Files
OpenFrontIO/tests/core/game/RailNetwork.test.ts
T
Evan 83cd864018 Show rail ghost for initial factory 🚂 (#4294)
## Problem

Fixes #4284. When you build a factory in an area with **no pre-existing
factory** (e.g. just a city nearby), no rail ghost preview appeared —
even though building the factory *would* lay rail lines connecting it to
that city.

## Root cause

`computeGhostRailPaths` in `RailNetworkImpl.ts` had two factory-hostile
assumptions:

1. It bailed out early unless a `Factory` was already in range
(`hasUnitNearby(..., UnitType.Factory)`).
2. It only matched neighbors that were *already* train stations
(`findStation(...)` → skipped if null).

But a **Factory** always becomes a station itself and *promotes* nearby
City/Port/Factory into the rail network (see `FactoryExecution`). So it
needs no pre-existing factory, and its neighbors won't be stations yet
on first build. A **City/Port** only joins the network when a factory
already exists (`CityExecution`/`PortExecution`) — so their behavior is
correctly left unchanged.

## Fix

- Skip the "factory must be nearby" gate when the placed unit is itself
a `Factory`.
- For a factory build, pathfind to nearby City/Port/Factory even if they
aren't stations yet. City/Port keep connecting only to existing
stations.

## Tests

Added two cases to `RailNetwork.test.ts` (factory connects with no
pre-existing factory; city still doesn't without one). All 25 tests
pass.

## Note on scope

As @Katokoda noted on the issue, a fully build-exact preview
(neighboring structures also connecting to *each other*, merging
existing networks, etc.) is larger and order-dependent. This PR resolves
the reported bug — the initial factory now shows its rail ghost — and
leaves the exact-match cascade as a separate follow-up.

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-authored-by: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-17 08:22:01 -07:00

