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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 script_tile.hpp Everything to query and manipulate tiles. */
+
+#ifndef SCRIPT_TILE_HPP
+#define SCRIPT_TILE_HPP
+
+#include "script_error.hpp"
+#include "script_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 /* SCRIPT_TILE_HPP */