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17c1a6300f
## 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>
145 lines
4.0 KiB
TypeScript
145 lines
4.0 KiB
TypeScript
import { Execution, Game, Unit, UnitType } from "../game/Game";
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import { PseudoRandom } from "../PseudoRandom";
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import { TradeShipExecution } from "./TradeShipExecution";
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import { TrainStationExecution } from "./TrainStationExecution";
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export class PortExecution implements Execution {
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private active = true;
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private mg: Game;
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private port: Unit;
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private random: PseudoRandom;
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private checkOffset: number;
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private tradeShipSpawnRejections = 0;
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constructor(port: Unit) {
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this.port = port;
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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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this.random = new PseudoRandom(mg.ticks());
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this.checkOffset = mg.ticks() % 10;
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}
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tick(ticks: number): void {
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if (this.mg === null || this.random === null || this.checkOffset === null) {
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throw new Error("Not initialized");
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}
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if (!this.port.isActive()) {
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this.active = false;
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return;
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}
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if (this.port.isUnderConstruction()) {
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return;
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}
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if (!this.port.hasTrainStation()) {
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this.createStation();
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}
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// Only check every 10 ticks for performance.
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if ((this.mg.ticks() + this.checkOffset) % 10 !== 0) {
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return;
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}
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if (!this.shouldSpawnTradeShip()) {
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return;
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}
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const ports = this.tradingPorts();
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if (ports.length === 0) {
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return;
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}
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const port = this.random.randElement(ports);
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this.mg.addExecution(
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new TradeShipExecution(this.port.owner(), this.port, port),
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);
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}
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isActive(): boolean {
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return this.active;
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}
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activeDuringSpawnPhase(): boolean {
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return false;
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}
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shouldSpawnTradeShip(): boolean {
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const numTradeShips = this.mg.unitCount(UnitType.TradeShip);
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const spawnRate = this.mg
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.config()
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.tradeShipSpawnRate(this.tradeShipSpawnRejections, numTradeShips);
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for (let i = 0; i < this.port!.level(); i++) {
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if (this.random.chance(spawnRate)) {
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this.tradeShipSpawnRejections = 0;
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return true;
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}
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this.tradeShipSpawnRejections++;
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}
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return false;
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}
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createStation(): void {
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const nearbyFactory = this.mg.hasUnitNearby(
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this.port.tile()!,
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this.mg.config().trainStationMaxRange(),
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UnitType.Factory,
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);
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if (nearbyFactory) {
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this.mg.addExecution(new TrainStationExecution(this.port));
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}
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}
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// It's a probability list, so if an element appears twice it's because it's
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// twice more likely to be picked later.
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tradingPorts(): Unit[] {
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const sourceComponents = new Set<number>();
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for (const neighbor of this.mg.neighbors(this.port!.tile())) {
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if (!this.mg.isWater(neighbor)) continue;
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const comp = this.mg.getWaterComponent(neighbor);
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if (comp !== null) sourceComponents.add(comp);
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}
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const ports = this.mg
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.players()
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.filter((p) => p !== this.port!.owner() && p.canTrade(this.port!.owner()))
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.flatMap((p) => p.units(UnitType.Port))
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.filter((p) => {
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for (const comp of sourceComponents) {
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if (this.mg.hasWaterComponent(p.tile(), comp)) return true;
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}
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return false;
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})
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.sort((p1, p2) => {
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return (
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this.mg.manhattanDist(this.port!.tile(), p1.tile()) -
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this.mg.manhattanDist(this.port!.tile(), p2.tile())
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);
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});
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const weightedPorts: Unit[] = [];
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for (const [i, otherPort] of ports.entries()) {
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const expanded = new Array(otherPort.level()).fill(otherPort);
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weightedPorts.push(...expanded);
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const tooClose =
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this.mg.manhattanDist(this.port!.tile(), otherPort.tile()) <
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this.mg.config().tradeShipShortRangeDebuff();
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const closeBonus =
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i < this.mg.config().proximityBonusPortsNb(ports.length);
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if (!tooClose && closeBonus) {
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// If the port is close, but not too close, add it again
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// to increase the chances of trading with it.
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weightedPorts.push(...expanded);
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}
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if (!tooClose && this.port!.owner().isFriendly(otherPort.owner())) {
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weightedPorts.push(...expanded);
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}
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}
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return weightedPorts;
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}
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}
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