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