
* @param road_type The road type to get the name of.
* @pre IsRoadTypeAvailable(road_type).
* @return The name the road type has.
*/
static std::optional GetName(RoadType road_type);
/**
* Determines whether a busstop or a truckstop is needed to transport a certain cargo.
* @param cargo_type The cargo to test.
* @pre ScriptCargo::IsValidCargo(cargo_type).
* @return The road vehicle type needed to transport the cargo.
*/
static RoadVehicleType GetRoadVehicleTypeForCargo(CargoID cargo_type);
/**
* Checks whether the given tile is actually a tile with road that can be
* used to traverse a tile. This excludes road depots and 'normal' road
* stations, but includes drive through stations.
* @param tile The tile to check.
* @pre ScriptMap::IsValidTile(tile).
* @return True if and only if the tile has road.
*/
static bool IsRoadTile(TileIndex tile);
/**
* Checks whether the given tile is actually a tile with a road depot.
* @param tile The tile to check.
* @pre ScriptMap::IsValidTile(tile).
* @pre IsRoadTypeAvailable(GetCurrentRoadType()).
* @return True if and only if the tile has a road depot.
*/
static bool IsRoadDepotTile(TileIndex tile);
/**
* Checks whether the given tile is actually a tile with a road station.
* @param tile The tile to check.
* @pre ScriptMap::IsValidTile(tile).
* @pre IsRoadTypeAvailable(GetCurrentRoadType()).
* @return True if and only if the tile has a road station.
*/
static bool IsRoadStationTile(TileIndex tile);
/**
* Checks whether the given tile is actually a tile with a drive through
* road station.
* @param tile The tile to check.
* @pre ScriptMap::IsValidTile(tile).
* @pre IsRoadTypeAvailable(GetCurrentRoadType()).
* @return True if and only if the tile has a drive through road station.
*/
static bool IsDriveThroughRoadStationTile(TileIndex tile);
/**
* Check if a given RoadType is available.
* @param road_type The RoadType to check for.
* @game @pre ScriptCompanyMode::IsValid().
* @return True if this RoadType can be used.
*/
static bool IsRoadTypeAvailable(RoadType road_type);
/**
* Get the current RoadType set for all ScriptRoad functions.
* @return The RoadType currently set.
*/
static RoadType GetCurrentRoadType();
/**
* Set the RoadType for all further ScriptRoad functions.
* @param road_type The RoadType to set.
*/
static void SetCurrentRoadType(RoadType road_type);
/**
* Check if a road vehicle built for a road type can run on another road type.
* @param engine_road_type The road type the road vehicle is built for.
* @param road_road_type The road type you want to check.
* @pre ScriptRoad::IsRoadTypeAvailable(engine_road_type).
* @pre ScriptRoad::IsRoadTypeAvailable(road_road_type).
* @return Whether a road vehicle built for 'engine_road_type' can run on 'road_road_type'.
*/
static bool RoadVehCanRunOnRoad(ScriptRoad::RoadType engine_road_type, ScriptRoad::RoadType road_road_type);
/**
* Check if a road vehicle built for a road type has power on another road type.
* @param engine_road_type The road type the road vehicle is built for.
* @param road_road_type The road type you want to check.
* @pre ScriptRoad::IsRoadTypeAvailable(engine_road_type).
* @pre ScriptRoad::IsRoadTypeAvailable(road_road_type).
* @return Whether a road vehicle built for 'engine_road_type' has power on 'road_road_type'.
*/
static bool RoadVehHasPowerOnRoad(ScriptRoad::RoadType engine_road_type, ScriptRoad::RoadType road_road_type);
/**
* Convert the road on all tiles within a rectangle to another RoadType.
* @param start_tile One corner of the rectangle.
* @param end_tile The opposite corner of the rectangle.
* @param road_type The RoadType you want to convert.
* @pre ScriptMap::IsValidTile(start_tile).
* @pre ScriptMap::IsValidTile(end_tile).
* @pre IsRoadTypeAvailable(road_type).
* @game @pre ScriptCompanyMode::IsValid().
