Symboles de scripts
L’index répertorie les fonctions, propriétés, signaux, constantes et énumérations nommées des classes de simulation et de modding. Les signatures et les commentaires du code sont en anglais. Mod définit les points d’entrée des scripts. Les autres classes et les membres dont le nom commence par un tiret bas peuvent changer d’une version à l’autre.
Résultats
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Mod
Mod.infovarMetadata for the loaded mod.Lien vers cette entréevar info := {}Common keys are
Déclaré dansid,name,version,author,description, andpath. Use this to inspect which copy was loaded.scripts/core/mod.gd:21Mod._on_loadfuncRuns after Fourways reapplies enabled mods, including after a rescan.Lien vers cette entréefunc _on_load() -> voidRead mod files or initialize settings here. Use
_on_new_gameor_on_game_loadedfor work that needs a simulation.- Valeur renvoyée
void
scripts/core/mod.gd:25Mod._on_new_gamefuncA new game has been created (world generated, companies founded), before the first day.Lien vers cette entréefunc _on_new_game(_sim: Sim) -> void- Paramètres
_sim: Sim
- Valeur renvoyée
void
scripts/core/mod.gd:30Mod._on_game_loadedfuncA saved game has been loaded.Lien vers cette entréefunc _on_game_loaded(_sim: Sim) -> void- Paramètres
_sim: Sim
- Valeur renvoyée
void
scripts/core/mod.gd:35Mod._on_dayfuncRuns once for each simulated calendar day after daily town, competitor and vehicle updates, and before the daily goal checks and month-end bookkeeping.Lien vers cette entréefunc _on_day(_sim: Sim) -> voidRead
sim.day_intfor the day that has just started.- Paramètres
_sim: Sim
- Valeur renvoyée
void
scripts/core/mod.gd:40Mod._on_monthfuncRuns at the month boundary after Fourways closes the previous month’s accounts.Lien vers cette entréefunc _on_month(_sim: Sim) -> voidMoney credited here is recorded in the new month.
- Paramètres
_sim: Sim
- Valeur renvoyée
void
Exemple
Déclaré dansfunc _on_month(sim: Sim) -> void: sim.company.earn(500) news(sim, L.t("Monthly transport grant"), "good")scripts/core/mod.gd:45Mod._on_yearfuncAt the start of every year;yearis the one that has just ended.Lien vers cette entréefunc _on_year(_sim: Sim, _year: int) -> void- Paramètres
_sim: Sim_year: int
- Valeur renvoyée
void
scripts/core/mod.gd:50Mod._on_deliveryfuncRuns after a vehicle earns a fare by delivering cargo.Lien vers cette entréefunc _on_delivery(_sim: Sim, _vehicle: Vehicle, _station: Station, _amount: int) -> voidamountis the total payment for that unload, in game dollars. It is not the number of units delivered or a per-cargo breakdown.- Paramètres
_sim: Sim_vehicle: Vehicle_station: Station_amount: int
- Valeur renvoyée
void
scripts/core/mod.gd:55Mod._on_vehicle_boughtfuncA vehicle has been bought.Lien vers cette entréefunc _on_vehicle_bought(_sim: Sim, _vehicle: Vehicle) -> void- Paramètres
_sim: Sim_vehicle: Vehicle
- Valeur renvoyée
void
scripts/core/mod.gd:60Mod._on_station_builtfuncA station has been built (or extended).Lien vers cette entréefunc _on_station_built(_sim: Sim, _station: Station) -> void- Paramètres
_sim: Sim_station: Station
- Valeur renvoyée
void
scripts/core/mod.gd:65Mod._on_newsfuncRuns before a news item is posted.Lien vers cette entréefunc _on_news(_sim: Sim, _item: Dictionary) -> boolReturn
falseto suppress it ortrueto let it proceed through the other active mods. The item includestext,kind,pos, andday. Posting news from this hook calls the hook again.- Paramètres
_sim: Sim_item: Dictionary
- Valeur renvoyée
bool
scripts/core/mod.gd:70Mod._savefuncReturns the mod’s persistent state as a dictionary of plain values.Lien vers cette entréefunc _save(_sim: Sim) -> DictionaryAn empty dictionary is omitted, so
_loadwill not run for that save. Return the data rather than writing a separate file.- Paramètres
_sim: Sim
- Valeur renvoyée
Dictionary
scripts/core/mod.gd:76Mod._loadfuncRestores this mod’s data before_on_game_loaded.Lien vers cette entréefunc _load(_sim: Sim, _data: Dictionary) -> voidCalled only if the save contains a dictionary for this mod’s ID. Use
data.get("key", default)so older saves can omit keys added by a later mod version.- Paramètres
_sim: Sim_data: Dictionary
- Valeur renvoyée
void
scripts/core/mod.gd:80Mod.newsfuncPost a news item ("good", "info", "warn" or "bad").Lien vers cette entréefunc news(sim: Sim, text: String, kind: String = "info", at: Vector2 = Vector2(-1, -1)) -> voidatis a tile to jump to when it's clicked.- Paramètres
sim: Simtext: Stringkind: String = "info"at: Vector2 = Vector2(-1, -1)
- Valeur renvoyée
void
scripts/core/mod.gd:87Mod.notefuncWrite a line to the game's log, tagged with the mod's id.Lien vers cette entréefunc note(text: String) -> void- Paramètres
text: String
- Valeur renvoyée
void
scripts/core/mod.gd:92Mod.pathfuncA file inside the mod's folder, e.g.Lien vers cette entréefunc path(file: String) -> Stringpath("data/extra.json").
- Paramètres
file: String
- Valeur renvoyée
String
scripts/core/mod.gd:97
Sim
Sim.news_postedsignal{"text", "kind": good|info|warn|bad, "pos": Vector2, "day"[, "veh"][, "urgent"][, "world"]}Lien vers cette entréesignal news_posted(item: Dictionary)- Paramètres
item: Dictionary
- Valeur renvoyée
signal news_posted(item: Dictionary)
scripts/sim/sim.gd:6Sim.incomesignalLien vers cette entréesignal income(vehicle: Vehicle, station: Station, amount: int)- Paramètres
vehicle: Vehiclestation: Stationamount: int
- Valeur renvoyée
signal income(vehicle: Vehicle, station: Station, amount: int)
Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/sim.gd:7Sim.vehicles_changedsignalLien vers cette entréesignal vehicles_changed- Valeur renvoyée
signal vehicles_changed
Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/sim.gd:8Sim.company_bankruptsignalLien vers cette entréesignal company_bankrupt(c: Company)- Paramètres
c: Company
- Valeur renvoyée
signal company_bankrupt(c: Company)
Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/sim.gd:9Sim.SPEEDSconstLien vers cette entréeconst SPEEDS := [0, 1, 2, 4, 8]Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/sim.gd:11Sim.mapvarThe live world map.Lien vers cette entréevar map: WorldMapUse it to read towns, industries, stations, and terrain. Use simulation construction methods when changing infrastructure.
Déclaré dansscripts/sim/sim.gd:13Sim.companiesvarThe companies in the current simulation, including the player.Lien vers cette entréevar companies: Array[Company] = []Compare a vehicle or station’s owner with a company object to filter its assets.
Déclaré dansscripts/sim/sim.gd:14Sim.companyvarThe player’s company.Lien vers cette entréevar company: CompanyUse its
Déclaré dansidfor council ratings and itsearn()andspend()methods to record changes in the accounts.scripts/sim/sim.gd:15Sim.vehiclesvarThe vehicles active in the current simulation.Lien vers cette entréevar vehicles: Array[Vehicle] = []Use buying and selling methods to manage ownership and accounting.
Déclaré dansscripts/sim/sim.gd:16Sim.next_vehicle_idvarLien vers cette entréevar next_vehicle_id := 1Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/sim.gd:17Sim.seed_valuevarLien vers cette entréevar seed_value := 0Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/sim.gd:18Sim.rngvarThe simulation’s seeded random-number generator.Lien vers cette entréevar rng := RandomNumberGenerator.new()Calls advance the same random stream the simulation uses.
Déclaré dansscripts/sim/sim.gd:19Sim.dayvarLien vers cette entréevar day := 0.0Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/sim.gd:20Sim.day_intvarLien vers cette entréevar day_int := 0Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/sim.gd:21Sim.speedvarLien vers cette entréevar speed := 1Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/sim.gd:22Sim.newsvarLien vers cette entréevar news: Array = []Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/sim.gd:23Sim.aisvarAI controllers (see ai.gd)Sim.optionsvarGame rules chosen at setup: "cost" construction cost multiplier, "blocking" (trains wait for each other at signals, and crash into each other where there are none), "ai_level" 0..2, "max_loan".Lien vers cette entréevar options := {"cost": 1.0, "blocking": false, "ai_level": 1, "max_loan": Data.MAX_LOAN, "depots": false, "breakdowns": 0, "goal": "none"}"depots": road vehicles and trains are bought at (and serviced in) depots; "breakdowns" 0..2; "goal": the company goal (one of Goals.GOAL_IDS).
Déclaré dansscripts/sim/sim.gd:29Sim.occupiedvarsignal block id -> Vehicle (realistic blocking only)Sim.CRASH_RconstTrain crashes (see _check_crashes).Lien vers cette entréeconst CRASH_R := 0.25Not saved: after loading, trains that already overlap are let go until they part. how close a train's nose may come to another train before they touch
Déclaré dansscripts/sim/sim.gd:33Sim.CRASH_STEPconstthe most a train moves between two crash checksSim.CRASH_CELLconstmap cells (in tiles) for finding trains near each otherSim._touchingvar"id:id" -> true: trains overlapping at the last check that didn't crashSim._checkedvarvehicle id -> true: trains taking part in the last checkSim.WRECK_DAYSconstCrashed trains lying on the line until it is cleared, WRECK_DAYS later: [{"pos": Vector2 (where they met), "day": float, "trains": [Vehicle, Vehicle] (as they were, for the view), "tiles": {Vector2i: true}}].Lien vers cette entréeconst WRECK_DAYS := 20.0Trains stop short of a wreck's tiles (see wreck_tiles). Not saved.
Déclaré dansscripts/sim/sim.gd:41Sim.wrecksvarLien vers cette entréevar wrecks: Array = []Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/sim.gd:42Sim.wreck_tilesvarVector2i -> true: track blocked by a wreckSim.road_atvarQueues (RAIL-26): who is where, worked out afresh at the start of every advance (_index_queues) and kept up to date as vehicles take a berth or a stand.Lien vers cette entréevar road_at := PackedInt32Array()Road vehicles by the tile their front is in, as lists threaded through
Déclaré dansroad_next, so each one only looks at the few near it. tile index -> index in road_list of a road vehicle there (-1: none)scripts/sim/sim.gd:47Sim.road_listvarLien vers cette entréevar road_list: Array[Vehicle] = []Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/sim.gd:48Sim.road_nextvarindex in road_list -> the next one in the same tile (-1: none)Sim._road_tilesvarthe tiles set in road_at, to clear againSim.ships_atvartile -> a ship whose front is in itSim.standsvarStation -> aircraft on the ground there or coming in to landSim.holding_overvarStation -> aircraft holding over itSim.missing_modsvarAfter loading: mods this game was saved with that aren't switched on now, and vehicles left out because their model came from one of them.Sim.dropped_vehiclesvarLien vers cette entréevar dropped_vehicles := 0Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/sim.gd:57Sim.undovarThe player's last construction actions, for Ctrl+Z (see undo.gd).Sim.goalsvarfirst steps, achievements and the company goal (RAIL-25)Sim.opportunitiesvarsubsidies and town requests (RAIL-24)Sim.linesvarThe player's lines: vehicles sharing one order list (see line.gd).Sim.next_line_idvarLien vers cette entréevar next_line_id := 1Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/sim.gd:64Sim.next_industry_idvarIndustries open and close during the game (RAIL-23, IndustryLife).Lien vers cette entréevar next_industry_id := 0Ids are never used twice, so nothing that remembers a closed industry's id mistakes a new one for it (see new_industry_id).
Déclaré dansscripts/sim/sim.gd:67Sim.industry_targetvarHow many industries the map started with (counted at the first month end): openings and closures lean back toward it.Sim.industry_roomvarThe room the map has for industries (WorldGen.industry_room), worked out when first needed.Lien vers cette entréevar industry_room := Vector2i(-1, -1)Not saved: the coast hardly moves in a game.
Déclaré dansscripts/sim/sim.gd:73Sim.introduce_waitvarA new era's kinds of industry that found no site (IndustryLife._introduce): type -> the game day before which they are not tried again.Sim.createstatic funcA brand-new game from setup parameters (see the new-game screen for the keys).Lien vers cette entréestatic func create(params: Dictionary) -> Sim- Paramètres
params: Dictionary
- Valeur renvoyée
Sim
scripts/sim/sim.gd:80Sim._initfuncLien vers cette entréefunc _init(p_seed: int, size: int = Const.MAP_SIZE, generate: bool = true, size_h: int = -1) -> void- Paramètres
p_seed: intsize: int = Const.MAP_SIZEgenerate: bool = truesize_h: int = -1
- Valeur renvoyée
void
- Appelle
WorldGen.generate,L.t
Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/sim.gd:110Sim.date_textfuncFormats the current simulation day for display using the active language.Lien vers cette entréefunc date_text() -> StringFor date calculations use
day_intoryear().- Valeur renvoyée
String
- Appelle
Calendar.format
scripts/sim/sim.gd:121Sim.yearfuncReturns the calendar year ofday_int.Lien vers cette entréefunc year() -> intUse it for year-based rules instead of dividing the elapsed day count by 365.
- Valeur renvoyée
int
- Appelle
Calendar.from_day
scripts/sim/sim.gd:125Sim.tickfuncAdvance by real seconds at the current game speed.Lien vers cette entréefunc tick(real_dt: float) -> void- Paramètres
real_dt: float
- Valeur renvoyée
void
scripts/sim/sim.gd:132Sim.advancefuncAdvance byddgame days.Lien vers cette entréefunc advance(dd: float) -> void- Paramètres
dd: float
- Valeur renvoyée
void
scripts/sim/sim.gd:139Sim._update_occupancyfuncWhich track blocks trains are standing in (only matters with realistic blocking).Lien vers cette entréefunc _update_occupancy() -> voidSince RAIL-80 junctions are blocks too, so this runs without signals as well.
- Valeur renvoyée
void
scripts/sim/sim.gd:162Sim._index_queuesfuncWhere road vehicles, ships and aircraft are, for the queues (RAIL-26).Lien vers cette entréefunc _index_queues() -> voidOne pass over the vehicles, with nothing allocated for each road vehicle: those out of a depot go into road_at by the tile of their front.
- Valeur renvoyée
void
scripts/sim/sim.gd:206Sim.claim_standfuncWhether a plane may land at airportstnow (RAIL-26), and if so it is counted in: fewer than Vehicle.STANDS aircraft are on the ground there or coming in to land.Lien vers cette entréefunc claim_stand(st: Station, holding: bool) -> boolOne already holding goes before one only just arriving.
- Paramètres
st: Stationholding: bool
- Valeur renvoyée
bool
scripts/sim/sim.gd:252Sim._rail_stepsfuncHow many steps to move the trains in this frame, so none goes further than CRASH_STEP in one.Lien vers cette entréefunc _rail_steps(dd: float) -> intOnly where two trains could meet within the frame: everywhere else one step does (most frames, since trains mostly run apart, and stepping every train many times a frame is what costs).
- Paramètres
dd: float
- Valeur renvoyée
int
scripts/sim/sim.gd:263Sim._check_crashesfuncTrains on the same track crash (with realistic blocking): when a train's nose runs into another train, both are wrecked.Lien vers cette entréefunc _check_crashes() -> voidSignals are what keeps them apart. Trains in a depot shed or being serviced there are out of the way. Two trains that already overlapped at the last check, or where one has only just appeared (bought onto a busy platform, out of the depot together with another, a game just loaded), are let go until they part: only running into each other counts.
- Valeur renvoyée
void
scripts/sim/sim.gd:298Sim._contactfuncWhere the nose of trainatouches the body of trainbon the same level (not one on a bridge over the other), or null.Lien vers cette entréefunc _contact(a: Dictionary, b: Dictionary) -> Variantaandbare entries of _check_crashes' list.- Paramètres
a: Dictionaryb: Dictionary
- Valeur renvoyée
Variant
scripts/sim/sim.gd:346Sim._crashfuncTwo trains have run into each other atat: both are wrecked, with all they carried.Lien vers cette entréefunc _crash(a: Vehicle, b: Vehicle, at: Vector2) -> void- Paramètres
a: Vehicleb: Vehicleat: Vector2
- Valeur renvoyée
void
- Appelle
Station.nearest_town,L.t
scripts/sim/sim.gd:374Sim._dir_indexstatic funcLien vers cette entréestatic func _dir_index(v: Vector2) -> int- Paramètres
v: Vector2
- Valeur renvoyée
int
Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/sim.gd:403Sim._on_dayfuncLien vers cette entréefunc _on_day() -> void- Valeur renvoyée
void
- Appelle
Economy.produce,IndustryLife.near_wind_farm,Calendar.from_day,Mods.hook,Economy.monthly,IndustryLife.monthly,Data.intros,Data.model,L.t,L.lower
Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/sim.gd:409Sim._growth_contextfuncWhat a town's land values depend on: stations with recent passenger service and nearby industry.Lien vers cette entréefunc _growth_context(t: Town) -> Dictionary- Paramètres
t: Town
- Valeur renvoyée
Dictionary
scripts/sim/sim.gd:471Sim._new_erafuncA new age: industry modernises (more output from the same mines, fields and plants, except those on their way out), and the chains change (RAIL-29: Sim.sync_era has moved the map to it already).Lien vers cette entréefunc _new_era(era: Dictionary) -> void- Paramètres
era: Dictionary
- Valeur renvoyée
void
- Appelle
Data.retiring,L.t,Data.era_changes
scripts/sim/sim.gd:492Sim.sync_erafuncMove the industry chains to the era of the date (RAIL-29): at the start of a game, after loading and at every month end, so a game that crosses into a new era (or was saved before the chains changed) takes it on.Lien vers cette entréefunc sync_era() -> voidStations look again at what they accept and supply.
- Valeur renvoyée
void
- Appelle
Data.era_index
scripts/sim/sim.gd:504Sim._match_daysfuncStadiums hold a match once a month, each on its own day (see match_offset).Lien vers cette entréefunc _match_days() -> voidThe crowd of fans is one per stadium: the stations that reach it share it the way they share ordinary passengers (Economy.shares: the best two by rating), so a second station next to a stadium doesn't double it.
- Valeur renvoyée
void
- Appelle
Economy.shares,L.t
scripts/sim/sim.gd:516Sim.match_offsetstatic funcThe day in each 30 a stadium standing att(its north-west tile) holds its match: the match is on the days where (day + this) is a multiple of 30.Lien vers cette entréestatic func match_offset(t: Vector2i) -> intTownLife shows the fans walking to it then.
- Paramètres
t: Vector2i
- Valeur renvoyée
int
scripts/sim/sim.gd:546Sim._update_town_servicefuncLien vers cette entréefunc _update_town_service(t: Town) -> void- Paramètres
t: Town
- Valeur renvoyée
void
Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/sim.gd:550Sim._yearlyfuncLien vers cette entréefunc _yearly(old_year: int) -> void- Paramètres
old_year: int
- Valeur renvoyée
void
- Appelle
IndustryLife.yearly,L.t,Fmt.money
Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/sim.gd:559Sim._check_bankruptcyfuncMonth end: companies in the red are warned, draw on their credit (rivals), and after Data.BANKRUPT_MONTHS months go bankrupt.Lien vers cette entréefunc _check_bankruptcy() -> void- Valeur renvoyée
void
- Appelle
L.t
scripts/sim/sim.gd:578Sim._go_bankruptfuncLien vers cette entréefunc _go_bankrupt(c: Company) -> void- Paramètres
c: Company
- Valeur renvoyée
void
- Appelle
L.t,WorldMap.crossing_tiles
Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/sim.gd:606Sim.post_newsfuncveh: the id of the vehicle the news is about, if any (clicking the news opens it).Lien vers cette entréefunc post_news(text: String, kind: String, pos: Vector2, veh: int = 0, about: String = "", urgent: bool = false, world: bool = false) -> voidabout: the screen clicking it opens instead ("goals").urgent: news the player mustn't miss (a crash of their trains: the HUD shows it on a card in the middle of the screen, see Hud.show_crash).world: see post_world_news.- Paramètres
text: Stringkind: Stringpos: Vector2veh: int = 0about: String = ""urgent: bool = falseworld: bool = false
- Valeur renvoyée
void
- Appelle
Mods.allow_news
scripts/sim/sim.gd:671Sim.post_world_newsfuncNews about the world rather than the player's company: rivals' new lines, other towns' requests coming and going, industries opening and closing.Lien vers cette entréefunc post_world_news(text: String, kind: String, pos: Vector2, about: String = "") -> voidIt goes in the News window (under All news), without a note popping up on screen, so the player's own news isn't lost among it.
- Paramètres
text: Stringkind: Stringpos: Vector2about: String = ""
- Valeur renvoyée
void
scripts/sim/sim.gd:692Sim.new_industry_idfuncAn id for an industry opening now: never one an industry has had before, whether it is still on the map (one placed by hand, as test maps do, counts too) or has closed.Lien vers cette entréefunc new_industry_id() -> int- Valeur renvoyée
int
scripts/sim/sim.gd:698Sim.vehicle_by_idfuncThe vehicle with this id, or null.Lien vers cette entréefunc vehicle_by_id(id: int) -> Vehicle- Paramètres
id: int
- Valeur renvoyée
Vehicle
scripts/sim/sim.gd:706Sim.on_incomefuncLien vers cette entréefunc on_income(v: Vehicle, st: Station, amount: int) -> void- Paramètres
v: Vehiclest: Stationamount: int
- Valeur renvoyée
void
- Appelle
Mods.hook
Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/sim.gd:713Sim._with_moneyfuncMarks a plan as unaffordable if the company can't pay for it.Lien vers cette entréefunc _with_money(p: Dictionary, who: Company) -> Dictionary- Paramètres
p: Dictionarywho: Company
- Valeur renvoyée
Dictionary
scripts/sim/sim.gd:721Sim._ownershipfuncTrack and stations belonging to other companies can't be touched.Lien vers cette entréefunc _ownership(p: Dictionary, who: Company, tiles: Array) -> Dictionary- Paramètres
p: Dictionarywho: Companytiles: Array
- Valeur renvoyée
Dictionary
- Appelle
L.t
scripts/sim/sim.gd:734Sim.preview_linefuncChecks a path of adjacent road or rail tiles for construction, ownership, and affordability.Lien vers cette entréefunc preview_line(kind: String, pts: Array[Vector2i], who: Company = null) -> DictionaryReturns a plan with
ok,reasonandcostwithout laying track or spending money.- Paramètres
kind: Stringpts: Array[Vector2i]who: Company = null
- Valeur renvoyée
Dictionary
- Appelle
BuildOps.plan_line
scripts/sim/sim.gd:754Sim.build_linefuncLays road or track along consecutive adjacent tiles and debits construction costs on success.Lien vers cette entréefunc build_line(kind: String, pts: Array[Vector2i], who: Company = null) -> DictionaryPass at least two tiles as
Array[Vector2i]. The return value is a construction plan, so checkokbefore using it.- Paramètres
kind: Stringpts: Array[Vector2i]who: Company = null
- Valeur renvoyée
Dictionary
- Appelle
BuildOps.apply_line
Exemple
Déclaré dansvar tiles: Array[Vector2i] = [Vector2i(5, 6), Vector2i(6, 6)] var plan := sim.build_line("road", tiles) if not plan.ok: note(plan.reason)scripts/sim/sim.gd:762Sim.plan_routefuncA line alongpts(each tile next to the one before) with bridges and tunnels on it (crossings, as RouteBuilder.last_crossings gives them, RAIL-52): the stretches of land between them as build_line lays them and each crossing as build_crossing builds it.Lien vers cette entréefunc plan_route(kind: String, pts: Array[Vector2i], crossings: Array, who: Company = null) -> DictionaryWithout the money check (see preview_route). Keys as plan_line's - "add" every piece, "cost" the total - plus "tiles" (every bridge span and tunnel tile), "spans" (bridge spans only) and "parts" (each stretch's and crossing's own plan, in order).
- Paramètres
kind: Stringpts: Array[Vector2i]crossings: Arraywho: Company = null
- Valeur renvoyée
Dictionary
scripts/sim/sim.gd:785Sim._join_planfuncAdd a stretch's or crossing's plan to a route's (plan_route).Lien vers cette entréefunc _join_plan(p: Dictionary, part: Dictionary) -> void- Paramètres
p: Dictionarypart: Dictionary
- Valeur renvoyée
void
scripts/sim/sim.gd:835Sim.preview_routefuncReturns the cost and validity of a road or rail route that can include bridges or tunnels.Lien vers cette entréefunc preview_route(kind: String, pts: Array[Vector2i], crossings: Array, who: Company = null) -> DictionaryIt runs the route planner and checks funds without building the route.
- Paramètres
kind: Stringpts: Array[Vector2i]crossings: Arraywho: Company = null
- Valeur renvoyée
Dictionary
scripts/sim/sim.gd:853Sim.build_routefuncBuild a route planned by preview_route: every stretch and crossing exactly as previewed, paid for at once, and taken back by one undo.Lien vers cette entréefunc build_route(kind: String, pts: Array[Vector2i], crossings: Array, who: Company = null) -> Dictionary- Paramètres
kind: Stringpts: Array[Vector2i]crossings: Arraywho: Company = null
- Valeur renvoyée
Dictionary
scripts/sim/sim.gd:860Sim.preview_stationfuncChecks placement, ownership, council permission, and affordability for a new station or extension.Lien vers cette entréefunc preview_station(kind: String, pts: Array[Vector2i], axis: int, who: Company = null) -> DictionaryReturns a plan without building the station.
- Paramètres
kind: Stringpts: Array[Vector2i]axis: intwho: Company = null
- Valeur renvoyée
Dictionary
scripts/sim/sim.gd:886Sim.build_stationfuncBuilds or extends a station, charges the company, and firesMod._on_station_built.Lien vers cette entréefunc build_station(kind: String, pts: Array[Vector2i], axis: int, who: Company = null) -> DictionaryPass
rail,road,dock, orair, a typed tile array, and an orientation. On success the plan includes the resultingstation; on failure usereason.- Paramètres
kind: Stringpts: Array[Vector2i]axis: intwho: Company = null
- Valeur renvoyée
Dictionary
- Appelle
BuildOps.apply_station,Mods.hook
scripts/sim/sim.gd:904Sim.preview_bulldozefuncChecks which objects in the tile rectangle can be cleared by the company, and estimates the cost.Lien vers cette entréefunc preview_bulldoze(rect: Rect2i, who: Company = null) -> DictionaryRead the plan before calling
build_bulldoze.- Paramètres
rect: Rect2iwho: Company = null
- Valeur renvoyée
Dictionary
scripts/sim/sim.gd:924Sim.build_bulldozefuncClears the allowed parts of a tile rectangle, updates track ownership counts, and charges the company.Lien vers cette entréefunc build_bulldoze(rect: Rect2i, who: Company = null) -> DictionaryRemoving scenery and buildings can affect town council ratings.
- Paramètres
rect: Rect2iwho: Company = null
- Valeur renvoyée
Dictionary
scripts/sim/sim.gd:957Sim.preview_crossingfuncBridges (bis the far ramp) and tunnels (from hillside tilea).Lien vers cette entréefunc preview_crossing(kind: String, type: String, a: Vector2i, b: Vector2i, who: Company = null, style: String = "") -> Dictionary- Paramètres
kind: Stringtype: Stringa: Vector2ib: Vector2iwho: Company = nullstyle: String = ""
- Valeur renvoyée
Dictionary
- Appelle
BuildOps.plan_bridge,BuildOps.plan_tunnel,L.t
scripts/sim/sim.gd:981Sim.build_crossingfuncBuilds a bridge between the ramp tiles or a tunnel from the hillside tile.Lien vers cette entréefunc build_crossing(kind: String, type: String, a: Vector2i, b: Vector2i, who: Company = null, style: String = "") -> DictionaryPass
bridgeortunnelfortype. A successful plan contains the newcrossing.- Paramètres
kind: Stringtype: Stringa: Vector2ib: Vector2iwho: Company = nullstyle: String = ""
- Valeur renvoyée
Dictionary
scripts/sim/sim.gd:992Sim.preview_signalfuncChecks placement, ownership, and cost for the signal action on a rail tile.Lien vers cette entréefunc preview_signal(t: Vector2i, who: Company = null) -> DictionaryReturns the plan without applying it.
- Paramètres
t: Vector2iwho: Company = null
- Valeur renvoyée
Dictionary
- Appelle
BuildOps.plan_signal
scripts/sim/sim.gd:1012Sim.build_signalfuncApplies the signal action to the rail tile after validating ownership and cost, and records the operation for undo.Lien vers cette entréefunc build_signal(t: Vector2i, who: Company = null) -> Dictionary- Paramètres
t: Vector2iwho: Company = null
- Valeur renvoyée
Dictionary
- Appelle
BuildOps.apply_signal
scripts/sim/sim.gd:1019Sim.preview_terraformfuncChecks the cost and rules for raising or lowering a map corner.Lien vers cette entréefunc preview_terraform(corner: Vector2i, delta: int, who: Company = null) -> DictionaryIt also rejects a plan if a vehicle occupies any affected tile.
- Paramètres
corner: Vector2idelta: intwho: Company = null
- Valeur renvoyée
Dictionary
- Appelle
BuildOps.plan_terraform,L.t
scripts/sim/sim.gd:1030Sim.build_terraformfuncApplies an affordable height change to a map corner.Lien vers cette entréefunc build_terraform(corner: Vector2i, delta: int, who: Company = null) -> DictionaryA positive
deltaraises it and a negative one lowers it.- Paramètres
corner: Vector2idelta: intwho: Company = null
- Valeur renvoyée
Dictionary
scripts/sim/sim.gd:1042Sim.preview_levelfuncLevel the tiles inrectto corner heightheightas far as the rules allow (see BuildOps.plan_level): tiles under vehicles or belonging to other companies are left alone too.Lien vers cette entréefunc preview_level(rect: Rect2i, height: int, who: Company = null) -> Dictionary- Paramètres
rect: Rect2iheight: intwho: Company = null
- Valeur renvoyée
Dictionary
- Appelle
L.t,BuildOps.plan_level
scripts/sim/sim.gd:1057Sim.build_levelfuncLevels the eligible tiles in a rectangle to a target corner height, charges the construction cost, and records the change for undo.Lien vers cette entréefunc build_level(rect: Rect2i, height: int, who: Company = null) -> DictionaryCheck the returned plan for skipped tiles.
- Paramètres
rect: Rect2iheight: intwho: Company = null
- Valeur renvoyée
Dictionary
scripts/sim/sim.gd:1073Sim._level_upsets_townsfuncLevelling clears the trees on the tiles it reshapes, which the nearby councils mind the way they mind bulldozing them (see _bulldoze_upsets_towns).Lien vers cette entréefunc _level_upsets_towns(tiles: Array, who: Company) -> void- Paramètres
tiles: Arraywho: Company
- Valeur renvoyée
void
- Appelle
Station.nearest_town,L.t
scripts/sim/sim.gd:1090Sim._bulldoze_upsets_townsfuncKnocking down houses, tearing up town streets and clearing trees near a town hurts the company's standing with its council.Lien vers cette entréefunc _bulldoze_upsets_towns(r: Rect2i, who: Company) -> voidOnly what belongs to the town counts: houses, streets inside its built-up area, and trees in and just around it. Roads and woods out in the country are the company's own business.
- Paramètres
r: Rect2iwho: Company
- Valeur renvoyée
void
scripts/sim/sim.gd:1109Sim.council_newsfuncTell the player the moment a council turns against them (or comes round).Lien vers cette entréefunc council_news(t: Town, who: Company, was: float) -> void- Paramètres
t: Townwho: Companywas: float
- Valeur renvoyée
void
- Appelle
L.t,Town.rating_name
scripts/sim/sim.gd:1141Sim.council_refusalfuncWhy a council refuseswhoneart, in words a player can act on.Lien vers cette entréefunc council_refusal(t: Town, who: Company) -> String- Paramètres
t: Townwho: Company
- Valeur renvoyée
String
- Appelle
L.t,Town.rating_name,L.lower
scripts/sim/sim.gd:1153Sim.town_actionfuncTown actions from the town window: "advertise", "trees" or "fund".Lien vers cette entréefunc town_action(t: Town, action: String, who: Company = null) -> DictionaryReturns {ok, reason, cost}.
- Paramètres
t: Townaction: Stringwho: Company = null
- Valeur renvoyée
Dictionary
scripts/sim/sim.gd:1168Sim.renew_vehiclefuncCharges the owner the renewal price and resets the vehicle’s age, reliability, and last-service date.Lien vers cette entréefunc renew_vehicle(v: Vehicle, who: Company = null) -> DictionaryCheck
okbefore reading the successful result’scost.- Paramètres
v: Vehiclewho: Company = null
- Valeur renvoyée
Dictionary
- Appelle
L.t,Fmt.money,Data.reliability
scripts/sim/sim.gd:1215Sim.renew_pricefuncWhat renew_vehicle would charge forvright now.Lien vers cette entréefunc renew_price(v: Vehicle) -> int- Paramètres
v: Vehicle
- Valeur renvoyée
int
scripts/sim/sim.gd:1231Sim.same_routestatic funcWhether two vehicles run the same route: the same company and kind of transport, calling at the same stations in the same order, wherever in the round each of them starts.Lien vers cette entréestatic func same_route(a: Vehicle, b: Vehicle) -> bool- Paramètres
a: Vehicleb: Vehicle
- Valeur renvoyée
bool
scripts/sim/sim.gd:1239Sim.vehicles_on_stopsfuncHow many ofwho's vehicles ofkindcall at exactlystops, in that order (wherever in the round each one starts), as same_route counts them.Lien vers cette entréefunc vehicles_on_stops(kind: String, stops: Array, who: Company) -> int- Paramètres
kind: Stringstops: Arraywho: Company
- Valeur renvoyée
int
scripts/sim/sim.gd:1258Sim.route_vehiclesfuncEvery vehicle onv's route (see same_route),vincluded; for a vehicle on a line, every vehicle on that line.Lien vers cette entréefunc route_vehicles(v: Vehicle) -> Array- Paramètres
v: Vehicle
- Valeur renvoyée
Array
scripts/sim/sim.gd:1280Sim.make_linefuncTurnv's route into a line:vand every other vehicle of its company on the same route (see same_route) that isn't on a line yet join it.Lien vers cette entréefunc make_line(v: Vehicle, line_name: String = "") -> LineReturns the line.
- Paramètres
v: Vehicleline_name: String = ""
- Valeur renvoyée
Line
scripts/sim/sim.gd:1290Sim.line_problemfuncWhyvcan't runln's stops ("" when it can).Lien vers cette entréefunc line_problem(v: Vehicle, ln: Line) -> String- Paramètres
v: Vehicleln: Line
- Valeur renvoyée
String
- Appelle
L.t
scripts/sim/sim.gd:1305Sim.join_linefuncPutvon lineln(it takes the line's stops).Lien vers cette entréefunc join_line(v: Vehicle, ln: Line) -> DictionaryReturns {"ok", "reason"}.
- Paramètres
v: Vehicleln: Line
- Valeur renvoyée
Dictionary
scripts/sim/sim.gd:1314Sim._put_on_linefuncThe vehicle shares the line's order list and keeps heading for the stop it was heading for, when the line calls there too.Lien vers cette entréefunc _put_on_line(v: Vehicle, ln: Line) -> void- Paramètres
v: Vehicleln: Line
- Valeur renvoyée
void
scripts/sim/sim.gd:1327Sim.leave_linefuncTakevoff its line: it keeps the stops as its own.Lien vers cette entréefunc leave_line(v: Vehicle) -> void- Paramètres
v: Vehicle
- Valeur renvoyée
void
scripts/sim/sim.gd:1340Sim.set_line_ordersfuncGive linelnnew stops (validated for every model running on it).Lien vers cette entréefunc set_line_orders(ln: Line, new_orders: Array) -> DictionaryThe vehicles keep heading for the stop they were heading for where it is still on the line. Returns {"ok", "reason"}.
- Paramètres
ln: Linenew_orders: Array
- Valeur renvoyée
Dictionary
scripts/sim/sim.gd:1350Sim.set_vehicle_ordersfuncGive a vehicle new stops: its own, or (on a line) the whole line's.Lien vers cette entréefunc set_vehicle_orders(v: Vehicle, new_orders: Array, idx: int = -1) -> DictionaryReturns {"ok", "reason"}.
- Paramètres
v: Vehiclenew_orders: Arrayidx: int = -1
- Valeur renvoyée
Dictionary
scripts/sim/sim.gd:1381Sim._stops_problemfuncA line with no vehicles can still be checked for its stops: what check_orders asks of every model, without the model.Lien vers cette entréefunc _stops_problem(kind: String, stops: Array, who: Company) -> String- Paramètres
kind: Stringstops: Arraywho: Company
- Valeur renvoyée
String
- Appelle
L.t
scripts/sim/sim.gd:1402Sim.delete_linefuncDelete a line: its vehicles keep running its stops, each on its own.Lien vers cette entréefunc delete_line(ln: Line) -> void- Paramètres
ln: Line
- Valeur renvoyée
void
scripts/sim/sim.gd:1419Sim.buy_for_linefuncBuy one more vehicle for lineln, liketemplate(the same model, cargo and wagons).Lien vers cette entréefunc buy_for_line(ln: Line, template: Vehicle) -> DictionaryReturns buy_vehicle's answer.
- Paramètres
ln: Linetemplate: Vehicle
- Valeur renvoyée
Dictionary
scripts/sim/sim.gd:1429Sim.stop_linefuncStop (or start again) every vehicle on a line.Lien vers cette entréefunc stop_line(ln: Line, stop: bool) -> void- Paramètres
ln: Linestop: bool
- Valeur renvoyée
void
scripts/sim/sim.gd:1445Sim.renew_linefuncRenew every vehicle on a line that is past its working life.Lien vers cette entréefunc renew_line(ln: Line) -> DictionaryReturns {"n", "cost", "reason"}.
- Paramètres
ln: Line
- Valeur renvoyée
Dictionary
scripts/sim/sim.gd:1454Sim.line_by_idfuncLooks for a line with the given ID in the simulation and returnsnullif no line matches.Lien vers cette entréefunc line_by_id(line_id: int) -> Line- Paramètres
line_id: int
- Valeur renvoyée
Line
scripts/sim/sim.gd:1470Sim._index_ofstatic funcLien vers cette entréestatic func _index_of(list: Array, st: Station, fallback: int) -> int- Paramètres
list: Arrayst: Stationfallback: int
- Valeur renvoyée
int
Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/sim.gd:1477Sim._mark_servedfuncLien vers cette entréefunc _mark_served(v: Vehicle) -> void- Paramètres
v: Vehicle
- Valeur renvoyée
void
Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/sim.gd:1487Sim.route_textstatic funcA vehicle's route in a few words: "Ashford → Millbury".Lien vers cette entréestatic func route_text(v: Vehicle) -> String- Paramètres
v: Vehicle
- Valeur renvoyée
String
scripts/sim/sim.gd:1496Sim.replace_planfuncWhat swappingvfor a newmodel_idwould take: the model must be of the same kind, on sale, able to carry whatvcarries and able to run its orders (wires for an electric train, a depot where depots are needed).Lien vers cette entréefunc replace_plan(v: Vehicle, model_id: String, checked: Dictionary = {}) -> DictionaryA train keeps its wagons, as many as the new engine pulls. Returns {"ok", "reason"} and, when it can be done, "price" (the new one, with its wagons), "trade_in" (what the old one is worth, as when it is sold), "cost" (the difference: negative when the old one is worth more) and "wagons".
checkedremembers the route checks between calls for vehicles of one route.- Paramètres
v: Vehiclemodel_id: Stringchecked: Dictionary = {}
- Valeur renvoyée
Dictionary
- Appelle
Data.has_model,Data.model,L.t,Data.available,Data.intro_year
scripts/sim/sim.gd:1513Sim.replace_vehiclefuncSwap a vehicle for a new one of another model, where it stands, as renew_vehicle does for the same model: it keeps its number, name, orders, cargo and history, and is new again.Lien vers cette entréefunc replace_vehicle(v: Vehicle, model_id: String, who: Company = null) -> DictionaryCharges the new price less what the old one is worth (see replace_plan, whose answer this returns).
- Paramètres
v: Vehiclemodel_id: Stringwho: Company = null
- Valeur renvoyée
Dictionary
scripts/sim/sim.gd:1540Sim.replace_route_planfuncWhat replace_route would do: {"ok", "reason", "cost" (for all of them together), "vehicles" (the ones that would change), "costs" (for each of those), "skipped" (how many on the route can't take the model, say for their cargo; ones that already are that model aren't counted)}.Lien vers cette entréefunc replace_route_plan(v: Vehicle, model_id: String, checked: Dictionary = {}) -> Dictionary- Paramètres
v: Vehiclemodel_id: Stringchecked: Dictionary = {}
- Valeur renvoyée
Dictionary
scripts/sim/sim.gd:1559Sim.replace_routefuncreplace_vehicle for every vehicle onv's route that can take the model (see same_route and replace_route_plan, whose answer this returns): all of them or, when the money isn't there, none.Lien vers cette entréefunc replace_route(v: Vehicle, model_id: String, who: Company = null) -> DictionaryThe player is told in one news item.
- Paramètres
v: Vehiclemodel_id: Stringwho: Company = null
- Valeur renvoyée
Dictionary
- Appelle
L.t,Fmt.money,Data.model
scripts/sim/sim.gd:1577Sim._pay_vehiclesfuncPay for vehicles, or be paid whencostis negative (trading in for something cheaper).Lien vers cette entréefunc _pay_vehicles(who: Company, cost: int) -> void- Paramètres
who: Companycost: int
- Valeur renvoyée
void
scripts/sim/sim.gd:1608Sim._becomefuncThe swap itself:vbecomes a brand-newmodel_id(what renew_vehicle resets, on a new model).Lien vers cette entréefunc _become(v: Vehicle, model_id: String) -> void- Paramètres
v: Vehiclemodel_id: String
- Valeur renvoyée
void
- Appelle
Data.reliability
scripts/sim/sim.gd:1617Sim.AUTO_RENEW_MAXconstMonth end, for the player's company when it has asked for it: renew vehicles past their working life (the ones the news warns about), oldest first, exactly as the Renew button would, while the cash left afterwards stays at or above the company's threshold.Lien vers cette entréeconst AUTO_RENEW_MAX := 3At most AUTO_RENEW_MAX a month, so a fleet bought together doesn't empty the bank at once. Returns how many were renewed.
Déclaré dansscripts/sim/sim.gd:1629Sim._auto_renewfuncLien vers cette entréefunc _auto_renew() -> int- Valeur renvoyée
int
Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/sim.gd:1630Sim.refit_costfuncWhat changing a vehicle's cargo would cost.Lien vers cette entréefunc refit_cost(v: Vehicle, consist: Array) -> Dictionaryconsist: the cargo of each wagon for a train (front to back, so wagons can be added, dropped or mixed), one cargo for anything else. Returns {"ok", "reason", "cost"}:costis negative when dropping wagons pays more than the rest costs.- Paramètres
v: Vehicleconsist: Array
- Valeur renvoyée
Dictionary
- Appelle
L.t
scripts/sim/sim.gd:1664Sim.refit_placefuncWhere a change of cargo ordered now would be done: "now" (it is standing in one of its depots), "depot" (it goes to one after its next stop), "station" (at its next stop: ships, aircraft, and companies playing without depots that have none on the route) or "" (it needs a depot first).Lien vers cette entréefunc refit_place(v: Vehicle) -> String- Paramètres
v: Vehicle
- Valeur renvoyée
String
scripts/sim/sim.gd:1701Sim.refit_planfuncrefit_cost plus "at", where the change would be done (see refit_place); refused when the vehicle needs a depot and none is linked to its route.Lien vers cette entréefunc refit_plan(v: Vehicle, consist: Array) -> Dictionary- Paramètres
v: Vehicleconsist: Array
- Valeur renvoyée
Dictionary
- Appelle
L.t
scripts/sim/sim.gd:1714Sim.refit_vehiclefuncOrder a change of what a vehicle carries (see refit_cost) and pay for it.Lien vers cette entréefunc refit_vehicle(v: Vehicle, consist: Array, who: Company = null) -> DictionaryThe vehicle delivers what it has at its next stop, takes nothing on and goes to a depot, where finish_refit does the work; its orders, age and history stay. An earlier order still waiting is replaced. Returns refit_plan's answer.
