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https://github.com/openfrontio/OpenFrontIO.git
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a1b3afe534
## Description: When a train station is removed, the clusters are recomputed. However the cluster recomputation code has not been changed from the original rail network implementation, which was a tree. The deletion code made assumptions that are not true anymore since we introduced loops in the network. As a result the cluster recomputation was very inefficient, although the data was correct. Changes: - Fix clusters computation when a structure is deleted - Structures are frequently deleted in bulk: atom/hydro/MIRV. Re-computing the clusters when a single structure is deleted would be inefficient because the recomputed cluster would probably need to be recomputed again in the same tick. Instead, when a structure is deleted, flag the cluster as "dirty", and recompute all the dirty clusters once per tick only. Previous performances (hydro over a dense area): <img width="700" height="160" alt="image" src="https://github.com/user-attachments/assets/cd3ceb42-6d5f-4ad1-b35a-f8e5e0513821" /> Now: <img width="450" height="269" alt="image" src="https://github.com/user-attachments/assets/55dec3b9-8619-4a6c-9a16-f5368fe40da1" /> ## 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 ## Please put your Discord username so you can be contacted if a bug or regression is found: IngloriousTom
257 lines
6.3 KiB
TypeScript
257 lines
6.3 KiB
TypeScript
import { TrainExecution } from "../execution/TrainExecution";
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import { PseudoRandom } from "../PseudoRandom";
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import { Game, Player, Unit, UnitType } from "./Game";
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import { TileRef } from "./GameMap";
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import { GameUpdateType } from "./GameUpdates";
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import { Railroad } from "./Railroad";
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/**
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* Handle train stops at various station types
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*/
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interface TrainStopHandler {
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onStop(mg: Game, station: TrainStation, trainExecution: TrainExecution): void;
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}
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class TradeStationStopHandler implements TrainStopHandler {
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onStop(
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mg: Game,
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station: TrainStation,
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trainExecution: TrainExecution,
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): void {
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const stationOwner = station.unit.owner();
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const trainOwner = trainExecution.owner();
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const gold = mg.config().trainGold(rel(trainOwner, stationOwner));
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// Share revenue with the station owner if it's not the current player
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if (trainOwner !== stationOwner) {
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stationOwner.addGold(gold, station.tile());
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mg.stats().trainExternalTrade(trainOwner, gold);
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}
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trainOwner.addGold(gold, station.tile());
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mg.stats().trainSelfTrade(trainOwner, gold);
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}
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}
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class FactoryStopHandler implements TrainStopHandler {
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onStop(
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mg: Game,
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station: TrainStation,
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trainExecution: TrainExecution,
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): void {}
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}
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export function createTrainStopHandlers(
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random: PseudoRandom,
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): Partial<Record<UnitType, TrainStopHandler>> {
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return {
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[UnitType.City]: new TradeStationStopHandler(),
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[UnitType.Port]: new TradeStationStopHandler(),
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[UnitType.Factory]: new FactoryStopHandler(),
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};
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}
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export class TrainStation {
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id: number = -1; // assigned by StationManager
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private readonly stopHandlers: Partial<Record<UnitType, TrainStopHandler>> =
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{};
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private cluster: Cluster | null = null;
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private railroads: Set<Railroad> = new Set();
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// Quick lookup from neighboring station to connecting railroad
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private railroadByNeighbor: Map<TrainStation, Railroad> = new Map();
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constructor(
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private mg: Game,
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public unit: Unit,
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) {
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this.stopHandlers = createTrainStopHandlers(new PseudoRandom(mg.ticks()));
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}
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tradeAvailable(otherPlayer: Player): boolean {
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const player = this.unit.owner();
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return otherPlayer === player || player.canTrade(otherPlayer);
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}
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clearRailroads() {
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this.railroads.clear();
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this.railroadByNeighbor.clear();
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}
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addRailroad(railRoad: Railroad) {
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this.railroads.add(railRoad);
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const neighbor = railRoad.from === this ? railRoad.to : railRoad.from;
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this.railroadByNeighbor.set(neighbor, railRoad);
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}
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removeRailroad(railRoad: Railroad) {
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this.railroads.delete(railRoad);
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const neighbor = railRoad.from === this ? railRoad.to : railRoad.from;
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this.railroadByNeighbor.delete(neighbor);
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}
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removeNeighboringRails(station: TrainStation) {
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const toRemove = [...this.railroads].find(
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(r) => r.from === station || r.to === station,
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);
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if (toRemove) {
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this.mg.addUpdate({
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type: GameUpdateType.RailroadDestructionEvent,
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id: toRemove.id,
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});
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this.removeRailroad(toRemove);
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}
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}
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neighbors(): TrainStation[] {
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const neighbors: TrainStation[] = [];
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for (const r of this.railroads) {
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if (r.from !== this) {
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neighbors.push(r.from);
