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Rework trains to encourage alliances (#1697)
## Description:
This update encourages alliances by modifying how train-based trading
works. Trading is now restricted to allied networks, and allied trades
offer better rewards than self-trades, incentivizing cooperation.
Changes:
- Train destinations are now limited to stations owned by the player or
their allies.
- Delivering a train to one’s own station grants 4,000 gold.
- Delivering a train to an ally’s station grants 5,000 gold to both the
sender and the receiver.
This system encourages players to form alliances, especially with
factory-focused players.
## 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 have read and accepted the CLA agreement (only required once).
## Please put your Discord username so you can be contacted if a bug or
regression is found:
IngloriousTom
This commit is contained in:
+8
-5
@@ -5,24 +5,27 @@ export function renderTroops(troops: number): string {
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return renderNumber(troops / 10);
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}
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export function renderNumber(num: number | bigint): string {
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export function renderNumber(
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num: number | bigint,
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fixedPoints?: number,
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): string {
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num = Number(num);
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num = Math.max(num, 0);
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if (num >= 10_000_000) {
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const value = Math.floor(num / 100000) / 10;
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return value.toFixed(1) + "M";
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return value.toFixed(fixedPoints ?? 1) + "M";
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} else if (num >= 1_000_000) {
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const value = Math.floor(num / 10000) / 100;
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return value.toFixed(2) + "M";
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return value.toFixed(fixedPoints ?? 2) + "M";
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} else if (num >= 100000) {
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return Math.floor(num / 1000) + "K";
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} else if (num >= 10000) {
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const value = Math.floor(num / 100) / 10;
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return value.toFixed(1) + "K";
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return value.toFixed(fixedPoints ?? 1) + "K";
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} else if (num >= 1000) {
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const value = Math.floor(num / 10) / 100;
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return value.toFixed(2) + "K";
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return value.toFixed(fixedPoints ?? 2) + "K";
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} else {
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return Math.floor(num).toString();
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}
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@@ -66,33 +66,27 @@ export class FxLayer implements Layer {
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}
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onBonusEvent(bonus: BonusEventUpdate) {
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const tile = bonus.tile;
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if (this.game.owner(tile) !== this.game.myPlayer()) {
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if (this.game.player(bonus.player) !== this.game.myPlayer()) {
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// Only display text fx for the current player
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return;
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}
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const tile = bonus.tile;
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const x = this.game.x(tile);
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let y = this.game.y(tile);
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const gold = bonus.gold;
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const troops = bonus.troops;
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const workers = bonus.workers;
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if (gold > 0) {
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const shortened = renderNumber(gold);
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const shortened = renderNumber(gold, 0);
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this.addTextFx(`+ ${shortened}`, x, y);
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y += 10; // increase y so the next popup starts bellow
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}
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if (troops > 0) {
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const shortened = renderNumber(troops);
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const shortened = renderNumber(troops, 0);
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this.addTextFx(`+ ${shortened} troops`, x, y);
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y += 10;
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}
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if (workers > 0) {
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const shortened = renderNumber(workers);
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this.addTextFx(`+ ${shortened} workers`, x, y);
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}
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}
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addTextFx(text: string, x: number, y: number) {
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@@ -329,7 +329,7 @@ export class DefaultConfig implements Config {
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return Math.min(1400, Math.round(20 * Math.pow(numberOfStations, 0.5)));
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}
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trainGold(): Gold {
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return BigInt(10_000);
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return BigInt(4_000);
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}
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trainStationMinRange(): number {
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return 15;
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@@ -32,6 +32,10 @@ export class TrainExecution implements Execution {
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private numCars: number,
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) {}
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public owner(): Player {
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return this.player;
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}
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init(mg: Game, ticks: number): void {
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this.mg = mg;
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const stations = this.railNetwork.findStationsPath(
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@@ -69,9 +69,9 @@ export type GameUpdate =
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export interface BonusEventUpdate {
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type: GameUpdateType.BonusEvent;
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player: PlayerID;
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tile: TileRef;
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gold: number;
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workers: number;
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troops: number;
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}
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@@ -704,9 +704,9 @@ export class PlayerImpl implements Player {
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if (tile) {
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this.mg.addUpdate({
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type: GameUpdateType.BonusEvent,
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player: this.id(),
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tile,
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gold: Number(toAdd),
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workers: 0,
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troops: 0,
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});
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}
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@@ -25,8 +25,15 @@ class CityStopHandler implements TrainStopHandler {
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trainExecution: TrainExecution,
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): void {
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const level = BigInt(station.unit.level() + 1);
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const goldBonus = (mg.config().trainGold() * level) / this.factor;
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station.unit.owner().addGold(goldBonus, station.tile());
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let goldBonus = (mg.config().trainGold() * level) / this.factor;
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const stationOwner = station.unit.owner();
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const trainOwner = trainExecution.owner();
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// Share revenue with the station owner if it's not the current player
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if (stationOwner.isFriendly(trainOwner)) {
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goldBonus += BigInt(1_000); // Bonus for everybody when trading with an ally!