- Paramètres
v: Vehicleconsist: Arraywho: Company = null
- Valeur renvoyée
Dictionary
scripts/sim/sim.gd:1729Sim.cancel_refitfuncCall off a change of cargo that hasn't been done yet; returns the money given back.Lien vers cette entréefunc cancel_refit(v: Vehicle, who: Company = null) -> int- Paramètres
v: Vehiclewho: Company = null
- Valeur renvoyée
int
scripts/sim/sim.gd:1752Sim.finish_refitfuncDo the change of cargo a vehicle is waiting for (it has reached the depot).Lien vers cette entréefunc finish_refit(v: Vehicle) -> void- Paramètres
v: Vehicle
- Valeur renvoyée
void
scripts/sim/sim.gd:1765Sim._occupied_tilesfuncLien vers cette entréefunc _occupied_tiles() -> Dictionary- Valeur renvoyée
Dictionary
Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/sim.gd:1779Sim.check_ordersfuncCheck a vehicle order list: returns "" if fine, else why not.Lien vers cette entréefunc check_orders(model_id: String, cargo: String, stops: Array, who: Company) -> String- Paramètres
model_id: Stringcargo: Stringstops: Arraywho: Company
- Valeur renvoyée
String
- Appelle
Data.model,L.t
scripts/sim/sim.gd:1796Sim.vehicle_pricefuncReturns the model purchase price plus the cost of the specified number of rail wagons.Lien vers cette entréefunc vehicle_price(model_id: String, wagons: int) -> intNon-rail models ignore the wagon count. It does not check funds, routes, or sale year.
- Paramètres
model_id: Stringwagons: int
- Valeur renvoyée
int
- Appelle
Data.model
scripts/sim/sim.gd:1832Sim.buy_vehiclefuncBuys a model for a route of existing stations.Lien vers cette entréefunc buy_vehicle(model_id: String, cargo: String, wagons: int, stops: Array, full_load_first: bool, who: Company = null, consist: Array = [], transfer_at: Array = []) -> Dictionaryfull_load_firstsets the first order’s load flag.consistis one cargo ID per wagon, from front to back; a nonempty rail consist replacescargoandwagons.transfer_atis a list of zero-based stop indices. Checkokand readreasonon failure. A successful purchase returns the newvehicle.- Paramètres
model_id: Stringcargo: Stringwagons: intstops: Arrayfull_load_first: boolwho: Company = nullconsist: Array = []transfer_at: Array = []
- Valeur renvoyée
Dictionary
- Appelle
Data.model,L.t,Data.available,Data.intro_year,Fmt.money,Data.reliability,Mods.hook,BuildOps.dir_between
scripts/sim/sim.gd:1840Sim.depots_requiredfuncLien vers cette entréefunc depots_required(who: Company) -> bool- Paramètres
who: Company
- Valeur renvoyée
bool
Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/sim.gd:1932Sim.depot_tilesfuncwho's depots for vehicles ofkind(road or rail), as a set of tiles.Lien vers cette entréefunc depot_tiles(kind: String, who: Company) -> Dictionary- Paramètres
kind: Stringwho: Company
- Valeur renvoyée
Dictionary
scripts/sim/sim.gd:1937Sim.find_depotfuncThe nearest ofwho's depots that's linked to stationst, or (-1, -1): the one a vehicle leavingstwould drive to.Lien vers cette entréefunc find_depot(kind: String, st: Station, who: Company, wired: bool = false) -> Vector2iFor the one a new vehicle drives out of, see depot_out.
- Paramètres
kind: Stringst: Stationwho: Companywired: bool = false
- Valeur renvoyée
Vector2i
scripts/sim/sim.gd:1948Sim.depot_outfuncThe nearest ofwho's depots that a new vehicle can drive out of to stationst, or (-1, -1).Lien vers cette entréefunc depot_out(kind: String, st: Station, who: Company, wired: bool = false, obey_signals: bool = true) -> Vector2iSearched from the depot's door to the station, not the other way: one-way signals can let trains from a depot into a station and not back.
- Paramètres
kind: Stringst: Stationwho: Companywired: bool = falseobey_signals: bool = true
- Valeur renvoyée
Vector2i
- Appelle
Pathfinder.find
scripts/sim/sim.gd:1958Sim.route_fromfuncThe shortest route from stationstto any of thegoalstiles, as Pathfinder.find returns it ({} when there is none).Lien vers cette entréefunc route_from(kind: String, st: Station, goals: Dictionary, wired: bool = false, obey_signals: bool = true) -> DictionaryA station's platforms (or stops) needn't be joined to each other, so every separate one is tried: the route may leave from any of them.
- Paramètres
kind: Stringst: Stationgoals: Dictionarywired: bool = falseobey_signals: bool = true
- Valeur renvoyée
Dictionary
- Appelle
Pathfinder.find
scripts/sim/sim.gd:1973Sim.preview_electrifyfuncLien vers cette entréefunc preview_electrify(pts: Array[Vector2i], who: Company = null) -> Dictionary- Paramètres
pts: Array[Vector2i]who: Company = null
- Valeur renvoyée
Dictionary
- Appelle
BuildOps.plan_electrify
Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/sim.gd:1996Sim.build_electrifyfuncLien vers cette entréefunc build_electrify(pts: Array[Vector2i], who: Company = null) -> Dictionary- Paramètres
pts: Array[Vector2i]who: Company = null
- Valeur renvoyée
Dictionary
- Appelle
BuildOps.apply_electrify
Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/sim.gd:2003Sim.preview_depotfuncLien vers cette entréefunc preview_depot(kind: String, t: Vector2i, facing: int, who: Company = null) -> Dictionary- Paramètres
kind: Stringt: Vector2ifacing: intwho: Company = null
- Valeur renvoyée
Dictionary
Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/sim.gd:2014Sim.build_depotfuncLien vers cette entréefunc build_depot(kind: String, t: Vector2i, facing: int, who: Company = null) -> Dictionary- Paramètres
kind: Stringt: Vector2ifacing: intwho: Company = null
- Valeur renvoyée
Dictionary
- Appelle
BuildOps.apply_depot
Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/sim.gd:2031Sim.sell_vehiclefuncSell a vehicle.Lien vers cette entréefunc sell_vehicle(v: Vehicle, who: Company = null) -> intwhomust own it (defaults to the player); returns the refund, or -1 if refused.- Paramètres
v: Vehiclewho: Company = null
- Valeur renvoyée
int
scripts/sim/sim.gd:2048Sim.company_vehiclesfuncReturns the vehicles owned by the suppliedCompany.Lien vers cette entréefunc company_vehicles(who: Company) -> ArrayThe returned array can be filtered or reordered independently, but its vehicle objects are live.
- Paramètres
who: Company
- Valeur renvoyée
Array
scripts/sim/sim.gd:2061Sim.company_valuefuncCalculates cash minus loans plus vehicle resale value, station tile value, and owned track value.Lien vers cette entréefunc company_value(who: Company) -> intThis is the value used for company comparisons.
- Paramètres
who: Company
- Valeur renvoyée
int
scripts/sim/sim.gd:2065
Company
Company.COLORSconstLien vers cette entréeconst COLORSCette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/company.gd:5Company.CATEGORIESconstLien vers cette entréeconst CATEGORIES := ["construction", "vehicles", "running", "property", "infrastructure", "interest", "income"]Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/company.gd:8Company.idvarLien vers cette entréevar id := 0Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/company.gd:10Company.namevarLien vers cette entréevar name := "Fourways Transport Co."Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/company.gd:11Company.colorvarLien vers cette entréevar color := Color(0.18, 0.45, 0.85)Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/company.gd:12Company.is_aivarLien vers cette entréevar is_ai := falseCette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/company.gd:13Company.moneyvarThe company’s current cash balance in game dollars.Lien vers cette entréevar money: int = Data.START_LOANUse the accounting methods to change it when the transaction should appear in the ledger.
Déclaré dansscripts/sim/company.gd:14Company.loanvarThe company’s outstanding debt in game dollars.Lien vers cette entréevar loan: int = Data.START_LOANUse
Déclaré dansborrowandrepayto adjust cash and debt together.scripts/sim/company.gd:15Company.ledgervarLien vers cette entréevar ledger := {}Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/company.gd:16Company.ledger_lastvarLien vers cette entréevar ledger_last := {}Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/company.gd:17Company.founded_dayvarLien vers cette entréevar founded_day := 0Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/company.gd:18Company.max_loanvarLien vers cette entréevar max_loan: int = Data.MAX_LOANCette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/company.gd:19Company.rail_tilesvartiles of track owned (counted in company value)Company.historyvarmonthly company value, oldest first (last 120 months)Company.months_in_redvarconsecutive month-ends with a negative balanceCompany.bankruptvarLien vers cette entréevar bankrupt := falseCette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/company.gd:23Company.monthvarthis month so far: "income", "spend" (all), "invest" (building and buying), "cargo": {c: [units, $]}Company.monthsvarclosed months, oldest first (last 24): {"income", "spend", "value", "cargo"}Company.cargo_yearvarcargo -> [units, $] delivered this yearCompany.cargo_lastvarLien vers cette entréevar cargo_last := {}Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/company.gd:28Company.kind_yearvarvehicle kind -> $ earned this yearCompany.kind_lastvarLien vers cette entréevar kind_last := {}Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/company.gd:30Company.yearsvarclosed years, oldest first (last 60): see_year_rowCompany.auto_renewvarLien vers cette entréevar auto_renew := falseCette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/company.gd:33Company.auto_renew_keepvaronly renew while this much cash is left afterwardsCompany.auto_renew_remindedvarthe year of the last "can't afford to renew" reminderCompany.record_monthfuncLien vers cette entréefunc record_month(value: int) -> void- Paramètres
value: int
- Valeur renvoyée
void
Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/company.gd:38Company.note_deliveryfuncA delivery:unitsof cargocpaidpay, carried by a vehicle ofkind.Lien vers cette entréefunc note_delivery(c: String, units: int, pay: int, kind: String) -> void- Paramètres
c: Stringunits: intpay: intkind: String
- Valeur renvoyée
void
scripts/sim/company.gd:50Company._initfuncLien vers cette entréefunc _init(p_id: int = 0, p_name: String = "Fourways Transport Co.") -> void- Paramètres
p_id: int = 0p_name: String = "Fourways Transport Co."
- Valeur renvoyée
void
Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/company.gd:61Company.can_affordfuncChecks whether the company’s current cash coverscost.Lien vers cette entréefunc can_afford(cost: int) -> boolIt does not borrow money or change its balance.
- Paramètres
cost: int
- Valeur renvoyée
bool
scripts/sim/company.gd:70Company.spendfuncDeducts the cost from cash and records it in the category and monthly accounts.Lien vers cette entréefunc spend(cost: int, category: String) -> boolReturns
falseand leaves the accounts untouched if cash is insufficient. Typical categories includeconstructionandvehicles.- Paramètres
cost: intcategory: String
- Valeur renvoyée
bool
scripts/sim/company.gd:74Company.chargefuncCosts that are paid whether or not there is cash (running costs, interest).Lien vers cette entréefunc charge(cost: int, category: String) -> void- Paramètres
cost: intcategory: String
- Valeur renvoyée
void
scripts/sim/company.gd:86Company.earnfuncAdds game dollars to cash and records the amount as income in the ledger and current month’s accounts.Lien vers cette entréefunc earn(amount: int) -> void- Paramètres
amount: int
- Valeur renvoyée
void
scripts/sim/company.gd:92Company.borrowfuncAdds up toamountto cash and debt, limited by the company’s remaining loan allowance.Lien vers cette entréefunc borrow(amount: int) -> boolReturns whether any money was borrowed.
- Paramètres
amount: int
- Valeur renvoyée
bool
scripts/sim/company.gd:98Company.repayfuncRepays up toamount, limited by cash and outstanding debt.Lien vers cette entréefunc repay(amount: int) -> boolReturns whether a payment was made.
- Paramètres
amount: int
- Valeur renvoyée
bool
scripts/sim/company.gd:107Company.roll_yearfuncClose the books onyear;valueis the company value at its end.Lien vers cette entréefunc roll_year(year: int = 0, value: int = 0) -> void- Paramètres
year: int = 0value: int = 0
- Valeur renvoyée
void
scripts/sim/company.gd:117Company.profitfuncCalculates net profit from a ledger dictionary by subtracting recorded expense categories from income.Lien vers cette entréefunc profit(l: Dictionary) -> int- Paramètres
l: Dictionary
- Valeur renvoyée
int
scripts/sim/company.gd:130Company._year_rowfuncA ledger boiled down to one line of the yearly summary.Lien vers cette entréefunc _year_row(l: Dictionary, year: int, value: int) -> Dictionary- Paramètres
l: Dictionaryyear: intvalue: int
- Valeur renvoyée
Dictionary
scripts/sim/company.gd:139Company.year_rowsfuncThe yearly summary, oldest first: every closed year, then the year in progress ("open": true).Lien vers cette entréefunc year_rows(year: int, month: int, value: int) -> Arrayyearandmonth(0 = January) are today's,valuethe company value now. Saves from before the yearly records were kept still get last year's line, from last year's ledger.- Paramètres
year: intmonth: intvalue: int
- Valeur renvoyée
Array
- Appelle
Calendar.from_day
scripts/sim/company.gd:149
Town
Town.idvarLien vers cette entréevar id := 0Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/town.gd:5Town.namevarLien vers cette entréevar name := ""Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/town.gd:6Town.cxvarLien vers cette entréevar cx := 0Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/town.gd:7Town.cyvarLien vers cette entréevar cy := 0Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/town.gd:8Town.gridvarroad spacing; houses fill the blocks between grid linesTown.popvarLien vers cette entréevar pop := 0Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/town.gd:10Town.house_countvarLien vers cette entréevar house_count := 0Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/town.gd:11Town.grow_timervarLien vers cette entréevar grow_timer := 30Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/town.gd:12Town.paxvarpassengers generated this monthTown.pax_movedvar...and picked up by stationsTown.pax_lastvarLien vers cette entréevar pax_last := 0Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/town.gd:15Town.pax_moved_lastvarLien vers cette entréevar pax_moved_last := 0Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/town.gd:16Town.suppliedvargoods and food delivered this monthTown.supplied_lastvarLien vers cette entréevar supplied_last := 0Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/town.gd:18Town.served_untilvargame day until which the town counts as servedTown.dirtyvartiles changed by growth since the view last redrew themTown.ratingsvarLocal authority: how the council sees each company (company id -> 0..100), and town actions.Town.advertvarcompany id -> game day the advertising campaign endsTown.fund_untilvargame day funded building endsTown.exclusivevarRewards for meeting the council's requests (RAIL-24, Opportunities): the company with exclusive transport rights here (-1: none) and the day they end, and company id -> the day its half-price stations and depots end.Town.exclusive_untilvarLien vers cette entréevar exclusive_until := -1Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/town.gd:29Town.cheapvarLien vers cette entréevar cheap := {}Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/town.gd:30Town.rating_logvarWhy each company's rating moved lately: company id -> [{"day", "delta", "why"}], newest last.Town.RATING_STARTconstLien vers cette entréeconst RATING_START := 60.0Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/town.gd:35Town.RATING_REFUSEconstLien vers cette entréeconst RATING_REFUSE := 30.0Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/town.gd:36Town.COUNCIL_RADIUSconstLien vers cette entréeconst COUNCIL_RADIUS := 18Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/town.gd:37Town.RATING_CRASHconstLien vers cette entréeconst RATING_CRASH := -20.0Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/town.gd:38Town.RATING_NEGLECT_FLOORconstNeglect alone never costs a company its building permission: it stops lowering the rating here.Town.RATING_HOUSEconstWhat demolition costs, per tile.Lien vers cette entréeconst RATING_HOUSE := -8.0Tree clearing in one bulldoze action never costs more than RATING_TREES_MAX, so cutting a strip for a railway is a nuisance, not a ban.
Déclaré dansscripts/sim/town.gd:43Town.RATING_STREETconstLien vers cette entréeconst RATING_STREET := -3.0Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/town.gd:44Town.RATING_TREEconstLien vers cette entréeconst RATING_TREE := -0.5Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/town.gd:45Town.RATING_TREES_MAXconstLien vers cette entréeconst RATING_TREES_MAX := -6.0Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/town.gd:46Town.BUSY_NOISEconstHow far the noise of a busy industry lowers land values (Industry.BUSY, land_value).Town.LOG_SIZEconstLien vers cette entréeconst LOG_SIZE := 8Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/town.gd:49Town.ratingfuncReturns the council’s current rating for a company ID on the 0–100 scale.Lien vers cette entréefunc rating(cid: int) -> floatCompanies without a recorded rating receive the starting value.
- Paramètres
cid: int
- Valeur renvoyée
float
scripts/sim/town.gd:52Town.change_ratingfuncwhy(a short phrase such as "Demolished buildings") anddayrecord the change in the rating log, so the town window can explain where a rating came from.Lien vers cette entréefunc change_rating(cid: int, delta: float, why: String = "", day: int = -1) -> void- Paramètres
cid: intdelta: floatwhy: String = ""day: int = -1
- Valeur renvoyée
void
scripts/sim/town.gd:58Town.is_streetfuncA town's own streets: roads inside the built-up area.Lien vers cette entréefunc is_street(x: int, y: int) -> boolRoads a company lays in open country aren't.
- Paramètres
x: inty: int
- Valeur renvoyée
bool
scripts/sim/town.gd:77Town.rating_namestatic funcLien vers cette entréestatic func rating_name(r: float) -> String- Paramètres
r: float
- Valeur renvoyée
String
- Appelle
L.t
Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/town.gd:81Town._markfuncLien vers cette entréefunc _mark(x: int, y: int) -> void- Paramètres
x: inty: int
- Valeur renvoyée
void
Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/town.gd:91Town._initfuncLien vers cette entréefunc _init(p_id: int, p_name: String, x: int, y: int, p_grid: int) -> void- Paramètres
p_id: intp_name: Stringx: inty: intp_grid: int
- Valeur renvoyée
void
Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/town.gd:96Town.roll_monthfuncLien vers cette entréefunc roll_month() -> void- Valeur renvoyée
void
Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/town.gd:104Town.growth_intervalfuncDays between growth spurts: faster when served by stations and supplied with goods / food.Lien vers cette entréefunc growth_interval(day: int) -> int- Paramètres
day: int
- Valeur renvoyée
int
- Appelle
Data.era_index,Calendar.from_day
scripts/sim/town.gd:117Town.boundsfuncTile rectangle the town's buildings occupy (used for redraws after growth).Lien vers cette entréefunc bounds() -> Rect2i- Valeur renvoyée
Rect2i
scripts/sim/town.gd:131Town.on_grid_xfuncLien vers cette entréefunc on_grid_x(x: int) -> bool- Paramètres
x: int
- Valeur renvoyée
bool
Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/town.gd:136Town.on_grid_yfuncLien vers cette entréefunc on_grid_y(y: int) -> bool- Paramètres
y: int
- Valeur renvoyée
bool
Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/town.gd:140Town.seed_roadsfuncThe initial crossroads at the town centre.Lien vers cette entréefunc seed_roads(m: WorldMap, rng: RandomNumberGenerator) -> void- Paramètres
m: WorldMaprng: RandomNumberGenerator
- Valeur renvoyée
void
scripts/sim/town.gd:145Town.zone_popvarPeople by zone (kept up to date as buildings come and go), the street layout, and what this town needs most right now.Lien vers cette entréevar zone_pop := {"R": 0, "C": 0, "I": 0, "L": 0, "A": 0}Déclaré dansscripts/sim/town.gd:159Town.layoutvargrid | organicTown.stylevarbuilding style: classic | tudor | mediterranean | nordic | brickTown.landmarksvarbuilding type -> true once builtTown.pop_historyvarpopulation at each month end (last 36)Town.demandfuncResidential / commercial / industrial demand, each -1..1 (SimCity's RCI meter).Lien vers cette entréefunc demand(day: int = -1) -> Vector3Homes follow jobs, shops follow residents and deliveries, workshops follow residents.
- Paramètres
day: int = -1
- Valeur renvoyée
Vector3
scripts/sim/town.gd:168Town._pick_zonefuncLien vers cette entréefunc _pick_zone(rng: RandomNumberGenerator, day: int) -> String- Paramètres
rng: RandomNumberGeneratorday: int
- Valeur renvoyée
String
Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/town.gd:180Town.land_valuefuncLand value of a plot (roughly 0..100): the centre, busy stations, water, trees and landmarks raise it; industry and railway noise lower it.Lien vers cette entréefunc land_value(m: WorldMap, x: int, y: int, ctx: Dictionary) -> floatctxmay carry "stations" (served station positions), "industries" and "busy" (positions of well-staffed industries, heard up to BUSY_NOISE tiles away: RAIL-28) from the sim.- Paramètres
m: WorldMapx: inty: intctx: Dictionary
- Valeur renvoyée
float
scripts/sim/town.gd:195Town._type_forfuncThe building a zone gets on a plot of this land value, in this year's style.Lien vers cette entréefunc _type_for(zone: String, lv: float, rng: RandomNumberGenerator, year: int = 1950) -> String- Paramètres
zone: Stringlv: floatrng: RandomNumberGeneratoryear: int = 1950
- Valeur renvoyée
String
- Appelle
Data.can_build
scripts/sim/town.gd:240Town.growfuncOne growth step: maybe a landmark, else a building for the zone in demand, a new street, or a rebuild into something denser where land has become valuable.Lien vers cette entréefunc grow(m: WorldMap, rng: RandomNumberGenerator, ctx: Dictionary = {}) -> bool- Paramètres
m: WorldMaprng: RandomNumberGeneratorctx: Dictionary = {}
- Valeur renvoyée
bool
scripts/sim/town.gd:267Town._try_housefuncLien vers cette entréefunc _try_house(m: WorldMap, x: int, y: int, rng: RandomNumberGenerator, zone: String = "R", ctx: Dictionary = {}) -> bool- Paramètres
m: WorldMapx: inty: intrng: RandomNumberGeneratorzone: String = "R"ctx: Dictionary = {}
- Valeur renvoyée
bool
- Appelle
BuildOps.can_build_house,Const.opp
Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/town.gd:290Town._try_roadfuncLien vers cette entréefunc _try_road(m: WorldMap, x: int, y: int, rng: RandomNumberGenerator) -> bool- Paramètres
m: WorldMapx: inty: intrng: RandomNumberGenerator
- Valeur renvoyée
bool
Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/town.gd:306Town._organic_okfuncOrganic streets wander, but never run right alongside another street (which would leave no room for buildings).Lien vers cette entréefunc _organic_ok(m: WorldMap, x: int, y: int, d: int) -> bool- Paramètres
m: WorldMapx: inty: intd: int
- Valeur renvoyée
bool
scripts/sim/town.gd:345Town._try_upgradefuncLien vers cette entréefunc _try_upgrade(m: WorldMap, rng: RandomNumberGenerator, ctx: Dictionary = {}) -> bool- Paramètres
m: WorldMaprng: RandomNumberGeneratorctx: Dictionary = {}
- Valeur renvoyée
bool
Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/town.gd:358Town._try_landmarkfuncLandmarks arrive as the town grows: a church, then a park, then a town hall.Lien vers cette entréefunc _try_landmark(m: WorldMap, rng: RandomNumberGenerator) -> boolAttractions (cinema, museum, funfair, stadium, and a resort by the sea) follow as it gets bigger.
- Paramètres
m: WorldMaprng: RandomNumberGenerator
- Valeur renvoyée
bool
scripts/sim/town.gd:392Town._place_landmarkfuncLien vers cette entréefunc _place_landmark(m: WorldMap, rng: RandomNumberGenerator, want: String) -> bool- Paramètres
m: WorldMaprng: RandomNumberGeneratorwant: String
- Valeur renvoyée
bool
- Appelle
BuildOps.can_build_house
Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/town.gd:418Town._redevelopfuncNo free plot: rebuild a modest building near the centre as the new landmark or attraction.Lien vers cette entréefunc _redevelop(m: WorldMap, rng: RandomNumberGenerator, want: String, r: int) -> bool- Paramètres
m: WorldMaprng: RandomNumberGeneratorwant: Stringr: int
- Valeur renvoyée
bool
scripts/sim/town.gd:432Town.pick_stylestatic funcA town's building style, from where it stands: seaside towns lean Mediterranean, hill towns Nordic, the rest a mix.Lien vers cette entréestatic func pick_style(m: WorldMap, t: Town) -> StringDerived from the name so it doesn't disturb world generation.
- Paramètres
m: WorldMapt: Town
- Valeur renvoyée
String
scripts/sim/town.gd:462Town._near_seafuncLien vers cette entréefunc _near_sea(m: WorldMap) -> bool- Paramètres
m: WorldMap
- Valeur renvoyée
bool
Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/town.gd:478Town._place_attractionfuncAttractions go on a free plot by a road: the stadium and funfair towards the edge of town, the resort by the water, the rest near the centre.Lien vers cette entréefunc _place_attraction(m: WorldMap, rng: RandomNumberGenerator, want: String) -> bool- Paramètres
m: WorldMaprng: RandomNumberGeneratorwant: String
- Valeur renvoyée
bool
- Appelle
BuildOps.can_build_house
scripts/sim/town.gd:489Town._water_distancefuncLien vers cette entréefunc _water_distance(m: WorldMap, x: int, y: int) -> float- Paramètres
m: WorldMapx: inty: int
- Valeur renvoyée
float
Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/town.gd:525Town._set_buildingfuncLien vers cette entréefunc _set_building(o: Dictionary, type: String, rng: RandomNumberGenerator) -> void- Paramètres
o: Dictionarytype: Stringrng: RandomNumberGenerator
- Valeur renvoyée
void
Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/town.gd:534Town._countfuncLien vers cette entréefunc _count(type: String, people: int) -> void- Paramètres
type: Stringpeople: int
- Valeur renvoyée
void
Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/town.gd:544Town.remove_buildingfuncRemove a building's people (it was demolished).Lien vers cette entréefunc remove_building(o: Dictionary) -> void- Paramètres
o: Dictionary
- Valeur renvoyée
void
scripts/sim/town.gd:551Town.restore_buildingfuncPut back a building's people (its demolition was undone): the opposite of remove_building.Lien vers cette entréefunc restore_building(o: Dictionary) -> void- Paramètres
o: Dictionary
- Valeur renvoyée
void
scripts/sim/town.gd:559Town.recountfuncRebuild the zone tallies from the map (after loading).Lien vers cette entréefunc recount(m: WorldMap) -> void- Paramètres
m: WorldMap
- Valeur renvoyée
void
scripts/sim/town.gd:567Town.recount_allstatic funcrecountfor every town of the map in one pass over its tiles.Lien vers cette entréestatic func recount_all(m: WorldMap) -> void- Paramètres
m: WorldMap
- Valeur renvoyée
void
scripts/sim/town.gd:578Town.place_housefuncPlace a house facing directionfacing(towards its road).Lien vers cette entréefunc place_house(m: WorldMap, x: int, y: int, facing: int, type: String, rng: RandomNumberGenerator) -> void- Paramètres
m: WorldMapx: inty: intfacing: inttype: Stringrng: RandomNumberGenerator
- Valeur renvoyée
void
scripts/sim/town.gd:592Town.MODESTconstLien vers cette entréeconst MODEST := ["cottage", "house", "shop", "modern", "workshop"]Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/town.gd:619Town.size_ofstatic funcHow many tiles along each side a building oftypetakes.Lien vers cette entréestatic func size_of(type: String) -> int- Paramètres
type: String
- Valeur renvoyée
int
scripts/sim/town.gd:623Town.building_atstatic funcThe town building on tilet, whichever of its tiles that is; null where there is none.Lien vers cette entréestatic func building_at(m: WorldMap, t: Vector2i) -> Variant- Paramètres
m: WorldMapt: Vector2i
- Valeur renvoyée
Variant
scripts/sim/town.gd:628Town.anchor_ofstatic funcThe north-west tile of the building ont(titself for a one-tile building).Lien vers cette entréestatic func anchor_of(m: WorldMap, t: Vector2i) -> Vector2i- Paramètres
m: WorldMapt: Vector2i
- Valeur renvoyée
Vector2i
scripts/sim/town.gd:638Town.footprintstatic funcEvery tile of the building whose north-west tile isanchor.Lien vers cette entréestatic func footprint(m: WorldMap, anchor: Vector2i) -> Array[Vector2i]- Paramètres
m: WorldMapanchor: Vector2i
- Valeur renvoyée
Array[Vector2i]
scripts/sim/town.gd:644Town.big_plotfuncThe 2 x 2 plot for a big building whose front tile (x, y) faces a road in directionfacing: it reaches one tile back from the road and one to either side, whichever is free.Lien vers cette entréefunc big_plot(m: WorldMap, x: int, y: int, facing: int, rebuild: bool = false) -> Rect2iWith
rebuild, a tile holding a modest building of this town counts as free (the building makes way). An empty rect where there is no room.- Paramètres
m: WorldMapx: inty: intfacing: intrebuild: bool = false
- Valeur renvoyée
Rect2i
scripts/sim/town.gd:658Town._plot_freefuncLien vers cette entréefunc _plot_free(m: WorldMap, t: Vector2i, rebuild: bool) -> bool- Paramètres
m: WorldMapt: Vector2irebuild: bool
- Valeur renvoyée
bool
- Appelle
BuildOps.can_build_house
Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/town.gd:673Town._place_bigfuncPut a big building onplot(see big_plot), facingfacing.Lien vers cette entréefunc _place_big(m: WorldMap, plot: Rect2i, facing: int, type: String, rng: RandomNumberGenerator) -> void- Paramètres
m: WorldMapplot: Rect2ifacing: inttype: Stringrng: RandomNumberGenerator
- Valeur renvoyée
void
scripts/sim/town.gd:683Town.restore_annexesstatic funcMark the other tiles of every big building (after loading: only its own tile is saved).Lien vers cette entréestatic func restore_annexes(m: WorldMap) -> void- Paramètres
m: WorldMap
- Valeur renvoyée
void
scripts/sim/town.gd:705Town.enlarge_old_buildingsstatic funcA game saved before big buildings has its stadium on a single tile.Lien vers cette entréestatic func enlarge_old_buildings(m: WorldMap) -> voidGive each one its full plot where there is room behind it - modest buildings next door make way, as they do when a town builds a new one - and leave it small where roads or bigger buildings hem it in.
- Paramètres
m: WorldMap
- Valeur renvoyée
void
scripts/sim/town.gd:720
Station
Station.CATCH_RAILconstLien vers cette entréeconst CATCH_RAIL := 4Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/station.gd:5Station.CATCH_ROADconstLien vers cette entréeconst CATCH_ROAD := 3Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/station.gd:6Station.CATCH_DOCKconstLien vers cette entréeconst CATCH_DOCK := 4Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/station.gd:7Station.CATCH_AIRconstLien vers cette entréeconst CATCH_AIR := 5Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/station.gd:8Station.TRANSFER_DISTANCEconstLien vers cette entréeconst TRANSFER_DISTANCE := 3Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/station.gd:9Station.SUFFIXESconstLien vers cette entréeconst SUFFIXESCette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/station.gd:10Station.idvarLien vers cette entréevar id := 0Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/station.gd:13Station.namevarLien vers cette entréevar name := ""Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/station.gd:14Station.tilesvarLien vers cette entréevar tiles: Array[Vector2i] = []Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/station.gd:15Station.has_railvarLien vers cette entréevar has_rail := falseCette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/station.gd:16Station.has_roadvarLien vers cette entréevar has_road := falseCette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/station.gd:17Station.has_dockvarLien vers cette entréevar has_dock := falseCette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/station.gd:18Station.has_airvarLien vers cette entréevar has_air := falseCette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/station.gd:19Station.catchmentvartile index -> trueStation.acceptsvarCargo IDs that can be delivered in this station’s catchment.Lien vers cette entréevar accepts: Array = []A vehicle can unload and earn a fare here for a supported cargo.
Déclaré dansscripts/sim/station.gd:21Station.suppliesvarCargo IDs supplied by towns or industries in the station’s catchment.Lien vers cette entréevar supplies: Array = []Read
Déclaré danswaitingfor the amount currently available to load.scripts/sim/station.gd:22Station.deletedvarLien vers cette entréevar deleted := falseCette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/station.gd:23Station.ownervarThe company that owns the station.Lien vers cette entréevar owner: Company = nullCan be
Déclaré dansnull, for example at an oil rig dock. Useusable_by(company)to check access.scripts/sim/station.gd:24Station.rigvarThe industry out at sea this dock is built into (an oil rig), or null.Lien vers cette entréevar rig: Industry = nullSuch a dock belongs to nobody: every company's ships may call there, and it is never built or removed by hand.
Déclaré dansscripts/sim/station.gd:27Station.townvarthe town whose council looks after this station's areaStation.attractionsvarattraction types inside the catchment (tourist fares)Station.workersvaran industry in reach employs passengers who come here (RAIL-28)Station.waitingvaramount waiting (float)Station.transfersvarCargo left here by vehicles with a transfer order, for another vehicle to carry on (RAIL-20): [{"amt", "c", "from", "pos", "day", "credit"}], oldest first.Lien vers cette entréevar transfers: Array = []It is part of
Déclaré danswaitingtoo; these packets remember where and when it was first loaded, so the last leg is paid for the whole trip.scripts/sim/station.gd:37Station.ratingvar0..1, share of nearby production this station receivesStation.servedvartrue once a vehicle with this cargo has orders hereStation.last_pickupvargame day of the last loading attemptStation.last_speedvarspeed of the last vehicle that loaded here (tiles/day)Station.last_agevarage in years of the last vehicle that loaded hereStation.first_arrivalvarLien vers cette entréevar first_arrival := trueCette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/station.gd:43Station.match_toldvarthe player has had the news of this station's first match dayStation.last_visitvargame day a vehicle last called hereStation.pickedvarcargo -> units loaded this monthStation.picked_lastvarLien vers cette entréevar picked_last := {}Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/station.gd:47Station.deliveredvarcargo -> units unloaded (and paid for) this monthStation.delivered_lastvarLien vers cette entréevar delivered_last := {}Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/station.gd:49Station.earnedvarfares paid for deliveries here this monthStation.earned_lastvarLien vers cette entréevar earned_last := 0Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/station.gd:51Station.inflowvarHow much of each cargo comes here in a month, as a running estimate (Economy._update_ratings): what waits beyond this slowly gives up (RAIL-56).Lien vers cette entréevar inflow := {}Production and transfers count; a match-day crowd doesn't, so the fans who can't get away go home over the following weeks.
Déclaré dansscripts/sim/station.gd:55Station.arrivedvarcargo -> units come since the last production runStation.catch_rectvarLien vers cette entréevar catch_rect := Rect2i()Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/station.gd:59Station.house_okvarLien vers cette entréevar house_ok := falseCette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/station.gd:60Station._housesvarLien vers cette entréevar _houses := PackedInt32Array()Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/station.gd:61Station.roll_monthfuncLien vers cette entréefunc roll_month() -> void- Valeur renvoyée
void
Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/station.gd:64Station._initfuncLien vers cette entréefunc _init(p_id: int, p_name: String) -> void- Paramètres
p_id: intp_name: String
- Valeur renvoyée
void
Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/station.gd:73Station.tiles_offuncTiles vehicles ofkindstop on: platforms, road stops, the water in front of a dock, the airfield.Lien vers cette entréefunc tiles_of(m: WorldMap, kind: String) -> Dictionary- Paramètres
m: WorldMapkind: String
- Valeur renvoyée
Dictionary
scripts/sim/station.gd:79Station.usable_byfuncWhetherwho's vehicles may have orders here: its own stations and the open docks of oil rigs.Lien vers cette entréefunc usable_by(who: Company) -> bool- Paramètres
who: Company
- Valeur renvoyée
bool
scripts/sim/station.gd:100Station.has_kindfuncTests whether the station supportsrail,road,water, orair.Lien vers cette entréefunc has_kind(kind: String) -> boolFor ships use
water, even though the construction kind for a dock isdock.- Paramètres
kind: String
- Valeur renvoyée
bool
scripts/sim/station.gd:104Station.transfer_neighborsfuncOther stations of the same company within TRANSFER_DISTANCE steps of any of our tiles.Lien vers cette entréefunc transfer_neighbors(m: WorldMap) -> Array[Station]- Paramètres
m: WorldMap
- Valeur renvoyée
Array[Station]
scripts/sim/station.gd:114Station.transfer_amountfuncUnits ofcleft here by transfers and still waiting.Lien vers cette entréefunc transfer_amount(c: String) -> int- Paramètres
c: String
- Valeur renvoyée
int
scripts/sim/station.gd:132Station.add_transferfuncLeave cargo from a vehicle here for another to pick up (see Economy.unload).Lien vers cette entréefunc add_transfer(p: Dictionary) -> void- Paramètres
p: Dictionary
- Valeur renvoyée
void
scripts/sim/station.gd:141Station.add_waitingfuncCargoccomes here to wait: counted inwaitingand in what arrives (seeinflow).Lien vers cette entréefunc add_waiting(c: String, amt: float) -> void- Paramètres
c: Stringamt: float
- Valeur renvoyée
void
scripts/sim/station.gd:147Station.take_transfersfuncTake up tonunits of transferredc(oldest first), as packets to put on board.Lien vers cette entréefunc take_transfers(c: String, n: int) -> ArrayWaiting cargo that went away (a poor rating, the cap) takes the transferred share with it first.
- Paramètres
c: Stringn: int
- Valeur renvoyée
Array
scripts/sim/station.gd:154Station.platform_lenfuncLength in tiles of the platformtis part of: the straight row of this station's rail tiles along the track throught(0 iftisn't one of them).Lien vers cette entréefunc platform_len(m: WorldMap, t: Vector2i) -> int- Paramètres
m: WorldMapt: Vector2i
- Valeur renvoyée
int
scripts/sim/station.gd:185Station.longest_platformfuncThe longest of this station's platforms, in tiles (0 without any).Lien vers cette entréefunc longest_platform(m: WorldMap) -> int- Paramètres
m: WorldMap
- Valeur renvoyée
int
scripts/sim/station.gd:205Station.air_posfuncWhere aircraft park: the middle of the runway.Lien vers cette entréefunc air_pos(m: WorldMap) -> Vector2- Paramètres
m: WorldMap
- Valeur renvoyée
Vector2
scripts/sim/station.gd:215Station.is_runwaystatic funcAirfields are 3 x 2 tiles: the runway is the first row (axis 0) or first column (axis 1).Lien vers cette entréestatic func is_runway(o: Dictionary) -> bool- Paramètres
o: Dictionary
- Valeur renvoyée
bool
scripts/sim/station.gd:227Station.total_waitingfuncSums the station’s waiting quantities across all cargo IDs and converts the result to a whole number.Lien vers cette entréefunc total_waiting() -> intFor a single cargo read that key in
waiting.- Valeur renvoyée
int
scripts/sim/station.gd:232Station.sign_posfuncReturns the average position of the station’s tile centers, in world tile coordinates.Lien vers cette entréefunc sign_pos() -> Vector2Useful for locating a news item on the map.
- Valeur renvoyée
Vector2
scripts/sim/station.gd:239Station.stop_posfuncFor a road vehicle, point to the roadside stop even when it shares a station with other modes.Lien vers cette entréefunc stop_pos(m: WorldMap, kind: String) -> Vector2- Paramètres
m: WorldMapkind: String
- Valeur renvoyée
Vector2
scripts/sim/station.gd:247Station.refreshfuncRecompute station type flags, catchment and what it accepts / supplies.Lien vers cette entréefunc refresh(m: WorldMap) -> void- Paramètres
m: WorldMap
- Valeur renvoyée
void
scripts/sim/station.gd:257Station.refresh_coveragefuncRecheck what reaches this station after its surroundings change.Lien vers cette entréefunc refresh_coverage(m: WorldMap) -> void- Paramètres
m: WorldMap
- Valeur renvoyée
void
scripts/sim/station.gd:300Station.house_tilesfuncThe tiles of the catchment with a house on them, in catchment order.Lien vers cette entréefunc house_tiles(m: WorldMap) -> PackedInt32Array- Paramètres
m: WorldMap
- Valeur renvoyée
PackedInt32Array
scripts/sim/station.gd:309Station.add_catchmentstatic funcLien vers cette entréestatic func add_catchment(m: WorldMap, catch: Dictionary, t: Vector2i, r: int) -> void- Paramètres
m: WorldMapcatch: Dictionaryt: Vector2ir: int
- Valeur renvoyée
void
Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/station.gd:335Station.coveragestatic funcWhat a catchment area accepts and supplies.Lien vers cette entréestatic func coverage(m: WorldMap, catch: Dictionary) -> DictionaryTowns accept passengers from 12 residents and goods / food from 60; houses supply passengers and mail (waste too, from the Late century). Some buildings take more in later eras, and so does every house of a big enough town (Data.TOWN_TAKES: electronics, cars). An industry that employs people takes passengers as workers and sends some home again ("workers": true).
- Paramètres
m: WorldMapcatch: Dictionary
- Valeur renvoyée
Dictionary
scripts/sim/station.gd:346Station.nearest_townstatic funcLien vers cette entréestatic func nearest_town(m: WorldMap, p: Vector2, within: float) -> Town- Paramètres
m: WorldMapp: Vector2within: float
- Valeur renvoyée
Town
Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/station.gd:409Station.make_namestatic funcLien vers cette entréestatic func make_name(m: WorldMap, at: Vector2i) -> String- Paramètres
m: WorldMapat: Vector2i
- Valeur renvoyée
String
- Appelle
L.t
Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/station.gd:420
Vehicle
Vehicle.LOCO_LENconstLien vers cette entréeconst LOCO_LEN := 0.56Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/vehicle.gd:8Vehicle.CAR_LENconstLien vers cette entréeconst CAR_LEN := 0.5Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/vehicle.gd:9Vehicle.RV_LENconstLien vers cette entréeconst RV_LEN := 0.46Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/vehicle.gd:10Vehicle.SHIP_LENconstLien vers cette entréeconst SHIP_LEN := 0.9Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/vehicle.gd:11Vehicle.PLANE_LENconstLien vers cette entréeconst PLANE_LEN := 0.7Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/vehicle.gd:12Vehicle.CRUISEconstflight altitude above the groundVehicle.LOAD_RATEconstunits moved per day while loadingVehicle.LANEconstroad vehicles keep right by this muchVehicle.ROAD_GAPconstQueues (RAIL-26).Lien vers cette entréeconst ROAD_GAP := 0.12A road vehicle keeps ROAD_GAP behind the one ahead in its lane and, stuck for ROAD_GIVE_UP days, drives through, so a jam always clears (as trains do at signals). A ship waits for a free berth and a plane holds for a free stand at most QUEUE_GIVE_UP days, then goes in anyway.
Déclaré dansscripts/sim/vehicle.gd:19Vehicle.ROAD_GIVE_UPconstLien vers cette entréeconst ROAD_GIVE_UP := 3.0Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/vehicle.gd:20Vehicle.QUEUE_GIVE_UPconstLien vers cette entréeconst QUEUE_GIVE_UP := 15.0Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/vehicle.gd:21Vehicle.STANDSconstaircraft an airport takes at a timeVehicle.HOLD_ATconsthow far out a plane asks for a stand: where it would start to descendVehicle.HOLD_Rconstradius of the circle a plane holds on, at cruising height...Vehicle.HOLD_STEPconst...or that much wider, or twice that (see _hold_r)Vehicle.HOLD_BANKconsthow far it leans into that circle (radians)Vehicle.ORDER_FLAGSconstWhat an order can say besides "full": leave unaccepted cargo for another vehicle (RAIL-20); unload everything and take nothing on; deliver but take nothing on; call at a depot before the next stop (RAIL-36).Lien vers cette entréeconst ORDER_FLAGS := ["transfer", "unload", "no_load", "depot"]Saved in this order (see SaveGame).