* @exception ScriptRoad::ERR_UNSUITABLE_ROAD
* @return Whether at least some road has been converted successfully.
*/
static bool ConvertRoadType(TileIndex start_tile, TileIndex end_tile, RoadType road_type);
/**
* Check if a given tile has RoadType.
* @param tile The tile to check.
* @param road_type The RoadType to check for.
* @pre ScriptMap::IsValidTile(tile).
* @pre IsRoadTypeAvailable(road_type).
* @return True if the tile contains a RoadType object.
*/
static bool HasRoadType(TileIndex tile, RoadType road_type);
/**
* Checks whether the given tiles are directly connected, i.e. whether
* a road 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 IsRoadTypeAvailable(GetCurrentRoadType()).
* @pre ScriptMap::IsValidTile(tile_from).
* @pre ScriptMap::IsValidTile(tile_to).
* @pre 'tile_from' and 'tile_to' are directly neighbouring tiles.
* @return True if and only if a road vehicle can go from tile_from to tile_to.
*/
static bool AreRoadTilesConnected(TileIndex tile_from, TileIndex tile_to);
/**
* Lookup function for building road parts independent of whether the
* "building on slopes" setting is enabled or not.
* This implementation can be used for abstract reasoning about a tile as
* it needs the slope and existing road parts of the tile as information.
* @param slope The slope of the tile to examine.
* @param existing An array with the existing neighbours in the same format
* as "start" and "end", e.g. ScriptMap.GetTileIndex(0, 1).
* As a result of this all values of the existing array
* must be of type integer.
* @param start The tile from where the 'tile to be considered' will be
* entered. This is a relative tile, so valid parameters are:
* ScriptMap.GetTileIndex(0, 1), ScriptMap.GetTileIndex(0, -1),
* ScriptMap.GetTileIndex(1, 0) and ScriptMap.GetTileIndex(-1, 0).
* @param end The tile from where the 'tile to be considered' will be
* exited. This is a relative tile, sovalid parameters are:
* ScriptMap.GetTileIndex(0, 1), ScriptMap.GetTileIndex(0, -1),
* ScriptMap.GetTileIndex(1, 0) and ScriptMap.GetTileIndex(-1, 0).
* @pre start != end.
* @pre slope must be a valid slope, i.e. one specified in ScriptTile::Slope.
* @note Passing data that would be invalid in-game, e.g. existing containing
* road parts that can not be build on a tile with the given slope,
* does not necessarily means that -1 is returned, i.e. not all
* preconditions written here or assumed by the game are extensively
* checked to make sure the data entered is valid.
* @return 0 when the build parts do not connect, 1 when they do connect once
* they are build or 2 when building the first part automatically
* builds the second part. -1 means the preconditions are not met.
*/
static SQInteger CanBuildConnectedRoadParts(ScriptTile::Slope slope, Array<> &&existing, TileIndex start, TileIndex end);
/**
* Lookup function for building road parts independent of whether the
* "building on slopes" setting is enabled or not.
* This implementation can be used for reasoning about an existing tile.
* @param tile The tile to examine.
* @param start The tile from where "tile" will be entered.
* @param end The tile from where "tile" will be exited.
* @pre start != end.
* @pre tile != start.
* @pre tile != end.
* @pre ScriptMap.IsValidTile(tile).
* @pre ScriptMap.IsValidTile(start).
* @pre ScriptMap.IsValidTile(end).
* @pre ScriptMap.GetDistanceManhattanToTile(tile, start) == 1.
* @pre ScriptMap.GetDistanceManhattanToTile(tile, end) == 1.
* @return 0 when the build parts do not connect, 1 when they do connect once
* they are build or 2 when building the first part automatically
* builds the second part. -1 means the preconditions are not met.
*/
static SQInteger CanBuildConnectedRoadPartsHere(TileIndex tile, TileIndex start, TileIndex end);
/**
* Count how many neighbours are road.
* @param tile The tile to check on.
* @pre ScriptMap::IsValidTile(tile).
* @pre IsRoadTypeAvailable(GetCurrentRoadType()).
