src/ai/api/ai_town.hpp
author rubidium
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/* $Id$ */
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/** @file ai_town.hpp Everything to query towns. */
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#ifndef AI_TOWN_HPP
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#define AI_TOWN_HPP
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#include "ai_object.hpp"
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#include "ai_company.hpp"
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/**
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 * Class that handles all town related functions.
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 */
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class AITown : public AIObject {
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public:
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	static const char *GetClassName() { return "AITown"; }
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	/**
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	 * Actions that one can perform on a town.
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	 */
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	enum TownAction {
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		/* Values are important, as they represent the internal state of the game. */
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		/**
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		 * The cargo ratings temporary gains 25% of rating (in
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		 * absolute percentage, so 10% becomes 35%, with a max of 99%)
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		 * for all stations within 10 tiles.
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		 */
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		TOWN_ACTION_ADVERTISE_SMALL  = 0,
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		/**
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		 * The cargo ratings temporary gains 44% of rating (in
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		 * absolute percentage, so 10% becomes 54%, with a max of 99%)
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		 * for all stations within 15 tiles.
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		 */
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		TOWN_ACTION_ADVERTISE_MEDIUM = 1,
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		/**
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		 * The cargo ratings temporary gains 63% of rating (in
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		 * absolute percentage, so 10% becomes 73%, with a max of 99%)
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		 * for all stations within 20 tiles.
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		 */
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		TOWN_ACTION_ADVERTISE_LARGE  = 2,
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		/**
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		 * Rebuild the roads of this town for 6 months.
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		 */
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		TOWN_ACTION_ROAD_REBUILD     = 3,
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		/**
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		 * Build a statue in this town.
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		 */
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		TOWN_ACTION_BUILD_STATUE     = 4,
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		/**
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		 * Fund the creation of extra buildings for 3 months.
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		 */
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		TOWN_ACTION_FUND_BUILDINGS   = 5,
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		/**
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		 * Buy exclusive rights for this town for 12 months.
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		 */
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		TOWN_ACTION_BUY_RIGHTS       = 6,
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		/**
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		 * Bribe the town in order to get a higher rating.
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		 */
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		TOWN_ACTION_BRIBE            = 7,
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	};
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	/**
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	 * Different ratings one could have in a town.
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	 */
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	enum TownRating {
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		TOWN_RATING_NONE,         ///< The company got no rating in the town.
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		TOWN_RATING_APPALLING,    ///< The company got an appalling rating in the town .
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		TOWN_RATING_VERY_POOR,    ///< The company got an very poor rating in the town.
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		TOWN_RATING_POOR,         ///< The company got an poor rating in the town.
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		TOWN_RATING_MEDIOCRE,     ///< The company got an mediocre rating in the town.
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		TOWN_RATING_GOOD,         ///< The company got an good rating in the town.
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		TOWN_RATING_VERY_GOOD,    ///< The company got an very good rating in the town.
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		TOWN_RATING_EXCELLENT,    ///< The company got an excellent rating in the town.
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		TOWN_RATING_OUTSTANDING,  ///< The company got an outstanding rating in the town.
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		INVALID_TOWN_RATING = -1, ///< The town rating for invalid towns/companies.
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	};
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	/**
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	 * Gets the maximum town index; there are no valid towns with a higher index.
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	 * @return The maximum town index.
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	 * @post Return value is always non-negative.
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	 */
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	static TownID GetMaxTownID();
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	/**
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	 * Gets the number of towns. This is different than GetMaxTownID()
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	 *   because of the way OpenTTD works internally.
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	 * @return The number of towns.
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	 * @post Return value is always non-negative.
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	 */
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	static int32 GetTownCount();
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	/**
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	 * Checks whether the given town index is valid.
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	 * @param town_id The index to check.
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	 * @return True if and only if the town is valid.
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	 */
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	static bool IsValidTown(TownID town_id);
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	/**
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	 * Get the name of the town.
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	 * @param town_id The town to get the name of.
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	 * @pre IsValidTown(town_id).
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	 * @return The name of the town.
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	 */
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	static char *GetName(TownID town_id);
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	/**
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	 * Gets the number of inhabitants in the town.
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   119
	 * @param town_id The town to get the population of.
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   120
	 * @pre IsValidTown(town_id).
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   121
	 * @return The number of inhabitants.
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	 * @post Return value is always non-negative.
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   123
	 */
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   124
	static int32 GetPopulation(TownID town_id);
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   125
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   126
	/**
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   127
	 * Gets the number of houses in the town.
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   128
	 * @param town_id The town to get the number of houses of.
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   129
	 * @pre IsValidTown(town_id).
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   130
	 * @return The number of houses.
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   131
	 * @post Return value is always non-negative.
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   132
	 */
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   133
	static int32 GetHouseCount(TownID town_id);
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   135
	/**
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   136
	 * Gets the location of the town.
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   137
	 * @param town_id The town to get the location of.
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   138
	 * @pre IsValidTown(town_id).
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   139
	 * @return The location of the town.
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   140
	 */
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   141
	static TileIndex GetLocation(TownID town_id);
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   142
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   143
	/**
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   144
	 * Get the total last month's production of the given cargo at a town.
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   145
	 * @param town_id The index of the town.
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   146
	 * @param cargo_id The index of the cargo.
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   147
	 * @pre IsValidTown(town_id).
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   148
	 * @pre AICargo::IsValidCargo(cargo_id).
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   149
	 * @pre AICargo::GetTownEffect(cargo_id) == TE_PASSENGERS || AICargo::GetTownEffect(cargo_id) == TE_MAIL.
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   150
	 * @return The last month's production of the given cargo for this town.
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   151
	 * @post Return value is always non-negative.
