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6c8ce958b2e94de2849015c2a2d7b58dd487101b
8 Commits
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769da27257 |
Fix railroad glowing green for non-snapping structures (#4281)
## Problem When placing a building near a railroad, the railroad glows green to show the building would snap to it. This should only apply to **City**, **Port**, and **Factory** — but missile silos, SAMs, and defense posts (which cannot be placed on railroads) were also triggering the green highlight. ## Root cause The core's `overlappingRailroads()` populated snap tiles for *every* buildable type. In v31 the green highlight didn't leak because the client renderer (`RailroadLayer.ts`) gated it with a `SNAPPABLE_STRUCTURES = [Port, City, Factory]` allowlist: ```ts if (!SNAPPABLE_STRUCTURES.includes(this.uiState.ghostStructure)) return; ``` That guard was lost when the rendering was rewritten into the WebGL `RailroadPass`, which now unconditionally highlights every tile in `overlappingRailroads`. The data was always there; only the renderer's filter was protecting it. ## Fix Filter by unit type inside `overlappingRailroads()`, mirroring the existing guard in `computeGhostRailPaths()`. This keeps the snap-eligible type list defined once in the core (`RailNetworkImpl`) and fixes the leak regardless of which renderer consumes the data — rather than re-adding a client-side allowlist a future rewrite could drop again. ## Tests Updated `tests/core/game/RailNetwork.test.ts` for the new signature and added a case asserting `MissileSilo`/`DefensePost`/`SAMLauncher` return `[]` (and don't even query the rail grid). All 23 tests pass. 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-authored-by: Claude Opus 4.8 <noreply@anthropic.com> |
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2ee2fb97e3 |
WebGL: return of factory/defence post radii, and railroad highlighting when placing city/port right on top (#3981)
## Description: Show factory and defence post radius for ghost structure when placing structures from build bar (unitdisplay). Show when city/port is placed directly over existing railroad, by highlighting the railroad green. The railroad is not highlighted when instead a city/port nearby the ghost structure will be upgraded instead of placing it on the railroad. This works with the existing code in buildableUnits in PlayerImpl: it would already return an empty array [] for overlappingRailroads and for ghostRailPaths when canUpgrade is false. So the old checks for uiState for Canvas2D in BuildPreviewController weren't even needed per se, they followed the same logic as buildableUnits in PlayerImpl already did. Both changes emulate how it worked before the move to WebGL. - OverlappingRailroads now returns TileRefs instead of a railroad ID, and it does so with less allocations than the previous code. It's a determistic outcome, sorted and deduplicated. In doubt about this a bit, because it's better also in case we ever do desync checks using this data, but for the rendering it isn't needed per se and could be more performant without allocations. - Also: Cleanup obsolete Canvas2D rail highlighting state (UIState) that was superseded by GhostPreviewData. ## 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 ## Please put your Discord username so you can be contacted if a bug or regression is found: tryout33 |
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ba2a947061 |
Feat: Display ghost railways when building cities and ports (#3202)
## Description: Based on [this suggestion on Discord](https://discord.com/channels/1284581928254701718/1447110257196138577) and feedback gathered in [this thread](https://discord.com/channels/1359946986937258015/1469598906173227184). Supersedes #3143 This PR introduces "ghost railways": when you are going to place a city or port, previews railway connections that will be made when actually building the structure. Ghost railways are skipped if the structure is going to be snapped to existing railways (as in railway snapping functionality introduced in #3156 ). ### Video https://github.com/user-attachments/assets/ff8cf325-6501-4df8-801d-c8ae3ced3d0e ### Ghost rails color revisited black with 40% opacity <img width="695" height="430" alt="image" src="https://github.com/user-attachments/assets/272efbcc-4185-426a-921c-7fae61f6c462" /> ## 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 ## Please put your Discord username so you can be contacted if a bug or regression is found: deshack_82603 |
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8cc6c2c2aa |
Perf spawn train (#3130)
## Description: Train spawning hot-path optimization (trade destination selection) ## Summary This PR reduces per-tick overhead in train spawning by removing temporary allocations and reducing work in the destination-selection path. The change focuses on `Cluster` trade destination lookup and how `TrainStationExecution` picks a destination. ## What changed ### 1) Maintain a “trade-capable” station subset per cluster `src/core/game/TrainStation.ts` - `Cluster` now maintains: - `stations`: all stations in the cluster (unchanged) - `tradeStations`: maintained subset of stations that can act as trade endpoints (`City` or `Port`) - `tradeStations` is kept in sync in: - `addStation()` - `removeStation()` - `clear()` Impact: - Trade queries no longer scan every station in the cluster; they only scan `tradeStations`. ### 2) Add cheap eligibility helpers `src/core/game/TrainStation.ts` - `hasAnyTradeDestination(player)`: - Fast early-exit check: returns as soon as it finds any eligible trade destination. - `randomTradeDestination(player, random)`: - Picks a random eligible trade destination directly without materializing an intermediate `Set`. ### 3) Use reservoir sampling for single-pass random choice `src/core/game/TrainStation.ts` `Cluster.randomTradeDestination()` uses reservoir sampling: - Iterates `tradeStations` once. - Maintains a running count of eligible stations (`eligibleSeen`). - Replaces the selected station with probability `1/eligibleSeen`. Properties: - Uniform selection among eligible stations. - One pass instead of “count then pick by index” (two pass). - Allocation-free. - Returns `null` when no eligible destination exists. ### 4) Update train spawning to avoid temporary sets `src/core/execution/TrainStationExecution.ts` - Previously: `spawnTrain()` called `cluster.availableForTrade()` and then `random.randFromSet(...)