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OpenTTD-patches/src/script/api/script_vehicle.hpp

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C++

/*
* This file is part of OpenTTD.
* OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
* OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
* See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
*/
/** @file script_vehicle.hpp Everything to query and build vehicles. */
#ifndef SCRIPT_VEHICLE_HPP
#define SCRIPT_VEHICLE_HPP
#include "script_road.hpp"
/**
* Class that handles all vehicle related functions.
* @api ai game
*/
class ScriptVehicle : public ScriptObject {
public:
/**
* All vehicle related error messages.
*/
enum ErrorMessages {
/** Base for vehicle related errors */
ERR_VEHICLE_BASE = ScriptError::ERR_CAT_VEHICLE << ScriptError::ERR_CAT_BIT_SIZE,
/** Too many vehicles in the game, can't build any more. */
ERR_VEHICLE_TOO_MANY, // [STR_ERROR_TOO_MANY_VEHICLES_IN_GAME]
/** Vehicle is not available */
ERR_VEHICLE_NOT_AVAILABLE, // [STR_ERROR_AIRCRAFT_NOT_AVAILABLE, STR_ERROR_ROAD_VEHICLE_NOT_AVAILABLE, STR_ERROR_SHIP_NOT_AVAILABLE, STR_ERROR_RAIL_VEHICLE_NOT_AVAILABLE]
/** Vehicle can't be build due to game settigns */
ERR_VEHICLE_BUILD_DISABLED, // [STR_ERROR_CAN_T_BUY_TRAIN, STR_ERROR_CAN_T_BUY_ROAD_VEHICLE, STR_ERROR_CAN_T_BUY_SHIP, STR_ERROR_CAN_T_BUY_AIRCRAFT]
/** Vehicle can't be build in the selected depot */
ERR_VEHICLE_WRONG_DEPOT, // [STR_ERROR_DEPOT_WRONG_DEPOT_TYPE]
/** Vehicle can't return to the depot */
ERR_VEHICLE_CANNOT_SEND_TO_DEPOT, // [STR_ERROR_CAN_T_SEND_TRAIN_TO_DEPOT, STR_ERROR_CAN_T_SEND_ROAD_VEHICLE_TO_DEPOT, STR_ERROR_CAN_T_SEND_SHIP_TO_DEPOT, STR_ERROR_CAN_T_SEND_AIRCRAFT_TO_HANGAR]
/** Vehicle can't start / stop */
ERR_VEHICLE_CANNOT_START_STOP, // [STR_ERROR_CAN_T_STOP_START_TRAIN, STR_ERROR_CAN_T_STOP_START_ROAD_VEHICLE, STR_ERROR_CAN_T_STOP_START_SHIP, STR_ERROR_CAN_T_STOP_START_AIRCRAFT]
/** Vehicle can't turn */
ERR_VEHICLE_CANNOT_TURN, // [STR_ERROR_CAN_T_MAKE_ROAD_VEHICLE_TURN, STR_ERROR_CAN_T_REVERSE_DIRECTION_TRAIN, STR_ERROR_CAN_T_REVERSE_DIRECTION_RAIL_VEHICLE, STR_ERROR_CAN_T_REVERSE_DIRECTION_RAIL_VEHICLE_MULTIPLE_UNITS]
/** Vehicle can't be refit */
ERR_VEHICLE_CANNOT_REFIT, // [STR_ERROR_CAN_T_REFIT_TRAIN, STR_ERROR_CAN_T_REFIT_ROAD_VEHICLE, STR_ERROR_CAN_T_REFIT_SHIP, STR_ERROR_CAN_T_REFIT_AIRCRAFT]
/** Vehicle is destroyed */
ERR_VEHICLE_IS_DESTROYED, // [STR_ERROR_VEHICLE_IS_DESTROYED]
/** Vehicle is not in a depot */
ERR_VEHICLE_NOT_IN_DEPOT, // [STR_ERROR_AIRCRAFT_MUST_BE_STOPPED_INSIDE_HANGAR, STR_ERROR_ROAD_VEHICLE_MUST_BE_STOPPED_INSIDE_DEPOT, STR_ERROR_TRAIN_MUST_BE_STOPPED_INSIDE_DEPOT, STR_ERROR_SHIP_MUST_BE_STOPPED_INSIDE_DEPOT]
/** Vehicle is flying */
ERR_VEHICLE_IN_FLIGHT, // [STR_ERROR_AIRCRAFT_IS_IN_FLIGHT]
/** Vehicle is without power */
ERR_VEHICLE_NO_POWER, // [STR_ERROR_TRAIN_START_NO_POWER]
/** Vehicle would get too long during construction. */
ERR_VEHICLE_TOO_LONG, // [STR_ERROR_TRAIN_TOO_LONG]
};
/**
* The type of a vehicle available in the game. Trams for example are
* road vehicles, as maglev is a rail vehicle.
