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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:
@@ -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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