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/* $Id$ */
/** @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 maximum town index; there are no valid towns with a higher index.
* @return The maximum town index.
* @post Return value is always non-negative.
*/
static TownID GetMaxTownID();
/**
* Gets the number of towns. This is different than GetMaxTownID()
* because of the way OpenTTD works internally.
* @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 maximum 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 maximum production of the given cargo for this town.
* @post Return value is always non-negative.
*/
static int32 GetMaxProduction(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 */
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