API delle mod

Consulta le opzioni dei file e le classi degli script che gestiscono la simulazione.

Simboli degli script

L’indice elenca funzioni, proprietà, segnali, costanti ed enumerazioni con nome delle classi della simulazione e delle mod. Le firme e i commenti del codice sono in inglese. Mod definisce i punti di ingresso degli script. Le altre classi e i membri con trattino basso iniziale possono cambiare tra le versioni.

Risultati

Mod

  • Mod.info varMetadata for the loaded mod.
    Link a questa vocevar info := {}

    Common keys are id, name, version, author, description, and path. Use this to inspect which copy was loaded.

    Dichiarato in scripts/core/mod.gd:21
  • Mod._on_load funcRuns after Fourways reapplies enabled mods, including after a rescan.
    Link a questa vocefunc _on_load() -> void

    Read mod files or initialize settings here. Use _on_new_game or _on_game_loaded for work that needs a simulation.

    Valore restituito
    void
    Dichiarato in scripts/core/mod.gd:25
  • Mod._on_new_game funcA new game has been created (world generated, companies founded), before the first day.
    Link a questa vocefunc _on_new_game(_sim: Sim) -> void
    Parametri
    • _sim: Sim
    Valore restituito
    void
    Dichiarato in scripts/core/mod.gd:30
  • Mod._on_game_loaded funcA saved game has been loaded.
    Link a questa vocefunc _on_game_loaded(_sim: Sim) -> void
    Parametri
    • _sim: Sim
    Valore restituito
    void
    Dichiarato in scripts/core/mod.gd:35
  • Mod._on_day funcRuns once for each simulated calendar day after daily town, competitor and vehicle updates, and before the daily goal checks and month-end bookkeeping.
    Link a questa vocefunc _on_day(_sim: Sim) -> void

    Read sim.day_int for the day that has just started.

    Parametri
    • _sim: Sim
    Valore restituito
    void
    Dichiarato in scripts/core/mod.gd:40
  • Mod._on_month funcRuns at the month boundary after Fourways closes the previous month’s accounts.
    Link a questa vocefunc _on_month(_sim: Sim) -> void

    Money credited here is recorded in the new month.

    Parametri
    • _sim: Sim
    Valore restituito
    void

    Esempio

    func _on_month(sim: Sim) -> void:
        sim.company.earn(500)
        news(sim, L.t("Monthly transport grant"), "good")
    Dichiarato in scripts/core/mod.gd:45
  • Mod._on_year funcAt the start of every year; year is the one that has just ended.
    Link a questa vocefunc _on_year(_sim: Sim, _year: int) -> void
    Parametri
    • _sim: Sim
    • _year: int
    Valore restituito
    void
    Dichiarato in scripts/core/mod.gd:50
  • Mod._on_delivery funcRuns after a vehicle earns a fare by delivering cargo.
    Link a questa vocefunc _on_delivery(_sim: Sim, _vehicle: Vehicle, _station: Station, _amount: int) -> void

    amount is the total payment for that unload, in game dollars. It is not the number of units delivered or a per-cargo breakdown.

    Parametri
    • _sim: Sim
    • _vehicle: Vehicle
    • _station: Station
    • _amount: int
    Valore restituito
    void
    Dichiarato in scripts/core/mod.gd:55
  • Mod._on_vehicle_bought funcA vehicle has been bought.
    Link a questa vocefunc _on_vehicle_bought(_sim: Sim, _vehicle: Vehicle) -> void
    Parametri
    • _sim: Sim
    • _vehicle: Vehicle
    Valore restituito
    void
    Dichiarato in scripts/core/mod.gd:60
  • Mod._on_station_built funcA station has been built (or extended).
    Link a questa vocefunc _on_station_built(_sim: Sim, _station: Station) -> void
    Parametri
    • _sim: Sim
    • _station: Station
    Valore restituito
    void
    Dichiarato in scripts/core/mod.gd:65
  • Mod._on_news funcRuns before a news item is posted.
    Link a questa vocefunc _on_news(_sim: Sim, _item: Dictionary) -> bool

    Return false to suppress it or true to let it proceed through the other active mods. The item includes text, kind, pos, and day. Posting news from this hook calls the hook again.

    Parametri
    • _sim: Sim
    • _item: Dictionary
    Valore restituito
    bool
    Dichiarato in scripts/core/mod.gd:70
  • Mod._save funcReturns the mod’s persistent state as a dictionary of plain values.
    Link a questa vocefunc _save(_sim: Sim) -> Dictionary

    An empty dictionary is omitted, so _load will not run for that save. Return the data rather than writing a separate file.

    Parametri
    • _sim: Sim
    Valore restituito
    Dictionary
    Dichiarato in scripts/core/mod.gd:76
  • Mod._load funcRestores this mod’s data before _on_game_loaded.
    Link a questa vocefunc _load(_sim: Sim, _data: Dictionary) -> void

    Called 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.

    Parametri
    • _sim: Sim
    • _data: Dictionary
    Valore restituito
    void
    Dichiarato in scripts/core/mod.gd:80
  • Mod.news funcPost a news item ("good", "info", "warn" or "bad").
    Link a questa vocefunc news(sim: Sim, text: String, kind: String = "info", at: Vector2 = Vector2(-1, -1)) -> void

    at is a tile to jump to when it's clicked.

    Parametri
    • sim: Sim
    • text: String
    • kind: String = "info"
    • at: Vector2 = Vector2(-1, -1)
    Valore restituito
    void
    Dichiarato in scripts/core/mod.gd:87
  • Mod.note funcWrite a line to the game's log, tagged with the mod's id.
    Link a questa vocefunc note(text: String) -> void
    Parametri
    • text: String
    Valore restituito
    void
    Dichiarato in scripts/core/mod.gd:92
  • Mod.path funcA file inside the mod's folder, e.g.
    Link a questa vocefunc path(file: String) -> String

    path("data/extra.json").

    Parametri
    • file: String
    Valore restituito
    String
    Dichiarato in scripts/core/mod.gd:97

Sim

  • Sim.news_posted signal{"text", "kind": good|info|warn|bad, "pos": Vector2, "day"[, "veh"][, "urgent"][, "world"]}
    Link a questa vocesignal news_posted(item: Dictionary)
    Parametri
    • item: Dictionary
    Valore restituito
    signal news_posted(item: Dictionary)
    Dichiarato in scripts/sim/sim.gd:6
  • Sim.income signal
    Link a questa vocesignal income(vehicle: Vehicle, station: Station, amount: int)
    Parametri
    • vehicle: Vehicle
    • station: Station
    • amount: int
    Valore restituito
    signal income(vehicle: Vehicle, station: Station, amount: int)

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/sim.gd:7
  • Sim.vehicles_changed signal
    Link a questa vocesignal vehicles_changed
    Valore restituito
    signal vehicles_changed

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/sim.gd:8
  • Sim.company_bankrupt signal
    Link a questa vocesignal company_bankrupt(c: Company)
    Parametri
    • c: Company
    Valore restituito
    signal company_bankrupt(c: Company)

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/sim.gd:9
  • Sim.SPEEDS const
    Link a questa voceconst SPEEDS := [0, 1, 2, 4, 8]

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/sim.gd:11
  • Sim.map varThe live world map.
    Link a questa vocevar map: WorldMap

    Use it to read towns, industries, stations, and terrain. Use simulation construction methods when changing infrastructure.

    Dichiarato in scripts/sim/sim.gd:13
  • Sim.companies varThe companies in the current simulation, including the player.
    Link a questa vocevar companies: Array[Company] = []

    Compare a vehicle or station’s owner with a company object to filter its assets.

    Dichiarato in scripts/sim/sim.gd:14
  • Sim.company varThe player’s company.
    Link a questa vocevar company: Company

    Use its id for council ratings and its earn() and spend() methods to record changes in the accounts.

    Dichiarato in scripts/sim/sim.gd:15
  • Sim.vehicles varThe vehicles active in the current simulation.
    Link a questa vocevar vehicles: Array[Vehicle] = []

    Use buying and selling methods to manage ownership and accounting.

    Dichiarato in scripts/sim/sim.gd:16
  • Sim.next_vehicle_id var
    Link a questa vocevar next_vehicle_id := 1

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/sim.gd:17
  • Sim.seed_value var
    Link a questa vocevar seed_value := 0

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/sim.gd:18
  • Sim.rng varThe simulation’s seeded random-number generator.
    Link a questa vocevar rng := RandomNumberGenerator.new()

    Calls advance the same random stream the simulation uses.

    Dichiarato in scripts/sim/sim.gd:19
  • Sim.day var
    Link a questa vocevar day := 0.0

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/sim.gd:20
  • Sim.day_int var
    Link a questa vocevar day_int := 0

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/sim.gd:21
  • Sim.speed var
    Link a questa vocevar speed := 1

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/sim.gd:22
  • Sim.news var
    Link a questa vocevar news: Array = []

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/sim.gd:23
  • Sim.ais varAI controllers (see ai.gd)
    Link a questa vocevar ais: Array = []Dichiarato in scripts/sim/sim.gd:24
  • Sim.options varGame 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".
    Link a questa vocevar 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).

    Dichiarato in scripts/sim/sim.gd:29
  • Sim.occupied varsignal block id -> Vehicle (realistic blocking only)
    Link a questa vocevar occupied := {}Dichiarato in scripts/sim/sim.gd:30
  • Sim.CRASH_R constTrain crashes (see _check_crashes).
    Link a questa voceconst CRASH_R := 0.25

    Not 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

    Dichiarato in scripts/sim/sim.gd:33
  • Sim.CRASH_STEP constthe most a train moves between two crash checks
    Link a questa voceconst CRASH_STEP := 0.2Dichiarato in scripts/sim/sim.gd:34
  • Sim.CRASH_CELL constmap cells (in tiles) for finding trains near each other
    Link a questa voceconst CRASH_CELL := 8.0Dichiarato in scripts/sim/sim.gd:35
  • Sim._touching var"id:id" -> true: trains overlapping at the last check that didn't crash
    Link a questa vocevar _touching := {}Dichiarato in scripts/sim/sim.gd:36
  • Sim._checked varvehicle id -> true: trains taking part in the last check
    Link a questa vocevar _checked := {}Dichiarato in scripts/sim/sim.gd:37
  • Sim.WRECK_DAYS constCrashed 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}}].
    Link a questa voceconst WRECK_DAYS := 20.0

    Trains stop short of a wreck's tiles (see wreck_tiles). Not saved.

    Dichiarato in scripts/sim/sim.gd:41
  • Sim.wrecks var
    Link a questa vocevar wrecks: Array = []

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/sim.gd:42
  • Sim.wreck_tiles varVector2i -> true: track blocked by a wreck
    Link a questa vocevar wreck_tiles := {}Dichiarato in scripts/sim/sim.gd:43
  • Sim.road_at varQueues (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.
    Link a questa vocevar road_at := PackedInt32Array()

    Road vehicles by the tile their front is in, as lists threaded through road_next, so each one only looks at the few near it. tile index -> index in road_list of a road vehicle there (-1: none)

    Dichiarato in scripts/sim/sim.gd:47
  • Sim.road_list var
    Link a questa vocevar road_list: Array[Vehicle] = []

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/sim.gd:48
  • Sim.road_next varindex in road_list -> the next one in the same tile (-1: none)
    Link a questa vocevar road_next := PackedInt32Array()Dichiarato in scripts/sim/sim.gd:49
  • Sim._road_tiles varthe tiles set in road_at, to clear again
    Link a questa vocevar _road_tiles := PackedInt32Array()Dichiarato in scripts/sim/sim.gd:50
  • Sim.ships_at vartile -> a ship whose front is in it
    Link a questa vocevar ships_at := {}Dichiarato in scripts/sim/sim.gd:51
  • Sim.stands varStation -> aircraft on the ground there or coming in to land
    Link a questa vocevar stands := {}Dichiarato in scripts/sim/sim.gd:52
  • Sim.holding_over varStation -> aircraft holding over it
    Link a questa vocevar holding_over := {}Dichiarato in scripts/sim/sim.gd:53
  • Sim.missing_mods varAfter 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.
    Link a questa vocevar missing_mods: Array = []Dichiarato in scripts/sim/sim.gd:56
  • Sim.dropped_vehicles var
    Link a questa vocevar dropped_vehicles := 0

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/sim.gd:57
  • Sim.undo varThe player's last construction actions, for Ctrl+Z (see undo.gd).
    Link a questa vocevar undo := UndoStack.new()

    Not saved.

    Dichiarato in scripts/sim/sim.gd:59
  • Sim.goals varfirst steps, achievements and the company goal (RAIL-25)
    Link a questa vocevar goals := Goals.new()Dichiarato in scripts/sim/sim.gd:60
  • Sim.opportunities varsubsidies and town requests (RAIL-24)
    Link a questa vocevar opportunities := Opportunities.new()Dichiarato in scripts/sim/sim.gd:61
  • Sim.lines varThe player's lines: vehicles sharing one order list (see line.gd).
    Link a questa vocevar lines: Array = []Dichiarato in scripts/sim/sim.gd:63
  • Sim.next_line_id var
    Link a questa vocevar next_line_id := 1

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/sim.gd:64
  • Sim.next_industry_id varIndustries open and close during the game (RAIL-23, IndustryLife).
    Link a questa vocevar next_industry_id := 0

    Ids are never used twice, so nothing that remembers a closed industry's id mistakes a new one for it (see new_industry_id).

    Dichiarato in scripts/sim/sim.gd:67
  • Sim.industry_target varHow many industries the map started with (counted at the first month end): openings and closures lean back toward it.
    Link a questa vocevar industry_target := 0Dichiarato in scripts/sim/sim.gd:70
  • Sim.industry_room varThe room the map has for industries (WorldGen.industry_room), worked out when first needed.
    Link a questa vocevar industry_room := Vector2i(-1, -1)

    Not saved: the coast hardly moves in a game.

    Dichiarato in scripts/sim/sim.gd:73
  • Sim.introduce_wait varA new era's kinds of industry that found no site (IndustryLife._introduce): type -> the game day before which they are not tried again.
    Link a questa vocevar introduce_wait := {}

    Not saved.

    Dichiarato in scripts/sim/sim.gd:76
  • Sim.create static funcA brand-new game from setup parameters (see the new-game screen for the keys).
    Link a questa vocestatic func create(params: Dictionary) -> Sim
    Parametri
    • params: Dictionary
    Valore restituito
    Sim
    Chiama
    WorldGen.generate, Calendar.day_of_year_start, AiPlayer.create_competitors, Mods.hook
    Dichiarato in scripts/sim/sim.gd:80
  • Sim._init func
    Link a questa vocefunc _init(p_seed: int, size: int = Const.MAP_SIZE, generate: bool = true, size_h: int = -1) -> void
    Parametri
    • p_seed: int
    • size: int = Const.MAP_SIZE
    • generate: bool = true
    • size_h: int = -1
    Valore restituito
    void
    Chiama
    WorldGen.generate, L.t

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/sim.gd:110
  • Sim.date_text funcFormats the current simulation day for display using the active language.
    Link a questa vocefunc date_text() -> String

    For date calculations use day_int or year().

    Valore restituito
    String
    Chiama
    Calendar.format
    Dichiarato in scripts/sim/sim.gd:121
  • Sim.year funcReturns the calendar year of day_int.
    Link a questa vocefunc year() -> int

    Use it for year-based rules instead of dividing the elapsed day count by 365.

    Valore restituito
    int
    Chiama
    Calendar.from_day
    Dichiarato in scripts/sim/sim.gd:125
  • Sim.tick funcAdvance by real seconds at the current game speed.
    Link a questa vocefunc tick(real_dt: float) -> void
    Parametri
    • real_dt: float
    Valore restituito
    void
    Dichiarato in scripts/sim/sim.gd:132
  • Sim.advance funcAdvance by dd game days.
    Link a questa vocefunc advance(dd: float) -> void
    Parametri
    • dd: float
    Valore restituito
    void
    Dichiarato in scripts/sim/sim.gd:139
  • Sim._update_occupancy funcWhich track blocks trains are standing in (only matters with realistic blocking).
    Link a questa vocefunc _update_occupancy() -> void

    Since RAIL-80 junctions are blocks too, so this runs without signals as well.

    Valore restituito
    void
    Dichiarato in scripts/sim/sim.gd:162
  • Sim._index_queues funcWhere road vehicles, ships and aircraft are, for the queues (RAIL-26).
    Link a questa vocefunc _index_queues() -> void

    One 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.

    Valore restituito
    void
    Dichiarato in scripts/sim/sim.gd:206
  • Sim.claim_stand funcWhether a plane may land at airport st now (RAIL-26), and if so it is counted in: fewer than Vehicle.STANDS aircraft are on the ground there or coming in to land.
    Link a questa vocefunc claim_stand(st: Station, holding: bool) -> bool

    One already holding goes before one only just arriving.

    Parametri
    • st: Station
    • holding: bool
    Valore restituito
    bool
    Dichiarato in scripts/sim/sim.gd:252
  • Sim._rail_steps funcHow many steps to move the trains in this frame, so none goes further than CRASH_STEP in one.
    Link a questa vocefunc _rail_steps(dd: float) -> int

    Only 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).

    Parametri
    • dd: float
    Valore restituito
    int
    Dichiarato in scripts/sim/sim.gd:263
  • Sim._check_crashes funcTrains on the same track crash (with realistic blocking): when a train's nose runs into another train, both are wrecked.
    Link a questa vocefunc _check_crashes() -> void

    Signals 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.

    Valore restituito
    void
    Dichiarato in scripts/sim/sim.gd:298
  • Sim._contact funcWhere the nose of train a touches the body of train b on the same level (not one on a bridge over the other), or null.
    Link a questa vocefunc _contact(a: Dictionary, b: Dictionary) -> Variant

    a and b are entries of _check_crashes' list.

    Parametri
    • a: Dictionary
    • b: Dictionary
    Valore restituito
    Variant
    Dichiarato in scripts/sim/sim.gd:346
  • Sim._crash funcTwo trains have run into each other at at: both are wrecked, with all they carried.
    Link a questa vocefunc _crash(a: Vehicle, b: Vehicle, at: Vector2) -> void
    Parametri
    • a: Vehicle
    • b: Vehicle
    • at: Vector2
    Valore restituito
    void
    Chiama
    Station.nearest_town, L.t
    Dichiarato in scripts/sim/sim.gd:374
  • Sim._dir_index static func
    Link a questa vocestatic func _dir_index(v: Vector2) -> int
    Parametri
    • v: Vector2
    Valore restituito
    int

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/sim.gd:403
  • Sim._on_day func
    Link a questa vocefunc _on_day() -> void
    Valore restituito
    void
    Chiama
    Economy.produce, IndustryLife.near_wind_farm, Calendar.from_day, Mods.hook, Economy.monthly, IndustryLife.monthly, Data.intros, Data.model, L.t, L.lower

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/sim.gd:409
  • Sim._growth_context funcWhat a town's land values depend on: stations with recent passenger service and nearby industry.
    Link a questa vocefunc _growth_context(t: Town) -> Dictionary
    Parametri
    • t: Town
    Valore restituito
    Dictionary
    Dichiarato in scripts/sim/sim.gd:471
  • Sim._new_era funcA 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).
    Link a questa vocefunc _new_era(era: Dictionary) -> void
    Parametri
    • era: Dictionary
    Valore restituito
    void
    Chiama
    Data.retiring, L.t, Data.era_changes
    Dichiarato in scripts/sim/sim.gd:492
  • Sim.sync_era funcMove 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.
    Link a questa vocefunc sync_era() -> void

    Stations look again at what they accept and supply.

    Valore restituito
    void
    Chiama
    Data.era_index
    Dichiarato in scripts/sim/sim.gd:504
  • Sim._match_days funcStadiums hold a match once a month, each on its own day (see match_offset).
    Link a questa vocefunc _match_days() -> void

    The 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.

    Valore restituito
    void
    Chiama
    Economy.shares, L.t
    Dichiarato in scripts/sim/sim.gd:516
  • Sim.match_offset static funcThe day in each 30 a stadium standing at t (its north-west tile) holds its match: the match is on the days where (day + this) is a multiple of 30.
    Link a questa vocestatic func match_offset(t: Vector2i) -> int

    TownLife shows the fans walking to it then.

    Parametri
    • t: Vector2i
    Valore restituito
    int
    Dichiarato in scripts/sim/sim.gd:546
  • Sim._update_town_service func
    Link a questa vocefunc _update_town_service(t: Town) -> void
    Parametri
    • t: Town
    Valore restituito
    void

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/sim.gd:550
  • Sim._yearly func
    Link a questa vocefunc _yearly(old_year: int) -> void
    Parametri
    • old_year: int
    Valore restituito
    void
    Chiama
    IndustryLife.yearly, L.t, Fmt.money

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/sim.gd:559
  • Sim._check_bankruptcy funcMonth end: companies in the red are warned, draw on their credit (rivals), and after Data.BANKRUPT_MONTHS months go bankrupt.
    Link a questa vocefunc _check_bankruptcy() -> void
    Valore restituito
    void
    Chiama
    L.t
    Dichiarato in scripts/sim/sim.gd:578
  • Sim._go_bankrupt func
    Link a questa vocefunc _go_bankrupt(c: Company) -> void
    Parametri
    • c: Company
    Valore restituito
    void
    Chiama
    L.t, WorldMap.crossing_tiles

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/sim.gd:606
  • Sim.post_news funcveh: the id of the vehicle the news is about, if any (clicking the news opens it).
    Link a questa vocefunc post_news(text: String, kind: String, pos: Vector2, veh: int = 0, about: String = "", urgent: bool = false, world: bool = false) -> void

    about: 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.

    Parametri
    • text: String
    • kind: String
    • pos: Vector2
    • veh: int = 0
    • about: String = ""
    • urgent: bool = false
    • world: bool = false
    Valore restituito
    void
    Chiama
    Mods.allow_news
    Dichiarato in scripts/sim/sim.gd:671
  • Sim.post_world_news funcNews about the world rather than the player's company: rivals' new lines, other towns' requests coming and going, industries opening and closing.
    Link a questa vocefunc post_world_news(text: String, kind: String, pos: Vector2, about: String = "") -> void

    It 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.

