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

@@ -85,7 +85,7 @@ public:
* @pre ScriptMap::IsValidTile(start).
* @pre (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_AREA_NOT_CLEAR
* @exception ScriptTunnel::ERR_TUNNEL_CANNOT_BUILD_ON_WATER
* @exception ScriptTunnel::ERR_TUNNEL_START_SITE_UNSUITABLE
@@ -95,7 +95,7 @@ public:
* @note The slope of a tile can be determined by ScriptTile::GetSlope(TileIndex).
* @note No matter if the road pieces were build or not, if building the
* tunnel succeeded, this function returns true.
* @game @note Building a bridge (without CompanyMode) results in a bridge owned by towns.
* @game @note Building a tunnel as deity (ScriptCompanyMode::IsDeity()) results in a tunnel owned by towns.
*/
static bool BuildTunnel(ScriptVehicle::VehicleType vehicle_type, TileIndex start);
@@ -103,7 +103,7 @@ public:
* Remove the tunnel whose entrance is located at tile.
* @param tile The tile that is an entrance to a tunnel.
* @pre ScriptMap::IsValidTile(tile) && IsTunnelTile(tile).
* @game @pre Valid ScriptCompanyMode active in scope.
* @game @pre ScriptCompanyMode::IsValid().
* @exception ScriptError::ERR_OWNED_BY_ANOTHER_COMPANY
* @return Whether the tunnel has been/can be removed or not.
*/