/* $Id$ */ /** @file ai_road.hpp Everything to query and build roads. */ #ifndef AI_ROAD_HPP #define AI_ROAD_HPP #include "ai_object.hpp" #include "ai_error.hpp" #include "ai_tile.hpp" /** * Class that handles all road related functions. */ class AIRoad : public AIObject { public: static const char *GetClassName() { return "AIRoad"; } /** * All road related error messages. */ enum ErrorMessages { /** Base for road building / maintaining errors */ ERR_ROAD_BASE = AIError::ERR_CAT_ROAD << AIError::ERR_CAT_BIT_SIZE, /** Road works are in progress */ ERR_ROAD_WORKS_IN_PROGRESS, // [STR_ROAD_WORKS_IN_PROGRESS] /** Drive through is in the wrong direction */ ERR_ROAD_DRIVE_THROUGH_WRONG_DIRECTION, // [STR_DRIVE_THROUGH_ERROR_DIRECTION] /** Drive through roads can't be build on town owned roads */ ERR_ROAD_CANNOT_BUILD_ON_TOWN_ROAD, // [STR_DRIVE_THROUGH_ERROR_ON_TOWN_ROAD] /** One way roads can't have junctions */ ERR_ROAD_ONE_WAY_ROADS_CANNOT_HAVE_JUNCTIONS, // [STR_ERR_ONEWAY_ROADS_CAN_T_HAVE_JUNCTION] }; /** * Types of road known to the game. */ enum RoadType { /* Values are important, as they represent the internal state of the game. */ ROADTYPE_ROAD = 0, //!< Build road objects. ROADTYPE_TRAM = 1, //!< Build tram objects. ROADTYPE_INVALID = -1, //!< Invalid RoadType. }; /** * Checks whether the given tile is actually a tile with road that can be * used to traverse a tile. This excludes road depots and 'normal' road * stations, but includes drive through stations. * @param tile The tile to check. * @pre AIMap::IsValidTile(tile). * @return True if and only if the tile has road. */ static bool IsRoadTile(TileIndex tile); /** * Checks whether the given tile is actually a tile with a road depot. * @param tile The tile to check. * @pre AIMap::IsValidTile(tile). * @return True if and only if the tile has a road depot. */ static bool IsRoadDepotTile(TileIndex tile); /** * Checks whether the given tile is actually a tile with a road station. * @param tile The tile to check. * @pre AIMap::IsValidTile(tile). * @return True if and only if the tile has a road station. */ static bool IsRoadStationTile(TileIndex tile); /** * Checks whether the given tile is actually a tile with a drive through * road station. * @param tile The tile to check. * @pre AIMap::IsValidTile(tile). * @return True if and only if the tile has a drive through road station. */ static bool IsDriveThroughRoadStationTile(TileIndex tile); /** * Check if a given RoadType is available. * @param road_type The RoadType to check for. * @return True if this RoadType can be used. */ static bool IsRoadTypeAvailable(RoadType road_type); /** * Get the current RoadType set for all AIRoad functions. * @return The RoadType currently set. */ static RoadType GetCurrentRoadType(); /** * Set the RoadType for all further AIRoad functions. * @param road_type The RoadType to set. */ static void SetCurrentRoadType(RoadType road_type); /** * Check if a given tile has RoadType. * @param tile The tile to check. * @param road_type The RoadType to check for. * @pre AIMap::IsValidTile(tile). * @pre IsRoadTypeAvailable(road_type). * @return True if the tile contains a RoadType object. */ static bool HasRoadType(TileIndex tile, RoadType road_type); /** * Checks whether the given tiles are directly connected, i.e. whether * a road vehicle can travel from the center of the first tile to the * center of the second tile. * @param tile_from The source tile. * @param tile_to The destination tile. * @pre AIMap::IsValidTile(tile_from). * @pre AIMap::IsValidTile(tile_to). * @pre 'tile_from' and 'tile_to' are directly neighbouring tiles. * @return True if and only if a road vehicle can go from tile_from to tile_to. */ static bool AreRoadTilesConnected(TileIndex tile_from, TileIndex tile_to); /** * Lookup function for building road parts independend on whether the * "building on slopes" setting is enabled