    Parametri
    • text: String
    • kind: String
    • pos: Vector2
    • about: String = ""
    Valore restituito
    void
    Dichiarato in scripts/sim/sim.gd:692
  • Sim.new_industry_id funcAn 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.
    Link a questa vocefunc new_industry_id() -> int
    Valore restituito
    int
    Dichiarato in scripts/sim/sim.gd:698
  • Sim.vehicle_by_id funcThe vehicle with this id, or null.
    Link a questa vocefunc vehicle_by_id(id: int) -> Vehicle
    Parametri
    • id: int
    Valore restituito
    Vehicle
    Dichiarato in scripts/sim/sim.gd:706
  • Sim.on_income func
    Link a questa vocefunc on_income(v: Vehicle, st: Station, amount: int) -> void
    Parametri
    • v: Vehicle
    • st: Station
    • amount: int
    Valore restituito
    void
    Chiama
    Mods.hook

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/sim.gd:713
  • Sim._with_money funcMarks a plan as unaffordable if the company can't pay for it.
    Link a questa vocefunc _with_money(p: Dictionary, who: Company) -> Dictionary
    Parametri
    • p: Dictionary
    • who: Company
    Valore restituito
    Dictionary
    Chiama
    L.t, Fmt.money
    Dichiarato in scripts/sim/sim.gd:721
  • Sim._ownership funcTrack and stations belonging to other companies can't be touched.
    Link a questa vocefunc _ownership(p: Dictionary, who: Company, tiles: Array) -> Dictionary
    Parametri
    • p: Dictionary
    • who: Company
    • tiles: Array
    Valore restituito
    Dictionary
    Chiama
    L.t
    Dichiarato in scripts/sim/sim.gd:734
  • Sim.preview_line funcChecks a path of adjacent road or rail tiles for construction, ownership, and affordability.
    Link a questa vocefunc preview_line(kind: String, pts: Array[Vector2i], who: Company = null) -> Dictionary

    Returns a plan with ok, reason and cost without laying track or spending money.

    Parametri
    • kind: String
    • pts: Array[Vector2i]
    • who: Company = null
    Valore restituito
    Dictionary
    Chiama
    BuildOps.plan_line
    Dichiarato in scripts/sim/sim.gd:754
  • Sim.build_line funcLays road or track along consecutive adjacent tiles and debits construction costs on success.
    Link a questa vocefunc build_line(kind: String, pts: Array[Vector2i], who: Company = null) -> Dictionary

    Pass at least two tiles as Array[Vector2i]. The return value is a construction plan, so check ok before using it.

    Parametri
    • kind: String
    • pts: Array[Vector2i]
    • who: Company = null
    Valore restituito
    Dictionary
    Chiama
    BuildOps.apply_line

    Esempio

    var tiles: Array[Vector2i] = [Vector2i(5, 6), Vector2i(6, 6)]
    var plan := sim.build_line("road", tiles)
    if not plan.ok:
        note(plan.reason)
    Dichiarato in scripts/sim/sim.gd:762
  • Sim.plan_route funcA line along pts (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.
    Link a questa vocefunc plan_route(kind: String, pts: Array[Vector2i], crossings: Array, who: Company = null) -> Dictionary

    Without 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).

    Parametri
    • kind: String
    • pts: Array[Vector2i]
    • crossings: Array
    • who: Company = null
    Valore restituito
    Dictionary
    Chiama
    BuildOps.plan_line, L.t, BuildOps.plan_bridge, BuildOps.plan_tunnel
    Dichiarato in scripts/sim/sim.gd:785
  • Sim._join_plan funcAdd a stretch's or crossing's plan to a route's (plan_route).
    Link a questa vocefunc _join_plan(p: Dictionary, part: Dictionary) -> void
    Parametri
    • p: Dictionary
    • part: Dictionary
    Valore restituito
    void
    Dichiarato in scripts/sim/sim.gd:835
  • Sim.preview_route funcReturns the cost and validity of a road or rail route that can include bridges or tunnels.
    Link a questa vocefunc preview_route(kind: String, pts: Array[Vector2i], crossings: Array, who: Company = null) -> Dictionary

    It runs the route planner and checks funds without building the route.

    Parametri
    • kind: String
    • pts: Array[Vector2i]
    • crossings: Array
    • who: Company = null
    Valore restituito
    Dictionary
    Dichiarato in scripts/sim/sim.gd:853
  • Sim.build_route funcBuild a route planned by preview_route: every stretch and crossing exactly as previewed, paid for at once, and taken back by one undo.
    Link a questa vocefunc build_route(kind: String, pts: Array[Vector2i], crossings: Array, who: Company = null) -> Dictionary
    Parametri
    • kind: String
    • pts: Array[Vector2i]
    • crossings: Array
    • who: Company = null
    Valore restituito
    Dictionary
    Chiama
    BuildOps.apply_crossing, BuildOps.apply_line
    Dichiarato in scripts/sim/sim.gd:860
  • Sim.preview_station funcChecks placement, ownership, council permission, and affordability for a new station or extension.
    Link a questa vocefunc preview_station(kind: String, pts: Array[Vector2i], axis: int, who: Company = null) -> Dictionary

    Returns a plan without building the station.

    Parametri
    • kind: String
    • pts: Array[Vector2i]
    • axis: int
    • who: Company = null
    Valore restituito
    Dictionary
    Chiama
    BuildOps.plan_station, Station.nearest_town
    Dichiarato in scripts/sim/sim.gd:886
  • Sim.build_station funcBuilds or extends a station, charges the company, and fires Mod._on_station_built.
    Link a questa vocefunc build_station(kind: String, pts: Array[Vector2i], axis: int, who: Company = null) -> Dictionary

    Pass rail, road, dock, or air, a typed tile array, and an orientation. On success the plan includes the resulting station; on failure use reason.

    Parametri
    • kind: String
    • pts: Array[Vector2i]
    • axis: int
    • who: Company = null
    Valore restituito
    Dictionary
    Chiama
    BuildOps.apply_station, Mods.hook
    Dichiarato in scripts/sim/sim.gd:904
  • Sim.preview_bulldoze funcChecks which objects in the tile rectangle can be cleared by the company, and estimates the cost.
    Link a questa vocefunc preview_bulldoze(rect: Rect2i, who: Company = null) -> Dictionary

    Read the plan before calling build_bulldoze.

    Parametri
    • rect: Rect2i
    • who: Company = null
    Valore restituito
    Dictionary
    Chiama
    BuildOps.plan_bulldoze, BuildOps.bulldoze_target, L.t, WorldMap.crossing_tiles
    Dichiarato in scripts/sim/sim.gd:924
  • Sim.build_bulldoze funcClears the allowed parts of a tile rectangle, updates track ownership counts, and charges the company.
    Link a questa vocefunc build_bulldoze(rect: Rect2i, who: Company = null) -> Dictionary

    Removing scenery and buildings can affect town council ratings.

    Parametri
    • rect: Rect2i
    • who: Company = null
    Valore restituito
    Dictionary
    Chiama
    UndoStack.bulldoze_tiles, BuildOps.apply_bulldoze
    Dichiarato in scripts/sim/sim.gd:957
  • Sim.preview_crossing funcBridges (b is the far ramp) and tunnels (from hillside tile a).
    Link a questa vocefunc preview_crossing(kind: String, type: String, a: Vector2i, b: Vector2i, who: Company = null, style: String = "") -> Dictionary
    Parametri
    • kind: String
    • type: String
    • a: Vector2i
    • b: Vector2i
    • who: Company = null
    • style: String = ""
    Valore restituito
    Dictionary
    Chiama
    BuildOps.plan_bridge, BuildOps.plan_tunnel, L.t
    Dichiarato in scripts/sim/sim.gd:981
  • Sim.build_crossing funcBuilds a bridge between the ramp tiles or a tunnel from the hillside tile.
    Link a questa vocefunc build_crossing(kind: String, type: String, a: Vector2i, b: Vector2i, who: Company = null, style: String = "") -> Dictionary

    Pass bridge or tunnel for type. A successful plan contains the new crossing.

    Parametri
    • kind: String
    • type: String
    • a: Vector2i
    • b: Vector2i
    • who: Company = null
    • style: String = ""
    Valore restituito
    Dictionary
    Chiama
    UndoStack.terraform_tiles, BuildOps.apply_crossing
    Dichiarato in scripts/sim/sim.gd:992
  • Sim.preview_signal funcChecks placement, ownership, and cost for the signal action on a rail tile.
    Link a questa vocefunc preview_signal(t: Vector2i, who: Company = null) -> Dictionary

    Returns the plan without applying it.

    Parametri
    • t: Vector2i
    • who: Company = null
    Valore restituito
    Dictionary
    Chiama
    BuildOps.plan_signal
    Dichiarato in scripts/sim/sim.gd:1012
  • Sim.build_signal funcApplies the signal action to the rail tile after validating ownership and cost, and records the operation for undo.
    Link a questa vocefunc build_signal(t: Vector2i, who: Company = null) -> Dictionary
    Parametri
    • t: Vector2i
    • who: Company = null
    Valore restituito
    Dictionary
    Chiama
    BuildOps.apply_signal
    Dichiarato in scripts/sim/sim.gd:1019
  • Sim.preview_terraform funcChecks the cost and rules for raising or lowering a map corner.
    Link a questa vocefunc preview_terraform(corner: Vector2i, delta: int, who: Company = null) -> Dictionary

    It also rejects a plan if a vehicle occupies any affected tile.

    Parametri
    • corner: Vector2i
    • delta: int
    • who: Company = null
    Valore restituito
    Dictionary
    Chiama
    BuildOps.plan_terraform, L.t
    Dichiarato in scripts/sim/sim.gd:1030
  • Sim.build_terraform funcApplies an affordable height change to a map corner.
    Link a questa vocefunc build_terraform(corner: Vector2i, delta: int, who: Company = null) -> Dictionary

    A positive delta raises it and a negative one lowers it.

    Parametri
    • corner: Vector2i
    • delta: int
    • who: Company = null
    Valore restituito
    Dictionary
    Chiama
    UndoStack.terraform_tiles, BuildOps.apply_terraform
    Dichiarato in scripts/sim/sim.gd:1042
  • Sim.preview_level funcLevel the tiles in rect to corner height height as far as the rules allow (see BuildOps.plan_level): tiles under vehicles or belonging to other companies are left alone too.
    Link a questa vocefunc preview_level(rect: Rect2i, height: int, who: Company = null) -> Dictionary
    Parametri
    • rect: Rect2i
    • height: int
    • who: Company = null
    Valore restituito
    Dictionary
    Chiama
    L.t, BuildOps.plan_level
    Dichiarato in scripts/sim/sim.gd:1057
  • Sim.build_level funcLevels the eligible tiles in a rectangle to a target corner height, charges the construction cost, and records the change for undo.
    Link a questa vocefunc build_level(rect: Rect2i, height: int, who: Company = null) -> Dictionary

    Check the returned plan for skipped tiles.

    Parametri
    • rect: Rect2i
    • height: int
    • who: Company = null
    Valore restituito
    Dictionary
    Chiama
    UndoStack.terraform_tiles, BuildOps.apply_level
    Dichiarato in scripts/sim/sim.gd:1073
  • Sim._level_upsets_towns funcLevelling clears the trees on the tiles it reshapes, which the nearby councils mind the way they mind bulldozing them (see _bulldoze_upsets_towns).
    Link a questa vocefunc _level_upsets_towns(tiles: Array, who: Company) -> void
    Parametri
    • tiles: Array
    • who: Company
    Valore restituito
    void
    Chiama
    Station.nearest_town, L.t
    Dichiarato in scripts/sim/sim.gd:1090
  • Sim._bulldoze_upsets_towns funcKnocking down houses, tearing up town streets and clearing trees near a town hurts the company's standing with its council.
    Link a questa vocefunc _bulldoze_upsets_towns(r: Rect2i, who: Company) -> void

    Only 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.

    Parametri
    • r: Rect2i
    • who: Company
    Valore restituito
    void
    Chiama
    BuildOps.bulldoze_target, Station.nearest_town, L.t
    Dichiarato in scripts/sim/sim.gd:1109
  • Sim.council_news funcTell the player the moment a council turns against them (or comes round).
    Link a questa vocefunc council_news(t: Town, who: Company, was: float) -> void
    Parametri
    • t: Town
    • who: Company
    • was: float
    Valore restituito
    void
    Chiama
    L.t, Town.rating_name
    Dichiarato in scripts/sim/sim.gd:1141
  • Sim.council_refusal funcWhy a council refuses who near t, in words a player can act on.
    Link a questa vocefunc council_refusal(t: Town, who: Company) -> String
    Parametri
    • t: Town
    • who: Company
    Valore restituito
    String
    Chiama
    L.t, Town.rating_name, L.lower
    Dichiarato in scripts/sim/sim.gd:1153
  • Sim.town_action funcTown actions from the town window: "advertise", "trees" or "fund".
    Link a questa vocefunc town_action(t: Town, action: String, who: Company = null) -> Dictionary

    Returns {ok, reason, cost}.

    Parametri
    • t: Town
    • action: String
    • who: Company = null
    Valore restituito
    Dictionary
    Chiama
    L.t, Fmt.money
    Dichiarato in scripts/sim/sim.gd:1168
  • Sim.renew_vehicle funcCharges the owner the renewal price and resets the vehicle’s age, reliability, and last-service date.
    Link a questa vocefunc renew_vehicle(v: Vehicle, who: Company = null) -> Dictionary

    Check ok before reading the successful result’s cost.

    Parametri
    • v: Vehicle
    • who: Company = null
    Valore restituito
    Dictionary
    Chiama
    L.t, Fmt.money, Data.reliability
    Dichiarato in scripts/sim/sim.gd:1215
  • Sim.renew_price funcWhat renew_vehicle would charge for v right now.
    Link a questa vocefunc renew_price(v: Vehicle) -> int
    Parametri
    • v: Vehicle
    Valore restituito
    int
    Dichiarato in scripts/sim/sim.gd:1231
  • Sim.same_route static 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.
    Link a questa vocestatic func same_route(a: Vehicle, b: Vehicle) -> bool
    Parametri
    • a: Vehicle
    • b: Vehicle
    Valore restituito
    bool
    Dichiarato in scripts/sim/sim.gd:1239
  • Sim.vehicles_on_stops funcHow many of who's vehicles of kind call at exactly stops, in that order (wherever in the round each one starts), as same_route counts them.
    Link a questa vocefunc vehicles_on_stops(kind: String, stops: Array, who: Company) -> int
    Parametri
    • kind: String
    • stops: Array
    • who: Company
    Valore restituito
    int
    Dichiarato in scripts/sim/sim.gd:1258
  • Sim.route_vehicles funcEvery vehicle on v's route (see same_route), v included; for a vehicle on a line, every vehicle on that line.
    Link a questa vocefunc route_vehicles(v: Vehicle) -> Array
    Parametri
    • v: Vehicle
    Valore restituito
    Array
    Dichiarato in scripts/sim/sim.gd:1280
  • Sim.make_line funcTurn v's route into a line: v and every other vehicle of its company on the same route (see same_route) that isn't on a line yet join it.
    Link a questa vocefunc make_line(v: Vehicle, line_name: String = "") -> Line

    Returns the line.

    Parametri
    • v: Vehicle
    • line_name: String = ""
    Valore restituito
    Line
    Dichiarato in scripts/sim/sim.gd:1290
  • Sim.line_problem funcWhy v can't run ln's stops ("" when it can).
    Link a questa vocefunc line_problem(v: Vehicle, ln: Line) -> String
    Parametri
    • v: Vehicle
    • ln: Line
    Valore restituito
    String
    Chiama
    L.t
    Dichiarato in scripts/sim/sim.gd:1305
  • Sim.join_line funcPut v on line ln (it takes the line's stops).
    Link a questa vocefunc join_line(v: Vehicle, ln: Line) -> Dictionary

    Returns {"ok", "reason"}.

    Parametri
    • v: Vehicle
    • ln: Line
    Valore restituito
    Dictionary
    Dichiarato in scripts/sim/sim.gd:1314
  • Sim._put_on_line funcThe vehicle shares the line's order list and keeps heading for the stop it was heading for, when the line calls there too.
    Link a questa vocefunc _put_on_line(v: Vehicle, ln: Line) -> void
    Parametri
    • v: Vehicle
    • ln: Line
    Valore restituito
    void
    Dichiarato in scripts/sim/sim.gd:1327
  • Sim.leave_line funcTake v off its line: it keeps the stops as its own.
    Link a questa vocefunc leave_line(v: Vehicle) -> void
    Parametri
    • v: Vehicle
    Valore restituito
    void
    Dichiarato in scripts/sim/sim.gd:1340
  • Sim.set_line_orders funcGive line ln new stops (validated for every model running on it).
    Link a questa vocefunc set_line_orders(ln: Line, new_orders: Array) -> Dictionary

    The vehicles keep heading for the stop they were heading for where it is still on the line. Returns {"ok", "reason"}.

    Parametri
    • ln: Line
    • new_orders: Array
    Valore restituito
    Dictionary
    Dichiarato in scripts/sim/sim.gd:1350
  • Sim.set_vehicle_orders funcGive a vehicle new stops: its own, or (on a line) the whole line's.
    Link a questa vocefunc set_vehicle_orders(v: Vehicle, new_orders: Array, idx: int = -1) -> Dictionary

    Returns {"ok", "reason"}.

    Parametri
    • v: Vehicle
    • new_orders: Array
    • idx: int = -1
    Valore restituito
    Dictionary
    Dichiarato in scripts/sim/sim.gd:1381
  • Sim._stops_problem funcA line with no vehicles can still be checked for its stops: what check_orders asks of every model, without the model.
    Link a questa vocefunc _stops_problem(kind: String, stops: Array, who: Company) -> String
    Parametri
    • kind: String
    • stops: Array
    • who: Company
    Valore restituito
    String
    Chiama
    L.t
    Dichiarato in scripts/sim/sim.gd:1402
  • Sim.delete_line funcDelete a line: its vehicles keep running its stops, each on its own.
    Link a questa vocefunc delete_line(ln: Line) -> void
    Parametri
    • ln: Line
    Valore restituito
    void
    Dichiarato in scripts/sim/sim.gd:1419
  • Sim.buy_for_line funcBuy one more vehicle for line ln, like template (the same model, cargo and wagons).
    Link a questa vocefunc buy_for_line(ln: Line, template: Vehicle) -> Dictionary

    Returns buy_vehicle's answer.

    Parametri
    • ln: Line
    • template: Vehicle
    Valore restituito
    Dictionary
    Dichiarato in scripts/sim/sim.gd:1429
  • Sim.stop_line funcStop (or start again) every vehicle on a line.
    Link a questa vocefunc stop_line(ln: Line, stop: bool) -> void
    Parametri
    • ln: Line
    • stop: bool
    Valore restituito
    void
    Dichiarato in scripts/sim/sim.gd:1445
  • Sim.renew_line funcRenew every vehicle on a line that is past its working life.
    Link a questa vocefunc renew_line(ln: Line) -> Dictionary

    Returns {"n", "cost", "reason"}.

    Parametri
    • ln: Line
    Valore restituito
    Dictionary
    Dichiarato in scripts/sim/sim.gd:1454
  • Sim.line_by_id funcLooks for a line with the given ID in the simulation and returns null if no line matches.
    Link a questa vocefunc line_by_id(line_id: int) -> Line
    Parametri
    • line_id: int
    Valore restituito
    Line
    Dichiarato in scripts/sim/sim.gd:1470
  • Sim._index_of static func
    Link a questa vocestatic func _index_of(list: Array, st: Station, fallback: int) -> int
    Parametri
    • list: Array
    • st: Station
    • fallback: int
    Valore restituito
    int

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/sim.gd:1477
  • Sim._mark_served func
    Link a questa vocefunc _mark_served(v: Vehicle) -> void
    Parametri
    • v: Vehicle
    Valore restituito
    void

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/sim.gd:1487
  • Sim.route_text static funcA vehicle's route in a few words: "Ashford → Millbury".
    Link a questa vocestatic func route_text(v: Vehicle) -> String
    Parametri
    • v: Vehicle
    Valore restituito
    String
    Dichiarato in scripts/sim/sim.gd:1496
  • Sim.replace_plan funcWhat swapping v for a new model_id would take: the model must be of the same kind, on sale, able to carry what v carries and able to run its orders (wires for an electric train, a depot where depots are needed).
    Link a questa vocefunc replace_plan(v: Vehicle, model_id: String, checked: Dictionary = {}) -> Dictionary

    A 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". checked remembers the route checks between calls for vehicles of one route.

    Parametri
    • v: Vehicle
    • model_id: String
    • checked: Dictionary = {}
    Valore restituito
    Dictionary
    Chiama
    Data.has_model, Data.model, L.t, Data.available, Data.intro_year
    Dichiarato in scripts/sim/sim.gd:1513
  • Sim.replace_vehicle funcSwap 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.
    Link a questa vocefunc replace_vehicle(v: Vehicle, model_id: String, who: Company = null) -> Dictionary

    Charges the new price less what the old one is worth (see replace_plan, whose answer this returns).

    Parametri
    • v: Vehicle
    • model_id: String
    • who: Company = null
    Valore restituito
    Dictionary
    Chiama
    L.t, Fmt.money
    Dichiarato in scripts/sim/sim.gd:1540
  • Sim.replace_route_plan funcWhat 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)}.
    Link a questa vocefunc replace_route_plan(v: Vehicle, model_id: String, checked: Dictionary = {}) -> Dictionary
    Parametri
    • v: Vehicle
    • model_id: String
    • checked: Dictionary = {}
    Valore restituito
    Dictionary
    Dichiarato in scripts/sim/sim.gd:1559
  • Sim.replace_route funcreplace_vehicle for every vehicle on v'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.
    Link a questa vocefunc replace_route(v: Vehicle, model_id: String, who: Company = null) -> Dictionary

    The player is told in one news item.

