(svn r23354) -Codechange: move all src/ai/api/ai_*.[hc]pp files to src/script/api/script_* (Rubidium)
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src/script/api/script_town.hpp
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src/script/api/script_town.hpp
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/* $Id$ */
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/*
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* This file is part of OpenTTD.
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* 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.
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* 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.
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* 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/>.
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*/
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/** @file script_town.hpp Everything to query towns. */
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#ifndef SCRIPT_TOWN_HPP
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#define SCRIPT_TOWN_HPP
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#include "script_cargo.hpp"
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#include "script_company.hpp"
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/**
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* Class that handles all town related functions.
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*/
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class AITown : public AIObject {
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public:
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/**
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* Actions that one can perform on a town.
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*/
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enum TownAction {
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/* Values are important, as they represent the internal state of the game. */
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/**
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* The cargo ratings temporary gains 25% of rating (in
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* absolute percentage, so 10% becomes 35%, with a max of 99%)
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* for all stations within 10 tiles.
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*/
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TOWN_ACTION_ADVERTISE_SMALL = 0,
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/**
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* The cargo ratings temporary gains 44% of rating (in
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* absolute percentage, so 10% becomes 54%, with a max of 99%)
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* for all stations within 15 tiles.
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*/
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TOWN_ACTION_ADVERTISE_MEDIUM = 1,
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/**
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* The cargo ratings temporary gains 63% of rating (in
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* absolute percentage, so 10% becomes 73%, with a max of 99%)
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* for all stations within 20 tiles.
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*/
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TOWN_ACTION_ADVERTISE_LARGE = 2,
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/**
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* Rebuild the roads of this town for 6 months.
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*/
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TOWN_ACTION_ROAD_REBUILD = 3,
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/**
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* Build a statue in this town.
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*/
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TOWN_ACTION_BUILD_STATUE = 4,
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/**
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* Fund the creation of extra buildings for 3 months.
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*/
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TOWN_ACTION_FUND_BUILDINGS = 5,
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/**
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* Buy exclusive rights for this town for 12 months.
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*/
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TOWN_ACTION_BUY_RIGHTS = 6,
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/**
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* Bribe the town in order to get a higher rating.
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*/
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TOWN_ACTION_BRIBE = 7,
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};
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/**
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* Different ratings one could have in a town.
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*/
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enum TownRating {
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TOWN_RATING_NONE, ///< The company got no rating in the town.
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TOWN_RATING_APPALLING, ///< The company got an appalling rating in the town .
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TOWN_RATING_VERY_POOR, ///< The company got an very poor rating in the town.
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TOWN_RATING_POOR, ///< The company got an poor rating in the town.
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TOWN_RATING_MEDIOCRE, ///< The company got an mediocre rating in the town.
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TOWN_RATING_GOOD, ///< The company got an good rating in the town.
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TOWN_RATING_VERY_GOOD, ///< The company got an very good rating in the town.
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TOWN_RATING_EXCELLENT, ///< The company got an excellent rating in the town.
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TOWN_RATING_OUTSTANDING, ///< The company got an outstanding rating in the town.
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TOWN_RATING_INVALID = -1, ///< The town rating for invalid towns/companies.
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};
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/**
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* Possible layouts for the roads in a town.
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*/
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enum RoadLayout {
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/* Order IS important, as it matches an in-game value */
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ROAD_LAYOUT_ORIGINAL, ///< Original algorithm (min. 1 distance between roads).
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ROAD_LAYOUT_BETTER_ROADS, ///< Extended original algorithm (min. 2 distance between roads).
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ROAD_LAYOUT_2x2, ///< Geometric 2x2 grid algorithm
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ROAD_LAYOUT_3x3, ///< Geometric 3x3 grid algorithm
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ROAD_LAYOUT_INVALID = -1, ///< The layout for invalid towns.
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};
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/**
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* Gets the number of towns.
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* @return The number of towns.
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*/
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static int32 GetTownCount();
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/**
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* Checks whether the given town index is valid.
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* @param town_id The index to check.
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* @return True if and only if the town is valid.
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*/
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static bool IsValidTown(TownID town_id);
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/**
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* Get the name of the town.
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* @param town_id The town to get the name of.
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* @pre IsValidTown(town_id).
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* @return The name of the town.
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*/
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static char *GetName(TownID town_id);
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/**
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* Gets the number of inhabitants in the town.
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* @param town_id The town to get the population of.
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* @pre IsValidTown(town_id).
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* @return The number of inhabitants.
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*/
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static int32 GetPopulation(TownID town_id);
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/**
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* Gets the number of houses in the town.
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* @param town_id The town to get the number of houses of.
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* @pre IsValidTown(town_id).
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* @return The number of houses.
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*/
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static int32 GetHouseCount(TownID town_id);
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/**
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* Gets the location of the town.
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* @param town_id The town to get the location of.
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* @pre IsValidTown(town_id).
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* @return The location of the town.
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*/
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static TileIndex GetLocation(TownID town_id);
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/**
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* Get the total last month's production of the given cargo at a town.
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* @param town_id The index of the town.
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* @param cargo_id The index of the cargo.
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* @pre IsValidTown(town_id).
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* @pre AICargo::IsValidCargo(cargo_id).
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* @return The last month's production of the given cargo for this town.
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*/
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static int32 GetLastMonthProduction(TownID town_id, CargoID cargo_id);
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/**
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* Get the total amount of cargo supplied from a town last month.
