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/* $Id$ */
/** @file ai_airport.hpp Everything to query and build airports. */
#ifndef AI_AIRPORT_HPP
#define AI_AIRPORT_HPP
#include "ai_object.hpp"
/**
* Class that handles all airport related functions.
*/
class AIAirport : public AIObject {
public:
static const char *GetClassName() { return "AIAirport"; }
/**
* The types of airports available in the game.
*/
enum AirportType {
/* Note: the values _are_ important as they represent an in-game value */
AT_SMALL = 0, //!< The small airport.
AT_LARGE = 1, //!< The large airport.
AT_METROPOLITAN = 3, //!< The metropolitan airport.
AT_INTERNATIONAL = 4, //!< The international airport.
AT_COMMUTER = 5, //!< The commuter airport.
AT_INTERCON = 7, //!< The intercontinental airport.
/* Next are the airports which only have helicopter platforms */
AT_HELIPORT = 2, //!< The heliport.
AT_HELISTATION = 8, //!< The helistation.
AT_HELIDEPOT = 6, //!< The helidepot.
AT_INVALID = 255, //!< Invalid airport.
};
/**
* All plane types available.
*/
enum PlaneType {
/* Note: the values _are_ important as they represent an in-game value */
PT_HELICOPTER = 0, //!< A helicopter.
PT_SMALL_PLANE = 1, //!< A small plane.
PT_BIG_PLANE = 3, //!< A big plane.
PT_INVALID = -1, //!< An invalid PlaneType
};
/**
* Checks whether the given AirportType is valid and available.
* @param type The AirportType to check.
* @return True if and only if the AirportType is valid and available.
*/
static bool IsValidAirportType(AirportType type);
/**
* Get the cost to build this AirportType.
* @param type The AirportType to check.
* @return The cost of building this AirportType.
*/
static Money GetPrice(AirportType type);
/**
* Checks whether the given tile is actually a tile with a hangar.
* @param tile The tile to check.
* @pre AIMap::IsValidTile(tile).
* @return True if and only if the tile has a hangar.
*/
static bool IsHangarTile(TileIndex tile);
/**
* Checks whether the given tile is actually a tile with an airport.
* @param tile The tile to check.
* @pre AIMap::IsValidTile(tile).
* @return True if and only if the tile has an airport.
*/
static bool IsAirportTile(TileIndex tile);
/**
* Get the width of this type of airport.
* @param type The type of airport.
* @return The width in tiles.
*/
static int32 GetAirportWidth(AirportType type);
/**
* Get the height of this type of airport.
* @param type The type of airport.
* @return The height in tiles.
*/
static int32 GetAirportHeight(AirportType type);
/**
* Get the coverage radius of this type of airport.
* @param type The type of airport.
* @return The radius in tiles.
*/
static int32 GetAirportCoverageRadius(AirportType type);
/**
* Get the number of hangars of the airport.
* @param tile Any tile of the airport.
* @pre AIMap::IsValidTile(tile).
* @return The number of hangars of the airport.
*/
static int32 GetNumHangars(TileIndex tile);
/**
* Get the first hanger tile of the airport.
* @param tile Any tile of the airport.
* @pre AIMap::IsValidTile(tile).
* @pre GetNumHangars(tile) > 0.
* @return The first hanger tile of the airport.
* @note Possible there are more hangars, but you won't be able to find them
* without walking over all the tiles of the airport and using
* IsHangarTile() on them.
*/
static TileIndex GetHangarOfAirport(TileIndex tile);
/**
* Builds a airport with tile at the topleft corner.
* @param tile The topleft corner of the airport.
* @param type The type of airport to build.
* @param station_id The station to join, AIStation::STATION_NEW or AIStation::STATION_JOIN_ADJACENT.
* @pre AIMap::IsValidTile(tile).
* @pre AirportAvailable(type).
* @pre station_id == AIStation::STATION_NEW || station_id == AIStation::STATION_JOIN_ADJACENT || AIStation::IsValidStation(station_id).
* @exception AIError::ERR_AREA_NOT_CLEAR
* @exception AIError::ERR_FLAT_LAND_REQUIRED
* @exception AIError::ERR_LOCAL_AUTHORITY_REFUSES
* @exception AIStation::ERR_STATION_TOO_LARGE
* @exception AIStation::ERR_STATION_TOO_CLOSE_TO_ANOTHER_STATION
* @return Whether the airport has been/can be build or not.
*/
static bool BuildAirport(TileIndex tile, AirportType type, StationID station_id);
/**
* Removes an airport.
* @param tile Any tile of the airport.
* @pre AIMap::IsValidTile(tile).
* @exception AIError::ERR_OWNED_BY_ANOTHER_COMPANY
* @return Whether the airport has been/can be removed or not.
*/
static bool RemoveAirport(TileIndex tile);
/**
* Get the AirportType of an existing airport.
* @param tile Any tile of the airport.
* @pre AITile::IsStationTile(tile).
* @pre AIStation::HasStationType(AIStation.GetStationID(tile), AIStation::STATION_AIRPORT).
* @return The AirportType of the airport.
*/
static AirportType GetAirportType(TileIndex tile);
/**
* Get the noise that will be added to the nearest town if an airport was
* built at this tile.
* @param tile The tile to check.
* @param type The AirportType to check.
* @return The amount of noise added to the nearest town.
* @note The noise will be added to the town with TownID GetNearestTown(tile, type).
*/
static int GetNoiseLevelIncrease(TileIndex tile, AirportType type);
/**
* Get the TownID of the town whose local authority will influence
* an airport at some tile.
* @param tile The tile to check.
* @param type The AirportType to check.
* @return The TownID of the town closest to the tile.
*/
static TownID GetNearestTown(TileIndex tile, AirportType type);
};
#endif /* AI_AIRPORT_HPP */
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