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   152
	 */
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   153
	static int32 GetLastMonthProduction(TownID town_id, CargoID cargo_id);
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   154
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   155
	/**
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   156
	 * Get the total amount of cargo transported from a town last month.
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   157
	 * @param town_id The index of the industry.
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   158
	 * @param cargo_id The index of the cargo.
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   159
	 * @pre IsValidTown(town_id).
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   160
	 * @pre AICargo::IsValidCargo(cargo_id).
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   161
	 * @pre AICargo::GetTownEffect(cargo_id) == TE_PASSENGERS || AICargo::GetTownEffect(cargo_id) == TE_MAIL.
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   162
	 * @return The amount of given cargo transported from this town last month.
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   163
	 * @post Return value is always non-negative.
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   164
	 */
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   165
	static int32 GetLastMonthTransported(TownID town_id, CargoID cargo_id);
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   166
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   167
	/**
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   168
	 * Get the maximum production of the given cargo at a town.
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   169
	 * @param town_id The index of the town.
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   170
	 * @param cargo_id The index of the cargo.
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   171
	 * @pre IsValidTown(town_id).
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   172
	 * @pre AICargo::IsValidCargo(cargo_id).
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   173
	 * @pre AICargo::GetTownEffect(cargo_id) == TE_PASSENGERS || AICargo::GetTownEffect(cargo_id) == TE_MAIL.
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   174
	 * @return The maximum production of the given cargo for this town.
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   175
	 * @post Return value is always non-negative.
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   176
	 */
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   177
	static int32 GetMaxProduction(TownID town_id, CargoID cargo_id);
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   178
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   179
	/**
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   180
	 * Get the manhattan distance from the tile to the AITown::GetLocation()
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   181
	 *  of the town.
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   182
	 * @param town_id The town to get the distance to.
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   183
	 * @param tile The tile to get the distance to.
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   184
	 * @pre IsValidTown(town_id).
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   185
	 * @return The distance between town and tile.
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   186
	 */
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   187
	static int32 GetDistanceManhattanToTile(TownID town_id, TileIndex tile);
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   188
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   189
	/**
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   190
	 * Get the square distance from the tile to the AITown::GetLocation()
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   191
	 *  of the town.
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   192
	 * @param town_id The town to get the distance to.
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   193
	 * @param tile The tile to get the distance to.
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   194
	 * @pre IsValidTown(town_id).
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   195
	 * @return The distance between town and tile.
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   196
	 */
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   197
	static int32 GetDistanceSquareToTile(TownID town_id, TileIndex tile);
10360
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diff changeset
   198
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   199
	/**
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   200
	 * Find out if this tile is within the rating influence of a town.
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   201
	 *  Stations on this tile influence the rating of the town.
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   202
	 * @param town_id The town to check.
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   203
	 * @param tile The tile to check.
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   204
	 * @pre IsValidTown(town_id).
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   205
	 * @return True if the tile is within the rating influence of the town.
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diff changeset
   206
	 */
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diff changeset
   207
	static bool IsWithinTownInfluence(TownID town_id, TileIndex tile);
10859
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   208
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diff changeset
   209
	/**
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   210
	 * Find out if this town has a statue for the current player.
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   211
	 * @param town_id The town to check.
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   212
	 * @pre IsValidTown(town_id).
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   213
	 * @return True if the town has a statue.
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   214
	 */
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	static bool HasStatue(TownID town_id);
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	/**
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	 * Find out how long the town is undergoing road reconstructions.
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	 * @param town_id The town to check.
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	 * @pre IsValidTown(town_id).
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	 * @return The number of months the road reworks are still going to take.
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	 *         The value 0 means that there are currently no road reworks.
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	 */
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	static int GetRoadReworkDuration(TownID town_id);
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	/**
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	 * Find out which company currently has the exclusive rights of this town.
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	 * @param town_id The town to check.
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	 * @pre IsValidTown(town_id).
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	 * @return The company that has the exclusive rights. The value
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	 *         AICompany::INVALID_COMPANY means that there are currently no
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	 *         exclusive rights given out to anyone.
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	 */
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	static AICompany::CompanyID GetExclusiveRightsPlayer(TownID town_id);
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	/**
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	 * Find out how long the town is under influence of the exclusive rights.
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	 * @param town_id The town to check.
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	 * @pre IsValidTown(town_id).
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	 * @return The number of months the exclusive rights hold.
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	 *         The value 0 means that there are currently no exclusive rights
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	 *         given out to anyone.
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	 */
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	static int32 GetExclusiveRightsDuration(TownID town_id);
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	/**
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	 * Find out if an action can currently be performed on the town.
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	 * @param town_id The town to perform the action on.
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	 * @param town_action The action to perform on the town.
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	 * @pre IsValidTown(town_id).
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	 * @return True if and only if the action can performed.
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	 */
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	static bool IsActionAvailable(TownID town_id, TownAction town_action);
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	/**
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	 * Perform a town action on this town.
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	 * @param town_id The town to perform the action on.
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	 * @param town_action The action to perform on the town.
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	 * @pre IsValidTown(town_id).
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	 * @pre IsActionAvailable(town_id, town_action).
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	 * @return True if the action succeeded.
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	 */
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	static bool PerformTownAction(TownID town_id, TownAction town_action);
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	/**
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	 * Get the rating of a company within a town.
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	 * @param town_id The town to get the rating for.
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	 * @param company_id The company to get the rating for.
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	 * @pre IsValidTown(town_id).
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	 * @pre AICompany.ResolveCompanyID(company) != AICompany::INVALID_COMPANY.
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	 * @return The rating as shown to humans.
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	 */
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	static TownRating GetRating(TownID town_id, AICompany::CompanyID company_id);
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};
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#endif /* AI_TOWN_HPP */