* @return 0 means no neighbour road; max value is 4.
*/
static SQInteger GetNeighbourRoadCount(TileIndex tile);
/**
* Gets the tile in front of a road depot.
* @param depot The road depot tile.
* @pre IsRoadDepotTile(depot).
* @return The tile in front of the depot.
*/
static TileIndex GetRoadDepotFrontTile(TileIndex depot);
/**
* Gets the tile in front of a road station.
* @param station The road station tile.
* @pre IsRoadStationTile(station).
* @return The tile in front of the road station.
*/
static TileIndex GetRoadStationFrontTile(TileIndex station);
/**
* Gets the tile at the back of a drive through road station.
* So, one side of the drive through station is retrieved with
* GetTileInFrontOfStation, the other with this function.
* @param station The road station tile.
* @pre IsDriveThroughRoadStationTile(station).
* @return The tile at the back of the drive through road station.
*/
static TileIndex GetDriveThroughBackTile(TileIndex station);
/**
* Builds a road from the center of tile start to the center of tile end.
* @param start The start tile of the road.
* @param end The end tile of the road.
* @pre 'start' is not equal to 'end'.
* @pre ScriptMap::IsValidTile(start).
* @pre ScriptMap::IsValidTile(end).
* @pre 'start' and 'end' are in a straight line, i.e.
* ScriptMap::GetTileX(start) == ScriptMap::GetTileX(end) or
* ScriptMap::GetTileY(start) == ScriptMap::GetTileY(end).
* @pre IsRoadTypeAvailable(GetCurrentRoadType()).
* @exception ScriptError::ERR_ALREADY_BUILT
* @exception ScriptError::ERR_LAND_SLOPED_WRONG
* @exception ScriptError::ERR_AREA_NOT_CLEAR
* @exception ScriptRoad::ERR_ROAD_ONE_WAY_ROADS_CANNOT_HAVE_JUNCTIONS
* @exception ScriptRoad::ERR_ROAD_WORKS_IN_PROGRESS
* @exception ScriptError::ERR_VEHICLE_IN_THE_WAY
* @note Construction will fail if an obstacle is found between the start and end tiles.
* @game @note Building a piece of road as deity (ScriptCompanyMode::IsDeity()) results in a piece of road owned by towns.
* @return Whether the road has been/can be build or not.
*/
static bool BuildRoad(TileIndex start, TileIndex end);
/**
* Builds a one-way road from the center of tile start to the center
* of tile end. If the road already exists, it is made one-way road.
* If the road already exists and is already one-way in this direction,
* the road is made two-way again. If the road already exists but is
* one-way in the other direction, it's made a 'no'-way road (it's
* forbidden to enter the tile from any direction).
* @param start The start tile of the road.
* @param end The end tile of the road.
* @pre 'start' is not equal to 'end'.
* @pre ScriptMap::IsValidTile(start).
* @pre ScriptMap::IsValidTile(end).
* @pre 'start' and 'end' are in a straight line, i.e.
* ScriptMap::GetTileX(start) == ScriptMap::GetTileX(end) or
* ScriptMap::GetTileY(start) == ScriptMap::GetTileY(end).
* @pre GetCurrentRoadType() == ROADTYPE_ROAD.
* @game @pre ScriptCompanyMode::IsValid().
* @exception ScriptError::ERR_ALREADY_BUILT
* @exception ScriptError::ERR_LAND_SLOPED_WRONG
* @exception ScriptError::ERR_AREA_NOT_CLEAR
* @exception ScriptRoad::ERR_ROAD_ONE_WAY_ROADS_CANNOT_HAVE_JUNCTIONS
* @exception ScriptRoad::ERR_ROAD_WORKS_IN_PROGRESS
* @exception ScriptError::ERR_VEHICLE_IN_THE_WAY
* @note Construction will fail if an obstacle is found between the start and end tiles.
* @return Whether the road has been/can be build or not.
*/
static bool BuildOneWayRoad(TileIndex start, TileIndex end);
/**
* Builds a road from the edge of tile start to the edge of tile end (both
* included).