Déclaré dansscripts/sim/vehicle.gd:30Vehicle.idvarLien vers cette entréevar id := 0Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/vehicle.gd:32Vehicle.namevarLien vers cette entréevar name := ""Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/vehicle.gd:33Vehicle.model_idvarLien vers cette entréevar model_id := ""Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/vehicle.gd:34Vehicle.modelvarLien vers cette entréevar model: DictionaryCette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/vehicle.gd:35Vehicle.kindvarLien vers cette entréevar kind := "road"Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/vehicle.gd:36Vehicle.cargovarLien vers cette entréevar cargo := "pax"Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/vehicle.gd:37Vehicle.wagonsvarLien vers cette entréevar wagons := 0Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/vehicle.gd:38Vehicle.ownervarLien vers cette entréevar owner: CompanyCette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/vehicle.gd:39Vehicle.ordersvar[{"st": Station, "full": bool, and any of ORDER_FLAGS: bool (missing: false)}]Vehicle.order_idxvarLien vers cette entréevar order_idx := 0Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/vehicle.gd:41Vehicle.statevarloading | moving | lost | stopped | servicing | wrecked (see Sim.wrecks)Vehicle.statusvarLien vers cette entréevar status := ""Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/vehicle.gd:44Vehicle.timervarLien vers cette entréevar timer := 0.0Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/vehicle.gd:45Vehicle.segsvarpath history; the last one is the one the head is onVehicle.tvarprogress along the last segment (0..1)Vehicle.routevarLien vers cette entréevar route: Array[Vector2i] = []Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/vehicle.gd:48Vehicle.rpvarindex inrouteof the tile the head is inVehicle.speedvarcurrent speed, tiles per dayVehicle.at_stationvarLien vers cette entréevar at_station: Station = nullCette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/vehicle.gd:51Vehicle.lost_ctxvarLien vers cette entréevar lost_ctx := {}Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/vehicle.gd:52Vehicle.lost_triesvarLien vers cette entréevar lost_tries := 0Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/vehicle.gd:53Vehicle.capvarLien vers cette entréevar cap := 0Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/vehicle.gd:55Vehicle.packetsvar[{"amt": int, "from": Station, "day": float}]Vehicle.profit_thisvarLien vers cette entréevar profit_this := 0Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/vehicle.gd:57Vehicle.profit_lastvarLien vers cette entréevar profit_last := 0Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/vehicle.gd:58Vehicle.income_totalvarLien vers cette entréevar income_total := 0Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/vehicle.gd:59Vehicle.age_daysvarLien vers cette entréevar age_days := 0.0Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/vehicle.gd:60Vehicle.costvarLien vers cette entréevar cost := 0Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/vehicle.gd:61Vehicle.tripsvarLien vers cette entréevar trips := 0Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/vehicle.gd:62Vehicle.stopped_by_playervarLien vers cette entréevar stopped_by_player := falseCette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/vehicle.gd:63Vehicle.sig_waitvardays spent waiting at a red signal or in front of a junctionVehicle.held_atvarWhat the train waited at when it last moved: 0 nothing, 1 a signal, 2 a junction (RAIL-80).Vehicle.GIVE_UP_DAYSconsta train held this long at a signal or junction is deadlockedVehicle._backoff_tryvarwhen it last tried turning round out of a deadlockVehicle._backed_off_atvarwhen it last didVehicle._forced_atvarwhen it last went on anyway, unable to turn roundVehicle._turnedvar_held_up turned it round just now (see _advance)Vehicle._detour_dayvarwhen it last looked for a way round a busy stretch (see _detour)Vehicle.queue_waitvardays held up in a queue: in traffic, for a berth, or holding (RAIL-26)Vehicle.hold_avaraircraft holding over a full airport: its angle round the circle, -1 when notVehicle.old_warnedvarLien vers cette entréevar old_warned := falseCette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/vehicle.gd:75Vehicle.electricvarneeds overhead wires (set from the model)Vehicle.wagon_cargosvartrains: the cargo of each wagon, front to back (mixed trains)Vehicle.reliabilityvar0..1; wears down day by day, restored by servicingVehicle.last_servicevargame day of the last serviceVehicle.breakdownsvarLien vers cette entréevar breakdowns := 0Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/vehicle.gd:80Vehicle.brokenvardays left standing broken downVehicle.service_tovarthe depot it's heading to for servicingVehicle.load_avgvarrunning average of how full it leaves stations (0..1), -1 until knownVehicle.last_tripvarlast paid delivery: {"pay", "units", "day", "st"}Vehicle.look_revvargoes up when a refit changes how it looks (the view redraws it)Vehicle.refit_tovara change of cargo ordered and paid for, done at the depot (see refit)Vehicle.refit_paidvarwhat ordering it cost (given back if it is cancelled)Vehicle.stuck_cargovara cargo on board that no stop in the orders accepts (see _check_stuck)Vehicle.stuck_stopsvarstops it has called at with that cargo on board, undeliveredVehicle.stuck_newsvargame day the player was last told about it (-1: never)Vehicle.linevarthe line it runs on (itsordersare then the line's), or nullVehicle.lap_startvargame day it last left its line's first stop (-1: not yet)Vehicle.heldvardays held at the first stop this round to keep the line evenly spacedVehicle.air_fromvarLien vers cette entréevar air_from := Vector2.ZEROCette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/vehicle.gd:95Vehicle.air_tovarLien vers cette entréevar air_to := Vector2.ZEROCette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/vehicle.gd:96Vehicle.air_dvarLien vers cette entréevar air_d := 0.0Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/vehicle.gd:97Vehicle.air_y0varLien vers cette entréevar air_y0 := 0.0Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/vehicle.gd:98Vehicle.air_y1varLien vers cette entréevar air_y1 := 0.0Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/vehicle.gd:99Vehicle._accelvaracceleration as a multiple of the top speed, by kindVehicle._lenvarlength of a road vehicle, ship or aircraft (of model_len_of)Vehicle._len_ofvarLien vers cette entréevar _len_of := ""Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/vehicle.gd:103Vehicle._back_uvarsecond result of _back_iVehicle._routesvarroutes found before, by order (see _find)Vehicle._fitvartrains: the share of the train alongside the platform it stands atVehicle._coursevarships: the straight courseroutefollows (see water_course), {} for noneVehicle._queuedvarheld up in a queue this step (counts towardsqueue_wait)Vehicle._blocked_byvarroad vehicles: id of the one it is keeping behind (0: none)Vehicle.route_cachestatic varSwitch for the tests: with it off every departure searches for its route again.Vehicle._seg_cachestatic varmake_seg results by tile, sides and shapeVehicle.SEG_CACHE_MAXconstLien vers cette entréeconst SEG_CACHE_MAX := 200000Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/vehicle.gd:113Vehicle._initfuncLien vers cette entréefunc _init(p_id: int, p_model: String, p_cargo: String, p_wagons: int, p_owner: Company) -> void- Paramètres
p_id: intp_model: Stringp_cargo: Stringp_wagons: intp_owner: Company
- Valeur renvoyée
void
- Appelle
Data.model,Data.wagon_cap
Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/vehicle.gd:116Vehicle._default_namefuncThe name a vehicle gets when bought: what it is and its number.Lien vers cette entréefunc _default_name() -> String- Valeur renvoyée
String
- Appelle
L.t
scripts/sim/vehicle.gd:135Vehicle.load_amountfuncLien vers cette entréefunc load_amount() -> int- Valeur renvoyée
int
Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/vehicle.gd:145Vehicle.set_consistfuncA train's wagons, one cargo each (front to back).Lien vers cette entréefunc set_consist(list: Array) -> voidcargobecomes the first wagon's.- Paramètres
list: Array
- Valeur renvoyée
void
- Appelle
Data.wagon_cap
scripts/sim/vehicle.gd:153Vehicle.refitfuncChange what the vehicle carries: a train's wagons (one cargo each, front to back) or the one cargo of anything else.Lien vers cette entréefunc refit(list: Array, m: WorldMap = null) -> voidCargo on board that no longer has room is lost. Sim.refit_vehicle orders it and Sim.finish_refit calls this once the vehicle is at a depot.
- Paramètres
list: Arraym: WorldMap = null
- Valeur renvoyée
void
scripts/sim/vehicle.gd:168Vehicle._trim_loadfuncDrop what no longer fits on board (was: the cargo of packets from before they were labelled).Lien vers cette entréefunc _trim_load(was: String) -> void- Paramètres
was: String
- Valeur renvoyée
void
scripts/sim/vehicle.gd:187Vehicle.change_modelfuncBecome another model of the same kind, where it stands (see Sim.replace_vehicle, which checks that the model can carry its cargo and run its route).Lien vers cette entréefunc change_model(p_model: String) -> voidA train keeps its wagons, as many as the new engine pulls; anything else gets the new model's capacity. Cargo without room is lost.
- Paramètres
p_model: String
- Valeur renvoyée
void
- Appelle
Data.model,Data.wagon_cap
scripts/sim/vehicle.gd:205Vehicle._grow_tailfuncLay more history behind the tail, following the track, so a train that just got longer has somewhere to stand (the same walkspawndoes).Lien vers cette entréefunc _grow_tail(m: WorldMap) -> void- Paramètres
m: WorldMap
- Valeur renvoyée
void
- Appelle
Const.opp
scripts/sim/vehicle.gd:228Vehicle.cargosfuncThe cargos this vehicle carries (several for a mixed train).Lien vers cette entréefunc cargos() -> Array- Valeur renvoyée
Array
scripts/sim/vehicle.gd:263Vehicle.is_mixedfuncLien vers cette entréefunc is_mixed() -> bool- Valeur renvoyée
bool
Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/vehicle.gd:273Vehicle.cap_offuncReturns the capacity for one cargo ID.Lien vers cette entréefunc cap_of(c: String) -> intFor mixed trains, it counts only wagons assigned to that cargo. A cargo the vehicle cannot currently carry has capacity zero.
- Paramètres
c: String
- Valeur renvoyée
int
- Appelle
Data.wagon_cap
scripts/sim/vehicle.gd:277Vehicle.load_offuncAdds up the units in the vehicle’s cargo packets for one cargo ID.Lien vers cette entréefunc load_of(c: String) -> intThis is the current load, rather than available room.
- Paramètres
c: String
- Valeur renvoyée
int
scripts/sim/vehicle.gd:287Vehicle.running_costfuncReturns the annual running cost of the model plus its wagons.Lien vers cette entréefunc running_cost() -> int- Valeur renvoyée
int
scripts/sim/vehicle.gd:295Vehicle.life_yearsfuncReturns the usual service life in years for the vehicle’s transport kind.Lien vers cette entréefunc life_years() -> int- Valeur renvoyée
int
scripts/sim/vehicle.gd:299Vehicle.is_oldfuncChecks whether the vehicle’s age in days exceeds its service life in years, using 365 days per year.Lien vers cette entréefunc is_old() -> bool- Valeur renvoyée
bool
scripts/sim/vehicle.gd:303Vehicle.valuefuncReturns the current resale value in dollars.Lien vers cette entréefunc value() -> intThe value falls with age and bottoms out at 15 percent of purchase cost.
- Valeur renvoyée
int
scripts/sim/vehicle.gd:307Vehicle.max_speedfuncReturns the model’s maximum speed in tiles per game day.Lien vers cette entréefunc max_speed() -> floatSteam trains lose three percent of model speed per wagon in this calculation.
- Valeur renvoyée
float
scripts/sim/vehicle.gd:311Vehicle.train_lengthfuncLien vers cette entréefunc train_length() -> float- Valeur renvoyée
float
Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/vehicle.gd:318Vehicle.tiles_longstatic funcHow many platform tiles a train withn_wagonswagons needs to stand alongside in full.Lien vers cette entréestatic func tiles_long(n_wagons: int) -> intA buffer's worth of overhang (
OVERHANG_OK) doesn't count: two wagons a tile, less one for the engine, so 3 tiles take 5 wagons.- Paramètres
n_wagons: int
- Valeur renvoyée
int
scripts/sim/vehicle.gd:330Vehicle.OVERHANG_OKconstLien vers cette entréeconst OVERHANG_OK := 0.1Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/vehicle.gd:334Vehicle.platform_fitstatic funcThe share of a train oflengthtiles that is alongside a platform ofplatformtiles.Lien vers cette entréestatic func platform_fit(length: float, platform: int) -> floatOnly those wagons load and unload at a time, so loading a train longer than the platform takes longer (the rest are drawn up in turns) while its back wagons stick out onto the line behind (RAIL-18).
- Paramètres
length: floatplatform: int
- Valeur renvoyée
float
scripts/sim/vehicle.gd:340Vehicle.body_lenstatic funcLength of a road vehicle, ship or aircraft of this model (see Data.LENGTH).Lien vers cette entréestatic func body_len(id: String) -> float- Paramètres
id: String
- Valeur renvoyée
float
- Appelle
Data.model,Data.look
scripts/sim/vehicle.gd:347Vehicle.destfuncLien vers cette entréefunc dest() -> Station- Valeur renvoyée
Station
Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/vehicle.gd:356Vehicle._edgestatic funcLien vers cette entréestatic func _edge(t: Vector2i, d: int) -> Vector2- Paramètres
t: Vector2id: int
- Valeur renvoyée
Vector2
Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/vehicle.gd:362Vehicle._centerstatic funcLien vers cette entréestatic func _center(t: Vector2i) -> Vector2- Paramètres
t: Vector2i
- Valeur renvoyée
Vector2
Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/vehicle.gd:366Vehicle.make_segstatic funcA segment crossing tilet, entering through sideaand leaving through sideb(-1 means starting or stopping at the tile centre).Lien vers cette entréestatic func make_seg(t: Vector2i, a: int, b: int, chord: int = 0) -> Dictionarychord: the piece's shape (see WorldMap.piece_shape) when it is part of a diagonal run or eases into one; the piece is then a cubic curve.- Paramètres
t: Vector2ia: intb: intchord: int = 0
- Valeur renvoyée
Dictionary
- Appelle
Const.opp,WorldMap.piece_curve
scripts/sim/vehicle.gd:374Vehicle._seg_lenstatic funcLien vers cette entréestatic func _seg_len(s: Dictionary) -> float- Paramètres
s: Dictionary
- Valeur renvoyée
float
Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/vehicle.gd:404Vehicle.seg_posstatic funcLien vers cette entréestatic func seg_pos(s: Dictionary, u: float) -> Vector2- Paramètres
s: Dictionaryu: float
- Valeur renvoyée
Vector2
Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/vehicle.gd:414Vehicle.seg_dirstatic funcThe way along segmentsatu(not normalised; zero only half-way round a U-turn).Lien vers cette entréestatic func seg_dir(s: Dictionary, u: float) -> Vector2- Paramètres
s: Dictionaryu: float
- Valeur renvoyée
Vector2
scripts/sim/vehicle.gd:426Vehicle.rev_segstatic funcLien vers cette entréestatic func rev_seg(s: Dictionary) -> Dictionary- Paramètres
s: Dictionary
- Valeur renvoyée
Dictionary
- Appelle
WorldMap.flip_shape
Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/vehicle.gd:437Vehicle._segfuncA segment through tiletthat knows whether it's part of a diagonal run.Lien vers cette entréefunc _seg(m: WorldMap, t: Vector2i, a: int, b: int) -> Dictionary- Paramètres
m: WorldMapt: Vector2ia: intb: int
- Valeur renvoyée
Dictionary
scripts/sim/vehicle.gd:442Vehicle.SEA_ROOMconstHow far a ship's straight leg keeps from land on either side (tiles).Vehicle.water_coursestatic funcShips aren't held to the grid: they sail straight legs across open water, which bend only where something is in the way.Lien vers cette entréestatic func water_course(m: WorldMap, tiles: Array) -> Dictionarytilesis a route of neighbouring sailable tiles (a Pathfinder answer); the course runs between its ends along the shortest way by water (Pathfinder.find_sea), pulled tight. Returns {"tiles": the tiles the legs pass through, neighbours again, "cross": where the course enters each of them (the first: its centre), "turn": 1 at each tile where two legs meet}.- Paramètres
m: WorldMaptiles: Array
- Valeur renvoyée
Dictionary
- Appelle
Pathfinder.find_sea
scripts/sim/vehicle.gd:457Vehicle._sea_clearstatic funcWhether a ship can sail straight from the centre of tileato the centre of tileb, keeping SEA_ROOM clear of anything that isn't open water.Lien vers cette entréestatic func _sea_clear(m: WorldMap, a: Vector2i, b: Vector2i) -> bool- Paramètres
m: WorldMapa: Vector2ib: Vector2i
- Valeur renvoyée
bool
scripts/sim/vehicle.gd:498Vehicle._walk_linestatic funcThe tiles a straight line fromptoqpasses through after the first, in order and each the neighbour of the one before (through a corner it goes across first), appended totiles, and where it enters each one appended tocross.Lien vers cette entréestatic func _walk_line(p: Vector2, q: Vector2, tiles: Array[Vector2i], cross: PackedVector2Array) -> void- Paramètres
p: Vector2q: Vector2tiles: Array[Vector2i]cross: PackedVector2Array
- Valeur renvoyée
void
scripts/sim/vehicle.gd:515Vehicle.course_segstatic funcThe piece of a ship's course (see water_course) in itskth tile.Lien vers cette entréestatic func course_seg(c: Dictionary, k: int, a: int = -2, from: Variant = null) -> Dictionarya: the side it comes in by (-2: from the course, -1: from the tile centre);from: where it starts instead of the course's own entry point (a ship turning onto a new course mid-tile).- Paramètres
c: Dictionaryk: inta: int = -2from: Variant = null
- Valeur renvoyée
Dictionary
- Appelle
Const.opp,BuildOps.dir_between
scripts/sim/vehicle.gd:552Vehicle.free_segstatic funcA segment through tilet(sidesatob) along any curve: fromp0top2, pulled towardsc.Lien vers cette entréestatic func free_seg(t: Vector2i, a: int, b: int, p0: Vector2, c: Vector2, p2: Vector2) -> Dictionary- Paramètres
t: Vector2ia: intb: intp0: Vector2c: Vector2p2: Vector2
- Valeur renvoyée
Dictionary
scripts/sim/vehicle.gd:569Vehicle.course_segsstatic funcEvery piece of a ship's course, first to last.Lien vers cette entréestatic func course_segs(c: Dictionary) -> Array- Paramètres
c: Dictionary
- Valeur renvoyée
Array
scripts/sim/vehicle.gd:576Vehicle._set_routefuncSet off alongtiles(from the head's tile): a ship's course is pulled straight first.Lien vers cette entréefunc _set_route(m: WorldMap, tiles: Array[Vector2i]) -> void- Paramètres
m: WorldMaptiles: Array[Vector2i]
- Valeur renvoyée
void
scripts/sim/vehicle.gd:584Vehicle._first_segfuncThe first piece of a new route, from where the head is now.Lien vers cette entréefunc _first_seg(m: WorldMap, a: int) -> Dictionary- Paramètres
m: WorldMapa: int
- Valeur renvoyée
Dictionary
- Appelle
BuildOps.dir_between
scripts/sim/vehicle.gd:594Vehicle._pos_backfuncWalkdback from the head along the history: {"i": segment index, "u": position in it}.Lien vers cette entréefunc _pos_back(d: float) -> Dictionary- Paramètres
d: float
- Valeur renvoyée
Dictionary
scripts/sim/vehicle.gd:605Vehicle._back_ifuncThe same walk as _pos_back without building a Dictionary: returns the segment index and leaves the position in it in_back_u.Lien vers cette entréefunc _back_i(d: float) -> int- Paramètres
d: float
- Valeur renvoyée
int
scripts/sim/vehicle.gd:623Vehicle.pos_atfuncPositiondbehind the nose, or Vector2.INF for a hidden segment when it is excluded.Lien vers cette entréefunc pos_at(d: float, include_hidden: bool = true) -> Vector2- Paramètres
d: floatinclude_hidden: bool = true
- Valeur renvoyée
Vector2
scripts/sim/vehicle.gd:642Vehicle.body_pointsfuncPoints everystepalong the train from the nose to the tail (both included), leaving out the part still inside a depot shed.Lien vers cette entréefunc body_points(step: float) -> PackedVector2ArrayFor crash checks (see Sim._check_crashes).
- Paramètres
step: float
- Valeur renvoyée
PackedVector2Array
scripts/sim/vehicle.gd:651Vehicle.headingfuncDirection of travel in the current tile (0..3).Lien vers cette entréefunc heading() -> int- Valeur renvoyée
int
- Appelle
Const.opp
scripts/sim/vehicle.gd:663Vehicle.head_tilefuncLien vers cette entréefunc head_tile() -> Vector2i- Valeur renvoyée
Vector2i
Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/vehicle.gd:674Vehicle.spawnfuncPlace the vehicle stopped at the centre of station tiletile, facing directionfacing.Lien vers cette entréefunc spawn(tile: Vector2i, facing: int, m: WorldMap = null, hide_behind: bool = false) -> voidA train's wagons are laid back along the actual track where there is some.
- Paramètres
tile: Vector2ifacing: intm: WorldMap = nullhide_behind: bool = false
- Valeur renvoyée
void
- Appelle
Const.opp
scripts/sim/vehicle.gd:684Vehicle.updatefuncLien vers cette entréefunc update(sim: Sim, dt: float) -> void- Paramètres
sim: Simdt: float
- Valeur renvoyée
void
- Appelle
L.t
Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/vehicle.gd:724Vehicle._remainingfuncLien vers cette entréefunc _remaining() -> float- Valeur renvoyée
float
Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/vehicle.gd:763Vehicle._on_coursefuncWhether the ship is following a course worked out for its route (not one from an older save).Lien vers cette entréefunc _on_course() -> bool- Valeur renvoyée
bool
scripts/sim/vehicle.gd:780Vehicle._movefuncLien vers cette entréefunc _move(sim: Sim, dt: float) -> void- Paramètres
sim: Simdt: float
- Valeur renvoyée
void
Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/vehicle.gd:784Vehicle._trimfuncDrop the history further back than the tail needs (the walk of _pos_back, stopping as soon as it is clear nothing can go).Lien vers cette entréefunc _trim() -> void- Valeur renvoyée
void
scripts/sim/vehicle.gd:836Vehicle._advancefuncStep the head into the next tile of the route.Lien vers cette entréefunc _advance(sim: Sim) -> boolReturns false if movement must stop.
- Paramètres
sim: Sim
- Valeur renvoyée
bool
- Appelle
BuildOps.dir_between,L.t,Const.opp
scripts/sim/vehicle.gd:852Vehicle._gatefuncRealistic blocking: whether the train must stop before it enters route[k], coming from route[k - 1]: 1 where a signal there faces it, 2 where route[k] is the first tile of a junction (RAIL-80: a junction is guarded as if signals stood round it), else 0.Lien vers cette entréefunc _gate(m: WorldMap, k: int) -> int- Paramètres
m: WorldMapk: int
- Valeur renvoyée
int
- Appelle
BuildOps.dir_between
scripts/sim/vehicle.gd:908Vehicle.way_aheadfuncThe blocks the train must have to itself before it may pass the gate in front of route[k] (see _gate): past a signal, the track beyond it; at a junction, the junction itself and the stretch it leaves it by.Lien vers cette entréefunc way_ahead(m: WorldMap, blocks: Dictionary, k: int, gate: int) -> ArrayA train never stops on a junction: where the stretch past a junction is too short to hold the whole train before the next signal or junction, the way goes on past that one too, to the first place the train can wait clear of every junction. So a train is never let onto a junction it would then have to block while it waits for the track beyond.
- Paramètres
m: WorldMapblocks: Dictionaryk: intgate: int
- Valeur renvoyée
Array
- Appelle
BuildOps.dir_between
scripts/sim/vehicle.gd:927Vehicle._dir_infuncThe way the head entered the tile it is in, or -1.Lien vers cette entréefunc _dir_in() -> int- Valeur renvoyée
int
- Appelle
Const.opp
scripts/sim/vehicle.gd:973Vehicle.claims_aheadfuncThe blocks ahead the train has been let into but not reached yet, for Sim._update_occupancy: standing on a signal, the way past it; inside a junction, the stretch it leaves it by.Lien vers cette entréefunc claims_ahead(m: WorldMap, blocks: Dictionary) -> Array- Paramètres
m: WorldMapblocks: Dictionary
- Valeur renvoyée
Array
- Appelle
BuildOps.dir_between
scripts/sim/vehicle.gd:981Vehicle._held_upfuncWhether another train holds any of the way past the gate in front of route[k] (see _gate).Lien vers cette entréefunc _held_up(sim: Sim, k: int, gate: int) -> boolWhen it doesn't, the way is claimed at once, so a second train at the same junction waits. Held at a junction, the train looks for another way round once a day: the other side of a passing loop. After waiting GIVE_UP_DAYS (a deadlock) it turns round if it can (see _deadlocked).
- Paramètres
sim: Simk: intgate: int
- Valeur renvoyée
bool
scripts/sim/vehicle.gd:998Vehicle._deadlockedfuncA train that has waited GIVE_UP_DAYS for the way ahead.Lien vers cette entréefunc _deadlocked(sim: Sim, need: Array) -> boolIt turns round and finds another way if there is one; only when there is none does it go on anyway. Of the trains that hold each other up, one acts at a time: they never all drive off at once into each other. Returns whether it still waits (or has just turned round: see _turned).
- Paramètres
sim: Simneed: Array
- Valeur renvoyée
bool
scripts/sim/vehicle.gd:1022Vehicle._busyfuncLien vers cette entréefunc _busy(sim: Sim, need: Array) -> bool- Paramètres
sim: Simneed: Array
- Valeur renvoyée
bool
Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/vehicle.gd:1051Vehicle._detourfuncAnother way to where the route goes that keeps off the blocks other trains hold, from the tile the head is in through the same next tile (the junction ahead): the free side of a passing loop.Lien vers cette entréefunc _detour(sim: Sim, blocks: Dictionary, need: Array) -> boolTaken only when it isn't much longer. Returns whether the route changed.
- Paramètres
sim: Simblocks: Dictionaryneed: Array
- Valeur renvoyée
bool
- Appelle
Pathfinder.find
scripts/sim/vehicle.gd:1062Vehicle._red_signal_distfuncDistance to a red signal or a busy junction (or a wreck on the line) ahead within the next couple of tiles, or -1.Lien vers cette entréefunc _red_signal_dist(sim: Sim) -> float- Paramètres
sim: Sim
- Valeur renvoyée
float
scripts/sim/vehicle.gd:1087Vehicle._traffic_gapfuncRoad traffic (RAIL-26): how far the front may go before it comes ROAD_GAP short of the back of the vehicle ahead in its lane, or -1 when nothing is in the way.Lien vers cette entréefunc _traffic_gap(sim: Sim) -> floatOnly the vehicles whose front is in its own tile or the next three on its route are looked at (Sim.road_at); one is in its lane when it heads the way this one will cross that tile, so traffic the other way and across a junction passes. Held up for ROAD_GIVE_UP days on end, it drives through until the way is clear, so a jam always clears.
- Paramètres
sim: Sim
- Valeur renvoyée
float
- Appelle
L.t
scripts/sim/vehicle.gd:1109Vehicle._berth_distfuncShips (RAIL-26): each water tile in front of a dock is a berth for one ship.Lien vers cette entréefunc _berth_dist(sim: Sim) -> floatWhile another ship lies at the berth this one is heading for, it stops short of it: returns how far it may still go, or -1 when it may go in. After QUEUE_GIVE_UP days waiting it goes in anyway.
- Paramètres
sim: Sim
- Valeur renvoyée
float
- Appelle
L.t
scripts/sim/vehicle.gd:1180Vehicle._end_queuefuncOut of a queue: the wait is over, and the status says where it is going again.Lien vers cette entréefunc _end_queue() -> void- Valeur renvoyée
void
scripts/sim/vehicle.gd:1198Vehicle._heading_statusfuncLien vers cette entréefunc _heading_status() -> String- Valeur renvoyée
String
- Appelle
L.t
Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/vehicle.gd:1204Vehicle._free_stopsfuncThe stop tiles no other vehicle of its kind stands at or is on its way to (all of them when every one is): buses and trucks spread over a stop's tiles and ships over a dock's berths, as trains pick a free platform (RAIL-26).Lien vers cette entréefunc _free_stops(sim: Sim, tiles: Dictionary) -> Dictionary- Paramètres
sim: Simtiles: Dictionary
- Valeur renvoyée
Dictionary
scripts/sim/vehicle.gd:1215Vehicle._usablefuncA stop the vehicle can actually use: still exists and has tiles of this vehicle's kind.Lien vers cette entréefunc _usable(sim: Sim, st: Station) -> bool- Paramètres
sim: Simst: Station
- Valeur renvoyée
bool
scripts/sim/vehicle.gd:1226Vehicle._skip_to_usablefuncMoveorder_idxforward (starting at the current order) to the first usable stop.Lien vers cette entréefunc _skip_to_usable(sim: Sim) -> bool- Paramètres
sim: Sim
- Valeur renvoyée
bool
scripts/sim/vehicle.gd:1231Vehicle._go_lostfuncNo route right now: wait and retry, backing off, and after a few failures try the next stop.Lien vers cette entréefunc _go_lost(target: Station, ctx: Dictionary) -> void- Paramètres
target: Stationctx: Dictionary
- Valeur renvoyée
void
- Appelle
L.t
scripts/sim/vehicle.gd:1240Vehicle._reroutefuncThe way ahead disappeared: find a new route from tiletile, where the head sits on edgeside.Lien vers cette entréefunc _reroute(sim: Sim, tile: Vector2i, side: int) -> bool- Paramètres
sim: Simtile: Vector2iside: int
- Valeur renvoyée
bool
- Appelle
Pathfinder.find,Const.opp,L.t
scripts/sim/vehicle.gd:1252Vehicle._extend_platformfuncLien vers cette entréefunc _extend_platform(sim: Sim, tiles: Array[Vector2i]) -> Array[Vector2i]- Paramètres
sim: Simtiles: Array[Vector2i]
- Valeur renvoyée
Array[Vector2i]
- Appelle
BuildOps.dir_between
Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/vehicle.gd:1273Vehicle._arrivefuncLien vers cette entréefunc _arrive(sim: Sim) -> void- Paramètres
sim: Sim
- Valeur renvoyée
void
- Appelle
L.t,Economy.unload
Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/vehicle.gd:1296Vehicle._loadfuncLien vers cette entréefunc _load(sim: Sim, st: Station) -> int- Paramètres
sim: Simst: Station
- Valeur renvoyée
int
Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/vehicle.gd:1337Vehicle._load_transfersfuncLien vers cette entréefunc _load_transfers(source: Station, pickup: Station, c: String, room: int) -> int- Paramètres
source: Stationpickup: Stationc: Stringroom: int
- Valeur renvoyée
int
Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/vehicle.gd:1371Vehicle._note_pickupfuncLien vers cette entréefunc _note_pickup(st: Station, c: String, day: float) -> void- Paramètres
st: Stationc: Stringday: float
- Valeur renvoyée
void
Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/vehicle.gd:1384Vehicle._nearby_transfer_sourcesfuncA feeder can't take transfers from its own drop-off orders, even from a nearby pickup stop.Lien vers cette entréefunc _nearby_transfer_sources(sim: Sim, st: Station) -> Array[Station]- Paramètres
sim: Simst: Station
- Valeur renvoyée
Array[Station]
scripts/sim/vehicle.gd:1392Vehicle.order_flagfuncWhether the order this vehicle is carrying out atsthas flagkey(see ORDER_FLAGS).Lien vers cette entréefunc order_flag(st: Station, key: String) -> bool- Paramètres
st: Stationkey: String
- Valeur renvoyée
bool
scripts/sim/vehicle.gd:1403Vehicle.transfers_atfuncWhether this vehicle's orders say to leave cargostdoesn't accept there, for another vehicle (see Economy.unload): a transfer stop (RAIL-20) or an unload-only one (RAIL-36).Lien vers cette entréefunc transfers_at(st: Station) -> bool- Paramètres
st: Station
- Valeur renvoyée
bool
scripts/sim/vehicle.gd:1412Vehicle.loads_atfuncWhether this vehicle may take cargo on atst: not at an unload-only or don't-load stop.Lien vers cette entréefunc loads_at(st: Station) -> bool- Paramètres
st: Station
- Valeur renvoyée
bool
scripts/sim/vehicle.gd:1417Vehicle.dropsstatic funcWhether orderoleaves the cargo its stop doesn't accept there: transfer and unload-only stops.Lien vers cette entréestatic func drops(o: Dictionary) -> bool- Paramètres
o: Dictionary
- Valeur renvoyée
bool
scripts/sim/vehicle.gd:1422Vehicle.transfer_stopsstatic funcThe stations inorderswhere cargo is left for another vehicle (see drops).Lien vers cette entréestatic func transfer_stops(p_orders: Array) -> Array- Paramètres
p_orders: Array
- Valeur renvoyée
Array
scripts/sim/vehicle.gd:1427Vehicle.strandedstatic funcCargo that would be left on board for good: for each ofcargosthat a vehicle calling atstopscould never deliver, [cargo, Station it is picked up at (null when no stop accepts it at all)].Lien vers cette entréestatic func stranded(cargos: Array, stops: Array, transfers: Array = []) -> ArrayA stop never takes back what was loaded there (see Economy.unload), so cargo a stop supplies needs another stop that accepts it. A stop in
transferstakes any cargo (to pass it on).- Paramètres
cargos: Arraystops: Arraytransfers: Array = []
- Valeur renvoyée
Array
scripts/sim/vehicle.gd:1439Vehicle._check_stuckfuncCalled on arriving atst, after unloading: note cargo still on board that no stop in the orders accepts.Lien vers cette entréefunc _check_stuck(sim: Sim, st: Station) -> voidIt stays there unpaid, filling the vehicle, until the orders change; the player is told (the vehicle window, the "needs attention" lists and, at most once a year, the news).
- Paramètres
sim: Simst: Station
- Valeur renvoyée
void
scripts/sim/vehicle.gd:1459Vehicle.clear_stuckfuncForget the undeliverable cargo (it was delivered, or the orders or the cargo changed).Lien vers cette entréefunc clear_stuck() -> void- Valeur renvoyée
void
scripts/sim/vehicle.gd:1494Vehicle.problemfuncWhat is wrong with the vehicle's route, for the player ("" when nothing is).Lien vers cette entréefunc problem() -> String- Valeur renvoyée
String
scripts/sim/vehicle.gd:1500Vehicle._wants_morefuncWhether a full-load order should keep waiting: some wagon still has room for a cargo this station supplies, or that another of the company's vehicles brings here to transfer (a feeder's drop-off point that produces nothing itself); a mixed train doesn't wait for cargo that never comes here.Lien vers cette entréefunc _wants_more(sim: Sim, st: Station) -> boolNever at a stop where it takes nothing on.
- Paramètres
sim: Simst: Station
- Valeur renvoyée
bool
scripts/sim/vehicle.gd:1511Vehicle._fed_herefuncWhether another vehicle of the same company can leave cargochere or at a nearby station.Lien vers cette entréefunc _fed_here(sim: Sim, st: Station, nearby: Array[Station], c: String) -> bool- Paramètres
sim: Simst: Stationnearby: Array[Station]c: String
- Valeur renvoyée
bool
scripts/sim/vehicle.gd:1531Vehicle._pickup_fillfuncHow full (0..1) the vehicle leavesst, counting only the cargos it can pick up here: ones the station supplies, or ones it actually took on (a transfer).Lien vers cette entréefunc _pickup_fill(st: Station) -> float-1 at a pure drop-off, so leaving the far end of a one-way freight run empty doesn't halve the average load.
- Paramètres
st: Station
- Valeur renvoyée
float
scripts/sim/vehicle.gd:1546Vehicle._update_loadingfuncLien vers cette entréefunc _update_loading(sim: Sim, dt: float) -> void- Paramètres
sim: Simdt: float
- Valeur renvoyée
void
- Appelle
L.t
Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/vehicle.gd:1562Vehicle._spacing_waitfuncDays still to wait at the line's first stop to keep an even gap behind the vehicle that left before (0: go now).Lien vers cette entréefunc _spacing_wait(sim: Sim) -> floatNever longer than one gap all told, so a slow round can't hold a line up.
- Paramètres
sim: Sim
- Valeur renvoyée
float
scripts/sim/vehicle.gd:1611Vehicle.dailyfuncOnce a day: wear, and perhaps a breakdown.Lien vers cette entréefunc daily(sim: Sim) -> void- Paramètres
sim: Sim
- Valeur renvoyée
void
scripts/sim/vehicle.gd:1629Vehicle.service_duefuncLien vers cette entréefunc service_due(sim: Sim) -> bool- Paramètres
sim: Sim
- Valeur renvoyée
bool
Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/vehicle.gd:1638Vehicle._break_downfuncLien vers cette entréefunc _break_down(sim: Sim) -> void- Paramètres
sim: Sim
- Valeur renvoyée
void
- Appelle
L.t
Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/vehicle.gd:1642Vehicle._servicedfuncLien vers cette entréefunc _serviced(sim: Sim) -> void- Paramètres
sim: Sim
- Valeur renvoyée
void
- Appelle
Data.reliability
Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/vehicle.gd:1652Vehicle._try_servicefuncHead for the nearest depot if one is close (any_distance: however far).Lien vers cette entréefunc _try_service(sim: Sim, any_distance := false) -> boolShips, aircraft and rivals' fleets are looked after at their stations instead. Returns true if the vehicle is now on its way to a depot.
- Paramètres
sim: Simany_distance := false
- Valeur renvoyée
bool
- Appelle
Pathfinder.find
scripts/sim/vehicle.gd:1660Vehicle._try_refitfuncA change of cargo is waiting (see Sim.refit_vehicle): head for the nearest depot, however far, where it is done.Lien vers cette entréefunc _try_refit(sim: Sim) -> boolShips, aircraft and rivals have it done where they stand, and so does a company playing without depots when none can be reached. Returns true if now on its way to a depot.
- Paramètres
sim: Sim
- Valeur renvoyée
bool
- Appelle
Pathfinder.find
scripts/sim/vehicle.gd:1679Vehicle._depot_statusfuncLien vers cette entréefunc _depot_status() -> String- Valeur renvoyée
String
- Appelle
L.t
Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/vehicle.gd:1694Vehicle._go_to_depotfuncLeave for the depot at the end ofres(a Pathfinder route from the head's tile).Lien vers cette entréefunc _go_to_depot(sim: Sim, res: Dictionary, goals: Dictionary) -> void- Paramètres
sim: Simres: Dictionarygoals: Dictionary
- Valeur renvoyée
void
- Appelle
BuildOps.dir_between,Const.opp
scripts/sim/vehicle.gd:1699Vehicle._stop_no_ordersfuncHalt because no stop can be used.Lien vers cette entréefunc _stop_no_orders(ctx: Dictionary = {}) -> voidctxremembers where the head is if it stopped mid-route, so starting again resumes from there instead of jumping to the tile centre.- Paramètres
ctx: Dictionary = {}
- Valeur renvoyée
void
- Appelle
L.t
scripts/sim/vehicle.gd:1720Vehicle.resumefuncRestart a stopped vehicle (from the vehicle window).Lien vers cette entréefunc resume() -> void- Valeur renvoyée
void
scripts/sim/vehicle.gd:1728Vehicle._route_to_orderfuncLeave the current tile for the current order's station.Lien vers cette entréefunc _route_to_order(sim: Sim) -> void- Paramètres
sim: Sim
- Valeur renvoyée
void
- Appelle
L.t,BuildOps.dir_between,Const.opp
scripts/sim/vehicle.gd:1736Vehicle._findfuncPathfinder.find for this vehicle, remembering the answer underslot(-1: don't).Lien vers cette entréefunc _find(sim: Sim, slot: int, start: Vector2i, h: int, goals: Dictionary, reverse_start: bool, uturn: bool) -> DictionaryThe search depends only on the network, where it starts, the heading and the goal tiles, so the route found last time is still the one it would find as long as those are the same and the network hasn't changed anywhere the search looked (WorldMap.net_changed_in). Every departure asks again, and a remembered route is walked once more before it is used: never a route over track that has gone.
- Paramètres
sim: Simslot: intstart: Vector2ih: intgoals: Dictionaryreverse_start: booluturn: bool
- Valeur renvoyée
Dictionary
- Appelle
Pathfinder.find
scripts/sim/vehicle.gd:1781Vehicle._route_standsfuncWhether every step oftilescan still be driven (the checks _advance makes on the way).Lien vers cette entréefunc _route_stands(m: WorldMap, tiles: Array[Vector2i]) -> bool- Paramètres
m: WorldMaptiles: Array[Vector2i]
- Valeur renvoyée
bool
scripts/sim/vehicle.gd:1801Vehicle._free_platformsfuncThe platforms of a station no other train is standing at (all of them if every one is taken).Lien vers cette entréefunc _free_platforms(sim: Sim, tiles: Dictionary) -> DictionaryA platform is a straight row of station tiles.
- Paramètres
sim: Simtiles: Dictionary
- Valeur renvoyée
Dictionary
scripts/sim/vehicle.gd:1831Vehicle._platform_rowstatic funcLien vers cette entréestatic func _platform_row(m: WorldMap, t: Vector2i) -> Vector2i- Paramètres
m: WorldMapt: Vector2i
- Valeur renvoyée
Vector2i
Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/vehicle.gd:1859Vehicle._turnfuncTurn the train round where it stands (RAIL-80) and route it on, keeping off the blocks inavoid.Lien vers cette entréefunc _turn(sim: Sim, avoid: Dictionary = {}, skip_depot: bool = false) -> boolIt heads for the depot it is on its way to, or else its next stop, or else another of its stops (taking that order up from there), or else any of the company's depots. With
skip_depot(the player's Turn around) a trip to a depot for a service is dropped first. Returns whether it turned.- Paramètres
sim: Simavoid: Dictionary = {}skip_depot: bool = false
- Valeur renvoyée
bool
- Appelle
L.t
scripts/sim/vehicle.gd:1870Vehicle.turn_aroundfuncThe player's Turn around (vehicle window): reverse a train out on the line and send it on to its next stop, the way it came if need be.Lien vers cette entréefunc turn_around(sim: Sim) -> StringA trip to a depot for a service is dropped. Returns "" or why it can't.
- Paramètres
sim: Sim
- Valeur renvoyée
String
- Appelle
L.t
scripts/sim/vehicle.gd:1910Vehicle._flipfuncReverse a train in place: the last wagon becomes the front, then route onward from there, keeping off the blocks inavoid(see _turn).Lien vers cette entréefunc _flip(sim: Sim, goals: Dictionary, slot: int = -1, avoid: Dictionary = {}) -> bool- Paramètres
sim: Simgoals: Dictionaryslot: int = -1avoid: Dictionary = {}
- Valeur renvoyée
bool
- Appelle
Pathfinder.find
scripts/sim/vehicle.gd:1924Vehicle.car_posesfuncWorld transforms of each car: [{"pos": Vector3, "dir": Vector3}] front to back.Lien vers cette entréefunc car_poses(m: WorldMap) -> Array- Paramètres
m: WorldMap
- Valeur renvoyée
Array
scripts/sim/vehicle.gd:1959Vehicle.place_at_airportfuncPark at an airport (start of service).Lien vers cette entréefunc place_at_airport(st: Station, m: WorldMap) -> void- Paramètres
st: Stationm: WorldMap
- Valeur renvoyée
void
scripts/sim/vehicle.gd:1999Vehicle.head_tile_airfuncLien vers cette entréefunc head_tile_air() -> Vector2i- Valeur renvoyée
Vector2i
Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/vehicle.gd:2007Vehicle._air_lenfuncLien vers cette entréefunc _air_len() -> float- Valeur renvoyée
float
Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/vehicle.gd:2012Vehicle._air_xyfuncLien vers cette entréefunc _air_xy() -> Vector2- Valeur renvoyée
Vector2
Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/vehicle.gd:2016Vehicle._hold_entryfuncWhere the plane broke off its approach: HOLD_AT short of the airport.Lien vers cette entréefunc _hold_entry() -> Vector2- Valeur renvoyée
Vector2
scripts/sim/vehicle.gd:2029Vehicle._hold_centrefuncLien vers cette entréefunc _hold_centre() -> Vector2- Valeur renvoyée
Vector2
Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/vehicle.gd:2033Vehicle._hold_rfuncThe circle's radius: one of three sizes (by the plane's number), so planes that arrive together hold apart.Lien vers cette entréefunc _hold_r() -> float- Valeur renvoyée
float
scripts/sim/vehicle.gd:2040Vehicle._hold_startfuncThe angle round the circle of the point where the plane broke off.Lien vers cette entréefunc _hold_start() -> float- Valeur renvoyée
float
scripts/sim/vehicle.gd:2045Vehicle._take_offfuncStart a flight totarget's airport.Lien vers cette entréefunc _take_off(sim: Sim, target: Station) -> void- Paramètres
sim: Simtarget: Station
- Valeur renvoyée
void
- Appelle
L.t
scripts/sim/vehicle.gd:2051Vehicle._move_airfuncLien vers cette entréefunc _move_air(sim: Sim, dt: float) -> void- Paramètres
sim: Simdt: float
- Valeur renvoyée
void
- Appelle
L.t
Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/vehicle.gd:2082Vehicle._holdfuncOnce round the holding circle, the plane is back where it broke off its approach: it carries on with it if a stand has come free (or it has held for QUEUE_GIVE_UP days), else it goes round again.Lien vers cette entréefunc _hold(sim: Sim, st: Station, vmax: float, dt: float) -> void- Paramètres
sim: Simst: Stationvmax: floatdt: float
- Valeur renvoyée
void
scripts/sim/vehicle.gd:2120Vehicle._air_altfuncAltitude profile: taxi, climb out, cruise, descend and land.Lien vers cette entréefunc _air_alt() -> float- Valeur renvoyée
float
scripts/sim/vehicle.gd:2134Vehicle._air_posefuncLien vers cette entréefunc _air_pose(m: WorldMap) -> Dictionary- Paramètres
m: WorldMap
- Valeur renvoyée
Dictionary
Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/vehicle.gd:2143
WorldMap
WorldMap.TerrainenumLien vers cette entréeenum Terrain { GRASS, SAND, ROCK, SNOW, WATER }Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/world_map.gd:6WorldMap.changedsignalEmitted after construction changes a rectangle of tiles.Lien vers cette entréesignal changed(rect: Rect2i, what: int)whatis a mask of CH_* flags.- Paramètres
rect: Rect2iwhat: int
- Valeur renvoyée
signal changed(rect: Rect2i, what: int)
scripts/sim/world_map.gd:9WorldMap.CH_TERRAINconstLien vers cette entréeconst CH_TERRAIN := 1Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/world_map.gd:10WorldMap.CH_NETWORKconstLien vers cette entréeconst CH_NETWORK := 2Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/world_map.gd:11WorldMap.CH_OBJECTSconstLien vers cette entréeconst CH_OBJECTS := 4Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/world_map.gd:12WorldMap.CH_TREESconstLien vers cette entréeconst CH_TREES := 8Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/world_map.gd:13WorldMap.CH_ALLconstLien vers cette entréeconst CH_ALL := 15Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/world_map.gd:14WorldMap.wvarLien vers cette entréevar w: intCette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/world_map.gd:16WorldMap.hvarLien vers cette entréevar h: intCette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/world_map.gd:17WorldMap.heightsvar(w+1)*(h+1) corner heights, 0..MAX_HEIGHT; 0 = sea floorWorldMap.corner_yvarrendered corner heights in world units (seabed depth applied)WorldMap.terrainvarLien vers cette entréevar terrain := PackedByteArray()Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/world_map.gd:20WorldMap.treesvarLien vers cette entréevar trees := PackedByteArray()Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/world_map.gd:21WorldMap.variantvarLien vers cette entréevar variant := PackedByteArray()Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/world_map.gd:22WorldMap.roadvarconnection bitmask N=1 E=2 S=4 W=8WorldMap.railvarLien vers cette entréevar rail := PackedByteArray()Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/world_map.gd:24WorldMap.rail_ownervarcompany id + 1 for track; 0 = noneWorldMap.objsvarnull or a Dictionary with "kind": "house" | "industry" | "station"WorldMap.townsvarTown objects generated for this world.Lien vers cette entréevar towns: Array[Town] = []A town object gives access to its population, position, and council ratings.
