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OpenTTD/src/industry.h

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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 industry.h Base of all industries. */
#ifndef INDUSTRY_H
#define INDUSTRY_H
#include "newgrf_storage.h"
#include "subsidy_type.h"
#include "industry_map.h"
#include "industrytype.h"
#include "tilearea_type.h"
#include "station_base.h"
#include "timer/timer_game_calendar.h"
#include "timer/timer_game_economy.h"
typedef Pool<Industry, IndustryID, 64> IndustryPool;
extern IndustryPool _industry_pool;
static const TimerGameEconomy::Year PROCESSING_INDUSTRY_ABANDONMENT_YEARS{5}; ///< If a processing industry doesn't produce for this many consecutive economy years, it may close.
/*
* Production level maximum, minimum and default values.
* It is not a value been really used in order to change, but rather an indicator
* of how the industry is behaving.
*/
static constexpr uint8_t PRODLEVEL_CLOSURE = 0x00; ///< signal set to actually close the industry
static constexpr uint8_t PRODLEVEL_MINIMUM = 0x04; ///< below this level, the industry is set to be closing
static constexpr uint8_t PRODLEVEL_DEFAULT = 0x10; ///< default level set when the industry is created
static constexpr uint8_t PRODLEVEL_MAXIMUM = 0x80; ///< the industry is running at full speed
/**
* Flags to control/override the behaviour of an industry.
* These flags are controlled by game scripts.
*/
enum class IndustryControlFlag : uint8_t {
/** When industry production change is evaluated, rolls to decrease are ignored. */
NoProductionDecrease = 0,
/** When industry production change is evaluated, rolls to increase are ignored. */
NoProductionIncrease = 1,
/**
* Industry can not close regardless of production level or time since last delivery.
* This does not prevent a closure already announced. */
NoClosure = 2,
/** Indicates that the production level of the industry is externally controlled. */
ExternalProdLevel = 3,
End,
};
using IndustryControlFlags = EnumBitSet<IndustryControlFlag, uint8_t, IndustryControlFlag::End>;
static const int THIS_MONTH = 0;
static const int LAST_MONTH = 1;
/**
* Defines the internal data of a functional industry.
*/
struct Industry : IndustryPool::PoolItem<&_industry_pool> {
struct ProducedHistory {
uint16_t production = 0; ///< Total produced
uint16_t transported = 0; ///< Total transported
uint8_t PctTransported() const
{
if (this->production == 0) return 0;
return ClampTo<uint8_t>(this->transported * 256 / this->production);
}
};
struct ProducedCargo {
CargoType cargo = 0; ///< Cargo type
uint16_t waiting = 0; ///< Amount of cargo produced
uint8_t rate = 0; ///< Production rate
std::array<ProducedHistory, 25> history{}; ///< History of cargo produced and transported for this month and 24 previous months
};
struct AcceptedCargo {
CargoType cargo = 0; ///< Cargo type
uint16_t waiting = 0; ///< Amount of cargo waiting to processed
TimerGameEconomy::Date last_accepted{}; ///< Last day cargo was accepted by this industry
};
using ProducedCargoes = std::vector<ProducedCargo>;
using AcceptedCargoes = std::vector<AcceptedCargo>;
TileArea location{INVALID_TILE, 0, 0}; ///< Location of the industry
Town *town = nullptr; ///< Nearest town
Station *neutral_station = nullptr; ///< Associated neutral station
ProducedCargoes produced{}; ///< produced cargo slots
AcceptedCargoes accepted{}; ///< accepted cargo slots
uint8_t prod_level = 0; ///< general production level
uint16_t counter = 0; ///< used for animation and/or production (if available cargo)
IndustryType type = 0; ///< type of industry.
Owner owner = INVALID_OWNER; ///< owner of the industry. Which SHOULD always be (imho) OWNER_NONE
Colours random_colour = COLOUR_BEGIN; ///< randomized colour of the industry, for display purpose
TimerGameEconomy::Year last_prod_year{}; ///< last economy year of production
uint8_t was_cargo_delivered = 0; ///< flag that indicate this has been the closest industry chosen for cargo delivery by a station. see DeliverGoodsToIndustry
IndustryControlFlags ctlflags{}; ///< flags overriding standard behaviours
PartOfSubsidy part_of_subsidy{}; ///< NOSAVE: is this industry a source/destination of a subsidy?