*/
enum VehicleType {
VT_RAIL, ///< Rail type vehicle.
VT_ROAD, ///< Road type vehicle (bus / truck).
VT_WATER, ///< Water type vehicle.
VT_AIR, ///< Air type vehicle.
VT_INVALID = 0xFF, ///< Invalid vehicle type.
};
/**
* The different states a vehicle can be in.
*/
enum VehicleState {
VS_RUNNING, ///< The vehicle is currently running.
VS_STOPPED, ///< The vehicle is stopped manually.
VS_IN_DEPOT, ///< The vehicle is stopped in the depot.
VS_AT_STATION, ///< The vehicle is stopped at a station and is currently loading or unloading.
VS_BROKEN, ///< The vehicle has broken down and will start running again in a while.
VS_CRASHED, ///< The vehicle is crashed (and will never run again).
VS_INVALID = 0xFF, ///< An invalid vehicle state.
};
static const VehicleID VEHICLE_INVALID = 0xFFFFF; ///< Invalid VehicleID.
/**
* Checks whether the given vehicle is valid and owned by you.
* @param vehicle_id The vehicle to check.
* @return True if and only if the vehicle is valid.
*/
static bool IsValidVehicle(VehicleID vehicle_id);
/**
* Get the number of wagons a vehicle has.
* @param vehicle_id The vehicle to get the number of wagons from.
* @pre IsValidVehicle(vehicle_id).
* @return The number of wagons the vehicle has.
*/
static int32 GetNumWagons(VehicleID vehicle_id);
/**
* Set the name of a vehicle.
* @param vehicle_id The vehicle to set the name for.
* @param name The name for the vehicle (can be either a raw string, or a ScriptText object).
* @pre IsValidVehicle(vehicle_id).
* @pre name != nullptr && len(name) != 0.
* @game @pre Valid ScriptCompanyMode active in scope.
* @exception ScriptError::ERR_NAME_IS_NOT_UNIQUE
* @return True if and only if the name was changed.
*/
static bool SetName(VehicleID vehicle_id, Text *name);
/**
* Get the name of a vehicle.
* @param vehicle_id The vehicle to get the name of.
* @pre IsValidVehicle(vehicle_id).
* @return The name the vehicle has.
*/
static char *GetName(VehicleID vehicle_id);
/**
* Get the owner of a vehicle.
* @param vehicle_id The vehicle to get the owner of.
* @pre IsValidVehicle(vehicle_id).
* @return The owner the vehicle has.
* @api -ai
*/
static ScriptCompany::CompanyID GetOwner(VehicleID vehicle_id);
/**
* Get the current location of a vehicle.
* @param vehicle_id The vehicle to get the location of.
* @pre IsValidVehicle(vehicle_id).
* @return The tile the vehicle is currently on.
*/
static TileIndex GetLocation(VehicleID vehicle_id);
/**
* Get the engine-type of a vehicle.
* @param vehicle_id The vehicle to get the engine-type of.
* @pre IsValidVehicle(vehicle_id).
* @return The engine type the vehicle has.
*/
static EngineID GetEngineType(VehicleID vehicle_id);
/**
* Get the engine-type of a wagon.
* @param vehicle_id The vehicle to get the engine-type of.
* @param wagon The wagon in the vehicle to get the engine-type of.
* @pre IsValidVehicle(vehicle_id).
