mirror of
https://github.com/openfrontio/OpenFrontIO.git
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Automatic train stations (#1353)
## Description:
Train stations are now built automatically when a factory is
constructed.
Changes:
- When a factory is built, nearby structures are connected to the rail
network
- When a city is built near a factory, it is connected to the rail
network
- All structures behave the same when a train stops: to be defined
- Removed station badge
- Gold income is now related to the structure's level
## 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
This commit is contained in:
@@ -242,7 +242,6 @@
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"atom_bomb": "Atom Bomb",
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"hydrogen_bomb": "Hydrogen Bomb",
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"mirv": "MIRV",
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"train": "Train",
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"factory": "Factory"
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},
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"user_setting": {
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@@ -446,7 +445,6 @@
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"cooldown": "Cooldown",
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"type": "Type",
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"upgrade": "Upgrade",
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"create_station": "Create Station",
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"level": "Level"
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},
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"relation": {
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@@ -39,10 +39,7 @@ export class HostLobbyModal extends LitElement {
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@state() private copySuccess = false;
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@state() private players: string[] = [];
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@state() private useRandomMap: boolean = false;
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@state() private disabledUnits: UnitType[] = [
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UnitType.Factory,
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UnitType.Train,
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];
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@state() private disabledUnits: UnitType[] = [UnitType.Factory];
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private playersInterval: NodeJS.Timeout | null = null;
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// Add a new timer for debouncing bot changes
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@@ -40,10 +40,7 @@ export class SinglePlayerModal extends LitElement {
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@state() private gameMode: GameMode = GameMode.FFA;
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@state() private teamCount: number | typeof Duos = 2;
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@state() private disabledUnits: UnitType[] = [
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UnitType.Factory,
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UnitType.Train,
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];
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@state() private disabledUnits: UnitType[] = [UnitType.Factory];
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private userSettings: UserSettings = new UserSettings();
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@@ -54,10 +54,6 @@ export class SendUpgradeStructureIntentEvent implements GameEvent {
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) {}
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}
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export class SendCreateTrainStationIntentEvent implements GameEvent {
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constructor(public readonly unitId: number) {}
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}
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export class SendAllianceReplyIntentEvent implements GameEvent {
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constructor(
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// The original alliance requestor
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@@ -211,9 +207,6 @@ export class Transport {
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this.eventBus.on(SendUpgradeStructureIntentEvent, (e) =>
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this.onSendUpgradeStructureIntent(e),
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);
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this.eventBus.on(SendCreateTrainStationIntentEvent, (e) =>
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this.onSendCreateTrainStationIntent(e),
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);
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this.eventBus.on(SendBoatAttackIntentEvent, (e) =>
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this.onSendBoatAttackIntent(e),
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);
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@@ -478,16 +471,6 @@ export class Transport {
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});
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}
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private onSendCreateTrainStationIntent(
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event: SendCreateTrainStationIntentEvent,
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) {
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this.sendIntent({
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type: "create_station",
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clientID: this.lobbyConfig.clientID,
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unitId: event.unitId,
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});
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}
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private onSendTargetPlayerIntent(event: SendTargetPlayerIntentEvent) {
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this.sendIntent({
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type: "targetPlayer",
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@@ -10,8 +10,6 @@ import { ProgressBar } from "../ProgressBar";
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import { TransformHandler } from "../TransformHandler";
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import { Layer } from "./Layer";
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import trainStationBadge from "../../../../resources/images/buildings/badges/trainStationBadge.png";
