From a3dd7506d377b1434f913bd65c019eed52b64b6e Mon Sep 17 00:00:00 2001 From: truebrain Date: Mon, 12 Jan 2009 17:11:45 +0000 Subject: (svn r15027) -Merge: tomatos and bananas left to be, here is NoAI for all to see. NoAI is an API (a framework) to build your own AIs in. See: http://wiki.openttd.org/wiki/index.php/AI:Main_Page With many thanks to: - glx and Rubidium for their syncing, feedback and hard work - Yexo for his feedback, patches, and AIs which tested the system very deep - Morloth for his feedback and patches - TJIP for hosting a challenge which kept NoAI on track - All AI authors for testing our AI API, and all other people who helped in one way or another -Remove: all old AIs and their cheats/hacks --- src/ai/api/ai_industrytype.cpp | 115 +++++++++++++++++++++++++++++++++++++++++ 1 file changed, 115 insertions(+) create mode 100644 src/ai/api/ai_industrytype.cpp (limited to 'src/ai/api/ai_industrytype.cpp') diff --git a/src/ai/api/ai_industrytype.cpp b/src/ai/api/ai_industrytype.cpp new file mode 100644 index 000000000..34d69f5f8 --- /dev/null +++ b/src/ai/api/ai_industrytype.cpp @@ -0,0 +1,115 @@ +/* $Id$ */ + +/** @file ai_industrytype.cpp Implementation of AIIndustryType. */ + +#include "ai_industrytype.hpp" +#include "ai_map.hpp" +#include "../../openttd.h" +#include "../../command_type.h" +#include "../../settings_type.h" +#include "../../strings_func.h" +#include "../../tile_type.h" +#include "../../industry.h" + +/* static */ bool AIIndustryType::IsValidIndustryType(IndustryType industry_type) +{ + if (industry_type >= NUM_INDUSTRYTYPES) return false; + + return ::GetIndustrySpec(industry_type)->enabled; +} + +/* static */ bool AIIndustryType::IsRawIndustry(IndustryType industry_type) +{ + if (!IsValidIndustryType(industry_type)) return false; + + return ::GetIndustrySpec(industry_type)->IsRawIndustry(); +} + +/* static */ bool AIIndustryType::ProductionCanIncrease(IndustryType industry_type) +{ + if (!IsValidIndustryType(industry_type)) return false; + + if (_settings_game.game_creation.landscape != LT_TEMPERATE) return true; + return (::GetIndustrySpec(industry_type)->behaviour & INDUSTRYBEH_DONT_INCR_PROD) == 0; +} + +/* static */ Money AIIndustryType::GetConstructionCost(IndustryType industry_type) +{ + if (!IsValidIndustryType(industry_type)) return false; + + return ::GetIndustrySpec(industry_type)->GetConstructionCost(); +} + +/* static */ const char *AIIndustryType::GetName(IndustryType industry_type) +{ + if (!IsValidIndustryType(industry_type)) return NULL; + static const int len = 64; + char *industrytype_name = MallocT(len); + + ::GetString(industrytype_name, ::GetIndustrySpec(industry_type)->name, &industrytype_name[len - 1]); + + return industrytype_name; +} + +/* static */ AIList *AIIndustryType::GetProducedCargo(IndustryType industry_type) +{ + if (!IsValidIndustryType(industry_type)) return NULL; + + const IndustrySpec *ins = ::GetIndustrySpec(industry_type); + + AIList *list = new AIList(); + for (int i = 0; i < 2; i++) { + if (ins->produced_cargo[i] != CT_INVALID) list->AddItem(ins->produced_cargo[i], 0); + } + + return list; +} + +/* static */ AIList *AIIndustryType::GetAcceptedCargo(IndustryType industry_type) +{ + if (!IsValidIndustryType(industry_type)) return NULL; + + const IndustrySpec *ins = ::GetIndustrySpec(industry_type); + + AIList *list = new AIList(); + for (int i = 0; i < 3; i++) { + if (ins->accepts_cargo[i] != CT_INVALID) list->AddItem(ins->accepts_cargo[i], 0); + } + + return list; +} + +/* static */ bool AIIndustryType::CanBuildIndustry(IndustryType industry_type) +{ + if (!IsValidIndustryType(industry_type)) return false; + if (!::GetIndustrySpec(industry_type)->IsRawIndustry()) return true; + + /* raw_industry_construction == 1 means "Build as other industries" */ + return _settings_game.construction.raw_industry_construction == 1; +} + +/* static */ bool AIIndustryType::CanProspectIndustry(IndustryType industry_type) +{ + if (!IsValidIndustryType(industry_type)) return false; + if (!::GetIndustrySpec(industry_type)->IsRawIndustry()) return false; + + /* raw_industry_construction == 2 means "prospect" */ + return _settings_game.construction.raw_industry_construction == 2; +} + +/* static */ bool AIIndustryType::BuildIndustry(IndustryType industry_type, TileIndex tile) +{ + EnforcePrecondition(false, CanBuildIndustry(industry_type)); + EnforcePrecondition(false, AIMap::IsValidTile(tile)); + + uint32 seed = ::InteractiveRandom(); + return AIObject::DoCommand(tile, (::InteractiveRandomRange(::GetIndustrySpec(industry_type)->num_table) << 16) | industry_type, seed, CMD_BUILD_INDUSTRY); +} + +/* static */ bool AIIndustryType::ProspectIndustry(IndustryType industry_type) +{ + EnforcePrecondition(false, CanProspectIndustry(industry_type)); + + uint32 seed = ::InteractiveRandom(); + return AIObject::DoCommand(0, industry_type, seed, CMD_BUILD_INDUSTRY); +} -- cgit v1.2.3-54-g00ecf