* @pre wagon < GetNumWagons(vehicle_id).
* @return The engine type the vehicle has.
*/
static EngineID GetWagonEngineType(VehicleID vehicle_id, int wagon);
/**
* Get the unitnumber of a vehicle.
* @param vehicle_id The vehicle to get the unitnumber of.
* @pre IsValidVehicle(vehicle_id).
* @return The unitnumber the vehicle has.
*/
static int32 GetUnitNumber(VehicleID vehicle_id);
/**
* Get the current age of a vehicle.
* @param vehicle_id The vehicle to get the age of.
* @pre IsValidVehicle(vehicle_id).
* @return The current age the vehicle has.
* @note The age is in days.
*/
static int32 GetAge(VehicleID vehicle_id);
/**
* Get the current age of a second (or third, etc.) engine in a train vehicle.
* @param vehicle_id The vehicle to get the age of.
* @param wagon The wagon in the vehicle to get the age of.
* @pre IsValidVehicle(vehicle_id).
* @pre wagon < GetNumWagons(vehicle_id).
* @return The current age the vehicle has.
* @note The age is in days.
*/
static int32 GetWagonAge(VehicleID vehicle_id, int wagon);
/**
* Get the maximum age of a vehicle.
* @param vehicle_id The vehicle to get the age of.
* @pre IsValidVehicle(vehicle_id).
* @return The maximum age the vehicle has.
* @note The age is in days.
*/
static int32 GetMaxAge(VehicleID vehicle_id);
/**
* Get the age a vehicle has left (maximum - current).
* @param vehicle_id The vehicle to get the age of.
* @pre IsValidVehicle(vehicle_id).
* @return The age the vehicle has left.
* @note The age is in days.
*/
static int32 GetAgeLeft(VehicleID vehicle_id);
/**
* Get the current speed of a vehicle.
* @param vehicle_id The vehicle to get the speed of.
* @pre IsValidVehicle(vehicle_id).
* @return The current speed of the vehicle.
* @note The speed is in OpenTTD's internal speed unit.
* This is mph / 1.6, which is roughly km/h.
* To get km/h multiply this number by 1.00584.
*/
static int32 GetCurrentSpeed(VehicleID vehicle_id);
/**
* Get the current state of a vehicle.
* @param vehicle_id The vehicle to get the state of.
* @pre IsValidVehicle(vehicle_id).
* @return The current state of the vehicle.
*/
static VehicleState GetState(VehicleID vehicle_id);
/**
* Get the running cost of this vehicle.
* @param vehicle_id The vehicle to get the running cost of.
* @pre IsValidVehicle(vehicle_id).
* @return The running cost of the vehicle per year.
* @note Cost is per year; divide by 365 to get per day.
* @note This is not equal to ScriptEngine::GetRunningCost for Trains, because
* wagons and second engines can add up in the calculation too.
*/
static Money GetRunningCost(VehicleID vehicle_id);
/**
* Get the current profit of a vehicle.
* @param vehicle_id The vehicle to get the profit of.
* @pre IsValidVehicle(vehicle_id).
* @return The current profit the vehicle has.
*/
static Money GetProfitThisYear(VehicleID vehicle_id);
/**
* Get the profit of last year of a vehicle.
* @param vehicle_id The vehicle to get the profit of.
* @pre IsValidVehicle(vehicle_id).
* @return The profit the vehicle had last year.
*/
static Money GetProfitLastYear(VehicleID vehicle_id);
/**
* Get the current value of a vehicle.
* @param vehicle_id The vehicle to get the value of.
* @pre IsValidVehicle(vehicle_id).
* @return The value the vehicle currently has (the amount you should get
* when you would sell the vehicle right now).
*/
static Money GetCurrentValue(VehicleID vehicle_id);
/**
* Get the type of vehicle.
* @param vehicle_id The vehicle to get the type of.
* @pre IsValidVehicle(vehicle_id).
* @return The vehicle type.
*/
static ScriptVehicle::VehicleType GetVehicleType(VehicleID vehicle_id);
/**
* Get the RoadType of the vehicle.
* @param vehicle_id The vehicle to get the RoadType of.
