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OpenTTD/src/command_type.h
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/*
* 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 <https://www.gnu.org/licenses/old-licenses/gpl-2.0>.
*/
/** @file command_type.h Types related to commands. */
#ifndef COMMAND_TYPE_H
#define COMMAND_TYPE_H
#include "company_type.h"
#include "economy_type.h"
#include "strings_type.h"
#include "tile_type.h"
struct GRFFile;
/**
* Common return value for all commands. Wraps the cost and
* a possible error message/state together.
*/
class CommandCost {
Money cost; ///< The cost of this action
StringID message; ///< Warning message for when success is unset
ExpensesType expense_type; ///< the type of expense as shown on the finances view
bool success; ///< Whether the command went fine up to this moment
Owner owner = CompanyID::Invalid(); ///< Originator owner of error.
StringID extra_message = INVALID_STRING_ID; ///< Additional warning message for when success is unset
EncodedString encoded_message{}; ///< Encoded error message, used if the error message includes parameters.
public:
/**
* Creates a command cost return with no cost and no error
*/
CommandCost() : cost(0), message(INVALID_STRING_ID), expense_type(ExpensesType::Invalid), success(true) {}
/**
* Creates a command return value with one, or optionally two, error message strings.
* @param msg The error message.
* @param extra_msg Optional secondary error message.
*/
explicit CommandCost(StringID msg, StringID extra_msg = INVALID_STRING_ID) : cost(0), message(msg), expense_type(ExpensesType::Invalid), success(false), extra_message(extra_msg) {}
/**
* Creates a command cost with given expense type and start cost of 0
* @param ex_t the expense type
*/
explicit CommandCost(ExpensesType ex_t) : cost(0), message(INVALID_STRING_ID), expense_type(ex_t), success(true) {}
/**
* Creates a command return value with the given start cost and expense type
* @param ex_t the expense type
* @param cst the initial cost of this command
*/
CommandCost(ExpensesType ex_t, const Money &cst) : cost(cst), message(INVALID_STRING_ID), expense_type(ex_t), success(true) {}
/**
* Set the 'owner' (the originator) of this error message. This is used to show a company owner's face if you
* attempt an action on something owned by other company.
* @param owner The owner.
*/
inline void SetErrorOwner(Owner owner)
{
this->owner = owner;
}
/**
* Set the encoded message string. If set, this is used by the error message window instead of the error StringID,
* to allow more information to be displayed to the local player.
* @note Do not set an encoded message if the error is not for the local player, as it will never be seen.
* @param message EncodedString message to set.
*/
void SetEncodedMessage(EncodedString &&message)
{
this->encoded_message = std::move(message);
}
/**
* Get the last encoded error message.
* @returns Reference to the encoded message.
*/
EncodedString &GetEncodedMessage()
{
return this->encoded_message;
}
/**
* Get the originator owner for this error.
* @return The owner.
*/
inline CompanyID GetErrorOwner() const
{
return this->owner;
}
/**
* Adds the given cost to the cost of the command.
* @param cost the cost to add
*/
inline void AddCost(const Money &cost)
{
this->cost += cost;
}
void AddCost(CommandCost &&cmd_cost);
/**
* Multiplies the cost of the command by the given factor.
* @param factor factor to multiply the costs with
*/
inline void MultiplyCost(int factor)
{
this->cost *= factor;
}
/**
* The costs as made up to this moment
* @return the costs
*/
inline Money GetCost() const
{
return this->cost;
}
/**
* The expense type of the cost
* @return the expense type
*/
inline ExpensesType GetExpensesType() const
{
return this->expense_type;
}
/**
* Makes this #CommandCost behave like an error command.
* @param message The error message.
*/
void MakeError(StringID message)
{
assert(message != INVALID_STRING_ID);
this->success = false;
this->message = message;
this->extra_message = INVALID_STRING_ID;
}
/**
* Returns the error message of a command
* @return the error message, if succeeded #INVALID_STRING_ID
*/
StringID GetErrorMessage() const
{
if (this->success) return INVALID_STRING_ID;
return this->message;
}
/**
* Returns the extra error message of a command
* @return the extra error message, if succeeded #INVALID_STRING_ID
*/
StringID GetExtraErrorMessage() const
{
if (this->success) return INVALID_STRING_ID;
return this->extra_message;
}
/**
* Did this command succeed?
* @return true if and only if it succeeded
*/
inline bool Succeeded() const
{
return this->success;
}
/**
* Did this command fail?
* @return true if and only if it failed
*/
inline bool Failed() const
{
return !this->success;
}
};
CommandCost CommandCostWithParam(StringID str, uint64_t value);
CommandCost CommandCostWithParam(StringID str, ConvertibleThroughBase auto value) { return CommandCostWithParam(str, value.base()); }
/**
* List of commands.