    Parametri
    • v: Vehicle
    • model_id: String
    • who: Company = null
    Valore restituito
    Dictionary
    Chiama
    L.t, Fmt.money, Data.model
    Dichiarato in scripts/sim/sim.gd:1577
  • Sim._pay_vehicles funcPay for vehicles, or be paid when cost is negative (trading in for something cheaper).
    Link a questa vocefunc _pay_vehicles(who: Company, cost: int) -> void
    Parametri
    • who: Company
    • cost: int
    Valore restituito
    void
    Dichiarato in scripts/sim/sim.gd:1608
  • Sim._become funcThe swap itself: v becomes a brand-new model_id (what renew_vehicle resets, on a new model).
    Link a questa vocefunc _become(v: Vehicle, model_id: String) -> void
    Parametri
    • v: Vehicle
    • model_id: String
    Valore restituito
    void
    Chiama
    Data.reliability
    Dichiarato in scripts/sim/sim.gd:1617
  • Sim.AUTO_RENEW_MAX constMonth 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.
    Link a questa voceconst AUTO_RENEW_MAX := 3

    At most AUTO_RENEW_MAX a month, so a fleet bought together doesn't empty the bank at once. Returns how many were renewed.

    Dichiarato in scripts/sim/sim.gd:1629
  • Sim._auto_renew func
    Link a questa vocefunc _auto_renew() -> int
    Valore restituito
    int
    Chiama
    L.t, Fmt.money

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/sim.gd:1630
  • Sim.refit_cost funcWhat changing a vehicle's cargo would cost.
    Link a questa vocefunc refit_cost(v: Vehicle, consist: Array) -> Dictionary

    consist: 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"}: cost is negative when dropping wagons pays more than the rest costs.

    Parametri
    • v: Vehicle
    • consist: Array
    Valore restituito
    Dictionary
    Chiama
    L.t
    Dichiarato in scripts/sim/sim.gd:1664
  • Sim.refit_place funcWhere 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).
    Link a questa vocefunc refit_place(v: Vehicle) -> String
    Parametri
    • v: Vehicle
    Valore restituito
    String
    Dichiarato in scripts/sim/sim.gd:1701
  • Sim.refit_plan funcrefit_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.
    Link a questa vocefunc refit_plan(v: Vehicle, consist: Array) -> Dictionary
    Parametri
    • v: Vehicle
    • consist: Array
    Valore restituito
    Dictionary
    Chiama
    L.t
    Dichiarato in scripts/sim/sim.gd:1714
  • Sim.refit_vehicle funcOrder a change of what a vehicle carries (see refit_cost) and pay for it.
    Link a questa vocefunc refit_vehicle(v: Vehicle, consist: Array, who: Company = null) -> Dictionary

    The 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.

    Parametri
    • v: Vehicle
    • consist: Array
    • who: Company = null
    Valore restituito
    Dictionary
    Chiama
    L.t, Fmt.money
    Dichiarato in scripts/sim/sim.gd:1729
  • Sim.cancel_refit funcCall off a change of cargo that hasn't been done yet; returns the money given back.
    Link a questa vocefunc cancel_refit(v: Vehicle, who: Company = null) -> int
    Parametri
    • v: Vehicle
    • who: Company = null
    Valore restituito
    int
    Dichiarato in scripts/sim/sim.gd:1752
  • Sim.finish_refit funcDo the change of cargo a vehicle is waiting for (it has reached the depot).
    Link a questa vocefunc finish_refit(v: Vehicle) -> void
    Parametri
    • v: Vehicle
    Valore restituito
    void
    Dichiarato in scripts/sim/sim.gd:1765
  • Sim._occupied_tiles func
    Link a questa vocefunc _occupied_tiles() -> Dictionary
    Valore restituito
    Dictionary

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/sim.gd:1779
  • Sim.check_orders funcCheck a vehicle order list: returns "" if fine, else why not.
    Link a questa vocefunc check_orders(model_id: String, cargo: String, stops: Array, who: Company) -> String
    Parametri
    • model_id: String
    • cargo: String
    • stops: Array
    • who: Company
    Valore restituito
    String
    Chiama
    Data.model, L.t
    Dichiarato in scripts/sim/sim.gd:1796
  • Sim.vehicle_price funcReturns the model purchase price plus the cost of the specified number of rail wagons.
    Link a questa vocefunc vehicle_price(model_id: String, wagons: int) -> int

    Non-rail models ignore the wagon count. It does not check funds, routes, or sale year.

    Parametri
    • model_id: String
    • wagons: int
    Valore restituito
    int
    Chiama
    Data.model
    Dichiarato in scripts/sim/sim.gd:1832
  • Sim.buy_vehicle funcBuys a model for a route of existing stations.
    Link a questa vocefunc buy_vehicle(model_id: String, cargo: String, wagons: int, stops: Array, full_load_first: bool, who: Company = null, consist: Array = [], transfer_at: Array = []) -> Dictionary

    full_load_first sets the first order’s load flag. consist is one cargo ID per wagon, from front to back; a nonempty rail consist replaces cargo and wagons. transfer_at is a list of zero-based stop indices. Check ok and read reason on failure. A successful purchase returns the new vehicle.

    Parametri
    • model_id: String
    • cargo: String
    • wagons: int
    • stops: Array
    • full_load_first: bool
    • who: Company = null
    • consist: Array = []
    • transfer_at: Array = []
    Valore restituito
    Dictionary
    Chiama
    Data.model, L.t, Data.available, Data.intro_year, Fmt.money, Data.reliability, Mods.hook, BuildOps.dir_between
    Dichiarato in scripts/sim/sim.gd:1840
  • Sim.depots_required func
    Link a questa vocefunc depots_required(who: Company) -> bool
    Parametri
    • who: Company
    Valore restituito
    bool

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/sim.gd:1932
  • Sim.depot_tiles funcwho's depots for vehicles of kind (road or rail), as a set of tiles.
    Link a questa vocefunc depot_tiles(kind: String, who: Company) -> Dictionary
    Parametri
    • kind: String
    • who: Company
    Valore restituito
    Dictionary
    Dichiarato in scripts/sim/sim.gd:1937
  • Sim.find_depot funcThe nearest of who's depots that's linked to station st, or (-1, -1): the one a vehicle leaving st would drive to.
    Link a questa vocefunc find_depot(kind: String, st: Station, who: Company, wired: bool = false) -> Vector2i

    For the one a new vehicle drives out of, see depot_out.

    Parametri
    • kind: String
    • st: Station
    • who: Company
    • wired: bool = false
    Valore restituito
    Vector2i
    Dichiarato in scripts/sim/sim.gd:1948
  • Sim.depot_out funcThe nearest of who's depots that a new vehicle can drive out of to station st, or (-1, -1).
    Link a questa vocefunc depot_out(kind: String, st: Station, who: Company, wired: bool = false, obey_signals: bool = true) -> Vector2i

    Searched 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.

    Parametri
    • kind: String
    • st: Station
    • who: Company
    • wired: bool = false
    • obey_signals: bool = true
    Valore restituito
    Vector2i
    Chiama
    Pathfinder.find
    Dichiarato in scripts/sim/sim.gd:1958
  • Sim.route_from funcThe shortest route from station st to any of the goals tiles, as Pathfinder.find returns it ({} when there is none).
    Link a questa vocefunc route_from(kind: String, st: Station, goals: Dictionary, wired: bool = false, obey_signals: bool = true) -> Dictionary

    A 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.

    Parametri
    • kind: String
    • st: Station
    • goals: Dictionary
    • wired: bool = false
    • obey_signals: bool = true
    Valore restituito
    Dictionary
    Chiama
    Pathfinder.find
    Dichiarato in scripts/sim/sim.gd:1973
  • Sim.preview_electrify func
    Link a questa vocefunc preview_electrify(pts: Array[Vector2i], who: Company = null) -> Dictionary
    Parametri
    • pts: Array[Vector2i]
    • who: Company = null
    Valore restituito
    Dictionary
    Chiama
    BuildOps.plan_electrify

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/sim.gd:1996
  • Sim.build_electrify func
    Link a questa vocefunc build_electrify(pts: Array[Vector2i], who: Company = null) -> Dictionary
    Parametri
    • pts: Array[Vector2i]
    • who: Company = null
    Valore restituito
    Dictionary
    Chiama
    BuildOps.apply_electrify

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/sim.gd:2003
  • Sim.preview_depot func
    Link a questa vocefunc preview_depot(kind: String, t: Vector2i, facing: int, who: Company = null) -> Dictionary
    Parametri
    • kind: String
    • t: Vector2i
    • facing: int
    • who: Company = null
    Valore restituito
    Dictionary
    Chiama
    BuildOps.plan_depot, Station.nearest_town

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/sim.gd:2014
  • Sim.build_depot func
    Link a questa vocefunc build_depot(kind: String, t: Vector2i, facing: int, who: Company = null) -> Dictionary
    Parametri
    • kind: String
    • t: Vector2i
    • facing: int
    • who: Company = null
    Valore restituito
    Dictionary
    Chiama
    BuildOps.apply_depot

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/sim.gd:2031
  • Sim.sell_vehicle funcSell a vehicle.
    Link a questa vocefunc sell_vehicle(v: Vehicle, who: Company = null) -> int

    who must own it (defaults to the player); returns the refund, or -1 if refused.

    Parametri
    • v: Vehicle
    • who: Company = null
    Valore restituito
    int
    Dichiarato in scripts/sim/sim.gd:2048
  • Sim.company_vehicles funcReturns the vehicles owned by the supplied Company.
    Link a questa vocefunc company_vehicles(who: Company) -> Array

    The returned array can be filtered or reordered independently, but its vehicle objects are live.

    Parametri
    • who: Company
    Valore restituito
    Array
    Dichiarato in scripts/sim/sim.gd:2061
  • Sim.company_value funcCalculates cash minus loans plus vehicle resale value, station tile value, and owned track value.
    Link a questa vocefunc company_value(who: Company) -> int

    This is the value used for company comparisons.

    Parametri
    • who: Company
    Valore restituito
    int
    Dichiarato in scripts/sim/sim.gd:2065

Company

  • Company.COLORS const
    Link a questa voceconst COLORS

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/company.gd:5
  • Company.CATEGORIES const
    Link a questa voceconst CATEGORIES := ["construction", "vehicles", "running", "property", "infrastructure", "interest", "income"]

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/company.gd:8
  • Company.id var
    Link a questa vocevar id := 0

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/company.gd:10
  • Company.name var
    Link a questa vocevar name := "Fourways Transport Co."

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/company.gd:11
  • Company.color var
    Link a questa vocevar color := Color(0.18, 0.45, 0.85)

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/company.gd:12
  • Company.is_ai var
    Link a questa vocevar is_ai := false

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/company.gd:13
  • Company.money varThe company’s current cash balance in game dollars.
    Link a questa vocevar money: int = Data.START_LOAN

    Use the accounting methods to change it when the transaction should appear in the ledger.

    Dichiarato in scripts/sim/company.gd:14
  • Company.loan varThe company’s outstanding debt in game dollars.
    Link a questa vocevar loan: int = Data.START_LOAN

    Use borrow and repay to adjust cash and debt together.

    Dichiarato in scripts/sim/company.gd:15
  • Company.ledger var
    Link a questa vocevar ledger := {}

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/company.gd:16
  • Company.ledger_last var
    Link a questa vocevar ledger_last := {}

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/company.gd:17
  • Company.founded_day var
    Link a questa vocevar founded_day := 0

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/company.gd:18
  • Company.max_loan var
    Link a questa vocevar max_loan: int = Data.MAX_LOAN

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/company.gd:19
  • Company.rail_tiles vartiles of track owned (counted in company value)
    Link a questa vocevar rail_tiles := 0Dichiarato in scripts/sim/company.gd:20
  • Company.history varmonthly company value, oldest first (last 120 months)
    Link a questa vocevar history: Array = []Dichiarato in scripts/sim/company.gd:21
  • Company.months_in_red varconsecutive month-ends with a negative balance
    Link a questa vocevar months_in_red := 0Dichiarato in scripts/sim/company.gd:22
  • Company.bankrupt var
    Link a questa vocevar bankrupt := false

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/company.gd:23
  • Company.month varthis month so far: "income", "spend" (all), "invest" (building and buying), "cargo": {c: [units, $]}
    Link a questa vocevar month := {}Dichiarato in scripts/sim/company.gd:25
  • Company.months varclosed months, oldest first (last 24): {"income", "spend", "value", "cargo"}
    Link a questa vocevar months: Array = []Dichiarato in scripts/sim/company.gd:26
  • Company.cargo_year varcargo -> [units, $] delivered this year
    Link a questa vocevar cargo_year := {}Dichiarato in scripts/sim/company.gd:27
  • Company.cargo_last var
    Link a questa vocevar cargo_last := {}

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/company.gd:28
  • Company.kind_year varvehicle kind -> $ earned this year
    Link a questa vocevar kind_year := {}Dichiarato in scripts/sim/company.gd:29
  • Company.kind_last var
    Link a questa vocevar kind_last := {}

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/company.gd:30
  • Company.years varclosed years, oldest first (last 60): see _year_row
    Link a questa vocevar years: Array = []Dichiarato in scripts/sim/company.gd:31
  • Company.auto_renew var
    Link a questa vocevar auto_renew := false

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/company.gd:33
  • Company.auto_renew_keep varonly renew while this much cash is left afterwards
    Link a questa vocevar auto_renew_keep := 50000Dichiarato in scripts/sim/company.gd:34
  • Company.auto_renew_reminded varthe year of the last "can't afford to renew" reminder
    Link a questa vocevar auto_renew_reminded := -1Dichiarato in scripts/sim/company.gd:35
  • Company.record_month func
    Link a questa vocefunc record_month(value: int) -> void
    Parametri
    • value: int
    Valore restituito
    void

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/company.gd:38
  • Company.note_delivery funcA delivery: units of cargo c paid pay, carried by a vehicle of kind.
    Link a questa vocefunc note_delivery(c: String, units: int, pay: int, kind: String) -> void
    Parametri
    • c: String
    • units: int
    • pay: int
    • kind: String
    Valore restituito
    void
    Dichiarato in scripts/sim/company.gd:50
  • Company._init func
    Link a questa vocefunc _init(p_id: int = 0, p_name: String = "Fourways Transport Co.") -> void
    Parametri
    • p_id: int = 0
    • p_name: String = "Fourways Transport Co."
    Valore restituito
    void

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/company.gd:61
  • Company.can_afford funcChecks whether the company’s current cash covers cost.
    Link a questa vocefunc can_afford(cost: int) -> bool

    It does not borrow money or change its balance.

    Parametri
    • cost: int
    Valore restituito
    bool
    Dichiarato in scripts/sim/company.gd:70
  • Company.spend funcDeducts the cost from cash and records it in the category and monthly accounts.
    Link a questa vocefunc spend(cost: int, category: String) -> bool

    Returns false and leaves the accounts untouched if cash is insufficient. Typical categories include construction and vehicles.

    Parametri
    • cost: int
    • category: String
    Valore restituito
    bool
    Dichiarato in scripts/sim/company.gd:74
  • Company.charge funcCosts that are paid whether or not there is cash (running costs, interest).
    Link a questa vocefunc charge(cost: int, category: String) -> void
    Parametri
    • cost: int
    • category: String
    Valore restituito
    void
    Dichiarato in scripts/sim/company.gd:86
  • Company.earn funcAdds game dollars to cash and records the amount as income in the ledger and current month’s accounts.
    Link a questa vocefunc earn(amount: int) -> void
    Parametri
    • amount: int
    Valore restituito
    void
    Dichiarato in scripts/sim/company.gd:92
  • Company.borrow funcAdds up to amount to cash and debt, limited by the company’s remaining loan allowance.
    Link a questa vocefunc borrow(amount: int) -> bool

    Returns whether any money was borrowed.

    Parametri
    • amount: int
    Valore restituito
    bool
    Dichiarato in scripts/sim/company.gd:98
  • Company.repay funcRepays up to amount, limited by cash and outstanding debt.
    Link a questa vocefunc repay(amount: int) -> bool

    Returns whether a payment was made.

    Parametri
    • amount: int
    Valore restituito
    bool
    Dichiarato in scripts/sim/company.gd:107
  • Company.roll_year funcClose the books on year; value is the company value at its end.
    Link a questa vocefunc roll_year(year: int = 0, value: int = 0) -> void
    Parametri
    • year: int = 0
    • value: int = 0
    Valore restituito
    void
    Dichiarato in scripts/sim/company.gd:117
  • Company.profit funcCalculates net profit from a ledger dictionary by subtracting recorded expense categories from income.
    Link a questa vocefunc profit(l: Dictionary) -> int
    Parametri
    • l: Dictionary
    Valore restituito
    int
    Dichiarato in scripts/sim/company.gd:130
  • Company._year_row funcA ledger boiled down to one line of the yearly summary.
    Link a questa vocefunc _year_row(l: Dictionary, year: int, value: int) -> Dictionary
    Parametri
    • l: Dictionary
    • year: int
    • value: int
    Valore restituito
    Dictionary
    Dichiarato in scripts/sim/company.gd:139
  • Company.year_rows funcThe yearly summary, oldest first: every closed year, then the year in progress ("open": true).
    Link a questa vocefunc year_rows(year: int, month: int, value: int) -> Array

    year and month (0 = January) are today's, value the company value now. Saves from before the yearly records were kept still get last year's line, from last year's ledger.

    Parametri
    • year: int
    • month: int
    • value: int
    Valore restituito
    Array
    Chiama
    Calendar.from_day
    Dichiarato in scripts/sim/company.gd:149

Town

  • Town.id var
    Link a questa vocevar id := 0

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/town.gd:5
  • Town.name var
    Link a questa vocevar name := ""

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/town.gd:6
  • Town.cx var
    Link a questa vocevar cx := 0

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/town.gd:7
  • Town.cy var
    Link a questa vocevar cy := 0

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/town.gd:8
  • Town.grid varroad spacing; houses fill the blocks between grid lines
    Link a questa vocevar grid := 3Dichiarato in scripts/sim/town.gd:9
  • Town.pop var
    Link a questa vocevar pop := 0

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/town.gd:10
  • Town.house_count var
    Link a questa vocevar house_count := 0

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/town.gd:11
  • Town.grow_timer var
    Link a questa vocevar grow_timer := 30

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/town.gd:12
  • Town.pax varpassengers generated this month
    Link a questa vocevar pax := 0.0Dichiarato in scripts/sim/town.gd:13
  • Town.pax_moved var...and picked up by stations
    Link a questa vocevar pax_moved := 0.0Dichiarato in scripts/sim/town.gd:14
  • Town.pax_last var
    Link a questa vocevar pax_last := 0

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/town.gd:15
  • Town.pax_moved_last var
    Link a questa vocevar pax_moved_last := 0

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/town.gd:16
  • Town.supplied vargoods and food delivered this month
    Link a questa vocevar supplied := 0.0Dichiarato in scripts/sim/town.gd:17
  • Town.supplied_last var
    Link a questa vocevar supplied_last := 0

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/town.gd:18
  • Town.served_until vargame day until which the town counts as served
    Link a questa vocevar served_until := -1Dichiarato in scripts/sim/town.gd:19
  • Town.dirty vartiles changed by growth since the view last redrew them
    Link a questa vocevar dirty := Rect2i()Dichiarato in scripts/sim/town.gd:20
  • Town.ratings varLocal authority: how the council sees each company (company id -> 0..100), and town actions.
    Link a questa vocevar ratings := {}Dichiarato in scripts/sim/town.gd:22
  • Town.advert varcompany id -> game day the advertising campaign ends
    Link a questa vocevar advert := {}Dichiarato in scripts/sim/town.gd:23
  • Town.fund_until vargame day funded building ends
    Link a questa vocevar fund_until := -1Dichiarato in scripts/sim/town.gd:24
  • Town.exclusive varRewards 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.
    Link a questa vocevar exclusive := -1Dichiarato in scripts/sim/town.gd:28
  • Town.exclusive_until var
    Link a questa vocevar exclusive_until := -1

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/town.gd:29
  • Town.cheap var
    Link a questa vocevar cheap := {}

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/town.gd:30
  • Town.rating_log varWhy each company's rating moved lately: company id -> [{"day", "delta", "why"}], newest last.
    Link a questa vocevar rating_log := {}Dichiarato in scripts/sim/town.gd:33
  • Town.RATING_START const
    Link a questa voceconst RATING_START := 60.0

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/town.gd:35
  • Town.RATING_REFUSE const
    Link a questa voceconst RATING_REFUSE := 30.0

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/town.gd:36
  • Town.COUNCIL_RADIUS const
    Link a questa voceconst COUNCIL_RADIUS := 18

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/town.gd:37
  • Town.RATING_CRASH const
    Link a questa voceconst RATING_CRASH := -20.0

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/town.gd:38
  • Town.RATING_NEGLECT_FLOOR constNeglect alone never costs a company its building permission: it stops lowering the rating here.
    Link a questa voceconst RATING_NEGLECT_FLOOR := 40.0Dichiarato in scripts/sim/town.gd:40
  • Town.RATING_HOUSE constWhat demolition costs, per tile.
    Link a questa voceconst RATING_HOUSE := -8.0

    Tree 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.

    Dichiarato in scripts/sim/town.gd:43
  • Town.RATING_STREET const
    Link a questa voceconst RATING_STREET := -3.0

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/town.gd:44
  • Town.RATING_TREE const
    Link a questa voceconst RATING_TREE := -0.5

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/town.gd:45
  • Town.RATING_TREES_MAX const
    Link a questa voceconst RATING_TREES_MAX := -6.0

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/town.gd:46
  • Town.BUSY_NOISE constHow far the noise of a busy industry lowers land values (Industry.BUSY, land_value).
    Link a questa voceconst BUSY_NOISE := 9.0Dichiarato in scripts/sim/town.gd:48
  • Town.LOG_SIZE const
    Link a questa voceconst LOG_SIZE := 8

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/town.gd:49
  • Town.rating funcReturns the council’s current rating for a company ID on the 0–100 scale.
    Link a questa vocefunc rating(cid: int) -> float

    Companies without a recorded rating receive the starting value.

