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".
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@@ -312,7 +312,7 @@ public:
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* Find out if this town has a statue for the current company.
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* @param town_id The town to check.
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* @pre IsValidTown(town_id).
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* @game @pre Valid ScriptCompanyMode active in scope.
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* @game @pre ScriptCompanyMode::IsValid().
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* @return True if the town has a statue.
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*/
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static bool HasStatue(TownID town_id);
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@@ -347,7 +347,7 @@ public:
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* Find out which company currently has the exclusive rights of this town.
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* @param town_id The town to check.
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* @pre IsValidTown(town_id).
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* @game @pre Valid ScriptCompanyMode active in scope.
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* @game @pre ScriptCompanyMode::IsValid().
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* @return The company that has the exclusive rights. The value
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* ScriptCompany::COMPANY_INVALID means that there are currently no
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* exclusive rights given out to anyone.
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@@ -369,7 +369,7 @@ public:
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* @param town_id The town to perform the action on.
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* @param town_action The action to perform on the town.
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* @pre IsValidTown(town_id).
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* @game @pre Valid ScriptCompanyMode active in scope.
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* @game @pre ScriptCompanyMode::IsValid().
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* @return True if and only if the action can performed.
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*/
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static bool IsActionAvailable(TownID town_id, TownAction town_action);
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@@ -380,7 +380,7 @@ public:
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* @param town_action The action to perform on the town.
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* @pre IsValidTown(town_id).
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* @pre IsActionAvailable(town_id, town_action).
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* @game @pre Valid ScriptCompanyMode active in scope.
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* @game @pre ScriptCompanyMode::IsValid().
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* @return True if the action succeeded.
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*/
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static bool PerformTownAction(TownID town_id, TownAction town_action);
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@@ -404,14 +404,14 @@ public:
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* @param city True if the new town should be a city.
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* @param layout The town layout of the new town.
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* @param name The name of the new town. Pass null, or an empty string, to use a random town name.
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* @game @pre no company mode in scope || ScriptSettings.GetValue("economy.found_town") != 0.
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* @game @pre ScriptCompanyMode::IsDeity() || ScriptSettings.GetValue("economy.found_town") != 0.
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* @ai @pre ScriptSettings.GetValue("economy.found_town") != 0.
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* @game @pre no company mode in scope || size != TOWN_SIZE_LARGE.
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* @game @pre ScriptCompanyMode::IsDeity() || size != TOWN_SIZE_LARGE.
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* @ai @pre size != TOWN_SIZE_LARGE.
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* @pre size != TOWN_SIZE_INVALID.
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* @pre layout != ROAD_LAYOUT_INVALID.
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* @return True if the action succeeded.
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* @game @note Companies are restricted by the advanced setting that controls if funding towns is allowed or not. If custom road layout is forbidden and there is a company mode in scope, the layout parameter will be ignored.
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* @game @note Companies are restricted by the advanced setting that controls if funding towns is allowed or not. If custom road layout is forbidden and there is a company mode in scope (ScriptCompanyMode::IsValid()), the layout parameter will be ignored.
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* @ai @note AIs are restricted by the advanced setting that controls if funding towns is allowed or not. If custom road layout is forbidden, the layout parameter will be ignored.
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*/
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static bool FoundTown(TileIndex tile, TownSize size, bool city, RoadLayout layout, Text *name);
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@@ -445,7 +445,7 @@ public:
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* @return True if the rating was changed.
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* @pre IsValidTown(town_id).
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* @pre ScriptCompany.ResolveCompanyID(company) != ScriptCompany::COMPANY_INVALID.
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* @pre no company mode in scope
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* @pre ScriptCompanyMode::IsDeity().
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* @api -ai
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*/
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static bool ChangeRating(TownID town_id, ScriptCompany::CompanyID company_id, SQInteger delta);
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