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