*
* This enum defines all possible commands which can be executed to the game
* engine. Observing the game like the query-tool or checking the profit of a
* vehicle don't result in a command which should be executed in the engine
* nor send to the server in a network game.
*
* @see _command_proc_table
*/
enum class Commands : uint8_t {
BuildRailLong, ///< build a rail track
RemoveRailLong, ///< remove a rail track
BuildRail, ///< build a single rail track
RemoveRail, ///< remove a single rail track
LandscapeClear, ///< demolish a tile
BuildBridge, ///< build a bridge
BuildRailStation, ///< build a rail station
BuildRailDepot, ///< build a train depot
BuildSignal, ///< build a signal
RemoveSignal, ///< remove a signal
TerraformLand, ///< terraform a tile
BuildObject, ///< build an object
BuildObjectArea, ///< build an area of objects
BuildTunnel, ///< build a tunnel
RemoveFromRailStation, ///< remove a (rectangle of) tiles from a rail station
ConvertRail, ///< convert a rail type
BuildRailWaypoint, ///< build a waypoint
RenameWaypoint, ///< rename a waypoint
MoveWaypointNAme, ///< move a waypoint name
RemoveFromRailWaypoint, ///< remove a (rectangle of) tiles from a rail waypoint
BuildRoadWaypoint, ///< build a road waypoint
RemoveFromRoadWaypoint, ///< remove a (rectangle of) tiles from a road waypoint
BuildRoadStop, ///< build a road stop
RemoveRoadStop, ///< remove a road stop
BuildRoadLong, ///< build a complete road (not a "half" one)
RemoveRoadLong, ///< remove a complete road (not a "half" one)
BuildRoad, ///< build a "half" road
BuildRoadDepot, ///< build a road depot
ConvertRoad, ///< convert a road type
BuildAirport, ///< build an airport
BuildDock, ///< build a dock
BuildShipDepot, ///< build a ship depot
BuildBuoy, ///< build a buoy
PlantTree, ///< plant a tree
BuildVehicle, ///< build a vehicle
SellVehicle, ///< sell a vehicle
RefitVehicle, ///< refit the cargo space of a vehicle
SendVehicleToDepot, ///< send a vehicle to a depot
SetVehicleVisibility, ///< hide or unhide a vehicle in the build vehicle and autoreplace GUIs
MoveRailVehicle, ///< move a rail vehicle (in the depot)
ForceTrainProceed, ///< proceed a train to pass a red signal
ReverseTrainDirection, ///< turn a train around
ClearOrderBackup, ///< clear the order backup of a given user/tile
ModifyOrder, ///< modify an order (like set full-load)
SkipToOrder, ///< skip an order to the next of specific one
DeleteOrder, ///< delete an order
InsertOrder, ///< insert a new order
ChangeServiceInterval, ///< change the server interval of a vehicle
BuildIndustry, ///< build a new industry
IndustrySetFlags, ///< change industry control flags
IndustrySetExclusivity, ///< change industry exclusive consumer/supplier
IndustrySetText, ///< change additional text for the industry
IndustrySetProduction, ///< change industry production
SetCompanyManagerFace, ///< set the manager's face of the company
SetCompanyColour, ///< set the colour of the company
IncreaseLoan, ///< increase the loan from the bank
DecreaseLoan, ///< decrease the loan from the bank
SetCompanyMaxLoan, ///< sets the max loan for the company
WantEnginePreview, ///< confirm the preview of an engine
EngineControl, ///< control availability of the engine for companies
RenameVehicle, ///< rename a whole vehicle
RenameEngine, ///< rename a engine (in the engine list)
RenameCompany, ///< change the company name
RenamePresident, ///< change the president name
RenameStation, ///< rename a station
MoveStationName, ///< move a station name
RenameDepot, ///< rename a depot
PlaceSign, ///< place a sign
RenameSign, ///< rename a sign
MoveSign, ///< move a sign
TurnRoadVehicle, ///< turn a road vehicle around
Pause, ///< pause the game
BuyCompany, ///< buy a company which is bankrupt
FoundTown, ///< found a town
RenameTown, ///< rename a town
TownAction, ///< do a action from the town detail window (like advertises or bribe)
TownCargoGoal, ///< set the goal of a cargo for a town
TownGrowthRate, ///< set the town growth rate
TownRating, ///< set rating of a company in a town
TownSetText, ///< set the custom text of a town
ExpandTown, ///< expand a town
DeleteTown, ///< delete a town
PlaceHouse, ///< place a house
PlaceHouseArea, ///< place an area of houses
OrderRefit, ///< change the refit information of an order (for "goto depot" )
CloneOrder, ///< clone (and share) an order
ClearArea, ///< clear an area
MoneyCheat, ///< do the money cheat
ChangeBankBalance, ///< change bank balance to charge costs or give money from a GS
BuildCanal, ///< build a canal
CreateSubsidy, ///< create a new subsidy
CompanyControl, ///< used in multiplayer to create a new companies etc.
