mirror of
https://github.com/openfrontio/OpenFrontIO.git
synced 2026-07-05 07:26:07 +00:00
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:
@@ -1,5 +1,6 @@
|
||||
import { Execution, Game, Player, Unit, UnitType } from "../game/Game";
|
||||
import { TileRef } from "../game/GameMap";
|
||||
import { TrainStationExecution } from "./TrainStationExecution";
|
||||
|
||||
export class CityExecution implements Execution {
|
||||
private mg: Game;
|
||||
@@ -24,6 +25,7 @@ export class CityExecution implements Execution {
|
||||
return;
|
||||
}
|
||||
this.city = this.player.buildUnit(UnitType.City, spawnTile, {});
|
||||
this.createStation();
|
||||
}
|
||||
if (!this.city.isActive()) {
|
||||
this.active = false;
|
||||
@@ -42,4 +44,18 @@ export class CityExecution implements Execution {
|
||||
activeDuringSpawnPhase(): boolean {
|
||||
return false;
|
||||
}
|
||||
|
||||
createStation(): void {
|
||||
if (this.city !== null) {
|
||||
const nearbyFactory = this.mg.hasUnitNearby(
|
||||
this.city.tile()!,
|
||||
this.mg.config().trainStationMaxRange(),
|
||||
UnitType.Factory,
|
||||
this.player.id(),
|
||||
);
|
||||
if (nearbyFactory) {
|
||||
this.mg.addExecution(new TrainStationExecution(this.city));
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -23,7 +23,6 @@ import { RetreatExecution } from "./RetreatExecution";
|
||||
import { SetTargetTroopRatioExecution } from "./SetTargetTroopRatioExecution";
|
||||
import { SpawnExecution } from "./SpawnExecution";
|
||||
import { TargetPlayerExecution } from "./TargetPlayerExecution";
|
||||
import { TrainStationExecution } from "./TrainStationExecution";
|
||||
import { TransportShipExecution } from "./TransportShipExecution";
|
||||
import { UpgradeStructureExecution } from "./UpgradeStructureExecution";
|
||||
|
||||
@@ -118,8 +117,6 @@ export class Executor {
|
||||
|
||||
case "upgrade_structure":
|
||||
return new UpgradeStructureExecution(player, intent.unitId);
|
||||
case "create_station":
|
||||
return new TrainStationExecution(player, intent.unitId);
|
||||
case "quick_chat":
|
||||
return new QuickChatExecution(
|
||||
player,
|
||||
|
||||
@@ -1,28 +1,30 @@
|
||||
import { Execution, Game, Player, Unit, UnitType } from "../game/Game";
|
||||
import { TileRef } from "../game/GameMap";
|
||||
import { TrainStationExecution } from "./TrainStationExecution";
|
||||
|
||||
export class FactoryExecution implements Execution {
|
||||
private factory: Unit | null = null;
|
||||
private active: boolean = true;
|
||||
|
||||
private game: Game;
|
||||
constructor(
|
||||
private player: Player,
|
||||
private tile: TileRef,
|
||||
) {}
|
||||
|
||||
init(mg: Game, ticks: number): void {
|
||||
const spawnTile = this.player.canBuild(UnitType.Factory, this.tile);
|
||||
if (spawnTile === false) {
|
||||
console.warn("cannot build factory");
|
||||
this.active = false;
|
||||
return;
|
||||
}
|
||||
this.factory = this.player.buildUnit(UnitType.Factory, spawnTile, {});
|
||||
this.game = mg;
|
||||
}
|
||||
|
||||
tick(ticks: number): void {
|
||||
if (this.factory === null) {
|
||||
throw new Error("Not initialized");
|
||||
if (!this.factory) {
|
||||
const spawnTile = this.player.canBuild(UnitType.Factory, this.tile);
|
||||
if (spawnTile === false) {
|
||||
console.warn("cannot build factory");
|
||||
this.active = false;
|
||||
return;
|
||||
}
|
||||