or not. * This implementation can be used for abstract reasoning about a tile as * it needs the slope and existing road parts of the tile as information. * @param slope The slope of the tile to examine. * @param existing An array with the existing neighbours in the same format * as "start" and "end", e.g. AIMap.GetTileIndex(0, 1). * As a result of this all values of the existing array * must be of type integer. * @param start The tile from where the 'tile to be considered' will be * entered. This is a relative tile, so valid parameters are: * AIMap.GetTileIndex(0, 1), AIMap.GetTileIndex(0, -1), * AIMap.GetTileIndex(1, 0) and AIMap.GetTileIndex(-1, 0). * @param end The tile from where the 'tile to be considered' will be * exited. This is a relative tile, sovalid parameters are: * AIMap.GetTileIndex(0, 1), AIMap.GetTileIndex(0, -1), * AIMap.GetTileIndex(1, 0) and AIMap.GetTileIndex(-1, 0). * @pre start != end. * @pre slope must be a valid slope, i.e. one specified in AITile::Slope. * @note Passing data that would be invalid in-game, e.g. existing containing * road parts that can not be build on a tile with the given slope, * does not necessarily means that -1 is returned, i.e. not all * preconditions written here or assumed by the game are extensively * checked to make sure the data entered is valid. * @return 0 when the build parts do not connect, 1 when they do connect once * they are build or 2 when building the first part automatically * builds the second part. -1 means the preconditions are not met. */ static int32 CanBuildConnectedRoadParts(AITile::Slope slope, struct Array *existing, TileIndex start, TileIndex end); /** * Lookup function for building road parts independend on whether the * "building on slopes" setting is enabled or not. * This implementation can be used for reasoning about an existing tile. * @param tile The the tile to examine. * @param start The tile from where "tile" will be entered. * @param end The tile from where "tile" will be exited. * @pre start != end. * @pre tile != start. * @pre tile != end. * @pre AIMap.IsValidTile(tile). * @pre AIMap.IsValidTile(start). * @pre AIMap.IsValidTile(end). * @pre AIMap.GetDistanceManhattanToTile(tile, start) == 1. * @pre AIMap.GetDistanceManhattanToTile(tile, end) == 1. * @return 0 when the build parts do not connect, 1 when they do connect once * they are build or 2 when building the first part automatically * builds the second part. -1 means the preconditions are not met. */ static int32 CanBuildConnectedRoadPartsHere(TileIndex tile, TileIndex start, TileIndex end); /** * Count how many neighbours are road. * @param tile The tile to check on. * @pre AIMap::IsValidTile(tile). * @return 0 means no neighbour road; max value is 4. */ static int32 GetNeighbourRoadCount(TileIndex tile); /** * Gets the tile in front of a road depot. * @param depot The road depot tile. * @pre IsRoadDepotTile(depot). * @return The tile in front of the depot. */ static TileIndex GetRoadDepotFrontTile(TileIndex depot); /** * Gets the tile in front of a road station. * @param station The road station tile. * @pre IsRoadStationTile(station). * @return The tile in front of the road station. */ static TileIndex GetRoadStationFrontTile(TileIndex station); /** * Gets the tile at the back of a drive through road station. * So, one side of the drive through station is retrieved with * GetTileInFrontOfStation, the other with this function. * @param station The road station tile. * @pre IsDriveThroughRoadStationTile(station). * @return The tile at the back of the drive through road station. */ static TileIndex GetDriveThroughBackTile(TileIndex station); /** * Builds a road from the center of tile start to the center of tile end. * @param start The start tile of the road. * @param end The end tile of the road. * @pre 'start' is not equal to 'end'. * @pre AIMap::IsValidTile(start). * @pre