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const COLOR_PROGRESSION = [
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"rgb(232, 25, 25)",
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"rgb(240, 122, 25)",
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@@ -49,7 +47,6 @@ export class UILayer implements Layer {
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// Visual settings for selection
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private readonly SELECTION_BOX_SIZE = 6; // Size of the selection box (should be larger than the warship)
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private badges: Map<string, HTMLImageElement> = new Map();
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constructor(
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private game: GameView,
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@@ -57,23 +54,6 @@ export class UILayer implements Layer {
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private transformHandler: TransformHandler,
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) {
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this.theme = game.config().theme();
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this.loadBadges();
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}
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private loadBadge(badge: string): Promise<HTMLImageElement> {
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return new Promise((resolve, reject) => {
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const img = new Image();
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img.src = badge;
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img.onload = () => {
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this.badges.set(badge, img);
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resolve(img);
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};
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img.onerror = reject;
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});
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}
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private async loadBadges() {
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await Promise.all([this.loadBadge(trainStationBadge)]);
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}
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shouldTransform(): boolean {
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@@ -165,35 +145,12 @@ export class UILayer implements Layer {
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const endTick = this.game.config().SAMCooldown();
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this.drawLoadingBar(unit, endTick);
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}
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this.drawBadges(unit);
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break;
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case UnitType.City:
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case UnitType.Port:
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case UnitType.Factory:
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this.drawBadges(unit);
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break;
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default:
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return;
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}
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}
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private drawBadges(unit: UnitView) {
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if (unit.hasTrainStation()) {
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const icon = this.badges.get(trainStationBadge);
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if (icon === undefined) {
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return;
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}
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const startX = this.game.x(unit.tile()) - Math.floor(icon.width / 2) + 6;
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const startY = this.game.y(unit.tile()) - Math.floor(icon.height / 2) - 6;
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if (unit.isActive()) {
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this.drawIcon(icon, unit, startX, startY);
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} else {
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this.clearIcon(icon, startX, startY);
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}
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}
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}
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private clearIcon(icon: HTMLImageElement, startX: number, startY: number) {
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if (this.context !== null) {
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this.context.clearRect(startX, startY, icon.width, icon.height);
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@@ -18,7 +18,6 @@ const unitOptions: { type: UnitType; translationKey: string }[] = [
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{ type: UnitType.AtomBomb, translationKey: "unit_type.atom_bomb" },
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{ type: UnitType.HydrogenBomb, translationKey: "unit_type.hydrogen_bomb" },
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{ type: UnitType.MIRV, translationKey: "unit_type.mirv" },
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{ type: UnitType.Train, translationKey: "unit_type.train" },
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{ type: UnitType.Factory, translationKey: "unit_type.factory" },
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];
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+1
-10
@@ -38,9 +38,7 @@ export type Intent =
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| QuickChatIntent
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| MoveWarshipIntent
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| MarkDisconnectedIntent
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| UpgradeStructureIntent
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| CreateStationIntent;
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| UpgradeStructureIntent;
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export type AttackIntent = z.infer<typeof AttackIntentSchema>;
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export type CancelAttackIntent = z.infer<typeof CancelAttackIntentSchema>;
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export type SpawnIntent = z.infer<typeof SpawnIntentSchema>;
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@@ -63,7 +61,6 @@ export type BuildUnitIntent = z.infer<typeof BuildUnitIntentSchema>;