StationList stations_near{}; ///< NOSAVE: List of nearby stations.
mutable std::string cached_name{}; ///< NOSAVE: Cache of the resolved name of the industry
Owner founder = INVALID_OWNER; ///< Founder of the industry
TimerGameCalendar::Date construction_date{}; ///< Date of the construction of the industry
uint8_t construction_type = 0; ///< Way the industry was constructed (@see IndustryConstructionType)
uint8_t selected_layout = 0; ///< Which tile layout was used when creating the industry
Owner exclusive_supplier = INVALID_OWNER; ///< Which company has exclusive rights to deliver cargo (INVALID_OWNER = anyone)
Owner exclusive_consumer = INVALID_OWNER; ///< Which company has exclusive rights to take cargo (INVALID_OWNER = anyone)
EncodedString text{}; ///< General text with additional information.
uint16_t random = 0; ///< Random value used for randomisation of all kinds of things
PersistentStorage *psa = nullptr; ///< Persistent storage for NewGRF industries.
Industry(TileIndex tile = INVALID_TILE) : location(tile, 0, 0) {}
~Industry();
void RecomputeProductionMultipliers();
/**
* Check if a given tile belongs to this industry.
* @param tile The tile to check.
* @return True if the tile is part of this industry.
*/
inline bool TileBelongsToIndustry(TileIndex tile) const
{
return IsTileType(tile, MP_INDUSTRY) && GetIndustryIndex(tile) == this->index;
}
/**
* Safely get a produced cargo slot, or an empty data if the slot does not exist.
* @param slot produced cargo slot to retrieve.
* @return the real slot, or an empty slot.
*/
inline const ProducedCargo &GetProduced(size_t slot) const
{
static const ProducedCargo empty{INVALID_CARGO, 0, 0, {}};
return slot < this->produced.size() ? this->produced[slot] : empty;
}
/**
* Safely get an accepted cargo slot, or an empty data if the slot does not exist.
* @param slot accepted cargo slot to retrieve.
* @return the real slot, or an empty slot.
*/
inline const AcceptedCargo &GetAccepted(size_t slot) const
{
static const AcceptedCargo empty{INVALID_CARGO, 0, {}};
return slot < this->accepted.size() ? this->accepted[slot] : empty;
}
/**
* Get produced cargo slot for a specific cargo type.
* @param cargo CargoType to find.
* @return Iterator pointing to produced cargo slot if it exists, or the end iterator.
*/
inline ProducedCargoes::iterator GetCargoProduced(CargoType cargo)
{
if (!IsValidCargoType(cargo)) return std::end(this->produced);
return std::ranges::find(this->produced, cargo, &ProducedCargo::cargo);
}
/**
* Get produced cargo slot for a specific cargo type (const-variant).
* @param cargo CargoType to find.
* @return Iterator pointing to produced cargo slot if it exists, or the end iterator.
*/
inline ProducedCargoes::const_iterator GetCargoProduced(CargoType cargo) const
{
if (!IsValidCargoType(cargo)) return std::end(this->produced);
return std::ranges::find(this->produced, cargo, &ProducedCargo::cargo);
}
/**
* Get accepted cargo slot for a specific cargo type.
* @param cargo CargoType to find.
* @return Iterator pointing to accepted cargo slot if it exists, or the end iterator.
*/
inline AcceptedCargoes::iterator GetCargoAccepted(CargoType cargo)
{
if (!IsValidCargoType(cargo)) return std::end(this->accepted);
return std::ranges::find(this->accepted, cargo, &AcceptedCargo::cargo);
}
/**
* Get accepted cargo slot for a specific cargo type (const-variant).
* @param cargo CargoType to find.
* @return Iterator pointing to accepted cargo slot if it exists, or the end iterator.
