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## 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>
68 lines
1.6 KiB
TypeScript
68 lines
1.6 KiB
TypeScript
import { Game } from "./Game";
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import { TileRef } from "./GameMap";
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import { GameUpdateType, RailTile, RailType } from "./GameUpdates";
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import { TrainStation } from "./TrainStation";
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export class Railroad {
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constructor(
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public from: TrainStation,
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public to: TrainStation,
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public tiles: TileRef[],
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) {}
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delete(game: Game) {
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const railTiles: RailTile[] = this.tiles.map((tile) => ({
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tile,
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railType: RailType.VERTICAL,
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}));
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game.addUpdate({
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type: GameUpdateType.RailroadEvent,
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isActive: false,
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railTiles,
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});
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this.from.getRailroads().delete(this);
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this.to.getRailroads().delete(this);
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}
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}
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export function getOrientedRailroad(
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from: TrainStation,
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to: TrainStation,
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): OrientedRailroad | null {
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for (const railroad of from.getRailroads()) {
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if (railroad.from === to) {
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return new OrientedRailroad(railroad, false);
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} else if (railroad.to === to) {
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return new OrientedRailroad(railroad, true);
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}
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}
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return null;
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}
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/**
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* Wrap a railroad with a direction so it always starts at tiles[0]
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*/
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export class OrientedRailroad {
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private tiles: TileRef[] = [];
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constructor(
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private railroad: Railroad,
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private forward: boolean,
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) {
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this.tiles = this.forward
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? this.railroad.tiles
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: [...this.railroad.tiles].reverse();
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}
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getTiles(): TileRef[] {
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return this.tiles;
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}
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getStart(): TrainStation {
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return this.forward ? this.railroad.from : this.railroad.to;
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}
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getEnd(): TrainStation {
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return this.forward ? this.railroad.to : this.railroad.from;
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}
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}
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