ai_industrytype.cpp
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00002
00005 #include "ai_industrytype.hpp"
00006 #include "ai_map.hpp"
00007 #include "../../command_type.h"
00008 #include "../../settings_type.h"
00009 #include "../../strings_func.h"
00010 #include "../../industry.h"
00011
00012 bool AIIndustryType::IsValidIndustryType(IndustryType industry_type)
00013 {
00014 if (industry_type >= NUM_INDUSTRYTYPES) return false;
00015
00016 return ::GetIndustrySpec(industry_type)->enabled;
00017 }
00018
00019 bool AIIndustryType::IsRawIndustry(IndustryType industry_type)
00020 {
00021 if (!IsValidIndustryType(industry_type)) return false;
00022
00023 return ::GetIndustrySpec(industry_type)->IsRawIndustry();
00024 }
00025
00026 bool AIIndustryType::ProductionCanIncrease(IndustryType industry_type)
00027 {
00028 if (!IsValidIndustryType(industry_type)) return false;
00029
00030 if (_settings_game.game_creation.landscape != LT_TEMPERATE) return true;
00031 return (::GetIndustrySpec(industry_type)->behaviour & INDUSTRYBEH_DONT_INCR_PROD) == 0;
00032 }
00033
00034 Money AIIndustryType::GetConstructionCost(IndustryType industry_type)
00035 {
00036 if (!IsValidIndustryType(industry_type)) return false;
00037
00038 return ::GetIndustrySpec(industry_type)->GetConstructionCost();
00039 }
00040
00041 char *AIIndustryType::GetName(IndustryType industry_type)
00042 {
00043 if (!IsValidIndustryType(industry_type)) return NULL;
00044 static const int len = 64;
00045 char *industrytype_name = MallocT<char>(len);
00046
00047 ::GetString(industrytype_name, ::GetIndustrySpec(industry_type)->name, &industrytype_name[len - 1]);
00048
00049 return industrytype_name;
00050 }
00051
00052 AIList *AIIndustryType::GetProducedCargo(IndustryType industry_type)
00053 {
00054 if (!IsValidIndustryType(industry_type)) return NULL;
00055
00056 const IndustrySpec *ins = ::GetIndustrySpec(industry_type);
00057
00058 AIList *list = new AIList();
00059 for (size_t i = 0; i < lengthof(ins->produced_cargo); i++) {
00060 if (ins->produced_cargo[i] != CT_INVALID) list->AddItem(ins->produced_cargo[i], 0);
00061 }
00062
00063 return list;
00064 }
00065
00066 AIList *AIIndustryType::GetAcceptedCargo(IndustryType industry_type)
00067 {
00068 if (!IsValidIndustryType(industry_type)) return NULL;
00069
00070 const IndustrySpec *ins = ::GetIndustrySpec(industry_type);
00071
00072 AIList *list = new AIList();
00073 for (size_t i = 0; i < lengthof(ins->accepts_cargo); i++) {
00074 if (ins->accepts_cargo[i] != CT_INVALID) list->AddItem(ins->accepts_cargo[i], 0);
00075 }
00076
00077 return list;
00078 }
00079
00080 bool AIIndustryType::CanBuildIndustry(IndustryType industry_type)
00081 {
00082 if (!IsValidIndustryType(industry_type)) return false;
00083 if (!::GetIndustrySpec(industry_type)->IsRawIndustry()) return true;
00084
00085
00086 return _settings_game.construction.raw_industry_construction == 1;
00087 }
00088
00089 bool AIIndustryType::CanProspectIndustry(IndustryType industry_type)
00090 {
00091 if (!IsValidIndustryType(industry_type)) return false;
00092 if (!::GetIndustrySpec(industry_type)->IsRawIndustry()) return false;
00093
00094
00095 return _settings_game.construction.raw_industry_construction == 2;
00096 }
00097
00098 bool AIIndustryType::BuildIndustry(IndustryType industry_type, TileIndex tile)
00099 {
00100 EnforcePrecondition(false, CanBuildIndustry(industry_type));
00101 EnforcePrecondition(false, AIMap::IsValidTile(tile));
00102
00103 uint32 seed = ::InteractiveRandom();
00104 return AIObject::DoCommand(tile, (::InteractiveRandomRange(::GetIndustrySpec(industry_type)->num_table) << 16) | industry_type, seed, CMD_BUILD_INDUSTRY);
00105 }
00106
00107 bool AIIndustryType::ProspectIndustry(IndustryType industry_type)
00108 {
00109 EnforcePrecondition(false, CanProspectIndustry(industry_type));
00110
00111 uint32 seed = ::InteractiveRandom();
00112 return AIObject::DoCommand(0, industry_type, seed, CMD_BUILD_INDUSTRY);
00113 }