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export type UpgradeStructureIntent = z.infer<
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typeof UpgradeStructureIntentSchema
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>;
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export type CreateStationIntent = z.infer<typeof CreateStationIntentSchema>;
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export type MoveWarshipIntent = z.infer<typeof MoveWarshipIntentSchema>;
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export type QuickChatIntent = z.infer<typeof QuickChatIntentSchema>;
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export type MarkDisconnectedIntent = z.infer<
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@@ -310,11 +307,6 @@ export const UpgradeStructureIntentSchema = BaseIntentSchema.extend({
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unitId: z.number(),
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});
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export const CreateStationIntentSchema = BaseIntentSchema.extend({
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type: z.literal("create_station"),
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unitId: z.number(),
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});
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export const CancelAttackIntentSchema = BaseIntentSchema.extend({
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type: z.literal("cancel_attack"),
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attackID: z.string(),
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@@ -360,7 +352,6 @@ const IntentSchema = z.discriminatedUnion("type", [
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TargetTroopRatioIntentSchema,
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BuildUnitIntentSchema,
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UpgradeStructureIntentSchema,
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CreateStationIntentSchema,
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EmbargoIntentSchema,
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MoveWarshipIntentSchema,
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QuickChatIntentSchema,
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@@ -37,6 +37,7 @@ export const OtherUnitSchema = z.union([
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z.literal("wshp"),
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z.literal("silo"),
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z.literal("saml"),
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z.literal("fact"),
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]);
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export type OtherUnit = z.infer<typeof OtherUnitSchema>;
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export type OtherUnitType =
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@@ -45,7 +46,8 @@ export type OtherUnitType =
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| UnitType.MissileSilo
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| UnitType.Port
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| UnitType.SAMLauncher
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| UnitType.Warship;
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| UnitType.Warship
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| UnitType.Factory;
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export const unitTypeToOtherUnit = {
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[UnitType.City]: "city",
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@@ -54,6 +56,7 @@ export const unitTypeToOtherUnit = {
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[UnitType.Port]: "port",
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[UnitType.SAMLauncher]: "saml",
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[UnitType.Warship]: "wshp",
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[UnitType.Factory]: "fact",
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} as const satisfies Record<OtherUnitType, OtherUnit>;
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// Attacks
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@@ -310,7 +310,7 @@ export class DefaultConfig implements Config {
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return Math.min(50, Math.round(10 * Math.pow(numberOfPorts, 0.6)));
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}
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trainSpawnRate(numberOfStations: number): number {
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return Math.min(1400, Math.round(60 * Math.pow(numberOfStations, 0.8)));
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return Math.min(1400, Math.round(70 * Math.pow(numberOfStations, 0.8)));
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}
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trainGold(): Gold {
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return BigInt(10_000);
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@@ -1,5 +1,6 @@
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import { Execution, Game, Player, Unit, UnitType } from "../game/Game";
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import { TileRef } from "../game/GameMap";
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import { TrainStationExecution } from "./TrainStationExecution";
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export class CityExecution implements Execution {
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private mg: Game;
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@@ -24,6 +25,7 @@ export class CityExecution implements Execution {
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return;
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}
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this.city = this.player.buildUnit(UnitType.City, spawnTile, {});
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this.createStation();
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}
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if (!this.city.isActive()) {
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this.active = false;
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@@ -42,4 +44,18 @@ export class CityExecution implements Execution {
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activeDuringSpawnPhase(): boolean {
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return false;
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}
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createStation(): void {
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if (this.city !== null) {
