/* $Id$ */ /** @file ai_tile.hpp Everything to query and manipulate tiles. */ #ifndef AI_TILE_HPP #define AI_TILE_HPP #include "ai_abstractlist.hpp" #include "ai_error.hpp" #include "ai_company.hpp" /** * Class that handles all tile related functions. */ class AITile : public AIObject { public: static const char *GetClassName() { return "AITile"; } /** * 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_1003_ALREADY_AT_SEA_LEVEL] /** Tile can't be lowered any lower */ ERR_TILE_TOO_LOW, // [STR_1003_ALREADY_AT_SEA_LEVEL] }; /** * Enumeration for the slope-type (from slopes.h). * * 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 = 0x01, //!< The west corner of the tile is raised SLOPE_S = 0x02, //!< The south corner of the tile is raised SLOPE_E = 0x04, //!< The east corner of the tile is raised SLOPE_N = 0x08, //!< The north corner of the tile is raised SLOPE_STEEP = 0x10, //!< Indicates the slope is steep 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, //!< All corner are raised, similar to SLOPE_FLAT 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 = 0xFF, //!< 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. }; /** * 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. */ 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. * @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. * @param slope The slope to check on. * @pre slope != SLOPE_INVALID. * @return True if the slope is 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. * @param tile The tile to check on. * @pre AIMap::IsValidTile(tile). * @return 0 means flat, others indicate internal state of slope. */ 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 height of the tile. * @param tile The tile to check on. * @pre AIMap::IsValidTile(tile). * @return The height of the tile, ranging from 0 to 15. */ static int32 GetHeight(TileIndex tile); /** * 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). * @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. * @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). * @return Value below 8 means no acceptance; the more the better. */ static int32 GetCargoAcceptance(TileIndex tile, CargoID cargo_type, uint width, uint height, uint radius); /** * Checks how many tiles in the radius produces this cargo. * It creates a radius around the tile, and adds up all tiles that produce * 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). * @return The tiles that produce this cargo within radius of the tile. * @note Town(houses) are not included in the value. */ static int32 GetCargoProduction(TileIndex tile, CargoID cargo_type, uint width, uint height, uint 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) * @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) * @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 and only if the area was completely leveled. * @note Even if leveling some part fails, some other part may have been * succesfully 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. * Stations on this tile 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 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); }; #endif /* AI_TILE_HPP */