mirror of
https://github.com/JGRennison/OpenTTD-patches.git
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442 lines
17 KiB
C++
442 lines
17 KiB
C++
/* $Id$ */
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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 ai_tile.hpp Everything to query and manipulate tiles. */
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#ifndef AI_TILE_HPP
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#define AI_TILE_HPP
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#include "ai_abstractlist.hpp"
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#include "ai_error.hpp"
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#include "ai_company.hpp"
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/**
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* Class that handles all tile related functions.
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*/
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class AITile : public AIObject {
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public:
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static const char *GetClassName() { return "AITile"; }
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/**
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* Error messages related to modifying tiles.
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*/
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enum ErrorMessages {
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/** Base for tile related errors */
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ERR_TILE_BASE = AIError::ERR_CAT_TILE << AIError::ERR_CAT_BIT_SIZE,
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/** Tile can't be raised any higher */
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ERR_TILE_TOO_HIGH, // [STR_ERROR_ALREADY_AT_SEA_LEVEL]
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/** Tile can't be lowered any lower */
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ERR_TILE_TOO_LOW, // [STR_ERROR_ALREADY_AT_SEA_LEVEL]
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/** The area was already flat */
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ERR_AREA_ALREADY_FLAT, // [STR_ERROR_ALREADY_LEVELLED]
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/** There is a tunnel underneed */
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ERR_EXCAVATION_WOULD_DAMAGE, // [STR_ERROR_EXCAVATION_WOULD_DAMAGE]
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};
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/**
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* Enumeration for corners of tiles.
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*/
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enum Corner {
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CORNER_W = 0, //!< West corner
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CORNER_S = 1, //!< South corner
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CORNER_E = 2, //!< East corner
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CORNER_N = 3, //!< North corner
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CORNER_INVALID = 0xFF,
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};
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/**
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* Enumeration for the slope-type.
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*
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* This enumeration use the chars N, E, S, W corresponding the
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* direction North, East, South and West. The top corner of a tile
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* is the north-part of the tile.
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*/
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enum Slope {
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/* Values are important, as they represent the internal state of the game. */
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SLOPE_FLAT = 0x00, //!< A flat tile
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SLOPE_W = 1 << CORNER_W, //!< The west corner of the tile is raised
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SLOPE_S = 1 << CORNER_S, //!< The south corner of the tile is raised
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SLOPE_E = 1 << CORNER_E, //!< The east corner of the tile is raised
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SLOPE_N = 1 << CORNER_N, //!< The north corner of the tile is raised
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SLOPE_STEEP = 0x10, //!< Indicates the slope is steep (The corner opposite of the not-raised corner is raised two times)
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SLOPE_NW = SLOPE_N | SLOPE_W, //!< North and west corner are raised
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SLOPE_SW = SLOPE_S | SLOPE_W, //!< South and west corner are raised
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SLOPE_SE = SLOPE_S | SLOPE_E, //!< South and east corner are raised
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SLOPE_NE = SLOPE_N | SLOPE_E, //!< North and east corner are raised
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SLOPE_EW = SLOPE_E | SLOPE_W, //!< East and west corner are raised
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SLOPE_NS = SLOPE_N | SLOPE_S, //!< North and south corner are raised
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SLOPE_ELEVATED = SLOPE_N | SLOPE_E | SLOPE_S | SLOPE_W, //!< Bit mask containing all 'simple' slopes. Does not appear as a slope.
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SLOPE_NWS = SLOPE_N | SLOPE_W | SLOPE_S, //!< North, west and south corner are raised
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SLOPE_WSE = SLOPE_W | SLOPE_S | SLOPE_E, //!< West, south and east corner are raised
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SLOPE_SEN = SLOPE_S | SLOPE_E | SLOPE_N, //!< South, east and north corner are raised
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SLOPE_ENW = SLOPE_E | SLOPE_N | SLOPE_W, //!< East, north and west corner are raised
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SLOPE_STEEP_W = SLOPE_STEEP | SLOPE_NWS, //!< A steep slope falling to east (from west)
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SLOPE_STEEP_S = SLOPE_STEEP | SLOPE_WSE, //!< A steep slope falling to north (from south)
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SLOPE_STEEP_E = SLOPE_STEEP | SLOPE_SEN, //!< A steep slope falling to west (from east)
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SLOPE_STEEP_N = SLOPE_STEEP | SLOPE_ENW, //!< A steep slope falling to south (from north)
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SLOPE_INVALID = 0xFFFF, //!< An invalid slope
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};
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/**
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* The different transport types a tile can have.