AIMap::IsValidTile(end). * @pre 'start' and 'end' are in a straight line, i.e. * AIMap::GetTileX(start) == AIMap::GetTileX(end) or * AIMap::GetTileY(start) == AIMap::GetTileY(end). * @exception AIError::ERR_ALREADY_BUILT * @exception AIError::ERR_LAND_SLOPED_WRONG * @exception AIError::ERR_AREA_NOT_CLEAR * @exception AIRoad::ERR_ROAD_ONE_WAY_ROADS_CANNOT_HAVE_JUNCTIONS * @exception AIRoad::ERR_ROAD_WORKS_IN_PROGRESS * @exception AIError::ERR_VEHICLE_IN_THE_WAY * @return Whether the road has been/can be build or not. */ static bool BuildRoad(TileIndex start, TileIndex end); /** * Builds a one-way road from the center of tile start to the center * of tile end. If the road already exists, it is made one-way road. * If the road already exists and is already one-way in this direction, * the road is made two-way again. If the road already exists but is * one-way in the other direction, it's made a 'no'-way road (it's * forbidden to enter the tile from any direction). * @param start The start tile of the road. * @param end The end tile of the road. * @pre 'start' is not equal to 'end'. * @pre AIMap::IsValidTile(start). * @pre AIMap::IsValidTile(end). * @pre 'start' and 'end' are in a straight line, i.e. * AIMap::GetTileX(start) == AIMap::GetTileX(end) or * AIMap::GetTileY(start) == AIMap::GetTileY(end). * @pre GetCurrentRoadType() == ROADTYPE_ROAD. * @exception AIError::ERR_ALREADY_BUILT * @exception AIError::ERR_LAND_SLOPED_WRONG * @exception AIError::ERR_AREA_NOT_CLEAR * @exception AIRoad::ERR_ROAD_ONE_WAY_ROADS_CANNOT_HAVE_JUNCTIONS * @exception AIRoad::ERR_ROAD_WORKS_IN_PROGRESS * @exception AIError::ERR_VEHICLE_IN_THE_WAY * @return Whether the road has been/can be build or not. */ static bool BuildOneWayRoad(TileIndex start, TileIndex end); /** * Builds a road from the edge of tile start to the edge of tile end (both * included). * @param start The start tile of the road. * @param end The end tile of the road. * @pre 'start' is not equal to 'end'. * @pre AIMap::IsValidTile(start). * @pre AIMap::IsValidTile(end). * @pre 'start' and 'end' are in a straight line, i.e. * AIMap::GetTileX(start) == AIMap::GetTileX(end) or * AIMap::GetTileY(start) == AIMap::GetTileY(end). * @exception AIError::ERR_ALREADY_BUILT * @exception AIError::ERR_LAND_SLOPED_WRONG * @exception AIError::ERR_AREA_NOT_CLEAR * @exception AIRoad::ERR_ROAD_ONE_WAY_ROADS_CANNOT_HAVE_JUNCTIONS * @exception AIRoad::ERR_ROAD_WORKS_IN_PROGRESS * @exception AIError::ERR_VEHICLE_IN_THE_WAY * @return Whether the road has been/can be build or not. */ static bool BuildRoadFull(TileIndex start, TileIndex end); /** * Builds a one-way road from the edge of tile start to the edge of tile end * (both included). If the road already exists, it is made one-way road. * If the road already exists and is already one-way in this direction, * the road is made two-way again. If the road already exists but is * one-way in the other direction, it's made a 'no'-way road (it's * forbidden to enter the tile from any direction). * @param start The start tile of the road. * @param start The start tile of the road. * @param end The end tile of the road. * @pre 'start' is not equal to 'end'. * @pre AIMap::IsValidTile(start). * @pre AIMap::IsValidTile(end). * @pre 'start' and 'end' are in a straight line, i.e. * AIMap::GetTileX(start) == AIMap::GetTileX(end) or * AIMap::GetTileY(start) == AIMap::GetTileY(end). * @pre GetCurrentRoadType() == ROADTYPE_ROAD. * @exception AIError::ERR_ALREADY_BUILT * @exception AIError::ERR_LAND_SLOPED_WRONG * @exception AIError::ERR_AREA_NOT_CLEAR * @exception AIRoad::ERR_ROAD_ONE_WAY_ROADS_CANNOT_HAVE_JUNCTIONS * @exception AIRoad::ERR_ROAD_WORKS_IN_PROGRESS * @exception AIError::ERR_VEHICLE_IN_THE_WAY * @return Whether the road has been/can be build or not. */ static bool BuildOneWayRoadFull(TileIndex start, TileIndex end); /** * Builds a road depot. * @param