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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
@@ -4,6 +4,7 @@ import {
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MessageType,
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Player,
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Tick,
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TrainType,
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Unit,
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UnitInfo,
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UnitType,
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@@ -28,9 +29,12 @@ export class UnitImpl implements Unit {
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private _troops: number;
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private _missileTimerQueue: number[] = [];
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private _readyMissileCount: number = 1;
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private _hasTrainStation: boolean = false;
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private _patrolTile: TileRef | undefined;
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private _level: number = 1;
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private _targetable: boolean = true;
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private _loaded: boolean | undefined;
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private _trainType: TrainType | undefined;
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constructor(
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private _type: UnitType,
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@@ -53,6 +57,9 @@ export class UnitImpl implements Unit {
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"patrolTile" in params ? (params.patrolTile ?? undefined) : undefined;
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this._targetUnit =
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"targetUnit" in params ? (params.targetUnit ?? undefined) : undefined;
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this._loaded =
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"loaded" in params ? (params.loaded ?? undefined) : undefined;
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this._trainType = "trainType" in params ? params.trainType : undefined;
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switch (this._type) {
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case UnitType.Warship:
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@@ -123,6 +130,9 @@ export class UnitImpl implements Unit {
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missileTimerQueue: this._missileTimerQueue,
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readyMissileCount: this._readyMissileCount,
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level: this.level(),
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hasTrainStation: this._hasTrainStation,
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trainType: this._trainType,
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loaded: this._loaded,
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};
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}
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@@ -351,6 +361,15 @@ export class UnitImpl implements Unit {
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return this._level;
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}
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setTrainStation(trainStation: boolean): void {
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this._hasTrainStation = trainStation;
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this.mg.addUpdate(this.toUpdate());
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}
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hasTrainStation(): boolean {
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return this._hasTrainStation;
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}
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increaseLevel(): void {
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this._level++;
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if ([UnitType.MissileSilo, UnitType.SAMLauncher].includes(this.type())) {
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@@ -358,4 +377,19 @@ export class UnitImpl implements Unit {
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}
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this.mg.addUpdate(this.toUpdate());
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}
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trainType(): TrainType | undefined {
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return this._trainType;
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}
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isLoaded(): boolean | undefined {
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return this._loaded;
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}
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setLoaded(loaded: boolean): void {
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if (this._loaded !== loaded) {
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this._loaded = loaded;
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this.mg.addUpdate(this.toUpdate());
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}
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}
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}
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