    Parametri
    • cid: int
    Valore restituito
    float
    Dichiarato in scripts/sim/town.gd:52
  • Town.change_rating funcwhy (a short phrase such as "Demolished buildings") and day record the change in the rating log, so the town window can explain where a rating came from.
    Link a questa vocefunc change_rating(cid: int, delta: float, why: String = "", day: int = -1) -> void
    Parametri
    • cid: int
    • delta: float
    • why: String = ""
    • day: int = -1
    Valore restituito
    void
    Dichiarato in scripts/sim/town.gd:58
  • Town.is_street funcA town's own streets: roads inside the built-up area.
    Link a questa vocefunc is_street(x: int, y: int) -> bool

    Roads a company lays in open country aren't.

    Parametri
    • x: int
    • y: int
    Valore restituito
    bool
    Dichiarato in scripts/sim/town.gd:77
  • Town.rating_name static func
    Link a questa vocestatic func rating_name(r: float) -> String
    Parametri
    • r: float
    Valore restituito
    String
    Chiama
    L.t

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/town.gd:81
  • Town._mark func
    Link a questa vocefunc _mark(x: int, y: int) -> void
    Parametri
    • x: int
    • y: int
    Valore restituito
    void

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/town.gd:91
  • Town._init func
    Link a questa vocefunc _init(p_id: int, p_name: String, x: int, y: int, p_grid: int) -> void
    Parametri
    • p_id: int
    • p_name: String
    • x: int
    • y: int
    • p_grid: int
    Valore restituito
    void

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/town.gd:96
  • Town.roll_month func
    Link a questa vocefunc roll_month() -> void
    Valore restituito
    void

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/town.gd:104
  • Town.growth_interval funcDays between growth spurts: faster when served by stations and supplied with goods / food.
    Link a questa vocefunc growth_interval(day: int) -> int
    Parametri
    • day: int
    Valore restituito
    int
    Chiama
    Data.era_index, Calendar.from_day
    Dichiarato in scripts/sim/town.gd:117
  • Town.bounds funcTile rectangle the town's buildings occupy (used for redraws after growth).
    Link a questa vocefunc bounds() -> Rect2i
    Valore restituito
    Rect2i
    Dichiarato in scripts/sim/town.gd:131
  • Town.on_grid_x func
    Link a questa vocefunc on_grid_x(x: int) -> bool
    Parametri
    • x: int
    Valore restituito
    bool

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/town.gd:136
  • Town.on_grid_y func
    Link a questa vocefunc on_grid_y(y: int) -> bool
    Parametri
    • y: int
    Valore restituito
    bool

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/town.gd:140
  • Town.seed_roads funcThe initial crossroads at the town centre.
    Link a questa vocefunc seed_roads(m: WorldMap, rng: RandomNumberGenerator) -> void
    Parametri
    • m: WorldMap
    • rng: RandomNumberGenerator
    Valore restituito
    void
    Chiama
    BuildOps.can_link_road, BuildOps.link_road
    Dichiarato in scripts/sim/town.gd:145
  • Town.zone_pop varPeople by zone (kept up to date as buildings come and go), the street layout, and what this town needs most right now.
    Link a questa vocevar zone_pop := {"R": 0, "C": 0, "I": 0, "L": 0, "A": 0}Dichiarato in scripts/sim/town.gd:159
  • Town.layout vargrid | organic
    Link a questa vocevar layout := "grid"Dichiarato in scripts/sim/town.gd:160
  • Town.style varbuilding style: classic | tudor | mediterranean | nordic | brick
    Link a questa vocevar style := "classic"Dichiarato in scripts/sim/town.gd:161
  • Town.landmarks varbuilding type -> true once built
    Link a questa vocevar landmarks := {}Dichiarato in scripts/sim/town.gd:162
  • Town.pop_history varpopulation at each month end (last 36)
    Link a questa vocevar pop_history: Array = []Dichiarato in scripts/sim/town.gd:163
  • Town.demand funcResidential / commercial / industrial demand, each -1..1 (SimCity's RCI meter).
    Link a questa vocefunc demand(day: int = -1) -> Vector3

    Homes follow jobs, shops follow residents and deliveries, workshops follow residents.

    Parametri
    • day: int = -1
    Valore restituito
    Vector3
    Dichiarato in scripts/sim/town.gd:168
  • Town._pick_zone func
    Link a questa vocefunc _pick_zone(rng: RandomNumberGenerator, day: int) -> String
    Parametri
    • rng: RandomNumberGenerator
    • day: int
    Valore restituito
    String

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/town.gd:180
  • Town.land_value funcLand value of a plot (roughly 0..100): the centre, busy stations, water, trees and landmarks raise it; industry and railway noise lower it.
    Link a questa vocefunc land_value(m: WorldMap, x: int, y: int, ctx: Dictionary) -> float

    ctx may 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.

    Parametri
    • m: WorldMap
    • x: int
    • y: int
    • ctx: Dictionary
    Valore restituito
    float
    Dichiarato in scripts/sim/town.gd:195
  • Town._type_for funcThe building a zone gets on a plot of this land value, in this year's style.
    Link a questa vocefunc _type_for(zone: String, lv: float, rng: RandomNumberGenerator, year: int = 1950) -> String
    Parametri
    • zone: String
    • lv: float
    • rng: RandomNumberGenerator
    • year: int = 1950
    Valore restituito
    String
    Chiama
    Data.can_build
    Dichiarato in scripts/sim/town.gd:240
  • Town.grow funcOne 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.
    Link a questa vocefunc grow(m: WorldMap, rng: RandomNumberGenerator, ctx: Dictionary = {}) -> bool
    Parametri
    • m: WorldMap
    • rng: RandomNumberGenerator
    • ctx: Dictionary = {}
    Valore restituito
    bool
    Dichiarato in scripts/sim/town.gd:267
  • Town._try_house func
    Link a questa vocefunc _try_house(m: WorldMap, x: int, y: int, rng: RandomNumberGenerator, zone: String = "R", ctx: Dictionary = {}) -> bool
    Parametri
    • m: WorldMap
    • x: int
    • y: int
    • rng: RandomNumberGenerator
    • zone: String = "R"
    • ctx: Dictionary = {}
    Valore restituito
    bool
    Chiama
    BuildOps.can_build_house, Const.opp

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/town.gd:290
  • Town._try_road func
    Link a questa vocefunc _try_road(m: WorldMap, x: int, y: int, rng: RandomNumberGenerator) -> bool
    Parametri
    • m: WorldMap
    • x: int
    • y: int
    • rng: RandomNumberGenerator
    Valore restituito
    bool
    Chiama
    BuildOps.can_link_road, BuildOps.link_road

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/town.gd:306
  • Town._organic_ok funcOrganic streets wander, but never run right alongside another street (which would leave no room for buildings).
    Link a questa vocefunc _organic_ok(m: WorldMap, x: int, y: int, d: int) -> bool
    Parametri
    • m: WorldMap
    • x: int
    • y: int
    • d: int
    Valore restituito
    bool
    Dichiarato in scripts/sim/town.gd:345
  • Town._try_upgrade func
    Link a questa vocefunc _try_upgrade(m: WorldMap, rng: RandomNumberGenerator, ctx: Dictionary = {}) -> bool
    Parametri
    • m: WorldMap
    • rng: RandomNumberGenerator
    • ctx: Dictionary = {}
    Valore restituito
    bool

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/town.gd:358
  • Town._try_landmark funcLandmarks arrive as the town grows: a church, then a park, then a town hall.
    Link a questa vocefunc _try_landmark(m: WorldMap, rng: RandomNumberGenerator) -> bool

    Attractions (cinema, museum, funfair, stadium, and a resort by the sea) follow as it gets bigger.

    Parametri
    • m: WorldMap
    • rng: RandomNumberGenerator
    Valore restituito
    bool
    Dichiarato in scripts/sim/town.gd:392
  • Town._place_landmark func
    Link a questa vocefunc _place_landmark(m: WorldMap, rng: RandomNumberGenerator, want: String) -> bool
    Parametri
    • m: WorldMap
    • rng: RandomNumberGenerator
    • want: String
    Valore restituito
    bool
    Chiama
    BuildOps.can_build_house

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/town.gd:418
  • Town._redevelop funcNo free plot: rebuild a modest building near the centre as the new landmark or attraction.
    Link a questa vocefunc _redevelop(m: WorldMap, rng: RandomNumberGenerator, want: String, r: int) -> bool
    Parametri
    • m: WorldMap
    • rng: RandomNumberGenerator
    • want: String
    • r: int
    Valore restituito
    bool
    Dichiarato in scripts/sim/town.gd:432
  • Town.pick_style static funcA town's building style, from where it stands: seaside towns lean Mediterranean, hill towns Nordic, the rest a mix.
    Link a questa vocestatic func pick_style(m: WorldMap, t: Town) -> String

    Derived from the name so it doesn't disturb world generation.

    Parametri
    • m: WorldMap
    • t: Town
    Valore restituito
    String
    Dichiarato in scripts/sim/town.gd:462
  • Town._near_sea func
    Link a questa vocefunc _near_sea(m: WorldMap) -> bool
    Parametri
    • m: WorldMap
    Valore restituito
    bool

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/town.gd:478
  • Town._place_attraction funcAttractions 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.
    Link a questa vocefunc _place_attraction(m: WorldMap, rng: RandomNumberGenerator, want: String) -> bool
    Parametri
    • m: WorldMap
    • rng: RandomNumberGenerator
    • want: String
    Valore restituito
    bool
    Chiama
    BuildOps.can_build_house
    Dichiarato in scripts/sim/town.gd:489
  • Town._water_distance func
    Link a questa vocefunc _water_distance(m: WorldMap, x: int, y: int) -> float
    Parametri
    • m: WorldMap
    • x: int
    • y: int
    Valore restituito
    float

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/town.gd:525
  • Town._set_building func
    Link a questa vocefunc _set_building(o: Dictionary, type: String, rng: RandomNumberGenerator) -> void
    Parametri
    • o: Dictionary
    • type: String
    • rng: RandomNumberGenerator
    Valore restituito
    void

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/town.gd:534
  • Town._count func
    Link a questa vocefunc _count(type: String, people: int) -> void
    Parametri
    • type: String
    • people: int
    Valore restituito
    void

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/town.gd:544
  • Town.remove_building funcRemove a building's people (it was demolished).
    Link a questa vocefunc remove_building(o: Dictionary) -> void
    Parametri
    • o: Dictionary
    Valore restituito
    void
    Dichiarato in scripts/sim/town.gd:551
  • Town.restore_building funcPut back a building's people (its demolition was undone): the opposite of remove_building.
    Link a questa vocefunc restore_building(o: Dictionary) -> void
    Parametri
    • o: Dictionary
    Valore restituito
    void
    Dichiarato in scripts/sim/town.gd:559
  • Town.recount funcRebuild the zone tallies from the map (after loading).
    Link a questa vocefunc recount(m: WorldMap) -> void
    Parametri
    • m: WorldMap
    Valore restituito
    void
    Dichiarato in scripts/sim/town.gd:567
  • Town.recount_all static funcrecount for every town of the map in one pass over its tiles.
    Link a questa vocestatic func recount_all(m: WorldMap) -> void
    Parametri
    • m: WorldMap
    Valore restituito
    void
    Dichiarato in scripts/sim/town.gd:578
  • Town.place_house funcPlace a house facing direction facing (towards its road).
    Link a questa vocefunc place_house(m: WorldMap, x: int, y: int, facing: int, type: String, rng: RandomNumberGenerator) -> void
    Parametri
    • m: WorldMap
    • x: int
    • y: int
    • facing: int
    • type: String
    • rng: RandomNumberGenerator
    Valore restituito
    void
    Dichiarato in scripts/sim/town.gd:592
  • Town.MODEST const
    Link a questa voceconst MODEST := ["cottage", "house", "shop", "modern", "workshop"]

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/town.gd:619
  • Town.size_of static funcHow many tiles along each side a building of type takes.
    Link a questa vocestatic func size_of(type: String) -> int
    Parametri
    • type: String
    Valore restituito
    int
    Dichiarato in scripts/sim/town.gd:623
  • Town.building_at static funcThe town building on tile t, whichever of its tiles that is; null where there is none.
    Link a questa vocestatic func building_at(m: WorldMap, t: Vector2i) -> Variant
    Parametri
    • m: WorldMap
    • t: Vector2i
    Valore restituito
    Variant
    Dichiarato in scripts/sim/town.gd:628
  • Town.anchor_of static funcThe north-west tile of the building on t (t itself for a one-tile building).
    Link a questa vocestatic func anchor_of(m: WorldMap, t: Vector2i) -> Vector2i
    Parametri
    • m: WorldMap
    • t: Vector2i
    Valore restituito
    Vector2i
    Dichiarato in scripts/sim/town.gd:638
  • Town.footprint static funcEvery tile of the building whose north-west tile is anchor.
    Link a questa vocestatic func footprint(m: WorldMap, anchor: Vector2i) -> Array[Vector2i]
    Parametri
    • m: WorldMap
    • anchor: Vector2i
    Valore restituito
    Array[Vector2i]
    Dichiarato in scripts/sim/town.gd:644
  • Town.big_plot funcThe 2 x 2 plot for a big building whose front tile (x, y) faces a road in direction facing: it reaches one tile back from the road and one to either side, whichever is free.
    Link a questa vocefunc big_plot(m: WorldMap, x: int, y: int, facing: int, rebuild: bool = false) -> Rect2i

    With 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.

    Parametri
    • m: WorldMap
    • x: int
    • y: int
    • facing: int
    • rebuild: bool = false
    Valore restituito
    Rect2i
    Dichiarato in scripts/sim/town.gd:658
  • Town._plot_free func
    Link a questa vocefunc _plot_free(m: WorldMap, t: Vector2i, rebuild: bool) -> bool
    Parametri
    • m: WorldMap
    • t: Vector2i
    • rebuild: bool
    Valore restituito
    bool
    Chiama
    BuildOps.can_build_house

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/town.gd:673
  • Town._place_big funcPut a big building on plot (see big_plot), facing facing.
    Link a questa vocefunc _place_big(m: WorldMap, plot: Rect2i, facing: int, type: String, rng: RandomNumberGenerator) -> void
    Parametri
    • m: WorldMap
    • plot: Rect2i
    • facing: int
    • type: String
    • rng: RandomNumberGenerator
    Valore restituito
    void
    Dichiarato in scripts/sim/town.gd:683
  • Town.restore_annexes static funcMark the other tiles of every big building (after loading: only its own tile is saved).
    Link a questa vocestatic func restore_annexes(m: WorldMap) -> void
    Parametri
    • m: WorldMap
    Valore restituito
    void
    Dichiarato in scripts/sim/town.gd:705
  • Town.enlarge_old_buildings static funcA game saved before big buildings has its stadium on a single tile.
    Link a questa vocestatic func enlarge_old_buildings(m: WorldMap) -> void

    Give 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.

    Parametri
    • m: WorldMap
    Valore restituito
    void
    Dichiarato in scripts/sim/town.gd:720

Station

  • Station.CATCH_RAIL const
    Link a questa voceconst CATCH_RAIL := 4

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/station.gd:5
  • Station.CATCH_ROAD const
    Link a questa voceconst CATCH_ROAD := 3

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/station.gd:6
  • Station.CATCH_DOCK const
    Link a questa voceconst CATCH_DOCK := 4

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/station.gd:7
  • Station.CATCH_AIR const
    Link a questa voceconst CATCH_AIR := 5

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/station.gd:8
  • Station.TRANSFER_DISTANCE const
    Link a questa voceconst TRANSFER_DISTANCE := 3

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/station.gd:9
  • Station.SUFFIXES const
    Link a questa voceconst SUFFIXES

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/station.gd:10
  • Station.id var
    Link a questa vocevar id := 0

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/station.gd:13
  • Station.name var
    Link a questa vocevar name := ""

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/station.gd:14
  • Station.tiles var
    Link a questa vocevar tiles: Array[Vector2i] = []

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/station.gd:15
  • Station.has_rail var
    Link a questa vocevar has_rail := false

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/station.gd:16
  • Station.has_road var
    Link a questa vocevar has_road := false

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/station.gd:17
  • Station.has_dock var
    Link a questa vocevar has_dock := false

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/station.gd:18
  • Station.has_air var
    Link a questa vocevar has_air := false

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/station.gd:19
  • Station.catchment vartile index -> true
    Link a questa vocevar catchment := {}Dichiarato in scripts/sim/station.gd:20
  • Station.accepts varCargo IDs that can be delivered in this station’s catchment.
    Link a questa vocevar accepts: Array = []

    A vehicle can unload and earn a fare here for a supported cargo.

    Dichiarato in scripts/sim/station.gd:21
  • Station.supplies varCargo IDs supplied by towns or industries in the station’s catchment.
    Link a questa vocevar supplies: Array = []

    Read waiting for the amount currently available to load.

    Dichiarato in scripts/sim/station.gd:22
  • Station.deleted var
    Link a questa vocevar deleted := false

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/station.gd:23
  • Station.owner varThe company that owns the station.
    Link a questa vocevar owner: Company = null

    Can be null, for example at an oil rig dock. Use usable_by(company) to check access.

    Dichiarato in scripts/sim/station.gd:24
  • Station.rig varThe industry out at sea this dock is built into (an oil rig), or null.
    Link a questa vocevar rig: Industry = null

    Such a dock belongs to nobody: every company's ships may call there, and it is never built or removed by hand.

    Dichiarato in scripts/sim/station.gd:27
  • Station.town varthe town whose council looks after this station's area
    Link a questa vocevar town: Town = nullDichiarato in scripts/sim/station.gd:28
  • Station.attractions varattraction types inside the catchment (tourist fares)
    Link a questa vocevar attractions: Array = []Dichiarato in scripts/sim/station.gd:29
  • Station.workers varan industry in reach employs passengers who come here (RAIL-28)
    Link a questa vocevar workers := falseDichiarato in scripts/sim/station.gd:30
  • Station.waiting varamount waiting (float)
    Link a questa vocevar waiting := {}Dichiarato in scripts/sim/station.gd:33
  • Station.transfers varCargo left here by vehicles with a transfer order, for another vehicle to carry on (RAIL-20): [{"amt", "c", "from", "pos", "day", "credit"}], oldest first.
    Link a questa vocevar transfers: Array = []

    It is part of waiting too; these packets remember where and when it was first loaded, so the last leg is paid for the whole trip.

    Dichiarato in scripts/sim/station.gd:37
  • Station.rating var0..1, share of nearby production this station receives
    Link a questa vocevar rating := {}Dichiarato in scripts/sim/station.gd:38
  • Station.served vartrue once a vehicle with this cargo has orders here
    Link a questa vocevar served := {}Dichiarato in scripts/sim/station.gd:39
  • Station.last_pickup vargame day of the last loading attempt
    Link a questa vocevar last_pickup := {}Dichiarato in scripts/sim/station.gd:40
  • Station.last_speed varspeed of the last vehicle that loaded here (tiles/day)
    Link a questa vocevar last_speed := {}Dichiarato in scripts/sim/station.gd:41
  • Station.last_age varage in years of the last vehicle that loaded here
    Link a questa vocevar last_age := {}Dichiarato in scripts/sim/station.gd:42
  • Station.first_arrival var
    Link a questa vocevar first_arrival := true

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/station.gd:43
  • Station.match_told varthe player has had the news of this station's first match day
    Link a questa vocevar match_told := falseDichiarato in scripts/sim/station.gd:44
  • Station.last_visit vargame day a vehicle last called here
    Link a questa vocevar last_visit := -1.0Dichiarato in scripts/sim/station.gd:45
  • Station.picked varcargo -> units loaded this month
    Link a questa vocevar picked := {}Dichiarato in scripts/sim/station.gd:46
  • Station.picked_last var
    Link a questa vocevar picked_last := {}

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/station.gd:47
  • Station.delivered varcargo -> units unloaded (and paid for) this month
    Link a questa vocevar delivered := {}Dichiarato in scripts/sim/station.gd:48
  • Station.delivered_last var
    Link a questa vocevar delivered_last := {}

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/station.gd:49
  • Station.earned varfares paid for deliveries here this month
    Link a questa vocevar earned := 0Dichiarato in scripts/sim/station.gd:50
  • Station.earned_last var
    Link a questa vocevar earned_last := 0

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/station.gd:51
  • Station.inflow varHow 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).
    Link a questa vocevar 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.

    Dichiarato in scripts/sim/station.gd:55
  • Station.arrived varcargo -> units come since the last production run
    Link a questa vocevar arrived := {}Dichiarato in scripts/sim/station.gd:56
  • Station.catch_rect var
    Link a questa vocevar catch_rect := Rect2i()

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/station.gd:59
  • Station.house_ok var
    Link a questa vocevar house_ok := false

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/station.gd:60
  • Station._houses var
    Link a questa vocevar _houses := PackedInt32Array()

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/station.gd:61
  • Station.roll_month func
    Link a questa vocefunc roll_month() -> void
    Valore restituito
    void

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/station.gd:64
  • Station._init func
    Link a questa vocefunc _init(p_id: int, p_name: String) -> void
    Parametri
    • p_id: int
    • p_name: String
    Valore restituito
    void

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/station.gd:73
  • Station.tiles_of funcTiles vehicles of kind stop on: platforms, road stops, the water in front of a dock, the airfield.
    Link a questa vocefunc tiles_of(m: WorldMap, kind: String) -> Dictionary
    Parametri
    • m: WorldMap
    • kind: String
    Valore restituito
    Dictionary
    Dichiarato in scripts/sim/station.gd:79
  • Station.usable_by funcWhether who's vehicles may have orders here: its own stations and the open docks of oil rigs.
    Link a questa vocefunc usable_by(who: Company) -> bool
    Parametri
    • who: Company
    Valore restituito
    bool
    Dichiarato in scripts/sim/station.gd:100
  • Station.has_kind funcTests whether the station supports rail, road, water, or air.
    Link a questa vocefunc has_kind(kind: String) -> bool

    For ships use water, even though the construction kind for a dock is dock.

