diff --git a/src/command.cpp b/src/command.cpp index bc33c27d5d..aa2723e90e 100644 --- a/src/command.cpp +++ b/src/command.cpp @@ -242,7 +242,7 @@ static const Command _command_proc_table[] = { DEF_CMD(CmdChangeServiceInt, 0, CMDT_VEHICLE_MANAGEMENT ), // CMD_CHANGE_SERVICE_INT - DEF_CMD(CmdBuildIndustry, 0, CMDT_LANDSCAPE_CONSTRUCTION), // CMD_BUILD_INDUSTRY + DEF_CMD(CmdBuildIndustry, CMD_DEITY, CMDT_LANDSCAPE_CONSTRUCTION), // CMD_BUILD_INDUSTRY DEF_CMD(CmdSetCompanyManagerFace, 0, CMDT_OTHER_MANAGEMENT ), // CMD_SET_COMPANY_MANAGER_FACE DEF_CMD(CmdSetCompanyColour, 0, CMDT_OTHER_MANAGEMENT ), // CMD_SET_COMPANY_COLOUR diff --git a/src/industry_cmd.cpp b/src/industry_cmd.cpp index abb41e6db8..ab10c7de86 100644 --- a/src/industry_cmd.cpp +++ b/src/industry_cmd.cpp @@ -1827,6 +1827,7 @@ static CommandCost CreateNewIndustryHelper(TileIndex tile, IndustryType type, Do * @param p1 various bitstuffed elements * - p1 = (bit 0 - 7) - industry type see build_industry.h and see industry.h * - p1 = (bit 8 - 15) - first layout to try + * - p1 = (bit 16 ) - 0 = prospect, 1 = fund (only valid if current company is DEITY) * @param p2 seed to use for desyncfree randomisations * @param text unused * @return the cost of this operation or an error @@ -1843,11 +1844,11 @@ CommandCost CmdBuildIndustry(TileIndex tile, DoCommandFlag flags, uint32 p1, uin /* If the setting for raw-material industries is not on, you cannot build raw-material industries. * Raw material industries are industries that do not accept cargo (at least for now) */ - if (_game_mode != GM_EDITOR && _settings_game.construction.raw_industry_construction == 0 && indspec->IsRawIndustry()) { + if (_game_mode != GM_EDITOR && _current_company != OWNER_DEITY && _settings_game.construction.raw_industry_construction == 0 && indspec->IsRawIndustry()) { return CMD_ERROR; } - if (_game_mode != GM_EDITOR && GetIndustryProbabilityCallback(it, IACT_USERCREATION, 1) == 0) { + if (_game_mode != GM_EDITOR && GetIndustryProbabilityCallback(it, _current_company == OWNER_DEITY ? IACT_RANDOMCREATION : IACT_USERCREATION, 1) == 0) { return CMD_ERROR; } @@ -1857,16 +1858,17 @@ CommandCost CmdBuildIndustry(TileIndex tile, DoCommandFlag flags, uint32 p1, uin uint32 random_var8f = randomizer.Next(); int num_layouts = indspec->num_table; CommandCost ret = CommandCost(STR_ERROR_SITE_UNSUITABLE); + const bool deity_prospect = _current_company == OWNER_DEITY && !HasBit(p1, 16); Industry *ind = NULL; - if (_game_mode != GM_EDITOR && _settings_game.construction.raw_industry_construction == 2 && indspec->IsRawIndustry()) { + if (deity_prospect || (_game_mode != GM_EDITOR && _current_company != OWNER_DEITY && _settings_game.construction.raw_industry_construction == 2 && indspec->IsRawIndustry())) { if (flags & DC_EXEC) { /* Prospected industries are build as OWNER_TOWN to not e.g. be build on owned land of the founder */ Backup cur_company(_current_company, OWNER_TOWN, FILE_LINE); /* Prospecting has a chance to fail, however we cannot guarantee that something can * be built on the map, so the chance gets lower when the map is fuller, but there * is nothing we can really do about that. */ - if (Random() <= indspec->prospecting_chance) { + if (deity_prospect || Random() <= indspec->prospecting_chance) { for (int i = 0; i < 5000; i++) { /* We should not have more than one Random() in a function call * because parameter evaluation order is not guaranteed in the c++ standard @@ -1877,7 +1879,7 @@ CommandCost CmdBuildIndustry(TileIndex tile, DoCommandFlag flags, uint32 p1, uin /* Check now each layout, starting with the random one */ for (int j = 0; j < num_layouts; j++) { layout = (layout + 1) % num_layouts; - ret = CreateNewIndustryHelper(tile, it, flags, indspec, layout, random_var8f, random_initial_bits, cur_company.GetOriginalValue(), IACT_PROSPECTCREATION, &ind); + ret = CreateNewIndustryHelper(tile, it, flags, indspec, layout, random_var8f, random_initial_bits, cur_company.GetOriginalValue(), _current_company == OWNER_DEITY ? IACT_RANDOMCREATION : IACT_PROSPECTCREATION, &ind); if (ret.Succeeded()) break; } if (ret.Succeeded()) break; @@ -1892,7 +1894,7 @@ CommandCost CmdBuildIndustry(TileIndex tile, DoCommandFlag flags, uint32 p1, uin /* Check subsequently each layout, starting with the given layout in p1 */ for (int i = 0; i < num_layouts; i++) { layout = (layout + 1) % num_layouts; - ret = CreateNewIndustryHelper(tile, it, flags, indspec, layout, random_var8f, random_initial_bits, _current_company, IACT_USERCREATION, &ind); + ret = CreateNewIndustryHelper(tile, it, flags, indspec, layout, random_var8f, random_initial_bits, _current_company, _current_company == OWNER_DEITY ? IACT_RANDOMCREATION : IACT_USERCREATION, &ind); if (ret.Succeeded()) break; } diff --git a/src/script/api/game_changelog.hpp b/src/script/api/game_changelog.hpp index 83a0304997..eeb1f05f84 100644 --- a/src/script/api/game_changelog.hpp +++ b/src/script/api/game_changelog.hpp @@ -29,6 +29,7 @@ * \li GSStation::IsAirportClosed * \li GSStation::OpenCloseAirport * \li GSController::Break + * \li GSIndustryType::BuildIndustry, GSIndustryType::CanBuildIndustry, GSIndustryType::ProspectIndustry and GSIndustryType::CanProspectIndustry when outside GSCompanyMode scope * * \b 1.2.2 * diff --git a/src/script/api/script_industrytype.cpp b/src/script/api/script_industrytype.cpp index 7db9058291..bbfca99a4d 100644 --- a/src/script/api/script_industrytype.cpp +++ b/src/script/api/script_industrytype.cpp @@ -94,7 +94,9 @@ { if (!IsValidIndustryType(industry_type)) return false; - if (::GetIndustryProbabilityCallback(industry_type, IACT_USERCREATION, 1) == 0) return false; + const bool deity = ScriptObject::GetCompany() == OWNER_DEITY; + if (::GetIndustryProbabilityCallback(industry_type, deity ? IACT_RANDOMCREATION : IACT_USERCREATION, 1) == 0) return false; + if (deity) return true; if (!::GetIndustrySpec(industry_type)->IsRawIndustry()) return true; /* raw_industry_construction == 1 means "Build as other industries" */ @@ -105,26 +107,25 @@ { if (!IsValidIndustryType(industry_type)) return false; - if (!::GetIndustrySpec(industry_type)->IsRawIndustry()) return false; - if (::GetIndustryProbabilityCallback(industry_type, IACT_USERCREATION, 1) == 0) return false; + const bool deity = ScriptObject::GetCompany() == OWNER_DEITY; + if (!deity && !::GetIndustrySpec(industry_type)->IsRawIndustry()) return false; + if (::GetIndustryProbabilityCallback(industry_type, deity ? IACT_RANDOMCREATION : IACT_USERCREATION, 1) == 0) return false; /* raw_industry_construction == 2 means "prospect" */ - return _settings_game.construction.raw_industry_construction == 2; + return deity || _settings_game.construction.raw_industry_construction == 2; } /* static */ bool ScriptIndustryType::BuildIndustry(IndustryType industry_type, TileIndex tile) { - EnforcePrecondition(false, ScriptObject::GetCompany() != OWNER_DEITY); EnforcePrecondition(false, CanBuildIndustry(industry_type)); EnforcePrecondition(false, ScriptMap::IsValidTile(tile)); uint32 seed = ::InteractiveRandom(); - return ScriptObject::DoCommand(tile, (::InteractiveRandomRange(::GetIndustrySpec(industry_type)->num_table) << 8) | industry_type, seed, CMD_BUILD_INDUSTRY); + return ScriptObject::DoCommand(tile, (1 << 16) | (::InteractiveRandomRange(::GetIndustrySpec(industry_type)->num_table) << 8) | industry_type, seed, CMD_BUILD_INDUSTRY); } /* static */ bool ScriptIndustryType::ProspectIndustry(IndustryType industry_type) { - EnforcePrecondition(false, ScriptObject::GetCompany() != OWNER_DEITY); EnforcePrecondition(false, CanProspectIndustry(industry_type)); uint32 seed = ::InteractiveRandom(); diff --git a/src/script/api/script_industrytype.hpp b/src/script/api/script_industrytype.hpp index de5180c43b..bae0919e97 100644 --- a/src/script/api/script_industrytype.hpp +++ b/src/script/api/script_industrytype.hpp @@ -113,6 +113,9 @@ public: * @pre IsValidIndustryType(industry_type). * @return True if you can build this type of industry at locations of your choice. * @note Returns false if you can only prospect this type of industry, or not build it at all. + * @game @note If no valid ScriptCompanyMode active in scope, the script can + * @game build as long as the industry type can be built. (a NewGRF can for example + * @game reject construction based on current year) */ static bool CanBuildIndustry(IndustryType industry_type); @@ -123,6 +126,9 @@ public: * @return True if you can prospect this type of industry. * @note If the setting "Manual primary industry construction method" is set * to either "None" or "as other industries" this function always returns false. + * @game @note If no valid ScriptCompanyMode active in scope, the script can + * @game prospect as long as the industry type can be built. (a NewGRF can for + * @game example reject construction based on current year) */ static bool CanProspectIndustry(IndustryType industry_type); @@ -131,7 +137,6 @@ public: * @param industry_type The type of the industry to build. * @param tile The tile to build the industry on. * @pre CanBuildIndustry(industry_type). - * @game @pre Valid ScriptCompanyMode active in scope. * @return True if the industry was successfully build. */ static bool BuildIndustry(IndustryType industry_type, TileIndex tile); @@ -141,10 +146,12 @@ public: * an industry on a random place on the map. * @param industry_type The type of the industry. * @pre CanProspectIndustry(industry_type). - * @game @pre Valid ScriptCompanyMode active in scope. * @return True if no error occurred while trying to prospect. * @note Even if true is returned there is no guarantee a new industry is build. * @note If true is returned the money is paid, whether a new industry was build or not. + * @game @note if no valid ScriptCompanyMode exist in scope, prospection will not fail + * @game due to the general chance that prospection may fail. However prospection can still + * @game fail if OpenTTD is unable to find a suitable location to place the industry. */ static bool ProspectIndustry(IndustryType industry_type);