/* $Id$ */ /* * 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 . */ /** @file ai_town.hpp Everything to query towns. */ #ifndef AI_TOWN_HPP #define AI_TOWN_HPP #include "ai_object.hpp" #include "ai_company.hpp" /** * Class that handles all town related functions. */ class AITown : public AIObject { public: static const char *GetClassName() { return "AITown"; } /** * Actions that one can perform on a town. */ enum TownAction { /* Values are important, as they represent the internal state of the game. */ /** * The cargo ratings temporary gains 25% of rating (in * absolute percentage, so 10% becomes 35%, with a max of 99%) * for all stations within 10 tiles. */ TOWN_ACTION_ADVERTISE_SMALL = 0, /** * The cargo ratings temporary gains 44% of rating (in * absolute percentage, so 10% becomes 54%, with a max of 99%) * for all stations within 15 tiles. */ TOWN_ACTION_ADVERTISE_MEDIUM = 1, /** * The cargo ratings temporary gains 63% of rating (in * absolute percentage, so 10% becomes 73%, with a max of 99%) * for all stations within 20 tiles. */ TOWN_ACTION_ADVERTISE_LARGE = 2, /** * Rebuild the roads of this town for 6 months. */ TOWN_ACTION_ROAD_REBUILD = 3, /** * Build a statue in this town. */ TOWN_ACTION_BUILD_STATUE = 4, /** * Fund the creation of extra buildings for 3 months. */ TOWN_ACTION_FUND_BUILDINGS = 5, /** * Buy exclusive rights for this town for 12 months. */ TOWN_ACTION_BUY_RIGHTS = 6, /** * Bribe the town in order to get a higher rating. */ TOWN_ACTION_BRIBE = 7, }; /** * Different ratings one could have in a town. */ enum TownRating { TOWN_RATING_NONE, //!< The company got no rating in the town. TOWN_RATING_APPALLING, //!< The company got an appalling rating in the town . TOWN_RATING_VERY_POOR, //!< The company got an very poor rating in the town. TOWN_RATING_POOR, //!< The company got an poor rating in the town. TOWN_RATING_MEDIOCRE, //!< The company got an mediocre rating in the town. TOWN_RATING_GOOD, //!< The company got an good rating in the town. TOWN_RATING_VERY_GOOD, //!< The company got an very good rating in the town. TOWN_RATING_EXCELLENT, //!< The company got an excellent rating in the town. TOWN_RATING_OUTSTANDING, //!< The company got an outstanding rating in the town. TOWN_RATING_INVALID = -1, //!< The town rating for invalid towns/companies. }; /** * Possible layouts for the roads in a town. */ enum RoadLayout { /* Order IS important, as it matches an in-game value */ ROAD_LAYOUT_ORIGINAL, //!< Original algorithm (min. 1 distance between roads). ROAD_LAYOUT_BETTER_ROADS, //!< Extended original algorithm (min. 2 distance between roads). ROAD_LAYOUT_2x2, //!< Geometric 2x2 grid algorithm ROAD_LAYOUT_3x3, //!< Geometric 3x3 grid algorithm ROAD_LAYOUT_INVALID = -1, //!< The layout for invalid towns. }; /** * Gets the number of towns. * @return The number of towns. * @post Return value is always non-negative. */ static int32 GetTownCount(); /** * Checks whether the given town index is valid. * @param town_id The index to check. * @return True if and only if the town is valid. */ static bool IsValidTown(TownID town_id); /** * Get the name of the town. * @param town_id The town to get the name of. * @pre IsValidTown(town_id). * @return The name of the town. */ static char *GetName(TownID town_id); /** * Gets the number of inhabitants in the town. * @param town_id The town to get the population of. * @pre IsValidTown(town_id). * @return The number of inhabitants. * @post Return value is always non-negative. */ static int32 GetPopulation(TownID town_id); /** * Gets the number of houses in the town. * @param town_id The town to get the number of houses of. * @pre IsValidTown(town_id). * @return The number of houses. * @post Return value is always non-negative. */ static int32 GetHouseCount(TownID town_id); /** * Gets the location of the town. * @param town_id The town to get the location of. * @pre IsValidTown(town_id). * @return The location of the town. */ static TileIndex GetLocation(TownID town_id); /** * Get the total last month's production of the given cargo at a town. * @param town_id The index of the town. * @param cargo_id The index of the cargo. * @pre IsValidTown(town_id). * @pre AICargo::IsValidCargo(cargo_id). * @pre AICargo::GetTownEffect(cargo_id) == TE_PASSENGERS || AICargo::GetTownEffect(cargo_id) == TE_MAIL. * @return The last month's production of the given cargo for this town. * @post Return value is always non-negative. */ static int32 GetLastMonthProduction(TownID town_id, CargoID cargo_id); /** * Get the total amount of cargo transported from a town last month. * @param town_id The index of the industry. * @param cargo_id The index of the cargo. * @pre IsValidTown(town_id). * @pre