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const nearbyFactory = this.mg.hasUnitNearby(
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this.city.tile()!,
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this.mg.config().trainStationMaxRange(),
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UnitType.Factory,
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this.player.id(),
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);
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if (nearbyFactory) {
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this.mg.addExecution(new TrainStationExecution(this.city));
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}
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}
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}
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}
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@@ -23,7 +23,6 @@ import { RetreatExecution } from "./RetreatExecution";
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import { SetTargetTroopRatioExecution } from "./SetTargetTroopRatioExecution";
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import { SpawnExecution } from "./SpawnExecution";
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import { TargetPlayerExecution } from "./TargetPlayerExecution";
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import { TrainStationExecution } from "./TrainStationExecution";
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import { TransportShipExecution } from "./TransportShipExecution";
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import { UpgradeStructureExecution } from "./UpgradeStructureExecution";
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@@ -118,8 +117,6 @@ export class Executor {
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case "upgrade_structure":
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return new UpgradeStructureExecution(player, intent.unitId);
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case "create_station":
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return new TrainStationExecution(player, intent.unitId);
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case "quick_chat":
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return new QuickChatExecution(
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player,
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@@ -1,28 +1,30 @@
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import { Execution, Game, Player, Unit, UnitType } from "../game/Game";
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import { TileRef } from "../game/GameMap";
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import { TrainStationExecution } from "./TrainStationExecution";
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export class FactoryExecution implements Execution {
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private factory: Unit | null = null;
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private active: boolean = true;
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private game: Game;
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constructor(
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private player: Player,
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private tile: TileRef,
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) {}
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init(mg: Game, ticks: number): void {
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const spawnTile = this.player.canBuild(UnitType.Factory, this.tile);
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if (spawnTile === false) {
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console.warn("cannot build factory");
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this.active = false;
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return;
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}
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this.factory = this.player.buildUnit(UnitType.Factory, spawnTile, {});
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this.game = mg;
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}
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tick(ticks: number): void {
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if (this.factory === null) {
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throw new Error("Not initialized");
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if (!this.factory) {
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const spawnTile = this.player.canBuild(UnitType.Factory, this.tile);
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if (spawnTile === false) {
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console.warn("cannot build factory");
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this.active = false;
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return;
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}
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this.factory = this.player.buildUnit(UnitType.Factory, spawnTile, {});
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this.createStation();
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}
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if (!this.factory.isActive()) {
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this.active = false;
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@@ -41,4 +43,21 @@ export class FactoryExecution implements Execution {
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activeDuringSpawnPhase(): boolean {
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return false;
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}
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createStation(): void {
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if (this.factory !== null) {
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const structures = this.game.nearbyUnits(
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this.factory.tile()!,
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this.game.config().trainStationMaxRange(),
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[UnitType.City, UnitType.Port, UnitType.Factory],
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);
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// Use different seeds or trains will spawn simultaneously
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let seed = 0;
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for (const { unit } of structures) {
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if (!unit.hasTrainStation()) {
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this.game.addExecution(new TrainStationExecution(unit, ++seed));
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}
