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:
DevelopingTom
2025-07-06 13:15:49 -07:00
committed by GitHub
parent 3108921637
commit 6353a5d6f7
23 changed files with 105 additions and 185 deletions
+29 -10
View File
@@ -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));
}
}
}
}
}