    Parametri
    • kind: String
    Valore restituito
    bool
    Dichiarato in scripts/sim/station.gd:104
  • Station.transfer_neighbors funcOther stations of the same company within TRANSFER_DISTANCE steps of any of our tiles.
    Link a questa vocefunc transfer_neighbors(m: WorldMap) -> Array[Station]
    Parametri
    • m: WorldMap
    Valore restituito
    Array[Station]
    Dichiarato in scripts/sim/station.gd:114
  • Station.transfer_amount funcUnits of c left here by transfers and still waiting.
    Link a questa vocefunc transfer_amount(c: String) -> int
    Parametri
    • c: String
    Valore restituito
    int
    Dichiarato in scripts/sim/station.gd:132
  • Station.add_transfer funcLeave cargo from a vehicle here for another to pick up (see Economy.unload).
    Link a questa vocefunc add_transfer(p: Dictionary) -> void
    Parametri
    • p: Dictionary
    Valore restituito
    void
    Dichiarato in scripts/sim/station.gd:141
  • Station.add_waiting funcCargo c comes here to wait: counted in waiting and in what arrives (see inflow).
    Link a questa vocefunc add_waiting(c: String, amt: float) -> void
    Parametri
    • c: String
    • amt: float
    Valore restituito
    void
    Dichiarato in scripts/sim/station.gd:147
  • Station.take_transfers funcTake up to n units of transferred c (oldest first), as packets to put on board.
    Link a questa vocefunc take_transfers(c: String, n: int) -> Array

    Waiting cargo that went away (a poor rating, the cap) takes the transferred share with it first.

    Parametri
    • c: String
    • n: int
    Valore restituito
    Array
    Dichiarato in scripts/sim/station.gd:154
  • Station.platform_len funcLength in tiles of the platform t is part of: the straight row of this station's rail tiles along the track through t (0 if t isn't one of them).
    Link a questa vocefunc platform_len(m: WorldMap, t: Vector2i) -> int
    Parametri
    • m: WorldMap
    • t: Vector2i
    Valore restituito
    int
    Dichiarato in scripts/sim/station.gd:185
  • Station.longest_platform funcThe longest of this station's platforms, in tiles (0 without any).
    Link a questa vocefunc longest_platform(m: WorldMap) -> int
    Parametri
    • m: WorldMap
    Valore restituito
    int
    Dichiarato in scripts/sim/station.gd:205
  • Station.air_pos funcWhere aircraft park: the middle of the runway.
    Link a questa vocefunc air_pos(m: WorldMap) -> Vector2
    Parametri
    • m: WorldMap
    Valore restituito
    Vector2
    Dichiarato in scripts/sim/station.gd:215
  • Station.is_runway static funcAirfields are 3 x 2 tiles: the runway is the first row (axis 0) or first column (axis 1).
    Link a questa vocestatic func is_runway(o: Dictionary) -> bool
    Parametri
    • o: Dictionary
    Valore restituito
    bool
    Dichiarato in scripts/sim/station.gd:227
  • Station.total_waiting funcSums the station’s waiting quantities across all cargo IDs and converts the result to a whole number.
    Link a questa vocefunc total_waiting() -> int

    For a single cargo read that key in waiting.

    Valore restituito
    int
    Dichiarato in scripts/sim/station.gd:232
  • Station.sign_pos funcReturns the average position of the station’s tile centers, in world tile coordinates.
    Link a questa vocefunc sign_pos() -> Vector2

    Useful for locating a news item on the map.

    Valore restituito
    Vector2
    Dichiarato in scripts/sim/station.gd:239
  • Station.stop_pos funcFor a road vehicle, point to the roadside stop even when it shares a station with other modes.
    Link a questa vocefunc stop_pos(m: WorldMap, kind: String) -> Vector2
    Parametri
    • m: WorldMap
    • kind: String
    Valore restituito
    Vector2
    Dichiarato in scripts/sim/station.gd:247
  • Station.refresh funcRecompute station type flags, catchment and what it accepts / supplies.
    Link a questa vocefunc refresh(m: WorldMap) -> void
    Parametri
    • m: WorldMap
    Valore restituito
    void
    Dichiarato in scripts/sim/station.gd:257
  • Station.refresh_coverage funcRecheck what reaches this station after its surroundings change.
    Link a questa vocefunc refresh_coverage(m: WorldMap) -> void
    Parametri
    • m: WorldMap
    Valore restituito
    void
    Dichiarato in scripts/sim/station.gd:300
  • Station.house_tiles funcThe tiles of the catchment with a house on them, in catchment order.
    Link a questa vocefunc house_tiles(m: WorldMap) -> PackedInt32Array
    Parametri
    • m: WorldMap
    Valore restituito
    PackedInt32Array
    Dichiarato in scripts/sim/station.gd:309
  • Station.add_catchment static func
    Link a questa vocestatic func add_catchment(m: WorldMap, catch: Dictionary, t: Vector2i, r: int) -> void
    Parametri
    • m: WorldMap
    • catch: Dictionary
    • t: Vector2i
    • r: int
    Valore restituito
    void

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/station.gd:335
  • Station.coverage static funcWhat a catchment area accepts and supplies.
    Link a questa vocestatic func coverage(m: WorldMap, catch: Dictionary) -> Dictionary

    Towns 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).

    Parametri
    • m: WorldMap
    • catch: Dictionary
    Valore restituito
    Dictionary
    Chiama
    Data.town_takes, Data.town_takes_by_size, Data.town_makes
    Dichiarato in scripts/sim/station.gd:346
  • Station.nearest_town static func
    Link a questa vocestatic func nearest_town(m: WorldMap, p: Vector2, within: float) -> Town
    Parametri
    • m: WorldMap
    • p: Vector2
    • within: float
    Valore restituito
    Town

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/station.gd:409
  • Station.make_name static func
    Link a questa vocestatic func make_name(m: WorldMap, at: Vector2i) -> String
    Parametri
    • m: WorldMap
    • at: Vector2i
    Valore restituito
    String
    Chiama
    L.t

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/station.gd:420

Vehicle

  • Vehicle.LOCO_LEN const
    Link a questa voceconst LOCO_LEN := 0.56

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/vehicle.gd:8
  • Vehicle.CAR_LEN const
    Link a questa voceconst CAR_LEN := 0.5

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/vehicle.gd:9
  • Vehicle.RV_LEN const
    Link a questa voceconst RV_LEN := 0.46

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/vehicle.gd:10
  • Vehicle.SHIP_LEN const
    Link a questa voceconst SHIP_LEN := 0.9

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/vehicle.gd:11
  • Vehicle.PLANE_LEN const
    Link a questa voceconst PLANE_LEN := 0.7

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/vehicle.gd:12
  • Vehicle.CRUISE constflight altitude above the ground
    Link a questa voceconst CRUISE := 3.2Dichiarato in scripts/sim/vehicle.gd:13
  • Vehicle.LOAD_RATE constunits moved per day while loading
    Link a questa voceconst LOAD_RATE := 40.0Dichiarato in scripts/sim/vehicle.gd:14
  • Vehicle.LANE constroad vehicles keep right by this much
    Link a questa voceconst LANE := 0.12Dichiarato in scripts/sim/vehicle.gd:15
  • Vehicle.ROAD_GAP constQueues (RAIL-26).
    Link a questa voceconst ROAD_GAP := 0.12

    A 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.

    Dichiarato in scripts/sim/vehicle.gd:19
  • Vehicle.ROAD_GIVE_UP const
    Link a questa voceconst ROAD_GIVE_UP := 3.0

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/vehicle.gd:20
  • Vehicle.QUEUE_GIVE_UP const
    Link a questa voceconst QUEUE_GIVE_UP := 15.0

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/vehicle.gd:21
  • Vehicle.STANDS constaircraft an airport takes at a time
    Link a questa voceconst STANDS := 3Dichiarato in scripts/sim/vehicle.gd:22
  • Vehicle.HOLD_AT consthow far out a plane asks for a stand: where it would start to descend
    Link a questa voceconst HOLD_AT := 5.0Dichiarato in scripts/sim/vehicle.gd:23
  • Vehicle.HOLD_R constradius of the circle a plane holds on, at cruising height...
    Link a questa voceconst HOLD_R := 2.5Dichiarato in scripts/sim/vehicle.gd:24
  • Vehicle.HOLD_STEP const...or that much wider, or twice that (see _hold_r)
    Link a questa voceconst HOLD_STEP := 0.7Dichiarato in scripts/sim/vehicle.gd:25
  • Vehicle.HOLD_BANK consthow far it leans into that circle (radians)
    Link a questa voceconst HOLD_BANK := 0.35Dichiarato in scripts/sim/vehicle.gd:26
  • Vehicle.ORDER_FLAGS constWhat 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).
    Link a questa voceconst ORDER_FLAGS := ["transfer", "unload", "no_load", "depot"]

    Saved in this order (see SaveGame).

    Dichiarato in scripts/sim/vehicle.gd:30
  • Vehicle.id var
    Link a questa vocevar id := 0

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/vehicle.gd:32
  • Vehicle.name var
    Link a questa vocevar name := ""

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/vehicle.gd:33
  • Vehicle.model_id var
    Link a questa vocevar model_id := ""

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/vehicle.gd:34
  • Vehicle.model var
    Link a questa vocevar model: Dictionary

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/vehicle.gd:35
  • Vehicle.kind var
    Link a questa vocevar kind := "road"

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/vehicle.gd:36
  • Vehicle.cargo var
    Link a questa vocevar cargo := "pax"

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/vehicle.gd:37
  • Vehicle.wagons var
    Link a questa vocevar wagons := 0

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/vehicle.gd:38
  • Vehicle.owner var
    Link a questa vocevar owner: Company

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/vehicle.gd:39
  • Vehicle.orders var[{"st": Station, "full": bool, and any of ORDER_FLAGS: bool (missing: false)}]
    Link a questa vocevar orders: Array = []Dichiarato in scripts/sim/vehicle.gd:40
  • Vehicle.order_idx var
    Link a questa vocevar order_idx := 0

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/vehicle.gd:41
  • Vehicle.state varloading | moving | lost | stopped | servicing | wrecked (see Sim.wrecks)
    Link a questa vocevar state := "loading"Dichiarato in scripts/sim/vehicle.gd:43
  • Vehicle.status var
    Link a questa vocevar status := ""

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/vehicle.gd:44
  • Vehicle.timer var
    Link a questa vocevar timer := 0.0

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/vehicle.gd:45
  • Vehicle.segs varpath history; the last one is the one the head is on
    Link a questa vocevar segs: Array = []Dichiarato in scripts/sim/vehicle.gd:46
  • Vehicle.t varprogress along the last segment (0..1)
    Link a questa vocevar t := 1.0Dichiarato in scripts/sim/vehicle.gd:47
  • Vehicle.route var
    Link a questa vocevar route: Array[Vector2i] = []

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/vehicle.gd:48
  • Vehicle.rp varindex in route of the tile the head is in
    Link a questa vocevar rp := 0Dichiarato in scripts/sim/vehicle.gd:49
  • Vehicle.speed varcurrent speed, tiles per day
    Link a questa vocevar speed := 0.0Dichiarato in scripts/sim/vehicle.gd:50
  • Vehicle.at_station var
    Link a questa vocevar at_station: Station = null

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/vehicle.gd:51
  • Vehicle.lost_ctx var
    Link a questa vocevar lost_ctx := {}

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/vehicle.gd:52
  • Vehicle.lost_tries var
    Link a questa vocevar lost_tries := 0

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/vehicle.gd:53
  • Vehicle.cap var
    Link a questa vocevar cap := 0

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/vehicle.gd:55
  • Vehicle.packets var[{"amt": int, "from": Station, "day": float}]
    Link a questa vocevar packets: Array = []Dichiarato in scripts/sim/vehicle.gd:56
  • Vehicle.profit_this var
    Link a questa vocevar profit_this := 0

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/vehicle.gd:57
  • Vehicle.profit_last var
    Link a questa vocevar profit_last := 0

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/vehicle.gd:58
  • Vehicle.income_total var
    Link a questa vocevar income_total := 0

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/vehicle.gd:59
  • Vehicle.age_days var
    Link a questa vocevar age_days := 0.0

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/vehicle.gd:60
  • Vehicle.cost var
    Link a questa vocevar cost := 0

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/vehicle.gd:61
  • Vehicle.trips var
    Link a questa vocevar trips := 0

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/vehicle.gd:62
  • Vehicle.stopped_by_player var
    Link a questa vocevar stopped_by_player := false

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/vehicle.gd:63
  • Vehicle.sig_wait vardays spent waiting at a red signal or in front of a junction
    Link a questa vocevar sig_wait := 0.0Dichiarato in scripts/sim/vehicle.gd:64
  • Vehicle.held_at varWhat the train waited at when it last moved: 0 nothing, 1 a signal, 2 a junction (RAIL-80).
    Link a questa vocevar held_at := 0Dichiarato in scripts/sim/vehicle.gd:66
  • Vehicle.GIVE_UP_DAYS consta train held this long at a signal or junction is deadlocked
    Link a questa voceconst GIVE_UP_DAYS := 30.0Dichiarato in scripts/sim/vehicle.gd:67
  • Vehicle._backoff_try varwhen it last tried turning round out of a deadlock
    Link a questa vocevar _backoff_try := -1000.0Dichiarato in scripts/sim/vehicle.gd:68
  • Vehicle._backed_off_at varwhen it last did
    Link a questa vocevar _backed_off_at := -1000.0Dichiarato in scripts/sim/vehicle.gd:69
  • Vehicle._forced_at varwhen it last went on anyway, unable to turn round
    Link a questa vocevar _forced_at := -1000.0Dichiarato in scripts/sim/vehicle.gd:70
  • Vehicle._turned var_held_up turned it round just now (see _advance)
    Link a questa vocevar _turned := falseDichiarato in scripts/sim/vehicle.gd:71
  • Vehicle._detour_day varwhen it last looked for a way round a busy stretch (see _detour)
    Link a questa vocevar _detour_day := -1000.0Dichiarato in scripts/sim/vehicle.gd:72
  • Vehicle.queue_wait vardays held up in a queue: in traffic, for a berth, or holding (RAIL-26)
    Link a questa vocevar queue_wait := 0.0Dichiarato in scripts/sim/vehicle.gd:73
  • Vehicle.hold_a varaircraft holding over a full airport: its angle round the circle, -1 when not
    Link a questa vocevar hold_a := -1.0Dichiarato in scripts/sim/vehicle.gd:74
  • Vehicle.old_warned var
    Link a questa vocevar old_warned := false

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/vehicle.gd:75
  • Vehicle.electric varneeds overhead wires (set from the model)
    Link a questa vocevar electric := falseDichiarato in scripts/sim/vehicle.gd:76
  • Vehicle.wagon_cargos vartrains: the cargo of each wagon, front to back (mixed trains)
    Link a questa vocevar wagon_cargos: Array = []Dichiarato in scripts/sim/vehicle.gd:77
  • Vehicle.reliability var0..1; wears down day by day, restored by servicing
    Link a questa vocevar reliability := 1.0Dichiarato in scripts/sim/vehicle.gd:78
  • Vehicle.last_service vargame day of the last service
    Link a questa vocevar last_service := 0.0Dichiarato in scripts/sim/vehicle.gd:79
  • Vehicle.breakdowns var
    Link a questa vocevar breakdowns := 0

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/vehicle.gd:80
  • Vehicle.broken vardays left standing broken down
    Link a questa vocevar broken := 0.0Dichiarato in scripts/sim/vehicle.gd:81
  • Vehicle.service_to varthe depot it's heading to for servicing
    Link a questa vocevar service_to := Vector2i(-1, -1)Dichiarato in scripts/sim/vehicle.gd:82
  • Vehicle.load_avg varrunning average of how full it leaves stations (0..1), -1 until known
    Link a questa vocevar load_avg := -1.0Dichiarato in scripts/sim/vehicle.gd:83
  • Vehicle.last_trip varlast paid delivery: {"pay", "units", "day", "st"}
    Link a questa vocevar last_trip := {}Dichiarato in scripts/sim/vehicle.gd:84
  • Vehicle.look_rev vargoes up when a refit changes how it looks (the view redraws it)
    Link a questa vocevar look_rev := 0Dichiarato in scripts/sim/vehicle.gd:85
  • Vehicle.refit_to vara change of cargo ordered and paid for, done at the depot (see refit)
    Link a questa vocevar refit_to: Array = []Dichiarato in scripts/sim/vehicle.gd:86
  • Vehicle.refit_paid varwhat ordering it cost (given back if it is cancelled)
    Link a questa vocevar refit_paid := 0Dichiarato in scripts/sim/vehicle.gd:87
  • Vehicle.stuck_cargo vara cargo on board that no stop in the orders accepts (see _check_stuck)
    Link a questa vocevar stuck_cargo := ""Dichiarato in scripts/sim/vehicle.gd:88
  • Vehicle.stuck_stops varstops it has called at with that cargo on board, undelivered
    Link a questa vocevar stuck_stops := 0Dichiarato in scripts/sim/vehicle.gd:89
  • Vehicle.stuck_news vargame day the player was last told about it (-1: never)
    Link a questa vocevar stuck_news := -1Dichiarato in scripts/sim/vehicle.gd:90
  • Vehicle.line varthe line it runs on (its orders are then the line's), or null
    Link a questa vocevar line: Line = nullDichiarato in scripts/sim/vehicle.gd:91
  • Vehicle.lap_start vargame day it last left its line's first stop (-1: not yet)
    Link a questa vocevar lap_start := -1.0Dichiarato in scripts/sim/vehicle.gd:92
  • Vehicle.held vardays held at the first stop this round to keep the line evenly spaced
    Link a questa vocevar held := 0.0Dichiarato in scripts/sim/vehicle.gd:93
  • Vehicle.air_from var
    Link a questa vocevar air_from := Vector2.ZERO

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/vehicle.gd:95
  • Vehicle.air_to var
    Link a questa vocevar air_to := Vector2.ZERO

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/vehicle.gd:96
  • Vehicle.air_d var
    Link a questa vocevar air_d := 0.0

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/vehicle.gd:97
  • Vehicle.air_y0 var
    Link a questa vocevar air_y0 := 0.0

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/vehicle.gd:98
  • Vehicle.air_y1 var
    Link a questa vocevar air_y1 := 0.0

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/vehicle.gd:99
  • Vehicle._accel varacceleration as a multiple of the top speed, by kind
    Link a questa vocevar _accel := 2.5Dichiarato in scripts/sim/vehicle.gd:101
  • Vehicle._len varlength of a road vehicle, ship or aircraft (of model _len_of)
    Link a questa vocevar _len := -1.0Dichiarato in scripts/sim/vehicle.gd:102
  • Vehicle._len_of var
    Link a questa vocevar _len_of := ""

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/vehicle.gd:103
  • Vehicle._back_u varsecond result of _back_i
    Link a questa vocevar _back_u := 0.0Dichiarato in scripts/sim/vehicle.gd:104
  • Vehicle._routes varroutes found before, by order (see _find)
    Link a questa vocevar _routes := {}Dichiarato in scripts/sim/vehicle.gd:105
  • Vehicle._fit vartrains: the share of the train alongside the platform it stands at
    Link a questa vocevar _fit := 1.0Dichiarato in scripts/sim/vehicle.gd:106
  • Vehicle._course varships: the straight course route follows (see water_course), {} for none
    Link a questa vocevar _course := {}Dichiarato in scripts/sim/vehicle.gd:107
  • Vehicle._queued varheld up in a queue this step (counts towards queue_wait)
    Link a questa vocevar _queued := falseDichiarato in scripts/sim/vehicle.gd:108
  • Vehicle._blocked_by varroad vehicles: id of the one it is keeping behind (0: none)
    Link a questa vocevar _blocked_by := 0Dichiarato in scripts/sim/vehicle.gd:109
  • Vehicle.route_cache static varSwitch for the tests: with it off every departure searches for its route again.
    Link a questa vocestatic var route_cache := trueDichiarato in scripts/sim/vehicle.gd:111
  • Vehicle._seg_cache static varmake_seg results by tile, sides and shape
    Link a questa vocestatic var _seg_cache := {}Dichiarato in scripts/sim/vehicle.gd:112
  • Vehicle.SEG_CACHE_MAX const
    Link a questa voceconst SEG_CACHE_MAX := 200000

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/vehicle.gd:113
  • Vehicle._init func
    Link a questa vocefunc _init(p_id: int, p_model: String, p_cargo: String, p_wagons: int, p_owner: Company) -> void
    Parametri
    • p_id: int
    • p_model: String
    • p_cargo: String
    • p_wagons: int
    • p_owner: Company
    Valore restituito
    void
    Chiama
    Data.model, Data.wagon_cap

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/vehicle.gd:116
  • Vehicle._default_name funcThe name a vehicle gets when bought: what it is and its number.
    Link a questa vocefunc _default_name() -> String
    Valore restituito
    String
    Chiama
    L.t
    Dichiarato in scripts/sim/vehicle.gd:135
  • Vehicle.load_amount func
    Link a questa vocefunc load_amount() -> int
    Valore restituito
    int

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/vehicle.gd:145
  • Vehicle.set_consist funcA train's wagons, one cargo each (front to back).
    Link a questa vocefunc set_consist(list: Array) -> void

    cargo becomes the first wagon's.

    Parametri
    • list: Array
    Valore restituito
    void
    Chiama
    Data.wagon_cap
    Dichiarato in scripts/sim/vehicle.gd:153
  • Vehicle.refit funcChange what the vehicle carries: a train's wagons (one cargo each, front to back) or the one cargo of anything else.
    Link a questa vocefunc refit(list: Array, m: WorldMap = null) -> void

    Cargo 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.