412 lines
14 KiB
TypeScript

import { Unit, UnitType } from "../../../src/core/game/Game";
import {
RailNetworkImpl,
StationManagerImpl,
} from "../../../src/core/game/RailNetworkImpl";
import { Railroad } from "../../../src/core/game/Railroad";
import { Cluster } from "../../../src/core/game/TrainStation";
// Mock types
const createMockStation = (unitId: number): any => {
const cluster = new Cluster();
const railroads = new Set<Railroad>();
return {
unit: {
id: unitId,
setTrainStation: vi.fn(),
type: vi.fn(() => UnitType.City),
},
tile: vi.fn(),
neighbors: vi.fn(() => []),
getCluster: vi.fn(() => cluster),
setCluster: vi.fn(),
addRailroad: vi.fn(),
getRailroads: vi.fn(() => railroads),
clearRailroads: vi.fn(),
};
};
describe("StationManagerImpl", () => {
let manager: StationManagerImpl;
beforeEach(() => {
manager = new StationManagerImpl();
});
test("adds and retrieves station", () => {
const station = createMockStation(1);
manager.addStation(station);
expect(manager.findStation(station.unit)).toBe(station);
});
test("removes station", () => {
const station = createMockStation(1);
manager.addStation(station);
manager.removeStation(station);
expect(manager.findStation(station.unit)).toBe(null);
});
});
describe("RailNetworkImpl", () => {
let network: RailNetworkImpl;
let stationManager: any;
let pathService: any;
let game: any;
beforeEach(() => {
stationManager = {
addStation: vi.fn(),
removeStation: vi.fn(),
findStation: vi.fn(),
getAll: vi.fn(() => new Set()),
};
pathService = {
findTilePath: vi.fn(() => [0]),
findStationsPath: vi.fn(() => [0]),
};
game = {
hasUnitNearby: vi.fn(() => true),
nearbyUnits: vi.fn(() => []),
addExecution: vi.fn(),
config: () => ({
trainStationMaxRange: () => 80,
trainStationMinRange: () => 10,
railroadMaxSize: () => 100,
}),
x: vi.fn(() => 0),
y: vi.fn(() => 0),
};
network = new RailNetworkImpl(game, stationManager, pathService);
});
test("does not connect if path is empty or too long", () => {
const stationA = createMockStation(1);
const stationB = createMockStation(2);
game.nearbyUnits.mockReturnValue([stationB]);
pathService.findTilePath.mockReturnValue([]);
network.connectStation(stationA);
const cluster = stationB.getCluster();
cluster.addStation = vi.fn();
expect(cluster.addStation).not.toHaveBeenCalled();
pathService.findTilePath.mockReturnValue(new Array(200));
network.connectStation(stationA);
expect(cluster.addStation).not.toHaveBeenCalled();
});
test("removeStation removes all neighbor links", () => {
const neighbor = { removeNeighboringRails: vi.fn() };
const station = createMockStation(1);
station.neighbors = vi.fn(() => [neighbor]);
stationManager.findStation.mockReturnValue(station);
network.removeStation(station);
expect(station.clearRailroads).toHaveBeenCalled();
});
test("connectStation calls addStation and connects to nearby", () => {
const station = createMockStation(1);
network.connectStation(station);
expect(stationManager.addStation).toHaveBeenCalledWith(station);
});
test("removeStation does nothing if station not found", () => {
stationManager.findStation.mockReturnValue(null);
network.removeStation({ id: 1 } as unknown as Unit);
expect(stationManager.removeStation).not.toHaveBeenCalled();
});
test("removeStation disconnects and removes from cluster if one neighbor", () => {
const cluster = new Cluster();
const neighbor = createMockStation(1);
const station = createMockStation(2);
station.getCluster = vi.fn(() => cluster);
station.neighbors = vi.fn(() => [neighbor]);
cluster.removeStation = vi.fn();
stationManager.findStation.mockReturnValue(station);
network.removeStation(station.unit);
expect(cluster.removeStation).toHaveBeenCalledWith(station);
expect(stationManager.removeStation).toHaveBeenCalledWith(station);
});
test("findStationsPath", () => {
const stationA = createMockStation(1);
const stationB = createMockStation(2);
const result = network.findStationsPath(stationA, stationB);
expect(result).toEqual([0]);
});
test("connectToNearbyStations creates new cluster when no neighbors", () => {
const station = createMockStation(1);
game.nearbyUnits.mockReturnValue([]);
network.connectStation(station);
expect(stationManager.addStation).toHaveBeenCalledWith(station);
expect(station.setCluster).toHaveBeenCalled();
});
test("connectToNearbyStations connects and merges clusters", () => {
const station = createMockStation(1);
const neighborStation = createMockStation(2);
const cluster = new Cluster();
cluster.addStation(neighborStation);
neighborStation.getCluster = vi.fn(() => cluster);
cluster.has = vi.fn(() => false);
const neighborUnit = { unit: neighborStation.unit, distSquared: 20 };
game.nearbyUnits.mockReturnValue([neighborUnit]);
stationManager.findStation.mockReturnValue(neighborStation);
network.connectStation(station);
// Both station should have their cluster reset to the merged one
expect(station.setCluster).toHaveBeenCalled();
expect(neighborStation.setCluster).toHaveBeenCalled();
});
describe("overlappingRailroads", () => {
test("returns deterministic deduplicated TileRef array", () => {
const tile = 42 as any;
const railGridMock = {
query: vi.fn(
() => new Set([{ tiles: [50, 42, 60] }, { tiles: [60, 45, 42] }]),
),
};
(network as any).railGrid = railGridMock;
const result = network.overlappingRailroads(UnitType.City, tile);
expect(railGridMock.query).toHaveBeenCalledWith(tile, 3);
expect(result).toEqual([42, 45, 50, 60]); // Deduplicated and sorted
});
test("returns empty array when no railroads overlap", () => {
const tile = 42 as any;
const railGridMock = { query: vi.fn(() => new Set()) };
(network as any).railGrid = railGridMock;
const result = network.overlappingRailroads(UnitType.City, tile);
expect(result).toEqual([]);
});
test.each([
UnitType.MissileSilo,
UnitType.DefensePost,
UnitType.SAMLauncher,
])(
"returns empty array for %s which cannot snap to railroads",
(unitType) => {
const tile = 42 as any;
const railGridMock = {
query: vi.fn(() => new Set([{ tiles: [50, 42, 60] }])),
};
(network as any).railGrid = railGridMock;
const result = network.overlappingRailroads(unitType, tile);
expect(result).toEqual([]);
expect(railGridMock.query).not.toHaveBeenCalled();
},
);
});
describe("computeGhostRailPaths", () => {