CompanyAllowListControl, ///< Used in multiplayer to add/remove a client's public key to/from the company's allow list.
CreateCustomNewsItem, ///< create a custom news message
CreateGoal, ///< create a new goal
RemoveGoal, ///< remove a goal
SetGoalDestination, ///< update goal destination of a goal
SetGoalText, ///< update goal text of a goal
SetGoalProgress, ///< update goal progress text of a goal
SetGoalCompleted, ///< update goal completed status of a goal
GoalQuestion, ///< ask a goal related question
GoalQuestionAnswer, ///< answer(s) to Commands::GoalQuestion
CreateStoryPage, ///< create a new story page
CreateStoryPageElement, ///< create a new story page element
UpdateStoryPageElement, ///< update a story page element
SetStoryPageTitle, ///< update title of a story page
SetStoryPageDate, ///< update date of a story page
ShowStoryPage, ///< show a story page
RemoveStoryPage, ///< remove a story page
RemoveStoryPageElement, ///< remove a story page element
ScrollViewport, ///< scroll main viewport of players
StoryPageButton, ///< selection via story page button
LevelLand, ///< level land
BuildLock, ///< build a lock
BuildSignalLong, ///< add signals along a track (by dragging)
RemoveSignalLong, ///< remove signals along a track (by dragging)
GiveMoney, ///< give money to another company
ChangeSetting, ///< change a setting
ChangeCompanySetting, ///< change a company setting
SetAutoreplace, ///< set an autoreplace entry
CloneVehicle, ///< clone a vehicle
StartStopVehicle, ///< start or stop a vehicle
MassStartStop, ///< start/stop all vehicles (in a depot)
AutoreplaceVehicle, ///< replace/renew a vehicle while it is in a depot
DepotMassSell, ///< sell all vehicles which are in a given depot
DepotMassAutoreplace, ///< force the autoreplace to take action in a given depot
CreateGroup, ///< create a new group
DeleteGroup, ///< delete a group
AlterGroup, ///< alter a group
AddVehicleToGroup, ///< add a vehicle to a group
AddSharedVehiclesToGroup, ///< add all other shared vehicles to a group which are missing
RemoveAllVehiclesGroup, ///< remove all vehicles from a group
SetGroupFlag, ///< set/clear a flag for a group
SetGroupLivery, ///< set the livery for a group
MoveOrder, ///< move an order
ChangeTimetable, ///< change the timetable for a vehicle
ChangeTimetableBulk, ///< change the timetable for all orders of a vehicle
SetVehicleOnTime, ///< set the vehicle on time feature (timetable)
AutofillTimetable, ///< autofill the timetable
SetTimetableStart, ///< set the date that a timetable should start
OpenCloseAirport, ///< open/close an airport to incoming aircraft
CreateLeagueTable, ///< create a new league table
CreateLeagueTableElement, ///< create a new element in a league table
UpdateLeagueTableElementData, ///< update the data fields of a league table element
UpdateLeagueTableElementScore, ///< update the score of a league table element
RemoveLeagueTableElement, ///< remove a league table element
End, ///< @important Must ALWAYS be on the end of this list!! (period)
};
/**
* List of flags for a command.
*
* This enums defines some flags which can be used for the commands.
*/
enum class DoCommandFlag : uint8_t {
Execute, ///< execute the given command
Auto, ///< don't allow building on structures
QueryCost, ///< query cost only, don't build.
NoWater, ///< don't allow building on water
NoTestTownRating, ///< town rating does not disallow you from building
Bankrupt, ///< company bankrupts, skip money check, skip vehicle on tile check in some cases
AutoReplace, ///< autoreplace/autorenew is in progress, this shall disable vehicle limits when building, and ignore certain restrictions when undoing things (like vehicle attach callback)
NoCargoCapacityCheck, ///< when autoreplace/autorenew is in progress, this shall prevent truncating the amount of cargo in the vehicle to prevent testing the command to remove cargo
AllTiles, ///< allow this command also on TileType::Void tiles
NoModifyTownRating, ///< do not change town rating
ForceClearTile, ///< do not only remove the object on the tile, but also clear any water left on it
};
using DoCommandFlags = EnumBitSet<DoCommandFlag, uint16_t>;
/**
* Command flags for the command table _command_proc_table.
*
* This enumeration defines flags for the _command_proc_table.
