ai_industrytype.cpp
Go to the documentation of this file.00001
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00012 #include "ai_industrytype.hpp"
00013 #include "ai_map.hpp"
00014 #include "../../strings_func.h"
00015 #include "../../industry.h"
00016 #include "../../newgrf_industries.h"
00017 #include "../../core/random_func.hpp"
00018
00019 bool AIIndustryType::IsValidIndustryType(IndustryType industry_type)
00020 {
00021 if (industry_type >= NUM_INDUSTRYTYPES) return false;
00022
00023 return ::GetIndustrySpec(industry_type)->enabled;
00024 }
00025
00026 bool AIIndustryType::IsRawIndustry(IndustryType industry_type)
00027 {
00028 if (!IsValidIndustryType(industry_type)) return false;
00029
00030 return ::GetIndustrySpec(industry_type)->IsRawIndustry();
00031 }
00032
00033 bool AIIndustryType::ProductionCanIncrease(IndustryType industry_type)
00034 {
00035 if (!IsValidIndustryType(industry_type)) return false;
00036
00037 if (_settings_game.game_creation.landscape != LT_TEMPERATE) return true;
00038 return (::GetIndustrySpec(industry_type)->behaviour & INDUSTRYBEH_DONT_INCR_PROD) == 0;
00039 }
00040
00041 Money AIIndustryType::GetConstructionCost(IndustryType industry_type)
00042 {
00043 if (!IsValidIndustryType(industry_type)) return -1;
00044 if (::GetIndustrySpec(industry_type)->IsRawIndustry() && _settings_game.construction.raw_industry_construction == 0) return -1;
00045
00046 return ::GetIndustrySpec(industry_type)->GetConstructionCost();
00047 }
00048
00049 char *AIIndustryType::GetName(IndustryType industry_type)
00050 {
00051 if (!IsValidIndustryType(industry_type)) return NULL;
00052 static const int len = 64;
00053 char *industrytype_name = MallocT<char>(len);
00054
00055 ::GetString(industrytype_name, ::GetIndustrySpec(industry_type)->name, &industrytype_name[len - 1]);
00056
00057 return industrytype_name;
00058 }
00059
00060 AIList *AIIndustryType::GetProducedCargo(IndustryType industry_type)
00061 {
00062 if (!IsValidIndustryType(industry_type)) return NULL;
00063
00064 const IndustrySpec *ins = ::GetIndustrySpec(industry_type);
00065
00066 AIList *list = new AIList();
00067 for (size_t i = 0; i < lengthof(ins->produced_cargo); i++) {
00068 if (ins->produced_cargo[i] != CT_INVALID) list->AddItem(ins->produced_cargo[i]);
00069 }
00070
00071 return list;
00072 }
00073
00074 AIList *AIIndustryType::GetAcceptedCargo(IndustryType industry_type)
00075 {
00076 if (!IsValidIndustryType(industry_type)) return NULL;
00077
00078 const IndustrySpec *ins = ::GetIndustrySpec(industry_type);
00079
00080 AIList *list = new AIList();
00081 for (size_t i = 0; i < lengthof(ins->accepts_cargo); i++) {
00082 if (ins->accepts_cargo[i] != CT_INVALID) list->AddItem(ins->accepts_cargo[i]);
00083 }
00084
00085 return list;
00086 }
00087
00088 bool AIIndustryType::CanBuildIndustry(IndustryType industry_type)
00089 {
00090 if (!IsValidIndustryType(industry_type)) return false;
00091
00092 if (!::CheckIfCallBackAllowsAvailability(industry_type, IACT_USERCREATION)) return false;
00093 if (!::GetIndustrySpec(industry_type)->IsRawIndustry()) return true;
00094
00095
00096 return _settings_game.construction.raw_industry_construction == 1;
00097 }
00098
00099 bool AIIndustryType::CanProspectIndustry(IndustryType industry_type)
00100 {
00101 if (!IsValidIndustryType(industry_type)) return false;
00102
00103 if (!::GetIndustrySpec(industry_type)->IsRawIndustry()) return false;
00104 if (!::CheckIfCallBackAllowsAvailability(industry_type, IACT_USERCREATION)) return false;
00105
00106
00107 return _settings_game.construction.raw_industry_construction == 2;
00108 }
00109
00110 bool AIIndustryType::BuildIndustry(IndustryType industry_type, TileIndex tile)
00111 {
00112 EnforcePrecondition(false, CanBuildIndustry(industry_type));
00113 EnforcePrecondition(false, AIMap::IsValidTile(tile));
00114
00115 uint32 seed = ::InteractiveRandom();
00116 return AIObject::DoCommand(tile, (::InteractiveRandomRange(::GetIndustrySpec(industry_type)->num_table) << 8) | industry_type, seed, CMD_BUILD_INDUSTRY);
00117 }
00118
00119 bool AIIndustryType::ProspectIndustry(IndustryType industry_type)
00120 {
00121 EnforcePrecondition(false, CanProspectIndustry(industry_type));
00122
00123 uint32 seed = ::InteractiveRandom();
00124 return AIObject::DoCommand(0, industry_type, seed, CMD_BUILD_INDUSTRY);
00125 }
00126
00127 bool AIIndustryType::IsBuiltOnWater(IndustryType industry_type)
00128 {
00129 if (!IsValidIndustryType(industry_type)) return false;
00130
00131 return (::GetIndustrySpec(industry_type)->behaviour & INDUSTRYBEH_BUILT_ONWATER) != 0;
00132 }
00133
00134 bool AIIndustryType::HasHeliport(IndustryType industry_type)
00135 {
00136 if (!IsValidIndustryType(industry_type)) return false;
00137
00138 return (::GetIndustrySpec(industry_type)->behaviour & INDUSTRYBEH_AI_AIRSHIP_ROUTES) != 0;
00139 }
00140
00141 bool AIIndustryType::HasDock(IndustryType industry_type)
00142 {
00143 if (!IsValidIndustryType(industry_type)) return false;
00144
00145 return (::GetIndustrySpec(industry_type)->behaviour & INDUSTRYBEH_AI_AIRSHIP_ROUTES) != 0;
00146 }