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:
DevelopingTom
2025-06-22 08:14:08 -07:00
committed by GitHub
co-authored by Scott Anderson
parent 0f2008a68d
commit 43397779fa
60 changed files with 2427 additions and 104 deletions
+240
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import {
Execution,
Game,
Player,
TrainType,
Unit,
UnitType,
} from "../game/Game";
import { TileRef } from "../game/GameMap";
import { RailNetwork } from "../game/RailNetwork";
import { getOrientedRailroad, OrientedRailroad } from "../game/Railroad";
import { TrainStation } from "../game/TrainStation";
export class TrainExecution implements Execution {
private active = true;
private mg: Game | null = null;
private train: Unit | null = null;
private cars: Unit[] = [];
private hasCargo: boolean = false;
private currentTile: number = 0;
private spacing = 2;
private usedTiles: TileRef[] = []; // used for cars behind
private stations: TrainStation[] = [];
private currentRailroad: OrientedRailroad | null = null;
private speed: number = 3;
constructor(
private railNetwork: RailNetwork,
private player: Player,
private source: TrainStation,
private destination: TrainStation,
private numCars: number,
) {
this.hasCargo = source.unit.type() === UnitType.Factory;
}
init(mg: Game, ticks: number): void {
this.mg = mg;
const stations = this.railNetwork.findStationsPath(
this.source,
this.destination,
);
if (!stations || stations.length <= 1) {
this.active = false;
return;
}
this.stations = stations;
const railroad = getOrientedRailroad(this.stations[0], this.stations[1]);
if (railroad) {
this.currentRailroad = railroad;
} else {
this.active = false;
return;
}
const spawn = this.player.canBuild(UnitType.Train, this.stations[0].tile());
if (spawn === false) {
console.warn(`cannot build train`);
this.active = false;
return;
}
this.train = this.createTrainUnits(spawn);
}
tick(ticks: number): void {
if (this.train === null) {
throw new Error("Not initialized");
}
if (!this.train.isActive() || !this.activeSourceOrDestination()) {
this.deleteTrain();
return;
}
const tile = this.getNextTile();
if (tile) {
this.updateCarsPositions(tile);
} else {
this.targetReached();
this.deleteTrain();
}
}
loadCargo() {
if (this.hasCargo || this.train === null) {
return;
}
this.hasCargo = true;
// Starts at 1: don't load tail engine
for (let i = 1; i < this.cars.length; i++) {
this.cars[i].setLoaded(true);
}
}
private targetReached() {
if (this.train === null) {
return;
}
this.train.setReachedTarget();
this.cars.forEach((car: Unit) => {
car.setReachedTarget();
});
}
private createTrainUnits(tile: TileRef): Unit {
const train = this.player.buildUnit(UnitType.Train, tile, {
targetUnit: this.destination.unit,
trainType: TrainType.Engine,
});
// Tail is also an engine, just for cosmetics
this.cars.push(
this.player.buildUnit(UnitType.Train, tile, {
targetUnit: this.destination.unit,
trainType: TrainType.Engine,
}),
);
for (let i = 0; i < this.numCars; i++) {
this.cars.push(
this.player.buildUnit(UnitType.Train, tile, {
trainType: TrainType.Carriage,
loaded: this.hasCargo,
}),
);
}
return train;
}
private deleteTrain() {
this.active = false;
if (this.train?.isActive()) {
this.train.delete(false);
}
for (const car of this.cars) {
if (car.isActive()) {
car.delete(false);
}
}
}
private activeSourceOrDestination(): boolean {
return (
this.stations.length > 1 &&
this.stations[1].isActive() &&
this.stations[0].isActive()
);
}
/**
* Save the tiles the train go through so the cars can reuse them
* Don't simply save the tiles the engine uses, otherwise the spacing will be dictated by the train speed
*/
private saveTraversedTiles(from: number, speed: number) {
if (!this.currentRailroad) {
return;
}
let tileToSave: number = from;
for (
let i = 0;
i < speed && tileToSave < this.currentRailroad.getTiles().length;
i++
) {
this.saveTile(this.currentRailroad.getTiles()[tileToSave]);
tileToSave = tileToSave + 1;
}
}
private saveTile(tile: TileRef) {
this.usedTiles.push(tile);
if (this.usedTiles.length > this.cars.length * this.spacing + 3) {
this.usedTiles.shift();
}
}
private updateCarsPositions(newTile: TileRef) {
if (this.cars.length > 0) {
for (let i = this.cars.length - 1; i >= 0; --i) {
const carTileIndex = (i + 1) * this.spacing + 2;
if (this.usedTiles.length > carTileIndex) {
this.cars[i].move(this.usedTiles[carTileIndex]);
}
}
}
if (this.train !== null) {
this.train.move(newTile);
}
}
private nextStation() {
if (this.stations.length > 2) {
this.stations.shift();
const railRoad = getOrientedRailroad(this.stations[0], this.stations[1]);
if (railRoad) {
this.currentRailroad = railRoad;
return true;
}
}
return false;
}
private canTradeWithDestination() {
return (
this.stations.length > 1 && this.stations[1].tradeAvailable(this.player)
);
}
private getNextTile(): TileRef | null {
if (this.currentRailroad === null || !this.canTradeWithDestination()) {
return null;
}
this.saveTraversedTiles(this.currentTile, this.speed);
this.currentTile = this.currentTile + this.speed;
const leftOver = this.currentTile - this.currentRailroad.getTiles().length;
if (leftOver >= 0) {
// Station reached, pick the next station
this.stationReached();
if (!this.nextStation()) {
return null; // Destination reached (or no valid connection)
}
this.currentTile = leftOver;
this.saveTraversedTiles(0, leftOver);
}
return this.currentRailroad.getTiles()[this.currentTile];
}
private stationReached() {
if (this.mg === null || this.player === null) {
throw new Error("Not initialized");
}
this.stations[1].onTrainStop(this);
return;
}
isActive(): boolean {
return this.active;
}
activeDuringSpawnPhase(): boolean {
return false;
}
}