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*/
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enum TransportType {
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/* Values are important, as they represent the internal state of the game. */
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TRANSPORT_RAIL = 0, //!< Tile with rail.
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TRANSPORT_ROAD = 1, //!< Tile with road.
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TRANSPORT_WATER = 2, //!< Tile with navigable waterways.
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TRANSPORT_AIR = 3, //!< Tile with airport.
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TRANSPORT_INVALID = -1, //!< Tile without any transport type.
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};
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/**
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* Check if this tile is buildable, i.e. no things on it that needs
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* demolishing.
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* @param tile The tile to check on.
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* @pre AIMap::IsValidTile(tile).
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* @return True if it is buildable, false if not.
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* @note For trams you also might want to check for AIRoad::IsRoad(),
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* as you can build tram-rails on road-tiles.
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* @note For rail you also might want to check for AIRoad::IsRoad(),
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* as in some cases you can build rails on road-tiles.
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*/
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static bool IsBuildable(TileIndex tile);
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/**
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* Check if this tile is buildable in a rectangle around a tile, with the
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* entry in the list as top-left.
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* @param tile The tile to check on.
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* @param width The width of the rectangle.
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* @param height The height of the rectangle.
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* @pre AIMap::IsValidTile(tile).
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* @return True if it is buildable, false if not.
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*/
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static bool IsBuildableRectangle(TileIndex tile, uint width, uint height);
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/**
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* Checks whether the given tile is actually a water tile.
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* @param tile The tile to check on.
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* @pre AIMap::IsValidTile(tile).
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* @return True if and only if the tile is a water tile.
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*/
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static bool IsWaterTile(TileIndex tile);
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/**
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* Checks whether the given tile is actually a coast tile.
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* @param tile The tile to check.
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* @pre AIMap::IsValidTile(tile).
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* @return True if and only if the tile is a coast tile.
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* @note Building on coast tiles in general is more expensive.
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*/
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static bool IsCoastTile(TileIndex tile);
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/**
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* Checks whether the given tile is a station tile of any station.
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* @param tile The tile to check.
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* @pre AIMap::IsValidTile(tile).
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* @return True if and only if the tile is a station tile.
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*/
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static bool IsStationTile(TileIndex tile);
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/**
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* Check if a tile has a steep slope.
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* Steep slopes are slopes with a height difference of 2 across one diagonal of the tile.
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* @param slope The slope to check on.
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* @pre slope != SLOPE_INVALID.
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* @return True if the slope is a steep slope.
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*/
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static bool IsSteepSlope(Slope slope);
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/**
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* Check if a tile has a halftile slope.
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* Halftile slopes appear on top of halftile foundations. E.g. the slope you get when building a horizontal railtrack on the top of a SLOPE_N or SLOPE_STEEP_N.
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* @param slope The slope to check on.
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* @pre slope != SLOPE_INVALID.
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* @return True if the slope is a halftile slope.
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* @note Currently there is no API function that would return or accept a halftile slope.
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*/
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static bool IsHalftileSlope(Slope slope);
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/**
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* Check if the tile has any tree on it.
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* @param tile The tile to check on.
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* @pre AIMap::IsValidTile(tile).
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* @return True if and only if there is a tree on the tile.
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*/
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static bool HasTreeOnTile(TileIndex tile);
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/**
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* Check if the tile is a farmland tile.
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* @param tile The tile to check on.
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* @pre AIMap::IsValidTile(tile).
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* @return True if and only if the tile is farmland.
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*/
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static bool IsFarmTile(TileIndex tile);
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/**
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* Check if the tile is a rock tile.
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* @param tile The tile to check on.
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* @pre AIMap::IsValidTile(tile).
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* @return True if and only if the tile is rock tile.
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*/
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static bool IsRockTile(TileIndex tile);
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/**
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* Check if the tile is a rough tile.
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* @param tile The tile to check on.
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* @pre AIMap::IsValidTile(tile).
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* @return True if and only if the tile is rough tile.
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*/
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static bool IsRoughTile(TileIndex tile);
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/**
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* Check if the tile is a snow tile.
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* @param tile The tile to check on.
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* @pre AIMap::IsValidTile(tile).
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* @return True if and only if the tile is snow tile.
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*/
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static bool IsSnowTile(TileIndex tile);
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/**
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* Check if the tile is a desert tile.
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* @param tile The tile to check on.
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* @pre AIMap::IsValidTile(tile).