tile Place to build the depot. * @param front The tile exactly in front of the depot. * @pre AIMap::IsValidTile(tile). * @pre AIMap::IsValidTile(front). * @pre 'tile' is not equal to 'front', but in a straight line of it. * @exception AIError::ERR_FLAT_LAND_REQUIRED * @exception AIError::ERR_AREA_NOT_CLEAR * @return Whether the road depot has been/can be build or not. */ static bool BuildRoadDepot(TileIndex tile, TileIndex front); /** * Builds a road bus or truck station. * @param tile Place to build the station. * @param front The tile exactly in front of the station. * For drive-through stations either entrance side can be used. * @param truck Whether to build a truck (true) or bus (false) station. * @param drive_through Whether to make the station drive through or not. * @param join_adjacent When building next to an other station, don't create a new station when this flag is true. * @pre AIMap::IsValidTile(tile). * @pre AIMap::IsValidTile(front). * @pre 'tile' is not equal to 'front', but in a straight line of it. * @exception AIError::ERR_OWNED_BY_ANOTHER_COMPANY * @exception AIError::ERR_AREA_NOT_CLEAR * @exception AIError::ERR_FLAT_LAND_REQUIRED * @exception AIRoad::ERR_ROAD_DRIVE_THROUGH_WRONG_DIRECTION * @exception AIRoad::ERR_ROAD_CANNOT_BUILD_ON_TOWN_ROAD * @exception AIError:ERR_VEHICLE_IN_THE_WAY * @exception AIStation::ERR_STATION_TOO_CLOSE_TO_ANOTHER_STATION * @exception AIStation::ERR_STATION_TOO_MANY_STATIONS * @exception AIStation::ERR_STATION_TOO_MANY_STATIONS_IN_TOWN * @return Whether the station has been/can be build or not. */ static bool BuildRoadStation(TileIndex tile, TileIndex front, bool truck, bool drive_through, bool join_adjacent); /** * Removes a road from the center of tile start to the center of tile end. * @param start The start tile of the road. * @param end The end tile of the road. * @pre AIMap::IsValidTile(start). * @pre AIMap::IsValidTile(end). * @pre 'start' and 'end' are in a straight line, i.e. * AIMap::GetTileX(start) == AIMap::GetTileX(end) or * AIMap::GetTileY(start) == AIMap::GetTileY(end). * @exception AIError::ERR_OWNED_BY_ANOTHER_COMPANY * @exception AIError::ERR_VEHICLE_IN_THE_WAY * @exception AIRoad::ERR_ROAD_WORKS_IN_PROGRESS * @return Whether the road has been/can be removed or not. */ static bool RemoveRoad(TileIndex start, TileIndex end); /** * Removes a road from the edge of tile start to the edge of tile end (both * included). * @param start The start tile of the road. * @param end The end tile of the road. * @pre AIMap::IsValidTile(start). * @pre AIMap::IsValidTile(end). * @pre 'start' and 'end' are in a straight line, i.e. * AIMap::GetTileX(start) == AIMap::GetTileX(end) or * AIMap::GetTileY(start) == AIMap::GetTileY(end). * @exception AIError::ERR_OWNED_BY_ANOTHER_COMPANY * @exception AIError::ERR_VEHICLE_IN_THE_WAY * @exception AIRoad::ERR_ROAD_WORKS_IN_PROGRESS * @return Whether the road has been/can be removed or not. */ static bool RemoveRoadFull(TileIndex start, TileIndex end); /** * Removes a road depot. * @param tile Place to remove the depot from. * @pre AIMap::IsValidTile(tile). * @pre Tile is a road depot. * @exception AIError::ERR_OWNED_BY_ANOTHER_COMPANY * @exception AIError::ERR_VEHICLE_IN_THE_WAY * @return Whether the road depot has been/can be removed or not. */ static bool RemoveRoadDepot(TileIndex tile); /** * Removes a road bus or truck station. * @param tile Place to remove the station from. * @pre AIMap::IsValidTile(tile). * @pre Tile is a road station. * @exception AIError::ERR_OWNED_BY_ANOTHER_COMPANY * @exception AIError::ERR_VEHICLE_IN_THE_WAY * @return Whether the station has been/can be removed or not. */ static bool RemoveRoadStation(TileIndex tile); private: /** * Internal function used by Build(OneWay)Road(Full). */ static bool _BuildRoadInternal(TileIndex start, TileIndex end, bool one_way, bool full); }; #endif /* AI_ROAD_HPP */