    Parametri
    • list: Array
    • m: WorldMap = null
    Valore restituito
    void
    Dichiarato in scripts/sim/vehicle.gd:168
  • Vehicle._trim_load funcDrop what no longer fits on board (was: the cargo of packets from before they were labelled).
    Link a questa vocefunc _trim_load(was: String) -> void
    Parametri
    • was: String
    Valore restituito
    void
    Dichiarato in scripts/sim/vehicle.gd:187
  • Vehicle.change_model funcBecome 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).
    Link a questa vocefunc change_model(p_model: String) -> void

    A train keeps its wagons, as many as the new engine pulls; anything else gets the new model's capacity. Cargo without room is lost.

    Parametri
    • p_model: String
    Valore restituito
    void
    Chiama
    Data.model, Data.wagon_cap
    Dichiarato in scripts/sim/vehicle.gd:205
  • Vehicle._grow_tail funcLay more history behind the tail, following the track, so a train that just got longer has somewhere to stand (the same walk spawn does).
    Link a questa vocefunc _grow_tail(m: WorldMap) -> void
    Parametri
    • m: WorldMap
    Valore restituito
    void
    Chiama
    Const.opp
    Dichiarato in scripts/sim/vehicle.gd:228
  • Vehicle.cargos funcThe cargos this vehicle carries (several for a mixed train).
    Link a questa vocefunc cargos() -> Array
    Valore restituito
    Array
    Dichiarato in scripts/sim/vehicle.gd:263
  • Vehicle.is_mixed func
    Link a questa vocefunc is_mixed() -> bool
    Valore restituito
    bool

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/vehicle.gd:273
  • Vehicle.cap_of funcReturns the capacity for one cargo ID.
    Link a questa vocefunc cap_of(c: String) -> int

    For mixed trains, it counts only wagons assigned to that cargo. A cargo the vehicle cannot currently carry has capacity zero.

    Parametri
    • c: String
    Valore restituito
    int
    Chiama
    Data.wagon_cap
    Dichiarato in scripts/sim/vehicle.gd:277
  • Vehicle.load_of funcAdds up the units in the vehicle’s cargo packets for one cargo ID.
    Link a questa vocefunc load_of(c: String) -> int

    This is the current load, rather than available room.

    Parametri
    • c: String
    Valore restituito
    int
    Dichiarato in scripts/sim/vehicle.gd:287
  • Vehicle.running_cost funcReturns the annual running cost of the model plus its wagons.
    Link a questa vocefunc running_cost() -> int
    Valore restituito
    int
    Dichiarato in scripts/sim/vehicle.gd:295
  • Vehicle.life_years funcReturns the usual service life in years for the vehicle’s transport kind.
    Link a questa vocefunc life_years() -> int
    Valore restituito
    int
    Dichiarato in scripts/sim/vehicle.gd:299
  • Vehicle.is_old funcChecks whether the vehicle’s age in days exceeds its service life in years, using 365 days per year.
    Link a questa vocefunc is_old() -> bool
    Valore restituito
    bool
    Dichiarato in scripts/sim/vehicle.gd:303
  • Vehicle.value funcReturns the current resale value in dollars.
    Link a questa vocefunc value() -> int

    The value falls with age and bottoms out at 15 percent of purchase cost.

    Valore restituito
    int
    Dichiarato in scripts/sim/vehicle.gd:307
  • Vehicle.max_speed funcReturns the model’s maximum speed in tiles per game day.
    Link a questa vocefunc max_speed() -> float

    Steam trains lose three percent of model speed per wagon in this calculation.

    Valore restituito
    float
    Dichiarato in scripts/sim/vehicle.gd:311
  • Vehicle.train_length func
    Link a questa vocefunc train_length() -> float
    Valore restituito
    float

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/vehicle.gd:318
  • Vehicle.tiles_long static funcHow many platform tiles a train with n_wagons wagons needs to stand alongside in full.
    Link a questa vocestatic func tiles_long(n_wagons: int) -> int

    A 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.

    Parametri
    • n_wagons: int
    Valore restituito
    int
    Dichiarato in scripts/sim/vehicle.gd:330
  • Vehicle.OVERHANG_OK const
    Link a questa voceconst OVERHANG_OK := 0.1

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/vehicle.gd:334
  • Vehicle.platform_fit static funcThe share of a train of length tiles that is alongside a platform of platform tiles.
    Link a questa vocestatic func platform_fit(length: float, platform: int) -> float

    Only 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).

    Parametri
    • length: float
    • platform: int
    Valore restituito
    float
    Dichiarato in scripts/sim/vehicle.gd:340
  • Vehicle.body_len static funcLength of a road vehicle, ship or aircraft of this model (see Data.LENGTH).
    Link a questa vocestatic func body_len(id: String) -> float
    Parametri
    • id: String
    Valore restituito
    float
    Chiama
    Data.model, Data.look
    Dichiarato in scripts/sim/vehicle.gd:347
  • Vehicle.dest func
    Link a questa vocefunc dest() -> Station
    Valore restituito
    Station

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/vehicle.gd:356
  • Vehicle._edge static func
    Link a questa vocestatic func _edge(t: Vector2i, d: int) -> Vector2
    Parametri
    • t: Vector2i
    • d: int
    Valore restituito
    Vector2

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/vehicle.gd:362
  • Vehicle._center static func
    Link a questa vocestatic func _center(t: Vector2i) -> Vector2
    Parametri
    • t: Vector2i
    Valore restituito
    Vector2

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/vehicle.gd:366
  • Vehicle.make_seg static funcA segment crossing tile t, entering through side a and leaving through side b (-1 means starting or stopping at the tile centre).
    Link a questa vocestatic func make_seg(t: Vector2i, a: int, b: int, chord: int = 0) -> Dictionary

    chord: 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.

    Parametri
    • t: Vector2i
    • a: int
    • b: int
    • chord: int = 0
    Valore restituito
    Dictionary
    Chiama
    Const.opp, WorldMap.piece_curve
    Dichiarato in scripts/sim/vehicle.gd:374
  • Vehicle._seg_len static func
    Link a questa vocestatic func _seg_len(s: Dictionary) -> float
    Parametri
    • s: Dictionary
    Valore restituito
    float

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/vehicle.gd:404
  • Vehicle.seg_pos static func
    Link a questa vocestatic func seg_pos(s: Dictionary, u: float) -> Vector2
    Parametri
    • s: Dictionary
    • u: float
    Valore restituito
    Vector2

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/vehicle.gd:414
  • Vehicle.seg_dir static funcThe way along segment s at u (not normalised; zero only half-way round a U-turn).
    Link a questa vocestatic func seg_dir(s: Dictionary, u: float) -> Vector2
    Parametri
    • s: Dictionary
    • u: float
    Valore restituito
    Vector2
    Dichiarato in scripts/sim/vehicle.gd:426
  • Vehicle.rev_seg static func
    Link a questa vocestatic func rev_seg(s: Dictionary) -> Dictionary
    Parametri
    • s: Dictionary
    Valore restituito
    Dictionary
    Chiama
    WorldMap.flip_shape

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/vehicle.gd:437
  • Vehicle._seg funcA segment through tile t that knows whether it's part of a diagonal run.
    Link a questa vocefunc _seg(m: WorldMap, t: Vector2i, a: int, b: int) -> Dictionary
    Parametri
    • m: WorldMap
    • t: Vector2i
    • a: int
    • b: int
    Valore restituito
    Dictionary
    Dichiarato in scripts/sim/vehicle.gd:442
  • Vehicle.SEA_ROOM constHow far a ship's straight leg keeps from land on either side (tiles).
    Link a questa voceconst SEA_ROOM := 0.3Dichiarato in scripts/sim/vehicle.gd:449
  • Vehicle.water_course static funcShips aren't held to the grid: they sail straight legs across open water, which bend only where something is in the way.
    Link a questa vocestatic func water_course(m: WorldMap, tiles: Array) -> Dictionary

    tiles is 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}.

    Parametri
    • m: WorldMap
    • tiles: Array
    Valore restituito
    Dictionary
    Chiama
    Pathfinder.find_sea
    Dichiarato in scripts/sim/vehicle.gd:457
  • Vehicle._sea_clear static funcWhether a ship can sail straight from the centre of tile a to the centre of tile b, keeping SEA_ROOM clear of anything that isn't open water.
    Link a questa vocestatic func _sea_clear(m: WorldMap, a: Vector2i, b: Vector2i) -> bool
    Parametri
    • m: WorldMap
    • a: Vector2i
    • b: Vector2i
    Valore restituito
    bool
    Dichiarato in scripts/sim/vehicle.gd:498
  • Vehicle._walk_line static funcThe tiles a straight line from p to q passes through after the first, in order and each the neighbour of the one before (through a corner it goes across first), appended to tiles, and where it enters each one appended to cross.
    Link a questa vocestatic func _walk_line(p: Vector2, q: Vector2, tiles: Array[Vector2i], cross: PackedVector2Array) -> void
    Parametri
    • p: Vector2
    • q: Vector2
    • tiles: Array[Vector2i]
    • cross: PackedVector2Array
    Valore restituito
    void
    Dichiarato in scripts/sim/vehicle.gd:515
  • Vehicle.course_seg static funcThe piece of a ship's course (see water_course) in its kth tile.
    Link a questa vocestatic func course_seg(c: Dictionary, k: int, a: int = -2, from: Variant = null) -> Dictionary

    a: 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).

    Parametri
    • c: Dictionary
    • k: int
    • a: int = -2
    • from: Variant = null
    Valore restituito
    Dictionary
    Chiama
    Const.opp, BuildOps.dir_between
    Dichiarato in scripts/sim/vehicle.gd:552
  • Vehicle.free_seg static funcA segment through tile t (sides a to b) along any curve: from p0 to p2, pulled towards c.
    Link a questa vocestatic func free_seg(t: Vector2i, a: int, b: int, p0: Vector2, c: Vector2, p2: Vector2) -> Dictionary
    Parametri
    • t: Vector2i
    • a: int
    • b: int
    • p0: Vector2
    • c: Vector2
    • p2: Vector2
    Valore restituito
    Dictionary
    Dichiarato in scripts/sim/vehicle.gd:569
  • Vehicle.course_segs static funcEvery piece of a ship's course, first to last.
    Link a questa vocestatic func course_segs(c: Dictionary) -> Array
    Parametri
    • c: Dictionary
    Valore restituito
    Array
    Dichiarato in scripts/sim/vehicle.gd:576
  • Vehicle._set_route funcSet off along tiles (from the head's tile): a ship's course is pulled straight first.
    Link a questa vocefunc _set_route(m: WorldMap, tiles: Array[Vector2i]) -> void
    Parametri
    • m: WorldMap
    • tiles: Array[Vector2i]
    Valore restituito
    void
    Dichiarato in scripts/sim/vehicle.gd:584
  • Vehicle._first_seg funcThe first piece of a new route, from where the head is now.
    Link a questa vocefunc _first_seg(m: WorldMap, a: int) -> Dictionary
    Parametri
    • m: WorldMap
    • a: int
    Valore restituito
    Dictionary
    Chiama
    BuildOps.dir_between
    Dichiarato in scripts/sim/vehicle.gd:594
  • Vehicle._pos_back funcWalk d back from the head along the history: {"i": segment index, "u": position in it}.
    Link a questa vocefunc _pos_back(d: float) -> Dictionary
    Parametri
    • d: float
    Valore restituito
    Dictionary
    Dichiarato in scripts/sim/vehicle.gd:605
  • Vehicle._back_i funcThe same walk as _pos_back without building a Dictionary: returns the segment index and leaves the position in it in _back_u.
    Link a questa vocefunc _back_i(d: float) -> int
    Parametri
    • d: float
    Valore restituito
    int
    Dichiarato in scripts/sim/vehicle.gd:623
  • Vehicle.pos_at funcPosition d behind the nose, or Vector2.INF for a hidden segment when it is excluded.
    Link a questa vocefunc pos_at(d: float, include_hidden: bool = true) -> Vector2
    Parametri
    • d: float
    • include_hidden: bool = true
    Valore restituito
    Vector2
    Dichiarato in scripts/sim/vehicle.gd:642
  • Vehicle.body_points funcPoints every step along the train from the nose to the tail (both included), leaving out the part still inside a depot shed.
    Link a questa vocefunc body_points(step: float) -> PackedVector2Array

    For crash checks (see Sim._check_crashes).

    Parametri
    • step: float
    Valore restituito
    PackedVector2Array
    Dichiarato in scripts/sim/vehicle.gd:651
  • Vehicle.heading funcDirection of travel in the current tile (0..3).
    Link a questa vocefunc heading() -> int
    Valore restituito
    int
    Chiama
    Const.opp
    Dichiarato in scripts/sim/vehicle.gd:663
  • Vehicle.head_tile func
    Link a questa vocefunc head_tile() -> Vector2i
    Valore restituito
    Vector2i

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/vehicle.gd:674
  • Vehicle.spawn funcPlace the vehicle stopped at the centre of station tile tile, facing direction facing.
    Link a questa vocefunc spawn(tile: Vector2i, facing: int, m: WorldMap = null, hide_behind: bool = false) -> void

    A train's wagons are laid back along the actual track where there is some.

    Parametri
    • tile: Vector2i
    • facing: int
    • m: WorldMap = null
    • hide_behind: bool = false
    Valore restituito
    void
    Chiama
    Const.opp
    Dichiarato in scripts/sim/vehicle.gd:684
  • Vehicle.update func
    Link a questa vocefunc update(sim: Sim, dt: float) -> void
    Parametri
    • sim: Sim
    • dt: float
    Valore restituito
    void
    Chiama
    L.t

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/vehicle.gd:724
  • Vehicle._remaining func
    Link a questa vocefunc _remaining() -> float
    Valore restituito
    float

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/vehicle.gd:763
  • Vehicle._on_course funcWhether the ship is following a course worked out for its route (not one from an older save).
    Link a questa vocefunc _on_course() -> bool
    Valore restituito
    bool
    Dichiarato in scripts/sim/vehicle.gd:780
  • Vehicle._move func
    Link a questa vocefunc _move(sim: Sim, dt: float) -> void
    Parametri
    • sim: Sim
    • dt: float
    Valore restituito
    void

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/vehicle.gd:784
  • Vehicle._trim funcDrop the history further back than the tail needs (the walk of _pos_back, stopping as soon as it is clear nothing can go).
    Link a questa vocefunc _trim() -> void
    Valore restituito
    void
    Dichiarato in scripts/sim/vehicle.gd:836
  • Vehicle._advance funcStep the head into the next tile of the route.
    Link a questa vocefunc _advance(sim: Sim) -> bool

    Returns false if movement must stop.

    Parametri
    • sim: Sim
    Valore restituito
    bool
    Chiama
    BuildOps.dir_between, L.t, Const.opp
    Dichiarato in scripts/sim/vehicle.gd:852
  • Vehicle._gate funcRealistic 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.
    Link a questa vocefunc _gate(m: WorldMap, k: int) -> int
    Parametri
    • m: WorldMap
    • k: int
    Valore restituito
    int
    Chiama
    BuildOps.dir_between
    Dichiarato in scripts/sim/vehicle.gd:908
  • Vehicle.way_ahead funcThe 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.
    Link a questa vocefunc way_ahead(m: WorldMap, blocks: Dictionary, k: int, gate: int) -> Array

    A 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.

    Parametri
    • m: WorldMap
    • blocks: Dictionary
    • k: int
    • gate: int
    Valore restituito
    Array
    Chiama
    BuildOps.dir_between
    Dichiarato in scripts/sim/vehicle.gd:927
  • Vehicle._dir_in funcThe way the head entered the tile it is in, or -1.
    Link a questa vocefunc _dir_in() -> int
    Valore restituito
    int
    Chiama
    Const.opp
    Dichiarato in scripts/sim/vehicle.gd:973
  • Vehicle.claims_ahead funcThe 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.
    Link a questa vocefunc claims_ahead(m: WorldMap, blocks: Dictionary) -> Array
    Parametri
    • m: WorldMap
    • blocks: Dictionary
    Valore restituito
    Array
    Chiama
    BuildOps.dir_between
    Dichiarato in scripts/sim/vehicle.gd:981
  • Vehicle._held_up funcWhether another train holds any of the way past the gate in front of route[k] (see _gate).
    Link a questa vocefunc _held_up(sim: Sim, k: int, gate: int) -> bool

    When 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).

    Parametri
    • sim: Sim
    • k: int
    • gate: int
    Valore restituito
    bool
    Dichiarato in scripts/sim/vehicle.gd:998
  • Vehicle._deadlocked funcA train that has waited GIVE_UP_DAYS for the way ahead.
    Link a questa vocefunc _deadlocked(sim: Sim, need: Array) -> bool

    It 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).

    Parametri
    • sim: Sim
    • need: Array
    Valore restituito
    bool
    Dichiarato in scripts/sim/vehicle.gd:1022
  • Vehicle._busy func
    Link a questa vocefunc _busy(sim: Sim, need: Array) -> bool
    Parametri
    • sim: Sim
    • need: Array
    Valore restituito
    bool

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/vehicle.gd:1051
  • Vehicle._detour funcAnother 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.
    Link a questa vocefunc _detour(sim: Sim, blocks: Dictionary, need: Array) -> bool

    Taken only when it isn't much longer. Returns whether the route changed.

    Parametri
    • sim: Sim
    • blocks: Dictionary
    • need: Array
    Valore restituito
    bool
    Chiama
    Pathfinder.find
    Dichiarato in scripts/sim/vehicle.gd:1062
  • Vehicle._red_signal_dist funcDistance to a red signal or a busy junction (or a wreck on the line) ahead within the next couple of tiles, or -1.
    Link a questa vocefunc _red_signal_dist(sim: Sim) -> float
    Parametri
    • sim: Sim
    Valore restituito
    float
    Dichiarato in scripts/sim/vehicle.gd:1087
  • Vehicle._traffic_gap funcRoad 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.
    Link a questa vocefunc _traffic_gap(sim: Sim) -> float

    Only 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.

    Parametri
    • sim: Sim
    Valore restituito
    float
    Chiama
    L.t
    Dichiarato in scripts/sim/vehicle.gd:1109
  • Vehicle._berth_dist funcShips (RAIL-26): each water tile in front of a dock is a berth for one ship.
    Link a questa vocefunc _berth_dist(sim: Sim) -> float

    While 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.

    Parametri
    • sim: Sim
    Valore restituito
    float
    Chiama
    L.t
    Dichiarato in scripts/sim/vehicle.gd:1180
  • Vehicle._end_queue funcOut of a queue: the wait is over, and the status says where it is going again.
    Link a questa vocefunc _end_queue() -> void
    Valore restituito
    void
    Dichiarato in scripts/sim/vehicle.gd:1198
  • Vehicle._heading_status func
    Link a questa vocefunc _heading_status() -> String
    Valore restituito
    String
    Chiama
    L.t

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/vehicle.gd:1204
  • Vehicle._free_stops funcThe 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).
    Link a questa vocefunc _free_stops(sim: Sim, tiles: Dictionary) -> Dictionary
    Parametri
    • sim: Sim
    • tiles: Dictionary
    Valore restituito
    Dictionary
    Dichiarato in scripts/sim/vehicle.gd:1215
  • Vehicle._usable funcA stop the vehicle can actually use: still exists and has tiles of this vehicle's kind.
    Link a questa vocefunc _usable(sim: Sim, st: Station) -> bool
    Parametri
    • sim: Sim
    • st: Station
    Valore restituito
    bool
    Dichiarato in scripts/sim/vehicle.gd:1226
  • Vehicle._skip_to_usable funcMove order_idx forward (starting at the current order) to the first usable stop.
    Link a questa vocefunc _skip_to_usable(sim: Sim) -> bool
    Parametri
    • sim: Sim
    Valore restituito
    bool
    Dichiarato in scripts/sim/vehicle.gd:1231
  • Vehicle._go_lost funcNo route right now: wait and retry, backing off, and after a few failures try the next stop.
    Link a questa vocefunc _go_lost(target: Station, ctx: Dictionary) -> void
    Parametri
    • target: Station
    • ctx: Dictionary
    Valore restituito
    void
    Chiama
    L.t
    Dichiarato in scripts/sim/vehicle.gd:1240
  • Vehicle._reroute funcThe way ahead disappeared: find a new route from tile tile, where the head sits on edge side.
    Link a questa vocefunc _reroute(sim: Sim, tile: Vector2i, side: int) -> bool
    Parametri
    • sim: Sim
    • tile: Vector2i
    • side: int
    Valore restituito
    bool
    Chiama
    Pathfinder.find, Const.opp, L.t
    Dichiarato in scripts/sim/vehicle.gd:1252
  • Vehicle._extend_platform func
    Link a questa vocefunc _extend_platform(sim: Sim, tiles: Array[Vector2i]) -> Array[Vector2i]
    Parametri
    • sim: Sim
    • tiles: Array[Vector2i]
    Valore restituito
    Array[Vector2i]
    Chiama
    BuildOps.dir_between

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/vehicle.gd:1273
  • Vehicle._arrive func
    Link a questa vocefunc _arrive(sim: Sim) -> void
    Parametri
    • sim: Sim
    Valore restituito
    void
    Chiama
    L.t, Economy.unload

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/vehicle.gd:1296
  • Vehicle._load func
    Link a questa vocefunc _load(sim: Sim, st: Station) -> int
    Parametri
    • sim: Sim
    • st: Station
    Valore restituito
    int

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/vehicle.gd:1337
  • Vehicle._load_transfers func
    Link a questa vocefunc _load_transfers(source: Station, pickup: Station, c: String, room: int) -> int
    Parametri
    • source: Station
    • pickup: Station
    • c: String
    • room: int
    Valore restituito
    int

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/vehicle.gd:1371
  • Vehicle._note_pickup func
    Link a questa vocefunc _note_pickup(st: Station, c: String, day: float) -> void
    Parametri
    • st: Station
    • c: String
    • day: float
    Valore restituito
    void

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/vehicle.gd:1384
  • Vehicle._nearby_transfer_sources funcA feeder can't take transfers from its own drop-off orders, even from a nearby pickup stop.
    Link a questa vocefunc _nearby_transfer_sources(sim: Sim, st: Station) -> Array[Station]
    Parametri
    • sim: Sim
    • st: Station
    Valore restituito
    Array[Station]
    Dichiarato in scripts/sim/vehicle.gd:1392
  • Vehicle.order_flag funcWhether the order this vehicle is carrying out at st has flag key (see ORDER_FLAGS).
    Link a questa vocefunc order_flag(st: Station, key: String) -> bool
    Parametri
    • st: Station
    • key: String
    Valore restituito
    bool
    Dichiarato in scripts/sim/vehicle.gd:1403
  • Vehicle.transfers_at funcWhether this vehicle's orders say to leave cargo st doesn't accept there, for another vehicle (see Economy.unload): a transfer stop (RAIL-20) or an unload-only one (RAIL-36).
    Link a questa vocefunc transfers_at(st: Station) -> bool
    Parametri
    • st: Station
    Valore restituito
    bool
    Dichiarato in scripts/sim/vehicle.gd:1412
  • Vehicle.loads_at funcWhether this vehicle may take cargo on at st: not at an unload-only or don't-load stop.
    Link a questa vocefunc loads_at(st: Station) -> bool
    Parametri
    • st: Station
    Valore restituito
    bool
    Dichiarato in scripts/sim/vehicle.gd:1417
  • Vehicle.drops static funcWhether order o leaves the cargo its stop doesn't accept there: transfer and unload-only stops.
    Link a questa vocestatic func drops(o: Dictionary) -> bool
    Parametri
    • o: Dictionary
    Valore restituito
    bool
    Dichiarato in scripts/sim/vehicle.gd:1422
  • Vehicle.transfer_stops static funcThe stations in orders where cargo is left for another vehicle (see drops).
    Link a questa vocestatic func transfer_stops(p_orders: Array) -> Array
    Parametri
    • p_orders: Array
    Valore restituito
    Array
    Dichiarato in scripts/sim/vehicle.gd:1427
  • Vehicle.stranded static funcCargo that would be left on board for good: for each of cargos that a vehicle calling at stops could never deliver, [cargo, Station it is picked up at (null when no stop accepts it at all)].
    Link a questa vocestatic func stranded(cargos: Array, stops: Array, transfers: Array = []) -> Array

    A 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 transfers takes any cargo (to pass it on).

