OpenTTD-patches/src/script/api/script_marine.hpp
Rubidium 83946ca31d 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".
2023-03-06 22:34:09 +01:00

222 lines
7.8 KiB
C++

/*
* This file is part of OpenTTD.
* 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.
* 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.
* 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/>.
*/
/** @file script_marine.hpp Everything to query and build marine. */
#ifndef SCRIPT_MARINE_HPP
#define SCRIPT_MARINE_HPP
#include "script_error.hpp"
/**
* Class that handles all marine related functions.
* @api ai game
*/
class ScriptMarine : public ScriptObject {
public:
/**
* All marine related error messages.
*/
enum ErrorMessages {
/** Base for marine related errors */
ERR_MARINE_BASE = ScriptError::ERR_CAT_MARINE << ScriptError::ERR_CAT_BIT_SIZE,
/** Infrastructure must be built on water */
ERR_MARINE_MUST_BE_BUILT_ON_WATER, // [STR_ERROR_MUST_BE_BUILT_ON_WATER]
};
/**
* Types of water-related objects in the game.
*/
enum BuildType {
BT_DOCK, ///< Build a dock
BT_DEPOT, ///< Build a ship depot
BT_BUOY, ///< Build a buoy
BT_LOCK, ///< Build a lock
BT_CANAL, ///< Build a canal
};
/**
* Checks whether the given tile is actually a tile with a water depot.
* @param tile The tile to check.
* @pre ScriptMap::IsValidTile(tile).
* @return True if and only if the tile has a water depot.
*/
static bool IsWaterDepotTile(TileIndex tile);
/**
* Checks whether the given tile is actually a tile with a dock.
* @param tile The tile to check.
* @pre ScriptMap::IsValidTile(tile).
* @return True if and only if the tile has a dock.
*/
static bool IsDockTile(TileIndex tile);
/**
* Checks whether the given tile is actually a tile with a buoy.
* @param tile The tile to check.
* @pre ScriptMap::IsValidTile(tile).
* @return True if and only if the tile has a buoy.
*/
static bool IsBuoyTile(TileIndex tile);
/**
* Checks whether the given tile is actually a tile with a lock.
* @param tile The tile to check.
* @pre ScriptMap::IsValidTile(tile).
* @return True if and only if the tile has a lock.
*/
static bool IsLockTile(TileIndex tile);
/**
* Checks whether the given tile is actually a tile with a canal.
* @param tile The tile to check.
* @pre ScriptMap::IsValidTile(tile).
* @return True if and only if the tile has a canal.
*/
static bool IsCanalTile(TileIndex tile);
/**
* Checks whether the given tiles are directly connected, i.e. whether
* a ship vehicle can travel from the center of the first tile to the
* center of the second tile.
* @param tile_from The source tile.
* @param tile_to The destination tile.
* @pre ScriptMap::IsValidTile(tile_from).
* @pre ScriptMap::IsValidTile(tile_to).
* @pre 'tile_from' and 'tile_to' are directly neighbouring tiles.
* @return True if and only if a ship can go from tile_from to tile_to.
*/
static bool AreWaterTilesConnected(TileIndex tile_from, TileIndex tile_to);
/**
* Builds a water depot on tile.
* @param tile The tile where the water depot will be build.
* @param front A tile on the same axis with 'tile' as the depot shall be oriented.
* @pre ScriptMap::IsValidTile(tile).
* @pre ScriptMap::IsValidTile(front).
* @game @pre ScriptCompanyMode::IsValid().
* @exception ScriptError::ERR_AREA_NOT_CLEAR
* @exception ScriptError::ERR_SITE_UNSUITABLE
* @exception ScriptMarine::ERR_MARINE_MUST_BE_BUILT_ON_WATER
* @return Whether the water depot has been/can be build or not.
* @note A WaterDepot is 1 tile in width, and 2 tiles in length.
* @note The depot will be built towards the south from 'tile', not necessarily towards 'front'.
*/
static bool BuildWaterDepot(TileIndex tile, TileIndex front);
/**
* Builds a dock where tile is the tile still on land.
* @param tile The tile still on land of the dock.
* @param station_id The station to join, ScriptStation::STATION_NEW or ScriptStation::STATION_JOIN_ADJACENT.
* @pre ScriptMap::IsValidTile(tile).