* @param start The start tile of the road.
* @param end The end tile of the road.
* @pre 'start' is not equal to 'end'.
* @pre ScriptMap::IsValidTile(start).
* @pre ScriptMap::IsValidTile(end).
* @pre 'start' and 'end' are in a straight line, i.e.
* ScriptMap::GetTileX(start) == ScriptMap::GetTileX(end) or
* ScriptMap::GetTileY(start) == ScriptMap::GetTileY(end).
* @pre IsRoadTypeAvailable(GetCurrentRoadType()).
* @exception ScriptError::ERR_ALREADY_BUILT
* @exception ScriptError::ERR_LAND_SLOPED_WRONG
* @exception ScriptError::ERR_AREA_NOT_CLEAR
* @exception ScriptRoad::ERR_ROAD_ONE_WAY_ROADS_CANNOT_HAVE_JUNCTIONS
* @exception ScriptRoad::ERR_ROAD_WORKS_IN_PROGRESS
* @exception ScriptError::ERR_VEHICLE_IN_THE_WAY
* @note Construction will fail if an obstacle is found between the start and end tiles.
* @game @note Building a piece of road as deity (ScriptCompanyMode::IsDeity()) results in a piece of road owned by towns.
* @return Whether the road has been/can be build or not.
*/
static bool BuildRoadFull(TileIndex start, TileIndex end);
/**
* Builds a one-way road from the edge of tile start to the edge of tile end
* (both included). If the road already exists, it is made one-way road.
* If the road already exists and is already one-way in this direction,
* the road is made two-way again. If the road already exists but is
* one-way in the other direction, it's made a 'no'-way road (it's
* forbidden to enter the tile from any direction).
* @param start The start tile of the road.
* @param end The end tile of the road.
* @pre 'start' is not equal to 'end'.
* @pre ScriptMap::IsValidTile(start).
* @pre ScriptMap::IsValidTile(end).
* @pre 'start' and 'end' are in a straight line, i.e.
* ScriptMap::GetTileX(start) == ScriptMap::GetTileX(end) or
* ScriptMap::GetTileY(start) == ScriptMap::GetTileY(end).
* @pre GetCurrentRoadType() == ROADTYPE_ROAD.
* @game @pre ScriptCompanyMode::IsValid().
* @exception ScriptError::ERR_ALREADY_BUILT
* @exception ScriptError::ERR_LAND_SLOPED_WRONG
* @exception ScriptError::ERR_AREA_NOT_CLEAR
* @exception ScriptRoad::ERR_ROAD_ONE_WAY_ROADS_CANNOT_HAVE_JUNCTIONS
* @exception ScriptRoad::ERR_ROAD_WORKS_IN_PROGRESS
* @exception ScriptError::ERR_VEHICLE_IN_THE_WAY
* @note Construction will fail if an obstacle is found between the start and end tiles.
* @return Whether the road has been/can be build or not.
*/
static bool BuildOneWayRoadFull(TileIndex start, TileIndex end);
/**
* Builds a road depot.
* @param tile Place to build the depot.
* @param front The tile exactly in front of the depot.
* @pre ScriptMap::IsValidTile(tile).
* @pre ScriptMap::IsValidTile(front).
* @pre 'tile' is not equal to 'front', but in a straight line of it.
* @pre IsRoadTypeAvailable(GetCurrentRoadType()).
* @game @pre ScriptCompanyMode::IsValid().
* @exception ScriptError::ERR_FLAT_LAND_REQUIRED
* @exception ScriptError::ERR_AREA_NOT_CLEAR
* @return Whether the road depot has been/can be build or not.
*/
static bool BuildRoadDepot(TileIndex tile, TileIndex front);
/**
* Builds a road bus or truck station.
* @param tile Place to build the station.
* @param front The tile exactly in front of the station.
* @param road_veh_type Whether to build a truck or bus station.
* @param station_id The station to join, ScriptStation::STATION_NEW or ScriptStation::STATION_JOIN_ADJACENT.
* @pre ScriptMap::IsValidTile(tile).
* @pre ScriptMap::IsValidTile(front).
