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>
This commit is contained in:
FloPinguin
2026-04-13 02:18:52 +02:00
committed by GitHub
parent 6c836b00e5
commit 17c1a6300f
10 changed files with 86 additions and 75 deletions
+8 -3
View File
@@ -1222,7 +1222,7 @@ export class PlayerImpl implements Player {
manhattanDistFN(tile, this.mg.config().radiusPortSpawn()),
),
)
.filter((t) => this.mg.owner(t) === this && this.mg.isOceanShore(t))
.filter((t) => this.mg.owner(t) === this && this.mg.isShore(t))
.sort(
(a, b) =>
this.mg.manhattanDist(a, tile) - this.mg.manhattanDist(b, tile),
@@ -1239,14 +1239,19 @@ export class PlayerImpl implements Player {
}
warshipSpawn(tile: TileRef): TileRef | false {
if (!this.mg.isOcean(tile)) {
if (!this.mg.isWater(tile)) {
return false;
}
const tileComponent = this.mg.getWaterComponent(tile);
const bestPort = findClosestBy(
this.units(UnitType.Port),
(port) => this.mg.manhattanDist(port.tile(), tile),
(port) => port.isActive() && !port.isUnderConstruction(),
(port) =>
port.isActive() &&
!port.isUnderConstruction() &&
tileComponent !== null &&
this.mg.hasWaterComponent(port.tile(), tileComponent),
);
return bestPort?.tile() ?? false;
-8
View File
@@ -216,14 +216,6 @@ export class WaterManager {
}
}
}
// If no converted tile is adjacent to existing ocean (e.g. all-land map),
// mark all converted tiles as ocean so they're navigable for ports/boats.
if (oceanQueue.length === 0) {
for (const tile of converted) {
map.setOcean(tile);
oceanQueue.push(tile);
}
}
let oHead = 0;
while (oHead < oceanQueue.length) {
const tile = oceanQueue[oHead++];