* @pre IsValidVehicle(vehicle_id).
* @pre GetVehicleType(vehicle_id) == VT_ROAD.
* @return The RoadType the vehicle has.
*/
static ScriptRoad::RoadType GetRoadType(VehicleID vehicle_id);
/**
* Check if a vehicle is in a depot.
* @param vehicle_id The vehicle to check.
* @pre IsValidVehicle(vehicle_id).
* @return True if and only if the vehicle is in a depot.
*/
static bool IsInDepot(VehicleID vehicle_id);
/**
* Check if a vehicle is in a depot and stopped.
* @param vehicle_id The vehicle to check.
* @pre IsValidVehicle(vehicle_id).
* @return True if and only if the vehicle is in a depot and stopped.
*/
static bool IsStoppedInDepot(VehicleID vehicle_id);
/**
* Builds a vehicle with the given engine at the given depot.
* @param depot The depot where the vehicle will be build.
* @param engine_id The engine to use for this vehicle.
* @pre The tile at depot has a depot that can build the engine and
* is owned by you.
* @pre ScriptEngine::IsBuildable(engine_id).
* @game @pre Valid ScriptCompanyMode active in scope.
* @exception ScriptVehicle::ERR_VEHICLE_TOO_MANY
* @exception ScriptVehicle::ERR_VEHICLE_BUILD_DISABLED
* @exception ScriptVehicle::ERR_VEHICLE_WRONG_DEPOT
* @return The VehicleID of the new vehicle, or an invalid VehicleID when
* it failed. Check the return value using IsValidVehicle. In test-mode
* 0 is returned if it was successful; any other value indicates failure.
* @note Unlike the GUI, wagons are not automatically attached to trains,
* only to existing free wagons. This means that BuildVehicle can sometimes
* return an ID indicating success, but IsValidVehicle check will
* fail. You should use MoveWagon to attach free wagons to trains.
* @note In Test Mode it means you can't assign orders yet to this vehicle,
* as the vehicle isn't really built yet. Build it for real first before
* assigning orders.
*/
static VehicleID BuildVehicle(TileIndex depot, EngineID engine_id);
/**
* Builds a vehicle with the given engine at the given depot and refits it to the given cargo.
* @param depot The depot where the vehicle will be build.
* @param engine_id The engine to use for this vehicle.
* @param cargo The cargo to refit to.
* @pre The tile at depot has a depot that can build the engine and
* is owned by you.
* @pre ScriptEngine::IsBuildable(engine_id).
* @pre ScriptCargo::IsValidCargo(cargo).
* @game @pre Valid ScriptCompanyMode active in scope.
* @exception ScriptVehicle::ERR_VEHICLE_TOO_MANY
* @exception ScriptVehicle::ERR_VEHICLE_BUILD_DISABLED
* @exception ScriptVehicle::ERR_VEHICLE_WRONG_DEPOT
* @return The VehicleID of the new vehicle, or an invalid VehicleID when
* it failed. Check the return value using IsValidVehicle. In test-mode
* 0 is returned if it was successful; any other value indicates failure.
* @note In Test Mode it means you can't assign orders yet to this vehicle,
* as the vehicle isn't really built yet. Build it for real first before
* assigning orders.
*/
static VehicleID BuildVehicleWithRefit(TileIndex depot, EngineID engine_id, CargoID cargo);
/**
* Gets the capacity of a vehicle built at the given depot with the given engine and refitted to the given cargo.
* @param depot The depot where the vehicle will be build.
* @param engine_id The engine to use for this vehicle.
* @param cargo The cargo to refit to.
* @pre The tile at depot has a depot that can build the engine and
* is owned by you.
* @pre ScriptEngine::IsBuildable(engine_id).
* @pre ScriptCargo::IsValidCargo(cargo).
* @return The capacity the vehicle will have when refited.
*/
static int GetBuildWithRefitCapacity(TileIndex depot, EngineID engine_id, CargoID cargo);
/**
* Clones a vehicle at the given depot, copying or cloning its orders.
* @param depot The depot where the vehicle will be build.
* @param vehicle_id The vehicle to use as example for the new vehicle.