Déclaré dansscripts/sim/world_map.gd:27WorldMap.industriesvarIndustries currently on the map.Lien vers cette entréevar industries: Array[Industry] = []This collection can change as industries open, close, or progress through the eras.
Déclaré dansscripts/sim/world_map.gd:28WorldMap.industry_revvarBumped whenever an industry opens or closes during the game (RAIL-23, IndustryLife): what is made from the list of industries (their models, smoke, lights and labels, and the caches below and in Economy) is made again.WorldMap.eravarThe era (an index into Data.ERAS) whose industry chains apply (RAIL-29): what industries take and make, and what towns make and take.Lien vers cette entréevar era := 0Follows the date (Sim.sync_era); not saved.
Déclaré dansscripts/sim/world_map.gd:35WorldMap._near_indvar1 on tiles within BuildOps.INDUSTRY_GAP of an industry, rebuilt whenever an industry has come or gone since it was made (or the list has grown: the world is made, or loaded, by appending to it).WorldMap._near_ind_nvarLien vers cette entréevar _near_ind_n := -1Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/world_map.gd:39WorldMap._near_ind_revvarLien vers cette entréevar _near_ind_rev := -1Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/world_map.gd:40WorldMap.stationsvarStation objects in the current world.Lien vers cette entréevar stations: Array[Station] = []A station can serve more than one transport mode, so use
Déclaré danshas_kindto select the desired type.scripts/sim/world_map.gd:41WorldMap.next_station_idvarLien vers cette entréevar next_station_id := 1Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/world_map.gd:42WorldMap.crossingsvarBridges and tunnels: {"id", "kind" rail|road, "type" bridge|tunnel, "s0", "s1" (first and last span tile), "dir" (s0 -> s1), "level" (height level of the deck / tunnel floor), "owner" (company id + 1)}.Lien vers cette entréevar crossings: Array = []For bridges the spans are the tiles strictly between the two ramps; for tunnels they include both portals.
Déclaré dansscripts/sim/world_map.gd:46WorldMap.spansvarVector2i -> crossingWorldMap.depotsvarVector2i -> depot object (also in objs)WorldMap.elecvar1 where the track has overhead wiresWorldMap.next_crossing_idvarLien vers cette entréevar next_crossing_id := 1Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/world_map.gd:50WorldMap.signalsvarRail signals on straight track: Vector2i -> 0 (two-way) or 1 + d (one-way, trains may only pass heading d).WorldMap.diag2varTiles carrying two parallel diagonal pieces instead of a junction, per network: Vector2i -> 0 (pieces N-E and S-W) or 1 (pieces E-S and W-N).WorldMap.DIAG2_PAIRSconstLien vers cette entréeconst DIAG2_PAIRS := [[[0, 1], [2, 3]], [[1, 2], [3, 0]]]Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/world_map.gd:56WorldMap.EASEconsthow far off the edge midpoint an eased join crosses (see piece_shape)WorldMap.net_versionvarbumped whenever the network or the objects change (the view redraws on it)WorldMap.block_cachevarLien vers cette entréevar block_cache := {}Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/world_map.gd:59WorldMap.block_versionvarthe rail revisionblock_cachewas built for (see net_rev)WorldMap.NET_LOG_MAXconstRevisions of the road and the rail network: they go up only when the network itself really changed (track, wires, signals, bridges, tunnels), not when a town merely adds a house.Lien vers cette entréeconst NET_LOG_MAX := 512Each keeps the rectangles that changed lately, so a cached route can tell whether a change touched the part of the map it was searched over (see net_changed_in). None of this is saved.
Déclaré dansscripts/sim/world_map.gd:65WorldMap.road_revvarLien vers cette entréevar road_rev := 0Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/world_map.gd:66WorldMap.rail_revvarLien vers cette entréevar rail_rev := 0Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/world_map.gd:67WorldMap._road_logvarLien vers cette entréevar _road_log: Array[Rect2i] = []Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/world_map.gd:68WorldMap._rail_logvarLien vers cette entréevar _rail_log: Array[Rect2i] = []Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/world_map.gd:69WorldMap._net_syncedvarLien vers cette entréevar _net_synced := falseCette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/world_map.gd:70WorldMap._sh_roadvarthe network as it was at the last notify, to spot real changesWorldMap._sh_railvarLien vers cette entréevar _sh_rail := PackedByteArray()Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/world_map.gd:72WorldMap._sh_elecvarLien vers cette entréevar _sh_elec := PackedByteArray()Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/world_map.gd:73WorldMap._sh_statevarLien vers cette entréevar _sh_state := 0Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/world_map.gd:74WorldMap.station_revvarBumped when the stations' catchments change; with the two counts it keyseco_cache(Economy's industry <-> station links).WorldMap.eco_cachevarLien vers cette entréevar eco_cache := {}Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/world_map.gd:78WorldMap._town_cargo_levelsvarLien vers cette entréevar _town_cargo_levels: Array[int] = []Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/world_map.gd:79WorldMap._shape_memovarpiece_shape results by tile (see shape_of): tile index -> {sides and network -> shape}.Lien vers cette entréevar _shape_memo := {}Emptied around every change that is announced with
Déclaré dansnotify. Not saved.scripts/sim/world_map.gd:82WorldMap.sea_memovarRoutes over water found by Pathfinder, by question (see Pathfinder._sea_memo).Lien vers cette entréevar sea_memo := {}Emptied whenever the ground changes. Not saved.
Déclaré dansscripts/sim/world_map.gd:85WorldMap._initfuncLien vers cette entréefunc _init(width: int = Const.MAP_SIZE, height: int = Const.MAP_SIZE) -> void- Paramètres
width: int = Const.MAP_SIZEheight: int = Const.MAP_SIZE
- Valeur renvoyée
void
Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/world_map.gd:88WorldMap.set_erafuncMove the chains to erae: every industry takes and makes what its kind does then.Lien vers cette entréefunc set_era(e: int) -> voidStations take it on when they are next refreshed.
- Paramètres
e: int
- Valeur renvoyée
void
scripts/sim/world_map.gd:106WorldMap.is_electrifiedfuncOverhead wires over this tile's track (bridge decks and tunnels count as wired).Lien vers cette entréefunc is_electrified(t: Vector2i) -> bool- Paramètres
t: Vector2i
- Valeur renvoyée
bool
scripts/sim/world_map.gd:114WorldMap.notifyfuncLien vers cette entréefunc notify(rect: Rect2i, what: int) -> void- Paramètres
rect: Rect2iwhat: int
- Valeur renvoyée
void
Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/world_map.gd:121WorldMap._town_cargo_levels_changedfuncA population threshold changes acceptance at any stop serving that town, even far from the build.Lien vers cette entréefunc _town_cargo_levels_changed() -> bool- Valeur renvoyée
bool
- Appelle
Data.town_takes_by_size
scripts/sim/world_map.gd:150WorldMap.net_revfuncThe revision of the road or rail network (-1 for anything else, which has none).Lien vers cette entréefunc net_rev(kind: String) -> intWhatever caches something derived from the network keeps this number with it.
- Paramètres
kind: String
- Valeur renvoyée
int
scripts/sim/world_map.gd:169WorldMap.net_changed_infuncWhether thekindnetwork changed insideboxsince revisionsince(true when it can't tell).Lien vers cette entréefunc net_changed_in(kind: String, since: int, box: Rect2i) -> bool- Paramètres
kind: Stringsince: intbox: Rect2i
- Valeur renvoyée
bool
scripts/sim/world_map.gd:178WorldMap.net_touchfuncRecord that thekindnetwork changed insiderect.Lien vers cette entréefunc net_touch(kind: String, rect: Rect2i) -> voidnotifydoes this by itself for anything it can see (track, wires, signals, bridges and tunnels), so this is only for changes it can't.- Paramètres
kind: Stringrect: Rect2i
- Valeur renvoyée
void
scripts/sim/world_map.gd:194WorldMap.net_resetfuncForget everything cached about the network and the stations (after loading, or after editing the map's arrays directly withoutnotify).Lien vers cette entréefunc net_reset() -> void- Valeur renvoyée
void
scripts/sim/world_map.gd:209WorldMap._net_statefuncLien vers cette entréefunc _net_state() -> int- Valeur renvoyée
int
Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/world_map.gd:223WorldMap._net_syncfuncLien vers cette entréefunc _net_sync() -> void- Valeur renvoyée
void
Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/world_map.gd:227WorldMap._net_scanfuncAfter a change insiderect: compare the network there with how it was, and record what changed.Lien vers cette entréefunc _net_scan(rect: Rect2i) -> void- Paramètres
rect: Rect2i
- Valeur renvoyée
void
scripts/sim/world_map.gd:236WorldMap.sig_allowsfuncWhether a train headinghmay pass the signal on tilet(one-way signals only allow one way).Lien vers cette entréefunc sig_allows(t: Vector2i, h: int) -> bool- Paramètres
t: Vector2ih: int
- Valeur renvoyée
bool
scripts/sim/world_map.gd:272WorldMap.sig_facesfuncWhether the signal ontcontrols trains headingh(it faces them).Lien vers cette entréefunc sig_faces(t: Vector2i, h: int) -> bool- Paramètres
t: Vector2ih: int
- Valeur renvoyée
bool
scripts/sim/world_map.gd:278WorldMap.block_keyfuncKey for the track a train travelling in directiondoccupies on tilet: the tile itself on the ground, or a separate key on a bridge or in a tunnel (so the line overhead and the line underneath are different blocks).Lien vers cette entréefunc block_key(t: Vector2i, d: int) -> Variant- Paramètres
t: Vector2id: int
- Valeur renvoyée
Variant
- Appelle
Const.opp
scripts/sim/world_map.gd:288WorldMap.rail_junctionfuncWhether tiletis a junction on the ground, where three or four lines of track meet (RAIL-80).Lien vers cette entréefunc rail_junction(t: Vector2i, d: int = -1) -> boolA junction is a block of its own even without signals (see blocks), and trains wait in front of it until it and the track beyond it are clear (Vehicle._way_ahead). With
d, a train travelling that way on a bridge or in a tunnel over the tile isn't on the junction.- Paramètres
t: Vector2id: int = -1
- Valeur renvoyée
bool
scripts/sim/world_map.gd:302WorldMap.block_key_atfuncBlock key from a position (on a tile with two parallel diagonals, the half you're in decides).Lien vers cette entréefunc block_key_at(p: Vector2, d: int) -> Variant- Paramètres
p: Vector2d: int
- Valeur renvoyée
Variant
scripts/sim/world_map.gd:312WorldMap.blocksfuncTrack blocks: rail tiles grouped into connected stretches, split at signal tiles and where track meets a junction: a junction, or a few junctions side by side, is a block of its own (RAIL-80).Lien vers cette entréefunc blocks() -> DictionaryKeyed by block_key().
- Valeur renvoyée
Dictionary
- Appelle
WorldMap.axis_of
scripts/sim/world_map.gd:325WorldMap.cifuncLien vers cette entréefunc ci(x: int, y: int) -> int- Paramètres
x: inty: int
- Valeur renvoyée
int
Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/world_map.gd:384WorldMap.tifuncLien vers cette entréefunc ti(x: int, y: int) -> int- Paramètres
x: inty: int
- Valeur renvoyée
int
Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/world_map.gd:388WorldMap.in_boundsfuncLien vers cette entréefunc in_bounds(x: int, y: int) -> bool- Paramètres
x: inty: int
- Valeur renvoyée
bool
Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/world_map.gd:392WorldMap.near_industryfuncWhether (x, y) lies within BuildOps.INDUSTRY_GAP tiles of an industry's footprint, diagonals included.Lien vers cette entréefunc near_industry(x: int, y: int) -> bool- Paramètres
x: inty: int
- Valeur renvoyée
bool
scripts/sim/world_map.gd:397WorldMap.net_bitsfuncLien vers cette entréefunc net_bits(kind: String, i: int) -> int- Paramètres
kind: Stringi: int
- Valeur renvoyée
int
Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/world_map.gd:411WorldMap.sailablefuncOpen water ships can sail through (not under an oil rig or other industry).Lien vers cette entréefunc sailable(i: int) -> boolThe dock out at a rig stands in open water and ships sail onto it to berth.
- Paramètres
i: int
- Valeur renvoyée
bool
scripts/sim/world_map.gd:421WorldMap.linkedfuncTrue when tiletconnects to its neighbour in directiondon the given network (both tiles carry the matching bit), including along bridges and through tunnels.Lien vers cette entréefunc linked(kind: String, t: Vector2i, d: int) -> bool- Paramètres
kind: Stringt: Vector2id: int
- Valeur renvoyée
bool
- Appelle
Const.opp
scripts/sim/world_map.gd:428WorldMap.piecesfuncThe pieces of track or road on a tile, as [edge, edge] pairs ([edge, -1] for a dead end).Lien vers cette entréefunc pieces(kind: String, t: Vector2i) -> Array- Paramètres
kind: Stringt: Vector2i
- Valeur renvoyée
Array
scripts/sim/world_map.gd:445WorldMap._lone_cornerfuncWhether tilethas exactly the corner piece {a, b} on its own (or as one of two parallel diagonals).Lien vers cette entréefunc _lone_corner(kind: String, t: Vector2i, a: int, b: int) -> bool- Paramètres
kind: Stringt: Vector2ia: intb: int
- Valeur renvoyée
bool
scripts/sim/world_map.gd:464WorldMap.chord_endsfuncDiagonal runs: a corner piece (edgesa,b) that continues across an edge into the mirrored corner on the next tile.Lien vers cette entréefunc chord_ends(kind: String, t: Vector2i, a: int, b: int) -> intReturns a mask of which ends continue diagonally (1 = end a, 2 = end b), or 0 for an ordinary curve. Diagonal stretches are drawn and driven as straight 45-degree lines; an end that meets straight track eases in with a curve that leaves the edge square.
- Paramètres
kind: Stringt: Vector2ia: intb: int
- Valeur renvoyée
int
- Appelle
Const.opp
scripts/sim/world_map.gd:480WorldMap.is_chordfuncLien vers cette entréefunc is_chord(kind: String, t: Vector2i, a: int, b: int) -> bool- Paramètres
kind: Stringt: Vector2ia: intb: int
- Valeur renvoyée
bool
Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/world_map.gd:493WorldMap._plain_straightfuncWhether tiletcarries nothing but one straight piece running through sided: plain ground track or road, with no station, level crossing, bridge or tunnel on it.Lien vers cette entréefunc _plain_straight(kind: String, t: Vector2i, d: int) -> bool- Paramètres
kind: Stringt: Vector2id: int
- Valeur renvoyée
bool
- Appelle
Const.opp
scripts/sim/world_map.gd:499WorldMap.piece_shapefuncThe full shape of the piece from edgeato edgeb, as a mask (0 = an ordinary piece): 1, 2 end a / end b continues diagonally (see chord_ends) 4, 8 end a / end b is eased: where a diagonal run meets plain straight track, the bend is one wide curve from the middle of the straight tile to the far end of the first diagonal tile, so it crosses their shared edge EASE to one side of the midpoint 16, 32 (straight pieces) which side end a / end b is eased towards: clear = the next direction clockwise from that end, set = the one before itLien vers cette entréefunc piece_shape(kind: String, t: Vector2i, a: int, b: int) -> int- Paramètres
kind: Stringt: Vector2ia: intb: int
- Valeur renvoyée
int
- Appelle
Const.opp
scripts/sim/world_map.gd:515WorldMap.shape_offuncpiece_shape for road and rail, remembered: vehicles ask for the same pieces over and over as they drive.Lien vers cette entréefunc shape_of(kind: String, t: Vector2i, a: int, b: int) -> intThe answer only depends on the map near the tile, and
notifyforgets what it knew around every change.- Paramètres
kind: Stringt: Vector2ia: intb: int
- Valeur renvoyée
int
scripts/sim/world_map.gd:545WorldMap.flip_shapestatic funcshapefor the same piece travelled the other way (ends a and b swapped).Lien vers cette entréestatic func flip_shape(shape: int) -> int- Paramètres
shape: int
- Valeur renvoyée
int
scripts/sim/world_map.gd:565WorldMap.piece_curvestatic funcControl points (tile-local, 0..1) of a piece from edgeato edgebwith a non-zeroshape(see piece_shape): a cubic curve.Lien vers cette entréestatic func piece_curve(a: int, b: int, shape: int) -> ArrayDiagonal pieces are straight where both ends continue diagonally; an end that meets plain straight track is eased, sharing one wide bend with that tile; an end that meets anything else leaves the edge square, with a tighter S-bend.
- Paramètres
a: intb: intshape: int
- Valeur renvoyée
Array
- Appelle
Const.opp
scripts/sim/world_map.gd:573WorldMap.chord_curvestatic funcLien vers cette entréestatic func chord_curve(a: int, b: int, ends: int) -> Array- Paramètres
a: intb: intends: int
- Valeur renvoyée
Array
Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/world_map.gd:619WorldMap.cubic_tangentstatic funcLien vers cette entréestatic func cubic_tangent(c: Array, u: float) -> Vector2- Paramètres
c: Arrayu: float
- Valeur renvoyée
Vector2
Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/world_map.gd:623WorldMap.cubicstatic funcLien vers cette entréestatic func cubic(c: Array, u: float) -> Vector2- Paramètres
c: Arrayu: float
- Valeur renvoyée
Vector2
Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/world_map.gd:629WorldMap.axis_ofstatic funcLien vers cette entréestatic func axis_of(d: int) -> int- Paramètres
d: int
- Valeur renvoyée
int
Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/world_map.gd:634WorldMap.span_alongfuncThe bridge or tunnel ofkindthat tiletis part of, if travel in directiondruns along it.Lien vers cette entréefunc span_along(kind: String, t: Vector2i, d: int) -> Variant- Paramètres
kind: Stringt: Vector2id: int
- Valeur renvoyée
Variant
scripts/sim/world_map.gd:639WorldMap.exit_bitsfuncDirections a vehicle headinghinside tiletmay leave by: straight on along a bridge or tunnel, otherwise the ground connections.Lien vers cette entréefunc exit_bits(kind: String, t: Vector2i, h: int) -> int- Paramètres
kind: Stringt: Vector2ih: int
- Valeur renvoyée
int
- Appelle
Const.opp
scripts/sim/world_map.gd:648WorldMap.travel_yfuncHeight vehicles travel at: the bridge deck or tunnel floor when running along one, else the ground.Lien vers cette entréefunc travel_y(kind: String, fx: float, fz: float, dir: Vector2) -> float- Paramètres
kind: Stringfx: floatfz: floatdir: Vector2
- Valeur renvoyée
float
scripts/sim/world_map.gd:662WorldMap.portal_levelfuncLevel of the tunnel mouth on tile (x, y), or -1.Lien vers cette entréefunc portal_level(x: int, y: int) -> intMouth tiles are dug out flat to the tunnel floor.
- Paramètres
x: inty: int
- Valeur renvoyée
int
scripts/sim/world_map.gd:675WorldMap.add_crossingfuncLien vers cette entréefunc add_crossing(c: Dictionary) -> void- Paramètres
c: Dictionary
- Valeur renvoyée
void
Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/world_map.gd:682WorldMap.remove_crossingfuncLien vers cette entréefunc remove_crossing(c: Dictionary) -> void- Paramètres
c: Dictionary
- Valeur renvoyée
void
Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/world_map.gd:688WorldMap.crossing_tilesstatic funcLien vers cette entréestatic func crossing_tiles(c: Dictionary) -> Array[Vector2i]- Paramètres
c: Dictionary
- Valeur renvoyée
Array[Vector2i]
Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/world_map.gd:695WorldMap.cornerfuncLien vers cette entréefunc corner(x: int, y: int) -> int- Paramètres
x: inty: int
- Valeur renvoyée
int
Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/world_map.gd:706WorldMap.cornersfuncCorner heights in order NW (x,y), NE (x+1,y), SE (x+1,y+1), SW (x,y+1).Lien vers cette entréefunc corners(x: int, y: int) -> Vector4i- Paramètres
x: inty: int
- Valeur renvoyée
Vector4i
scripts/sim/world_map.gd:711WorldMap.tile_minfuncLien vers cette entréefunc tile_min(x: int, y: int) -> int- Paramètres
x: inty: int
- Valeur renvoyée
int
Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/world_map.gd:715WorldMap.tile_maxfuncLien vers cette entréefunc tile_max(x: int, y: int) -> int- Paramètres
x: inty: int
- Valeur renvoyée
int
Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/world_map.gd:720WorldMap.is_waterfuncLien vers cette entréefunc is_water(x: int, y: int) -> bool- Paramètres
x: inty: int
- Valeur renvoyée
bool
Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/world_map.gd:725WorldMap.slopefuncBits of corners raised above the tile minimum (1=NW, 2=NE, 4=SE, 8=SW), plus 16 when steep.Lien vers cette entréefunc slope(x: int, y: int) -> int- Paramètres
x: inty: int
- Valeur renvoyée
int
scripts/sim/world_map.gd:730WorldMap.is_flatfuncLien vers cette entréefunc is_flat(x: int, y: int) -> bool- Paramètres
x: inty: int
- Valeur renvoyée
bool
Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/world_map.gd:743WorldMap.incline_axisfuncAxis a tile is a simple incline along: 0 = along x, 1 = along y, -1 = not a simple incline.Lien vers cette entréefunc incline_axis(x: int, y: int) -> int- Paramètres
x: inty: int
- Valeur renvoyée
int
scripts/sim/world_map.gd:748WorldMap.split_nw_sefuncThe mesh folds along NW-SE when those corners match, else along NE-SW.Lien vers cette entréefunc split_nw_se(x: int, y: int) -> bool- Paramètres
x: inty: int
- Valeur renvoyée
bool
scripts/sim/world_map.gd:758WorldMap.terrain_yfuncExact height of the rendered terrain surface (matches the mesh triangles).Lien vers cette entréefunc terrain_y(fx: float, fz: float) -> float- Paramètres
fx: floatfz: float
- Valeur renvoyée
float
scripts/sim/world_map.gd:763WorldMap.surface_yfuncVisible surface: terrain or water, whichever is higher.Lien vers cette entréefunc surface_y(fx: float, fz: float) -> floatOutside the map returns -INF.
- Paramètres
fx: floatfz: float
- Valeur renvoyée
float
scripts/sim/world_map.gd:786WorldMap.compute_corner_yfuncRecompute rendered corner heights.Lien vers cette entréefunc compute_corner_y() -> voidSea-floor corners sink deeper the farther they are from land.
- Valeur renvoyée
void
scripts/sim/world_map.gd:793
Industry
Industry.SIZEconstLien vers cette entréeconst SIZE := 3Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/industry.gd:7Industry.LOCAL_REACHconstStaff (RAIL-28): people walk in from towns up to LOCAL_REACH tiles from the footprint, fewer the farther the edge of the town is; right next to it, a town lends LOCAL_PER_POP workers per resident.Lien vers cette entréeconst LOCAL_REACH := 8.0Walkers-in fill at most LOCAL_MAX of the jobs: the rest takes commuters, however big the town.
Déclaré dansscripts/sim/industry.gd:11Industry.LOCAL_PER_POPconstLien vers cette entréeconst LOCAL_PER_POP := 0.16Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/industry.gd:12Industry.LOCAL_MAXconstLien vers cette entréeconst LOCAL_MAX := 0.55Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/industry.gd:13Industry.PRIMARY_MINconstOutput with nobody at work and with a full staff (see output_factor).Industry.PRIMARY_MAXconstLien vers cette entréeconst PRIMARY_MAX := 1.5Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/industry.gd:16Industry.PLANT_MINconstLien vers cette entréeconst PLANT_MIN := 0.8Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/industry.gd:17Industry.PLANT_MAXconstLien vers cette entréeconst PLANT_MAX := 1.3Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/industry.gd:18Industry.SHIFT_BACKconstOf the commuters who come to work, the share that goes home again by the same stations.Industry.BUSYconstStaffing from which an industry counts as busy: its noise carries farther (Town.land_value).Industry.idvarLien vers cette entréevar id := 0Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/industry.gd:24Industry.typevarLien vers cette entréevar type := ""Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/industry.gd:25Industry.xvarLien vers cette entréevar x := 0Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/industry.gd:26Industry.yvarLien vers cette entréevar y := 0Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/industry.gd:27Industry.namevarLien vers cette entréevar name := ""Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/industry.gd:28Industry.prod_ratevarmonthly output of a primary industryIndustry.stockvarsecondary output waiting to be shippedIndustry.producedvarthis month, by cargoIndustry.transportedvarLien vers cette entréevar transported := {}Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/industry.gd:32Industry.receivedvarLien vers cette entréevar received := {}Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/industry.gd:33Industry.produced_lastvarLien vers cette entréevar produced_last := {}Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/industry.gd:34Industry.transported_lastvarLien vers cette entréevar transported_last := {}Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/industry.gd:35Industry.received_lastvarLien vers cette entréevar received_last := {}Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/industry.gd:36Industry.historyvar[produced, transported] at each month end (last 24)Industry.workersvarcommuters delivered to stations in reach this month (RAIL-28)Industry.workers_lastvarLien vers cette entréevar workers_last := 0.0Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/industry.gd:39Industry.shift_paxvarcommuters going home, handed to stations at the next production runIndustry.local_staffvarwalkers-in from nearby towns, counted once a month (-1: not yet)Industry.closing_dayvarIndustries come and go during the game (RAIL-23, IndustryLife): the game day a struggling one closes, warned a year ahead (-1: not at risk), and whether it has closed and left the map (what still holds on to it, a window or a label, lets go).Industry.closedvarLien vers cette entréevar closed := falseCette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/industry.gd:46Industry.acceptsvarWhat it takes and makes in the map's era (Data.accepts / produces, RAIL-29): WorldMap.set_era keeps them up to date.Lien vers cette entréevar accepts: Array = []Shared and read-only.
Déclaré dansscripts/sim/industry.gd:49Industry.producesvarLien vers cette entréevar produces: Array = []Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/industry.gd:50Industry.heldvarCargo delivered and not used yet: what a plant that needs every input holds until the rest comes, and what a wind farm site has had towards its total (Data.INDUSTRY "needs_all" and "builds").Industry.buildersvara wind farm site: company id -> units it deliveredIndustry.last_deliveryvargame day cargo was last delivered to it (-1: never)Industry._initfuncLien vers cette entréefunc _init(p_id: int, p_type: String, px: int, py: int) -> void- Paramètres
p_id: intp_type: Stringpx: intpy: int
- Valeur renvoyée
void
Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/industry.gd:58Industry.infofuncLien vers cette entréefunc info() -> Dictionary- Valeur renvoyée
Dictionary
Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/industry.gd:67Industry.set_erafuncTake on what its kind takes and makes in eraera.Lien vers cette entréefunc set_era(era: int) -> void- Paramètres
era: int
- Valeur renvoyée
void
- Appelle
Data.accepts,Data.produces
scripts/sim/industry.gd:72Industry.centerfuncReturns the center of the industry footprint in map coordinates.Lien vers cette entréefunc center() -> Vector2It can be used as the destination for a news message.
- Valeur renvoyée
Vector2
scripts/sim/industry.gd:86Industry.tile_indicesfuncLien vers cette entréefunc tile_indices(m: WorldMap) -> Array[int]- Paramètres
m: WorldMap
- Valeur renvoyée
Array[int]
Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/industry.gd:90Industry.roll_monthfuncLien vers cette entréefunc roll_month() -> void- Valeur renvoyée
void
Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/industry.gd:98Industry.wantedfuncStaff it wants each month (0: it runs without, and stations by it take no commuters).Lien vers cette entréefunc wanted() -> int- Valeur renvoyée
int
scripts/sim/industry.gd:128Industry.localfuncPeople who walk in from the towns around (see LOCAL_REACH), counted once a month.Lien vers cette entréefunc local(m: WorldMap, index: StaffingIndex = null) -> float- Paramètres
m: WorldMapindex: StaffingIndex = null
- Valeur renvoyée
float
scripts/sim/industry.gd:168Industry.local_from_townsfuncLien vers cette entréefunc local_from_towns(m: WorldMap, index: StaffingIndex = null) -> float- Paramètres
m: WorldMapindex: StaffingIndex = null
- Valeur renvoyée
float
Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/industry.gd:174Industry.rect_gapstatic funcDistance between the nearest edges of two rectangles (0 when they touch or overlap).Lien vers cette entréestatic func rect_gap(a: Rect2, b: Rect2) -> float- Paramètres
a: Rect2b: Rect2
- Valeur renvoyée
float
scripts/sim/industry.gd:186Industry.commutersfuncCommuters counting toward the staff: this month's, or last month's while this one is young.Lien vers cette entréefunc commuters() -> float- Valeur renvoyée
float
scripts/sim/industry.gd:193Industry.staffingfuncShare of the staff it wants that turns up (0..1); 1 for an industry that wants none.Lien vers cette entréefunc staffing(m: WorldMap, index: StaffingIndex = null) -> float- Paramètres
m: WorldMapindex: StaffingIndex = null
- Valeur renvoyée
float
scripts/sim/industry.gd:198Industry.output_factorfuncHow the staff changes output: a primary industry makes PRIMARY_MIN..PRIMARY_MAX times its prod_rate, a processing plant turns PLANT_MIN..PLANT_MAX of each input unit into output.Lien vers cette entréefunc output_factor(m: WorldMap, index: StaffingIndex = null) -> floatAn industry that wants no staff runs at 1.
- Paramètres
m: WorldMapindex: StaffingIndex = null
- Valeur renvoyée
float
scripts/sim/industry.gd:208Industry.hirefuncCommuters delivered to a station in reach: takes on up to what it still needs this month and returns how many it took.Lien vers cette entréefunc hire(m: WorldMap, n: float) -> floatA third of them go home again (SHIFT_BACK, see Economy.produce).
- Paramètres
m: WorldMapn: float
- Valeur renvoyée
float
scripts/sim/industry.gd:219Industry.nearest_townfuncThe town with the nearest centre: where the industry window suggests bringing workers from.Lien vers cette entréefunc nearest_town(m: WorldMap) -> Town- Paramètres
m: WorldMap
- Valeur renvoyée
Town
scripts/sim/industry.gd:227
Data
Data.CARGOconstwagon: what one wagon holds (30 when not given).Data.INDUSTRYconstworkers: the staff it wants each month (RAIL-28, Industry.staffing), processing plants more than mines and farms.Lien vers cette entréeconst INDUSTRYA power station makes nothing for staff to raise, so it wants none. The eras rewrite the chains (RAIL-29).
Déclaré danstakesandmakesare what a kind takes and makes when it first appears; never read them (orlater) directly, askaccepts/produces(or Industry's own lists, kept up to date with the map's era): -era: the era (index into ERAS) from which it is found on new maps and opens during the game. -later: what it takes and makes as well from a later era on: {era: {"takes": [...], "makes": [...]}}. -retires: the era from which it is on its way out: a mine's output drifts down every year, a customer nobody supplies may close, and no new ones open (IndustryLife). -needs_all: a plant that only works with every input (two or more): it holds what comes until the rest does, and turns each full set into as many units of output (Economy.deliver_to_industries). It is sited near makers of each input (WorldGen.find_site). -builds: a construction site: it takes these totals, then becomes the kind inbecomes.count0: never found on a new map or opened, only made from another (a finished wind farm).site: where it stands: on "land" (when not given), at "sea", on the "coast", or by a "town" (one of the biggest: a printing works, see WorldGen.find_site). Adding a chain: a new kind with itsera, or alaterentry on an existing one; town cargos go in TOWN_MAKES / TOWN_TAKES. Everything else (stations, AI, the map's chains, the timeline) follows.scripts/core/data.gd:48Data.TOWN_MAKESconstCargo houses make the way they make mail (by the people in them), from the era given on: from the Late century towns stop being only customers.Lien vers cette entréeconst TOWN_MAKES := {"mail": 0, "waste": 2}Déclaré dansscripts/core/data.gd:86Data.TOWN_TAKESconstCargo towns take, from the era given on: at stations that reach one of the buildings inat, or (pop) any house of a town of at least that many people.Data.HOUSESconstzone: R residential, C commercial, I light industry, L landmark.Lien vers cette entréeconst HOUSES
Déclaré danspopcounts the people a building brings (residents or workers) - they all travel, so they all make passengers.scripts/core/data.gd:95Data.ZONE_NAMESconstLien vers cette entréeconst ZONE_NAMES := {"R": "Residential", "C": "Commercial", "I": "Industrial", "L": "Landmark", "A": "Attraction"}Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/core/data.gd:115Data.ATTRACTIONSconstAttractions towns build as they grow: population needed, and whether it has to be by the sea.Data.TOURIST_FAREconstpassengers to a station serving an attraction pay this much moreData.ERASconstAges of progress.Lien vers cette entréeconst ERASEach brings new kinds of buildings, more productive industry and faster-growing towns.
Déclaré dansscripts/core/data.gd:127Data.BUILD_INTROconstYear each building type starts appearing in towns.Lien vers cette entréeconst BUILD_INTRO := {"apartment": 1955, "tower": 1962, "highrise": 1968, "modern": 1975, "mall": 1983, "techpark": 1992}Déclaré dansscripts/core/data.gd:135Data.era_indexstatic funcLien vers cette entréestatic func era_index(year: int) -> int- Paramètres
year: int
- Valeur renvoyée
int
Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/core/data.gd:138Data.can_buildstatic funcLien vers cette entréestatic func can_build(type: String, year: int) -> bool- Paramètres
type: Stringyear: int
- Valeur renvoyée
bool
Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/core/data.gd:146Data._chainsstatic vartype -> [{"accepts", "produces"} for each era], read-onlyData._town_makesstatic varera -> cargos houses makeData._town_takesstatic varera -> {house type: [cargos it takes]}Data._town_sizesstatic varera -> {cargo: the people a town needs to take it}Data._cargosstatic varera -> the cargos there are (see cargos)Data.acceptsstatic funcWhat an industry oftypetakes in eraera(an index into ERAS): what it took when it first appeared and everything later eras added.Lien vers cette entréestatic func accepts(type: String, era: int) -> ArrayShared and read-only.
- Paramètres
type: Stringera: int
- Valeur renvoyée
Array
scripts/core/data.gd:161Data.producesstatic funcWhat an industry oftypemakes in eraera.Lien vers cette entréestatic func produces(type: String, era: int) -> ArrayShared and read-only.
- Paramètres
type: Stringera: int
- Valeur renvoyée
Array
scripts/core/data.gd:166Data._chainstatic funcLien vers cette entréestatic func _chain(type: String, era: int) -> Dictionary- Paramètres
type: Stringera: int
- Valeur renvoyée
Dictionary
Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/core/data.gd:170Data.existsstatic funcWhether industries oftypeare around by eraera.Lien vers cette entréestatic func exists(type: String, era: int) -> bool- Paramètres
type: Stringera: int
- Valeur renvoyée
bool
scripts/core/data.gd:192Data.opensstatic funcWhether industries oftypeare found on new maps and open during the game by eraera(a kind withcount0 is only ever made from another).Lien vers cette entréestatic func opens(type: String, era: int) -> bool- Paramètres
type: Stringera: int
- Valeur renvoyée
bool
scripts/core/data.gd:198Data.retiringstatic funcWhethertypeis on its way out by eraera(see INDUSTRY'sretires).Lien vers cette entréestatic func retiring(type: String, era: int) -> bool- Paramètres
type: Stringera: int
- Valeur renvoyée
bool
scripts/core/data.gd:203Data.town_makesstatic funcThe cargos houses make in eraera, passengers aside (see TOWN_MAKES).Lien vers cette entréestatic func town_makes(era: int) -> Array- Paramètres
era: int
- Valeur renvoyée
Array
scripts/core/data.gd:208Data.town_takesstatic funcThe cargos each kind of house takes in eraera, beyond what any town does (see TOWN_TAKES).Lien vers cette entréestatic func town_takes(era: int) -> Dictionary- Paramètres
era: int
- Valeur renvoyée
Dictionary
scripts/core/data.gd:214Data.town_takes_by_sizestatic funcThe cargos any house of a big enough town takes in eraera: {cargo: the people the town needs} (see TOWN_TAKES'pop).Lien vers cette entréestatic func town_takes_by_size(era: int) -> Dictionary- Paramètres
era: int
- Valeur renvoyée
Dictionary
scripts/core/data.gd:221Data.town_popstatic funcThe people a town needs before it takesc(0: any town, or only some of its buildings).Lien vers cette entréestatic func town_pop(c: String) -> int- Paramètres
c: String
- Valeur renvoyée
int
scripts/core/data.gd:227Data._town_tablesstatic funcLien vers cette entréestatic func _town_tables() -> void- Valeur renvoyée
void
Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/core/data.gd:231Data.cargosstatic funcThe cargos there are in eraera, in ALL_CARGO order: passengers, what towns make and take, and what the kinds of industry around by then take and make.Lien vers cette entréestatic func cargos(era: int) -> ArrayShared and read-only.
- Paramètres
era: int
- Valeur renvoyée
Array
scripts/core/data.gd:260Data.era_changesstatic funcWhat eraichanges in the industry chains, a sentence each (for the news and the Timeline).Lien vers cette entréestatic func era_changes(i: int) -> Array- Paramètres
i: int
- Valeur renvoyée
Array
- Appelle
L.t,L.lower,Fmt.cargo_list,Fmt.int_commas
scripts/core/data.gd:278Data.TOWN_PREFIXconstLien vers cette entréeconst TOWN_PREFIXCette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/core/data.gd:308Data.TOWN_SUFFIXconstLien vers cette entréeconst TOWN_SUFFIXCette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/core/data.gd:312Data.FREIGHTconstCars (RAIL-32) are in ALL_CARGO only: trains carry them on car wagons, roads on the car transporter.Lien vers cette entréeconst FREIGHT := ["coal", "wood", "grain", "oil", "goods", "food", "iron_ore", "steel", "fish", "mail", "paper", "news", "plastics", "waste", "electronics"]Déclaré dansscripts/core/data.gd:316Data.ALL_CARGOconstLien vers cette entréeconst ALL_CARGOCette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/core/data.gd:317Data.BULKconstWhat ships carry: newspapers aren't among them, as they would go stale long before a ship got anywhere.Lien vers cette entréeconst BULK := ["coal", "wood", "grain", "oil", "goods", "food", "iron_ore", "steel", "fish", "paper", "plastics", "waste", "electronics"]Déclaré dansscripts/core/data.gd:320Data.MODELSconstLien vers cette entréeconst MODELSCette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/core/data.gd:323Data.WAGONconstLien vers cette entréeconst WAGON := {"cost": 6500, "run": 450}Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/core/data.gd:335Data.REFITconstChanging cargo costs this share of the price: of a wagon for each wagon converted, of the whole vehicle for anything that isn't a train.Data.LENGTHconstBody length in tiles for road vehicles, ships and aircraft that aren't the standard size (road 0.46, ships 0.9, aircraft 0.7).Data.INTROconstLien vers cette entréeconst INTROCette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/core/data.gd:351Data.LATER_MODELSconstLien vers cette entréeconst LATER_MODELSCette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/core/data.gd:359Data.MOD_MODELSstatic varvehicle id -> the same fields as MODELS, plus "look" or "model", "mod"Data.MOD_CARGOstatic varcargo id -> {"rate", "days"} overridesData.MOD_COMPANY_NAMESstatic varLien vers cette entréestatic var MOD_COMPANY_NAMES: Array = []Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/core/data.gd:404Data._town_prefixesstatic varLien vers cette entréestatic var _town_prefixes: Array = TOWN_PREFIXCette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/core/data.gd:405Data._town_suffixesstatic varLien vers cette entréestatic var _town_suffixes: Array = TOWN_SUFFIXCette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/core/data.gd:406Data.clear_modsstatic funcLien vers cette entréestatic func clear_mods() -> void- Valeur renvoyée
void
Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/core/data.gd:409Data.add_modelstatic funcLien vers cette entréestatic func add_model(id: String, m: Dictionary) -> void- Paramètres
id: Stringm: Dictionary
- Valeur renvoyée
void
Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/core/data.gd:417Data.add_town_namesstatic funcExtra name pieces for towns;replacedrops the game's own.Lien vers cette entréestatic func add_town_names(prefixes: Array, suffixes: Array, replace: bool = false) -> void- Paramètres
prefixes: Arraysuffixes: Arrayreplace: bool = false
- Valeur renvoyée
void
scripts/core/data.gd:422Data.town_prefixesstatic funcLien vers cette entréestatic func town_prefixes() -> Array- Valeur renvoyée
Array
Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/core/data.gd:429Data.town_suffixesstatic funcLien vers cette entréestatic func town_suffixes() -> Array- Valeur renvoyée
Array
Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/core/data.gd:433Data.has_modelstatic funcChecks for an ID in the stock and enabled mod vehicle catalogs.Lien vers cette entréestatic func has_model(id: String) -> boolUse this before looking up an ID from a mod or save.
- Paramètres
id: String
- Valeur renvoyée
bool
scripts/core/data.gd:437Data.modelstatic funcReturns the definition dictionary for an existing vehicle model ID, including enabled mods.Lien vers cette entréestatic func model(id: String) -> DictionaryUse
has_model(id)first when the ID might be missing.- Paramètres
id: String
- Valeur renvoyée
Dictionary
Exemple
Déclaré dansif Data.has_model("diesel"): var diesel := Data.model("diesel") note(str(diesel.cost))scripts/core/data.gd:441Data.all_modelsstatic funcReturns the model IDs from the stock and enabled mod catalogs.Lien vers cette entréestatic func all_models() -> ArrayUse
available(id, year)to filter by sale date.- Valeur renvoyée
Array
scripts/core/data.gd:447Data.intro_yearstatic funcThe year a model goes on sale (0: from the start).Lien vers cette entréestatic func intro_year(id: String) -> int- Paramètres
id: String
- Valeur renvoyée
int
scripts/core/data.gd:452Data.introsstatic funcEvery model with an introduction year: id -> year.Lien vers cette entréestatic func intros() -> Dictionary- Valeur renvoyée
Dictionary
scripts/core/data.gd:459Data.availablestatic funcChecks whether the current year is at or after a model’s introduction year.Lien vers cette entréestatic func available(id: String, year: int) -> boolUse
has_model(id)separately to verify the ID.- Paramètres
id: Stringyear: int
- Valeur renvoyée
bool
scripts/core/data.gd:467Data.lookstatic funcThe game model whose 3D model (and size) a vehicle uses: itself, or a mod vehicle's "look".Lien vers cette entréestatic func look(id: String) -> String- Paramètres
id: String
- Valeur renvoyée
String
scripts/core/data.gd:472Data.cargo_ratestatic funcReturns the payment rate per unit of the named cargo over 25 tiles before age penalties.Lien vers cette entréestatic func cargo_rate(c: String) -> floatUses the active mod override when one is set.
- Paramètres
c: String
- Valeur renvoyée
float
scripts/core/data.gd:477Data.cargo_daysstatic funcReturns how many days the named cargo qualifies for the full rate.Lien vers cette entréestatic func cargo_days(c: String) -> floatUses the active mod override when one is set.
