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/* $Id$ */
/** @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<char>(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);
}
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