* @param share_orders Should the orders be copied or shared?
* @pre The tile 'depot' has a depot on it, allowing 'vehicle_id'-type vehicles.
* @pre IsValidVehicle(vehicle_id).
* @game @pre Valid ScriptCompanyMode active in scope.
* @exception ScriptVehicle::ERR_VEHICLE_TOO_MANY
* @exception ScriptVehicle::ERR_VEHICLE_BUILD_DISABLED
* @exception ScriptVehicle::ERR_VEHICLE_WRONG_DEPOT
* @return The VehicleID of the new vehicle, or an invalid VehicleID when
* it failed. Check the return value using IsValidVehicle. In test-mode
* 0 is returned if it was successful; any other value indicates failure.
*/
static VehicleID CloneVehicle(TileIndex depot, VehicleID vehicle_id, bool share_orders);
/**
* Move a wagon after another wagon.
* @param source_vehicle_id The vehicle to move a wagon away from.
* @param source_wagon The wagon in source_vehicle to move.
* @param dest_vehicle_id The vehicle to move the wagon to, or -1 to create a new vehicle.
* @param dest_wagon The wagon in dest_vehicle to place source_wagon after.
* @pre IsValidVehicle(source_vehicle_id).
* @pre source_wagon < GetNumWagons(source_vehicle_id).
* @pre dest_vehicle_id == -1 || (IsValidVehicle(dest_vehicle_id) && dest_wagon < GetNumWagons(dest_vehicle_id)).
* @pre GetVehicleType(source_vehicle_id) == VT_RAIL.
* @pre dest_vehicle_id == -1 || GetVehicleType(dest_vehicle_id) == VT_RAIL.
* @game @pre Valid ScriptCompanyMode active in scope.
* @return Whether or not moving the wagon succeeded.
*/
static bool MoveWagon(VehicleID source_vehicle_id, int source_wagon, int dest_vehicle_id, int dest_wagon);
/**
* Move a chain of wagons after another wagon.
* @param source_vehicle_id The vehicle to move a wagon away from.
* @param source_wagon The first wagon in source_vehicle to move.
* @param dest_vehicle_id The vehicle to move the wagons to, or -1 to create a new vehicle.
* @param dest_wagon The wagon in dest_vehicle to place source_wagon and following wagons after.
* @pre IsValidVehicle(source_vehicle_id).
* @pre source_wagon < GetNumWagons(source_vehicle_id).
* @pre dest_vehicle_id == -1 || (IsValidVehicle(dest_vehicle_id) && dest_wagon < GetNumWagons(dest_vehicle_id)).
* @pre GetVehicleType(source_vehicle_id) == VT_RAIL.
* @pre dest_vehicle_id == -1 || GetVehicleType(dest_vehicle_id) == VT_RAIL.
* @game @pre Valid ScriptCompanyMode active in scope.
* @return Whether or not moving the wagons succeeded.
*/
static bool MoveWagonChain(VehicleID source_vehicle_id, int source_wagon, int dest_vehicle_id, int dest_wagon);
/**
* Gets the capacity of the given vehicle when refitted to the given cargo type.
* @param vehicle_id The vehicle to refit.
* @param cargo The cargo to refit to.
* @pre IsValidVehicle(vehicle_id).
* @pre ScriptCargo::IsValidCargo(cargo).
* @pre You must own the vehicle.
* @pre The vehicle must be stopped in the depot.
* @return The capacity the vehicle will have when refited.
*/
static int GetRefitCapacity(VehicleID vehicle_id, CargoID cargo);
/**
* Refits a vehicle to the given cargo type.
* @param vehicle_id The vehicle to refit.
* @param cargo The cargo to refit to.
* @pre IsValidVehicle(vehicle_id).
* @pre ScriptCargo::IsValidCargo(cargo).
* @pre You must own the vehicle.
* @pre The vehicle must be stopped in the depot.
* @game @pre Valid ScriptCompanyMode active in scope.