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}
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}
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}
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}
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@@ -22,7 +22,6 @@ import { ConstructionExecution } from "./ConstructionExecution";
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import { EmojiExecution } from "./EmojiExecution";
|
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import { NukeExecution } from "./NukeExecution";
|
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import { SpawnExecution } from "./SpawnExecution";
|
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import { TrainStationExecution } from "./TrainStationExecution";
|
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import { TransportShipExecution } from "./TransportShipExecution";
|
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import { closestTwoTiles } from "./Util";
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import { BotBehavior } from "./utils/BotBehavior";
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@@ -438,35 +437,11 @@ export class FakeHumanExecution implements Execution {
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this.maybeSpawnStructure(UnitType.Port, 1) ||
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this.maybeSpawnStructure(UnitType.City, 2) ||
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this.maybeSpawnWarship() ||
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this.maybeSpawnTrainStation() ||
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this.maybeSpawnStructure(UnitType.Factory, 1) ||
|
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this.maybeSpawnStructure(UnitType.MissileSilo, 1)
|
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);
|
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}
|
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|
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private maybeSpawnTrainStation(): boolean {
|
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if (this.mg.config().isUnitDisabled(UnitType.Train)) {
|
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return false;
|
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}
|
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if (this.player === null) throw new Error("not initialized");
|
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const citiesWithoutStations = this.player.units().filter((unit) => {
|
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switch (unit.type()) {
|
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case UnitType.City:
|
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case UnitType.Port:
|
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case UnitType.Factory:
|
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return !unit.hasTrainStation();
|
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default:
|
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return false;
|
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}
|
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});
|
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if (citiesWithoutStations.length === 0) {
|
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return false;
|
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}
|
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this.mg.addExecution(
|
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new TrainStationExecution(this.player, citiesWithoutStations[0].id()),
|
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);
|
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return true;
|
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}
|
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|
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private maybeSpawnStructure(type: UnitType, maxNum: number): boolean {
|
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if (this.player === null) throw new Error("not initialized");
|
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if (this.player.unitsOwned(type) >= maxNum) {
|
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|
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@@ -22,7 +22,7 @@ export class TrainExecution implements Execution {
|
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private usedTiles: TileRef[] = []; // used for cars behind
|
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private stations: TrainStation[] = [];
|
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private currentRailroad: OrientedRailroad | null = null;
|
||||
private speed: number = 3;
|
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private speed: number = 2;
|
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|
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constructor(
|
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private railNetwork: RailNetwork,
|
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@@ -30,9 +30,7 @@ export class TrainExecution implements Execution {
|
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private source: TrainStation,
|
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private destination: TrainStation,
|
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private numCars: number,
|
||||
) {
|
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this.hasCargo = source.unit.type() === UnitType.Factory;
|
||||
}
|
||||
) {}
|
||||
|
||||
init(mg: Game, ticks: number): void {
|
||||
this.mg = mg;
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
import { Execution, Game, Player, Unit, UnitType } from "../game/Game";
|
||||
import { Execution, Game, Unit } from "../game/Game";
|
||||
import { TrainStation } from "../game/TrainStation";
|
||||
import { PseudoRandom } from "../PseudoRandom";
|
||||
import { TrainExecution } from "./TrainExecution";
|
||||
@@ -8,11 +8,10 @@ export class TrainStationExecution implements Execution {
|
||||
private active: boolean = true;
|
||||
private random: PseudoRandom | null = null;
|
||||
private station: TrainStation | null = null;
|
||||
private unit: Unit | undefined = undefined;
|
||||
private numCars: number = 5;
|
||||
constructor(
|
||||
private player: Player,
|
||||
private unitId: number,
|
||||
private unit: Unit,
|
||||
private randomSeed?: number,
|
||||
) {}
|
||||
|
||||
isActive(): boolean {
|
||||
@@ -21,21 +20,7 @@ export class TrainStationExecution implements Execution {
|
||||
|
||||
init(mg: Game, ticks: number): void {
|
||||
this.mg = mg;
|
||||
|
||||
if (this.mg.config().isUnitDisabled(UnitType.Train)) {
|
||||
this.active = false;
|
||||
console.warn(`train station is disabled`);
|
||||
return;
|
||||
}
|
||||
|
||||
this.random = new PseudoRandom(mg.ticks());
|
||||