test("returns empty when snappable rails exist nearby", () => {
const tile = 42 as any;
// Accessing private railGrid via any to set up mock
const railGridMock = { query: vi.fn(() => new Set([{}])) };
(network as any).railGrid = railGridMock;
const result = network.computeGhostRailPaths(UnitType.City, tile);
expect(result).toEqual([]);
expect(railGridMock.query).toHaveBeenCalledWith(tile, 3);
});
test("returns empty when no nearby stations found", () => {
const tile = 42 as any;
const railGridMock = { query: vi.fn(() => new Set()) };
(network as any).railGrid = railGridMock;
game.nearbyUnits.mockReturnValue([]);
const result = network.computeGhostRailPaths(UnitType.City, tile);
expect(result).toEqual([]);
});
test("returns paths to nearby stations within range", () => {
const tile = 42 as any;
const railGridMock = { query: vi.fn(() => new Set()) };
(network as any).railGrid = railGridMock;
const neighborStation = createMockStation(1);
neighborStation.tile.mockReturnValue(100);
stationManager.findStation.mockReturnValue(neighborStation);
const mockPath = [42, 50, 60, 100];
pathService.findTilePath.mockReturnValue(mockPath);
game.nearbyUnits.mockReturnValue([
{ unit: neighborStation.unit, distSquared: 400 },
]);
const result = network.computeGhostRailPaths(UnitType.City, tile);
expect(result).toEqual([mockPath]);
expect(pathService.findTilePath).toHaveBeenCalledWith(tile, 100);
});
test("skips neighbors within min range", () => {
const tile = 42 as any;
const railGridMock = { query: vi.fn(() => new Set()) };
(network as any).railGrid = railGridMock;
const neighborStation = createMockStation(1);
neighborStation.tile.mockReturnValue(43);
stationManager.findStation.mockReturnValue(neighborStation);
// distSquared = 50 <= minRange^2 (10^2 = 100)
game.nearbyUnits.mockReturnValue([
{ unit: neighborStation.unit, distSquared: 50 },
]);
const result = network.computeGhostRailPaths(UnitType.City, tile);
expect(result).toEqual([]);
});
test("skips neighbors without train stations", () => {
const tile = 42 as any;
const railGridMock = { query: vi.fn(() => new Set()) };
(network as any).railGrid = railGridMock;
stationManager.findStation.mockReturnValue(null);
game.nearbyUnits.mockReturnValue([{ unit: { id: 1 }, distSquared: 400 }]);
const result = network.computeGhostRailPaths(UnitType.City, tile);
expect(result).toEqual([]);
});
test("skips paths that exceed max railroad size", () => {
const tile = 42 as any;
const railGridMock = { query: vi.fn(() => new Set()) };
(network as any).railGrid = railGridMock;
const neighborStation = createMockStation(1);
neighborStation.tile.mockReturnValue(100);
stationManager.findStation.mockReturnValue(neighborStation);
// Path length >= railroadMaxSize (100)
pathService.findTilePath.mockReturnValue(new Array(100));
game.nearbyUnits.mockReturnValue([
{ unit: neighborStation.unit, distSquared: 400 },
]);
const result = network.computeGhostRailPaths(UnitType.City, tile);
expect(result).toEqual([]);
});
test("limits to at most 5 paths", () => {
const tile = 42 as any;
const railGridMock = { query: vi.fn(() => new Set()) };
(network as any).railGrid = railGridMock;
const neighbors: Array<{ unit: any; distSquared: number }> = [];
for (let i = 0; i < 7; i++) {
const station = createMockStation(i);
station.tile.mockReturnValue(100 + i);
neighbors.push({ unit: station.unit, distSquared: 400 + i });
}
stationManager.findStation.mockImplementation((unit: any) => {
const station = createMockStation(unit.id);
station.tile.mockReturnValue(100 + unit.id);
return station;
});
pathService.findTilePath.mockImplementation((_from: any, to: any) => [
_from,
to,
]);
game.nearbyUnits.mockReturnValue(neighbors);
const result = network.computeGhostRailPaths(UnitType.City, tile);
expect(result.length).toBe(5);
});
test("skips stations reachable through already-connected stations", () => {
const tile = 42 as any;
const railGridMock = { query: vi.fn(() => new Set()) };
(network as any).railGrid = railGridMock;
// Create two neighbor stations where B is reachable from A
const stationA = createMockStation(1);
stationA.tile.mockReturnValue(100);
const stationB = createMockStation(2);
stationB.tile.mockReturnValue(200);
// Make A and B neighbors of each other (1 hop apart)
stationA.neighbors.mockReturnValue([stationB]);
stationB.neighbors.mockReturnValue([stationA]);
stationManager.findStation.mockImplementation((unit: any) => {
if (unit.id === 1) return stationA;
if (unit.id === 2) return stationB;
return null;
});
pathService.findTilePath.mockImplementation((_from: any, to: any) => [
_from,
to,
]);
// Station A is closer, station B is farther
game.nearbyUnits.mockReturnValue([
{ unit: stationA.unit, distSquared: 400 },
{ unit: stationB.unit, distSquared: 900 },
]);
const result = network.computeGhostRailPaths(UnitType.City, tile);
// Only station A should get a path; B is reachable from A within maxConnectionDistance - 1
expect(result.length).toBe(1);
expect(pathService.findTilePath).toHaveBeenCalledTimes(1);
expect(pathService.findTilePath).toHaveBeenCalledWith(tile, 100);
});
test("factory connects to nearby structures with no pre-existing factory", () => {
const tile = 42 as any;
const railGridMock = { query: vi.fn(() => new Set()) };
(network as any).railGrid = railGridMock;
// No factory in range, and the nearby city is not a station yet.
game.hasUnitNearby.mockReturnValue(false);
stationManager.findStation.mockReturnValue(null);
const cityUnit = { id: 1, tile: vi.fn(() => 100) };
game.nearbyUnits.mockReturnValue([{ unit: cityUnit, distSquared: 400 }]);
const mockPath = [42, 50, 60, 100];
pathService.findTilePath.mockReturnValue(mockPath);
const result = network.computeGhostRailPaths(UnitType.Factory, tile);
expect(result).toEqual([mockPath]);
expect(pathService.findTilePath).toHaveBeenCalledWith(tile, 100);
});
test("city does not connect to non-station neighbors without a factory", () => {
const tile = 42 as any;
const railGridMock = { query: vi.fn(() => new Set()) };
(network as any).railGrid = railGridMock;
game.hasUnitNearby.mockReturnValue(false);
const result = network.computeGhostRailPaths(UnitType.City, tile);
expect(result).toEqual([]);
});
});
});