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Add trains (#1159)
## Description: Add a rail network to handle train stations/railroad between structures. Changes: - `RailNetwork` is responsible for the train station graph. Use it to connect new `TrainStations` - A `RailRoad` connects two `TrainStation` - No loop possible in the rail network - Train stations handles its railroads - Added a layer to draw the railroads under the structures #### Clusters - To speed up computations, each `TrainStation` references its own cluster - A cluster is a list of `TrainStation` connected with each other, created by the `RailNetwork` when connecting the station - Train stations spawn trains randomly depending on its current cluster size - A `TrainStation` decides randomly of the train destination by picking one from the cluster #### Production building: - Added a factory which has no gameplay impact currently. _To be discussed._ #### Train stops: - When a train reaches a factory, it's filled with a "cargo". The loaded trains has no impact currently. _To be discussed._ - When a train reaches a city, the player earn 10k gold - When a train reaches a port, it sends a new tradeship if possible - If a destination/source is destroyed, the train & railroad are deleted too https://github.com/user-attachments/assets/42375c17-9e04-4a42-98d0-708c81ffd609 https://github.com/user-attachments/assets/fbecdb53-a516-4df8-87fb-1f9a62c4efa0 ## 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 - [x] I understand that submitting code with bugs that could have been caught through manual testing blocks releases and new features for all contributors ## Please put your Discord username so you can be contacted if a bug or regression is found: IngloriousTom --------- Co-authored-by: Scott Anderson <scottanderson@users.noreply.github.com>
This commit is contained in:
co-authored by
Scott Anderson
parent
0f2008a68d
commit
43397779fa
@@ -4,13 +4,25 @@ import hydrogenBombSprite from "../../../resources/sprites/hydrogenbomb.png";
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import mirvSprite from "../../../resources/sprites/mirv2.png";
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import samMissileSprite from "../../../resources/sprites/samMissile.png";
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import tradeShipSprite from "../../../resources/sprites/tradeship.png";
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import trainCarriageSprite from "../../../resources/sprites/trainCarriage.png";
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import trainLoadedCarriageSprite from "../../../resources/sprites/trainCarriageLoaded.png";
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import trainEngineSprite from "../../../resources/sprites/trainEngine.png";
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import transportShipSprite from "../../../resources/sprites/transportship.png";
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import warshipSprite from "../../../resources/sprites/warship.png";
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import { Theme } from "../../core/configuration/Config";
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import { UnitType } from "../../core/game/Game";
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import { TrainType, UnitType } from "../../core/game/Game";
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import { UnitView } from "../../core/game/GameView";
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const SPRITE_CONFIG: Partial<Record<UnitType, string>> = {
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// Can't reuse TrainType because "loaded" is not a type, just an attribute
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const TrainTypeSprite = {
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Engine: "Engine",
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Carriage: "Carriage",
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LoadedCarriage: "LoadedCarriage",
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} as const;
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type TrainTypeSprite = (typeof TrainTypeSprite)[keyof typeof TrainTypeSprite];
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const SPRITE_CONFIG: Partial<Record<UnitType | TrainTypeSprite, string>> = {
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[UnitType.TransportShip]: transportShipSprite,
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[UnitType.Warship]: warshipSprite,
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[UnitType.SAMMissile]: samMissileSprite,
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@@ -18,9 +30,12 @@ const SPRITE_CONFIG: Partial<Record<UnitType, string>> = {
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[UnitType.HydrogenBomb]: hydrogenBombSprite,
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[UnitType.TradeShip]: tradeShipSprite,
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[UnitType.MIRV]: mirvSprite,
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[TrainTypeSprite.Engine]: trainEngineSprite,
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[TrainTypeSprite.Carriage]: trainCarriageSprite,
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[TrainTypeSprite.LoadedCarriage]: trainLoadedCarriageSprite,
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};
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const spriteMap: Map<UnitType, ImageBitmap> = new Map();
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const spriteMap: Map<UnitType | TrainTypeSprite, ImageBitmap> = new Map();
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// preload all images
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export const loadAllSprites = async (): Promise<void> => {
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@@ -30,7 +45,7 @@ export const loadAllSprites = async (): Promise<void> => {
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await Promise.all(
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entries.map(async ([unitType, url]) => {
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const typedUnitType = unitType as UnitType;
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const typedUnitType = unitType as UnitType | TrainTypeSprite;
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if (!url || url === "") {
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console.warn(`No sprite URL for ${typedUnitType}, skipping...`);
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@@ -61,11 +76,32 @@ export const loadAllSprites = async (): Promise<void> => {
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);
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};
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const getSpriteForUnit = (unitType: UnitType): ImageBitmap | null => {
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return spriteMap.get(unitType) ?? null;
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/**
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* The train sprites rely on the train attributes and not only on its type
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*/
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function trainTypeToSpriteType(unit: UnitView): TrainTypeSprite {
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return unit.trainType() === TrainType.Engine
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? TrainTypeSprite.Engine
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: unit.isLoaded()
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? TrainTypeSprite.LoadedCarriage
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: TrainTypeSprite.Carriage;
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}
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const getSpriteForUnit = (unit: UnitView): ImageBitmap | null => {
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const unitType = unit.type();
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if (unitType === UnitType.Train) {
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const trainType = trainTypeToSpriteType(unit);
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return spriteMap.get(trainType) || null;
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}
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return spriteMap.get(unitType) || null;
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};
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export const isSpriteReady = (unitType: UnitType): boolean => {
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export const isSpriteReady = (unit: UnitView): boolean => {
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const unitType = unit.type();
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if (unitType === UnitType.Train) {
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const trainType = trainTypeToSpriteType(unit);
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return spriteMap.has(trainType);
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}
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return spriteMap.has(unitType);
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};
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@@ -118,6 +154,17 @@ export const colorizeCanvas = (
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return canvas;
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};
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function computeSpriteKey(
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unit: UnitView,
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territoryColor: Colord,
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borderColor: Colord,
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): string {
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const owner = unit.owner();
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const type = `${unit.type()}-${unit.trainType()}-${unit.isLoaded()}`;
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const key = `${type}-${owner.id()}-${territoryColor.toRgbString()}-${borderColor.toRgbString()}`;
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return key;
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}
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export const getColoredSprite = (
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unit: UnitView,
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theme: Theme,
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@@ -129,13 +176,12 @@ export const getColoredSprite = (
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customTerritoryColor ?? theme.territoryColor(owner);
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const borderColor: Colord = customBorderColor ?? theme.borderColor(owner);
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const spawnHighlightColor = theme.spawnHighlightColor();
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const key = `${unit.type()}-${owner.id()}-${territoryColor.toRgbString()}-${borderColor.toRgbString()}`;
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const key = computeSpriteKey(unit, territoryColor, borderColor);
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if (coloredSpriteCache.has(key)) {
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return coloredSpriteCache.get(key)!;
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}
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const sprite = getSpriteForUnit(unit.type());
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const sprite = getSpriteForUnit(unit);
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if (sprite === null) {
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throw new Error(`Failed to load sprite for ${unit.type()}`);
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}
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