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* @param town_id The index of the town.
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* @param cargo_id The index of the cargo.
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* @pre IsValidTown(town_id).
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* @pre AICargo::IsValidCargo(cargo_id).
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* @return The amount of cargo supplied for transport from this town last month.
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*/
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static int32 GetLastMonthSupplied(TownID town_id, CargoID cargo_id);
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/**
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* Get the percentage of transported production of the given cargo at a town.
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* @param town_id The index of the town.
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* @param cargo_id The index of the cargo.
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* @pre IsValidTown(town_id).
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* @pre AICargo::IsValidCargo(cargo_id).
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* @return The percentage of given cargo transported from this town last month.
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*/
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static int32 GetLastMonthTransportedPercentage(TownID town_id, CargoID cargo_id);
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/**
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* Get the total amount of cargo effects received by a town last month.
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* @param town_id The index of the town.
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* @param towneffect_id The index of the cargo.
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* @pre IsValidTown(town_id).
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* @pre AICargo::IsValidTownEffect(cargo_id).
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* @return The amount of cargo received by this town last month for this cargo effect.
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*/
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static int32 GetLastMonthReceived(TownID town_id, AICargo::TownEffect towneffect_id);
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/**
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* Get the amount of cargo that needs to be delivered (per TownEffect) for a
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* town to grow. All goals need to be reached before a town will grow.
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* @param town_id The index of the town.
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* @param towneffect_id The index of the towneffect.
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* @pre IsValidTown(town_id).
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* @pre AICargo::IsValidTownEffect(cargo_id).
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* @return The goal of the cargo.
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* @note Goals can change over time. For example with a changing snowline, or
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* with a growing town.
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*/
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static uint32 GetCargoGoal(TownID town_id, AICargo::TownEffect towneffect_id);
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/**
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* Get the amount of days between town growth.
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* @param town_id The index of the town.
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* @pre IsValidTown(town_id).
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* @return True if the action succeeded.
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* @note This function does not indicate when it will grow next. It only tells you the time between growths.
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*/
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static int32 GetGrowthRate(TownID town_id);
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/**
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* Get the manhattan distance from the tile to the AITown::GetLocation()
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* of the town.
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* @param town_id The town to get the distance to.
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* @param tile The tile to get the distance to.
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* @pre IsValidTown(town_id).
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* @return The distance between town and tile.
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*/
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static int32 GetDistanceManhattanToTile(TownID town_id, TileIndex tile);
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/**
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* Get the square distance from the tile to the AITown::GetLocation()
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* of the town.
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* @param town_id The town to get the distance to.
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* @param tile The tile to get the distance to.
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* @pre IsValidTown(town_id).
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* @return The distance between town and tile.
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*/
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static int32 GetDistanceSquareToTile(TownID town_id, TileIndex tile);
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/**
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* Find out if this tile is within the rating influence of a town.
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* If a station sign would be on this tile, the servicing quality of the station would
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* influence the rating of the town.
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* @param town_id The town to check.
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* @param tile The tile to check.
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* @pre IsValidTown(town_id).
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* @return True if the tile is within the rating influence of the town.
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*/
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static bool IsWithinTownInfluence(TownID town_id, TileIndex tile);
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/**
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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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* @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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/**
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* Find out if the town is a city.
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* @param town_id The town to check.
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* @pre IsValidTown(town_id).
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* @return True if the town is a city.
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*/
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static bool IsCity(TownID town_id);
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/**
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* Find out how long the town is undergoing road reconstructions.
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* @param town_id The town to check.
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* @pre IsValidTown(town_id).
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* @return The number of months the road reworks are still going to take.
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* The value 0 means that there are currently no road reworks.
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*/
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static int GetRoadReworkDuration(TownID town_id);
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/**
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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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* @return The company that has the exclusive rights. The value
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* AICompany::COMPANY_INVALID means that there are currently no
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* exclusive rights given out to anyone.
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*/
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static AICompany::CompanyID GetExclusiveRightsCompany(TownID town_id);
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/**
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* Find out how long the town is under influence of the exclusive rights.
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* @param town_id The town to check.
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* @pre IsValidTown(town_id).
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* @return The number of months the exclusive rights hold.
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* The value 0 means that there are currently no exclusive rights
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* given out to anyone.
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*/
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static int32 GetExclusiveRightsDuration(TownID town_id);
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/**
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* Find out if an action can currently be performed on the town.
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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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* @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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/**
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* Perform a town action on this town.
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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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* @pre IsActionAvailable(town_id, town_action).
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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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/**
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* Get the rating of a company within a town.
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* @param town_id The town to get the rating for.
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* @param company_id The company to get the rating for.
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* @pre IsValidTown(town_id).
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* @pre AICompany.ResolveCompanyID(company) != AICompany::COMPANY_INVALID.
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* @return The rating as shown to humans.
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*/
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static TownRating GetRating(TownID town_id, AICompany::CompanyID company_id);
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/**
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* Get the maximum level of noise that still can be added by airports
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* before the town start to refuse building a new airport.
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* @param town_id The town to get the allowed noise from.
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* @return The noise that still can be added.
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*/
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static int GetAllowedNoise(TownID town_id);
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/**
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* Get the road layout for a town.
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* @param town_id The town to get the road layout from.
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* @return The RoadLayout for the town.
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*/
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static RoadLayout GetRoadLayout(TownID town_id);
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};
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#endif /* SCRIPT_TOWN_HPP */
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