    Parametri
    • cargos: Array
    • stops: Array
    • transfers: Array = []
    Valore restituito
    Array
    Dichiarato in scripts/sim/vehicle.gd:1439
  • Vehicle._check_stuck funcCalled on arriving at st, after unloading: note cargo still on board that no stop in the orders accepts.
    Link a questa vocefunc _check_stuck(sim: Sim, st: Station) -> void

    It 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).

    Parametri
    • sim: Sim
    • st: Station
    Valore restituito
    void
    Chiama
    L.t, L.lower
    Dichiarato in scripts/sim/vehicle.gd:1459
  • Vehicle.clear_stuck funcForget the undeliverable cargo (it was delivered, or the orders or the cargo changed).
    Link a questa vocefunc clear_stuck() -> void
    Valore restituito
    void
    Dichiarato in scripts/sim/vehicle.gd:1494
  • Vehicle.problem funcWhat is wrong with the vehicle's route, for the player ("" when nothing is).
    Link a questa vocefunc problem() -> String
    Valore restituito
    String
    Chiama
    L.t, L.lower, L.n
    Dichiarato in scripts/sim/vehicle.gd:1500
  • Vehicle._wants_more funcWhether 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.
    Link a questa vocefunc _wants_more(sim: Sim, st: Station) -> bool

    Never at a stop where it takes nothing on.

    Parametri
    • sim: Sim
    • st: Station
    Valore restituito
    bool
    Dichiarato in scripts/sim/vehicle.gd:1511
  • Vehicle._fed_here funcWhether another vehicle of the same company can leave cargo c here or at a nearby station.
    Link a questa vocefunc _fed_here(sim: Sim, st: Station, nearby: Array[Station], c: String) -> bool
    Parametri
    • sim: Sim
    • st: Station
    • nearby: Array[Station]
    • c: String
    Valore restituito
    bool
    Dichiarato in scripts/sim/vehicle.gd:1531
  • Vehicle._pickup_fill funcHow full (0..1) the vehicle leaves st, counting only the cargos it can pick up here: ones the station supplies, or ones it actually took on (a transfer).
    Link a questa vocefunc _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.

    Parametri
    • st: Station
    Valore restituito
    float
    Dichiarato in scripts/sim/vehicle.gd:1546
  • Vehicle._update_loading func
    Link a questa vocefunc _update_loading(sim: Sim, dt: float) -> void
    Parametri
    • sim: Sim
    • dt: float
    Valore restituito
    void
    Chiama
    L.t

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/vehicle.gd:1562
  • Vehicle._spacing_wait funcDays still to wait at the line's first stop to keep an even gap behind the vehicle that left before (0: go now).
    Link a questa vocefunc _spacing_wait(sim: Sim) -> float

    Never longer than one gap all told, so a slow round can't hold a line up.

    Parametri
    • sim: Sim
    Valore restituito
    float
    Dichiarato in scripts/sim/vehicle.gd:1611
  • Vehicle.daily funcOnce a day: wear, and perhaps a breakdown.
    Link a questa vocefunc daily(sim: Sim) -> void
    Parametri
    • sim: Sim
    Valore restituito
    void
    Dichiarato in scripts/sim/vehicle.gd:1629
  • Vehicle.service_due func
    Link a questa vocefunc service_due(sim: Sim) -> bool
    Parametri
    • sim: Sim
    Valore restituito
    bool

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/vehicle.gd:1638
  • Vehicle._break_down func
    Link a questa vocefunc _break_down(sim: Sim) -> void
    Parametri
    • sim: Sim
    Valore restituito
    void
    Chiama
    L.t

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/vehicle.gd:1642
  • Vehicle._serviced func
    Link a questa vocefunc _serviced(sim: Sim) -> void
    Parametri
    • sim: Sim
    Valore restituito
    void
    Chiama
    Data.reliability

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/vehicle.gd:1652
  • Vehicle._try_service funcHead for the nearest depot if one is close (any_distance: however far).
    Link a questa vocefunc _try_service(sim: Sim, any_distance := false) -> bool

    Ships, aircraft and rivals' fleets are looked after at their stations instead. Returns true if the vehicle is now on its way to a depot.

    Parametri
    • sim: Sim
    • any_distance := false
    Valore restituito
    bool
    Chiama
    Pathfinder.find
    Dichiarato in scripts/sim/vehicle.gd:1660
  • Vehicle._try_refit funcA change of cargo is waiting (see Sim.refit_vehicle): head for the nearest depot, however far, where it is done.
    Link a questa vocefunc _try_refit(sim: Sim) -> bool

    Ships, 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.

    Parametri
    • sim: Sim
    Valore restituito
    bool
    Chiama
    Pathfinder.find
    Dichiarato in scripts/sim/vehicle.gd:1679
  • Vehicle._depot_status func
    Link a questa vocefunc _depot_status() -> String
    Valore restituito
    String
    Chiama
    L.t

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/vehicle.gd:1694
  • Vehicle._go_to_depot funcLeave for the depot at the end of res (a Pathfinder route from the head's tile).
    Link a questa vocefunc _go_to_depot(sim: Sim, res: Dictionary, goals: Dictionary) -> void
    Parametri
    • sim: Sim
    • res: Dictionary
    • goals: Dictionary
    Valore restituito
    void
    Chiama
    BuildOps.dir_between, Const.opp
    Dichiarato in scripts/sim/vehicle.gd:1699
  • Vehicle._stop_no_orders funcHalt because no stop can be used.
    Link a questa vocefunc _stop_no_orders(ctx: Dictionary = {}) -> void

    ctx remembers where the head is if it stopped mid-route, so starting again resumes from there instead of jumping to the tile centre.

    Parametri
    • ctx: Dictionary = {}
    Valore restituito
    void
    Chiama
    L.t
    Dichiarato in scripts/sim/vehicle.gd:1720
  • Vehicle.resume funcRestart a stopped vehicle (from the vehicle window).
    Link a questa vocefunc resume() -> void
    Valore restituito
    void
    Dichiarato in scripts/sim/vehicle.gd:1728
  • Vehicle._route_to_order funcLeave the current tile for the current order's station.
    Link a questa vocefunc _route_to_order(sim: Sim) -> void
    Parametri
    • sim: Sim
    Valore restituito
    void
    Chiama
    L.t, BuildOps.dir_between, Const.opp
    Dichiarato in scripts/sim/vehicle.gd:1736
  • Vehicle._find funcPathfinder.find for this vehicle, remembering the answer under slot (-1: don't).
    Link a questa vocefunc _find(sim: Sim, slot: int, start: Vector2i, h: int, goals: Dictionary, reverse_start: bool, uturn: bool) -> Dictionary

    The 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.

    Parametri
    • sim: Sim
    • slot: int
    • start: Vector2i
    • h: int
    • goals: Dictionary
    • reverse_start: bool
    • uturn: bool
    Valore restituito
    Dictionary
    Chiama
    Pathfinder.find
    Dichiarato in scripts/sim/vehicle.gd:1781
  • Vehicle._route_stands funcWhether every step of tiles can still be driven (the checks _advance makes on the way).
    Link a questa vocefunc _route_stands(m: WorldMap, tiles: Array[Vector2i]) -> bool
    Parametri
    • m: WorldMap
    • tiles: Array[Vector2i]
    Valore restituito
    bool
    Dichiarato in scripts/sim/vehicle.gd:1801
  • Vehicle._free_platforms funcThe platforms of a station no other train is standing at (all of them if every one is taken).
    Link a questa vocefunc _free_platforms(sim: Sim, tiles: Dictionary) -> Dictionary

    A platform is a straight row of station tiles.

    Parametri
    • sim: Sim
    • tiles: Dictionary
    Valore restituito
    Dictionary
    Dichiarato in scripts/sim/vehicle.gd:1831
  • Vehicle._platform_row static func
    Link a questa vocestatic func _platform_row(m: WorldMap, t: Vector2i) -> Vector2i
    Parametri
    • m: WorldMap
    • t: Vector2i
    Valore restituito
    Vector2i

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/vehicle.gd:1859
  • Vehicle._turn funcTurn the train round where it stands (RAIL-80) and route it on, keeping off the blocks in avoid.
    Link a questa vocefunc _turn(sim: Sim, avoid: Dictionary = {}, skip_depot: bool = false) -> bool

    It 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.

    Parametri
    • sim: Sim
    • avoid: Dictionary = {}
    • skip_depot: bool = false
    Valore restituito
    bool
    Chiama
    L.t
    Dichiarato in scripts/sim/vehicle.gd:1870
  • Vehicle.turn_around funcThe 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.
    Link a questa vocefunc turn_around(sim: Sim) -> String

    A trip to a depot for a service is dropped. Returns "" or why it can't.

    Parametri
    • sim: Sim
    Valore restituito
    String
    Chiama
    L.t
    Dichiarato in scripts/sim/vehicle.gd:1910
  • Vehicle._flip funcReverse a train in place: the last wagon becomes the front, then route onward from there, keeping off the blocks in avoid (see _turn).
    Link a questa vocefunc _flip(sim: Sim, goals: Dictionary, slot: int = -1, avoid: Dictionary = {}) -> bool
    Parametri
    • sim: Sim
    • goals: Dictionary
    • slot: int = -1
    • avoid: Dictionary = {}
    Valore restituito
    bool
    Chiama
    Pathfinder.find
    Dichiarato in scripts/sim/vehicle.gd:1924
  • Vehicle.car_poses funcWorld transforms of each car: [{"pos": Vector3, "dir": Vector3}] front to back.
    Link a questa vocefunc car_poses(m: WorldMap) -> Array
    Parametri
    • m: WorldMap
    Valore restituito
    Array
    Dichiarato in scripts/sim/vehicle.gd:1959
  • Vehicle.place_at_airport funcPark at an airport (start of service).
    Link a questa vocefunc place_at_airport(st: Station, m: WorldMap) -> void
    Parametri
    • st: Station
    • m: WorldMap
    Valore restituito
    void
    Dichiarato in scripts/sim/vehicle.gd:1999
  • Vehicle.head_tile_air func
    Link a questa vocefunc head_tile_air() -> Vector2i
    Valore restituito
    Vector2i

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/vehicle.gd:2007
  • Vehicle._air_len func
    Link a questa vocefunc _air_len() -> float
    Valore restituito
    float

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/vehicle.gd:2012
  • Vehicle._air_xy func
    Link a questa vocefunc _air_xy() -> Vector2
    Valore restituito
    Vector2

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/vehicle.gd:2016
  • Vehicle._hold_entry funcWhere the plane broke off its approach: HOLD_AT short of the airport.
    Link a questa vocefunc _hold_entry() -> Vector2
    Valore restituito
    Vector2
    Dichiarato in scripts/sim/vehicle.gd:2029
  • Vehicle._hold_centre func
    Link a questa vocefunc _hold_centre() -> Vector2
    Valore restituito
    Vector2

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/vehicle.gd:2033
  • Vehicle._hold_r funcThe circle's radius: one of three sizes (by the plane's number), so planes that arrive together hold apart.
    Link a questa vocefunc _hold_r() -> float
    Valore restituito
    float
    Dichiarato in scripts/sim/vehicle.gd:2040
  • Vehicle._hold_start funcThe angle round the circle of the point where the plane broke off.
    Link a questa vocefunc _hold_start() -> float
    Valore restituito
    float
    Dichiarato in scripts/sim/vehicle.gd:2045
  • Vehicle._take_off funcStart a flight to target's airport.
    Link a questa vocefunc _take_off(sim: Sim, target: Station) -> void
    Parametri
    • sim: Sim
    • target: Station
    Valore restituito
    void
    Chiama
    L.t
    Dichiarato in scripts/sim/vehicle.gd:2051
  • Vehicle._move_air func
    Link a questa vocefunc _move_air(sim: Sim, dt: float) -> void
    Parametri
    • sim: Sim
    • dt: float
    Valore restituito
    void
    Chiama
    L.t

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/vehicle.gd:2082
  • Vehicle._hold funcOnce 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.
    Link a questa vocefunc _hold(sim: Sim, st: Station, vmax: float, dt: float) -> void
    Parametri
    • sim: Sim
    • st: Station
    • vmax: float
    • dt: float
    Valore restituito
    void
    Dichiarato in scripts/sim/vehicle.gd:2120
  • Vehicle._air_alt funcAltitude profile: taxi, climb out, cruise, descend and land.
    Link a questa vocefunc _air_alt() -> float
    Valore restituito
    float
    Dichiarato in scripts/sim/vehicle.gd:2134
  • Vehicle._air_pose func
    Link a questa vocefunc _air_pose(m: WorldMap) -> Dictionary
    Parametri
    • m: WorldMap
    Valore restituito
    Dictionary

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/vehicle.gd:2143

WorldMap

  • WorldMap.Terrain enum
    Link a questa voceenum Terrain { GRASS, SAND, ROCK, SNOW, WATER }

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/world_map.gd:6
  • WorldMap.changed signalEmitted after construction changes a rectangle of tiles.
    Link a questa vocesignal changed(rect: Rect2i, what: int)

    what is a mask of CH_* flags.

    Parametri
    • rect: Rect2i
    • what: int
    Valore restituito
    signal changed(rect: Rect2i, what: int)
    Dichiarato in scripts/sim/world_map.gd:9
  • WorldMap.CH_TERRAIN const
    Link a questa voceconst CH_TERRAIN := 1

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/world_map.gd:10
  • WorldMap.CH_NETWORK const
    Link a questa voceconst CH_NETWORK := 2

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/world_map.gd:11
  • WorldMap.CH_OBJECTS const
    Link a questa voceconst CH_OBJECTS := 4

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/world_map.gd:12
  • WorldMap.CH_TREES const
    Link a questa voceconst CH_TREES := 8

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/world_map.gd:13
  • WorldMap.CH_ALL const
    Link a questa voceconst CH_ALL := 15

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/world_map.gd:14
  • WorldMap.w var
    Link a questa vocevar w: int

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/world_map.gd:16
  • WorldMap.h var
    Link a questa vocevar h: int

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/world_map.gd:17
  • WorldMap.heights var(w+1)*(h+1) corner heights, 0..MAX_HEIGHT; 0 = sea floor
    Link a questa vocevar heights := PackedByteArray()Dichiarato in scripts/sim/world_map.gd:18
  • WorldMap.corner_y varrendered corner heights in world units (seabed depth applied)
    Link a questa vocevar corner_y := PackedFloat32Array()Dichiarato in scripts/sim/world_map.gd:19
  • WorldMap.terrain var
    Link a questa vocevar terrain := PackedByteArray()

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/world_map.gd:20
  • WorldMap.trees var
    Link a questa vocevar trees := PackedByteArray()

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/world_map.gd:21
  • WorldMap.variant var
    Link a questa vocevar variant := PackedByteArray()

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/world_map.gd:22
  • WorldMap.road varconnection bitmask N=1 E=2 S=4 W=8
    Link a questa vocevar road := PackedByteArray()Dichiarato in scripts/sim/world_map.gd:23
  • WorldMap.rail var
    Link a questa vocevar rail := PackedByteArray()

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/world_map.gd:24
  • WorldMap.rail_owner varcompany id + 1 for track; 0 = none
    Link a questa vocevar rail_owner := PackedByteArray()Dichiarato in scripts/sim/world_map.gd:25
  • WorldMap.objs varnull or a Dictionary with "kind": "house" | "industry" | "station"
    Link a questa vocevar objs: Array = []Dichiarato in scripts/sim/world_map.gd:26
  • WorldMap.towns varTown objects generated for this world.
    Link a questa vocevar towns: Array[Town] = []

    A town object gives access to its population, position, and council ratings.

    Dichiarato in scripts/sim/world_map.gd:27
  • WorldMap.industries varIndustries currently on the map.
    Link a questa vocevar industries: Array[Industry] = []

    This collection can change as industries open, close, or progress through the eras.

    Dichiarato in scripts/sim/world_map.gd:28
  • WorldMap.industry_rev varBumped 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.
    Link a questa vocevar industry_rev := 0

    Not saved.

    Dichiarato in scripts/sim/world_map.gd:32
  • WorldMap.era varThe era (an index into Data.ERAS) whose industry chains apply (RAIL-29): what industries take and make, and what towns make and take.
    Link a questa vocevar era := 0

    Follows the date (Sim.sync_era); not saved.

    Dichiarato in scripts/sim/world_map.gd:35
  • WorldMap._near_ind var1 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).
    Link a questa vocevar _near_ind := PackedByteArray()Dichiarato in scripts/sim/world_map.gd:38
  • WorldMap._near_ind_n var
    Link a questa vocevar _near_ind_n := -1

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/world_map.gd:39
  • WorldMap._near_ind_rev var
    Link a questa vocevar _near_ind_rev := -1

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/world_map.gd:40
  • WorldMap.stations varStation objects in the current world.
    Link a questa vocevar stations: Array[Station] = []

    A station can serve more than one transport mode, so use has_kind to select the desired type.

    Dichiarato in scripts/sim/world_map.gd:41
  • WorldMap.next_station_id var
    Link a questa vocevar next_station_id := 1

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/world_map.gd:42
  • WorldMap.crossings varBridges 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)}.
    Link a questa vocevar crossings: Array = []

    For bridges the spans are the tiles strictly between the two ramps; for tunnels they include both portals.

    Dichiarato in scripts/sim/world_map.gd:46
  • WorldMap.spans varVector2i -> crossing
    Link a questa vocevar spans := {}Dichiarato in scripts/sim/world_map.gd:47
  • WorldMap.depots varVector2i -> depot object (also in objs)
    Link a questa vocevar depots := {}Dichiarato in scripts/sim/world_map.gd:48
  • WorldMap.elec var1 where the track has overhead wires
    Link a questa vocevar elec := PackedByteArray()Dichiarato in scripts/sim/world_map.gd:49
  • WorldMap.next_crossing_id var
    Link a questa vocevar next_crossing_id := 1

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/world_map.gd:50
  • WorldMap.signals varRail signals on straight track: Vector2i -> 0 (two-way) or 1 + d (one-way, trains may only pass heading d).
    Link a questa vocevar signals := {}Dichiarato in scripts/sim/world_map.gd:52
  • WorldMap.diag2 varTiles 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).
    Link a questa vocevar diag2 := {"rail": {}, "road": {}}Dichiarato in scripts/sim/world_map.gd:55
  • WorldMap.DIAG2_PAIRS const
    Link a questa voceconst DIAG2_PAIRS := [[[0, 1], [2, 3]], [[1, 2], [3, 0]]]

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/world_map.gd:56
  • WorldMap.EASE consthow far off the edge midpoint an eased join crosses (see piece_shape)
    Link a questa voceconst EASE := 0.125Dichiarato in scripts/sim/world_map.gd:57
  • WorldMap.net_version varbumped whenever the network or the objects change (the view redraws on it)
    Link a questa vocevar net_version := 0Dichiarato in scripts/sim/world_map.gd:58
  • WorldMap.block_cache var
    Link a questa vocevar block_cache := {}

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/world_map.gd:59
  • WorldMap.block_version varthe rail revision block_cache was built for (see net_rev)
    Link a questa vocevar block_version := -1Dichiarato in scripts/sim/world_map.gd:60
  • WorldMap.NET_LOG_MAX constRevisions 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.
    Link a questa voceconst NET_LOG_MAX := 512

    Each 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.

