Files
OpenFrontIO/src/core/execution/PortExecution.ts
T
FloPinguin 17c1a6300f Trading in lakes 🚤 (#3653)
## Description:

- Widened port placement and warship spawn/patrol checks from
`isOcean`/`isOceanShore` to `isWater`/`isShore`, so ports can be built
on lake shores and ships can operate on lakes, we discussed it here:

<img width="996" height="423" alt="image"
src="https://github.com/user-attachments/assets/acf1e970-9631-4848-a0ed-6d0470616e1d"
/>

- Filtered `tradingPorts()` by water component so ports only attempt
trades with reachable ports - prevents silent path-not-found failures
across disconnected water bodies
- Applied the same water component filter when a captured trade ship
reroutes to its new owner's nearest port
- Removed the `WaterManager` fallback that force-marked isolated
water-nuked-tiles as ocean (no longer needed since lakes are now
navigable)
- Added a check to prevent nations from building ports on water bodies
that aren't accessible to other 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

## Please put your Discord username so you can be contacted if a bug or
regression is found:

FloPinguin

---------

Co-authored-by: Evan <evanpelle@gmail.com>
2026-04-12 17:18:52 -07:00

145 lines
4.0 KiB
TypeScript

import { Execution, Game, Unit, UnitType } from "../game/Game";
import { PseudoRandom } from "../PseudoRandom";
import { TradeShipExecution } from "./TradeShipExecution";
import { TrainStationExecution } from "./TrainStationExecution";
export class PortExecution implements Execution {
private active = true;
private mg: Game;
private port: Unit;
private random: PseudoRandom;
private checkOffset: number;
private tradeShipSpawnRejections = 0;
constructor(port: Unit) {
this.port = port;
}
init(mg: Game, ticks: number): void {
this.mg = mg;
this.random = new PseudoRandom(mg.ticks());
this.checkOffset = mg.ticks() % 10;
}
tick(ticks: number): void {
if (this.mg === null || this.random === null || this.checkOffset === null) {
throw new Error("Not initialized");
}
if (!this.port.isActive()) {
this.active = false;
return;
}
if (this.port.isUnderConstruction()) {
return;
}
if (!this.port.hasTrainStation()) {
this.createStation();
}
// Only check every 10 ticks for performance.
if ((this.mg.ticks() + this.checkOffset) % 10 !== 0) {
return;
}
if (!this.shouldSpawnTradeShip()) {
return;
}
const ports = this.tradingPorts();
if (ports.length === 0) {
return;
}
const port = this.random.randElement(ports);
this.mg.addExecution(
new TradeShipExecution(this.port.owner(), this.port, port),
);
}
isActive(): boolean {
return this.active;
}
activeDuringSpawnPhase(): boolean {
return false;
}
shouldSpawnTradeShip(): boolean {
const numTradeShips = this.mg.unitCount(UnitType.TradeShip);
const spawnRate = this.mg
.config()
.tradeShipSpawnRate(this.tradeShipSpawnRejections, numTradeShips);
for (let i = 0; i < this.port!.level(); i++) {
if (this.random.chance(spawnRate)) {
this.tradeShipSpawnRejections = 0;
return true;
}
this.tradeShipSpawnRejections++;
}
return false;
}
createStation(): void {
const nearbyFactory = this.mg.hasUnitNearby(
this.port.tile()!,
this.mg.config().trainStationMaxRange(),
UnitType.Factory,
);
if (nearbyFactory) {
this.mg.addExecution(new TrainStationExecution(this.port));
}
}
// It's a probability list, so if an element appears twice it's because it's
// twice more likely to be picked later.
tradingPorts(): Unit[] {
const sourceComponents = new Set<number>();
for (const neighbor of this.mg.neighbors(this.port!.tile())) {
if (!this.mg.isWater(neighbor)) continue;
const comp = this.mg.getWaterComponent(neighbor);
if (comp !== null) sourceComponents.add(comp);
}
const ports = this.mg
.players()
.filter((p) => p !== this.port!.owner() && p.canTrade(this.port!.owner()))
.flatMap((p) => p.units(UnitType.Port))
.filter((p) => {
for (const comp of sourceComponents) {
if (this.mg.hasWaterComponent(p.tile(), comp)) return true;
}
return false;
})
.sort((p1, p2) => {
return (
this.mg.manhattanDist(this.port!.tile(), p1.tile()) -
this.mg.manhattanDist(this.port!.tile(), p2.tile())
);
});
const weightedPorts: Unit[] = [];
for (const [i, otherPort] of ports.entries()) {
const expanded = new Array(otherPort.level()).fill(otherPort);
weightedPorts.push(...expanded);
const tooClose =
this.mg.manhattanDist(this.port!.tile(), otherPort.tile()) <
this.mg.config().tradeShipShortRangeDebuff();
const closeBonus =
i < this.mg.config().proximityBonusPortsNb(ports.length);
if (!tooClose && closeBonus) {
// If the port is close, but not too close, add it again
// to increase the chances of trading with it.
weightedPorts.push(...expanded);
}
if (!tooClose && this.port!.owner().isFriendly(otherPort.owner())) {
weightedPorts.push(...expanded);
}
}
return weightedPorts;
}
}