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* @return True if and only if the tile is desert tile.
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*/
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static bool IsDesertTile(TileIndex tile);
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/**
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* Get the slope of a tile.
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* This is the slope of the bare tile. A possible foundation on the tile does not influence this slope.
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* @param tile The tile to check on.
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* @pre AIMap::IsValidTile(tile).
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* @return Bit mask encoding the slope. See #Slope for a description of the returned values.
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*/
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static Slope GetSlope(TileIndex tile);
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/**
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* Get the complement of the slope.
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* @param slope The slope to get the complement of.
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* @pre slope != SLOPE_INVALID.
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* @pre !IsSteepSlope(slope).
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* @pre !IsHalftileSlope(slope).
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* @return The complement of a slope. This means that all corners that
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* weren't raised, are raised, and visa versa.
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*/
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static Slope GetComplementSlope(Slope slope);
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/**
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* Get the minimal height on a tile.
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* The returned height is the height of the bare tile. A possible foundation on the tile does not influence this height.
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* @param tile The tile to check on.
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* @pre AIMap::IsValidTile(tile).
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* @return The height of the lowest corner of the tile, ranging from 0 to 15.
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*/
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static int32 GetMinHeight(TileIndex tile);
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/**
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* Get the maximal height on a tile.
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* The returned height is the height of the bare tile. A possible foundation on the tile does not influence this height.
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* @param tile The tile to check on.
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* @pre AIMap::IsValidTile(tile).
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* @return The height of the highest corner of the tile, ranging from 0 to 15.
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*/
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static int32 GetMaxHeight(TileIndex tile);
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/**
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* Get the height of a certain corner of a tile.
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* The returned height is the height of the bare tile. A possible foundation on the tile does not influence this height.
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* @param tile The tile to check on.
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* @param corner The corner to query.
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* @pre AIMap::IsValidTile(tile).
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* @return The height of the lowest corner of the tile, ranging from 0 to 15.
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*/
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static int32 GetCornerHeight(TileIndex tile, Corner corner);
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/**
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* Get the owner of the tile.
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* @param tile The tile to get the owner from.
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* @pre AIMap::IsValidTile(tile).
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* @return The CompanyID of the owner of the tile, or COMPANY_INVALID if
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* there is no owner (grass/industry/water tiles, etc.).
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*/
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static AICompany::CompanyID GetOwner(TileIndex tile);
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/**
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* Checks whether the given tile contains parts suitable for the given
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* TransportType.
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* @param tile The tile to check.
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* @param transport_type The TransportType to check against.
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* @pre AIMap::IsValidTile(tile).
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* @note Returns false on tiles with roadworks and on road tiles with only
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* a single piece of road as these tiles cannot be used to transport
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* anything on. It furthermore returns true on some coast tile for
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* TRANSPORT_WATER because ships can navigate over them.
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* @return True if and only if the tile has the given TransportType.
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*/
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static bool HasTransportType(TileIndex tile, TransportType transport_type);
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/**
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* Check how much cargo this tile accepts.
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* It creates a radius around the tile, and adds up all acceptance of this
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* cargo.
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* @param tile The tile to check on.
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* @param cargo_type The cargo to check the acceptance of.
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* @param width The width of the station.
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* @param height The height of the station.
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* @param radius The radius of the station.
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* @pre AIMap::IsValidTile(tile).
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* @pre width > 0.
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* @pre height > 0.
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* @pre radius >= 0.
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* @return Value below 8 means no acceptance; the more the better.
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*/
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static int32 GetCargoAcceptance(TileIndex tile, CargoID cargo_type, int width, int height, int radius);
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/**
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* Checks how many tiles in the radius produces this cargo.
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* It creates a radius around the tile, and adds up all tiles that produce
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* this cargo.
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* @param tile The tile to check on.
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* @param cargo_type The cargo to check the production of.
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* @param width The width of the station.
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* @param height The height of the station.
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* @param radius The radius of the station.
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* @pre AIMap::IsValidTile(tile).
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* @pre width > 0.
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* @pre height > 0.
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* @pre radius >= 0.
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* @return The tiles that produce this cargo within radius of the tile.
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* @note Town(houses) are not included in the value.
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*/
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static int32 GetCargoProduction(TileIndex tile, CargoID cargo_type, int width, int height, int radius);
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/**
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* Get the manhattan distance from the tile to the tile.
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* @param tile_from The tile to get the distance to.
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* @param tile_to The tile to get the distance to.
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* @return The distance between the two tiles.
