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Trading in lakes 🚤 (#3653)
## Description: - Widened port placement and warship spawn/patrol checks from `isOcean`/`isOceanShore` to `isWater`/`isShore`, so ports can be built on lake shores and ships can operate on lakes, we discussed it here: <img width="996" height="423" alt="image" src="https://github.com/user-attachments/assets/acf1e970-9631-4848-a0ed-6d0470616e1d" /> - Filtered `tradingPorts()` by water component so ports only attempt trades with reachable ports - prevents silent path-not-found failures across disconnected water bodies - Applied the same water component filter when a captured trade ship reroutes to its new owner's nearest port - Removed the `WaterManager` fallback that force-marked isolated water-nuked-tiles as ocean (no longer needed since lakes are now navigable) - Added a check to prevent nations from building ports on water bodies that aren't accessible to other players ## Please complete the following: - [X] I have added screenshots for all UI updates - [X] I process any text displayed to the user through translateText() and I've added it to the en.json file - [X] I have added relevant tests to the test directory - [X] I confirm I have thoroughly tested these changes and take full responsibility for any bugs introduced ## Please put your Discord username so you can be contacted if a bug or regression is found: FloPinguin --------- Co-authored-by: Evan <evanpelle@gmail.com>
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@@ -97,10 +97,22 @@ export class PortExecution implements Execution {
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// It's a probability list, so if an element appears twice it's because it's
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// twice more likely to be picked later.
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tradingPorts(): Unit[] {
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const sourceComponents = new Set<number>();
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for (const neighbor of this.mg.neighbors(this.port!.tile())) {
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if (!this.mg.isWater(neighbor)) continue;
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const comp = this.mg.getWaterComponent(neighbor);
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if (comp !== null) sourceComponents.add(comp);
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}
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const ports = this.mg
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.players()
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.filter((p) => p !== this.port!.owner() && p.canTrade(this.port!.owner()))
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.flatMap((p) => p.units(UnitType.Port))
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.filter((p) => {
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for (const comp of sourceComponents) {
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if (this.mg.hasWaterComponent(p.tile(), comp)) return true;
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}
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return false;
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})
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.sort((p1, p2) => {
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return (
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this.mg.manhattanDist(this.port!.tile(), p1.tile()) -
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