Codechange: use GSCompanyMode::IsValid, IsDeity, and the precondition helpers

Direct 1:1 replacements in the code, and comments now refer to either
GSCompanyMode::IsValid or GSCompanyMode::IsDeity instead of several variations
on "company mode active" or "no company mode active".
This commit is contained in:
Rubidium
2023-03-02 19:44:13 +01:00
committed by rubidium42
parent cada2ca310
commit 83946ca31d
46 changed files with 227 additions and 226 deletions

View File

@@ -137,7 +137,7 @@ public:
* @pre vehicle_type == ScriptVehicle::VT_WATER ||
* (vehicle_type == ScriptVehicle::VT_ROAD && ScriptRoad::IsRoadTypeAvailable(ScriptRoad::GetCurrentRoadType())) ||
* (vehicle_type == ScriptVehicle::VT_RAIL && ScriptRail::IsRailTypeAvailable(ScriptRail::GetCurrentRailType())).
* @game @pre Outside CompanyMode: vehicle_type == ScriptVehicle::VT_ROAD.
* @game @pre ScriptCompanyMode::IsValid() || vehicle_type == ScriptVehicle::VT_ROAD.
* @exception ScriptError::ERR_ALREADY_BUILT
* @exception ScriptError::ERR_AREA_NOT_CLEAR
* @exception ScriptError::ERR_LAND_SLOPED_WRONG
@@ -146,7 +146,7 @@ public:
* @exception ScriptBridge::ERR_BRIDGE_CANNOT_END_IN_WATER
* @exception ScriptBridge::ERR_BRIDGE_HEADS_NOT_ON_SAME_HEIGHT
* @return Whether the bridge has been/can be build or not.
* @game @note Building a bridge (without CompanyMode) results in a bridge owned by towns.
* @game @note Building a bridge as deity (ScriptCompanyMode::IsDeity()) results in a bridge owned by towns.
* @note No matter if the road pieces were build or not, if building the
* bridge succeeded, this function returns true.
*/
@@ -156,7 +156,7 @@ public:
* Removes a bridge, by executing it on either the start or end tile.
* @param tile An end or start tile of the bridge.
* @pre ScriptMap::IsValidTile(tile).
* @game @pre Valid ScriptCompanyMode active in scope.
* @game @pre ScriptCompanyMode::IsValid().
* @exception ScriptError::ERR_OWNED_BY_ANOTHER_COMPANY
* @return Whether the bridge has been/can be removed or not.
*/