Files
OpenFrontIO/src/core/execution/CityExecution.ts
T
DevelopingTom 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
2025-07-06 13:15:49 -07:00

62 lines
1.4 KiB
TypeScript

import { Execution, Game, Player, Unit, UnitType } from "../game/Game";
import { TileRef } from "../game/GameMap";
import { TrainStationExecution } from "./TrainStationExecution";
export class CityExecution implements Execution {
private mg: Game;
private city: Unit | null = null;
private active: boolean = true;
constructor(
private player: Player,
private tile: TileRef,
) {}
init(mg: Game, ticks: number): void {
this.mg = mg;
}
tick(ticks: number): void {
if (this.city === null) {
const spawnTile = this.player.canBuild(UnitType.City, this.tile);
if (spawnTile === false) {
console.warn("cannot build city");
this.active = false;
return;
}
this.city = this.player.buildUnit(UnitType.City, spawnTile, {});
this.createStation();
}
if (!this.city.isActive()) {
this.active = false;
return;
}
if (this.player !== this.city.owner()) {
this.player = this.city.owner();
}
}
isActive(): boolean {
return this.active;
}
activeDuringSpawnPhase(): boolean {
return false;
}
createStation(): void {
if (this.city !== null) {
const nearbyFactory = this.mg.hasUnitNearby(
this.city.tile()!,
this.mg.config().trainStationMaxRange(),
UnitType.Factory,
this.player.id(),
);
if (nearbyFactory) {
this.mg.addExecution(new TrainStationExecution(this.city));
}
}
}
}