*/
enum class CommandFlag : uint8_t {
Server, ///< the command can only be initiated by the server
Spectator, ///< the command may be initiated by a spectator
Offline, ///< the command cannot be executed in a multiplayer game; single-player only
Auto, ///< set the DoCommandFlag::Auto flag on this command
AllTiles, ///< allow this command also on TileType::Void tiles
NoTest, ///< the command's output may differ between test and execute due to town rating changes etc.
NoWater, ///< set the DoCommandFlag::NoWater flag on this command
ClientID, ///< set p2 with the ClientID of the sending client.
Deity, ///< the command may be executed by COMPANY_DEITY
StrCtrl, ///< the command's string may contain control strings
NoEst, ///< the command is never estimated.
Location, ///< the command has implicit location argument.
};
using CommandFlags = EnumBitSet<CommandFlag, uint16_t>;
/** Types of commands we have. */
enum class CommandType : uint8_t {
LandscapeConstruction, ///< Construction and destruction of objects on the map.
VehicleConstruction, ///< Construction, modification (incl. refit) and destruction of vehicles.
MoneyManagement, ///< Management of money, i.e. loans.
VehicleManagement, ///< Stopping, starting, sending to depot, turning around, replace orders etc.
RouteManagement, ///< Modifications to route management (orders, groups, etc).
OtherManagement, ///< Renaming stuff, changing company colours, placing signs, etc.
CompanySetting, ///< Changing settings related to a company.
ServerSetting, ///< Pausing/removing companies/server settings.
Cheat, ///< A cheat of some sorts.
End, ///< End marker.
};
/** Different command pause levels. */
enum class CommandPauseLevel : uint8_t {
NoActions, ///< No user actions may be executed.
NoConstruction, ///< No construction actions may be executed.
NoLandscaping, ///< No landscaping actions may be executed.
AllActions, ///< All actions may be executed.
};
template <typename T> struct CommandFunctionTraitHelper;
template <typename... Targs>
struct CommandFunctionTraitHelper<CommandCost(*)(DoCommandFlags, Targs...)> {
using Args = std::tuple<std::decay_t<Targs>...>; ///< \c std::tuple with argument types for the command.
using RetTypes = void; ///< The return type of the command.
using CbArgs = Args; ///< The argument type of the callback.
using CbProcType = void(*)(Commands, const CommandCost &); ///< The function prototype of the callback.
};
template <template <typename...> typename Tret, typename... Tretargs, typename... Targs>
struct CommandFunctionTraitHelper<Tret<CommandCost, Tretargs...>(*)(DoCommandFlags, Targs...)> {
using Args = std::tuple<std::decay_t<Targs>...>; ///< \c std::tuple with argument types for the command.
using RetTypes = std::tuple<std::decay_t<Tretargs>...>; ///< \c std::tuple with return types of the command.
using CbArgs = std::tuple<std::decay_t<Tretargs>..., std::decay_t<Targs>...>; ///< \c std::tuple with return and argument types for the callback.
using CbProcType = void(*)(Commands, const CommandCost &, Tretargs...); ///< The function prototype of the callback.
};
/** Defines the traits of a command. */
template <Commands Tcmd> struct CommandTraits;
#define DEF_CMD_TRAIT(cmd_, proc_, flags_, type_) \
template <> struct CommandTraits<cmd_> { \
using ProcType = decltype(&proc_); \
using Args = typename CommandFunctionTraitHelper<ProcType>::Args; \
using RetTypes = typename CommandFunctionTraitHelper<ProcType>::RetTypes; \
using CbArgs = typename CommandFunctionTraitHelper<ProcType>::CbArgs; \
using RetCallbackProc = typename CommandFunctionTraitHelper<ProcType>::CbProcType; \
static constexpr Commands cmd = cmd_; \
static constexpr auto &proc = proc_; \
static constexpr CommandFlags flags = flags_; \
static constexpr CommandType type = type_; \
static inline constexpr std::string_view name = #proc_; \
};
/** Storage buffer for serialized command data. */
typedef std::vector<uint8_t> CommandDataBuffer;
/**
* Define a callback function for the client, after the command is finished.
*
* Functions of this type are called after the command is finished.
*
* @param cmd The command that was executed
* @param result The result of the executed command
* @param tile The tile of the command action
*/
typedef void CommandCallback(Commands cmd, const CommandCost &result, TileIndex tile);
/**
* Define a callback function for the client, after the command is finished.
*
* Functions of this type are called after the command is finished.
*
* @param cmd The command that was executed
* @param result The result of the executed command
* @param data Additional data of the command
* @param result_data Additional returned data from the command
*/
typedef void CommandCallbackData(Commands cmd, const CommandCost &result, const CommandDataBuffer &data, CommandDataBuffer result_data);
#endif /* COMMAND_TYPE_H */