/* $Id$ */
/** @file ai_airport.hpp Everything to query and build airports. */
#ifndef AI_AIRPORT_HPP
#define AI_AIRPORT_HPP
#include "ai_object.hpp"
/**
* Class that handles all airport related functions.
*/
class AIAirport : public AIObject {
public:
static const char *GetClassName() { return "AIAirport"; }
/**
* The types of airports available in the game.
*/
enum AirportType {
/* Note: the values _are_ important as they represent an in-game value */
AT_SMALL = 0, //!< The small airport.
AT_LARGE = 1, //!< The large airport.
AT_METROPOLITAN = 3, //!< The metropolitan airport.
AT_INTERNATIONAL = 4, //!< The international airport.
AT_COMMUTER = 5, //!< The commuter airport.
AT_INTERCON = 7, //!< The intercontinental airport.
/* Next are the airports which only have helicopter platforms */
AT_HELIPORT = 2, //!< The heliport.
AT_HELISTATION = 8, //!< The helistation.
AT_HELIDEPOT = 6, //!< The helidepot.
};
/**
* Checks whether the given tile is actually a tile with a hangar.
* @param tile The tile to check.
* @pre AIMap::IsValidTile(tile).
* @return True if and only if the tile has a hangar.
*/
static bool IsHangarTile(TileIndex tile);
/**
* Checks whether the given tile is actually a tile with a airport.
* @param tile The tile to check.
* @pre AIMap::IsValidTile(tile).
* @return True if and only if the tile has a airport.
*/
static bool IsAirportTile(TileIndex tile);
/**
* Check if a certain airport type is already available.
* @param type The type of airport to check.
*/
static bool AirportAvailable(AirportType type);
/**
* Get the width of this type of airport.
* @param type The type of airport.
* @return The width in tiles.
*/
static int32 GetAirportWidth(AirportType type);
/**
* Get the height of this type of airport.
* @param type The type of airport.
* @return The height in tiles.
*/
static int32 GetAirportHeight(AirportType type);
/**
* Get the coverage radius of this type of airport.
* @param type The type of airport.
* @return The radius in tiles.
*/
static int32 GetAirportCoverageRadius(AirportType type);
/**
* Get the first hanger tile of the airport.
* @param tile Any tile of the airport.
* @pre AIMap::IsValidTile(tile).
* @return The first hanger tile of the airport.
* @note Possible there are more hangars, but you won't be able to find them
* without walking over all the tiles of the airport and using
* IsHangarTile() on them.
*/
static TileIndex GetHangarOfAirport(TileIndex tile);
/**
* Builds a airport with tile at the topleft corner.
* @param tile The topleft corner of the airport.
* @param type The type of airport to build.
* @pre AIMap::IsValidTile(tile).
* @pre AirportAvailable(type).
* @exception AIError::ERR_AREA_NOT_CLEAR
* @exception AIError::ERR_FLAT_LAND_REQUIRED
* @exception AIError::ERR_LOCAL_AUTHORITY_REFUSES
* @exception AIStation::ERR_STATION_TOO_LARGE
* @exception AIStation::ERR_STATION_TOO_CLOSE_TO_OTHER_STATION
* @return Whether the airport has been/can be build or not.
*/
static bool BuildAirport(TileIndex tile, AirportType type);
/**
* Removes a airport.
* @param tile Any tile of the airport.
* @pre AIMap::IsValidTile(tile).
* @exception AIError::ERR_AREA_IS_OWNED_BY_ANOTHER_COMPANY
* @return Whether the airport has been/can be removed or not.
*/
static bool RemoveAirport(TileIndex tile);
};
#endif /* AI_AIRPORT_HPP */