Files
OpenFrontIO/tests/core/game/TrainStation.test.ts
T
DevelopingTom 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>
2025-06-22 08:14:08 -07:00

133 lines
3.7 KiB
TypeScript

import { TrainExecution } from "../../../src/core/execution/TrainExecution";
import { Game, Unit, UnitType } from "../../../src/core/game/Game";
import { Cluster, TrainStation } from "../../../src/core/game/TrainStation";
jest.mock("../../../src/core/game/Game");
jest.mock("../../../src/core/execution/TrainExecution");
jest.mock("../../../src/core/PseudoRandom");
describe("TrainStation", () => {
let game: jest.Mocked<Game>;
let unit: jest.Mocked<Unit>;
let trainExecution: jest.Mocked<TrainExecution>;
beforeEach(() => {
game = {
ticks: jest.fn().mockReturnValue(123),
config: jest.fn().mockReturnValue({
trainGold: () => 10,
}),
addUpdate: jest.fn(),
addExecution: jest.fn(),
} as any;
unit = {
owner: jest.fn().mockReturnValue({
addGold: jest.fn(),
id: 1,
canTrade: jest.fn().mockReturnValue(true),
tradingPorts: jest.fn().mockReturnValue([{ name: "Port1" }]),
}),
tile: jest.fn().mockReturnValue({ x: 0, y: 0 }),
type: jest.fn(),
isActive: jest.fn().mockReturnValue(true),
} as any;
trainExecution = {
loadCargo: jest.fn(),
} as any;
});
it("handles City stop", () => {
unit.type.mockReturnValue(UnitType.City);
const station = new TrainStation(game, unit);
station.onTrainStop(trainExecution);
expect(unit.owner().addGold).toHaveBeenCalledWith(10);
expect(game.addUpdate).toHaveBeenCalledWith(
expect.objectContaining({
type: expect.any(Number),
gold: 10,
}),
);
});
it("handles Port stop", () => {
unit.type.mockReturnValue(UnitType.Port);
const station = new TrainStation(game, unit);
station.onTrainStop(trainExecution);
expect(game.addExecution).toHaveBeenCalled();
});
it("handles Factory stop", () => {
unit.type.mockReturnValue(UnitType.Factory);
const station = new TrainStation(game, unit);
station.onTrainStop(trainExecution);
expect(trainExecution.loadCargo).toHaveBeenCalled();
});
it("checks trade availability (same owner)", () => {
const otherUnit = {
owner: jest.fn().mockReturnValue(unit.owner()),
} as any;
const station = new TrainStation(game, unit);
const otherStation = new TrainStation(game, otherUnit);
expect(station.tradeAvailable(otherStation.unit.owner())).toBe(true);
});
it("adds and retrieves neighbors", () => {
const stationA = new TrainStation(game, unit);
const stationB = new TrainStation(game, unit);
const railRoad = { from: stationA, to: stationB, tiles: [] } as any;
stationA.addRailroad(railRoad);
const neighbors = stationA.neighbors();
expect(neighbors).toContain(stationB);
});
it("removes neighboring rail", () => {
const stationA = new TrainStation(game, unit);
const stationB = new TrainStation(game, unit);
const railRoad = {
from: stationA,
to: stationB,
tiles: [{ x: 1, y: 1 }],
} as any;
stationA.addRailroad(railRoad);
expect(stationA.getRailroads().size).toBe(1);
stationA.removeNeighboringRails(stationB);
expect(game.addUpdate).toHaveBeenCalledWith(
expect.objectContaining({
isActive: false,
}),
);
expect(stationA.getRailroads().size).toBe(0);
});
it("assigns and retrieves cluster", () => {
const cluster: Cluster = {} as Cluster;
const station = new TrainStation(game, unit);
station.setCluster(cluster);
expect(station.getCluster()).toBe(cluster);
});
it("returns tile and active status", () => {
const station = new TrainStation(game, unit);
expect(station.tile()).toEqual({ x: 0, y: 0 });
expect(station.isActive()).toBe(true);
});
});