- Paramètres
c: String
- Valeur renvoyée
float
scripts/core/data.gd:481Data.COSTconstLien vers cette entréeconst COSTCette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/core/data.gd:484Data.START_LOANconstwhat rivals start with (cash, all borrowed)Data.PLAYER_START_LOANSconstthe player's start-up loan choicesLien vers cette entréeconst PLAYER_START_LOANS := [100000, 250000, 500000]Déclaré dansscripts/core/data.gd:496Data.PLAYER_START_LOANconst...and the defaultData.BANKRUPT_MONTHSconstmonths in the red before a company goes bankruptData.MAX_LOANconstLien vers cette entréeconst MAX_LOAN := 500000Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/core/data.gd:499Data.LOAN_INTERESTconstLien vers cette entréeconst LOAN_INTEREST := 0.04Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/core/data.gd:500Data.wagon_capstatic funcLien vers cette entréestatic func wagon_cap(cargo: String) -> int- Paramètres
cargo: String
- Valeur renvoyée
int
Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/core/data.gd:503Data.BRIDGESconstBridge styles: cost multiplier, longest span (tiles between the ramps), year available.Data.BRIDGE_ORDERconstLien vers cette entréeconst BRIDGE_ORDER := ["beam", "truss", "viaduct", "arch", "suspension"]Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/core/data.gd:515Data.LIFEconstYears a vehicle of this kind runs well; older ones put customers off.Lien vers cette entréeconst LIFE := {"road": 15, "rail": 25, "water": 30, "air": 20}Déclaré dansscripts/core/data.gd:519Data.BREAKDOWN_NAMESconstBreakdowns (a new-game option): none, reduced, normal.Lien vers cette entréeconst BREAKDOWN_NAMES := ["None", "Reduced", "Normal"]Déclaré dansscripts/core/data.gd:522Data.BREAKDOWN_RATEconstLien vers cette entréeconst BREAKDOWN_RATE := [0.0, 0.4, 1.0]Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/core/data.gd:523Data.SERVICE_DAYSconsta vehicle wants servicing this oftenData.reliabilitystatic funcHow reliable a model is when new or just serviced (0..1): later designs are better made.Lien vers cette entréestatic func reliability(model_id: String) -> float- Paramètres
model_id: String
- Valeur renvoyée
float
scripts/core/data.gd:528Data.kind_namestatic funcLien vers cette entréestatic func kind_name(kind: String) -> String- Paramètres
kind: String
- Valeur renvoyée
String
- Appelle
L.t
Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/core/data.gd:536
AiPlayer
AiPlayer.NAMESconstLien vers cette entréeconst NAMESCette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/ai_player.gd:10AiPlayer.ROUTES_PER_YEARconstLien vers cette entréeconst ROUTES_PER_YEAR := [1.0, 1.5, 3.0]Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/ai_player.gd:13AiPlayer.CEILINGSconstshare of the maximum loan the AI will use for expansionAiPlayer.THINKconstLien vers cette entréeconst THINK := [[30, 60], [18, 40], [10, 24]]Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/ai_player.gd:15AiPlayer.FOUNDINGconstLien vers cette entréeconst FOUNDING := [150, 120, 50]Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/ai_player.gd:18AiPlayer.FOUNDING_GAPconstLien vers cette entréeconst FOUNDING_GAP := [70, 60, 30]Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/ai_player.gd:19AiPlayer.COMPETE_SHAREconstLien vers cette entréeconst COMPETE_SHARE := [0.35, 0.55, 0.8]Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/ai_player.gd:21AiPlayer.EXTRA_VEHICLESconstLien vers cette entréeconst EXTRA_VEHICLES := [1, 3, 5]Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/ai_player.gd:23AiPlayer.RESERVEconstcash kept in hand before repaying the loanAiPlayer.MIN_EARNINGconsta year's profit each vehicle must make before its route gets moreAiPlayer.PAIRS_COMPAREDconstindustry pairs weighed up before choosing a freight routeAiPlayer.CLOSE_STEPconsttiles of a closed route torn up in one goAiPlayer.NO_PATH_FORconstnowhere to lay the line: the ground rarely changes, so wait four yearsAiPlayer.CLOSED_FORconsta route closed for losing money isn't tried again for ten yearsAiPlayer.BUILD_RATEconstLien vers cette entréeconst BUILD_RATE := {"rail": [2, 3, 4], "road": [3, 5, 7]}Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/ai_player.gd:32AiPlayer.REROUTESconstways round something built across a line still being laidAiPlayer.SHIPS_ROOMconstmoney a rival can raise before it opens a ship routeAiPlayer.AIR_CASHconstmoney in hand before it opens an air service...AiPlayer.AIR_ROUTESconst...and how many it runs at most, by skill: airports aren't cheapAiPlayer.AIR_MINconsttiles between two towns worth flyingAiPlayer.SHIP_MAXconsttiles apart at most: ships are slow, whatever the map's sizeLien vers cette entréeconst SHIP_MAX := {"freight": 80.0, "ferry": 60.0}Déclaré dansscripts/sim/ai_player.gd:39AiPlayer.AIRPORT_REACHconstan airport goes this close to the town centreAiPlayer.FERRIESconstferry services a rival runs at most, by skillAiPlayer.FERRY_TOWNconstpeople in each town a ferry linksAiPlayer.PORT_POPconstpeople a town's dock or airport must have within reachLien vers cette entréeconst PORT_POP := {"water": 150, "air": 200}Déclaré dansscripts/sim/ai_player.gd:43AiPlayer.SITES_FORconstdays a search for dock and airport sites is rememberedAiPlayer.WASTE_TOWNconstpeople in a town a recycling line starts from (RAIL-29)AiPlayer.levelvarLien vers cette entréevar level := 1Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/ai_player.gd:47AiPlayer.loan_ceilingvarLien vers cette entréevar loan_ceiling: floatCette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/ai_player.gd:48AiPlayer.companyvarLien vers cette entréevar company: CompanyCette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/ai_player.gd:51AiPlayer.rngvarLien vers cette entréevar rng := RandomNumberGenerator.new()Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/ai_player.gd:52AiPlayer.next_thinkvarLien vers cette entréevar next_think := 20Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/ai_player.gd:53AiPlayer.routesvar[{"kind", "cargo", "a": Station, "b": Station, "model", "wagons", "max"}], and optionally "consist" (a mixed train's wagons), "key" (its entry infailed) and "closing" (being torn up).AiPlayer.failedvar"kind:x,y" -> day it failed; tried again a year laterAiPlayer.projectvarThe route being built, or {}.Lien vers cette entréevar project := {}"kind" (rail/road), "line" (the points to lay, in order), "at" (index of the last point laid so far), "head"/"tail" (points at either end that are station platforms, kept when the rest is re-routed), "reserved" (tiles a re-route must avoid), "route" (its entry for
Déclaré dansroutesonce it opens; its stations may still be missing), "buy" (vehicles to buy on opening), "finish" ("", or "bus"/"delivery"/"pickup": stops still to place in towns "town_a"/"town_b"), "news", "news_at" and "reroutes".scripts/sim/ai_player.gd:64AiPlayer._searchedvarthis think already ran a construction search (one a day is enough)AiPlayer._sitesvarDock and airport sites found lately: key -> [day searched, sites].Lien vers cette entréevar _sites := {}Not saved: it is only a cache.
Déclaré dansscripts/sim/ai_player.gd:67AiPlayer.debugstatic varprint why route attempts fail (playtest tooling)AiPlayer.slowest_managestatic varthe longest think so far, in microseconds: looking after routes...AiPlayer.slowest_expandstatic var...and planning a new one (benchmark tooling)AiPlayer.create_competitorsstatic funcLien vers cette entréestatic func create_competitors(sim: Sim, count: int) -> void- Paramètres
sim: Simcount: int
- Valeur renvoyée
void
Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/ai_player.gd:73AiPlayer.dailyfuncLien vers cette entréefunc daily(sim: Sim) -> void- Paramètres
sim: Sim
- Valeur renvoyée
void
Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/ai_player.gd:94AiPlayer._expandfuncLien vers cette entréefunc _expand(sim: Sim) -> void- Paramètres
sim: Sim
- Valeur renvoyée
void
Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/ai_player.gd:111AiPlayer._operatingstatic funcIncome less the cost of running the network (vehicles, stations, track, interest) in ledgerl.Lien vers cette entréestatic func _operating(l: Dictionary) -> int- Paramètres
l: Dictionary
- Valeur renvoyée
int
scripts/sim/ai_player.gd:124AiPlayer._troubledfuncIn the red, or about to be: no time for new ventures.Lien vers cette entréefunc _troubled() -> bool- Valeur renvoyée
bool
scripts/sim/ai_player.gd:130AiPlayer._open_routesfuncLien vers cette entréefunc _open_routes() -> int- Valeur renvoyée
int
Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/ai_player.gd:134AiPlayer._count_routesfuncRoutes still open, of one kind ("" for all), and of one cargo ifcargois given.Lien vers cette entréefunc _count_routes(kind: String, cargo := "") -> int- Paramètres
kind: Stringcargo := ""
- Valeur renvoyée
int
scripts/sim/ai_player.gd:139AiPlayer._scaledstatic funcConstruction prices follow the game's building-cost setting, for rivals as for the player.Lien vers cette entréestatic func _scaled(sim: Sim, cost: int) -> int- Paramètres
sim: Simcost: int
- Valeur renvoyée
int
scripts/sim/ai_player.gd:148AiPlayer._managefuncLien vers cette entréefunc _manage(sim: Sim) -> void- Paramètres
sim: Sim
- Valeur renvoyée
void
- Appelle
Data.wagon_cap,Data.model
Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/ai_player.gd:154AiPlayer._fleetsfuncOur vehicles sorted by the route they were bought for: one list for each entry ofroutes.Lien vers cette entréefunc _fleets(sim: Sim) -> Array- Paramètres
sim: Sim
- Valeur renvoyée
Array
scripts/sim/ai_player.gd:245AiPlayer._buyfuncOne more vehicle ofmodelfor router.Lien vers cette entréefunc _buy(sim: Sim, r: Dictionary, model: String) -> bool- Paramètres
sim: Simr: Dictionarymodel: String
- Valeur renvoyée
bool
- Appelle
Vehicle.stranded
scripts/sim/ai_player.gd:263AiPlayer._close_routefuncTear up a route nothing runs on any more: its stations (unless another route still calls there, or they aren't ours, like an oil rig's dock) and, for a railway, its track.Lien vers cette entréefunc _close_route(sim: Sim, r: Dictionary) -> boolA stretch at a time, so a long line doesn't hold the game up. Returns true once nothing is left; vehicles in the way or an empty bank account mean another try next time.
- Paramètres
sim: Simr: Dictionary
- Valeur renvoyée
bool
scripts/sim/ai_player.gd:282AiPlayer.industry_closedfuncAn industry has closed (RAIL-23): a route left with nothing to load, or without one of its stops (an oil rig's dock goes with the rig), is given up at once - its vehicles sold, then its stations and track torn up like those of any route that stops paying - and so is a line still being built.Lien vers cette entréefunc industry_closed(sim: Sim) -> void- Paramètres
sim: Sim
- Valeur renvoyée
void
scripts/sim/ai_player.gd:320AiPlayer._orphanedstatic funcA freight route whose loading end no longer has its cargo (the industry there closed), or whose other end no longer takes it (a wind farm site finished, a power station closed), or any route one of whose stations is gone.Lien vers cette entréestatic func _orphaned(r: Dictionary) -> boolStops a route doesn't have yet (a bus line still being built) are null.
- Paramètres
r: Dictionary
- Valeur renvoyée
bool
scripts/sim/ai_player.gd:337AiPlayer._station_in_usefuncLien vers cette entréefunc _station_in_use(sim: Sim, st: Station, r: Dictionary) -> bool- Paramètres
sim: Simst: Stationr: Dictionary
- Valeur renvoyée
bool
Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/ai_player.gd:346AiPlayer._own_track_fromfuncOur own plain track joined to stationst(the AI never shares track between its lines).Lien vers cette entréefunc _own_track_from(sim: Sim, st: Station) -> Array[Vector2i]- Paramètres
sim: Simst: Station
- Valeur renvoyée
Array[Vector2i]
scripts/sim/ai_player.gd:359AiPlayer._best_modelfuncThe newest model of a family the AI knows that's on sale and carries the cargo.Lien vers cette entréefunc _best_model(sim: Sim, kind: String, cargo: String, current: String) -> StringAircraft stop at the narrowbody: the big jets want more passengers than the towns a rival flies between have.
- Paramètres
sim: Simkind: Stringcargo: Stringcurrent: String
- Valeur renvoyée
String
- Appelle
Data.available,Data.model
scripts/sim/ai_player.gd:386AiPlayer._plan_linefuncA construction plan without the money check (_affordborrows when the AI commits to it).Lien vers cette entréefunc _plan_line(sim: Sim, kind: String, pts: Array[Vector2i]) -> Dictionary- Paramètres
sim: Simkind: Stringpts: Array[Vector2i]
- Valeur renvoyée
Dictionary
- Appelle
BuildOps.plan_line
scripts/sim/ai_player.gd:400AiPlayer._plan_routefuncThe same for a line with bridges and tunnels on it (RouteBuilder.last_crossings, RAIL-52).Lien vers cette entréefunc _plan_route(sim: Sim, kind: String, pts: Array[Vector2i], crossings: Array) -> Dictionary- Paramètres
sim: Simkind: Stringpts: Array[Vector2i]crossings: Array
- Valeur renvoyée
Dictionary
scripts/sim/ai_player.gd:408AiPlayer._affordfuncMake surecostcan be paid, borrowing if needed.Lien vers cette entréefunc _afford(sim: Sim, cost: int) -> boolReturns false if it can't.
- Paramètres
sim: Simcost: int
- Valeur renvoyée
bool
scripts/sim/ai_player.gd:413AiPlayer._try_new_routefuncLien vers cette entréefunc _try_new_route(sim: Sim) -> void- Paramètres
sim: Sim
- Valeur renvoyée
void
Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/ai_player.gd:426AiPlayer._nothing_to_buildstatic funcA line plan that is refused only because everything on it exists already (a road that's there).Lien vers cette entréestatic func _nothing_to_build(plan: Dictionary) -> bool- Paramètres
plan: Dictionary
- Valeur renvoyée
bool
scripts/sim/ai_player.gd:469AiPlayer._whyfuncLien vers cette entréefunc _why(msg: String) -> void- Paramètres
msg: String
- Valeur renvoyée
void
Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/ai_player.gd:473AiPlayer._try_busesfuncLien vers cette entréefunc _try_buses(sim: Sim) -> bool- Paramètres
sim: Sim
- Valeur renvoyée
bool
- Appelle
RouteBuilder.find,RouteBuilder.jumps_for,L.t
Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/ai_player.gd:478AiPlayer._links_townsfuncWhether one of our passenger lines ofkind(road or rail) already runs between these two towns.Lien vers cette entréefunc _links_towns(a: Town, b: Town, kind: String = "road") -> bool- Paramètres
a: Townb: Townkind: String = "road"
- Valeur renvoyée
bool
scripts/sim/ai_player.gd:541AiPlayer._try_mailfuncA mail van for one of our bus lines that has none yet: the stops are there already.Lien vers cette entréefunc _try_mail(sim: Sim) -> bool- Paramètres
sim: Sim
- Valeur renvoyée
bool
scripts/sim/ai_player.gd:552AiPlayer._town_stop_tilestatic funcA straight town road tile near the centre that can take a stop.Lien vers cette entréestatic func _town_stop_tile(m: WorldMap, t: Town) -> Dictionary- Paramètres
m: WorldMapt: Town
- Valeur renvoyée
Dictionary
scripts/sim/ai_player.gd:578AiPlayer._map_scalestatic funcLien vers cette entréestatic func _map_scale(sim: Sim) -> float- Paramètres
sim: Sim
- Valeur renvoyée
float
Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/ai_player.gd:594AiPlayer._industry_pairfuncPick a producing industry and the nearest industry that accepts its cargo within a distance band.Lien vers cette entréefunc _industry_pair(sim: Sim, min_d: float, max_d: float, kind: String) -> ArrayA relaxed rival takes the first pair it comes across; better ones compare a few and take the one that should earn most (output not yet carried away x fare for the distance).
- Paramètres
sim: Simmin_d: floatmax_d: floatkind: String
- Valeur renvoyée
Array
- Appelle
Data.town_pop,Data.cargo_rate
scripts/sim/ai_player.gd:601AiPlayer._customer_rankstatic funcHow good a customer forcindustryqis (RAIL-29), the best first, then the nearest: 2 a plant that needs every input and has the others, waiting forc(this completes a chain); 1 an ordinary customer; 0 one that won't keep making something of it: a wind farm site (finished one day, when it takes no more) or a plant still missing another input.Lien vers cette entréestatic func _customer_rank(q: Industry, c: String) -> intThose pay for what is delivered all the same, so they do when there is nothing better.
- Paramètres
q: Industryc: String
- Valeur renvoyée
int
scripts/sim/ai_player.gd:661AiPlayer._outputstatic funcHow muchcpmakes in a month: a primary's rate, or what a processing plant made last month.Lien vers cette entréestatic func _output(p: Industry, c: String) -> float- Paramètres
p: Industryc: String
- Valeur renvoyée
float
scripts/sim/ai_player.gd:674AiPlayer._customer_townstatic funcThe nearest town big enough to want goods and food (and of at leastpoppeople), within a distance band ofp.Lien vers cette entréestatic func _customer_town(sim: Sim, p: Industry, min_d: float, max_d: float, pop: int = 0) -> Town- Paramètres
sim: Simp: Industrymin_d: floatmax_d: floatpop: int = 0
- Valeur renvoyée
Town
scripts/sim/ai_player.gd:680AiPlayer._good_sourcestatic funcA producing industry on land (see_producing).Lien vers cette entréestatic func _good_source(ind: Industry) -> bool- Paramètres
ind: Industry
- Valeur renvoyée
bool
scripts/sim/ai_player.gd:694AiPlayer._producingstatic funcA primary industry, or a processing plant that's being supplied.Lien vers cette entréestatic func _producing(ind: Industry) -> bool- Paramètres
ind: Industry
- Valeur renvoyée
bool
scripts/sim/ai_player.gd:699AiPlayer._served_bystatic funcLien vers cette entréestatic func _served_by(sim: Sim, ind: Industry, c: String, who: Company) -> bool- Paramètres
sim: Simind: Industryc: Stringwho: Company
- Valeur renvoyée
bool
- Appelle
Economy.industry_stations
Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/ai_player.gd:710AiPlayer._served_by_anyonestatic funcLien vers cette entréestatic func _served_by_anyone(sim: Sim, ind: Industry, c: String) -> bool- Paramètres
sim: Simind: Industryc: String
- Valeur renvoyée
bool
- Appelle
Economy.industry_stations
Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/ai_player.gd:717AiPlayer._terminalfuncFind platform tiles nearindfor a terminal oflengthtiles, ending on the side facingtoward.Lien vers cette entréefunc _terminal(sim: Sim, kind: String, ind: Industry, length: int, toward: Vector2, partner: Dictionary = {}) -> DictionaryReturns {"tiles", "axis", "end", "exit", "exit_dir"} or {}.
partner: the terminal at the other end of the line, when that is chosen already.- Paramètres
sim: Simkind: Stringind: Industrylength: inttoward: Vector2partner: Dictionary = {}
- Valeur renvoyée
Dictionary
scripts/sim/ai_player.gd:727AiPlayer._terminal_infuncThe same for any area: the best site whose first tile lies inarea.Lien vers cette entréefunc _terminal_in(sim: Sim, kind: String, area: Rect2i, length: int, toward: Vector2, min_pop: int, partner: Dictionary = {}) -> DictionaryWith
min_pop, only sites whose catchment houses at least that many people count, and busier ones are preferred.- Paramètres
sim: Simkind: Stringarea: Rect2ilength: inttoward: Vector2min_pop: intpartner: Dictionary = {}
- Valeur renvoyée
Dictionary
scripts/sim/ai_player.gd:735AiPlayer._try_wastefuncA recycling line (RAIL-29): trucks carry the waste from a town's centre to a recycling plant within reach.Lien vers cette entréefunc _try_waste(sim: Sim) -> boolTowns big enough to fill a truck now and then, and not served by us already.
- Paramètres
sim: Sim
- Valeur renvoyée
bool
scripts/sim/ai_player.gd:791AiPlayer._count_routes_fromfuncOur open routes loadingcargoat a stop in townt.Lien vers cette entréefunc _count_routes_from(t: Town, cargo: String) -> int- Paramètres
t: Towncargo: String
- Valeur renvoyée
int
scripts/sim/ai_player.gd:816AiPlayer._try_trucksfuncLien vers cette entréefunc _try_trucks(sim: Sim) -> bool- Paramètres
sim: Sim
- Valeur renvoyée
bool
Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/ai_player.gd:824AiPlayer._try_railfuncLien vers cette entréefunc _try_rail(sim: Sim) -> bool- Paramètres
sim: Sim
- Valeur renvoyée
bool
Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/ai_player.gd:833AiPlayer._try_pax_railfuncA passenger (and mail) railway between two sizeable towns a good way apart.Lien vers cette entréefunc _try_pax_rail(sim: Sim) -> bool- Paramètres
sim: Sim
- Valeur renvoyée
bool
scripts/sim/ai_player.gd:841AiPlayer._build_pax_railfuncLien vers cette entréefunc _build_pax_rail(sim: Sim, a: Town, b: Town, key: String) -> bool- Paramètres
sim: Sima: Townb: Townkey: String
- Valeur renvoyée
bool
- Appelle
RouteBuilder.find,Const.opp,RouteBuilder.jumps_for,L.t
Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/ai_player.gd:864AiPlayer._build_freightfuncLien vers cette entréefunc _build_freight(sim: Sim, kind: String, p: Industry, q: Industry, cargo: String) -> bool- Paramètres
sim: Simkind: Stringp: Industryq: Industrycargo: String
- Valeur renvoyée
bool
Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/ai_player.gd:913AiPlayer._build_town_deliveryfuncA truck line from a processing plant to a stop in the middle of a town that takes its cargo, or withpickupthe other way round: from a town stop that supplies it (waste) top, which takes it.Lien vers cette entréefunc _build_town_delivery(sim: Sim, p: Industry, town: Town, cargo: String, pickup := false) -> bool- Paramètres
sim: Simp: Industrytown: Towncargo: Stringpickup := false
- Valeur renvoyée
bool
scripts/sim/ai_player.gd:979AiPlayer._try_shipsfuncA ship route: freight, or when there's none to try (no search was run), a ferry.Lien vers cette entréefunc _try_ships(sim: Sim) -> boolA ferry earns far less than a freighter, so a rival runs only a few (FERRIES).
- Paramètres
sim: Sim
- Valeur renvoyée
bool
scripts/sim/ai_player.gd:1044AiPlayer._try_ship_freightfuncFreight by sea: a producing industry ships can call at (an oil rig, or one near the shore) and the nearest industry by the sea that takes its cargo, weighed up as in_industry_pair.Lien vers cette entréefunc _try_ship_freight(sim: Sim) -> bool- Paramètres
sim: Sim
- Valeur renvoyée
bool
- Appelle
Data.cargo_rate
scripts/sim/ai_player.gd:1052AiPlayer._build_ship_freightfuncLien vers cette entréefunc _build_ship_freight(sim: Sim, p: Industry, q: Industry, cargo: String) -> bool- Paramètres
sim: Simp: Industryq: Industrycargo: String
- Valeur renvoyée
bool
- Appelle
L.t
Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/ai_player.gd:1098AiPlayer._try_ferryfuncA ferry between two towns of FERRY_TOWN+ people on the same water, 14 to SHIP_MAX tiles apart.Lien vers cette entréefunc _try_ferry(sim: Sim) -> bool- Paramètres
sim: Sim
- Valeur renvoyée
bool
scripts/sim/ai_player.gd:1115AiPlayer._try_airfuncAn air service between two big towns a good way apart: from a town, to the biggest one far enough away.Lien vers cette entréefunc _try_air(sim: Sim) -> boolA town's airport is used again for its next service rather than building another.
- Paramètres
sim: Sim
- Valeur renvoyée
bool
scripts/sim/ai_player.gd:1145AiPlayer._pair_keystatic funcLien vers cette entréestatic func _pair_key(what: String, a: Town, b: Town) -> String- Paramètres
what: Stringa: Townb: Town
- Valeur renvoyée
String
Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/ai_player.gd:1171AiPlayer._build_town_linkfuncA passenger service ofkind("water" or "air") between two towns, calling atpaandpb(see_town_port).Lien vers cette entréefunc _build_town_link(sim: Sim, kind: String, a: Town, b: Town, pa: Dictionary, pb: Dictionary) -> bool- Paramètres
sim: Simkind: Stringa: Townb: Townpa: Dictionarypb: Dictionary
- Valeur renvoyée
bool
- Appelle
L.t
scripts/sim/ai_player.gd:1177AiPlayer._open_port_routefuncBuild what a ship or air route still needs at either end (r.a,r.b: {"station"} for one that's there already, or a site {"tiles", "axis"}), buy its firstcountvehicles and open it.Lien vers cette entréefunc _open_port_route(sim: Sim, r: Dictionary, count: int, news: String, news_at: Vector2) -> boolNothing is built unless both ends can be, and each must supply or take the cargo as its end of the route should.
- Paramètres
sim: Simr: Dictionarycount: intnews: Stringnews_at: Vector2
- Valeur renvoyée
bool
scripts/sim/ai_player.gd:1194AiPlayer._town_portfuncWhere a passenger service ofkind("water" or "air") calls intown: a dock or airport of ours there already, or else the best site for a new one ({} when there's none).Lien vers cette entréefunc _town_port(sim: Sim, kind: String, town: Town) -> Dictionary- Paramètres
sim: Simkind: Stringtown: Town
- Valeur renvoyée
Dictionary
scripts/sim/ai_player.gd:1243AiPlayer._port_towardfuncWhere a ship route forindcalls: our own dock that serves it already, an oil rig's open dock, or the shore site nearesttoward.Lien vers cette entréefunc _port_toward(sim: Sim, ind: Industry, toward: Vector2) -> Dictionary{} if ships can't reach it.
- Paramètres
sim: Simind: Industrytoward: Vector2
- Valeur renvoyée
Dictionary
- Appelle
Economy.industry_stations
scripts/sim/ai_player.gd:1254AiPlayer._ports_offuncWhere ships can call forind: an oil rig's own open dock, or the shore tiles near enough for a dock's catchment to reach it ([] inland).Lien vers cette entréefunc _ports_of(sim: Sim, ind: Industry) -> ArrayRemembered for a while.
- Paramètres
sim: Simind: Industry
- Valeur renvoyée
Array
scripts/sim/ai_player.gd:1272AiPlayer._industry_docksstatic funcLien vers cette entréestatic func _industry_docks(m: WorldMap, ind: Industry) -> Array- Paramètres
m: WorldMapind: Industry
- Valeur renvoyée
Array
Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/ai_player.gd:1276AiPlayer._rememberedfuncA search for sites, done again only once it's SITES_FOR days old: the coast and the towns barely change from one think to the next, and a site that has gone is caught when it's built on.Lien vers cette entréefunc _remembered(sim: Sim, key: String, search: Callable)- Paramètres
sim: Simkey: Stringsearch: Callable
- Valeur renvoyée
func _remembered(sim: Sim, key: String, search: Callable)
scripts/sim/ai_player.gd:1293AiPlayer._port_sitestatic funcThe best site near the centre oftownfor a dock (a shore tile) or an airport (a level 3x2 or 2x3 patch): most people within its reach, at least PORT_POP, less a little for each tile from the centre.Lien vers cette entréestatic func _port_site(m: WorldMap, kind: String, town: Town) -> Dictionary{"tiles", "axis"}, or {} when there's none.
- Paramètres
m: WorldMapkind: Stringtown: Town
- Valeur renvoyée
Dictionary
scripts/sim/ai_player.gd:1304AiPlayer._port_fitsstatic funcWhether a dock (kind"water", one tile) or an airport ("air") can go on the tiles ofr.Lien vers cette entréestatic func _port_fits(m: WorldMap, kind: String, r: Rect2i) -> bool- Paramètres
m: WorldMapkind: Stringr: Rect2i
- Valeur renvoyée
bool
scripts/sim/ai_player.gd:1335AiPlayer._pop_tablestatic funcRunning totals of the people in the houses ofarea, so that those in any rectangle of it take four lookups (_pop_in) instead of a count tile by tile.Lien vers cette entréestatic func _pop_table(m: WorldMap, area: Rect2i) -> PackedInt32Array- Paramètres
m: WorldMaparea: Rect2i
- Valeur renvoyée
PackedInt32Array
scripts/sim/ai_player.gd:1356AiPlayer._pop_instatic funcLien vers cette entréestatic func _pop_in(sums: PackedInt32Array, area: Rect2i, r: Rect2i) -> int- Paramètres
sums: PackedInt32Arrayarea: Rect2ir: Rect2i
- Valeur renvoyée
int
Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/ai_player.gd:1374AiPlayer._berthstatic funcThe water tile ships berth at for a dock end of a route ({"station"} or a shore site).Lien vers cette entréestatic func _berth(m: WorldMap, port: Dictionary) -> Vector2i- Paramètres
m: WorldMapport: Dictionary
- Valeur renvoyée
Vector2i
- Appelle
BuildOps.dock_facing
scripts/sim/ai_player.gd:1387AiPlayer._second_berthfuncShips take turns at a berth (RAIL-26).Lien vers cette entréefunc _second_berth(sim: Sim, fleet: Array) -> voidA ship seen waiting (thinks are weeks apart, so it waits often) off one of our one-berth docks, where the ship in the berth is waiting for a full load, gets a second dock tile built beside the first, with a berth of its own - but only when the waiting ship has other work there: cargo to unload, or a different cargo to load. Two ships waiting for the same cargo gain nothing from a berth each: they would share it out between them, fill up no sooner, and then sail in convoy with nobody loading in between. Two berths at most, and an oil rig's dock is nobody's to extend.
- Paramètres
sim: Simfleet: Array
- Valeur renvoyée
void
scripts/sim/ai_player.gd:1403AiPlayer._berth_besidestatic funcA shore tile beside dock tilet, whose ships berth on the waterfacingit, where a second dock tile would have a berth of its own: on the same shore, facing the same way, so the two berths lie side by side, and on water no other dock berths at.Lien vers cette entréestatic func _berth_beside(m: WorldMap, t: Vector2i, facing: int) -> Vector2i(-1, -1) if there's none.
- Paramètres
m: WorldMapt: Vector2ifacing: int
- Valeur renvoyée
Vector2i
- Appelle
BuildOps.dock_facing
scripts/sim/ai_player.gd:1429AiPlayer._berth_takenstatic funcWhether a dock already berths at water tilew: one on the shore facing it, or an oil rig's dock standing on it.Lien vers cette entréestatic func _berth_taken(m: WorldMap, w: Vector2i) -> bool- Paramètres
m: WorldMapw: Vector2i
- Valeur renvoyée
bool
scripts/sim/ai_player.gd:1442AiPlayer._sea_linkstatic funcWhether ships can sail between the water tilesaandbby a way not much longer than the straight line (a long way round the coast pays no more than the short one).Lien vers cette entréestatic func _sea_link(m: WorldMap, a: Vector2i, b: Vector2i) -> boolThe search keeps to the water near that line, so even on a big sea it's quick.
- Paramètres
m: WorldMapa: Vector2ib: Vector2i
- Valeur renvoyée
bool
- Appelle
Pathfinder.find_sea
scripts/sim/ai_player.gd:1457AiPlayer._carries_fromfuncWhether one of our routes already loadscat a station servingind(an oil rig's dock is nobody's, so_served_bydoesn't see our tankers there).Lien vers cette entréefunc _carries_from(sim: Sim, ind: Industry, c: String) -> bool- Paramètres
sim: Simind: Industryc: String
- Valeur renvoyée
bool
- Appelle
Economy.industry_stations
scripts/sim/ai_player.gd:1463AiPlayer._startfuncBegin layingline, a stretch a day (seeproject).Lien vers cette entréefunc _start(line: Array[Vector2i], head: int, tail: int, reserved: Dictionary, to_lay: bool, route: Dictionary, buy: int, news: String, news_at: Vector2, extra: Dictionary = {}) -> voidhead/tail: points at the start/end of the line that are platforms.to_lay: false when every piece of it exists already (an existing road).- Paramètres
line: Array[Vector2i]head: inttail: intreserved: Dictionaryto_lay: boolroute: Dictionarybuy: intnews: Stringnews_at: Vector2extra: Dictionary = {}
- Valeur renvoyée
void
scripts/sim/ai_player.gd:1475AiPlayer._constructfuncA day's work on the line under construction, and opening it once it's finished.Lien vers cette entréefunc _construct(sim: Sim) -> void- Paramètres
sim: Sim
- Valeur renvoyée
void
scripts/sim/ai_player.gd:1484AiPlayer._next_crossingstatic funcThe next bridge or tunnel the line under construction comes to ({} when none is left).Lien vers cette entréestatic func _next_crossing(p: Dictionary) -> Dictionary- Paramètres
p: Dictionary
- Valeur renvoyée
Dictionary
scripts/sim/ai_player.gd:1536AiPlayer._reroutefuncA new way from where the line has got to, to its far end.Lien vers cette entréefunc _reroute(sim: Sim) -> boolFalse if there's none (or the line has been re-routed too often already).
- Paramètres
sim: Sim
- Valeur renvoyée
bool
scripts/sim/ai_player.gd:1550AiPlayer._openfuncThe line is finished: place the stops still missing, buy the first vehicles and open for business.Lien vers cette entréefunc _open(sim: Sim) -> void- Paramètres
sim: Sim
- Valeur renvoyée
void
scripts/sim/ai_player.gd:1606AiPlayer._abandonfuncGive up the line under construction: what was built of it is torn up again (roads stay, as they do when a route closes) and the place isn't tried again for a while.Lien vers cette entréefunc _abandon(sim: Sim, why: String) -> void- Paramètres
sim: Simwhy: String
- Valeur renvoyée
void
scripts/sim/ai_player.gd:1642AiPlayer.to_dictfuncLien vers cette entréefunc to_dict() -> Dictionary- Valeur renvoyée
Dictionary
Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/ai_player.gd:1661AiPlayer._route_to_dictstatic funcLien vers cette entréestatic func _route_to_dict(r: Dictionary) -> Dictionary- Paramètres
r: Dictionary
- Valeur renvoyée
Dictionary
Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/ai_player.gd:1681AiPlayer._route_from_dictstatic funcA route saved by_route_to_dict, or {} if one of its stations is gone.Lien vers cette entréestatic func _route_from_dict(r: Dictionary, by_id: Dictionary, partial := false) -> DictionaryWith
partial, a station not placed yet (-1) is allowed.- Paramètres
r: Dictionaryby_id: Dictionarypartial := false
- Valeur renvoyée
Dictionary
scripts/sim/ai_player.gd:1692AiPlayer._flatstatic funcLien vers cette entréestatic func _flat(tiles: Array) -> Array- Paramètres
tiles: Array
- Valeur renvoyée
Array
Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/ai_player.gd:1713AiPlayer._tilesstatic funcLien vers cette entréestatic func _tiles(flat: Array) -> Array[Vector2i]- Paramètres
flat: Array
- Valeur renvoyée
Array[Vector2i]
Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/ai_player.gd:1721AiPlayer.from_dictstatic funcLien vers cette entréestatic func from_dict(sim: Sim, d: Dictionary) -> AiPlayer- Paramètres
sim: Simd: Dictionary
- Valeur renvoyée
AiPlayer
Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/ai_player.gd:1728
BuildOps
BuildOps._planstatic funcLien vers cette entréestatic func _plan() -> Dictionary- Valeur renvoyée
Dictionary
Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/build_ops.gd:8BuildOps._failstatic funcLien vers cette entréestatic func _fail(p: Dictionary, t: Vector2i, why: String) -> void- Paramètres
p: Dictionaryt: Vector2iwhy: String
- Valeur renvoyée
void
Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/build_ops.gd:12BuildOps.dir_betweenstatic funcLien vers cette entréestatic func dir_between(a: Vector2i, b: Vector2i) -> int- Paramètres
a: Vector2ib: Vector2i
- Valeur renvoyée
int
Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/build_ops.gd:18BuildOps.network_bits_okstatic funcWhether a tile can carry a road or rail piece with the given full connection bitmask.Lien vers cette entréestatic func network_bits_ok(m: WorldMap, x: int, y: int, bits: int, strict: bool = false) -> boolFlat tiles take any shape; simple inclines only take pieces running along the incline.
- Paramètres
m: WorldMapx: inty: intbits: intstrict: bool = false
- Valeur renvoyée
bool
scripts/sim/build_ops.gd:26BuildOps._slope_reasonstatic funcLien vers cette entréestatic func _slope_reason(m: WorldMap, x: int, y: int) -> String- Paramètres
m: WorldMapx: inty: int
- Valeur renvoyée
String
- Appelle
L.t
Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/build_ops.gd:50BuildOps._obj_reasonstatic funcLien vers cette entréestatic func _obj_reason(o: Dictionary) -> String- Paramètres
o: Dictionary
- Valeur renvoyée
String
- Appelle
L.t
Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/build_ops.gd:58BuildOps._is_crossingstatic funcLien vers cette entréestatic func _is_crossing(existing_other: int, bits: int) -> bool- Paramètres
existing_other: intbits: int
- Valeur renvoyée
bool
Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/build_ops.gd:67BuildOps.span_problemstatic funcGround construction under a bridge or over a tunnel: allowed only across its line.Lien vers cette entréestatic func span_problem(m: WorldMap, x: int, y: int, bits: int) -> String- Paramètres
m: WorldMapx: inty: intbits: int
- Valeur renvoyée
String
- Appelle
L.t,WorldMap.axis_of
scripts/sim/build_ops.gd:72BuildOps.under_bridgestatic funcLien vers cette entréestatic func under_bridge(m: WorldMap, x: int, y: int) -> bool- Paramètres
m: WorldMapx: inty: int
- Valeur renvoyée
bool
Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/build_ops.gd:86BuildOps.rail_tile_problemstatic funcWhy rail with full bitmaskbitscan't go on this tile, or "" if it can.Lien vers cette entréestatic func rail_tile_problem(m: WorldMap, x: int, y: int, bits: int) -> String- Paramètres
m: WorldMapx: inty: intbits: int
- Valeur renvoyée
String
- Appelle
L.t
scripts/sim/build_ops.gd:92BuildOps.road_tile_problemstatic funcWhy road with full bitmaskbitscan't go on this tile, or "" if it can.Lien vers cette entréestatic func road_tile_problem(m: WorldMap, x: int, y: int, bits: int) -> String- Paramètres
m: WorldMapx: inty: intbits: int
- Valeur renvoyée
String
- Appelle
L.t
scripts/sim/build_ops.gd:118BuildOps.INDUSTRY_GAPconstTiles of open ground towns leave around an industry's footprint: room for the player's station or loading bay, and no houses pressed against a cooling tower.BuildOps.can_link_roadstatic funcStricter rule used by town growth: no crossings, no stations, and no new street into the ground kept clear around an industry (joining a road already there is fine).Lien vers cette entréestatic func can_link_road(m: WorldMap, x: int, y: int, d: int, strict: bool = false) -> bool- Paramètres
m: WorldMapx: inty: intd: intstrict: bool = false
- Valeur renvoyée
bool
- Appelle
Const.opp
scripts/sim/build_ops.gd:152BuildOps.link_roadstatic funcLien vers cette entréestatic func link_road(m: WorldMap, x: int, y: int, d: int) -> void- Paramètres
m: WorldMapx: inty: intd: int
- Valeur renvoyée
void
- Appelle
Const.opp
Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/build_ops.gd:171BuildOps.can_build_housestatic funcHouses need a flat, dry, empty tile, clear of the ground kept around industries.Lien vers cette entréestatic func can_build_house(m: WorldMap, x: int, y: int) -> bool- Paramètres
m: WorldMapx: inty: int
- Valeur renvoyée
bool
scripts/sim/build_ops.gd:181BuildOps.plan_linestatic funcPlan a road or rail line through consecutive, 4-adjacent tilespts.Lien vers cette entréestatic func plan_line(m: WorldMap, kind: String, pts: Array[Vector2i]) -> DictionaryExtra keys: kind, add (Vector2i -> bits to add).
- Paramètres
m: WorldMapkind: Stringpts: Array[Vector2i]
- Valeur renvoyée
Dictionary
scripts/sim/build_ops.gd:194BuildOps._parallel_diagonalstatic funcIfexistingis one corner piece andaddingthe opposite corner, the pairing they form as two parallel diagonals (see WorldMap.diag2), else -1.Lien vers cette entréestatic func _parallel_diagonal(existing: int, adding: int) -> int- Paramètres
existing: intadding: int
- Valeur renvoyée
int
scripts/sim/build_ops.gd:245BuildOps.apply_linestatic funcLien vers cette entréestatic func apply_line(m: WorldMap, p: Dictionary) -> void- Paramètres
m: WorldMapp: Dictionary
- Valeur renvoyée
void
Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/build_ops.gd:255BuildOps.dock_facingstatic funcDirection from a shore tile down to open water, or -1.Lien vers cette entréestatic func dock_facing(m: WorldMap, x: int, y: int) -> intDocks sit on a shore slope whose low edge meets the water (or on a level tile at the water's edge).
- Paramètres
m: WorldMapx: inty: int
- Valeur renvoyée
int
scripts/sim/build_ops.gd:276BuildOps.station_tile_problemstatic funcLien vers cette entréestatic func station_tile_problem(m: WorldMap, kind: String, x: int, y: int, axis: int) -> String- Paramètres
m: WorldMapkind: Stringx: inty: intaxis: int
- Valeur renvoyée
String
- Appelle
L.t
Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/build_ops.gd:284BuildOps.MAX_STATION_SPREADconsta station's tiles fit in a square this many tiles acrossBuildOps.plan_stationstatic funcPlan station tiles ofkind("rail" or "road") alongaxis.Lien vers cette entréestatic func plan_station(m: WorldMap, kind: String, pts: Array[Vector2i], axis: int) -> DictionaryExtra keys: kind, axis, tiles, join (Station or null), catch (catchment incl. joined station), accepts, supplies, attractions (attraction types in the catchment).
- Paramètres
m: WorldMapkind: Stringpts: Array[Vector2i]axis: int
- Valeur renvoyée
Dictionary
- Appelle
L.t,Station.add_catchment,Station.coverage
scripts/sim/build_ops.gd:333BuildOps.apply_stationstatic funcLien vers cette entréestatic func apply_station(m: WorldMap, p: Dictionary) -> Station- Paramètres
m: WorldMapp: Dictionary
- Valeur renvoyée
Station
- Appelle
Station.make_name,WorldMap.axis_of
Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/build_ops.gd:389BuildOps.add_rig_dockstatic funcThe open dock an industry at sea (an oil rig) comes with, so a rig can be served by ship however far from the shore it stands.Lien vers cette entréestatic func add_rig_dock(m: WorldMap, ind: Industry) -> StationNobody owns it and every company's ships may load there. Made with the map, and on loading a save from before rigs had one. Returns the dock (the one it already has, if any), or null when no open water touches the rig.
- Paramètres
m: WorldMapind: Industry
- Valeur renvoyée
Station
- Appelle
L.t,WorldMap.axis_of
scripts/sim/build_ops.gd:424BuildOps.rig_dock_spotstatic funcWhere a rig's dock goes: a free water tile along one of the rig's sides, the one with the most open water around it (away from any shore), so ships come and go easily.Lien vers cette entréestatic func rig_dock_spot(m: WorldMap, ind: Industry) -> Vector2i(-1, -1) if none.
- Paramètres
m: WorldMapind: Industry
- Valeur renvoyée
Vector2i
scripts/sim/build_ops.gd:455BuildOps.is_rig_dockstatic funcTrue on the tile of a rig's own dock (see add_rig_dock).Lien vers cette entréestatic func is_rig_dock(o) -> bool- Paramètres
o
- Valeur renvoyée
bool
scripts/sim/build_ops.gd:486BuildOps.bulldoze_targetstatic funcWhat bulldozing a tile would remove (one layer: station, track, road, building or trees) and its cost.Lien vers cette entréestatic func bulldoze_target(m: WorldMap, x: int, y: int, who_id: int = -1) -> Dictionarywho_id: the company bulldozing. On a level crossing over someone else's track it takes the road.- Paramètres
m: WorldMapx: inty: intwho_id: int = -1
- Valeur renvoyée
Dictionary
scripts/sim/build_ops.gd:494BuildOps.plan_bulldozestatic funcExtra keys: rect, count.Lien vers cette entréestatic func plan_bulldoze(m: WorldMap, rect: Rect2i, who_id: int = -1) -> Dictionary- Paramètres
m: WorldMaprect: Rect2iwho_id: int = -1
- Valeur renvoyée
Dictionary
- Appelle
L.t
scripts/sim/build_ops.gd:526BuildOps.apply_bulldozestatic funcApplies to every removable tile in the rect; industries are skipped.Lien vers cette entréestatic func apply_bulldoze(m: WorldMap, p: Dictionary) -> void- Paramètres
m: WorldMapp: Dictionary
- Valeur renvoyée
void
scripts/sim/build_ops.gd:566BuildOps.plan_terraformstatic funcRaise (delta = 1) or lower (delta = -1) one tile corner.Lien vers cette entréestatic func plan_terraform(m: WorldMap, c: Vector2i, delta: int) -> DictionaryNeighbouring corners follow so that edge-adjacent corners never differ by more than one level. Extra keys: corner, corners (Vector2i -> new height), tiles (affected tiles).
