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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>
84 lines
2.3 KiB
TypeScript
84 lines
2.3 KiB
TypeScript
import { Execution, Game, Player, Unit } from "../game/Game";
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import { TrainStation } from "../game/TrainStation";
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import { PseudoRandom } from "../PseudoRandom";
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import { TrainExecution } from "./TrainExecution";
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export class TrainStationExecution implements Execution {
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private mg: Game;
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private active: boolean = true;
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private random: PseudoRandom | null = null;
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private station: TrainStation | null = null;
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private unit: Unit | undefined = undefined;
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private numCars: number = 5;
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constructor(
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private player: Player,
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private unitId: number,
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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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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.unit = this.player.units().find((unit) => unit.id() === this.unitId);
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if (this.unit === undefined) {
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console.warn(`station unit is undefined`);
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this.active = false;
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return;
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}
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this.unit.setTrainStation(true);
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}
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tick(ticks: number): void {
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if (this.mg === undefined) {
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throw new Error("Not initialized");
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}
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if (!this.isActive() || this.unit === undefined) {
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return;
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}
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if (this.station === null) {
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// Can't create new executions on init, so it has to be done in the tick
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this.station = new TrainStation(this.mg, this.unit);
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this.mg.railNetwork().connectStation(this.station);
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}
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if (!this.station.isActive() || !this.random) {
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this.active = false;
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return;
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}
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const cluster = this.station.getCluster();
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if (cluster === null) {
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return;
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}
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const availableForTrade = cluster.availableForTrade(this.unit.owner());
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if (
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availableForTrade.size === 0 ||
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!this.random.chance(
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this.mg.config().trainSpawnRate(availableForTrade.size),
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)
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) {
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return;
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}
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// Pick a destination randomly.
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// Could be improved to pick a lucrative trip
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const destination = this.random.randFromSet(availableForTrade);
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if (destination !== this.station) {
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this.mg.addExecution(
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new TrainExecution(
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this.mg.railNetwork(),
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this.unit.owner(),
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this.station,
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destination,
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this.numCars,
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),
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);
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}
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}
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activeDuringSpawnPhase(): boolean {
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return false;
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}
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}
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