* @pre 'tile' is not equal to 'front', but in a straight line of it.
* @pre station_id == ScriptStation::STATION_NEW || station_id == ScriptStation::STATION_JOIN_ADJACENT || ScriptStation::IsValidStation(station_id).
* @pre GetCurrentRoadType() == ROADTYPE_ROAD.
* @game @pre ScriptCompanyMode::IsValid().
* @exception ScriptError::ERR_OWNED_BY_ANOTHER_COMPANY
* @exception ScriptError::ERR_AREA_NOT_CLEAR
* @exception ScriptError::ERR_FLAT_LAND_REQUIRED
* @exception ScriptRoad::ERR_ROAD_DRIVE_THROUGH_WRONG_DIRECTION
* @exception ScriptRoad::ERR_ROAD_CANNOT_BUILD_ON_TOWN_ROAD
* @exception ScriptError::ERR_VEHICLE_IN_THE_WAY
* @exception ScriptStation::ERR_STATION_TOO_CLOSE_TO_ANOTHER_STATION
* @exception ScriptStation::ERR_STATION_TOO_MANY_STATIONS
* @exception ScriptStation::ERR_STATION_TOO_MANY_STATIONS_IN_TOWN
* @return Whether the station has been/can be build or not.
*/
static bool BuildRoadStation(TileIndex tile, TileIndex front, RoadVehicleType road_veh_type, StationID station_id);
/**
* Builds a drive-through road bus or truck station.
* @param tile Place to build the station.
* @param front A tile on the same axis with 'tile' as the station shall be oriented.
* @param road_veh_type Whether to build a truck or bus station.
* @param station_id The station to join, ScriptStation::STATION_NEW or ScriptStation::STATION_JOIN_ADJACENT.
* @pre ScriptMap::IsValidTile(tile).
* @pre ScriptMap::IsValidTile(front).
* @pre 'tile' is not equal to 'front', but in a straight line of it.
* @pre station_id == ScriptStation::STATION_NEW || station_id == ScriptStation::STATION_JOIN_ADJACENT || ScriptStation::IsValidStation(station_id).
* @pre IsRoadTypeAvailable(GetCurrentRoadType()).
* @game @pre ScriptCompanyMode::IsValid().
* @exception ScriptError::ERR_OWNED_BY_ANOTHER_COMPANY
* @exception ScriptError::ERR_AREA_NOT_CLEAR
* @exception ScriptError::ERR_FLAT_LAND_REQUIRED
* @exception ScriptRoad::ERR_ROAD_DRIVE_THROUGH_WRONG_DIRECTION
* @exception ScriptRoad::ERR_ROAD_CANNOT_BUILD_ON_TOWN_ROAD
* @exception ScriptError::ERR_VEHICLE_IN_THE_WAY
* @exception ScriptStation::ERR_STATION_TOO_CLOSE_TO_ANOTHER_STATION
* @exception ScriptStation::ERR_STATION_TOO_MANY_STATIONS
* @exception ScriptStation::ERR_STATION_TOO_MANY_STATIONS_IN_TOWN
* @return Whether the station has been/can be build or not.
*/
static bool BuildDriveThroughRoadStation(TileIndex tile, TileIndex front, RoadVehicleType road_veh_type, StationID station_id);
/**
* Removes a road from the center of tile start to the center of tile end.
* @param start The start tile of the road.
* @param end The end tile of the road.
* @pre 'start' is not equal to 'end'.
* @pre ScriptMap::IsValidTile(start).
* @pre ScriptMap::IsValidTile(end).
* @pre 'start' and 'end' are in a straight line, i.e.
* ScriptMap::GetTileX(start) == ScriptMap::GetTileX(end) or
* ScriptMap::GetTileY(start) == ScriptMap::GetTileY(end).
* @pre IsRoadTypeAvailable(GetCurrentRoadType()).
* @game @pre ScriptCompanyMode::IsValid().
* @exception ScriptError::ERR_OWNED_BY_ANOTHER_COMPANY
* @exception ScriptError::ERR_VEHICLE_IN_THE_WAY
* @exception ScriptRoad::ERR_ROAD_WORKS_IN_PROGRESS
* @return Whether the road has been/can be removed or not.