- Paramètres
m: WorldMapc: Vector2idelta: int
- Valeur renvoyée
Dictionary
- Appelle
L.t
scripts/sim/build_ops.gd:648BuildOps.apply_terraformstatic funcLien vers cette entréestatic func apply_terraform(m: WorldMap, p: Dictionary) -> void- Paramètres
m: WorldMapp: Dictionary
- Valeur renvoyée
void
- Appelle
TerrainGen.classify_tile
Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/build_ops.gd:701BuildOps.plan_levelstatic funcLevel the tiles inrect(all their corners) toheight, as far as the rules allow.Lien vers cette entréestatic func plan_level(m: WorldMap, rect: Rect2i, height: int, blocked: Dictionary = {}) -> DictionaryCorners move one level at a time - cutting from the top down, then filling from the bottom up - and drag their neighbours along the way plan_terraform does, so edge-adjacent corners never differ by more than one level. A tile that can't change shape (a building, road or track, a bridge or tunnel, water, or a tile in
blocked: tile -> reason) pins its corners, and any move that would disturb a pinned corner is left out; the rest of the area is still levelled. Trees on tiles that change shape are cleared. Extra keys: rect, height, corners (Vector2i -> new height), steps (corner moves, each costing Data.COST.terraform), tiles (tiles that change shape), trees (those of them with trees), why (refused tile -> reason; the same tiles are inbad).- Paramètres
m: WorldMaprect: Rect2iheight: intblocked: Dictionary = {}
- Valeur renvoyée
Dictionary
- Appelle
L.t
scripts/sim/build_ops.gd:723BuildOps._level_problemstatic funcWhy tiletcan't change shape while levelling ("" if it can).Lien vers cette entréestatic func _level_problem(m: WorldMap, t: Vector2i, blocked: Dictionary) -> String- Paramètres
m: WorldMapt: Vector2iblocked: Dictionary
- Valeur renvoyée
String
- Appelle
L.t
scripts/sim/build_ops.gd:783BuildOps._level_stepstatic funcMove cornercone level (delta) tov, dragging neighbours along.Lien vers cette entréestatic func _level_step(m: WorldMap, c: Vector2i, v: int, delta: int, work: Dictionary, blocked: Dictionary, problems: Dictionary, p: Dictionary) -> boolFails, changing nothing in
work, when a corner that would move belongs to a tile that can't change (recorded in p.why).- Paramètres
m: WorldMapc: Vector2iv: intdelta: intwork: Dictionaryblocked: Dictionaryproblems: Dictionaryp: Dictionary
- Valeur renvoyée
bool
scripts/sim/build_ops.gd:800BuildOps.apply_levelstatic funcLien vers cette entréestatic func apply_level(m: WorldMap, p: Dictionary) -> void- Paramètres
m: WorldMapp: Dictionary
- Valeur renvoyée
void
- Appelle
TerrainGen.classify_tile
Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/build_ops.gd:838BuildOps.MAX_BRIDGEconstLien vers cette entréeconst MAX_BRIDGE := 24Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/build_ops.gd:857BuildOps.MAX_TUNNELconstLien vers cette entréeconst MAX_TUNNEL := 30Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/build_ops.gd:858BuildOps.edge_heightsstatic funcCorner heights of the edge of tiletfacing directiond.Lien vers cette entréestatic func edge_heights(m: WorldMap, t: Vector2i, d: int) -> Vector2i- Paramètres
m: WorldMapt: Vector2id: int
- Valeur renvoyée
Vector2i
scripts/sim/build_ops.gd:862BuildOps._end_piecestatic funcThe network piece a bridge or tunnel needs on tilet(toward directiond), added to the plan.Lien vers cette entréestatic func _end_piece(m: WorldMap, p: Dictionary, t: Vector2i, d: int) -> void- Paramètres
m: WorldMapp: Dictionaryt: Vector2id: int
- Valeur renvoyée
void
scripts/sim/build_ops.gd:871BuildOps.plan_bridgestatic funcA bridge from ramp tileato ramp tileb(same row or column).Lien vers cette entréestatic func plan_bridge(m: WorldMap, kind: String, a: Vector2i, b: Vector2i, style: String = "") -> DictionaryThe deck sits at the height of the ramps' inner edges, which must match. The ground underneath may not rise above the deck, and roads or track passing under need a level of clearance. Extra keys: kind, type, s0, s1, dir, level, add (ramp pieces), tiles (spans).
- Paramètres
m: WorldMapkind: Stringa: Vector2ib: Vector2istyle: String = ""
- Valeur renvoyée
Dictionary
- Appelle
L.t,L.lower,Const.opp,WorldMap.axis_of
scripts/sim/build_ops.gd:890BuildOps.plan_electrifystatic funcOverhead wires over the track alongpts.Lien vers cette entréestatic func plan_electrify(m: WorldMap, pts: Array[Vector2i]) -> DictionaryTiles without track are skipped; wired ones are free. Extra keys: tiles (the tiles that get wires).
- Paramètres
m: WorldMappts: Array[Vector2i]
- Valeur renvoyée
Dictionary
- Appelle
L.t
scripts/sim/build_ops.gd:966BuildOps.apply_electrifystatic funcLien vers cette entréestatic func apply_electrify(m: WorldMap, p: Dictionary) -> void- Paramètres
m: WorldMapp: Dictionary
- Valeur renvoyée
void
Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/build_ops.gd:984BuildOps.plan_depotstatic funcA depot on tilet, its door - and its one road or track connection - facingfacing.Lien vers cette entréestatic func plan_depot(m: WorldMap, kind: String, t: Vector2i, facing: int) -> DictionaryExtra keys: kind, tile, facing, link (joins the road/track in front), link_reason.
- Paramètres
m: WorldMapkind: Stringt: Vector2ifacing: int
- Valeur renvoyée
Dictionary
scripts/sim/build_ops.gd:999BuildOps.apply_depotstatic funcLien vers cette entréestatic func apply_depot(m: WorldMap, p: Dictionary, owner: Company) -> void- Paramètres
m: WorldMapp: Dictionaryowner: Company
- Valeur renvoyée
void
- Appelle
Const.opp
Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/build_ops.gd:1034BuildOps.tunnel_exitstatic funcWhere a tunnel from hillside tilea(headingd, its mouth at heightlevel) comes out: how many tiles on the far mouth is, at the first tile whose far edge comes back down tolevelat either corner.Lien vers cette entréestatic func tunnel_exit(m: WorldMap, a: Vector2i, d: int, level: int) -> int0 when the ground doesn't come down that far within MAX_TUNNEL tiles (or the map ends first).
- Paramètres
m: WorldMapa: Vector2id: intlevel: int
- Valeur renvoyée
int
scripts/sim/build_ops.gd:1060BuildOps._edge_cornersstatic funcThe corners of the edge of tiletfacing directiond, in edge_heights' order.Lien vers cette entréestatic func _edge_corners(t: Vector2i, d: int) -> Array[Vector2i]- Paramètres
t: Vector2id: int
- Valeur renvoyée
Array[Vector2i]
scripts/sim/build_ops.gd:1072BuildOps.plan_tunnelstatic funcA tunnel starting at hillside tilea(an incline rising straight ahead).Lien vers cette entréestatic func plan_tunnel(m: WorldMap, kind: String, a: Vector2i, hint: bool = true) -> DictionaryIt runs into the hill to the first tile where the ground comes back down to the entrance's height (tunnel_exit), and that tile is the far mouth. A hill seldom ends in a slope exactly like the one it started with - it comes down on a slant, or one corner sticks up - so the far mouth's tile is evened out into one, its corners lowered the way Level land lowers them (dragging the land around along). Extra keys as plan_bridge, plus corners (corner -> new height, evening out the far mouth: see apply_level) and trees (tiles that change shape and lose their trees).
hint: when there's no way out, look further up the slope for a hillside that has one.- Paramètres
m: WorldMapkind: Stringa: Vector2ihint: bool = true
- Valeur renvoyée
Dictionary
scripts/sim/build_ops.gd:1088BuildOps._no_exitstatic funcplan_tunnel finding no way out: say so, on the entrance alone (not the whole line it looked along).Lien vers cette entréestatic func _no_exit(m: WorldMap, p: Dictionary, a: Vector2i, d: int, level: int, hint: bool) -> voidThe ground may come back down on the far side, only not as low as here: then a hillside further up the same slope, still on the way up (before the ground first levels off or falls), may well take a tunnel - when one does, say where.
- Paramètres
m: WorldMapp: Dictionarya: Vector2id: intlevel: inthint: bool
- Valeur renvoyée
void
- Appelle
L.t,WorldMap.axis_of,L.n
scripts/sim/build_ops.gd:1162BuildOps._even_out_mouthstatic funcEven out tunnel tilet(headingd) into the far mouth: a straight incline fromlevel+ 1 on its near edge down tolevelon its far edge.Lien vers cette entréestatic func _even_out_mouth(m: WorldMap, p: Dictionary, t: Vector2i, d: int, level: int, keep: Array) -> voidAdds the corners that move, their cost and the trees they take to
p;keepare tiles that mustn't change shape.- Paramètres
m: WorldMapp: Dictionaryt: Vector2id: intlevel: intkeep: Array
- Valeur renvoyée
void
scripts/sim/build_ops.gd:1189BuildOps._set_cornersstatic funcPut corner heights (corner -> height) on the map as they are, without redrawing anything.Lien vers cette entréestatic func _set_corners(m: WorldMap, corners: Dictionary) -> DictionaryReturns the heights they had, to put back the same way.
- Paramètres
m: WorldMapcorners: Dictionary
- Valeur renvoyée
Dictionary
scripts/sim/build_ops.gd:1234BuildOps.apply_crossingstatic funcLien vers cette entréestatic func apply_crossing(m: WorldMap, p: Dictionary) -> Dictionary- Paramètres
m: WorldMapp: Dictionary
- Valeur renvoyée
Dictionary
Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/build_ops.gd:1243BuildOps.signal_problemstatic funcLien vers cette entréestatic func signal_problem(m: WorldMap, t: Vector2i) -> String- Paramètres
m: WorldMapt: Vector2i
- Valeur renvoyée
String
- Appelle
L.t
Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/build_ops.gd:1268BuildOps.plan_signalstatic funcPlace a two-way signal, or cycle an existing one: two-way -> one-way -> one-way the other way -> two-way.Lien vers cette entréestatic func plan_signal(m: WorldMap, t: Vector2i) -> DictionaryExtra keys: tile, state (see WorldMap.signals).
- Paramètres
m: WorldMapt: Vector2i
- Valeur renvoyée
Dictionary
scripts/sim/build_ops.gd:1288BuildOps.apply_signalstatic funcLien vers cette entréestatic func apply_signal(m: WorldMap, p: Dictionary) -> void- Paramètres
m: WorldMapp: Dictionary
- Valeur renvoyée
void
Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/build_ops.gd:1307BuildOps._corner_ofstatic func[a, b] ifbitsis a single corner piece, else [].Lien vers cette entréestatic func _corner_of(bits: int) -> Array- Paramètres
bits: int
- Valeur renvoyée
Array
scripts/sim/build_ops.gd:1314BuildOps.signal_dirsstatic funcThe two directions trains can pass a signal on tilet(headings on entering the tile).Lien vers cette entréestatic func signal_dirs(m: WorldMap, t: Vector2i) -> Array- Paramètres
m: WorldMapt: Vector2i
- Valeur renvoyée
Array
- Appelle
Const.opp
scripts/sim/build_ops.gd:1323
Calendar
Calendar.MONTHSconstLien vers cette entréeconst MONTHS := ["Jan", "Feb", "Mar", "Apr", "May", "Jun", "Jul", "Aug", "Sep", "Oct", "Nov", "Dec"]Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/core/calendar.gd:4Calendar.MONTH_DAYSconstLien vers cette entréeconst MONTH_DAYS := [31, 28, 31, 30, 31, 30, 31, 31, 30, 31, 30, 31]Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/core/calendar.gd:5Calendar.is_leapstatic funcLien vers cette entréestatic func is_leap(y: int) -> bool- Paramètres
y: int
- Valeur renvoyée
bool
Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/core/calendar.gd:8Calendar.year_daysstatic funcLien vers cette entréestatic func year_days(y: int) -> int- Paramètres
y: int
- Valeur renvoyée
int
Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/core/calendar.gd:12Calendar.from_daystatic funcReturns Vector3i(year, month 0-11, day of month 1-31).Lien vers cette entréestatic func from_day(day: int) -> Vector3i- Paramètres
day: int
- Valeur renvoyée
Vector3i
scripts/core/calendar.gd:17Calendar.formatstatic funcLien vers cette entréestatic func format(day: int) -> String- Paramètres
day: int
- Valeur renvoyée
String
- Appelle
L.t
Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/core/calendar.gd:33Calendar.is_christmasstatic funcChristmas time in the towns: 1 December to 6 January.Lien vers cette entréestatic func is_christmas(day: int) -> bool- Paramètres
day: int
- Valeur renvoyée
bool
scripts/core/calendar.gd:39Calendar.doy_is_christmasstatic funcThe same for a day of the year (0 = 1 January), ignoring leap years.Lien vers cette entréestatic func doy_is_christmas(doy: int) -> bool- Paramètres
doy: int
- Valeur renvoyée
bool
scripts/core/calendar.gd:45Calendar.day_of_year_startstatic funcDay number of 1 January ofyear.Lien vers cette entréestatic func day_of_year_start(year: int) -> int- Paramètres
year: int
- Valeur renvoyée
int
scripts/core/calendar.gd:50
ConnectPlanner
ConnectPlanner.MAX_DISTconsttiles apart (along the grid) beyond which it doesn't search at allConnectPlanner.ENDS_TRIEDconstsides of a joined end worth tryingConnectPlanner.PAIRSconst(start side, end side) pairs searched at mostConnectPlanner.LIVE_EXPANSIONSconstRouteBuilder's budget while the pointer moves (the click that builds searches with its own, larger one), so a search that finds nothing doesn't hold up the game.ConnectPlanner.SHORTCUT_SAVESconstA bridge or tunnel is taken over the cheapest way round when it saves at least SHORTCUT_SAVES tiles and SHORTCUT_SHARE of the line's length.Lien vers cette entréeconst SHORTCUT_SAVES := 4In that search a crossing tile costs plain line plus SHORTCUT_PRICE of what it costs over that, and each crossing SHORTCUT_CROSSING tiles on top.
Déclaré dansscripts/sim/connect_planner.gd:24ConnectPlanner.SHORTCUT_SHAREconstLien vers cette entréeconst SHORTCUT_SHARE := 0.3Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/connect_planner.gd:25ConnectPlanner.SHORTCUT_PRICEconstLien vers cette entréeconst SHORTCUT_PRICE := 0.25Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/connect_planner.gd:26ConnectPlanner.SHORTCUT_CROSSINGconstLien vers cette entréeconst SHORTCUT_CROSSING := 2.0Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/connect_planner.gd:27ConnectPlanner.pathstatic funcTiles fromatob(both included, each one next to the one before), or [] when no line was found within the search's budget; never over water or through a hill (see route for those).Lien vers cette entréestatic func path(m: WorldMap, kind: String, a: Vector2i, b: Vector2i, arriving: int = -1, max_expansions: int = 0, pairs_tried: int = PAIRS) -> Array[Vector2i]arriving: the way a line already reachesa(a waypoint), so this one carries on from it instead of doubling back (-1: none).max_expansions: RouteBuilder's budget (0: its own default, which grows with the distance; otherwise never more than that).pairs_tried: how many (start side, end side) pairs to try at most.- Paramètres
m: WorldMapkind: Stringa: Vector2ib: Vector2iarriving: int = -1max_expansions: int = 0pairs_tried: int = PAIRS
- Valeur renvoyée
Array[Vector2i]
scripts/sim/connect_planner.gd:36ConnectPlanner.routestatic funcpath, with bridges and tunnels where the way needs them: {"tiles", "crossings": as RouteBuilder.last_crossings gives them}.Lien vers cette entréestatic func route(m: WorldMap, kind: String, a: Vector2i, b: Vector2i, year: int, arriving: int = -1, max_expansions: int = 0, pairs_tried: int = PAIRS) -> Dictionaryyear: the bridge styles there are by then (-1: no bridges or tunnels at all).- Paramètres
m: WorldMapkind: Stringa: Vector2ib: Vector2iyear: intarriving: int = -1max_expansions: int = 0pairs_tried: int = PAIRS
- Valeur renvoyée
Dictionary
- Appelle
RouteBuilder.jumps_for
scripts/sim/connect_planner.gd:44ConnectPlanner._shortcutstatic funcjumps(RouteBuilder.jumps_for) with every crossing weighed mostly by its length: a span or tunnel tile costs little more than a tile of plain line, and a crossing little on top.Lien vers cette entréestatic func _shortcut(jumps: Dictionary) -> Dictionary- Paramètres
jumps: Dictionary
- Valeur renvoyée
Dictionary
scripts/sim/connect_planner.gd:73ConnectPlanner._routestatic funcOne search withjumps, from the best sides of the ends: route's {"tiles", "crossings"}.Lien vers cette entréestatic func _route(m: WorldMap, kind: String, a: Vector2i, b: Vector2i, jumps: Dictionary, arriving: int, max_expansions: int, pairs_tried: int) -> Dictionary- Paramètres
m: WorldMapkind: Stringa: Vector2ib: Vector2ijumps: Dictionaryarriving: intmax_expansions: intpairs_tried: int
- Valeur renvoyée
Dictionary
- Appelle
Const.opp,RouteBuilder.find
scripts/sim/connect_planner.gd:83ConnectPlanner.endsstatic funcWhere a search may start from endp(or, read backwards, finish at it), the other end being attoward: [{"tile", "dir": the way in (-1 any), "joined": true whenpitself is an existing piece the line joins from the free tile beside it}], best first.Lien vers cette entréestatic func ends(m: WorldMap, kind: String, p: Vector2i, toward: Vector2i) -> Array- Paramètres
m: WorldMapkind: Stringp: Vector2itoward: Vector2i
- Valeur renvoyée
Array
scripts/sim/connect_planner.gd:129ConnectPlanner._takes_a_piecestatic funcWhether any piece of road or track at all (straight or a bend) could go on tilet.Lien vers cette entréestatic func _takes_a_piece(m: WorldMap, kind: String, t: Vector2i) -> bool- Paramètres
m: WorldMapkind: Stringt: Vector2i
- Valeur renvoyée
bool
- Appelle
RouteBuilder._tile_cost
scripts/sim/connect_planner.gd:154ConnectPlanner._openstatic funcWhether a line ofkindcan be searched through tiletas it is: no building, station or depot on it, and no track already there for a railway (a road may run along a road).Lien vers cette entréestatic func _open(m: WorldMap, kind: String, t: Vector2i) -> bool- Paramètres
m: WorldMapkind: Stringt: Vector2i
- Valeur renvoyée
bool
scripts/sim/connect_planner.gd:163
Const
Const.MAP_SIZEconstLien vers cette entréeconst MAP_SIZE := 128Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/core/constants.gd:4Const.CHUNKconstLien vers cette entréeconst CHUNK := 16Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/core/constants.gd:5Const.HEIGHT_STEPconstworld units per height levelConst.MAX_HEIGHTconstLien vers cette entréeconst MAX_HEIGHT := 10Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/core/constants.gd:7Const.WATER_Yconstwater surface height in world unitsConst.DAY_SECONDSconstreal seconds per game day at 1x (OpenTTD: 74 ticks x 30 ms = 2.22 s)Const.VEHICLE_PACEconstVehicles get this much done per game day - moving, loading, being serviced - so trips take fewer days while they move on screen exactly as fast as before the day got longer.Const.START_YEARconstLien vers cette entréeconst START_YEAR := 1950Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/core/constants.gd:14Const.DIRSconstLien vers cette entréeconst DIRS: Array[Vector2i] = [Vector2i(0, -1), Vector2i(1, 0), Vector2i(0, 1), Vector2i(-1, 0)]Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/core/constants.gd:17Const.BITconstLien vers cette entréeconst BIT: Array[int] = [1, 2, 4, 8]Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/core/constants.gd:18Const.AXIS_BITSconstLien vers cette entréeconst AXIS_BITS: Array[int] = [10, 5]Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/core/constants.gd:20Const.oppstatic funcLien vers cette entréestatic func opp(d: int) -> int- Paramètres
d: int
- Valeur renvoyée
int
Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/core/constants.gd:23
Economy
Economy.PRODUCTION_DAYSconstproduction runs every this many daysEconomy.LATE_SPANconsta late cargo loses its fare, on average, at a rate that would take all of it over this many times its on-time daysEconomy.LATE_EARLYconstbelow 1 the S-curve starts falling sooner after the on-time days; 1 is a symmetric SEconomy.LATE_FLOORconstno delivery pays less than this share of the full fareEconomy.PAX_PER_POPconstpassengers per resident per monthEconomy.MAIL_PER_POPconstbags of mail per resident per monthEconomy.WASTE_PER_POPconsttonnes of waste per resident per month (from the Late century, RAIL-29)Economy.PER_POPconstLien vers cette entréeconst PER_POP := {"pax": PAX_PER_POP, "mail": MAIL_PER_POP, "waste": WASTE_PER_POP}Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/economy.gd:12Economy.MAX_WAITINGconstLien vers cette entréeconst MAX_WAITING := 3000.0Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/economy.gd:13Economy.GIVE_UPconsteach production run, cargo waiting beyond a month's worth loses this share times (1 - rating)Economy.INFLOW_EASEconsthow fast a station's estimate of its monthly inflow follows what arrives (per production run)Economy.STAFF_NEUTRALconststaffing at which an industry leans neither to growing nor shrinking (see staff_lean)Economy.STAFF_TILTconsthow far staff_lean moves the odds that a production change is a riseEconomy.PROD_MINconstthe least a mine, farm or well makes in a monthEconomy.paymentstatic funcPayment for deliveringamountof cargocoverdisttiles indaysdays.Lien vers cette entréestatic func payment(c: String, amount: float, dist: float, days: float) -> int- Paramètres
c: Stringamount: floatdist: floatdays: float
- Valeur renvoyée
int
scripts/sim/economy.gd:22Economy.farestatic funcWhat one unit of cargocpays fordisttiles afterdayson the way.Lien vers cette entréestatic func fare(c: String, dist: float, days: float) -> floatFares don't change over the years: distance raises them in proportion, and lateness lowers them (see time_factor).
- Paramètres
c: Stringdist: floatdays: float
- Valeur renvoyée
float
- Appelle
Data.cargo_rate
scripts/sim/economy.gd:28Economy.time_factorstatic funcShare of the full fare still paid afterdayson the way: all of it up to the cargo's own number of days, then easing down in a smooth S-curve (slowly at first, fastest half-way, slowly again at the end) to LATE_FLOOR, reached at 8 times that long (see LATE_SPAN).Lien vers cette entréestatic func time_factor(c: String, days: float) -> float- Paramètres
c: Stringdays: float
- Valeur renvoyée
float
- Appelle
Data.cargo_days
scripts/sim/economy.gd:35Economy.late_loss_per_daystatic funcShare of the full fare lost, on average, for every day between the cargo's own number of days and the day it reaches the floor.Lien vers cette entréestatic func late_loss_per_day(c: String) -> floatIn the steep part of the curve it falls about twice as fast.
- Paramètres
c: String
- Valeur renvoyée
float
- Appelle
Data.cargo_days
scripts/sim/economy.gd:44Economy.station_distancestatic funcLien vers cette entréestatic func station_distance(a: Station, b: Station) -> float- Paramètres
a: Stationb: Station
- Valeur renvoyée
float
Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/economy.gd:48Economy.producestatic funcLien vers cette entréestatic func produce(sim: Sim) -> void- Paramètres
sim: Sim
- Valeur renvoyée
void
- Appelle
Data.town_makes,Calendar.from_day
Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/economy.gd:56Economy._linksstatic funcWhich stations reach which industries, both ways round: {"sts": Industry -> [Station], "inds": Station -> [Industry]}, each list in map order.Lien vers cette entréestatic func _links(m: WorldMap) -> DictionaryKept on the map and rebuilt only when a station's catchment changes or a station or industry comes or goes (never saved).
- Paramètres
m: WorldMap
- Valeur renvoyée
Dictionary
scripts/sim/economy.gd:112Economy.industry_stationsstatic funcStations whose catchment touches any tile of the industry.Lien vers cette entréestatic func industry_stations(m: WorldMap, ind: Industry) -> Array- Paramètres
m: WorldMapind: Industry
- Valeur renvoyée
Array
scripts/sim/economy.gd:142Economy._distributestatic funcGiveamtof cargo to the (up to two) best-rated stations that serve it.Lien vers cette entréestatic func _distribute(stations: Array, c: String, amt: float) -> floatReturns the amount moved.
- Paramètres
stations: Arrayc: Stringamt: float
- Valeur renvoyée
float
scripts/sim/economy.gd:157Economy.shut_outstatic funcWhetherstgets no new cargo because another company holds exclusive transport rights in its town (a town request's reward, see Opportunities).Lien vers cette entréestatic func shut_out(st: Station) -> bool- Paramètres
st: Station
- Valeur renvoyée
bool
scripts/sim/economy.gd:195Economy._update_ratingsstatic funcRatings drift toward a target set by pickup frequency, vehicle speed and waiting cargo.Lien vers cette entréestatic func _update_ratings(sim: Sim) -> voidThen cargo that has piled up gives up (see give_up).
- Paramètres
sim: Sim
- Valeur renvoyée
void
scripts/sim/economy.gd:201Economy.give_upstatic funcCargocwaiting atstthat gives up this production run (RAIL-56): of what waits beyond a month's worth (Station.inflow), a share of GIVE_UP times what the rating falls short of 100%.Lien vers cette entréestatic func give_up(st: Station, c: String) -> floatAt 50% that is 3% every run, about a quarter a month; at 90%, 0.6%. A queue that fits the station's own trade is never touched, and every queue settles instead of filling to MAX_WAITING.
- Paramètres
st: Stationc: String
- Valeur renvoyée
float
scripts/sim/economy.gd:234Economy._update_inflowstatic funcFold what came tostsince the last production run into its estimate of a month's inflow.Lien vers cette entréestatic func _update_inflow(st: Station) -> void- Paramètres
st: Station
- Valeur renvoyée
void
scripts/sim/economy.gd:242Economy.unloadstatic funcUnload what this station accepts; pay the owner.Lien vers cette entréestatic func unload(sim: Sim, v: Vehicle, st: Station) -> intReturns units moved.
- Paramètres
sim: Simv: Vehiclest: Station
- Valeur renvoyée
int
scripts/sim/economy.gd:256Economy.FEEDER_SHAREconstA feeder's share of the fare for cargo it leaves at a transfer stop: part of what the trip so far would pay, less what earlier feeders already showed.Lien vers cette entréeconst FEEDER_SHARE := 0.75It only goes on the vehicle's books (its profit); the money comes when the cargo is delivered, so passing cargo back and forth earns nothing.
Déclaré dansscripts/sim/economy.gd:324Economy.deliver_to_industriesstatic funcLien vers cette entréestatic func deliver_to_industries(sim: Sim, st: Station, c: String, amount: int) -> void- Paramètres
sim: Simst: Stationc: Stringamount: int
- Valeur renvoyée
void
- Appelle
IndustryLife.build
Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/economy.gd:333Economy._full_setsstatic funcA plant that needs every input (Data.INDUSTRY "needs_all") holds what comes until the rest does:amountofcjoins its store, and every full set (one unit of each input) goes into the works.Lien vers cette entréestatic func _full_sets(ind: Industry, c: String, amount: float) -> floatReturns how many units go in, so each set makes as many units of output as it took in.
- Paramètres
ind: Industryc: Stringamount: float
- Valeur renvoyée
float
scripts/sim/economy.gd:369Economy.hire_commutersstatic funcPassengers delivered tostgo to work at the industries it reaches (RAIL-28), each taking on what it still needs this month, in map order.Lien vers cette entréestatic func hire_commuters(m: WorldMap, st: Station, amount: float) -> floatReturns how many found work; the rest are ordinary passengers (the fare is the same either way).
- Paramètres
m: WorldMapst: Stationamount: float
- Valeur renvoyée
float
scripts/sim/economy.gd:384Economy.reachesstatic funcWhetherst's catchment touchesind(from the cached links: nothing is copied).Lien vers cette entréestatic func reaches(m: WorldMap, st: Station, ind: Industry) -> bool- Paramètres
m: WorldMapst: Stationind: Industry
- Valeur renvoyée
bool
scripts/sim/economy.gd:394Economy.industry_stations_reversestatic funcLien vers cette entréestatic func industry_stations_reverse(m: WorldMap, st: Station) -> Array- Paramètres
m: WorldMapst: Station
- Valeur renvoyée
Array
Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/economy.gd:398Economy.monthlystatic funcLien vers cette entréestatic func monthly(sim: Sim) -> void- Paramètres
sim: Sim
- Valeur renvoyée
void
Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/economy.gd:413Economy._charge_infrastructurestatic funcMonthly upkeep of everything companies own besides stations: track, overhead wires, signals, bridges and tunnels, and depots.Lien vers cette entréestatic func _charge_infrastructure(sim: Sim) -> void- Paramètres
sim: Sim
- Valeur renvoyée
void
- Appelle
WorldMap.crossing_tiles
scripts/sim/economy.gd:446Economy._councilstatic funcCouncils like companies that serve their town and grow tired of neglected stations.Lien vers cette entréestatic func _council(sim: Sim, t: Town) -> void- Paramètres
sim: Simt: Town
- Valeur renvoyée
void
- Appelle
L.t
scripts/sim/economy.gd:491Economy.staff_leanstatic funcHow staffing leans an industry's future (RAIL-28): from -STAFF_NEUTRAL with nobody at work to 1 - STAFF_NEUTRAL with a full staff, 0 at about what walkers-in from a nearby town give.Lien vers cette entréestatic func staff_lean(m: WorldMap, ind: Industry, index: Industry.StaffingIndex = null) -> float_maybe_change_production weighs it into growing or shrinking; closures (RAIL-23) can too.
- Paramètres
m: WorldMapind: Industryindex: Industry.StaffingIndex = null
- Valeur renvoyée
float
scripts/sim/economy.gd:528Economy._maybe_change_productionstatic funcLien vers cette entréestatic func _maybe_change_production(sim: Sim, ind: Industry, index: Industry.StaffingIndex) -> void- Paramètres
sim: Simind: Industryindex: Industry.StaffingIndex
- Valeur renvoyée
void
- Appelle
L.t
Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/economy.gd:532
FirstSteps
FirstSteps.PAIR_DISTconsttiles apart a first bus route pays well over and costs little road forFirstSteps.PAIR_MINconstcloser than this, two towns are one place to a passengerFirstSteps.PAIR_FROMconstpairs are chosen among this many towns nearest the viewFirstSteps.CENTREconsttiles from a town's centre whose roads count as the town'sFirstSteps.town_pairstatic funcTwo towns neararound(a tile) that make a good first bus route: about PAIR_DIST apart, near the view, the bigger the better.Lien vers cette entréestatic func town_pair(m: WorldMap, around: Vector2) -> Array[Town, Town], or [] on a map with fewer than two towns.
- Paramètres
m: WorldMaparound: Vector2
- Valeur renvoyée
Array
scripts/sim/first_steps.gd:15FirstSteps._fromstatic funcLien vers cette entréestatic func _from(t: Town, p: Vector2) -> float- Paramètres
t: Townp: Vector2
- Valeur renvoyée
float
Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/first_steps.gd:35FirstSteps.towns_joinedstatic funcWhether a road runs from the middle of townato the middle of townb.Lien vers cette entréestatic func towns_joined(m: WorldMap, a: Town, b: Town) -> bool- Paramètres
m: WorldMapa: Townb: Town
- Valeur renvoyée
bool
- Appelle
Pathfinder.find
scripts/sim/first_steps.gd:40FirstSteps._centre_roadsstatic funcThe road tiles near a town's centre (its first crossroads is there), as a set.Lien vers cette entréestatic func _centre_roads(m: WorldMap, t: Town) -> Dictionary- Paramètres
m: WorldMapt: Town
- Valeur renvoyée
Dictionary
scripts/sim/first_steps.gd:49FirstSteps.road_stopsstatic funcwho's road stops (a station with a road stop).Lien vers cette entréestatic func road_stops(m: WorldMap, who: Company) -> Array- Paramètres
m: WorldMapwho: Company
- Valeur renvoyée
Array
scripts/sim/first_steps.gd:59FirstSteps.joined_stopsstatic funcTwo ofwho's road stops that a road joins, so a bus could run between them: [Station, Station], or [].Lien vers cette entréestatic func joined_stops(sim: Sim, who: Company) -> ArrayOne search per stop at most, each towards all the stops after it.
- Paramètres
sim: Simwho: Company
- Valeur renvoyée
Array
scripts/sim/first_steps.gd:69FirstSteps.depot_readystatic funcWhether a new bus could leave forstnow: with depots in the rules, one ofwho's road depots must be joined to it.Lien vers cette entréestatic func depot_ready(sim: Sim, who: Company, st: Station) -> bool- Paramètres
sim: Simwho: Companyst: Station
- Valeur renvoyée
bool
scripts/sim/first_steps.gd:87FirstSteps.route_vehiclestatic funcwho's newest vehicle that has a route (two stops or more), or null.Lien vers cette entréestatic func route_vehicle(sim: Sim, who: Company) -> Vehicle- Paramètres
sim: Simwho: Company
- Valeur renvoyée
Vehicle
scripts/sim/first_steps.gd:92FirstSteps.has_stationstatic funcWhetherwhohas a station of any kind.Lien vers cette entréestatic func has_station(m: WorldMap, who: Company) -> bool- Paramètres
m: WorldMapwho: Company
- Valeur renvoyée
bool
scripts/sim/first_steps.gd:101FirstSteps.town_linkstatic funcA vehicle ofwho's that carries passengers between stops in two different towns, or null.Lien vers cette entréestatic func town_link(sim: Sim, who: Company) -> Vehicle- Paramètres
sim: Simwho: Company
- Valeur renvoyée
Vehicle
scripts/sim/first_steps.gd:109FirstSteps._takenstatic varcargo -> true: what some industry takes, in any era (industry_takes)FirstSteps.industry_takesstatic funcWhether cargocis something an industry takes in, in any era (so delivering it delivers to an industry).Lien vers cette entréestatic func industry_takes(c: String) -> bool- Paramètres
c: String
- Valeur renvoyée
bool
- Appelle
Data.accepts
scripts/sim/first_steps.gd:128
Fmt
Fmt.int_commasstatic funcLien vers cette entréestatic func int_commas(n: int) -> String- Paramètres
n: int
- Valeur renvoyée
String
- Appelle
L.thousands
Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/core/fmt.gd:5Fmt.moneystatic funcFormats an integer dollar amount with the active language’s digit grouping and currency placement.Lien vers cette entréestatic func money(n: int) -> StringThe result is a string for display.
- Paramètres
n: int
- Valeur renvoyée
String
- Appelle
L.t
scripts/core/fmt.gd:15Fmt.cargo_liststatic funcLien vers cette entréestatic func cargo_list(ids: Array) -> String- Paramètres
ids: Array
- Valeur renvoyée
String
- Appelle
L.t
Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/core/fmt.gd:19Fmt.short_moneystatic funcCompact money for chart axes and tiles: $950, $12k, $1.4M.Lien vers cette entréestatic func short_money(n: int) -> String- Paramètres
n: int
- Valeur renvoyée
String
- Appelle
L.t
scripts/core/fmt.gd:27
Goals
Goals.STEPSconstThe checklist, in the order a company usually gets there: [id, title, how to do it].Goals.ACHIEVEMENTSconstAchievements:tiersgives one achievement per number ("<kind>_<number>"); the others are one each.Goals.KINDSconstLien vers cette entréeconst KINDS := ["road", "rail", "water", "air"]Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/goals.gd:42Goals.SERVED_DAYSconsta town counts as served while one of your stations there has picked up passengers this recentlyGoals.LEAGUE_AGEconstdays: a lead in the league counts once the company is this old (before, it isGoals.GOAL_IDSconstThe company goals a new game can set, and what each takes: a company value, or first place in the league, within so many years of the company's founding.Lien vers cette entréeconst GOAL_IDS := ["none", "value_1m", "value_10m", "league"]Déclaré dansscripts/sim/goals.gd:49Goals.GOALSconstLien vers cette entréeconst GOALSCette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/goals.gd:50Goals.stepsvarstep id -> game day it was doneGoals.unlockedvarachievement id -> game day it was wonGoals.goal_resultvar"won" or "missed" once the company goal is decidedGoals.goal_dayvar...and the day it wasGoals.paxvarpassengers delivered, all closed months togetherGoals.deliveredvarcargo -> true: every cargo the company has deliveredGoals.revvargoes up whenever something is ticked off, won or missedGoals._station_idvarthe map's next station id at the last look (a new station since?)Goals._vehicle_idvarthe same for vehiclesGoals._pax_monthvarpassengers delivered this month at the last lookGoals._quietvarcatching up an old save: no newsGoals.check_stepsfuncTick off the first steps done since the last look.Lien vers cette entréefunc check_steps(sim: Sim) -> voidCheap: see the top of the file.
- Paramètres
sim: Sim
- Valeur renvoyée
void
scripts/sim/goals.gd:72Goals._check_stepsfunccargo: what the company has delivered lately, cargo -> [units, $];rail_paid: a train has earned.Lien vers cette entréefunc _check_steps(sim: Sim, cargo: Dictionary, rail_paid: bool) -> void- Paramètres
sim: Simcargo: Dictionaryrail_paid: bool
- Valeur renvoyée
void
- Appelle
FirstSteps.has_station,FirstSteps.route_vehicle,FirstSteps.town_link,FirstSteps.industry_takes
scripts/sim/goals.gd:80Goals._tickfuncLien vers cette entréefunc _tick(sim: Sim, id: String) -> void- Paramètres
sim: Simid: String
- Valeur renvoyée
void
- Appelle
L.t
Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/goals.gd:107Goals.step_titlestatic funcLien vers cette entréestatic func step_title(id: String) -> String- Paramètres
id: String
- Valeur renvoyée
String
Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/goals.gd:116Goals.monthlyfuncMonth end (Sim._on_day, once the month's books are closed): the month in profit, the achievements and the company goal.Lien vers cette entréefunc monthly(sim: Sim) -> void- Paramètres
sim: Sim
- Valeur renvoyée
void
scripts/sim/goals.gd:127Goals._judgefuncLook at the figures again and unlock what they reach, then decide the goal if it is due.Lien vers cette entréefunc _judge(sim: Sim) -> void- Paramètres
sim: Sim
- Valeur renvoyée
void
scripts/sim/goals.gd:140Goals.operating_profitstatic funcA month's income less its running costs and upkeep (buying and building aside), as the company overview's chart counts it.Lien vers cette entréestatic func operating_profit(mo: Dictionary) -> int- Paramètres
mo: Dictionary
- Valeur renvoyée
int
scripts/sim/goals.gd:151Goals.measurefuncThe figures the achievements and the goal are judged by: one pass over the vehicles and the stations, and the company value of each company for the league.Lien vers cette entréefunc measure(sim: Sim) -> Dictionarybestis the best rival's value;leads, whether the company is worth more than every rival and old enough to count.- Paramètres
sim: Sim
- Valeur renvoyée
Dictionary
scripts/sim/goals.gd:158Goals.cargos_in_gamestatic funcThe cargos this map has now: passengers, mail (and from the Late century waste) from the towns, and what its industries make.Lien vers cette entréestatic func cargos_in_game(m: WorldMap) -> ArrayCargos whose industries haven't appeared yet (a later era's) aren't among them until one opens.
- Paramètres
m: WorldMap
- Valeur renvoyée
Array
- Appelle
Data.town_makes
scripts/sim/goals.gd:190Goals.ids_ofstatic funcThe ids of an achievement's tiers (or its one id).Lien vers cette entréestatic func ids_of(a: Dictionary) -> Array- Paramètres
a: Dictionary
- Valeur renvoyée
Array
scripts/sim/goals.gd:201Goals.reachedstatic funcWhether the figuresf(see measure) reach achievementid.Lien vers cette entréestatic func reached(id: String, f: Dictionary) -> bool- Paramètres
id: Stringf: Dictionary
- Valeur renvoyée
bool
scripts/sim/goals.gd:208Goals.unlockfuncWin achievementidtoday (if it isn't already), with news.Lien vers cette entréefunc unlock(sim: Sim, id: String) -> void- Paramètres
sim: Simid: String
- Valeur renvoyée
void
- Appelle
L.t
scripts/sim/goals.gd:219Goals.achievement_namestatic funcWhat an achievement is called: the tier's own name, or the achievement's.Lien vers cette entréestatic func achievement_name(id: String) -> String- Paramètres
id: String
- Valeur renvoyée
String
- Appelle
L.t,Fmt.money,Fmt.int_commas
scripts/sim/goals.gd:228Goals.title_ofstatic funcAn achievement's heading in the Goals window.Lien vers cette entréestatic func title_of(kind: String) -> String- Paramètres
kind: String
- Valeur renvoyée
String
- Appelle
L.t
scripts/sim/goals.gd:240Goals.goal_ofstatic funcLien vers cette entréestatic func goal_of(sim: Sim) -> String- Paramètres
sim: Sim
- Valeur renvoyée
String
Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/goals.gd:255Goals.goal_namestatic funcWhat a goal asks, in a few words.Lien vers cette entréestatic func goal_name(id: String) -> String- Paramètres
id: String
- Valeur renvoyée
String
scripts/sim/goals.gd:260Goals.goal_shortstatic funcThe same, short enough for the new-game screen's list.Lien vers cette entréestatic func goal_short(id: String) -> String- Paramètres
id: String
- Valeur renvoyée
String
- Appelle
L.t
scripts/sim/goals.gd:270Goals.round_numberstatic funcA round number in few characters: 50, 100k, 10M.Lien vers cette entréestatic func round_number(n: int) -> String- Paramètres
n: int
- Valeur renvoyée
String
scripts/sim/goals.gd:280Goals.deadlinestatic funcThe last day to reach the goal: so many years after the company was founded.Lien vers cette entréestatic func deadline(sim: Sim) -> int- Paramètres
sim: Sim
- Valeur renvoyée
int
scripts/sim/goals.gd:289Goals.goal_metstatic funcWhether figuresf(see measure) meet the game's goal.Lien vers cette entréestatic func goal_met(sim: Sim, f: Dictionary) -> bool- Paramètres
sim: Simf: Dictionary
- Valeur renvoyée
bool
scripts/sim/goals.gd:297Goals._check_goalfuncLien vers cette entréefunc _check_goal(sim: Sim, f: Dictionary) -> void- Paramètres
sim: Simf: Dictionary
- Valeur renvoyée
void
- Appelle
L.t
Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/goals.gd:306Goals._newsfuncLien vers cette entréefunc _news(sim: Sim, text: String, kind: String = "good") -> void- Paramètres
sim: Simtext: Stringkind: String = "good"
- Valeur renvoyée
void
Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/goals.gd:322Goals.to_dictfuncLien vers cette entréefunc to_dict() -> Dictionary- Valeur renvoyée
Dictionary
Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/goals.gd:329Goals.from_dictstatic funcLien vers cette entréestatic func from_dict(d: Dictionary) -> Goals- Paramètres
d: Dictionary
- Valeur renvoyée
Goals
Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/goals.gd:334Goals.caught_upstatic funcA game saved before there were goals: tick off and unlock what it has done already, quietly, from what the save remembers (the last two years of deliveries, the last 24 months' books).Lien vers cette entréestatic func caught_up(sim: Sim) -> Goals- Paramètres
sim: Sim
- Valeur renvoyée
Goals
scripts/sim/goals.gd:350
IndustryLife
IndustryLife.OPENS_A_YEARconstopenings a year for each industry the map started withIndustryLife.WARNS_A_YEARconstchance a year a struggling industry is warned (staff tilt it)IndustryLife.UNSERVED_MONTHSconstnobody has loaded its cargo for this long before it can struggleIndustryLife.FLOORconst...and it makes at most this share of its kind's usual outputIndustryLife.WARN_DAYSconsthow long before closing it is warnedIndustryLife.RESCUE_DAYSconsta pickup (or delivery) this recent lifts the warningIndustryLife.FADEconsta retiring mine loses this share of its output every yearIndustryLife.RENEWABLEconsthow much likelier a renewable kind is to open than its count saysIndustryLife.WIND_REACHconsttowns this close to a wind farm grow faster and thank its buildersIndustryLife.WIND_RATINGconstcouncil rating a builder gains, times its share of the deliveriesIndustryLife.WIND_GROWTHconst...and growth waits this share as long in a town near oneIndustryLife.monthlystatic funcLien vers cette entréestatic func monthly(sim: Sim) -> void- Paramètres
sim: Sim
- Valeur renvoyée
void
- Appelle
L.t,Economy.staff_lean
Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/industry_life.gd:40IndustryLife.yearlystatic funcOnce a year: retiring mines make a little less.Lien vers cette entréestatic func yearly(sim: Sim) -> void- Paramètres
sim: Sim
- Valeur renvoyée
void
- Appelle
Data.retiring
scripts/sim/industry_life.gd:72IndustryLife._roomstatic funcThe map's room for industries ashore and at sea (see Sim.industry_room).Lien vers cette entréestatic func _room(sim: Sim) -> Vector2i- Paramètres
sim: Sim
- Valeur renvoyée
Vector2i
- Appelle
WorldGen.industry_room
scripts/sim/industry_life.gd:79IndustryLife.servedstatic funcWhether a company has loadedind's cargo at a station in its reach, or delivered cargo to it, within the lastdays.Lien vers cette entréestatic func served(sim: Sim, ind: Industry, days: float) -> bool- Paramètres
sim: Simind: Industrydays: float
- Valeur renvoyée
bool
- Appelle
Economy.industry_stations
scripts/sim/industry_life.gd:89IndustryLife.strugglingstatic funcA primary industry at least UNSERVED_MONTHS old that nobody has served in that time, and whose output (staff included) is down to FLOOR of its kind's usual rate.Lien vers cette entréestatic func struggling(sim: Sim, ind: Industry, index: Industry.StaffingIndex = null) -> boolOne with nobody at work gets there at its usual rate (Industry.PRIMARY_MIN); one with a town at its gate only after a cut. A customer on its way out (a power station in the Green age) struggles once nobody has supplied it for that long.
