OpenTTD/src/ai/api/ai_station.hpp

191 lines
6.7 KiB
C++

/* $Id$ */
/** @file ai_station.hpp Everything to query and build stations. */
#ifndef AI_STATION_HPP
#define AI_STATION_HPP
#include "ai_object.hpp"
#include "ai_error.hpp"
#include "ai_road.hpp"
/**
* Class that handles all station related functions.
*/
class AIStation : public AIObject {
public:
static const char *GetClassName() { return "AIStation"; }
/**
* All station related error messages.
*/
enum ErrorMessages {
/** Base for station related errors */
ERR_STATION_BASE = AIError::ERR_CAT_STATION << AIError::ERR_CAT_BIT_SIZE,
/** The station size exceeds the station spread */
ERR_STATION_TOO_LARGE, // [STR_ERROR_STATION_TOO_SPREAD_OUT]
/** The station is build too close to another station, airport or dock */
ERR_STATION_TOO_CLOSE_TO_ANOTHER_STATION, // [STR_ERROR_TOO_CLOSE_TO_ANOTHER_AIRPORT, STR_ERROR_TOO_CLOSE_TO_ANOTHER_STATION, STR_ERROR_TOO_CLOSE_TO_ANOTHER_DOCK]
/** There are too many stations, airports and docks in the game */
ERR_STATION_TOO_MANY_STATIONS, // [STR_ERROR_TOO_MANY_STATIONS_LOADING, STR_ERROR_TOO_MANY_TRUCK_STOPS, STR_ERROR_TOO_MANY_BUS_STOPS]
/** There are too many stations, airports of docks in a town */
ERR_STATION_TOO_MANY_STATIONS_IN_TOWN, // []
};
/**
* Type of stations known in the game.
*/
enum StationType {
/* Values are important, as they represent the internal state of the game. */
STATION_TRAIN = 0x01, //!< Train station
STATION_TRUCK_STOP = 0x02, //!< Truck station
STATION_BUS_STOP = 0x04, //!< Bus station
STATION_AIRPORT = 0x08, //!< Airport
STATION_DOCK = 0x10, //!< Dock
STATION_ANY = 0x1F, //!< All station types
};
enum SpecialStationIDs {
STATION_NEW = 0xFFFD, //!< Build a new station
STATION_JOIN_ADJACENT = 0xFFFE, //!< Join an neighbouring station if one exists
STATION_INVALID = 0xFFFF, //!< Invalid station id.
};
/**
* Checks whether the given station is valid and owned by you.
* @param station_id The station to check.
* @return True if and only if the station is valid.
*/
static bool IsValidStation(StationID station_id);
/**
* Get the StationID of a tile, if there is a station.
* @param tile The tile to find the stationID of
* @return StationID of the station.
* @post Use IsValidStation() to see if the station is valid.
*/
static StationID GetStationID(TileIndex tile);
/**
* Get the name of a station.
* @param station_id The station to get the name of.
* @pre IsValidStation(station_id).
* @return The name of the station.
*/
static char *GetName(StationID station_id);
/**
* Set the name this station.
* @param station_id The station to set the name of.
* @param name The new name of the station.
* @pre IsValidStation(station_id).
* @pre 'name' must have at least one character.
* @pre 'name' must have at most 30 characters.
* @exception AIError::ERR_NAME_IS_NOT_UNIQUE
* @return True if the name was changed.
*/
static bool SetName(StationID station_id, const char *name);
/**
* Get the current location of a station.
* @param station_id The station to get the location of.
* @pre IsValidStation(station_id).
* @return The tile the station is currently on.
*/
static TileIndex GetLocation(StationID station_id);
/**
* See how much cargo there is waiting on a station.
* @param station_id The station to get the cargo-waiting of.
* @param cargo_id The cargo to get the cargo-waiting of.
* @pre IsValidStation(station_id).
* @pre IsValidCargo(cargo_id).
* @return The amount of units waiting at the station.
*/
static int32 GetCargoWaiting(StationID station_id, CargoID cargo_id);
/**
* See how high the rating is of a cargo on a station.
* @param station_id The station to get the cargo-rating of.
* @param cargo_id The cargo to get the cargo-rating of.
* @pre IsValidStation(station_id).
* @pre IsValidCargo(cargo_id).
* @return The rating in percent of the cargo on the station.
*/
static int32 GetCargoRating(StationID station_id, CargoID cargo_id);
/**
* Get the coverage radius of this type of station.
* @param station_type The type of station.
* @return The radius in tiles.
*/
static int32 GetCoverageRadius(AIStation::StationType station_type);
/**
* Get the manhattan distance from the tile to the AIStation::GetLocation()
* of the station.
* @param station_id The station to get the distance to.
* @param tile The tile to get the distance to.
* @pre IsValidStation(station_id).
* @return The distance between station and tile.
*/
static int32 GetDistanceManhattanToTile(StationID station_id, TileIndex tile);
/**
* Get the square distance from the tile to the AIStation::GetLocation()
* of the station.
* @param station_id The station to get the distance to.
* @param tile The tile to get the distance to.
* @pre IsValidStation(station_id).
* @return The distance between station and tile.
*/
static int32 GetDistanceSquareToTile(StationID station_id, TileIndex tile);
/**
* Find out if this station is within the rating influence of a town.
* Stations within the radius influence the rating of the town.
* @param station_id The station 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(StationID station_id, TownID town_id);
/**
* Check if any part of the station contains a station of the type
* StationType
* @param station_id The station to look at.
* @param station_type The StationType to look for.
* @return True if the station has a station part of the type StationType.
*/
static bool HasStationType(StationID station_id, StationType station_type);
/**
* Check if any part of the station contains a station of the type
* RoadType.
* @param station_id The station to look at.
* @param road_type The RoadType to look for.
* @return True if the station has a station part of the type RoadType.
*/
static bool HasRoadType(StationID station_id, AIRoad::RoadType road_type);
/**
* Get the town that was nearest to the given station when the station was built.
* @param station_id The station to look at.
* @return The TownID of the town whose center tile was closest to the station
* at the time the station was built.
* @note There is no guarantee that the station is even near the returned town
* nor that the returns town is closest to the station now. A station that was
* 'walked' to the other end of the map will still return the same town. Also,
* towns grow, towns change. So don't depend on this value too much.
*/
static TownID GetNearestTown(StationID station_id);
};
DECLARE_ENUM_AS_BIT_SET(AIStation::StationType);
#endif /* AI_STATION_HPP */