summaryrefslogtreecommitdiff
path: root/src/script/api/script_town.hpp
blob: 03868e67a4c71ad23ebde508ce06dced57806362 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
/* $Id$ */

/*
 * This file is part of OpenTTD.
 * OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
 * OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
 * See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
 */

/** @file script_town.hpp Everything to query towns. */

#ifndef SCRIPT_TOWN_HPP
#define SCRIPT_TOWN_HPP

#include "script_cargo.hpp"
#include "script_company.hpp"
#include "../../town_type.h"

/**
 * Class that handles all town related functions.
 * @api ai game
 */
class ScriptTown : public ScriptObject {
public:
	/**
	 * Actions that one can perform on a town.
	 */
	enum TownAction {
		/* Note: these values represent part of the in-game order of the _town_action_proc array */

		/**
		 * 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 {
		/* Note: these values represent part of the in-game TownLayout enum */
		ROAD_LAYOUT_ORIGINAL      = ::TL_ORIGINAL,     ///< Original algorithm (min. 1 distance between roads).
		ROAD_LAYOUT_BETTER_ROADS  = ::TL_BETTER_ROADS, ///< Extended original algorithm (min. 2 distance between roads).
		ROAD_LAYOUT_2x2           = ::TL_2X2_GRID,     ///< Geometric 2x2 grid algorithm
		ROAD_LAYOUT_3x3           = ::TL_3X3_GRID,     ///< Geometric 3x3 grid algorithm

		/* Custom added value, only valid for this API */
		ROAD_LAYOUT_INVALID       = -1,                ///< The layout for invalid towns.
	};

	/**
	 * Possible town construction sizes.
	 */
	enum TownSize {
		TOWN_SIZE_SMALL   = ::TSZ_SMALL,  ///< Small town.
		TOWN_SIZE_MEDIUM  = ::TSZ_MEDIUM, ///< Medium town.
		TOWN_SIZE_LARGE   = ::TSZ_LARGE,  ///< Large town.

		TOWN_SIZE_INVALID = -1,  ///< Invalid town size.
	};

	/**
	 * Special values for SetGrowthRate.
	 */
	enum TownGrowth {
		TOWN_GROWTH_NONE   = 0xFFFF,  ///< Town does not grow at all.
		TOWN_GROWTH_NORMAL = 0x10000, ///< Use default town growth algorithm instead of custom growth rate.
	};

	/**
	 * Gets the number of towns.
	 * @return The number of towns.
	 */
	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);

	/**
	 * Rename a town.
	 * @param town_id The town to rename
	 * @param name The new name of the town. If NULL or an empty string is passed, the town name will be reset to the default name.
	 * @pre IsValidTown(town_id).
	 * @return True if the action succeeded.
	 * @api -ai
	 */
	static bool SetName(TownID town_id, Text *name);

	/**
	 * Set the custom text of a town, shown in the GUI.
	 * @param town_id The town to set the custom text of.
	 * @param text The text to set it to (can be either a raw string, or a ScriptText object).
	 * @pre IsValidTown(town_id).
	 * @return True if the action succeeded.
	 * @api -ai
	 */
	static bool SetText(TownID town_id, Text *text);

	/**
	 * 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.
	 */
	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.
	 */
	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 ScriptCargo::IsValidCargo(cargo_id).
	 * @return The last month's production of the given cargo for this town.
	 */
	static int32 GetLastMonthProduction(TownID town_id, CargoID cargo_id);

	/**
	 * Get the total amount of cargo supplied from a town last month.
	 * @param town_id The index of the town.
	 * @param cargo_id The index of the cargo.
	 * @pre IsValidTown(town_id).
	 * @pre ScriptCargo::IsValidCargo(cargo_id).
	 * @return The amount of cargo supplied for transport from this town last month.
	 */
	static int32 GetLastMonthSupplied(TownID town_id, CargoID cargo_id);

	/**
	 * Get the percentage of transported 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 ScriptCargo::IsValidCargo(cargo_id).
	 * @return The percentage of given cargo transported from this town last month.
	 */
	static int32 GetLastMonthTransportedPercentage(TownID town_id, CargoID cargo_id);

	/**
	 * Get the total amount of cargo effects received by a town last month.
	 * @param town_id The index of the town.
	 * @param towneffect_id The index of the cargo.
	 * @pre IsValidTown(town_id).
	 * @pre ScriptCargo::IsValidTownEffect(cargo_id).
	 * @return The amount of cargo received by this town last month for this cargo effect.
	 */
	static int32 GetLastMonthReceived(TownID town_id, ScriptCargo::TownEffect towneffect_id);

	/**
	 * Set the goal of a cargo for this town.
	 * @param town_id The index of the town.
	 * @param towneffect_id The index of the towneffect.
	 * @param goal The new goal.
	 * @pre IsValidTown(town_id).
	 * @pre ScriptCargo::IsValidTownEffect(towneffect_id).
	 * @return True if the action succeeded.
	 * @api -ai
	 */
	static bool SetCargoGoal(TownID town_id, ScriptCargo::TownEffect towneffect_id, uint32 goal);