* @pre station_id == ScriptStation::STATION_NEW || station_id == ScriptStation::STATION_JOIN_ADJACENT || ScriptStation::IsValidStation(station_id).
* @game @pre ScriptCompanyMode::IsValid().
* @exception ScriptError::ERR_AREA_NOT_CLEAR
* @exception ScriptError::ERR_SITE_UNSUITABLE
* @exception ScriptStation::ERR_STATION_TOO_CLOSE_TO_ANOTHER_STATION
* @exception ScriptStation::ERR_STATION_TOO_MANY_STATIONS
* @return Whether the dock has been/can be build or not.
*/
static bool BuildDock(TileIndex tile, StationID station_id);
/**
* Builds a buoy on tile.
* @param tile The tile where the buoy will be build.
* @pre ScriptMap::IsValidTile(tile).
* @game @pre ScriptCompanyMode::IsValid().
* @exception ScriptError::ERR_AREA_NOT_CLEAR
* @exception ScriptError::ERR_SITE_UNSUITABLE
* @exception ScriptStation::ERR_STATION_TOO_MANY_STATIONS
* @return Whether the buoy has been/can be build or not.
*/
static bool BuildBuoy(TileIndex tile);
/**
* Builds a lock on tile.
* @param tile The tile where the lock will be build.
* @pre ScriptMap::IsValidTile(tile).
* @game @pre ScriptCompanyMode::IsValid().
* @exception ScriptError::ERR_LAND_SLOPED_WRONG
* @exception ScriptError::ERR_SITE_UNSUITABLE
* @return Whether the lock has been/can be build or not.
*/
static bool BuildLock(TileIndex tile);
/**
* Builds a canal on tile.
* @param tile The tile where the canal will be build.
* @pre ScriptMap::IsValidTile(tile).
* @game @pre ScriptCompanyMode::IsValid().
* @exception ScriptError::ERR_AREA_NOT_CLEAR
* @exception ScriptError::ERR_LAND_SLOPED_WRONG
* @exception ScriptError::ERR_OWNED_BY_ANOTHER_COMPANY
* @exception ScriptError::ERR_ALREADY_BUILT
* @return Whether the canal has been/can be build or not.
*/
static bool BuildCanal(TileIndex tile);
/**
* Removes a water depot.
* @param tile Any tile of the water depot.
* @pre ScriptMap::IsValidTile(tile).
* @game @pre ScriptCompanyMode::IsValid().
* @exception ScriptError::ERR_OWNED_BY_ANOTHER_COMPANY
* @return Whether the water depot has been/can be removed or not.
*/
static bool RemoveWaterDepot(TileIndex tile);
/**
* Removes a dock.
* @param tile Any tile of the dock.
* @pre ScriptMap::IsValidTile(tile).
* @game @pre ScriptCompanyMode::IsValid().
* @exception ScriptError::ERR_OWNED_BY_ANOTHER_COMPANY
* @return Whether the dock has been/can be removed or not.
*/
static bool RemoveDock(TileIndex tile);
/**
* Removes a buoy.
* @param tile Any tile of the buoy.
* @pre ScriptMap::IsValidTile(tile).
* @game @pre ScriptCompanyMode::IsValid().
* @exception ScriptError::ERR_OWNED_BY_ANOTHER_COMPANY
* @return Whether the buoy has been/can be removed or not.
*/
static bool RemoveBuoy(TileIndex tile);
/**
* Removes a lock.
* @param tile Any tile of the lock.
* @pre ScriptMap::IsValidTile(tile).
* @game @pre ScriptCompanyMode::IsValid().
* @exception ScriptError::ERR_OWNED_BY_ANOTHER_COMPANY
* @return Whether the lock has been/can be removed or not.
*/
static bool RemoveLock(TileIndex tile);
/**
* Removes a canal.
* @param tile Any tile of the canal.
* @pre ScriptMap::IsValidTile(tile).
* @game @pre ScriptCompanyMode::IsValid().
* @exception ScriptError::ERR_OWNED_BY_ANOTHER_COMPANY
* @return Whether the canal has been/can be removed or not.
*/
static bool RemoveCanal(TileIndex tile);
/**
* Get the baseprice of building a water-related object.
* @param build_type the type of object to build
* @return The baseprice of building the given object.
*/
static Money GetBuildCost(BuildType build_type);
};
#endif /* SCRIPT_MARINE_HPP */