this.factory = this.player.buildUnit(UnitType.Factory, spawnTile, {});
|
||||
this.createStation();
|
||||
}
|
||||
if (!this.factory.isActive()) {
|
||||
this.active = false;
|
||||
@@ -41,4 +43,21 @@ export class FactoryExecution implements Execution {
|
||||
activeDuringSpawnPhase(): boolean {
|
||||
return false;
|
||||
}
|
||||
|
||||
createStation(): void {
|
||||
if (this.factory !== null) {
|
||||
const structures = this.game.nearbyUnits(
|
||||
this.factory.tile()!,
|
||||
this.game.config().trainStationMaxRange(),
|
||||
[UnitType.City, UnitType.Port, UnitType.Factory],
|
||||
);
|
||||
// Use different seeds or trains will spawn simultaneously
|
||||
let seed = 0;
|
||||
for (const { unit } of structures) {
|
||||
if (!unit.hasTrainStation()) {
|
||||
this.game.addExecution(new TrainStationExecution(unit, ++seed));
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -22,7 +22,6 @@ import { ConstructionExecution } from "./ConstructionExecution";
|
||||
import { EmojiExecution } from "./EmojiExecution";
|
||||
import { NukeExecution } from "./NukeExecution";
|
||||
import { SpawnExecution } from "./SpawnExecution";
|
||||
import { TrainStationExecution } from "./TrainStationExecution";
|
||||
import { TransportShipExecution } from "./TransportShipExecution";
|
||||
import { closestTwoTiles } from "./Util";
|
||||
import { BotBehavior } from "./utils/BotBehavior";
|
||||
@@ -438,35 +437,11 @@ export class FakeHumanExecution implements Execution {
|
||||
this.maybeSpawnStructure(UnitType.Port, 1) ||
|
||||
this.maybeSpawnStructure(UnitType.City, 2) ||
|
||||
this.maybeSpawnWarship() ||
|
||||
this.maybeSpawnTrainStation() ||
|
||||
this.maybeSpawnStructure(UnitType.Factory, 1) ||
|
||||
this.maybeSpawnStructure(UnitType.MissileSilo, 1)
|
||||
);
|
||||
}
|
||||
|
||||
private maybeSpawnTrainStation(): boolean {
|
||||
if (this.mg.config().isUnitDisabled(UnitType.Train)) {
|
||||
return false;
|
||||
}
|
||||
if (this.player === null) throw new Error("not initialized");
|
||||
const citiesWithoutStations = this.player.units().filter((unit) => {
|
||||
switch (unit.type()) {
|
||||
case UnitType.City:
|
||||
case UnitType.Port:
|
||||
case UnitType.Factory:
|
||||
return !unit.hasTrainStation();
|
||||
default:
|
||||
return false;
|
||||
}
|
||||
});
|
||||
if (citiesWithoutStations.length === 0) {
|
||||
return false;
|
||||
}
|
||||
this.mg.addExecution(
|
||||
new TrainStationExecution(this.player, citiesWithoutStations[0].id()),
|
||||
);
|
||||
return true;
|
||||
}
|
||||
|
||||
private maybeSpawnStructure(type: UnitType, maxNum: number): boolean {
|
||||
if (this.player === null) throw new Error("not initialized");
|
||||
if (this.player.unitsOwned(type) >= maxNum) {
|
||||
|
||||
@@ -22,7 +22,7 @@ export class TrainExecution implements Execution {
|
||||
private usedTiles: TileRef[] = []; // used for cars behind
|
||||
private stations: TrainStation[] = [];
|
||||
private currentRailroad: OrientedRailroad | null = null;
|
||||
private speed: number = 3;
|
||||
private speed: number = 2;
|
||||
|
||||
constructor(
|
||||
private railNetwork: RailNetwork,
|
||||
@@ -30,9 +30,7 @@ export class TrainExecution implements Execution {
|
||||
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;
|
||||
|
||||
@@ -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);
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user