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/* $Id$ */
/** @file ai_tunnel.hpp Everything to query and build tunnels. */
#ifndef AI_TUNNEL_HPP
#define AI_TUNNEL_HPP
#include "ai_object.hpp"
#include "ai_vehicle.hpp"
/**
* Class that handles all tunnel related functions.
*/
class AITunnel : public AIObject {
public:
static const char *GetClassName() { return "AITunnel"; }
/**
* All tunnel related errors.
*/
enum ErrorMessages {
/** Base for bridge related errors */
ERR_TUNNEL_BASE = AIError::ERR_CAT_TUNNEL << AIError::ERR_CAT_BIT_SIZE,
/** Can't build tunnels on water */
ERR_TUNNEL_CANNOT_BUILD_ON_WATER, // [STR_3807_CAN_T_BUILD_ON_WATER]
/** The start tile must slope either North, South, West or East */
ERR_TUNNEL_START_SITE_UNSUITABLE, // [STR_500B_SITE_UNSUITABLE_FOR_TUNNEL]
/** An other tunnel is in the way */
ERR_TUNNEL_ANOTHER_TUNNEL_IN_THE_WAY, // [STR_5003_ANOTHER_TUNNEL_IN_THE_WAY]
/** Unable to excavate land at the end to create the tunnel's exit */
ERR_TUNNEL_END_SITE_UNSUITABLE, // [STR_5005_UNABLE_TO_EXCAVATE_LAND]
};
/**
* Check whether the tile is an entrance to a tunnel.
* @param tile The tile to check.
* @pre AIMap::IsValidTile(tile).
* @return True if and only if the tile is the beginning or end of a tunnel.
*/
static bool IsTunnelTile(TileIndex tile);
/**
* Get the tile that exits on the other end of a (would be) tunnel starting
* at tile.
* @param tile The tile that is an entrance to a tunnel or the tile where you may want to build a tunnel.
* @pre AIMap::IsValidTile(tile).
* @return The TileIndex that is the other end of the (would be) tunnel, or
* INVALID_TILE if no other end was found (can't build tunnel).
*/
static TileIndex GetOtherTunnelEnd(TileIndex tile);
#ifndef DOXYGEN_SKIP
/**
* Internal function to help BuildTunnel in case of road.
*/
static bool _BuildTunnelRoad1();
/**
* Internal function to help BuildTunnel in case of road.
*/
static bool _BuildTunnelRoad2();
#endif
/**
* Builds a tunnel starting at start. The direction of the tunnel depends
* on the slope of the start tile. Tunnels can be created for either
* rails or roads; use the appropriate AIVehicle::VehicleType.
* As an extra for road, this functions builds two half-pieces of road on
* each end of the tunnel, making it easier for you to connect it to your
* network.
* @param start Where to start the tunnel.
* @param vehicle_type The vehicle-type of tunnel to build.
* @pre AIMap::IsValidTile(start).
* @pre vehicle_type == AIVehicle::VEHICLE_ROAD || (vehicle_type == AIVehicle::VEHICLE_RAIL &&
* AIRail::IsRailTypeAvailable(AIRail::GetCurrentRailType())).
* @exception AIError::ERR_AREA_NOT_CLEAR
* @exception AITunnel::ERR_TUNNEL_CANNOT_BUILD_ON_WATER
* @exception AITunnel::ERR_TUNNEL_START_SITE_UNSUITABLE
* @exception AITunnel::ERR_TUNNEL_ANOTHER_TUNNEL_IN_THE_WAY
* @exception AITunnel::ERR_TUNNEL_END_SITE_UNSUITABLE
* @return Whether the tunnel has been/can be build or not.
* @note The slope of a tile can be determined by AITile::GetSlope(TileIndex).
* @note No matter if the road pieces were build or not, if building the
* tunnel succeeded, this function returns true.
*/
static bool BuildTunnel(AIVehicle::VehicleType vehicle_type, TileIndex start);
/**
* Remove the tunnel whose entrance is located at tile.
* @param tile The tile that is an entrance to a tunnel.
* @pre AIMap::IsValidTile(tile) && IsTunnelTile(tile).
* @exception AIError::ERR_OWNED_BY_ANOTHER_COMPANY
* @return Whether the tunnel has been/can be removed or not.
*/
static bool RemoveTunnel(TileIndex tile);
};
#endif /* AI_TUNNEL_HPP */
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