(svn r24492) -Add: [NoGo] Useful behaviour for GSEngine::IsValidEngine and GSEngine::IsBuildable when outside GSCompanyMode scope.
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@@ -23,7 +23,12 @@
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/* static */ bool ScriptEngine::IsValidEngine(EngineID engine_id)
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{
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const Engine *e = ::Engine::GetIfValid(engine_id);
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return e != NULL && (::IsEngineBuildable(engine_id, e->type, ScriptObject::GetCompany()) || (ScriptObject::GetCompany() != OWNER_DEITY && ::Company::Get(ScriptObject::GetCompany())->group_all[e->type].num_engines[engine_id] > 0));
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if (e == NULL || !e->IsEnabled()) return false;
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/* AIs have only access to engines they can purchase or still have in use.
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* Deity has access to all engined that will be or were available ever. */
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CompanyID company = ScriptObject::GetCompany();
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return company == OWNER_DEITY || ::IsEngineBuildable(engine_id, e->type, company) || ::Company::Get(company)->group_all[e->type].num_engines[engine_id] > 0;
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}
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/* static */ bool ScriptEngine::IsBuildable(EngineID engine_id)
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@@ -23,15 +23,17 @@
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class ScriptEngine : public ScriptObject {
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public:
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/**
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* Checks whether the given engine type is valid. An engine is valid if you
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* have at least one vehicle of this engine or it's currently buildable.
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* Checks whether the given engine type is valid.
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* An engine is valid for a company if it has at least one vehicle of this engine or it's currently buildable.
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* @game Outside ScriptCompanyMode scope the function reports all engines valid, which were or will be available at some point.
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* @param engine_id The engine to check.
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* @return True if and only if the engine type is valid.
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*/
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static bool IsValidEngine(EngineID engine_id);
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/**
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* Checks whether the given engine type is buildable by you.
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* Checks whether the given engine type is buildable for a company.
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* @game Outside ScriptCompanyMode scope the function checks whether the engine is currently buildable by all companies (no exclusive preview).
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* @param engine_id The engine to check.
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* @return True if and only if the engine type is buildable.
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*/
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