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29b587cdae
## Description: - Change trains so it spawns from factories only - Increase train frequency as they will now spawn from a single structure. - Factory will spawn more trains depending on its level - Fix port to connect to nearby railroads - Add factory description ## 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: Tom Rouillard <trouilla@mathworks.com> Co-authored-by: evanpelle <evanpelle@gmail.com>
64 lines
1.6 KiB
TypeScript
64 lines
1.6 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 FactoryExecution implements Execution {
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private factory: Unit | null = null;
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private active: boolean = true;
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private game: Game;
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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.game = mg;
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}
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tick(ticks: number): void {
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if (!this.factory) {
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const spawnTile = this.player.canBuild(UnitType.Factory, this.tile);
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if (spawnTile === false) {
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console.warn("cannot build factory");
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this.active = false;
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return;
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}
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this.factory = this.player.buildUnit(UnitType.Factory, spawnTile, {});
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this.createStation();
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}
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if (!this.factory.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.factory.owner()) {
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this.player = this.factory.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.factory !== null) {
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const structures = this.game.nearbyUnits(
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this.factory.tile()!,
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this.game.config().trainStationMaxRange(),
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[UnitType.City, UnitType.Port, UnitType.Factory],
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);
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this.game.addExecution(new TrainStationExecution(this.factory, true));
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for (const { unit } of structures) {
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if (!unit.hasTrainStation()) {
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this.game.addExecution(new TrainStationExecution(unit));
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}
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}
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}
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}
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}
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