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/* $Id$ */
/** @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 */
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