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*/
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static int32 GetDistanceManhattanToTile(TileIndex tile_from, TileIndex tile_to);
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/**
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* Get the square distance from the tile to the tile.
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* @param tile_from The tile to get the distance to.
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* @param tile_to The tile to get the distance to.
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* @return The distance between the two tiles.
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*/
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static int32 GetDistanceSquareToTile(TileIndex tile_from, TileIndex tile_to);
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/**
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* Raise the given corners of the tile. The corners can be combined,
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* for example: SLOPE_N | SLOPE_W (= SLOPE_NW) will raise the west and the north corner.
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* @note The corners will be modified in the order west (first), south, east, north (last).
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* Changing one corner might cause another corner to be changed too. So modifiing
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* multiple corners may result in changing some corners by multiple steps.
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* @param tile The tile to raise.
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* @param slope Corners to raise (SLOPE_xxx).
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* @pre tile < AIMap::GetMapSize().
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* @exception AIError::ERR_AREA_NOT_CLEAR
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* @exception AIError::ERR_TOO_CLOSE_TO_EDGE
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* @exception AITile::ERR_TILE_TOO_HIGH
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* @return 0 means failed, 1 means success.
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*/
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static bool RaiseTile(TileIndex tile, int32 slope);
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/**
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* Lower the given corners of the tile. The corners can be combined,
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* for example: SLOPE_N | SLOPE_W (= SLOPE_NW) will lower the west and the north corner.
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* @note The corners will be modified in the order west (first), south, east, north (last).
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* Changing one corner might cause another corner to be changed too. So modifiing
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* multiple corners may result in changing some corners by multiple steps.
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* @param tile The tile to lower.
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* @param slope Corners to lower (SLOPE_xxx).
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* @pre tile < AIMap::GetMapSize().
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* @exception AIError::ERR_AREA_NOT_CLEAR
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* @exception AIError::ERR_TOO_CLOSE_TO_EDGE
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* @exception AITile::ERR_TILE_TOO_LOW
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* @return 0 means failed, 1 means success.
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*/
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static bool LowerTile(TileIndex tile, int32 slope);
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/**
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* Level all tiles in the rectangle between start_tile and end_tile so they
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* are at the same height. All tiles will be raised or lowered until
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* they are at height AITile::GetHeight(start_tile).
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* @param start_tile One corner of the rectangle to level.
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* @param end_tile The opposite corner of the rectangle.
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* @pre start_tile < AIMap::GetMapSize().
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* @pre end_tile < AIMap::GetMapSize().
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* @exception AIError::ERR_AREA_NOT_CLEAR
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* @exception AIError::ERR_TOO_CLOSE_TO_EDGE
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* @return True if one or more tiles were leveled.
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* @note Even if leveling some part fails, some other part may have been
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* succesfully leveled already.
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* @note This function may return true in AITestMode, although it fails in
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* AIExecMode.
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*/
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static bool LevelTiles(TileIndex start_tile, TileIndex end_tile);
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/**
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* Destroy everything on the given tile.
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* @param tile The tile to demolish.
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* @pre AIMap::IsValidTile(tile).
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* @exception AIError::ERR_AREA_NOT_CLEAR
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* @return True if and only if the tile was demolished.
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*/
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static bool DemolishTile(TileIndex tile);
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/**
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* Create a random tree on a tile.
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* @param tile The tile to build a tree on.
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* @pre AIMap::IsValidTile(tile).
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* @return True if and only if a tree was added on the tile.
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*/
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static bool PlantTree(TileIndex tile);
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/**
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* Create a random tree on a rectangle of tiles.
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* @param tile The top left tile of the rectangle.
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* @param width The width of the rectangle.
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* @param height The height of the rectangle.
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* @pre AIMap::IsValidTile(tile).
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* @pre width >= 1 && width <= 20.
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* @pre height >= 1 && height <= 20.
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* @return True if and only if a tree was added on any of the tiles in the rectangle.
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*/
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static bool PlantTreeRectangle(TileIndex tile, uint width, uint height);
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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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* Stations on this tile influence the rating of the town.
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* @param tile The tile to check.
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* @param town_id The town to check.
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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(TileIndex tile, TownID town_id);
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/**
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* Find the town that is closest to a tile. Stations you build at this tile
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* will belong to this town.
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* @param tile The tile to check.
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* @return The TownID of the town closest to the tile.
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*/
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static TownID GetClosestTown(TileIndex tile);
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};
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#endif /* AI_TILE_HPP */
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