/* $Id$ */ /** @file ai_industrytype.cpp Implementation of AIIndustryType. */ #include "ai_industrytype.hpp" #include "ai_map.hpp" #include "../../command_type.h" #include "../../settings_type.h" #include "../../strings_func.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 */ 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 (size_t i = 0; i < lengthof(ins->produced_cargo); 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 (size_t i = 0; i < lengthof(ins->accepts_cargo); 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); }