`. - This built a new `Set` on the hot path. - Now: - Early-exit via `cluster.hasAnyTradeDestination(owner)`. - Destination via `cluster.randomTradeDestination(owner, random)`. Net effect: - Less per-tick work and no per-spawn temporary `Set` allocations. ## Why this helps Train spawning happens frequently and can become a hot path in large games / large rail clusters. Avoiding repeated allocations and reducing work inside `tick()` helps keep frame/update time predictable. ## notes - Trade rules are unchanged (`tradeAvailable(player)` still gates eligibility). - Destination selection remains random-uniform over eligible `City`/`Port` stations that satisfy `tradeAvailable(player)`. - `TrainStationExecution` now avoids calling `spawnTrain()` entirely when `spawnTrains` is falsy (it was already guarded inside). ## Please complete the following: - [ ] I have added screenshots for all UI updates - [ ] I process any text displayed to the user through translateText() and I've added it to the en.json file - [ ] I have added relevant tests to the test directory - [ ] I confirm I have thoroughly tested these changes and take full responsibility for any bugs introduced ## Please put your Discord username so you can be contacted if a bug or regression is found: DISCORD_USERNAME |
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9415162f51 |
Split railroads when placing overlapping structures (#3003)
## Description: Players wrongly assume that building a structure over an existing railroad will connect it properly. What actually happens is that the structure will connect on the network with its own railroad, even if the new railroads are overlapping over the existing network. To address this issue, this PR splits the overlapping railroad into two segments when a structure is built over it, and inserts the structure as a new node in the rail graph. It does not alter the rail network visually because the same railroad tiles are used for the new segments. Railroad tiles are not stored directly in the map, they exist only as edges in the rail graph, so looking for nearby rails would be terribly inefficient. To address that, this PR introduces a new `RailSpatialGrid` class which indexes rails on a 4×4 grid, allowing fast spatial queries. Alternative considered: removing overlapping rails and rebuilding them from the new structure. It would visually modify the rail network, which may be unexpected for the player. It's still missing a visual indicator so the player knows that the structures has been connected properly. ### Line placement:  ### Multi-railroad overlap:  ## 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 ## Please put your Discord username so you can be contacted if a bug or regression is found: IngloriousTom |
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26f5d40819 |
build: migrate build system to Vite and test runner to Vitest & Remove depracated husky usage (#2703)
- Replace Webpack with Vite for faster client bundling and HMR. - Migrate tests from Jest to Vitest and update configuration. - Update Web Worker instantiation to standard ESM syntax. - Implement Env utility in `src/core` for safe, hybrid environment variable access (Vite vs Node). - Refactor configuration loaders to remove direct `process.env` dependencies in shared code. - Update TypeScript environment definitions and project scripts for the new toolchain. - Remove the [depracated usage of the husky](https://github.com/typicode/husky/releases/tag/v9.0.1). ## Description: migrate build system to Vite and test runner to Vitest & Remove depracated husky usage ## 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 - [ ] 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 ## Please put your Discord username so you can be contacted if a bug or regression is found: wraith4081 --------- Co-authored-by: evanpelle <evanpelle@gmail.com> |
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6353a5d6f7 |
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
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43397779fa |
Add trains (#1159)
## Description: Add a rail network to handle train stations/railroad between structures. Changes: - `RailNetwork` is responsible for the train station graph. Use it to connect new `TrainStations` - A `RailRoad` connects two `TrainStation` - No loop possible in the rail network - Train stations handles its railroads - Added a layer to draw the railroads under the structures #### Clusters - To speed up computations, each `TrainStation` references its own cluster - A cluster is a list of `TrainStation` connected with each other, created by the `RailNetwork` when connecting the station - Train stations spawn trains randomly depending on its current cluster size - A `TrainStation` decides randomly of the train destination by picking one from the cluster #### Production building: - Added a factory which has no gameplay impact currently. _To be discussed._ #### Train stops: - When a train reaches a factory, it's filled with a "cargo". The loaded trains has no impact currently. _To be discussed._ - When a train reaches a city, the player earn 10k gold - When a train reaches a port, it sends a new tradeship if possible - If a destination/source is destroyed, the train & railroad are deleted too https://github.com/user-attachments/assets/42375c17-9e04-4a42-98d0-708c81ffd609 https://github.com/user-attachments/assets/fbecdb53-a516-4df8-87fb-1f9a62c4efa0 ## 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 --------- Co-authored-by: Scott Anderson <scottanderson@users.noreply.github.com> |