* @exception ScriptVehicle::ERR_VEHICLE_CANNOT_REFIT
* @exception ScriptVehicle::ERR_VEHICLE_IS_DESTROYED
* @exception ScriptVehicle::ERR_VEHICLE_NOT_IN_DEPOT
* @return True if and only if the refit succeeded.
*/
static bool RefitVehicle(VehicleID vehicle_id, CargoID cargo);
/**
* Sells the given vehicle.
* @param vehicle_id The vehicle to sell.
* @pre IsValidVehicle(vehicle_id).
* @pre You must own the vehicle.
* @pre The vehicle must be stopped in the depot.
* @game @pre Valid ScriptCompanyMode active in scope.
* @exception ScriptVehicle::ERR_VEHICLE_IS_DESTROYED
* @exception ScriptVehicle::ERR_VEHICLE_NOT_IN_DEPOT
* @return True if and only if the vehicle has been sold.
*/
static bool SellVehicle(VehicleID vehicle_id);
/**
* Sells the given wagon from the vehicle.
* @param vehicle_id The vehicle to sell a wagon from.
* @param wagon The wagon to sell.
* @pre IsValidVehicle(vehicle_id).
* @pre wagon < GetNumWagons(vehicle_id).
* @pre You must own the vehicle.
* @pre The vehicle must be stopped in the depot.
* @game @pre Valid ScriptCompanyMode active in scope.
* @exception ScriptVehicle::ERR_VEHICLE_IS_DESTROYED
* @exception ScriptVehicle::ERR_VEHICLE_NOT_IN_DEPOT
* @return True if and only if the wagon has been sold.
*/
static bool SellWagon(VehicleID vehicle_id, int wagon);
/**
* Sells all wagons from the vehicle starting from a given position.
* @param vehicle_id The vehicle to sell a wagon from.
* @param wagon The wagon to sell.
* @pre IsValidVehicle(vehicle_id).
* @pre wagon < GetNumWagons(vehicle_id).
* @pre You must own the vehicle.
* @pre The vehicle must be stopped in the depot.
* @game @pre Valid ScriptCompanyMode active in scope.
* @exception ScriptVehicle::ERR_VEHICLE_IS_DESTROYED
* @exception ScriptVehicle::ERR_VEHICLE_NOT_IN_DEPOT
* @return True if and only if the wagons have been sold.
*/
static bool SellWagonChain(VehicleID vehicle_id, int wagon);
/**
* Sends the given vehicle to a depot. If the vehicle has already been
* sent to a depot it continues with its normal orders instead.
* @param vehicle_id The vehicle to send to a depot.
* @pre IsValidVehicle(vehicle_id).
* @game @pre Valid ScriptCompanyMode active in scope.
* @exception ScriptVehicle::ERR_VEHICLE_CANNOT_SEND_TO_DEPOT
* @return True if the current order was changed.
*/
static bool SendVehicleToDepot(VehicleID vehicle_id);
/**
* Sends the given vehicle to a depot for servicing. If the vehicle has
* already been sent to a depot it continues with its normal orders instead.
* @param vehicle_id The vehicle to send to a depot for servicing.
* @pre IsValidVehicle(vehicle_id).
* @game @pre Valid ScriptCompanyMode active in scope.
* @exception ScriptVehicle::ERR_VEHICLE_CANNOT_SEND_TO_DEPOT
* @return True if the current order was changed.
*/
static bool SendVehicleToDepotForServicing(VehicleID vehicle_id);
/**
* Starts or stops the given vehicle depending on the current state.
* @param vehicle_id The vehicle to start/stop.
* @pre IsValidVehicle(vehicle_id).
* @game @pre Valid ScriptCompanyMode active in scope.
* @exception ScriptVehicle::ERR_VEHICLE_CANNOT_START_STOP
* @exception (For aircraft only): ScriptVehicle::ERR_VEHICLE_IN_FLIGHT
* @exception (For trains only): ScriptVehicle::ERR_VEHICLE_NO_POWER
* @return True if and only if the vehicle has been started or stopped.
*/
static bool StartStopVehicle(VehicleID vehicle_id);
/**
* Turn the given vehicle so it'll drive the other way.
* @param vehicle_id The vehicle to turn.
* @pre IsValidVehicle(vehicle_id).