AICargo::IsValidCargo(cargo_id). * @pre AICargo::GetTownEffect(cargo_id) == TE_PASSENGERS || AICargo::GetTownEffect(cargo_id) == TE_MAIL. * @return The amount of given cargo transported from this town last month. * @post Return value is always non-negative. */ static int32 GetLastMonthTransported(TownID town_id, CargoID cargo_id); /** * Get the percentage of transported production of the given cargo at a town. * @param town_id The index of the town. * @param cargo_id The index of the cargo. * @pre IsValidTown(town_id). * @pre AICargo::IsValidCargo(cargo_id). * @pre AICargo::GetTownEffect(cargo_id) == TE_PASSENGERS || AICargo::GetTownEffect(cargo_id) == TE_MAIL. * @return The percentage of given cargo transported from this town last month. * @post Return value is always non-negative. */ static int32 GetLastMonthTransportedPercentage(TownID town_id, CargoID cargo_id); /** * Get the manhattan distance from the tile to the AITown::GetLocation() * of the town. * @param town_id The town to get the distance to. * @param tile The tile to get the distance to. * @pre IsValidTown(town_id). * @return The distance between town and tile. */ static int32 GetDistanceManhattanToTile(TownID town_id, TileIndex tile); /** * Get the square distance from the tile to the AITown::GetLocation() * of the town. * @param town_id The town to get the distance to. * @param tile The tile to get the distance to. * @pre IsValidTown(town_id). * @return The distance between town and tile. */ static int32 GetDistanceSquareToTile(TownID town_id, TileIndex tile); /** * Find out if this tile is within the rating influence of a town. * Stations on this tile influence the rating of the town. * @param town_id The town to check. * @param tile The tile to check. * @pre IsValidTown(town_id). * @return True if the tile is within the rating influence of the town. */ static bool IsWithinTownInfluence(TownID town_id, TileIndex tile); /** * Find out if this town has a statue for the current company. * @param town_id The town to check. * @pre IsValidTown(town_id). * @return True if the town has a statue. */ static bool HasStatue(TownID town_id); /** * Find out how long the town is undergoing road reconstructions. * @param town_id The town to check. * @pre IsValidTown(town_id). * @return The number of months the road reworks are still going to take. * The value 0 means that there are currently no road reworks. */ static int GetRoadReworkDuration(TownID town_id); /** * Find out which company currently has the exclusive rights of this town. * @param town_id The town to check. * @pre IsValidTown(town_id). * @return The company that has the exclusive rights. The value * AICompany::COMPANY_INVALID means that there are currently no * exclusive rights given out to anyone. */ static AICompany::CompanyID GetExclusiveRightsCompany(TownID town_id); /** * Find out how long the town is under influence of the exclusive rights. * @param town_id The town to check. * @pre IsValidTown(town_id). * @return The number of months the exclusive rights hold. * The value 0 means that there are currently no exclusive rights * given out to anyone. */ static int32 GetExclusiveRightsDuration(TownID town_id); /** * Find out if an action can currently be performed on the town. * @param town_id The town to perform the action on. * @param town_action The action to perform on the town. * @pre IsValidTown(town_id). * @return True if and only if the action can performed. */ static bool IsActionAvailable(TownID town_id, TownAction town_action); /** * Perform a town action on this town. * @param town_id The town to perform the action on. * @param town_action The action to perform on the town. * @pre IsValidTown(town_id). * @pre IsActionAvailable(town_id, town_action). * @return True if the action succeeded. */ static bool PerformTownAction(TownID town_id, TownAction town_action); /** * Get the rating of a company within a town. * @param town_id The town to get the rating for. * @param company_id The company to get the rating for. * @pre IsValidTown(town_id). * @pre AICompany.ResolveCompanyID(company) != AICompany::COMPANY_INVALID. * @return The rating as shown to humans. */ static TownRating GetRating(TownID town_id, AICompany::CompanyID company_id); /** * Get the maximum level of noise that still can be added by airports * before the town start to refuse building a new airport. * @param town_id The town to get the allowed noise from. * @return The noise that still can be added. */ static int GetAllowedNoise(TownID town_id); /** * Get the road layout for a town. * @param town_id The town to get the road layout from. * @return The RoadLayout for the town. */ static RoadLayout GetRoadLayout(TownID town_id); }; #endif /* AI_TOWN_HPP */