*/
static bool RemoveRoad(TileIndex start, TileIndex end);
/**
* Removes a road from the edge of tile start to the edge of tile end (both
* included).
* @param start The start tile of the road.
* @param end The end tile of the road.
* @pre 'start' is not equal to 'end'.
* @pre ScriptMap::IsValidTile(start).
* @pre ScriptMap::IsValidTile(end).
* @pre 'start' and 'end' are in a straight line, i.e.
* ScriptMap::GetTileX(start) == ScriptMap::GetTileX(end) or
* ScriptMap::GetTileY(start) == ScriptMap::GetTileY(end).
* @pre IsRoadTypeAvailable(GetCurrentRoadType()).
* @game @pre ScriptCompanyMode::IsValid().
* @exception ScriptError::ERR_OWNED_BY_ANOTHER_COMPANY
* @exception ScriptError::ERR_VEHICLE_IN_THE_WAY
* @exception ScriptRoad::ERR_ROAD_WORKS_IN_PROGRESS
* @return Whether the road has been/can be removed or not.
*/
static bool RemoveRoadFull(TileIndex start, TileIndex end);
/**
* Removes a road depot.
* @param tile Place to remove the depot from.
* @pre ScriptMap::IsValidTile(tile).
* @pre Tile is a road depot.
* @game @pre ScriptCompanyMode::IsValid().
* @exception ScriptError::ERR_OWNED_BY_ANOTHER_COMPANY
* @exception ScriptError::ERR_VEHICLE_IN_THE_WAY
* @return Whether the road depot has been/can be removed or not.
*/
static bool RemoveRoadDepot(TileIndex tile);
/**
* Removes a road bus or truck station.
* @param tile Place to remove the station from.
* @pre ScriptMap::IsValidTile(tile).
* @pre Tile is a road station.
* @game @pre ScriptCompanyMode::IsValid().
* @exception ScriptError::ERR_OWNED_BY_ANOTHER_COMPANY
* @exception ScriptError::ERR_VEHICLE_IN_THE_WAY
* @return Whether the station has been/can be removed or not.
*/
static bool RemoveRoadStation(TileIndex tile);
/**
* Get the baseprice of building a road-related object.
* @param roadtype the roadtype of the object to build
* @param build_type the type of object to build
* @pre IsRoadTypeAvailable(roadtype)
* @return The baseprice of building the given object.
*/
static Money GetBuildCost(RoadType roadtype, BuildType build_type);
/**
* Test if a road type is for road or trams.
* @param roadtype the roadtype to test.
* @return RoadTramTypes of the road types.
*/
static RoadTramTypes GetRoadTramType(RoadType roadtype);
/**
* Get the maximum speed of road vehicles running on this roadtype.
* @param road_type The roadtype to get the maximum speed of.
* @pre IsRoadTypeAvailable(road_type)
* @return The maximum speed road vehicles can run on this roadtype
* or 0 if there is no limit.
* @note The speed is in OpenTTD's internal speed unit.
* This is mph / 0.8, which is roughly 0.5 km/h.
* To get km/h multiply this number by 2.01168.
*/
static SQInteger GetMaxSpeed(RoadType road_type);
/**
* Get the maintenance cost factor of a road type.
* @param roadtype The road type to get the maintenance factor of.
* @pre IsRoadTypeAvailable(roadtype)
* @return Maintenance cost factor of the roadtype.
*/
static SQInteger GetMaintenanceCostFactor(RoadType roadtype);
private:
/**
* Internal function used by Build(OneWay)Road(Full).
*/
static bool _BuildRoadInternal(TileIndex start, TileIndex end, bool one_way, bool full);
/**
* Internal function used by Build(DriveThrough)RoadStation.
*/
static bool _BuildRoadStationInternal(TileIndex tile, TileIndex front, RoadVehicleType road_veh_type, bool drive_through, StationID station_id);
};
#endif /* SCRIPT_ROAD_HPP */