* @pre GetVehicleType(vehicle_id) == VT_ROAD || GetVehicleType(vehicle_id) == VT_RAIL.
* @game @pre Valid ScriptCompanyMode active in scope.
* @return True if and only if the vehicle has started to turn.
* @note Vehicles cannot always be reversed. For example busses and trucks need to be running
* and not be inside a depot.
*/
static bool ReverseVehicle(VehicleID vehicle_id);
/**
* Get the maximum amount of a specific cargo the given vehicle can transport.
* @param vehicle_id The vehicle to get the capacity of.
* @param cargo The cargo to get the capacity for.
* @pre IsValidVehicle(vehicle_id).
* @pre ScriptCargo::IsValidCargo(cargo).
* @return The maximum amount of the given cargo the vehicle can transport.
*/
static int32 GetCapacity(VehicleID vehicle_id, CargoID cargo);
/**
* Get the length of a the total vehicle in 1/16's of a tile.
* @param vehicle_id The vehicle to get the length of.
* @pre IsValidVehicle(vehicle_id).
* @pre GetVehicleType(vehicle_id) == VT_ROAD || GetVehicleType(vehicle_id) == VT_RAIL.
* @return The length of the engine.
*/
static int GetLength(VehicleID vehicle_id);
/**
* Get the amount of a specific cargo the given vehicle is transporting.
* @param vehicle_id The vehicle to get the load amount of.
* @param cargo The cargo to get the loaded amount for.
* @pre IsValidVehicle(vehicle_id).
* @pre ScriptCargo::IsValidCargo(cargo).
* @return The amount of the given cargo the vehicle is currently transporting.
*/
static int32 GetCargoLoad(VehicleID vehicle_id, CargoID cargo);
/**
* Get the group of a given vehicle.
* @param vehicle_id The vehicle to get the group from.
* @return The group of the given vehicle.
*/
static GroupID GetGroupID(VehicleID vehicle_id);
/**
* Check if the vehicle is articulated.
* @param vehicle_id The vehicle to check.
* @pre IsValidVehicle(vehicle_id).
* @pre GetVehicleType(vehicle_id) == VT_ROAD || GetVehicleType(vehicle_id) == VT_RAIL.
* @return True if the vehicle is articulated.
*/
static bool IsArticulated(VehicleID vehicle_id);
/**
* Check if the vehicle has shared orders.
* @param vehicle_id The vehicle to check.
* @pre IsValidVehicle(vehicle_id).
* @return True if the vehicle has shared orders.
*/
static bool HasSharedOrders(VehicleID vehicle_id);
/**
* Get the current reliability of a vehicle.
* @param vehicle_id The vehicle to check.
* @pre IsValidVehicle(vehicle_id).
* @return The current reliability (0-100%).
*/
static int GetReliability(VehicleID vehicle_id);
/**
* Get the maximum allowed distance between two orders for a vehicle.
* The distance returned is a vehicle-type specific distance independent from other
* map distances, you may use the result of this function to compare it
* with the result of ScriptOrder::GetOrderDistance.
* @param vehicle_id The vehicle to get the distance for.
* @pre IsValidVehicle(vehicle_id).
* @return The maximum distance between two orders for this vehicle
* or 0 if the distance is unlimited.
* @note The unit of the order distances is unspecified and should
* not be compared with map distances
* @see ScriptOrder::GetOrderDistance
*/
static uint GetMaximumOrderDistance(VehicleID vehicle_id);
private:
/**
* Internal function used by BuildVehicle(WithRefit).
*/
static VehicleID _BuildVehicleInternal(TileIndex depot, EngineID engine_id, CargoID cargo);
/**
* Internal function used by SellWagon(Chain).
*/
static bool _SellWagonInternal(VehicleID vehicle_id, int wagon, bool sell_attached_wagons);
/**
* Internal function used by MoveWagon(Chain).
*/
static bool _MoveWagonInternal(VehicleID source_vehicle_id, int source_wagon, bool move_attached_wagons, int dest_vehicle_id, int dest_wagon);
};
#endif /* SCRIPT_VEHICLE_HPP */