*/
inline AcceptedCargoes::const_iterator GetCargoAccepted(CargoType cargo) const
{
if (!IsValidCargoType(cargo)) return std::end(this->accepted);
return std::ranges::find(this->accepted, cargo, &AcceptedCargo::cargo);
}
/**
* Test if this industry accepts any cargo.
* @return true iff the industry accepts any cargo.
*/
bool IsCargoAccepted() const { return std::any_of(std::begin(this->accepted), std::end(this->accepted), [](const auto &a) { return IsValidCargoType(a.cargo); }); }
/**
* Test if this industry produces any cargo.
* @return true iff the industry produces any cargo.
*/
bool IsCargoProduced() const { return std::any_of(std::begin(this->produced), std::end(this->produced), [](const auto &p) { return IsValidCargoType(p.cargo); }); }
/**
* Test if this industry accepts a specific cargo.
* @param cargo Cargo type to test.
* @return true iff the industry accepts the given cargo type.
*/
bool IsCargoAccepted(CargoType cargo) const { return std::any_of(std::begin(this->accepted), std::end(this->accepted), [&cargo](const auto &a) { return a.cargo == cargo; }); }
/**
* Test if this industry produces a specific cargo.
* @param cargo Cargo type to test.
* @return true iff the industry produces the given cargo types.
*/
bool IsCargoProduced(CargoType cargo) const { return std::any_of(std::begin(this->produced), std::end(this->produced), [&cargo](const auto &p) { return p.cargo == cargo; }); }
/**
* Get the industry of the given tile
* @param tile the tile to get the industry from
* @pre IsTileType(t, MP_INDUSTRY)
* @return the industry
*/
static inline Industry *GetByTile(TileIndex tile)
{
return Industry::Get(GetIndustryIndex(tile));
}
static Industry *GetRandom();
static void PostDestructor(size_t index);
/**
* Get the count of industries for this type.
* @param type IndustryType to query
* @pre type < NUM_INDUSTRYTYPES
*/
static inline uint16_t GetIndustryTypeCount(IndustryType type)
{
assert(type < NUM_INDUSTRYTYPES);
return static_cast<uint16_t>(std::size(industries[type]));
}
inline const std::string &GetCachedName() const
{
if (this->cached_name.empty()) this->FillCachedName();
return this->cached_name;
}
static std::array<std::vector<IndustryID>, NUM_INDUSTRYTYPES> industries; ///< List of industries of each type.
private:
void FillCachedName() const;
};
void ClearAllIndustryCachedNames();
void PlantRandomFarmField(const Industry *i);
void ReleaseDisastersTargetingIndustry(IndustryID);
bool IsTileForestIndustry(TileIndex tile);
/** Data for managing the number of industries of a single industry type. */
struct IndustryTypeBuildData {
uint32_t probability; ///< Relative probability of building this industry.
uint8_t min_number; ///< Smallest number of industries that should exist (either \c 0 or \c 1).
uint16_t target_count; ///< Desired number of industries of this type.
uint16_t max_wait; ///< Starting number of turns to wait (copied to #wait_count).
uint16_t wait_count; ///< Number of turns to wait before trying to build again.
void Reset();
bool GetIndustryTypeData(IndustryType it);
};
/**
* Data for managing the number and type of industries in the game.
*/
struct IndustryBuildData {
IndustryTypeBuildData builddata[NUM_INDUSTRYTYPES]; ///< Industry build data for every industry type.
uint32_t wanted_inds; ///< Number of wanted industries (bits 31-16), and a fraction (bits 15-0).
void Reset();
void SetupTargetCount();
void TryBuildNewIndustry();
void EconomyMonthlyLoop();
};
extern IndustryBuildData _industry_builder;
/** Special values for the industry list window for the data parameter of #InvalidateWindowData. */
enum IndustryDirectoryInvalidateWindowData : uint8_t {
IDIWD_FORCE_REBUILD,
IDIWD_PRODUCTION_CHANGE,
IDIWD_FORCE_RESORT,
};
void TrimIndustryAcceptedProduced(Industry *ind);
#endif /* INDUSTRY_H */