- Paramètres
sim: Simind: Industryindex: Industry.StaffingIndex = null
- Valeur renvoyée
bool
- Appelle
Data.retiring
scripts/sim/industry_life.gd:107IndustryLife.warnstatic funcTell everyoneindcloses in a year unless it is served by then.Lien vers cette entréestatic func warn(sim: Sim, ind: Industry) -> void- Paramètres
sim: Simind: Industry
- Valeur renvoyée
void
- Appelle
L.t
scripts/sim/industry_life.gd:119IndustryLife.closing_textstatic funcThe day a struggling industry closes and what saves it, for its window and the Problems list.Lien vers cette entréestatic func closing_text(ind: Industry) -> String- Paramètres
ind: Industry
- Valeur renvoyée
String
- Appelle
L.t,Calendar.format
scripts/sim/industry_life.gd:127IndustryLife.rescuestatic funcThe cargo that saves a struggling industry, in lower case: what it makes, carried away, or for a customer (a power station) what it takes, brought to it.Lien vers cette entréestatic func rescue(ind: Industry) -> String- Paramètres
ind: Industry
- Valeur renvoyée
String
- Appelle
L.lower,Fmt.cargo_list
scripts/sim/industry_life.gd:135IndustryLife.closestatic funcTakeindoff the map: its tiles, an oil rig's own dock, what the stations around it accept and supply, the rivals' routes that served it, and the subsidies about it (Opportunities).Lien vers cette entréestatic func close(sim: Sim, ind: Industry) -> void- Paramètres
sim: Simind: Industry
- Valeur renvoyée
void
- Appelle
L.t
scripts/sim/industry_life.gd:141IndustryLife._pick_typestatic funcWhich kind opens: weighed by how common each is on a new map, among those of this era that the map has room for.Lien vers cette entréestatic func _pick_type(sim: Sim) -> StringKinds on their way out open no more, and from the era that retires the old ones (the Green age) the new kinds that take their place (wind farm sites) are favoured.
- Paramètres
sim: Sim
- Valeur renvoyée
String
- Appelle
Data.opens,Data.retiring
scripts/sim/industry_life.gd:169IndustryLife._renewablestatic funcA kind that comes with the era that retires others (the Green age's wind farm sites).Lien vers cette entréestatic func _renewable(type: String) -> bool- Paramètres
type: String
- Valeur renvoyée
bool
scripts/sim/industry_life.gd:191IndustryLife._introducestatic funcThe kinds of a later era, once it has come, that the map has fewer of than a new map would get each open one more this month (at the era's start, or in a game saved before it had them).Lien vers cette entréestatic func _introduce(sim: Sim) -> voidA kind made from another (a wind farm from its site) counts with it. Where no site turns up, the next try waits a year (Sim.introduce_wait).
- Paramètres
sim: Sim
- Valeur renvoyée
void
- Appelle
Data.opens,WorldGen.type_count
scripts/sim/industry_life.gd:205IndustryLife._made_fromstatic funcThe kind an industry oftypewas before it was finished (a wind farm: its site), ortype.Lien vers cette entréestatic func _made_from(type: String) -> String- Paramètres
type: String
- Valeur renvoyée
String
scripts/sim/industry_life.gd:221IndustryLife.buildstatic funcamountofcdelivered to a construction site (Data.INDUSTRY "builds") bywho: it counts towards the site's totals, and once they are all in the site becomes what it was building.Lien vers cette entréestatic func build(sim: Sim, ind: Industry, c: String, amount: float, who: Company) -> void- Paramètres
sim: Simind: Industryc: Stringamount: floatwho: Company
- Valeur renvoyée
void
scripts/sim/industry_life.gd:232IndustryLife.finishstatic funcA site has all it needs: it becomes a wind farm.Lien vers cette entréestatic func finish(sim: Sim, ind: Industry) -> voidIts builders gain standing with the councils of the towns around it, in proportion to what each delivered, and the stations around it stop taking what it took.
- Paramètres
sim: Simind: Industry
- Valeur renvoyée
void
- Appelle
WorldGen.industry_name,L.t
scripts/sim/industry_life.gd:243IndustryLife.near_wind_farmstatic funcWhether a wind farm stands within WIND_REACH of townt(it grows faster: see Sim).Lien vers cette entréestatic func near_wind_farm(m: WorldMap, t: Town) -> bool- Paramètres
m: WorldMapt: Town
- Valeur renvoyée
bool
scripts/sim/industry_life.gd:270IndustryLife.openstatic funcOpen an industry oftypewhere WorldGen would put one, on ground where nothing is built.Lien vers cette entréestatic func open(sim: Sim, type: String) -> IndustryReturns it, or null when there is no such site (or a ship is on its way through the one found).
- Paramètres
sim: Simtype: String
- Valeur renvoyée
Industry
- Appelle
WorldGen.find_site,WorldGen.spacing,WorldGen.unserved_feeders,WorldGen.put_industry,WorldGen.industry_name,BuildOps.add_rig_dock,WorldGen.level_ground,L.t,L.lower
scripts/sim/industry_life.gd:280IndustryLife._ships_throughstatic funcWhether a ship's course runs throughr(an oil rig opening there would stand in its way).Lien vers cette entréestatic func _ships_through(sim: Sim, r: Rect2i) -> bool- Paramètres
sim: Simr: Rect2i
- Valeur renvoyée
bool
scripts/sim/industry_life.gd:312IndustryLife._changedstatic funcAfter an industry came or went insider: stations around it look again at what they accept and supply, and everything made from the list of industries is made again (WorldMap.industry_rev).Lien vers cette entréestatic func _changed(sim: Sim, r: Rect2i) -> void- Paramètres
sim: Simr: Rect2i
- Valeur renvoyée
void
scripts/sim/industry_life.gd:323
L
L.DIRSconstLien vers cette entréeconst DIRS := ["res://lang", "user://lang"]Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/core/l.gd:18L.FALLBACKconstLien vers cette entréeconst FALLBACK := "en"Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/core/l.gd:19L.ELIDE_DEconstLanguages where "de" before a vowel is written "d'" (see tidy).L.KEEP_CASEconstLanguages whose nouns keep their capital in mid-sentence (see lower).L.langstatic varLien vers cette entréestatic var lang := "en"Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/core/l.gd:25L._tablesstatic varlanguage code -> {english: translated}L._tablestatic varthe current language's tableL._loadedstatic varLien vers cette entréestatic var _loaded := falseCette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/core/l.gd:28L._registeredstatic varlanguage code -> Translation given to the TranslationServerL.missesstatic varSet to a dictionary to collect every text looked up that has no translation (for tools/i18n_report).L._miss_mutexstatic varLien vers cette entréestatic var _miss_mutex := Mutex.new()Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/core/l.gd:32L._guardedstatic varLien vers cette entréestatic var _guarded := falseCette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/core/l.gd:33L._elidestatic varLien vers cette entréestatic var _elide: RegEx = nullCette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/core/l.gd:34L.tstatic funcThe text in the current language.Lien vers cette entréestatic func t(s: String) -> String- Paramètres
s: String
- Valeur renvoyée
String
scripts/core/l.gd:58L.tidystatic funcSmooth text assembled from pieces, where a name was dropped into a translated sentence.Lien vers cette entréestatic func tidy(s: String) -> StringCatalan and French write "de" as "d'" before a vowel: "Mina de carbó de Elmley" -> "Mina de carbó d'Elmley", "Mine de charbon de Ashford" -> "Mine de charbon d'Ashford". (Not before h: these are English-style names, where the h is sounded.)
- Paramètres
s: String
- Valeur renvoyée
String
scripts/core/l.gd:75L.lowerstatic funcA name (cargo, building...) in lower case for use mid-sentence - except in German, where nouns keep their capital: "Takes coal", "Nimmt Kohle".Lien vers cette entréestatic func lower(s: String) -> String- Paramètres
s: String
- Valeur renvoyée
String
scripts/core/l.gd:86L.nstatic func"1 tile" / "7 tiles":oneis used for exactly one,many(with a %d) otherwise.Lien vers cette entréestatic func n(one: String, many: String, count: int) -> String- Paramètres
one: Stringmany: Stringcount: int
- Valeur renvoyée
String
scripts/core/l.gd:91L.eachstatic funcA list of names in the current language, e.g.Lien vers cette entréestatic func each(items: Array) -> PackedStringArraycargo names from the data tables.
- Paramètres
items: Array
- Valeur renvoyée
PackedStringArray
scripts/core/l.gd:98L.load_allstatic funcRead every language file.Lien vers cette entréestatic func load_all(extra_dirs: Array = []) -> voidLater directories (the player's own, then mods) override earlier ones.
- Paramètres
extra_dirs: Array = []
- Valeur renvoyée
void
scripts/core/l.gd:106L.load_filestatic funcParse one language file into the tables.Lien vers cette entréestatic func load_file(path: String) -> intReturns the number of translations read.
- Paramètres
path: String
- Valeur renvoyée
int
scripts/core/l.gd:122L._unquotestatic funcText that starts or ends with a space is written in double quotes: > "Tip: "Lien vers cette entréestatic func _unquote(s: String) -> String- Paramètres
s: String
- Valeur renvoyée
String
scripts/core/l.gd:148L.languagesstatic funcLanguages the player can pick: [[code, name in that language]], English first.Lien vers cette entréestatic func languages() -> Array- Valeur renvoyée
Array
scripts/core/l.gd:155L.system_languagestatic funcThe language to use for a setting of "auto": the system's, if we have it.Lien vers cette entréestatic func system_language() -> String- Valeur renvoyée
String
scripts/core/l.gd:168L.set_languagestatic funcSwitch language.Lien vers cette entréestatic func set_language(code: String) -> void"auto" follows the system.
- Paramètres
code: String
- Valeur renvoyée
void
scripts/core/l.gd:176L.releasestatic funcTake our translations back out of the TranslationServer (see _Guard).Lien vers cette entréestatic func release() -> void- Valeur renvoyée
void
scripts/core/l.gd:195L.thousandsstatic funcHow thousands are grouped: 1,234 in English, 1.234 in most others, 1 234 in French.Lien vers cette entréestatic func thousands() -> String- Valeur renvoyée
String
scripts/core/l.gd:203L._guardstatic funcLien vers cette entréestatic func _guard() -> void- Valeur renvoyée
void
Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/core/l.gd:207
Line
Line.COLORSconstLien vers cette entréeconst COLORSCette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/line.gd:11Line.idvarLien vers cette entréevar id := 0Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/line.gd:14Line.namevarLien vers cette entréevar name := ""Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/line.gd:15Line.colorvarLien vers cette entréevar color := Color.WHITECette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/line.gd:16Line.kindvarLien vers cette entréevar kind := "road"Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/line.gd:17Line.ownervarLien vers cette entréevar owner: CompanyCette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/line.gd:18Line.ordersvar[{"st": Station, "full": bool, "transfer": bool}], shared with every vehicle on itLine.spacingvarKeep the vehicles evenly spread round the line: each one waits at the first stop until the one before it is a fair share of a round trip ahead.Line.lap_daysvara round trip, on average (days); -1 until one has been timedLine.last_departurevargame day a vehicle of the line last left the first stopLine._initfuncLien vers cette entréefunc _init(p_id: int = 0, p_name: String = "", p_kind: String = "road", p_owner: Company = null) -> void- Paramètres
p_id: int = 0p_name: String = ""p_kind: String = "road"p_owner: Company = null
- Valeur renvoyée
void
Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/line.gd:27Line.stopsfuncReturns the station objects in the order vehicles visit them on this line.Line.vehiclesfuncThe vehicles on this line, in the order they were bought.Lien vers cette entréefunc vehicles(sim: Sim) -> Array- Paramètres
sim: Sim
- Valeur renvoyée
Array
scripts/sim/line.gd:40Line.gapfuncThe gap (in days) the vehicles should keep at the first stop: a round trip shared out amongnof them.Lien vers cette entréefunc gap(n: int) -> float0 when there is nothing to keep apart, or no round trip timed yet.
- Paramètres
n: int
- Valeur renvoyée
float
scripts/sim/line.gd:46Line.note_departurefuncA vehicle of this line just left the first stop;lapis how long it took to come round since it last left it (-1 the first time).Lien vers cette entréefunc note_departure(day: float, lap: float) -> void- Paramètres
day: floatlap: float
- Valeur renvoyée
void
scripts/sim/line.gd:54Line.route_textfuncA route in a few words: "Ashford → Millbury".Lien vers cette entréefunc route_text() -> String- Valeur renvoyée
String
scripts/sim/line.gd:61Line.totalsfuncThe line's numbers, added up over its vehicles: {"count", "profit", "last", "load" (-1 when none known), "running", "old", "stopped"}.Lien vers cette entréefunc totals(sim: Sim) -> Dictionary- Paramètres
sim: Sim
- Valeur renvoyée
Dictionary
scripts/sim/line.gd:73
Mods
Mods.DIRSconstLien vers cette entréeconst DIRS := ["res://mods", "user://mods"]Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/core/mods.gd:14Mods.USER_DIRconstLien vers cette entréeconst USER_DIR := "user://mods"Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/core/mods.gd:15Mods.UNPACKEDconstLien vers cette entréeconst UNPACKED := "user://mods/.unpacked"Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/core/mods.gd:16Mods.SAMPLES_ZIPconstAn exported game can't hold the samples' folder as it is (the editor skips it: see mods/.gdignore), so tools/release.sh packs it into this zip, which is unpacked to SAMPLES whenever it changes.Lien vers cette entréeconst SAMPLES_ZIP := "res://sample_mods.zip"Déclaré dansscripts/core/mods.gd:19Mods.SAMPLESconstLien vers cette entréeconst SAMPLES := "user://mods/.samples"Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/core/mods.gd:20Mods.KINDSconstLien vers cette entréeconst KINDS := ["rail", "road", "water", "air"]Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/core/mods.gd:21Mods.foundstatic varEvery mod found: {"id", "name", "version", "author", "description", "path", "builtin", "has": {"data", "lang", "maps", "models", "script"}, "enabled", "error"}.Mods.scriptsstatic varlive Mod instances of the enabled script modsMods.mapsstatic varMaps offered in New game: {"name", "description", "heightmap", "params", "mod"}.Mods._meshesstatic varmodel id -> ArrayMesh loaded from a mod's .glbMods._appliedstatic varLien vers cette entréestatic var _applied := falseCette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/core/mods.gd:30Mods.log_linesstatic varwhat went wrong, for the Mods screenMods.scanstatic funcLook through the mod folders.Lien vers cette entréestatic func scan() -> voidZips in the player's folder are unpacked first.
- Valeur renvoyée
void
scripts/core/mods.gd:37Mods.read_infostatic funcRead a mod folder's mod.json.Lien vers cette entréestatic func read_info(path: String) -> DictionaryReturns {} if it isn't a mod (with a note in the log if it tried to be).
- Paramètres
path: String
- Valeur renvoyée
Dictionary
scripts/core/mods.gd:72Mods._unpack_zipsstatic funcA .zip dropped in the mods folder is unpacked next to the others (once per version of the file).Lien vers cette entréestatic func _unpack_zips() -> void- Valeur renvoyée
void
scripts/core/mods.gd:102Mods._unpack_samplesstatic funcUnpack the samples that ship in an exported game (once per version of them).Lien vers cette entréestatic func _unpack_samples() -> boolFalse if that failed.
- Valeur renvoyée
bool
scripts/core/mods.gd:143Mods._remove_treestatic funcLien vers cette entréestatic func _remove_tree(path: String) -> void- Paramètres
path: String
- Valeur renvoyée
void
Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/core/mods.gd:172Mods._notestatic funcLien vers cette entréestatic func _note(line: String) -> void- Paramètres
line: String
- Valeur renvoyée
void
Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/core/mods.gd:184Mods.enabledstatic funcLien vers cette entréestatic func enabled() -> Array- Valeur renvoyée
Array
Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/core/mods.gd:189Mods.by_idstatic funcLien vers cette entréestatic func by_id(id: String) -> Dictionary- Paramètres
id: String
- Valeur renvoyée
Dictionary
Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/core/mods.gd:193Mods.set_enabledstatic funcSwitch a mod on or off and rebuild what mods add.Lien vers cette entréestatic func set_enabled(id: String, on: bool) -> voidRemembered in the settings.
- Paramètres
id: Stringon: bool
- Valeur renvoyée
void
scripts/core/mods.gd:201Mods.applystatic funcRebuild everything the enabled mods add.Lien vers cette entréestatic func apply(rescan: bool = true) -> voidSafe to call again: it starts from the plain game.
- Paramètres
rescan: bool = true
- Valeur renvoyée
void
- Appelle
Data.clear_mods,L.load_all,L.set_language
scripts/core/mods.gd:214Mods._apply_onestatic funcLien vers cette entréestatic func _apply_one(m: Dictionary) -> String- Paramètres
m: Dictionary
- Valeur renvoyée
String
Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/core/mods.gd:241Mods._apply_datastatic funcCheck and merge one mod's data.json.Lien vers cette entréestatic func _apply_data(m: Dictionary, d: Dictionary) -> StringReturns "" or what's wrong (nothing is added then).
- Paramètres
m: Dictionaryd: Dictionary
- Valeur renvoyée
String
scripts/core/mods.gd:265Mods._collect_mapsstatic funcmaps/NAME.png, with an optional maps/NAME.json: {"name", "description", "settings": {...}} where settings are new-game parameters (w, h, towns, industries, year, ...).Lien vers cette entréestatic func _collect_maps(m: Dictionary) -> void- Paramètres
m: Dictionary
- Valeur renvoyée
void
scripts/core/mods.gd:333Mods.vehicle_meshstatic funcThe mesh a mod supplies for a vehicle model (from its .glb), or null to use the game's own.Lien vers cette entréestatic func vehicle_mesh(model_id: String) -> ArrayMeshThe mesh keeps the materials it was made with.
- Paramètres
model_id: String
- Valeur renvoyée
ArrayMesh
- Appelle
Data.model,Data.has_model
scripts/core/mods.gd:364Mods.load_glbstatic funcRead a .glb / .gltf into one mesh (every mesh in the file, in place, with its materials).Lien vers cette entréestatic func load_glb(file: String) -> ArrayMeshConvention, as for the game's own models: the vehicle faces -Z, stands on y = 0, centred.
- Paramètres
file: String
- Valeur renvoyée
ArrayMesh
scripts/core/mods.gd:379Mods._merge_meshesstatic funcLien vers cette entréestatic func _merge_meshes(n: Node, xf: Transform3D, out: ArrayMesh) -> void- Paramètres
n: Nodexf: Transform3Dout: ArrayMesh
- Valeur renvoyée
void
Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/core/mods.gd:393Mods.hookstatic funcCall a hook on every enabled script mod.Lien vers cette entréestatic func hook(method: String, args: Array = []) -> voidA mod whose hook fails is reported, not fatal.
- Paramètres
method: Stringargs: Array = []
- Valeur renvoyée
void
scripts/core/mods.gd:424Mods.allow_newsstatic funcNews goes out unless a mod's _on_news returns false.Lien vers cette entréestatic func allow_news(sim: Sim, item: Dictionary) -> bool- Paramètres
sim: Simitem: Dictionary
- Valeur renvoyée
bool
scripts/core/mods.gd:430Mods.save_statestatic funcWhat goes into a saved game: which mods were on, and each script mod's own data.Lien vers cette entréestatic func save_state(sim: Sim) -> Dictionary- Paramètres
sim: Sim
- Valeur renvoyée
Dictionary
scripts/core/mods.gd:438Mods.load_statestatic funcAfter loading a game: hand script mods their data, and return the mods the save was made with that aren't on now (names, for a warning).Lien vers cette entréestatic func load_state(sim: Sim, state: Dictionary) -> Array- Paramètres
sim: Simstate: Dictionary
- Valeur renvoyée
Array
scripts/core/mods.gd:451
Opportunities
Opportunities.MAX_SUBSIDIESconstFew at once, and seldom (a new one of each kind every eight months or so): each is news, and a stream of them buries the player's own (RAIL-78).Lien vers cette entréeconst MAX_SUBSIDIES := 2subsidies on offer at once (won ones aside)
Déclaré dansscripts/sim/opportunities.gd:44Opportunities.MAX_REQUESTSconsttown requests open on the map at onceOpportunities.OFFER_CHANCEconstchance a month of a new subsidy while there is room, and the same for a requestOpportunities.DAY_CHANCEconst...as a chance a day (daily), so that over a month it comes to OFFER_CHANCE.Lien vers cette entréeconst DAY_CHANCE := 1.0 - pow(1.0 - OFFER_CHANCE, 1.0 / 30.0)Déclaré dansscripts/sim/opportunities.gd:48Opportunities.TRIESconstsources (or towns) tried for a new offerOpportunities.SUBSIDY_MINconsttiles between the ends of a subsidised route (along the axes)Opportunities.SUBSIDY_MAXconstLien vers cette entréeconst SUBSIDY_MAX := 60Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/opportunities.gd:51Opportunities.SUBSIDY_DAYSconstan offer nobody takes lapses after this longOpportunities.SUBSIDY_MULTconstthe winner's fares on the route...Opportunities.SUBSIDY_YEARSconst...for this longOpportunities.UNSERVED_DAYSconsta source whose cargo was loaded this recently is served alreadyOpportunities.TOWN_CARGOconstwhat every town takes besides passengers and mail (Station.coverage)Lien vers cette entréeconst TOWN_CARGO := ["goods", "food"]Déclaré dansscripts/sim/opportunities.gd:56Opportunities.TOWN_TAKES_POPconsta town this big takes them (a station in its centre reaches 60 people)Opportunities.LINK_POPconsta town this big asks for passenger links...Opportunities.LINK_TO_POPconst...to a town at least this bigOpportunities.RAIL_POPconsttwo towns this big may want the link by railOpportunities.SUPPLY_PER_POPconsta supply asks this many units a resident a month of its timeOpportunities.VISITORS_PER_POPconst...and visitors as manyOpportunities.SERVICE_RATINGconsta service request: every station rated this or more...Opportunities.SERVICE_MONTHSconst...this many month ends in a row...Opportunities.SERVICE_DEADLINEconst...within this many monthsOpportunities.REQUEST_MONTHSconstthe time other requests giveLien vers cette entréeconst REQUEST_MONTHS := Vector2i(6, 18)Déclaré dansscripts/sim/opportunities.gd:66Opportunities.REWARDSconstThe rewards that fit each request; one is chosen when it is made.Lien vers cette entréeconst REWARDSExclusive rights take a new link: good service alone, which rivals' stations give without trying, doesn't shut the others out.
Déclaré dansscripts/sim/opportunities.gd:69Opportunities.RATING_BOOSTconstLien vers cette entréeconst RATING_BOOST := 25.0Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/opportunities.gd:71Opportunities.GRANTconstLien vers cette entréeconst GRANT := 50000Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/opportunities.gd:72Opportunities.RIGHTS_DAYSconstexclusive rights and half-price stations last this longOpportunities.CHEAPconstwhat stations and depots cost thenOpportunities.BOOM_DAYSconsta growth reward: fast growth this long (as Fund buildings)Opportunities.offersvarLien vers cette entréevar offers: Array = []Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/opportunities.gd:77Opportunities.rngvarIts own random numbers (seeded by Sim from the game's seed, saved), so offers don't reshuffle the rest of the game's.Lien vers cette entréevar rng := RandomNumberGenerator.new()Déclaré dansscripts/sim/opportunities.gd:80Opportunities.revvargoes up whenever something is offered, won, met, lapses or makes progressOpportunities.on_deliveryfuncamtunits ofcloaded atfrom(null when that station is gone) delivered byvatst: wins and progress.Lien vers cette entréefunc on_delivery(sim: Sim, v: Vehicle, from: Station, st: Station, c: String, amt: int) -> floatReturns what the fare is multiplied by (a won subsidy's SUBSIDY_MULT, else 1).
- Paramètres
sim: Simv: Vehiclefrom: Stationst: Stationc: Stringamt: int
- Valeur renvoyée
float
scripts/sim/opportunities.gd:88Opportunities._reachesstatic funcWhether stationstreachesplace: an industry in its catchment, or a town it belongs to.Lien vers cette entréestatic func _reaches(m: WorldMap, st: Station, place: Object) -> bool- Paramètres
m: WorldMapst: Stationplace: Object
- Valeur renvoyée
bool
- Appelle
Economy.reaches
scripts/sim/opportunities.gd:117Opportunities._joinsstatic funcLien vers cette entréestatic func _joins(o: Dictionary, a: Town, b: Town) -> bool- Paramètres
o: Dictionarya: Townb: Town
- Valeur renvoyée
bool
Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/opportunities.gd:123Opportunities._win_subsidyfuncLien vers cette entréefunc _win_subsidy(sim: Sim, o: Dictionary, who: Company) -> void- Paramètres
sim: Simo: Dictionarywho: Company
- Valeur renvoyée
void
- Appelle
L.t,Calendar.format
Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/opportunities.gd:127Opportunities._metfuncRequestkis met bywho: its reward, news, and it leaves the list.Lien vers cette entréefunc _met(sim: Sim, k: int, who: Company) -> void- Paramètres
sim: Simk: intwho: Company
- Valeur renvoyée
void
- Appelle
L.t
scripts/sim/opportunities.gd:139Opportunities.monthlyfuncMonth end (Sim._on_day, after the industries' month): service months and rights that end.Lien vers cette entréefunc monthly(sim: Sim) -> voidThen what lapses, as every day.
- Paramètres
sim: Sim
- Valeur renvoyée
void
scripts/sim/opportunities.gd:169Opportunities.dailyfuncEvery day (Sim._on_day): offers that lapse or end that day, and now and then a new subsidy or a new request while there is room, so news of them comes at any time of the month.Lien vers cette entréefunc daily(sim: Sim) -> void- Paramètres
sim: Sim
- Valeur renvoyée
void
scripts/sim/opportunities.gd:187Opportunities._lapsefuncTakes off the offers whose day has come, with news; a service request only at the month end (month_end), once its last month is counted.Lien vers cette entréefunc _lapse(sim: Sim, month_end: bool) -> Vector2iReturns how many subsidies (x) and requests (y) are still open.
- Paramètres
sim: Simmonth_end: bool
- Valeur renvoyée
Vector2i
- Appelle
L.t
scripts/sim/opportunities.gd:198Opportunities._count_servicefuncOne more month for each company whose stations in the town are all rated SERVICE_RATING or more (it needs one at least); back to none for the others.Lien vers cette entréefunc _count_service(sim: Sim, o: Dictionary) -> void- Paramètres
sim: Simo: Dictionary
- Valeur renvoyée
void
scripts/sim/opportunities.gd:231Opportunities._leaderstatic funcThe company furthest on with a request (-1: nobody has started).Lien vers cette entréestatic func _leader(o: Dictionary) -> int- Paramètres
o: Dictionary
- Valeur renvoyée
int
scripts/sim/opportunities.gd:251Opportunities.industry_closedfuncAn industry closes (IndustryLife.close): offers about it are withdrawn, and a won subsidy ends.Lien vers cette entréefunc industry_closed(sim: Sim, ind: Industry) -> void- Paramètres
sim: Simind: Industry
- Valeur renvoyée
void
- Appelle
L.t
scripts/sim/opportunities.gd:260Opportunities.offer_subsidyfuncOffer a subsidy for a route nobody serves yet, if one turns up in a few tries: a cargo an industry makes (or, from the Late century, the waste a town makes: Data.town_makes) that nobody loads there, to a place in reach that takes it.Lien vers cette entréefunc offer_subsidy(sim: Sim) -> DictionaryReturns it, or {}.
- Paramètres
sim: Sim
- Valeur renvoyée
Dictionary
scripts/sim/opportunities.gd:276Opportunities.pos_ofstatic funcWhere an industry or a town is: its middle.Lien vers cette entréestatic func pos_of(place: Object) -> Vector2- Paramètres
place: Object
- Valeur renvoyée
Vector2
scripts/sim/opportunities.gd:324Opportunities.offer_requestfuncAsk for something from a town without a request, if one in a few tries can ask for anything: the bigger the town, the likelier it is to ask.Lien vers cette entréefunc offer_request(sim: Sim) -> DictionaryReturns the request, or {}.
- Paramètres
sim: Sim
- Valeur renvoyée
Dictionary
- Appelle
Goals.cargos_in_game
scripts/sim/opportunities.gd:330Opportunities.request_kindsfuncWhat towntcould ask for: links when it is big, supplies when it takes goods or food and the map makes some (have: Goals.cargos_in_game), visitors when it has an attraction, service when some company has a station there.Lien vers cette entréefunc request_kinds(sim: Sim, t: Town, have: Array) -> Array- Paramètres
sim: Simt: Townhave: Array
- Valeur renvoyée
Array
scripts/sim/opportunities.gd:359Opportunities.make_requestfuncMake a request oftypefrom townt(see request_kinds), with news.Lien vers cette entréefunc make_request(sim: Sim, t: Town, type: String, have: Array) -> Dictionary{} when there is nothing to ask for after all (a link with no town in reach that isn't linked already).
- Paramètres
sim: Simt: Towntype: Stringhave: Array
- Valeur renvoyée
Dictionary
- Appelle
L.t,Calendar.format
scripts/sim/opportunities.gd:376Opportunities._link_partnerfuncA town for a link fromt: SUBSIDY_MIN..SUBSIDY_MAX tiles away, at least LINK_TO_POP people, and no passenger vehicle of anyone's calling at both yet.Lien vers cette entréefunc _link_partner(sim: Sim, t: Town) -> TownNull when there is none.
- Paramètres
sim: Simt: Town
- Valeur renvoyée
Town
scripts/sim/opportunities.gd:412Opportunities._offerfuncLien vers cette entréefunc _offer(sim: Sim, type: String, cargo: String, expires: int) -> Dictionary- Paramètres
sim: Simtype: Stringcargo: Stringexpires: int
- Valeur renvoyée
Dictionary
Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/opportunities.gd:434Opportunities._offeredfuncWhether an industry or a town is the source of a subsidy already.Lien vers cette entréefunc _offered(place: Object) -> bool- Paramètres
place: Object
- Valeur renvoyée
bool
scripts/sim/opportunities.gd:443Opportunities._in_rangestatic funcLien vers cette entréestatic func _in_range(a: Vector2, b: Vector2) -> bool- Paramètres
a: Vector2b: Vector2
- Valeur renvoyée
bool
Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/opportunities.gd:447Opportunities._roundstatic funcA target in round numbers: to the nearest 50, at least 100.Lien vers cette entréestatic func _round(n: float) -> int- Paramètres
n: float
- Valeur renvoyée
int
scripts/sim/opportunities.gd:453Opportunities.attractions_ofstatic funcThe attractions townthas, as Data.HOUSES types.Lien vers cette entréestatic func attractions_of(t: Town) -> Array- Paramètres
t: Town
- Valeur renvoyée
Array
scripts/sim/opportunities.gd:458Opportunities.request_offuncThe request townthas open, or {}.Lien vers cette entréefunc request_of(t: Town) -> Dictionary- Paramètres
t: Town
- Valeur renvoyée
Dictionary
scripts/sim/opportunities.gd:463Opportunities.whatstatic funcWhat an offer asks, in a few words, as it reads mid-sentence: "coal from Ashford Mine to Elmford Power Station", "300 food for Elmford" (titlefor the start of one).Lien vers cette entréestatic func what(o: Dictionary) -> String- Paramètres
o: Dictionary
- Valeur renvoyée
String
- Appelle
L.t,L.lower,Fmt.int_commas
scripts/sim/opportunities.gd:474Opportunities.titlestatic funcwhat, starting with a capital: a heading.Lien vers cette entréestatic func title(o: Dictionary) -> String- Paramètres
o: Dictionary
- Valeur renvoyée
String
scripts/sim/opportunities.gd:488Opportunities.reward_namestatic funcWhat meeting a request brings, in a few words ("a grant of $50,000").Lien vers cette entréestatic func reward_name(reward: String) -> String- Paramètres
reward: String
- Valeur renvoyée
String
scripts/sim/opportunities.gd:494Opportunities.placestatic funcWhere an offer is, for the map: the middle of its route (or the town), and a zoom that shows it.Lien vers cette entréestatic func place(o: Dictionary) -> Array- Paramètres
o: Dictionary
- Valeur renvoyée
Array
scripts/sim/opportunities.gd:505Opportunities._newsfuncworld: news the player can't act on (a rival's win, an offer that lapsed): Sim.post_world_news.Lien vers cette entréefunc _news(sim: Sim, text: String, kind: String, o: Dictionary, world: bool = false) -> voidA new offer is the player's news: it is a chance for them.
- Paramètres
sim: Simtext: Stringkind: Stringo: Dictionaryworld: bool = false
- Valeur renvoyée
void
scripts/sim/opportunities.gd:513Opportunities.to_dictfuncLien vers cette entréefunc to_dict() -> Dictionary- Valeur renvoyée
Dictionary
Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/opportunities.gd:519Opportunities._refstatic funcAn industry or a town as a save keeps it: ["i" or "t", its id] ([] for none).Lien vers cette entréestatic func _ref(place: Object) -> Array- Paramètres
place: Object
- Valeur renvoyée
Array
scripts/sim/opportunities.gd:531Opportunities.restorefuncTake back the offers of a save (d: to_dict's) on mapm.Lien vers cette entréefunc restore(d: Dictionary, m: WorldMap) -> voidAn offer about a place that isn't there is left out. A save from before there were any leaves none, and the seed Sim gave.
- Paramètres
d: Dictionarym: WorldMap
- Valeur renvoyée
void
scripts/sim/opportunities.gd:537
Pathfinder
Pathfinder.MAX_EXPANSIONSconstLien vers cette entréeconst MAX_EXPANSIONS := 400000Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/pathfinder.gd:8Pathfinder.findstatic funcReturns {"tiles": Array[Vector2i], "end_heading": int} or {} when there is no route.Lien vers cette entréestatic func find(m: WorldMap, kind: String, start: Vector2i, heading: int, goals: Dictionary, allow_reverse_start: bool, allow_dead_end_uturn: bool, wired: bool = false, obey_signals: bool = true, avoid: Dictionary = {}) -> DictionaryA route that took a search also carries "box": every tile the search looked at lies inside it, so as long as the network doesn't change in there the same search gives the same route.
goals: Dictionary of goal tiles.heading-1 means any first move is allowed.wired: an electric train, which can only run under overhead wires.obey_signalsfalse: as if one-way signals let trains through both ways (to tell the player when they are what stands in the way).avoid: track blocks (ids of WorldMap.blocks) to keep off, where other trains are (RAIL-80).- Paramètres
m: WorldMapkind: Stringstart: Vector2iheading: intgoals: Dictionaryallow_reverse_start: boolallow_dead_end_uturn: boolwired: bool = falseobey_signals: bool = trueavoid: Dictionary = {}
- Valeur renvoyée
Dictionary
- Appelle
Const.opp
scripts/sim/pathfinder.gd:19Pathfinder._find_waterstatic funcThe way over water fromstartto the nearest ofgoals.Lien vers cette entréestatic func _find_water(m: WorldMap, start: Vector2i, goals: Dictionary) -> DictionaryShips turn where they like and sail a straight course afterwards (Vehicle.water_course), so this is the eight-way way of
find_seawith each diagonal step split in two: a search over tiles rather than tiles and headings, with a heuristic that fits open water. Remembered on the map (see_sea_memo).- Paramètres
m: WorldMapstart: Vector2igoals: Dictionary
- Valeur renvoyée
Dictionary
- Appelle
BuildOps.dir_between
scripts/sim/pathfinder.gd:101Pathfinder.find_seastatic funcThe shortest way by water fromstarttogoal, moving between tiles in eight directions (diagonally only where both tiles beside the step are water too), or [] when there is none.Lien vers cette entréestatic func find_sea(m: WorldMap, start: Vector2i, goal: Vector2i, max_len: float = INF) -> Array[Vector2i]Ships pull it straight afterwards (Vehicle.water_course): unlike the four-way route, it already runs close to the direct line, so the pulled course doesn't keep the corners of an L.
max_len: ways longer than this don't count, which keeps the search to the water near the straight line (an answer of "none" then comes quickly even on a big sea).- Paramètres
m: WorldMapstart: Vector2igoal: Vector2imax_len: float = INF
- Valeur renvoyée
Array[Vector2i]
scripts/sim/pathfinder.gd:127Pathfinder._sea_memostatic funcA way over water found earlier underkeyfromstartto one ofends([] if none, if it no longer runs over open water, or if it answers another question whose key hashed the same).Lien vers cette entréestatic func _sea_memo(m: WorldMap, key: int, start: Vector2i, ends: Dictionary) -> Array[Vector2i]Ships ask the same questions at every departure, and open water only changes with the ground (WorldMap.notify empties
sea_memothen).- Paramètres
m: WorldMapkey: intstart: Vector2iends: Dictionary
- Valeur renvoyée
Array[Vector2i]
scripts/sim/pathfinder.gd:142Pathfinder._sea_rememberstatic funcLien vers cette entréestatic func _sea_remember(m: WorldMap, key: int, tiles: Array[Vector2i]) -> void- Paramètres
m: WorldMapkey: inttiles: Array[Vector2i]
- Valeur renvoyée
void
Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/pathfinder.gd:155Pathfinder._find_seastatic funcfind_sea's search, to the nearest ofgoals.Lien vers cette entréestatic func _find_sea(m: WorldMap, start: Vector2i, goals: Array, max_len: float) -> Array[Vector2i]- Paramètres
m: WorldMapstart: Vector2igoals: Arraymax_len: float
- Valeur renvoyée
Array[Vector2i]
scripts/sim/pathfinder.gd:162Pathfinder._octilestatic funcThe eight-way distance over open water from (x, y) to the nearest ofgoals.Lien vers cette entréestatic func _octile(x: int, y: int, goals: Array) -> float- Paramètres
x: inty: intgoals: Array
- Valeur renvoyée
float
scripts/sim/pathfinder.gd:223Pathfinder._heuristicstatic funcLien vers cette entréestatic func _heuristic(t: Vector2i, goals: Array) -> float- Paramètres
t: Vector2igoals: Array
- Valeur renvoyée
float
Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/pathfinder.gd:232Pathfinder._buildstatic funcLien vers cette entréestatic func _build(m: WorldMap, came: Dictionary, s: int, end_heading: int) -> Dictionary- Paramètres
m: WorldMapcame: Dictionarys: intend_heading: int
- Valeur renvoyée
Dictionary
Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/pathfinder.gd:239Pathfinder._pushstatic funcLien vers cette entréestatic func _push(f: PackedFloat32Array, s: PackedInt32Array, pri: float, state: int) -> void- Paramètres
f: PackedFloat32Arrays: PackedInt32Arraypri: floatstate: int
- Valeur renvoyée
void
Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/pathfinder.gd:250Pathfinder._popstatic funcLien vers cette entréestatic func _pop(f: PackedFloat32Array, s: PackedInt32Array) -> void- Paramètres
f: PackedFloat32Arrays: PackedInt32Array
- Valeur renvoyée
void
Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/pathfinder.gd:263
Problems
Problems.SIGNAL_DAYSconsta train held at a red signal this longProblems.QUEUE_DAYSconsta vehicle held up in traffic, off a berth or holding this long (RAIL-26)Problems.NO_CALL_DAYSconsta station in use that no vehicle has called at for this longProblems.PILE_UPconstcargo piling up: at least this much waiting, more than comes in a month...Problems.PILE_RATINGconst...and the station's rating for it under this, so some of it gives upProblems.SERVICE_LATEconstoverdue a service: this many service intervals since the last oneProblems.STAFF_SHORTconstan industry with under this share of the staff it wantsProblems.HELD_UPconsta plant that needs every input holding this much while it waits for anotherProblems.REFRESHconstreal seconds between two looks (tick)Problems.TOLD_DAYSconsta vehicle that gets lost is announced at most once in this many daysProblems.rowsvarthe last look, most serious firstProblems.seriousvarrows of level 0Problems.revvargoes up when what is on the list (things and kinds) changesProblems._ofvarthing -> its most serious rowProblems._sigvarLien vers cette entréevar _sig: Array = []Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/problems.gd:37Problems._waitvarLien vers cette entréevar _wait := 0.0Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/problems.gd:38Problems._lostvarids of the vehicles lost at the last lookProblems._toldvarvehicle id -> game day it was last announced as lostProblems._primedvarthe first look announces nothing: those were lost alreadyProblems._alertsvarLien vers cette entréevar _alerts: Array = []Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/problems.gd:42Problems.tickfuncLook again if REFRESH seconds have passed since the last look.Lien vers cette entréefunc tick(sim: Sim, delta: float) -> boolTrue when it did.
- Paramètres
sim: Simdelta: float
- Valeur renvoyée
bool
scripts/sim/problems.gd:46Problems.refreshfuncLook again now.Lien vers cette entréefunc refresh(sim: Sim) -> void- Paramètres
sim: Sim
- Valeur renvoyée
void
scripts/sim/problems.gd:55Problems.hasfuncLien vers cette entréefunc has(thing: Object) -> bool- Paramètres
thing: Object
- Valeur renvoyée
bool
Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/problems.gd:83Problems.offuncThe most serious row aboutthing, or {}.Lien vers cette entréefunc of(thing: Object) -> Dictionary- Paramètres
thing: Object
- Valeur renvoyée
Dictionary
scripts/sim/problems.gd:88Problems.take_alertsfuncVehicles that got lost since the last call (at most once a month each): for a toast.Lien vers cette entréefunc take_alerts() -> Array- Valeur renvoyée
Array
scripts/sim/problems.gd:93Problems.liststatic funcEvery problem of the player's company, most serious first.Lien vers cette entréestatic func list(sim: Sim) -> ArrayCheap enough for a few times a second with hundreds of vehicles: one pass over vehicles, stations, towns and the industries the stations reach, text only for the rows, and each platform measured once.
- Paramètres
sim: Sim
- Valeur renvoyée
Array
scripts/sim/problems.gd:104Problems.vehicle_rowstatic funcThe worst problem of one vehicle, or {}.Lien vers cette entréestatic func vehicle_row(sim: Sim, v: Vehicle) -> Dictionary- Paramètres
sim: Simv: Vehicle
- Valeur renvoyée
Dictionary
scripts/sim/problems.gd:146Problems._station_rowsstatic funccallsis cargo -> the player's vehicles that take it on atst(see _note_calls).Lien vers cette entréestatic func _station_rows(sim: Sim, st: Station, out: Array, calls: Dictionary) -> void- Paramètres
sim: Simst: Stationout: Arraycalls: Dictionary
- Valeur renvoyée
void
- Appelle
L.t
scripts/sim/problems.gd:173Problems._piling_rowstatic funcCargocpiling up atst, and what holds it back.Lien vers cette entréestatic func _piling_row(st: Station, c: String, w: float, r: float, vs: Array) -> DictionaryWhen more waits than the biggest of the vehicles that load it there can take, each of them leaves full: a train wants more wagons (its fix opens that train, where Change cargo adds them), anything else more vehicles. When there is room on board they call too seldom. A player who sees a full train leave thinks it took everything, so the hint says how much it takes.
- Paramètres
st: Stationc: Stringw: floatr: floatvs: Array
- Valeur renvoyée
Dictionary
scripts/sim/problems.gd:189Problems._note_callsstatic funcNote the stops wherevtakes cargo on (not unload-only or don't-load ones), incalls: Station -> cargo -> [Vehicle].Lien vers cette entréestatic func _note_calls(v: Vehicle, calls: Dictionary) -> void- Paramètres
v: Vehiclecalls: Dictionary
- Valeur renvoyée
void
scripts/sim/problems.gd:219Problems._short_platformsstatic funcNote the longest of the player's trains too long for each of its rail stops (as VehicleWindow.short_platform_text works it out), measuring each station once.Lien vers cette entréestatic func _short_platforms(m: WorldMap, v: Vehicle, platforms: Dictionary, short: Dictionary) -> void- Paramètres
m: WorldMapv: Vehicleplatforms: Dictionaryshort: Dictionary
- Valeur renvoyée
void
- Appelle
Vehicle.tiles_long
scripts/sim/problems.gd:232Problems._tradesstatic funcWhetherstcarries a cargoindmakes or takes.Lien vers cette entréestatic func _trades(ind: Industry, st: Station) -> bool- Paramètres
ind: Industryst: Station
- Valeur renvoyée
bool
scripts/sim/problems.gd:246Problems._industry_rowsstatic funcLien vers cette entréestatic func _industry_rows(sim: Sim, ind: Industry, out: Array) -> void- Paramètres
sim: Simind: Industryout: Array
- Valeur renvoyée
void
- Appelle
L.t,IndustryLife.closing_text,L.lower,Fmt.cargo_list
Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/problems.gd:253Problems._wherestatic funcWhere a vehicle is: the tile its front is on (or, before it has set off, its next stop).Lien vers cette entréestatic func _where(v: Vehicle) -> Vector2- Paramètres
v: Vehicle
- Valeur renvoyée
Vector2
scripts/sim/problems.gd:291Problems._rowstatic funcLien vers cette entréestatic func _row(kind: String, level: int, obj: Object, pos: Vector2, text: String, fix: String) -> Dictionary- Paramètres
kind: Stringlevel: intobj: Objectpos: Vector2text: Stringfix: String
- Valeur renvoyée
Dictionary
Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/problems.gd:298Problems._beforestatic funcMost serious first, then by name.Lien vers cette entréestatic func _before(a: Dictionary, b: Dictionary) -> bool- Paramètres
a: Dictionaryb: Dictionary
- Valeur renvoyée
bool
scripts/sim/problems.gd:303
RouteBuilder
RouteBuilder.MAX_EXPANSIONSconstLien vers cette entréeconst MAX_EXPANSIONS := 8000Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/route_builder.gd:20RouteBuilder.SHAPE_EXPANSIONSconstThe second pass's share of the search budget, at the most.RouteBuilder.REACHconstHow far from the rough path (in tiles) the second pass may stray.RouteBuilder.DETOURconstA rough path up to this much longer than the straight distance had nothing much in its way.RouteBuilder.TURNconstWhat the shape of the line costs, in tiles of track: the first turning tile after straight trackRouteBuilder.LONE_BENDconst...when straight track follows it: a 90-degree bend (2.0 in all)RouteBuilder.SECOND_TURNconst...when it turns back on the next tile: the start of a diagonal (1.5)RouteBuilder.SIDESTEPconsta diagonal that ends after those two tiles: a one-tile sidestep (4.0)RouteBuilder.RUNconsteach further tile of a diagonal: it is that much shorter to driveRouteBuilder.HAIRPINconsttwo turns the same way on neighbouring tilesRouteBuilder.CAREFULconstThe second pass first looks for the best line with this share of its budget; if that runs out it settles for a good one, weighting the distance left by HASTY.RouteBuilder.HASTYconstLien vers cette entréeconst HASTY := 2.0Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/route_builder.gd:37RouteBuilder.TURN_INDEXconst(way out - way in) & 3 -> straight on, right, leftLien vers cette entréeconst TURN_INDEX: Array[int] = [0, 1, 0, 2]Déclaré dansscripts/sim/route_builder.gd:38RouteBuilder.last_expansionsstatic varstates looked at by the last search (benchmark tooling)RouteBuilder.last_refinedstatic varwhether the last search's second pass finished (benchmark tooling)RouteBuilder.log_tostatic varan Array: every search adds itsdescribeentry (benchmark tooling)RouteBuilder.last_crossingsstatic varThe bridges and tunnels on the path the last search returned, in order along it: [{"type": "bridge" | "tunnel", "from", "to": the tiles either side (a bridge's ramps, the tiles before and after a tunnel's mouths), "between": the tiles in between (spans / tunnel), "dir", "a", "b", "style": what Sim.build_crossing takes}].Lien vers cette entréestatic var last_crossings: Array = []Empty when
Déclaré dansjumpswas.scripts/sim/route_builder.gd:46RouteBuilder.CROSSINGconstWhat a crossing costs on top of its tiles, in tiles of track: short detours still win.Lien vers cette entréeconst CROSSING := 8.0(The first pass leans towards the goal, so a tile sideways looks dearer to it than it is: this has to cover that too.)