	/**
	 * Get the amount of cargo that needs to be delivered (per TownEffect) for a
	 *  town to grow. All goals need to be reached before a town will grow.
	 * @param town_id The index of the town.
	 * @param towneffect_id The index of the towneffect.
	 * @pre IsValidTown(town_id).
	 * @pre ScriptCargo::IsValidTownEffect(towneffect_id).
	 * @return The goal of the cargo.
	 * @note Goals can change over time. For example with a changing snowline, or
	 *  with a growing town.
	 */
	static uint32 GetCargoGoal(TownID town_id, ScriptCargo::TownEffect towneffect_id);

	/**
	 * Set the amount of days between town growth.
	 * @param town_id The index of the town.
	 * @param days_between_town_growth The amount of days between town growth, TOWN_GROWTH_NONE or TOWN_GROWTH_NORMAL.
	 * @pre IsValidTown(town_id).
	 * @pre days_between_town_growth <= 30000 || days_between_town_growth == TOWN_GROWTH_NONE || days_between_town_growth == TOWN_GROWTH_NORMAL.
	 * @return True if the action succeeded.
	 * @note Even when setting a growth rate, towns only grow when the conditions for growth (SetCargoCoal) are met,
	 *       and the game settings (economy.town_growth_rate) allow town growth at all.
	 * @note When changing the growth rate, the relative progress is preserved and scaled to the new rate.
	 * @api -ai
	 */
	static bool SetGrowthRate(TownID town_id, uint32 days_between_town_growth);

	/**
	 * Get the amount of days between town growth.
	 * @param town_id The index of the town.
	 * @pre IsValidTown(town_id).
	 * @return Amount of days between town growth, or TOWN_GROWTH_NONE.
	 * @note This function does not indicate when it will grow next. It only tells you the time between growths.
	 */
	static int32 GetGrowthRate(TownID town_id);

	/**
	 * Get the manhattan distance from the tile to the ScriptTown::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 ScriptTown::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.
	 *  If a station sign would be on this tile, the servicing quality of the station would
	 *  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).
	 * @game @pre Valid ScriptCompanyMode active in scope.
	 * @return True if the town has a statue.
	 */
	static bool HasStatue(TownID town_id);

	/**
	 * Find out if the town is a city.
	 * @param town_id The town to check.
	 * @pre IsValidTown(town_id).
	 * @return True if the town is a city.
	 */
	static bool IsCity(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 how long new buildings are still being funded in a town.
	 * @param town_id The town to check.
	 * @pre IsValidTown(town_id).
	 * @return The number of months building construction is still funded.
	 *         The value 0 means that there is currently no funding.
	 */
	static int GetFundBuildingsDuration(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).
	 * @game @pre Valid ScriptCompanyMode active in scope.
	 * @return The company that has the exclusive rights. The value
	 *         ScriptCompany::COMPANY_INVALID means that there are currently no
	 *         exclusive rights given out to anyone.
	 */
	static ScriptCompany::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).
	 * @game @pre Valid ScriptCompanyMode active in scope.
	 * @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).
	 * @game @pre Valid ScriptCompanyMode active in scope.
	 * @return True if the action succeeded.
	 */
	static bool PerformTownAction(TownID town_id, TownAction town_action);

	/**
	 * Expand the town.
	 * @param town_id The town to expand.
	 * @param houses The amount of houses to grow the town with.
	 * @pre IsValidTown(town_id).
	 * @pre houses > 0.
	 * @return True if the action succeeded.
	 * @api -ai
	 */
	static bool ExpandTown(TownID town_id, int houses);

	/**
	 * Found a new town.
	 * @param tile The location of the new town.
	 * @param size The town size of the new town.
	 * @param city True if the new town should be a city.
	 * @param layout The town layout of the new town.
	 * @param name The name of the new town. Pass NULL to use a random town name.
	 * @game @pre no company mode in scope || ScriptSettings.GetValue("economy.found_town") != 0.
	 * @ai @pre ScriptSettings.GetValue("economy.found_town") != 0.
	 * @game @pre no company mode in scope || size != TOWN_SIZE_LARGE.
	 * @ai @pre size != TOWN_SIZE_LARGE.
	 * @pre size != TOWN_SIZE_INVALID.
	 * @pre layout != ROAD_LAYOUT_INVALID.
	 * @return True if the action succeeded.
	 * @game @note Companies are restricted by the advanced setting that controls if funding towns is allowed or not. If custom road layout is forbidden and there is a company mode in scope, the layout parameter will be ignored.
	 * @ai @note AIs are restricted by the advanced setting that controls if funding towns is allowed or not. If custom road layout is forbidden, the layout parameter will be ignored.
	 */
	static bool FoundTown(TileIndex tile, TownSize size, bool city, RoadLayout layout, Text *name);

	/**
	 * 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 ScriptCompany.ResolveCompanyID(company) != ScriptCompany::COMPANY_INVALID.
	 * @return The rating as shown to humans.
	 */
	static TownRating GetRating(TownID town_id, ScriptCompany::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 /* SCRIPT_TOWN_HPP */