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
-36
View File
@@ -180,42 +180,6 @@ describe("Water Nukes", () => {
});
});
describe("all-land map (no pre-existing ocean)", () => {
test("nuke-created water gets ocean bit so ports can be built", async () => {
game = await setup("plains", {
infiniteGold: true,
instantBuild: true,
waterNukes: true,
});
const info = new PlayerInfo("p", PlayerType.Human, null, "p");
game.addPlayer(info);
game.addExecution(new SpawnExecution(gameID, info, game.ref(1, 1)));
while (game.inSpawnPhase()) game.executeNextTick();
player = game.player(info.id);
constructionExecution(game, player, 1, 1, UnitType.MissileSilo);
const target = game.ref(10, 10);
// Verify no ocean exists anywhere near the target before the nuke
expect(game.isLand(target)).toBe(true);
launchNukeAt(game, player, target);
tickUntilNukeLands(game);
// The converted tile should be ocean (not just lake water)
expect(game.isWater(target)).toBe(true);
expect(game.isOcean(target)).toBe(true);
// Neighboring land tiles should be ocean-shore (required for port placement)
const x = game.x(target);
const y = game.y(target);
const shoreCandidate = game.ref(x + 2, y);
if (game.isLand(shoreCandidate)) {
expect(game.isOceanShore(shoreCandidate)).toBe(true);
}
});
});
describe("updateTile terrain byte round-trip", () => {
test("terrain byte is packed and unpacked correctly", async () => {
game = await setup("plains", {