Déclaré dansscripts/sim/route_builder.gd:50RouteBuilder.findstatic funcPath of tiles fromstarttogoal(both included).Lien vers cette entréestatic func find(m: WorldMap, kind: String, start: Vector2i, start_dir: int, goal: Vector2i, goal_dir: int, reserved: Dictionary = {}, max_expansions: int = 0, jumps: Dictionary = {}) -> Array[Vector2i]start_dir: direction of travel when enteringstart(-1: any).goal_dir: direction the path must leavegoalin (-1: any).reservedtiles are never used. Returns [] if none found.jumps(jumps_for): the bridges and tunnels it may build; {} for none. The path then may not be buildable by Sim.build_line alone: see last_crossings and Sim.build_route.- Paramètres
m: WorldMapkind: Stringstart: Vector2istart_dir: intgoal: Vector2igoal_dir: intreserved: Dictionary = {}max_expansions: int = 0jumps: Dictionary = {}
- Valeur renvoyée
Array[Vector2i]
scripts/sim/route_builder.gd:58RouteBuilder.describestatic funcThe shape of a path: how many tiles turn, and how those turns group.Lien vers cette entréestatic func describe(path: Array[Vector2i], start_dir: int = -1, goal_dir: int = -1) -> DictionaryA run of turning tiles is a bend one turn on its own, a sidestep a left and a right (or right and left) with straight track either side: the line jumps one tile sideways, which shows as a wobble, a diagonal three or more alternating turns, drawn and driven as one straight 45-degree line, a hairpin two turns the same way on neighbouring tiles.
start_dir/goal_dir: the directions the path is entered and left in, when known.- Paramètres
path: Array[Vector2i]start_dir: int = -1goal_dir: int = -1
- Valeur renvoyée
Dictionary
- Appelle
BuildOps.dir_between
scripts/sim/route_builder.gd:104RouteBuilder._roughstatic funcThe first pass.Lien vers cette entréestatic func _rough(m: WorldMap, kind: String, start: Vector2i, start_dir: int, goal: Vector2i, goal_dir: int, reserved: Dictionary, budget: int, jumps: Dictionary = {}, out_crossings: Array = []) -> Array[Vector2i]With
jumps, the bridges and tunnels on the path found go intoout_crossings.- Paramètres
m: WorldMapkind: Stringstart: Vector2istart_dir: intgoal: Vector2igoal_dir: intreserved: Dictionarybudget: intjumps: Dictionary = {}out_crossings: Array = []
- Valeur renvoyée
Array[Vector2i]
- Appelle
Pathfinder._push,Pathfinder._pop,Const.opp
scripts/sim/route_builder.gd:140RouteBuilder._refinestatic funcThe second pass: the best-shaped path throughcorridor(see _corridor).Lien vers cette entréestatic func _refine(m: WorldMap, kind: String, rough: Array[Vector2i], corridor: Dictionary, start_dir: int, goal_dir: int, reserved: Dictionary, budget: int, weight: float) -> Array[Vector2i]A* over (tile, entry direction, shape), where
shaperemembers the turning tiles just behind: 0 straight track 1, 2 one turn so far, to the right / to the left 3, 4 two alternating turns, the last to the right / left 5, 6 three or more: a diagonal Open ground costs the same everywhere here (the rough pass has weighed up trees and slopes), which is what lets the search run straight to the goal.weight: 1 for the best line, more to settle sooner for a good one. Returns [] whenbudgetruns out.- Paramètres
m: WorldMapkind: Stringrough: Array[Vector2i]corridor: Dictionarystart_dir: intgoal_dir: intreserved: Dictionarybudget: intweight: float
- Valeur renvoyée
Array[Vector2i]
- Appelle
Pathfinder._push,Pathfinder._pop,Const.opp
scripts/sim/route_builder.gd:222RouteBuilder._corridorstatic funcThe tiles the second pass may use: every tile within REACH of the rough path (and, where little was in its way, of the two straight-and-diagonal lines between its ends), each with its distance to the goal through the corridor, so the search is drawn round a lake the way the rough path went.Lien vers cette entréestatic func _corridor(m: WorldMap, rough: Array[Vector2i]) -> Dictionary- Paramètres
m: WorldMaprough: Array[Vector2i]
- Valeur renvoyée
Dictionary
scripts/sim/route_builder.gd:336RouteBuilder.jumps_forstatic funcWhat find() may use to cross water and hills inyear: every bridge style there is by then, cheapest first ("unit": a span tile's price in tiles of plainkind), and tunnels (likewise).Lien vers cette entréestatic func jumps_for(kind: String, year: int) -> DictionaryA caller may add "crossing": what each crossing costs on top of its tiles (CROSSING if not).
- Paramètres
kind: Stringyear: int
- Valeur renvoyée
Dictionary
scripts/sim/route_builder.gd:399RouteBuilder._jumpstatic funcA bridge or tunnel from tiletheadingd(see last_crossings for its keys, plus "cost" in tiles of track), or {} when there is none to build.Lien vers cette entréestatic func _jump(m: WorldMap, kind: String, t: Vector2i, d: int, jumps: Dictionary, reserved: Dictionary, cache: Dictionary) -> DictionaryA bridge is tried where the tile ahead is water or takes no piece, a tunnel where the ground ahead rises straight up the way it goes.
- Paramètres
m: WorldMapkind: Stringt: Vector2id: intjumps: Dictionaryreserved: Dictionarycache: Dictionary
- Valeur renvoyée
Dictionary
- Appelle
WorldMap.axis_of
scripts/sim/route_builder.gd:413RouteBuilder._risesstatic funcWhether the ground on tilenclimbs on its way across it headingd.Lien vers cette entréestatic func _rises(m: WorldMap, n: Vector2i, d: int) -> bool- Paramètres
m: WorldMapn: Vector2id: int
- Valeur renvoyée
bool
- Appelle
BuildOps.edge_heights,Const.opp
scripts/sim/route_builder.gd:447RouteBuilder._bridgestatic funcThe shortest bridge from ramptheadingdthat the player's bridge tool would allow, in the cheapest style long enough for it.Lien vers cette entréestatic func _bridge(m: WorldMap, kind: String, t: Vector2i, d: int, jumps: Dictionary, reserved: Dictionary) -> Dictionary- Paramètres
m: WorldMapkind: Stringt: Vector2id: intjumps: Dictionaryreserved: Dictionary
- Valeur renvoyée
Dictionary
scripts/sim/route_builder.gd:455RouteBuilder._tunnelstatic funcThe tunnel the player's tunnel tool would dig from the hillside just ahead oft(headingd): the line goes fromtinto it and comes out on the tile beyond its far mouth.Lien vers cette entréestatic func _tunnel(m: WorldMap, kind: String, t: Vector2i, d: int, jumps: Dictionary, reserved: Dictionary) -> Dictionary- Paramètres
m: WorldMapkind: Stringt: Vector2id: intjumps: Dictionaryreserved: Dictionary
- Valeur renvoyée
Dictionary
scripts/sim/route_builder.gd:494RouteBuilder._build_jumpedstatic func_build for a first pass that jumped: the bridges' spans and the tunnels' tiles go into the path where they are, and the crossings intoout_crossings.Lien vers cette entréestatic func _build_jumped(m: WorldMap, came: Dictionary, s: int, jumped: Dictionary, out_crossings: Array) -> Array[Vector2i]- Paramètres
m: WorldMapcame: Dictionarys: intjumped: Dictionaryout_crossings: Array
- Valeur renvoyée
Array[Vector2i]
scripts/sim/route_builder.gd:539RouteBuilder._refine_betweenstatic funcThe second pass for a path with crossings: each stretch of land between them is shaped on its own (a stretch it can't improve on in its share of the budget stays as the first pass laid it), leaving every bridge and tunnel where it is and entered and left straight on.Lien vers cette entréestatic func _refine_between(m: WorldMap, kind: String, path: Array[Vector2i], crossings: Array, start_dir: int, goal_dir: int, reserved: Dictionary, budget: int) -> Array[Vector2i]- Paramètres
m: WorldMapkind: Stringpath: Array[Vector2i]crossings: Arraystart_dir: intgoal_dir: intreserved: Dictionarybudget: int
- Valeur renvoyée
Array[Vector2i]
scripts/sim/route_builder.gd:562RouteBuilder._manhattanstatic funcLien vers cette entréestatic func _manhattan(a: Vector2i, b: Vector2i) -> float- Paramètres
a: Vector2ib: Vector2i
- Valeur renvoyée
float
Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/route_builder.gd:599RouteBuilder._tile_coststatic funcCost of putting a piece withbitson tilet, or -1 when it can't be built.Lien vers cette entréestatic func _tile_cost(m: WorldMap, kind: String, t: Vector2i, bits: int, fine: bool = false) -> floatfine: for the second pass, which doesn't tell trees and slopes from open ground.- Paramètres
m: WorldMapkind: Stringt: Vector2ibits: intfine: bool = false
- Valeur renvoyée
float
scripts/sim/route_builder.gd:605RouteBuilder._buildstatic funcLien vers cette entréestatic func _build(m: WorldMap, came: Dictionary, s: int, per_tile: int) -> Array[Vector2i]- Paramètres
m: WorldMapcame: Dictionarys: intper_tile: int
- Valeur renvoyée
Array[Vector2i]
Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/route_builder.gd:645
SaveGame
SaveGame.VERSIONconstLien vers cette entréeconst VERSION := 1Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/save_game.gd:6SaveGame.DIRconstLien vers cette entréeconst DIR := "user://saves"Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/save_game.gd:7SaveGame.list_savesstatic funcLien vers cette entréestatic func list_saves() -> Array- Valeur renvoyée
Array
Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/save_game.gd:10SaveGame.delete_savestatic funcLien vers cette entréestatic func delete_save(path: String) -> void- Paramètres
path: String
- Valeur renvoyée
void
Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/save_game.gd:29SaveGame._vstatic funcLien vers cette entréestatic func _v(v: Vector2i) -> Array- Paramètres
v: Vector2i
- Valeur renvoyée
Array
Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/save_game.gd:36SaveGame._vistatic funcLien vers cette entréestatic func _vi(a: Array) -> Vector2i- Paramètres
a: Array
- Valeur renvoyée
Vector2i
Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/save_game.gd:40SaveGame._b64static funcLien vers cette entréestatic func _b64(p: PackedByteArray) -> String- Paramètres
p: PackedByteArray
- Valeur renvoyée
String
Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/save_game.gd:44SaveGame._unb64static funcLien vers cette entréestatic func _unb64(s: String) -> PackedByteArray- Paramètres
s: String
- Valeur renvoyée
PackedByteArray
Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/save_game.gd:48SaveGame.savestatic funcLien vers cette entréestatic func save(sim: Sim, path: String) -> Error- Paramètres
sim: Simpath: String
- Valeur renvoyée
Error
- Appelle
Mods.save_state,Town.size_of
Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/save_game.gd:54SaveGame.load_simstatic funcLien vers cette entréestatic func load_sim(path: String) -> Sim- Paramètres
path: String
- Valeur renvoyée
Sim
- Appelle
Data.era_index,Town.restore_annexes,Town.enlarge_old_buildings,Town.recount_all,WorldGen.add_rig_docks,Data.has_model,Data.reliability,Vehicle.make_seg,Vehicle.free_seg,AiPlayer.from_dict,Goals.from_dict,Goals.caught_up,Mods.load_state,Mods.hook
Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/save_game.gd:177SaveGame._order_outstatic funcAn order as saved: [station id, full, then each of Vehicle.ORDER_FLAGS].Lien vers cette entréestatic func _order_out(o: Dictionary) -> Array- Paramètres
o: Dictionary
- Valeur renvoyée
Array
scripts/sim/save_game.gd:532SaveGame._order_instatic funcAn order back fromrow(see _order_out), at stationst.Lien vers cette entréestatic func _order_in(row: Array, st: Station) -> DictionaryFlags an older save didn't have are off.
- Paramètres
row: Arrayst: Station
- Valeur renvoyée
Dictionary
scripts/sim/save_game.gd:540SaveGame._floatsstatic funcLien vers cette entréestatic func _floats(src: Dictionary) -> Dictionary- Paramètres
src: Dictionary
- Valeur renvoyée
Dictionary
Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/save_game.gd:547SaveGame._intsstatic funcLien vers cette entréestatic func _ints(d: Dictionary) -> Dictionary- Paramètres
d: Dictionary
- Valeur renvoyée
Dictionary
Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/save_game.gd:554SaveGame._pairsstatic funccargo -> [units, $]Lien vers cette entréestatic func _pairs(d: Dictionary) -> Dictionary- Paramètres
d: Dictionary
- Valeur renvoyée
Dictionary
scripts/sim/save_game.gd:562SaveGame._stat_monthstatic funcLien vers cette entréestatic func _stat_month(mo: Dictionary) -> Dictionary- Paramètres
mo: Dictionary
- Valeur renvoyée
Dictionary
Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/save_game.gd:569SaveGame._course_outstatic funcA ship's course (see Vehicle.water_course) as [x, y, turn, x, y, turn, ...] over its route.Lien vers cette entréestatic func _course_out(v: Vehicle) -> Array- Paramètres
v: Vehicle
- Valeur renvoyée
Array
scripts/sim/save_game.gd:585SaveGame._course_instatic funcLien vers cette entréestatic func _course_in(v: Vehicle, a: Array) -> void- Paramètres
v: Vehiclea: Array
- Valeur renvoyée
void
Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/save_game.gd:596
SignalTraps
SignalTraps._memo_keystatic varLien vers cette entréestatic var _memo_key := []Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/signal_traps.gd:17SignalTraps._memostatic varLien vers cette entréestatic var _memo: Array = []Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/signal_traps.gd:18SignalTraps.findstatic funcThe stations ofwhothat one-way signals shut: [{"station", "way": "out" | "in", "signal"}], one per station ("out" when both are true), the order of map.stations.Lien vers cette entréestatic func find(sim: Sim, who: Company, over: Dictionary = {}) -> Arraysignalis the tile of the first signal in the way, seen from the station.over({tile: state}) stands in for those tiles' signals (see WorldMap.signals), to ask what a click would do; without it the answer is remembered until the rail network, the stations or the depots change.- Paramètres
sim: Simwho: Companyover: Dictionary = {}
- Valeur renvoyée
Array
scripts/sim/signal_traps.gd:26SignalTraps.after_clickstatic funcWhat setting the signal onttostatewould change: {"shut": [...], "freed": [...]}, each in find's form, "shut" for stations it would shut that are open now and "freed" for those it would open again.Lien vers cette entréestatic func after_click(sim: Sim, who: Company, t: Vector2i, state: int) -> DictionaryA station that stays shut (say, the far end of a line made one-way) isn't news.
- Paramètres
sim: Simwho: Companyt: Vector2istate: int
- Valeur renvoyée
Dictionary
scripts/sim/signal_traps.gd:64SignalTraps.textstatic funcOne of find's rows in words.Lien vers cette entréestatic func text(r: Dictionary, when: String) -> Stringwhen: "careful" (what the click under the mouse would do), "now" (what the click just did), "freed" (what the click would put right) or "problem" (a Problems row, which names the station already).- Paramètres
r: Dictionarywhen: String
- Valeur renvoyée
String
- Appelle
L.t
scripts/sim/signal_traps.gd:73SignalTraps.blockerstatic funcThe tile of the one-way signal that keeps trains from getting betweentilesand any of thegoalstiles - out oftilesor, withinward, into them - or (-1, -1) when they can, or when there is no track between them at all.Lien vers cette entréestatic func blocker(m: WorldMap, tiles: Dictionary, goals: Dictionary, inward: bool, over: Dictionary = {}) -> Vector2i- Paramètres
m: WorldMaptiles: Dictionarygoals: Dictionaryinward: boolover: Dictionary = {}
- Valeur renvoyée
Vector2i
scripts/sim/signal_traps.gd:92SignalTraps._passesstatic funcWhether a train headingh(or,inward, heading the other way) may pass tilen's signal.Lien vers cette entréestatic func _passes(m: WorldMap, n: Vector2i, h: int, inward: bool, over: Dictionary) -> bool- Paramètres
m: WorldMapn: Vector2ih: intinward: boolover: Dictionary
- Valeur renvoyée
bool
- Appelle
Const.opp
scripts/sim/signal_traps.gd:104SignalTraps._floodstatic funcFlood the rail network outward fromtilesuntil one ofgoalsis reached.Lien vers cette entréestatic func _flood(m: WorldMap, tiles: Dictionary, goals: Dictionary, obey: bool, inward: bool, over: Dictionary) -> ArrayReturns the steps from the start to that goal, [{"t": tile, "h": heading on entering it}], or [] when none is reached.
obeyfalse lets trains through one-way signals both ways.- Paramètres
m: WorldMaptiles: Dictionarygoals: Dictionaryobey: boolinward: boolover: Dictionary
- Valeur renvoyée
Array
- Appelle
Const.opp
scripts/sim/signal_traps.gd:112SignalTraps._stepstatic funcLien vers cette entréestatic func _step(m: WorldMap, tile: Vector2i, d: int, bits: int, from: int, obey: bool, inward: bool, over: Dictionary, came: Dictionary, queue: PackedInt32Array) -> void- Paramètres
m: WorldMaptile: Vector2id: intbits: intfrom: intobey: boolinward: boolover: Dictionarycame: Dictionaryqueue: PackedInt32Array
- Valeur renvoyée
void
Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/signal_traps.gd:142SignalTraps._minusstatic funcLien vers cette entréestatic func _minus(a: Array, b: Array) -> Array- Paramètres
a: Arrayb: Array
- Valeur renvoyée
Array
Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/signal_traps.gd:156
TerrainGen
TerrainGen.generatestatic funcTerrain only (no towns or industries).Lien vers cette entréestatic func generate(m: WorldMap, seed_value: int) -> voidWorldGen.generate builds a full world.
- Paramètres
m: WorldMapseed_value: int
- Valeur renvoyée
void
scripts/sim/terrain_gen.gd:7TerrainGen.heights_from_imagestatic funcHeights from a greyscale image (white = high, black = sea), like OpenTTD heightmaps.Lien vers cette entréestatic func heights_from_image(m: WorldMap, path: String) -> bool- Paramètres
m: WorldMappath: String
- Valeur renvoyée
bool
scripts/sim/terrain_gen.gd:14TerrainGen.generate_heightsstatic funcwater: sea level 0 (low) ..Lien vers cette entréestatic func generate_heights(m: WorldMap, seed_value: int, water: int = 1, rough: int = 2, sample_scale: float = 1.0) -> void3 (islands). rough: 0 flat .. 3 mountainous. sample_scale stretches the noise so a small preview map shows the same world as a big one.
- Paramètres
m: WorldMapseed_value: intwater: int = 1rough: int = 2sample_scale: float = 1.0
- Valeur renvoyée
void
scripts/sim/terrain_gen.gd:30TerrainGen.enforce_slopesstatic funcLower corners until every pair of edge-adjacent corners differs by at most one level.Lien vers cette entréestatic func enforce_slopes(m: WorldMap) -> void- Paramètres
m: WorldMap
- Valeur renvoyée
void
scripts/sim/terrain_gen.gd:73TerrainGen.classifystatic funcTerrain types (from heights) and tree cover.Lien vers cette entréestatic func classify(m: WorldMap, seed_value: int) -> void- Paramètres
m: WorldMapseed_value: int
- Valeur renvoyée
void
scripts/sim/terrain_gen.gd:100TerrainGen.terrain_typestatic funcLien vers cette entréestatic func terrain_type(m: WorldMap, x: int, y: int) -> int- Paramètres
m: WorldMapx: inty: int
- Valeur renvoyée
int
Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/terrain_gen.gd:123TerrainGen.classify_tilestatic funcRe-derive one tile's terrain after its corners changed; trees only survive on grass.Lien vers cette entréestatic func classify_tile(m: WorldMap, x: int, y: int) -> void- Paramètres
m: WorldMapx: inty: int
- Valeur renvoyée
void
scripts/sim/terrain_gen.gd:138TerrainGen._near_waterstatic funcLien vers cette entréestatic func _near_water(m: WorldMap, x: int, y: int) -> bool- Paramètres
m: WorldMapx: inty: int
- Valeur renvoyée
bool
Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/terrain_gen.gd:145
UndoStack
UndoStack.MAX_STEPSconstLien vers cette entréeconst MAX_STEPS := 20Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/undo.gd:23UndoStack.MAX_AGE_DAYSconstLien vers cette entréeconst MAX_AGE_DAYS := 60.0Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/undo.gd:24UndoStack.stepsvaroldest firstUndoStack.enabledvarLien vers cette entréevar enabled := trueCette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/undo.gd:30UndoStack.lostvarThe step that was given up last, for the button's tooltip: {"what", "why"}.UndoStack.clearfuncLien vers cette entréefunc clear() -> void- Valeur renvoyée
void
Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/undo.gd:35UndoStack.sizefuncLien vers cette entréefunc size() -> int- Valeur renvoyée
int
Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/undo.gd:40UndoStack._tilestatic funcLien vers cette entréestatic func _tile(m: WorldMap, t: Vector2i) -> Array- Paramètres
m: WorldMapt: Vector2i
- Valeur renvoyée
Array
Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/undo.gd:46UndoStack._putstatic funcLien vers cette entréestatic func _put(m: WorldMap, t: Vector2i, s: Array) -> void- Paramètres
m: WorldMapt: Vector2is: Array
- Valeur renvoyée
void
Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/undo.gd:52UndoStack._stationstatic funcLien vers cette entréestatic func _station(m: WorldMap, st: Station) -> Array- Paramètres
m: WorldMapst: Station
- Valeur renvoyée
Array
Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/undo.gd:83UndoStack._orders_tostatic funcLien vers cette entréestatic func _orders_to(sim: Sim, st: Station) -> int- Paramètres
sim: Simst: Station
- Valeur renvoyée
int
Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/undo.gd:89UndoStack.bulldoze_tilesstatic funcEvery tile a bulldoze ofrectmay change: the area and its edge (a depot lets go of the road in front of it), the whole of each bridge or tunnel it reaches and of each airfield.Lien vers cette entréestatic func bulldoze_tiles(m: WorldMap, rect: Rect2i) -> Array- Paramètres
m: WorldMaprect: Rect2i
- Valeur renvoyée
Array
scripts/sim/undo.gd:100UndoStack.terraform_tilesstatic funcEvery tile raising or loweringcornersmay change (see BuildOps.apply_terraform).Lien vers cette entréestatic func terraform_tiles(m: WorldMap, corners: Array) -> Array- Paramètres
m: WorldMapcorners: Array
- Valeur renvoyée
Array
scripts/sim/undo.gd:124UndoStack.beginfuncCall before an action changes anything.Lien vers cette entréefunc begin(sim: Sim, who: Company, tiles: Array, opt: Dictionary = {}) -> Dictionarytiles: every tile it may touch (more is fine: tiles that end up unchanged are dropped).opt: "corners" (corner heights it may change), "stations" (stations it may change that don't stand ontiles), "ratings" (it may move council ratings). Returns whatcommitneeds; {} when the action isn't the player's (nothing is recorded then).- Paramètres
sim: Simwho: Companytiles: Arrayopt: Dictionary = {}
- Valeur renvoyée
Dictionary
scripts/sim/undo.gd:142UndoStack._log_ofstatic funcLien vers cette entréestatic func _log_of(t: Town, cid: int) -> Variant- Paramètres
t: Towncid: int
- Valeur renvoyée
Variant
Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/undo.gd:171UndoStack.commitfuncCall when the action is done and paid for.Lien vers cette entréefunc commit(sim: Sim, u: Dictionary, kind: String, info: Dictionary = {}) -> voidkindandinfo("n": how many tiles, "name": a station's or town's name, "category": the ledger line it was paid from) only describe it.- Paramètres
sim: Simu: Dictionarykind: Stringinfo: Dictionary = {}
- Valeur renvoyée
void
scripts/sim/undo.gd:177UndoStack._monthstatic funcLien vers cette entréestatic func _month(sim: Sim) -> Vector2i- Paramètres
sim: Sim
- Valeur renvoyée
Vector2i
- Appelle
Calendar.from_day
Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/undo.gd:237UndoStack.describestatic funcA step in words: "12 tiles of rail", "Ashford North", "demolition of 3 tiles".Lien vers cette entréestatic func describe(step: Dictionary) -> String- Paramètres
step: Dictionary
- Valeur renvoyée
String
scripts/sim/undo.gd:245UndoStack._problemfuncWhy the newest step can't be undone now: [reason, given up for good].Lien vers cette entréefunc _problem(sim: Sim, step: Dictionary) -> Array["", false] when it can.
- Paramètres
sim: Simstep: Dictionary
- Valeur renvoyée
Array
- Appelle
L.t
scripts/sim/undo.gd:266UndoStack._vehicle_onfuncLien vers cette entréefunc _vehicle_on(sim: Sim, step: Dictionary) -> bool- Paramètres
sim: Simstep: Dictionary
- Valeur renvoyée
bool
Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/undo.gd:299UndoStack._block_heldfuncWith realistic blocking: whether a train holds (stands in, or has been let into) a block of track that undoing the step would take away.Lien vers cette entréefunc _block_held(sim: Sim, step: Dictionary) -> bool- Paramètres
sim: Simstep: Dictionary
- Valeur renvoyée
bool
scripts/sim/undo.gd:320UndoStack.statusfuncFor the Undo button: {"can", "what", "money" (what undoing pays back), "tip"}.Lien vers cette entréefunc status(sim: Sim) -> DictionaryA step that can never be undone again is dropped here, with everything older.
- Paramètres
sim: Sim
- Valeur renvoyée
Dictionary
scripts/sim/undo.gd:340UndoStack.undofuncUndo the newest step.Lien vers cette entréefunc undo(sim: Sim) -> DictionaryReturns {"ok", "text" (what to tell the player), "what", "money"}.
- Paramètres
sim: Sim
- Valeur renvoyée
Dictionary
scripts/sim/undo.gd:362UndoStack._revertfuncLien vers cette entréefunc _revert(sim: Sim, step: Dictionary) -> void- Paramètres
sim: Simstep: Dictionary
- Valeur renvoyée
void
Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/undo.gd:376
WorldGen
WorldGen.DENSITYconstOptions: "water" 0..3 (sea level), "rough" 0..3 (terrain), "towns" / "industries" 0..3 (density), "heightmap" (path to a greyscale image, OpenTTD-style).WorldGen.INDUSTRY_AREAconstTiles of land (or sea) that hold one full set of Data.INDUSTRY counts at normal density: 24 industries here is about one per 600 tiles.WorldGen.FEED_MINconstHow far (in tiles) a processing industry is sited from the producers that feed it: far enough for a route to pay, near enough for an early train or lorry.WorldGen.FEED_MAXconstLien vers cette entréeconst FEED_MAX := 50.0Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/world_gen.gd:15WorldGen.SAME_APART_MAXconstUpper bound on how far apart two industries of one type are kept (see _place_industries).WorldGen.SPREAD_TRIESconstUsable sites weighed for each industry placed at random; the one farthest from its own kind wins.WorldGen.TOWN_SITE_TOWNSconstAn industry that stands by a town (a printing works) looks around the biggest few towns, up to TOWN_SITE_MAX tiles from the centre.WorldGen.TOWN_SITE_MAXconstLien vers cette entréeconst TOWN_SITE_MAX := 16.0Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/world_gen.gd:23WorldGen.TOWN_INDUSTRY_MINconstHow far (in tiles) a town centre is founded from an industry's centre, so the town starts with room to grow before it meets the ground kept clear around the industry (BuildOps.INDUSTRY_GAP).WorldGen.TOWN_INDUSTRY_FALLBACKconstLien vers cette entréeconst TOWN_INDUSTRY_FALLBACK := 10.0Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/world_gen.gd:27WorldGen.TOWN_EXTRAconstLien vers cette entréeconst TOWN_EXTRACette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/world_gen.gd:28WorldGen.generatestatic funcLien vers cette entréestatic func generate(m: WorldMap, seed_value: int, opts: Dictionary = {}) -> void- Paramètres
m: WorldMapseed_value: intopts: Dictionary = {}
- Valeur renvoyée
void
- Appelle
Data.era_index,L.t,TerrainGen.heights_from_image,TerrainGen.generate_heights,TerrainGen.classify
Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/world_gen.gd:31WorldGen.add_rig_docksstatic funcEvery industry out at sea gets its own open dock (see BuildOps.add_rig_dock).Lien vers cette entréestatic func add_rig_docks(m: WorldMap) -> void- Paramètres
m: WorldMap
- Valeur renvoyée
void
- Appelle
BuildOps.add_rig_dock
scripts/sim/world_gen.gd:57WorldGen._place_industriesstatic funcLien vers cette entréestatic func _place_industries(m: WorldMap, rng: RandomNumberGenerator, density: float = 1.0) -> void- Paramètres
m: WorldMaprng: RandomNumberGeneratordensity: float = 1.0
- Valeur renvoyée
void
- Appelle
Data.opens,Data.accepts
Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/world_gen.gd:65WorldGen._place_town_industriesstatic funcThe kinds that stand by a town (a printing works, RAIL-31), once the towns are founded: on ground the towns have left clear, levelled like an industry opening during the game.Lien vers cette entréestatic func _place_town_industries(m: WorldMap, rng: RandomNumberGenerator, density: float) -> void- Paramètres
m: WorldMaprng: RandomNumberGeneratordensity: float
- Valeur renvoyée
void
- Appelle
Data.opens
scripts/sim/world_gen.gd:84WorldGen._place_kindstatic funcPut down a new map's industries oftype(see type_count) and return them.Lien vers cette entréestatic func _place_kind(m: WorldMap, rng: RandomNumberGenerator, room: Vector2i, type: String, density: float) -> Array- Paramètres
m: WorldMaprng: RandomNumberGeneratorroom: Vector2itype: Stringdensity: float
- Valeur renvoyée
Array
scripts/sim/world_gen.gd:93WorldGen.industry_roomstatic funcThe room there is to build industries in: x land tiles (for industries ashore), y open water (for those at sea).Lien vers cette entréestatic func industry_room(m: WorldMap) -> Vector2iSampled every other tile, which is plenty for a head count.
- Paramètres
m: WorldMap
- Valeur renvoyée
Vector2i
scripts/sim/world_gen.gd:110WorldGen.type_countstatic funcHow many industries oftypea map withroom(see industry_room) gets atdensity: counts follow the room there is to build in, and every type gets at least one.Lien vers cette entréestatic func type_count(room: Vector2i, type: String, density: float) -> int- Paramètres
room: Vector2itype: Stringdensity: float
- Valeur renvoyée
int
scripts/sim/world_gen.gd:124WorldGen.spacingstatic funcHow far apartcountindustries oftypeare kept.Lien vers cette entréestatic func spacing(room: Vector2i, type: String, count: int) -> floatTwo of a kind side by side look like a mistake and split one area's trade between them: keep each a fair share of its own type's room apart (half the even spacing, capped so a rare processor can still sit near its feeders).
- Paramètres
room: Vector2itype: Stringcount: int
- Valeur renvoyée
float
scripts/sim/world_gen.gd:132WorldGen.find_sitestatic funcWhere a new industry oftypegoes: near producers inunserved(see unserved_feeders) that have nobody to take their cargo, if any; else near producers none of its own kind is near yet (a paper mill by forests that already have a sawmill); else anywhere, as far from its own kind as it can.Lien vers cette entréestatic func find_site(m: WorldMap, rng: RandomNumberGenerator, type: String, apart: float, unserved: Array) -> Vector3iA plant that needs every input (Data.INDUSTRY "needs_all") goes where it reaches makers of as many of its inputs as it can. A kind that stands by a town (a printing works) goes at the edge of one of the biggest. (x, y) is the north-west tile and z the level it stands at; z is -1 when no usable site turned up.
- Paramètres
m: WorldMaprng: RandomNumberGeneratortype: Stringapart: floatunserved: Array
- Valeur renvoyée
Vector3i
scripts/sim/world_gen.gd:144WorldGen.put_industrystatic funcPut an industry oftypewith ididonspot(from find_site): the ground under it flattened to its level (the corners only: the caller works out the rest), added to the map's list and its tiles.Lien vers cette entréestatic func put_industry(m: WorldMap, id: int, type: String, spot: Vector3i) -> IndustryReturns it.
- Paramètres
m: WorldMapid: inttype: Stringspot: Vector3i
- Valeur renvoyée
Industry
scripts/sim/world_gen.gd:162WorldGen._site_levelstatic funcThe level asitekind of industry would stand at with its north-west tile on (x, y): 0 at sea, the flattened ground level ashore, -1 where it can't go.Lien vers cette entréestatic func _site_level(m: WorldMap, site: String, x: int, y: int) -> int- Paramètres
m: WorldMapsite: Stringx: inty: int
- Valeur renvoyée
int
scripts/sim/world_gen.gd:178WorldGen.unserved_feedersstatic funcIndustries making somethingtypeaccepts that have no taker within FEED_MAX tiles yet.Lien vers cette entréestatic func unserved_feeders(m: WorldMap, type: String) -> ArrayFor a plant that needs every input, all of them, taken or not: it can't work on one alone.
- Paramètres
m: WorldMaptype: String
- Valeur renvoyée
Array
- Appelle
Data.accepts
scripts/sim/world_gen.gd:189WorldGen._feeders_of_ownstatic funcIndustries making somethingtypeaccepts that have no industry oftypewithin FEED_MAX tiles: for a second customer of a cargo (a paper mill, where the forests already have a sawmill).Lien vers cette entréestatic func _feeders_of_own(m: WorldMap, type: String) -> Array- Paramètres
m: WorldMaptype: String
- Valeur renvoyée
Array
- Appelle
Data.accepts
scripts/sim/world_gen.gd:225WorldGen._site_near_feedersstatic funcA site FEED_MIN..FEED_MAX tiles from a producer inunservedand at leastaparttiles from any othertype: the best of several usable ones, counting how many such producers each would serve (for a plant that needs every input, how many of its inputs they make), then how far it keeps from its own kind.Lien vers cette entréestatic func _site_near_feeders(m: WorldMap, rng: RandomNumberGenerator, site: String, type: String, apart: float, unserved: Array) -> Vector3iz is -1 when none turned up.
- Paramètres
m: WorldMaprng: RandomNumberGeneratorsite: Stringtype: Stringapart: floatunserved: Array
- Valeur renvoyée
Vector3i
- Appelle
Data.accepts
scripts/sim/world_gen.gd:239WorldGen._site_spreadstatic funcA usable site anywhere on the map: of SPREAD_TRIES random ones, the farthest from other industries oftype(best-candidate sampling, which spreads them out without a hard rule that could leave one unplaced).Lien vers cette entréestatic func _site_spread(m: WorldMap, rng: RandomNumberGenerator, site: String, type: String) -> Vector3iz is -1 when no usable site turned up.
- Paramètres
m: WorldMaprng: RandomNumberGeneratorsite: Stringtype: String
- Valeur renvoyée
Vector3i
scripts/sim/world_gen.gd:286WorldGen._site_by_townstatic funcA site by one of the TOWN_SITE_TOWNS biggest towns, at leastaparttiles from any othertype: the usable one nearest the centre of the biggest town that has any within TOWN_SITE_MAX tiles, so it stands at the edge of town or in a gap inside it.Lien vers cette entréestatic func _site_by_town(m: WorldMap, rng: RandomNumberGenerator, type: String, apart: float) -> Vector3iz is -1 when none turned up.
- Paramètres
m: WorldMaprng: RandomNumberGeneratortype: Stringapart: float
- Valeur renvoyée
Vector3i
scripts/sim/world_gen.gd:309WorldGen.level_groundstatic funcThe ground of an industry put down where the land is already shaped (one opening during the game, or one by a town once the towns are founded): no trees on it or around it, its corners at the level put_industry flattened them to, and its tiles looked at again.Lien vers cette entréestatic func level_ground(m: WorldMap, ind: Industry) -> Rect2iReturns the tiles that changed.
- Paramètres
m: WorldMapind: Industry
- Valeur renvoyée
Rect2i
- Appelle
TerrainGen.classify_tile
scripts/sim/world_gen.gd:334WorldGen._gap_to_kindstatic funcDistance fromcto the nearest industry oftype, INF when there is none yet.Lien vers cette entréestatic func _gap_to_kind(m: WorldMap, type: String, c: Vector2) -> float- Paramètres
m: WorldMaptype: Stringc: Vector2
- Valeur renvoyée
float
scripts/sim/world_gen.gd:348WorldGen._sea_site_okstatic funcOffshore: open water all over the footprint and a margin, with a shore close enough for a dock.Lien vers cette entréestatic func _sea_site_ok(m: WorldMap, x: int, y: int) -> bool- Paramètres
m: WorldMapx: inty: int
- Valeur renvoyée
bool
scripts/sim/world_gen.gd:357WorldGen._near_coaststatic funcA harbour sits on the shore: open water within a couple of tiles of its footprint.Lien vers cette entréestatic func _near_coast(m: WorldMap, x: int, y: int) -> bool- Paramètres
m: WorldMapx: inty: int
- Valeur renvoyée
bool
scripts/sim/world_gen.gd:380WorldGen._industry_site_levelstatic funcReturns the level the footprint can be flattened to, or -1 if the site is unusable.Lien vers cette entréestatic func _industry_site_level(m: WorldMap, x: int, y: int) -> intFlattening only lowers corners by one, and only where that keeps neighbours within one level.
- Paramètres
m: WorldMapx: inty: int
- Valeur renvoyée
int
scripts/sim/world_gen.gd:391WorldGen._site_clearstatic funcNothing built on the footprint of an industry with its north-west tile on (x, y), or by it: no road, track, bridge or tunnel within a tile (flattening reshapes the ground there), and no building, station or depot within BuildOps.INDUSTRY_GAP (the ground towns keep clear around industries).Lien vers cette entréestatic func _site_clear(m: WorldMap, x: int, y: int) -> boolThis is for industries opening during the game (RAIL-23): when the world is made, nothing is built yet but other industries, and those keep further apart than this anyway.
- Paramètres
m: WorldMapx: inty: int
- Valeur renvoyée
bool
scripts/sim/world_gen.gd:419WorldGen._name_industriesstatic funcLien vers cette entréestatic func _name_industries(m: WorldMap) -> void- Paramètres
m: WorldMap
- Valeur renvoyée
void
Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/world_gen.gd:433WorldGen.industry_namestatic funcAn industry is named after the nearest town: "Ashford Coal Mine".Lien vers cette entréestatic func industry_name(m: WorldMap, ind: Industry) -> String- Paramètres
m: WorldMapind: Industry
- Valeur renvoyée
String
scripts/sim/world_gen.gd:439WorldGen._place_townsstatic funcLien vers cette entréestatic func _place_towns(m: WorldMap, rng: RandomNumberGenerator, density: float = 1.0, opts: Dictionary = {}) -> void- Paramètres
m: WorldMaprng: RandomNumberGeneratordensity: float = 1.0opts: Dictionary = {}
- Valeur renvoyée
void
- Appelle
L.t,Town.pick_style
Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/world_gen.gd:453WorldGen._town_site_okstatic funcLien vers cette entréestatic func _town_site_ok(m: WorldMap, x: int, y: int, spacing: float = 22.0, industry_clear: float = TOWN_INDUSTRY_MIN) -> bool- Paramètres
m: WorldMapx: inty: intspacing: float = 22.0industry_clear: float = TOWN_INDUSTRY_MIN
- Valeur renvoyée
bool
- Appelle
BuildOps.can_build_house
Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/world_gen.gd:481WorldGen._town_namestatic funcLien vers cette entréestatic func _town_name(rng: RandomNumberGenerator, used: Dictionary) -> String- Paramètres
rng: RandomNumberGeneratorused: Dictionary
- Valeur renvoyée
String
- Appelle
Data.town_prefixes,Data.town_suffixes,L.t
Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/world_gen.gd:502WorldGen._clear_treesstatic funcLien vers cette entréestatic func _clear_trees(m: WorldMap) -> void- Paramètres
m: WorldMap
- Valeur renvoyée
void
Cette entrée ne décrit pas encore le comportement.
Déclaré dansscripts/sim/world_gen.gd:517
Options des fichiers
Les noms de champs respectent la casse. Les sections liées donnent des exemples et expliquent l’usage de chaque fichier.
| Fichier ou section | Champs obligatoires | Champs facultatifs |
|---|---|---|
mod.json | id | name, version, author, description |
data.json → vehicles.<id> | name, kind, cargos, speed, cost et run. Utilise look ou model, puis max_wagons pour le rail ou cap pour les autres véhicules. | desc, year, rel, electric, steam, length |
data.json → cargo.<id> | Identifiant de cargaison existant | rate, days |
data.json → town_names | Aucun | prefixes, suffixes, replace |
data.json → company_names | Liste de noms | Aucun |
maps/<name>.json | Aucun | name, description, settings |
Dans settings, tu peux définir w et h (64, 128, 256, 512, 1024), year (1950, 1960, 1970, 1980, 1990, 2000), ainsi que towns, industries, rough et water (indices de 0 à 3). rough va de plat à montagneux. water va de bas à îles, en passant par normal et haut.
Le booléen steam active les effets et le comportement propres aux locomotives à vapeur. length indique la longueur du modèle personnalisé en cases.
Le dictionnaire Sim.options contient cost, blocking, ai_level, max_loan, depots, breakdowns et goal. Ce sont des options de simulation. Pour les mods de cartes, utilise les champs de settings ci-dessus.
Identifiants de cargaison
| ID | Nom |
|---|---|
pax | Passengers |
coal | Coal |
wood | Wood |
grain | Grain |
oil | Oil |
goods | Goods |
food | Food |
iron_ore | Iron ore |
steel | Steel |
fish | Fish |
mail | |
plastics | Plastics |
waste | Waste |
electronics | Electronics |
cars | Cars |
paper | Paper |
news | Newspapers |
Modèles du jeu de base
| ID | Nom | Type |
|---|---|---|
cargoplane | Pelican Freighter | air |
cargoprop | Stork Cargo Prop | air |
eplane | Breeze Electric Commuter | air |
h2liner | Aurora H2 Airliner | air |
jet | Albatross Jet | air |
jumbo | Condor Jumbo | air |
mailplane | Petrel Mailplane | air |
narrowbody | Falcon Narrowbody | air |
prop | Skylark Prop | air |
regional | Swift Regional Jet | air |
superjumbo | Leviathan Double-Deck | air |
supersonic | Arrow Supersonic | air |
turboprop | Kittiwake Turboprop | air |
widebody | Osprey Widebody | air |
diesel | Meridian Diesel | rail |
efreight | Tempest Electric Freight | rail |
electric | Aurora Electric | rail |
express | Vanguard Express | rail |
heavydiesel | Ironclad Freight Diesel | rail |
hst | Swift High-Speed | rail |
hydrogen | Zephyr Hydrogen | rail |
mogul | Highland Mogul | rail |
railcar | Sparrow Railcar | rail |
steam | Kestrel Steam | rail |
tank | Brigand Tank Engine | rail |
tilting | Swallow Tilting Express | rail |
artbus | Comet Articulated | road |
bus | Comet City Bus | road |
bus2 | Comet Coach | road |
cartruck | Atlas Car Transporter | road |
ddbus | Comet Double-Decker | road |
ebus | Volt Electric Bus | road |
etruck | Volt Electric Truck | road |
roadtrain | Titan Road Train | road |
truck | Atlas Hauler | road |
truck2 | Atlas Hauler Mk II | road |
truck3 | Atlas Hauler Mk III | road |
bulker | Granite Bulk Carrier | water |
container | Atlas Box Carrier | water |
eferry | Ripple Electric Ferry | water |
ferry | Gull Ferry | water |
freighter | Tern Freighter | water |
hydrofoil | Skimmer Hydrofoil | water |
liner | Majestic Liner | water |
tanker | Petrel Tanker | water |