mirror of
https://github.com/openfrontio/OpenFrontIO.git
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6353a5d6f7
## 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
62 lines
1.4 KiB
TypeScript
62 lines
1.4 KiB
TypeScript
import { Execution, Game, Player, Unit, UnitType } from "../game/Game";
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import { TileRef } from "../game/GameMap";
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import { TrainStationExecution } from "./TrainStationExecution";
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export class CityExecution implements Execution {
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private mg: Game;
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private city: Unit | null = null;
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private active: boolean = true;
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constructor(
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private player: Player,
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private tile: TileRef,
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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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}
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tick(ticks: number): void {
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if (this.city === null) {
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const spawnTile = this.player.canBuild(UnitType.City, this.tile);
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if (spawnTile === false) {
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console.warn("cannot build city");
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this.active = false;
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return;
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}
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this.city = this.player.buildUnit(UnitType.City, spawnTile, {});
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this.createStation();
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}
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if (!this.city.isActive()) {
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this.active = false;
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return;
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}
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if (this.player !== this.city.owner()) {
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this.player = this.city.owner();
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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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createStation(): void {
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if (this.city !== null) {
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const nearbyFactory = this.mg.hasUnitNearby(
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this.city.tile()!,
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this.mg.config().trainStationMaxRange(),
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UnitType.Factory,
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this.player.id(),
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);
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if (nearbyFactory) {
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this.mg.addExecution(new TrainStationExecution(this.city));
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}
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}
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}
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}
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