|
||||
this.unit = this.player.units().find((unit) => unit.id() === this.unitId);
|
||||
if (this.unit === undefined) {
|
||||
console.warn(`station unit is undefined`);
|
||||
this.active = false;
|
||||
return;
|
||||
}
|
||||
this.random = new PseudoRandom(mg.ticks() + (this.randomSeed ?? 0));
|
||||
this.unit.setTrainStation(true);
|
||||
}
|
||||
|
||||
|
||||
@@ -633,6 +633,12 @@ export interface Game extends GameMap {
|
||||
// Units
|
||||
units(...types: UnitType[]): Unit[];
|
||||
unitInfo(type: UnitType): UnitInfo;
|
||||
hasUnitNearby(
|
||||
tile: TileRef,
|
||||
searchRange: number,
|
||||
type: UnitType,
|
||||
playerId: PlayerID,
|
||||
);
|
||||
nearbyUnits(
|
||||
tile: TileRef,
|
||||
searchRange: number,
|
||||
|
||||
@@ -715,6 +715,15 @@ export class GameImpl implements Game {
|
||||
}
|
||||
}
|
||||
|
||||
hasUnitNearby(
|
||||
tile: TileRef,
|
||||
searchRange: number,
|
||||
type: UnitType,
|
||||
playerId: PlayerID,
|
||||
) {
|
||||
return this.unitGrid.hasUnitNearby(tile, searchRange, type, playerId);
|
||||
}
|
||||
|
||||
nearbyUnits(
|
||||
tile: TileRef,
|
||||
searchRange: number,
|
||||
|
||||
@@ -120,6 +120,7 @@ export class RailNetworkImpl implements RailNetwork {
|
||||
newCluster.addStations(stations);
|
||||
}
|
||||
}
|
||||
station.unit.setTrainStation(false);
|
||||
}
|
||||
|
||||
/**
|
||||
|
||||
@@ -1,4 +1,3 @@
|
||||
import { TradeShipExecution } from "../execution/TradeShipExecution";
|
||||
import { TrainExecution } from "../execution/TrainExecution";
|
||||
import { GraphAdapter } from "../pathfinding/SerialAStar";
|
||||
import { PseudoRandom } from "../PseudoRandom";
|
||||
@@ -14,30 +13,34 @@ interface TrainStopHandler {
|
||||
onStop(mg: Game, station: TrainStation, trainExecution: TrainExecution): void;
|
||||
}
|
||||
|
||||
/**
|
||||
* All stop handlers share the same logic for the time being
|
||||
* Behavior to be defined
|
||||
*/
|
||||
class CityStopHandler implements TrainStopHandler {
|
||||
private factor: bigint = BigInt(2);
|
||||
onStop(
|
||||
mg: Game,
|
||||
station: TrainStation,
|
||||
trainExecution: TrainExecution,
|
||||
): void {
|
||||
const goldBonus = mg.config().trainGold();
|
||||
const level = BigInt(station.unit.level() + 1);
|
||||
const goldBonus = (mg.config().trainGold() * level) / this.factor;
|
||||
station.unit.owner().addGold(goldBonus, station.tile());
|
||||
}
|
||||
}
|
||||
|
||||
class PortStopHandler implements TrainStopHandler {
|
||||
private factor: bigint = BigInt(2);
|
||||
constructor(private random: PseudoRandom) {}
|
||||
onStop(
|
||||
mg: Game,
|
||||
station: TrainStation,
|
||||
trainExecution: TrainExecution,
|
||||
): void {
|
||||
const unit = station.unit;
|
||||
const ports = unit.owner().tradingPorts(unit);
|
||||
if (ports.length === 0) return;
|
||||
|
||||
const port = this.random.randElement(ports);
|
||||
mg.addExecution(new TradeShipExecution(unit.owner(), unit, port));
|
||||
const level = BigInt(station.unit.level() + 1);
|
||||
const goldBonus = (mg.config().trainGold() * level) / this.factor;
|
||||
station.unit.owner().addGold(goldBonus, station.tile());
|
||||
}
|
||||
}
|
||||
|
||||
@@ -47,7 +50,15 @@ class FactoryStopHandler implements TrainStopHandler {
|
||||
station: TrainStation,
|
||||
trainExecution: TrainExecution,
|
||||
): void {
|
||||
trainExecution.loadCargo();
|
||||
const goldBonus = mg.config().trainGold();
|
||||
station.unit.owner().addGold(goldBonus);
|
||||
mg.addUpdate({
|
||||
type: GameUpdateType.BonusEvent,
|
||||
tile: station.tile(),
|
||||
gold: Number(goldBonus),
|
||||
workers: 0,
|
||||
troops: 0,
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -249,6 +249,7 @@ export class UnitImpl implements Unit {
|
||||
case UnitType.Port:
|
||||
case UnitType.SAMLauncher:
|
||||
case UnitType.Warship:
|
||||
case UnitType.Factory:
|
||||
this.mg.stats().unitDestroy(destroyer, this._type);
|
||||
this.mg.stats().unitLose(this.owner(), this._type);
|
||||
break;
|
||||
|
||||
@@ -21,7 +21,7 @@ import {
|
||||
} from "../core/Schemas";
|
||||
import { createGameRecord } from "../core/Util";
|
||||
import { GameEnv, ServerConfig } from "../core/configuration/Config";
|
||||
import { GameType, UnitType } from "../core/game/Game";
|
||||
import { GameType } from "../core/game/Game";
|
||||
import { archive } from "./Archive";
|
||||
import { Client } from "./Client";
|
||||
import { gatekeeper } from "./Gatekeeper";
|
||||
@@ -222,15 +222,6 @@ export class GameServer {
|
||||
);
|
||||
return;
|
||||
}
|
||||
if (
|
||||
clientMsg.intent.type === "create_station" &&
|
||||
this.gameConfig.disabledUnits?.includes(UnitType.Train)
|
||||
) {
|
||||
this.log.warn(
|
||||
`create_station is disabled, client: ${client.clientID}`,
|
||||
);
|
||||
return;
|
||||
}
|
||||
this.addIntent(clientMsg.intent);
|
||||
}
|
||||
if (clientMsg.type === "ping") {
|
||||
|
||||
@@ -11,7 +11,10 @@ const createMockStation = (unitId: number): any => {
|
||||
const cluster = new Cluster();
|
||||
const railroads = new Set<Railroad>();
|
||||
return {
|
||||
unit: { id: unitId },
|
||||
unit: {
|
||||
id: unitId,
|
||||
setTrainStation: jest.fn(),
|
||||
},
|
||||
tile: jest.fn(),
|
||||
neighbors: jest.fn(() => []),
|
||||
getCluster: jest.fn(() => cluster),
|
||||
|
||||
@@ -15,7 +15,7 @@ describe("TrainStation", () => {
|
||||
game = {
|
||||
ticks: jest.fn().mockReturnValue(123),
|
||||
config: jest.fn().mockReturnValue({
|
||||
trainGold: () => 10,
|
||||
trainGold: () => BigInt(10),
|
||||
}),
|
||||
addUpdate: jest.fn(),
|
||||
addExecution: jest.fn(),
|
||||
@@ -28,6 +28,7 @@ describe("TrainStation", () => {
|
||||
canTrade: jest.fn().mockReturnValue(true),
|
||||
tradingPorts: jest.fn().mockReturnValue([{ name: "Port1" }]),
|
||||
}),
|
||||
level: jest.fn().mockReturnValue(1),
|
||||
tile: jest.fn().mockReturnValue({ x: 0, y: 0 }),
|
||||
type: jest.fn(),
|
||||
isActive: jest.fn().mockReturnValue(true),
|
||||
@@ -44,25 +45,7 @@ describe("TrainStation", () => {
|
||||
|
||||
station.onTrainStop(trainExecution);
|
||||
|
||||
expect(unit.owner().addGold).toHaveBeenCalledWith(10, unit.tile());
|
||||
});
|
||||
|
||||
it("handles Port stop", () => {
|
||||
unit.type.mockReturnValue(UnitType.Port);
|
||||
|
||||
const station = new TrainStation(game, unit);
|
||||
station.onTrainStop(trainExecution);
|
||||
|
||||
expect(game.addExecution).toHaveBeenCalled();
|
||||
});
|
||||
|
||||
it("handles Factory stop", () => {
|
||||
unit.type.mockReturnValue(UnitType.Factory);
|
||||
|
||||
const station = new TrainStation(game, unit);
|
||||
station.onTrainStop(trainExecution);
|
||||
|
||||
expect(trainExecution.loadCargo).toHaveBeenCalled();
|
||||
expect(unit.owner().addGold).toHaveBeenCalledWith(10n, unit.tile());
|
||||
});
|
||||
|
||||
it("checks trade availability (same owner)", () => {
|
||||
|
||||
Reference in New Issue
Block a user