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} else {
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neighbors.push(r.to);
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}
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}
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return neighbors;
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}
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tile(): TileRef {
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return this.unit.tile();
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}
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isActive(): boolean {
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return this.unit.isActive();
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}
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getRailroads(): Set<Railroad> {
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return this.railroads;
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}
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getRailroadTo(station: TrainStation): Railroad | null {
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return this.railroadByNeighbor.get(station) ?? null;
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}
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setCluster(cluster: Cluster | null) {
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// Properly disconnect cluster if it's already set
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if (this.cluster !== null) {
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this.cluster.removeStation(this);
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}
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this.cluster = cluster;
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}
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getCluster(): Cluster | null {
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return this.cluster;
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}
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onTrainStop(trainExecution: TrainExecution) {
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const type = this.unit.type();
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const handler = this.stopHandlers[type];
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if (handler) {
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handler.onStop(this.mg, this, trainExecution);
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}
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}
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}
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/**
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* Cluster of connected stations
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*/
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export class Cluster {
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public stations: Set<TrainStation> = new Set();
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private tradeStations: Set<TrainStation> = new Set();
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private isTradeStation(station: TrainStation): boolean {
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const type = station.unit.type();
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return type === UnitType.City || type === UnitType.Port;
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}
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has(station: TrainStation) {
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return this.stations.has(station);
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}
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addStation(station: TrainStation) {
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this.stations.add(station);
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if (this.isTradeStation(station)) {
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this.tradeStations.add(station);
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}
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station.setCluster(this);
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}
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removeStation(station: TrainStation) {
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this.stations.delete(station);
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this.tradeStations.delete(station);
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}
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addStations(stations: Set<TrainStation>) {
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for (const station of stations) {
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this.addStation(station);
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}
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}
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merge(other: Cluster) {
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for (const s of other.stations) {
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this.addStation(s);
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}
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}
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hasAnyTradeDestination(player: Player): boolean {
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for (const station of this.tradeStations) {
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if (station.tradeAvailable(player)) {
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return true;
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}
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}
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return false;
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}
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randomTradeDestination(
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player: Player,
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random: PseudoRandom,
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): TrainStation | null {
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let selected: TrainStation | null = null;
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let eligibleSeen = 0;
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for (const station of this.tradeStations) {
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if (!station.tradeAvailable(player)) continue;
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eligibleSeen++;
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// Reservoir sampling: keep each eligible station with probability 1/eligibleSeen.
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if (random.nextInt(0, eligibleSeen) === 0) {
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selected = station;
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}
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}
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return selected;
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}
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availableForTrade(player: Player): Set<TrainStation> {
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const tradingStations = new Set<TrainStation>();
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for (const station of this.tradeStations) {
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if (station.tradeAvailable(player)) {
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tradingStations.add(station);
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}
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}
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return tradingStations;
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}
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size() {
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return this.stations.size;
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}
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clear() {
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this.stations.clear();
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this.tradeStations.clear();
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}
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}
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function rel(
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player: Player,
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other: Player,
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): "self" | "team" | "ally" | "other" {
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if (player === other) {
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return "self";
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}
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if (player.isOnSameTeam(other)) {
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return "team";
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}
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if (player.isAlliedWith(other)) {
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return "ally";
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}
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return "other";
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}
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