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stationOwner.addGold(goldBonus, station.tile());
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}
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trainOwner.addGold(goldBonus, station.tile());
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}
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}
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@@ -39,8 +46,15 @@ class PortStopHandler implements TrainStopHandler {
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trainExecution: TrainExecution,
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): void {
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const level = BigInt(station.unit.level() + 1);
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const goldBonus = (mg.config().trainGold() * level) / this.factor;
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station.unit.owner().addGold(goldBonus, station.tile());
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let goldBonus = (mg.config().trainGold() * level) / this.factor;
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const stationOwner = station.unit.owner();
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const trainOwner = trainExecution.owner();
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// Share revenue with the station owner if it's not the current player
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if (stationOwner.isFriendly(trainOwner)) {
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goldBonus += BigInt(1_000); // Bonus for everybody when trading with an ally!
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stationOwner.addGold(goldBonus, station.tile());
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}
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trainOwner.addGold(goldBonus, station.tile());
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}
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}
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@@ -51,7 +65,15 @@ class FactoryStopHandler implements TrainStopHandler {
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station: TrainStation,
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trainExecution: TrainExecution,
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): void {
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station.unit.owner().addGold(mg.config().trainGold(), station.tile());
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let goldBonus = mg.config().trainGold();
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const stationOwner = station.unit.owner();
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const trainOwner = trainExecution.owner();
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// Share revenue with the station owner if it's not the current player
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if (stationOwner.isFriendly(trainOwner)) {
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goldBonus += BigInt(1_000); // Bonus for everybody when trading with an ally!
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stationOwner.addGold(goldBonus, station.tile());
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}
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trainOwner.addGold(goldBonus, station.tile());
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}
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}
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@@ -207,7 +229,10 @@ export class Cluster {
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availableForTrade(player: Player): Set<TrainStation> {
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const tradingStations = new Set<TrainStation>();
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for (const station of this.stations) {
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if (station.tradeAvailable(player)) {
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if (
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station.unit.owner() === player ||
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station.unit.owner().isFriendly(player)
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) {
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tradingStations.add(station);
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}
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}
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@@ -1,5 +1,5 @@
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import { TrainExecution } from "../../../src/core/execution/TrainExecution";
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import { Game, Unit, UnitType } from "../../../src/core/game/Game";
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import { Game, Player, Unit, UnitType } from "../../../src/core/game/Game";
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import { Cluster, TrainStation } from "../../../src/core/game/TrainStation";
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jest.mock("../../../src/core/game/Game");
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@@ -9,25 +9,28 @@ jest.mock("../../../src/core/PseudoRandom");
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describe("TrainStation", () => {
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let game: jest.Mocked<Game>;
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let unit: jest.Mocked<Unit>;
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let player: jest.Mocked<Player>;
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let trainExecution: jest.Mocked<TrainExecution>;
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beforeEach(() => {
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game = {
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ticks: jest.fn().mockReturnValue(123),
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config: jest.fn().mockReturnValue({
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trainGold: () => BigInt(10),
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trainGold: () => BigInt(4000),
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}),
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addUpdate: jest.fn(),
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addExecution: jest.fn(),
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} as any;
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player = {
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addGold: jest.fn(),
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id: 1,
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canTrade: jest.fn().mockReturnValue(true),
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isFriendly: jest.fn().mockReturnValue(false),
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} as any;
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unit = {
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owner: jest.fn().mockReturnValue({
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addGold: jest.fn(),
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id: 1,
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canTrade: jest.fn().mockReturnValue(true),
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tradingPorts: jest.fn().mockReturnValue([{ name: "Port1" }]),
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}),
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owner: jest.fn().mockReturnValue(player),
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level: jest.fn().mockReturnValue(1),
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tile: jest.fn().mockReturnValue({ x: 0, y: 0 }),
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type: jest.fn(),
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@@ -36,6 +39,8 @@ describe("TrainStation", () => {
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trainExecution = {
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loadCargo: jest.fn(),
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owner: jest.fn().mockReturnValue(player),
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level: jest.fn(),
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} as any;
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});
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@@ -45,7 +50,21 @@ describe("TrainStation", () => {
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station.onTrainStop(trainExecution);
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expect(unit.owner().addGold).toHaveBeenCalledWith(10n, unit.tile());
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expect(unit.owner().addGold).toHaveBeenCalledWith(4000n, unit.tile());
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});
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it("handles allied trade", () => {
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unit.type.mockReturnValue(UnitType.City);
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player.isFriendly.mockReturnValue(true);
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const station = new TrainStation(game, unit);
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station.onTrainStop(trainExecution);
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expect(unit.owner().addGold).toHaveBeenCalledWith(5000n, unit.tile());
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expect(trainExecution.owner().addGold).toHaveBeenCalledWith(
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5000n,
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unit.tile(),
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);
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});
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it("checks trade availability (same owner)", () => {
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