# ai_industrytype.cpp

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    00001 /* $Id: ai_industrytype.cpp 15441 2009-02-11 00:48:15Z yexo $ */
    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 /* static */ 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 /* static */ bool AIIndustryType::IsRawIndustry(IndustryType industry_type)
    00020 {
    00021   if (!IsValidIndustryType(industry_type)) return false;
    00022
    00023   return ::GetIndustrySpec(industry_type)->IsRawIndustry();
    00024 }
    00025
    00026 /* static */ 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 /* static */ Money AIIndustryType::GetConstructionCost(IndustryType industry_type)
    00035 {
    00036   if (!IsValidIndustryType(industry_type)) return false;
    00037
    00038   return ::GetIndustrySpec(industry_type)->GetConstructionCost();
    00039 }
    00040
    00041 /* static */ 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 /* static */ 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 /* static */ 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 /* static */ bool AIIndustryType::CanBuildIndustry(IndustryType industry_type)
    00081 {
    00082   if (!IsValidIndustryType(industry_type)) return false;
    00083   if (!::GetIndustrySpec(industry_type)->IsRawIndustry()) return true;
    00084
    00085   /* raw_industry_construction == 1 means "Build as other industries" */
    00086   return _settings_game.construction.raw_industry_construction == 1;
    00087 }
    00088
    00089 /* static */ bool AIIndustryType::CanProspectIndustry(IndustryType industry_type)
    00090 {
    00091   if (!IsValidIndustryType(industry_type)) return false;
    00092   if (!::GetIndustrySpec(industry_type)->IsRawIndustry()) return false;
    00093
    00094   /* raw_industry_construction == 2 means "prospect" */
    00095   return _settings_game.construction.raw_industry_construction == 2;
    00096 }
    00097
    00098 /* static */ 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 /* static */ 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 }