    Dichiarato in scripts/sim/world_map.gd:65
  • WorldMap.road_rev var
    Link a questa vocevar road_rev := 0

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/world_map.gd:66
  • WorldMap.rail_rev var
    Link a questa vocevar rail_rev := 0

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/world_map.gd:67
  • WorldMap._road_log var
    Link a questa vocevar _road_log: Array[Rect2i] = []

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/world_map.gd:68
  • WorldMap._rail_log var
    Link a questa vocevar _rail_log: Array[Rect2i] = []

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/world_map.gd:69
  • WorldMap._net_synced var
    Link a questa vocevar _net_synced := false

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/world_map.gd:70
  • WorldMap._sh_road varthe network as it was at the last notify, to spot real changes
    Link a questa vocevar _sh_road := PackedByteArray()Dichiarato in scripts/sim/world_map.gd:71
  • WorldMap._sh_rail var
    Link a questa vocevar _sh_rail := PackedByteArray()

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/world_map.gd:72
  • WorldMap._sh_elec var
    Link a questa vocevar _sh_elec := PackedByteArray()

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/world_map.gd:73
  • WorldMap._sh_state var
    Link a questa vocevar _sh_state := 0

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/world_map.gd:74
  • WorldMap.station_rev varBumped when the stations' catchments change; with the two counts it keys eco_cache (Economy's industry <-> station links).
    Link a questa vocevar station_rev := 0

    Not saved.

    Dichiarato in scripts/sim/world_map.gd:77
  • WorldMap.eco_cache var
    Link a questa vocevar eco_cache := {}

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/world_map.gd:78
  • WorldMap._town_cargo_levels var
    Link a questa vocevar _town_cargo_levels: Array[int] = []

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/world_map.gd:79
  • WorldMap._shape_memo varpiece_shape results by tile (see shape_of): tile index -> {sides and network -> shape}.
    Link a questa vocevar _shape_memo := {}

    Emptied around every change that is announced with notify. Not saved.

    Dichiarato in scripts/sim/world_map.gd:82
  • WorldMap.sea_memo varRoutes over water found by Pathfinder, by question (see Pathfinder._sea_memo).
    Link a questa vocevar sea_memo := {}

    Emptied whenever the ground changes. Not saved.

    Dichiarato in scripts/sim/world_map.gd:85
  • WorldMap._init func
    Link a questa vocefunc _init(width: int = Const.MAP_SIZE, height: int = Const.MAP_SIZE) -> void
    Parametri
    • width: int = Const.MAP_SIZE
    • height: int = Const.MAP_SIZE
    Valore restituito
    void

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/world_map.gd:88
  • WorldMap.set_era funcMove the chains to era e: every industry takes and makes what its kind does then.
    Link a questa vocefunc set_era(e: int) -> void

    Stations take it on when they are next refreshed.

    Parametri
    • e: int
    Valore restituito
    void
    Dichiarato in scripts/sim/world_map.gd:106
  • WorldMap.is_electrified funcOverhead wires over this tile's track (bridge decks and tunnels count as wired).
    Link a questa vocefunc is_electrified(t: Vector2i) -> bool
    Parametri
    • t: Vector2i
    Valore restituito
    bool
    Dichiarato in scripts/sim/world_map.gd:114
  • WorldMap.notify func
    Link a questa vocefunc notify(rect: Rect2i, what: int) -> void
    Parametri
    • rect: Rect2i
    • what: int
    Valore restituito
    void

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/world_map.gd:121
  • WorldMap._town_cargo_levels_changed funcA population threshold changes acceptance at any stop serving that town, even far from the build.
    Link a questa vocefunc _town_cargo_levels_changed() -> bool
    Valore restituito
    bool
    Chiama
    Data.town_takes_by_size
    Dichiarato in scripts/sim/world_map.gd:150
  • WorldMap.net_rev funcThe revision of the road or rail network (-1 for anything else, which has none).
    Link a questa vocefunc net_rev(kind: String) -> int

    Whatever caches something derived from the network keeps this number with it.

    Parametri
    • kind: String
    Valore restituito
    int
    Dichiarato in scripts/sim/world_map.gd:169
  • WorldMap.net_changed_in funcWhether the kind network changed inside box since revision since (true when it can't tell).
    Link a questa vocefunc net_changed_in(kind: String, since: int, box: Rect2i) -> bool
    Parametri
    • kind: String
    • since: int
    • box: Rect2i
    Valore restituito
    bool
    Dichiarato in scripts/sim/world_map.gd:178
  • WorldMap.net_touch funcRecord that the kind network changed inside rect.
    Link a questa vocefunc net_touch(kind: String, rect: Rect2i) -> void

    notify does this by itself for anything it can see (track, wires, signals, bridges and tunnels), so this is only for changes it can't.

    Parametri
    • kind: String
    • rect: Rect2i
    Valore restituito
    void
    Dichiarato in scripts/sim/world_map.gd:194
  • WorldMap.net_reset funcForget everything cached about the network and the stations (after loading, or after editing the map's arrays directly without notify).
    Link a questa vocefunc net_reset() -> void
    Valore restituito
    void
    Dichiarato in scripts/sim/world_map.gd:209
  • WorldMap._net_state func
    Link a questa vocefunc _net_state() -> int
    Valore restituito
    int

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/world_map.gd:223
  • WorldMap._net_sync func
    Link a questa vocefunc _net_sync() -> void
    Valore restituito
    void

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/world_map.gd:227
  • WorldMap._net_scan funcAfter a change inside rect: compare the network there with how it was, and record what changed.
    Link a questa vocefunc _net_scan(rect: Rect2i) -> void
    Parametri
    • rect: Rect2i
    Valore restituito
    void
    Dichiarato in scripts/sim/world_map.gd:236
  • WorldMap.sig_allows funcWhether a train heading h may pass the signal on tile t (one-way signals only allow one way).
    Link a questa vocefunc sig_allows(t: Vector2i, h: int) -> bool
    Parametri
    • t: Vector2i
    • h: int
    Valore restituito
    bool
    Dichiarato in scripts/sim/world_map.gd:272
  • WorldMap.sig_faces funcWhether the signal on t controls trains heading h (it faces them).
    Link a questa vocefunc sig_faces(t: Vector2i, h: int) -> bool
    Parametri
    • t: Vector2i
    • h: int
    Valore restituito
    bool
    Dichiarato in scripts/sim/world_map.gd:278
  • WorldMap.block_key funcKey for the track a train travelling in direction d occupies on tile t: 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).
    Link a questa vocefunc block_key(t: Vector2i, d: int) -> Variant
    Parametri
    • t: Vector2i
    • d: int
    Valore restituito
    Variant
    Chiama
    Const.opp
    Dichiarato in scripts/sim/world_map.gd:288
  • WorldMap.rail_junction funcWhether tile t is a junction on the ground, where three or four lines of track meet (RAIL-80).
    Link a questa vocefunc rail_junction(t: Vector2i, d: int = -1) -> bool

    A 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.

    Parametri
    • t: Vector2i
    • d: int = -1
    Valore restituito
    bool
    Dichiarato in scripts/sim/world_map.gd:302
  • WorldMap.block_key_at funcBlock key from a position (on a tile with two parallel diagonals, the half you're in decides).
    Link a questa vocefunc block_key_at(p: Vector2, d: int) -> Variant
    Parametri
    • p: Vector2
    • d: int
    Valore restituito
    Variant
    Dichiarato in scripts/sim/world_map.gd:312
  • WorldMap.blocks funcTrack 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).
    Link a questa vocefunc blocks() -> Dictionary

    Keyed by block_key().

    Valore restituito
    Dictionary
    Chiama
    WorldMap.axis_of
    Dichiarato in scripts/sim/world_map.gd:325
  • WorldMap.ci func
    Link a questa vocefunc ci(x: int, y: int) -> int
    Parametri
    • x: int
    • y: int
    Valore restituito
    int

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/world_map.gd:384
  • WorldMap.ti func
    Link a questa vocefunc ti(x: int, y: int) -> int
    Parametri
    • x: int
    • y: int
    Valore restituito
    int

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/world_map.gd:388
  • WorldMap.in_bounds func
    Link a questa vocefunc in_bounds(x: int, y: int) -> bool
    Parametri
    • x: int
    • y: int
    Valore restituito
    bool

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/world_map.gd:392
  • WorldMap.near_industry funcWhether (x, y) lies within BuildOps.INDUSTRY_GAP tiles of an industry's footprint, diagonals included.
    Link a questa vocefunc near_industry(x: int, y: int) -> bool
    Parametri
    • x: int
    • y: int
    Valore restituito
    bool
    Dichiarato in scripts/sim/world_map.gd:397
  • WorldMap.net_bits func
    Link a questa vocefunc net_bits(kind: String, i: int) -> int
    Parametri
    • kind: String
    • i: int
    Valore restituito
    int

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/world_map.gd:411
  • WorldMap.sailable funcOpen water ships can sail through (not under an oil rig or other industry).
    Link a questa vocefunc sailable(i: int) -> bool

    The dock out at a rig stands in open water and ships sail onto it to berth.

    Parametri
    • i: int
    Valore restituito
    bool
    Dichiarato in scripts/sim/world_map.gd:421
  • WorldMap.linked funcTrue when tile t connects to its neighbour in direction d on the given network (both tiles carry the matching bit), including along bridges and through tunnels.
    Link a questa vocefunc linked(kind: String, t: Vector2i, d: int) -> bool
    Parametri
    • kind: String
    • t: Vector2i
    • d: int
    Valore restituito
    bool
    Chiama
    Const.opp
    Dichiarato in scripts/sim/world_map.gd:428
  • WorldMap.pieces funcThe pieces of track or road on a tile, as [edge, edge] pairs ([edge, -1] for a dead end).
    Link a questa vocefunc pieces(kind: String, t: Vector2i) -> Array
    Parametri
    • kind: String
    • t: Vector2i
    Valore restituito
    Array
    Dichiarato in scripts/sim/world_map.gd:445
  • WorldMap._lone_corner funcWhether tile t has exactly the corner piece {a, b} on its own (or as one of two parallel diagonals).
    Link a questa vocefunc _lone_corner(kind: String, t: Vector2i, a: int, b: int) -> bool
    Parametri
    • kind: String
    • t: Vector2i
    • a: int
    • b: int
    Valore restituito
    bool
    Dichiarato in scripts/sim/world_map.gd:464
  • WorldMap.chord_ends funcDiagonal runs: a corner piece (edges a, b) that continues across an edge into the mirrored corner on the next tile.
    Link a questa vocefunc chord_ends(kind: String, t: Vector2i, a: int, b: int) -> int

    Returns 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.

    Parametri
    • kind: String
    • t: Vector2i
    • a: int
    • b: int
    Valore restituito
    int
    Chiama
    Const.opp
    Dichiarato in scripts/sim/world_map.gd:480
  • WorldMap.is_chord func
    Link a questa vocefunc is_chord(kind: String, t: Vector2i, a: int, b: int) -> bool
    Parametri
    • kind: String
    • t: Vector2i
    • a: int
    • b: int
    Valore restituito
    bool

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/world_map.gd:493
  • WorldMap._plain_straight funcWhether tile t carries nothing but one straight piece running through side d: plain ground track or road, with no station, level crossing, bridge or tunnel on it.
    Link a questa vocefunc _plain_straight(kind: String, t: Vector2i, d: int) -> bool
    Parametri
    • kind: String
    • t: Vector2i
    • d: int
    Valore restituito
    bool
    Chiama
    Const.opp
    Dichiarato in scripts/sim/world_map.gd:499
  • WorldMap.piece_shape funcThe full shape of the piece from edge a to edge b, 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 it
    Link a questa vocefunc piece_shape(kind: String, t: Vector2i, a: int, b: int) -> int
    Parametri
    • kind: String
    • t: Vector2i
    • a: int
    • b: int
    Valore restituito
    int
    Chiama
    Const.opp
    Dichiarato in scripts/sim/world_map.gd:515
  • WorldMap.shape_of funcpiece_shape for road and rail, remembered: vehicles ask for the same pieces over and over as they drive.
    Link a questa vocefunc shape_of(kind: String, t: Vector2i, a: int, b: int) -> int

    The answer only depends on the map near the tile, and notify forgets what it knew around every change.

    Parametri
    • kind: String
    • t: Vector2i
    • a: int
    • b: int
    Valore restituito
    int
    Dichiarato in scripts/sim/world_map.gd:545
  • WorldMap.flip_shape static funcshape for the same piece travelled the other way (ends a and b swapped).
    Link a questa vocestatic func flip_shape(shape: int) -> int
    Parametri
    • shape: int
    Valore restituito
    int
    Dichiarato in scripts/sim/world_map.gd:565
  • WorldMap.piece_curve static funcControl points (tile-local, 0..1) of a piece from edge a to edge b with a non-zero shape (see piece_shape): a cubic curve.
    Link a questa vocestatic func piece_curve(a: int, b: int, shape: int) -> Array

    Diagonal 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.

    Parametri
    • a: int
    • b: int
    • shape: int
    Valore restituito
    Array
    Chiama
    Const.opp
    Dichiarato in scripts/sim/world_map.gd:573
  • WorldMap.chord_curve static func
    Link a questa vocestatic func chord_curve(a: int, b: int, ends: int) -> Array
    Parametri
    • a: int
    • b: int
    • ends: int
    Valore restituito
    Array

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/world_map.gd:619
  • WorldMap.cubic_tangent static func
    Link a questa vocestatic func cubic_tangent(c: Array, u: float) -> Vector2
    Parametri
    • c: Array
    • u: float
    Valore restituito
    Vector2

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/world_map.gd:623
  • WorldMap.cubic static func
    Link a questa vocestatic func cubic(c: Array, u: float) -> Vector2
    Parametri
    • c: Array
    • u: float
    Valore restituito
    Vector2

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/world_map.gd:629
  • WorldMap.axis_of static func
    Link a questa vocestatic func axis_of(d: int) -> int
    Parametri
    • d: int
    Valore restituito
    int

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/world_map.gd:634
  • WorldMap.span_along funcThe bridge or tunnel of kind that tile t is part of, if travel in direction d runs along it.
    Link a questa vocefunc span_along(kind: String, t: Vector2i, d: int) -> Variant
    Parametri
    • kind: String
    • t: Vector2i
    • d: int
    Valore restituito
    Variant
    Dichiarato in scripts/sim/world_map.gd:639
  • WorldMap.exit_bits funcDirections a vehicle heading h inside tile t may leave by: straight on along a bridge or tunnel, otherwise the ground connections.
    Link a questa vocefunc exit_bits(kind: String, t: Vector2i, h: int) -> int
    Parametri
    • kind: String
    • t: Vector2i
    • h: int
    Valore restituito
    int
    Chiama
    Const.opp
    Dichiarato in scripts/sim/world_map.gd:648
  • WorldMap.travel_y funcHeight vehicles travel at: the bridge deck or tunnel floor when running along one, else the ground.
    Link a questa vocefunc travel_y(kind: String, fx: float, fz: float, dir: Vector2) -> float
    Parametri
    • kind: String
    • fx: float
    • fz: float
    • dir: Vector2
    Valore restituito
    float
    Dichiarato in scripts/sim/world_map.gd:662
  • WorldMap.portal_level funcLevel of the tunnel mouth on tile (x, y), or -1.
    Link a questa vocefunc portal_level(x: int, y: int) -> int

    Mouth tiles are dug out flat to the tunnel floor.

    Parametri
    • x: int
    • y: int
    Valore restituito
    int
    Dichiarato in scripts/sim/world_map.gd:675
  • WorldMap.add_crossing func
    Link a questa vocefunc add_crossing(c: Dictionary) -> void
    Parametri
    • c: Dictionary
    Valore restituito
    void

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/world_map.gd:682
  • WorldMap.remove_crossing func
    Link a questa vocefunc remove_crossing(c: Dictionary) -> void
    Parametri
    • c: Dictionary
    Valore restituito
    void

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/world_map.gd:688
  • WorldMap.crossing_tiles static func
    Link a questa vocestatic func crossing_tiles(c: Dictionary) -> Array[Vector2i]
    Parametri
    • c: Dictionary
    Valore restituito
    Array[Vector2i]

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/world_map.gd:695
  • WorldMap.corner func
    Link a questa vocefunc corner(x: int, y: int) -> int
    Parametri
    • x: int
    • y: int
    Valore restituito
    int

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/world_map.gd:706
  • WorldMap.corners funcCorner heights in order NW (x,y), NE (x+1,y), SE (x+1,y+1), SW (x,y+1).
    Link a questa vocefunc corners(x: int, y: int) -> Vector4i
    Parametri
    • x: int
    • y: int
    Valore restituito
    Vector4i
    Dichiarato in scripts/sim/world_map.gd:711
  • WorldMap.tile_min func
    Link a questa vocefunc tile_min(x: int, y: int) -> int
    Parametri
    • x: int
    • y: int
    Valore restituito
    int

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/world_map.gd:715
  • WorldMap.tile_max func
    Link a questa vocefunc tile_max(x: int, y: int) -> int
    Parametri
    • x: int
    • y: int
    Valore restituito
    int

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/world_map.gd:720
  • WorldMap.is_water func
    Link a questa vocefunc is_water(x: int, y: int) -> bool
    Parametri
    • x: int
    • y: int
    Valore restituito
    bool

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/world_map.gd:725
  • WorldMap.slope funcBits of corners raised above the tile minimum (1=NW, 2=NE, 4=SE, 8=SW), plus 16 when steep.
    Link a questa vocefunc slope(x: int, y: int) -> int
    Parametri
    • x: int
    • y: int
    Valore restituito
    int
    Dichiarato in scripts/sim/world_map.gd:730
  • WorldMap.is_flat func
    Link a questa vocefunc is_flat(x: int, y: int) -> bool
    Parametri
    • x: int
    • y: int
    Valore restituito
    bool

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/world_map.gd:743
  • WorldMap.incline_axis funcAxis a tile is a simple incline along: 0 = along x, 1 = along y, -1 = not a simple incline.
    Link a questa vocefunc incline_axis(x: int, y: int) -> int
    Parametri
    • x: int
    • y: int
    Valore restituito
    int
    Dichiarato in scripts/sim/world_map.gd:748
  • WorldMap.split_nw_se funcThe mesh folds along NW-SE when those corners match, else along NE-SW.
    Link a questa vocefunc split_nw_se(x: int, y: int) -> bool
    Parametri
    • x: int
    • y: int
    Valore restituito
    bool
    Dichiarato in scripts/sim/world_map.gd:758
  • WorldMap.terrain_y funcExact height of the rendered terrain surface (matches the mesh triangles).
    Link a questa vocefunc terrain_y(fx: float, fz: float) -> float
    Parametri
    • fx: float
    • fz: float
    Valore restituito
    float
    Dichiarato in scripts/sim/world_map.gd:763
  • WorldMap.surface_y funcVisible surface: terrain or water, whichever is higher.
    Link a questa vocefunc surface_y(fx: float, fz: float) -> float

    Outside the map returns -INF.

    Parametri
    • fx: float
    • fz: float
    Valore restituito
    float
    Dichiarato in scripts/sim/world_map.gd:786
  • WorldMap.compute_corner_y funcRecompute rendered corner heights.
    Link a questa vocefunc compute_corner_y() -> void

    Sea-floor corners sink deeper the farther they are from land.

    Valore restituito
    void
    Dichiarato in scripts/sim/world_map.gd:793

Industry

  • Industry.SIZE const
    Link a questa voceconst SIZE := 3

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/industry.gd:7
  • Industry.LOCAL_REACH constStaff (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.
    Link a questa voceconst LOCAL_REACH := 8.0

    Walkers-in fill at most LOCAL_MAX of the jobs: the rest takes commuters, however big the town.

    Dichiarato in scripts/sim/industry.gd:11
  • Industry.LOCAL_PER_POP const
    Link a questa voceconst LOCAL_PER_POP := 0.16

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/industry.gd:12
  • Industry.LOCAL_MAX const
    Link a questa voceconst LOCAL_MAX := 0.55

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/industry.gd:13
  • Industry.PRIMARY_MIN constOutput with nobody at work and with a full staff (see output_factor).
    Link a questa voceconst PRIMARY_MIN := 0.7Dichiarato in scripts/sim/industry.gd:15
  • Industry.PRIMARY_MAX const
    Link a questa voceconst PRIMARY_MAX := 1.5

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/industry.gd:16
  • Industry.PLANT_MIN const
    Link a questa voceconst PLANT_MIN := 0.8

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/industry.gd:17
  • Industry.PLANT_MAX const
    Link a questa voceconst PLANT_MAX := 1.3

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/industry.gd:18
  • Industry.SHIFT_BACK constOf the commuters who come to work, the share that goes home again by the same stations.
    Link a questa voceconst SHIFT_BACK := 1.0 / 3.0Dichiarato in scripts/sim/industry.gd:20
  • Industry.BUSY constStaffing from which an industry counts as busy: its noise carries farther (Town.land_value).
    Link a questa voceconst BUSY := 0.75Dichiarato in scripts/sim/industry.gd:22
  • Industry.id var
    Link a questa vocevar id := 0

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/industry.gd:24
  • Industry.type var
    Link a questa vocevar type := ""

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/industry.gd:25
  • Industry.x var
    Link a questa vocevar x := 0

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/industry.gd:26
  • Industry.y var
    Link a questa vocevar y := 0

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/industry.gd:27
  • Industry.name var
    Link a questa vocevar name := ""

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/industry.gd:28
  • Industry.prod_rate varmonthly output of a primary industry
    Link a questa vocevar prod_rate := 0Dichiarato in scripts/sim/industry.gd:29
  • Industry.stock varsecondary output waiting to be shipped
    Link a questa vocevar stock := {}Dichiarato in scripts/sim/industry.gd:30
  • Industry.produced varthis month, by cargo
    Link a questa vocevar produced := {}Dichiarato in scripts/sim/industry.gd:31
  • Industry.transported var
    Link a questa vocevar transported := {}

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/industry.gd:32
  • Industry.received var
    Link a questa vocevar received := {}

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/industry.gd:33
  • Industry.produced_last var
    Link a questa vocevar produced_last := {}

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/industry.gd:34
  • Industry.transported_last var
    Link a questa vocevar transported_last := {}

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/industry.gd:35
  • Industry.received_last var
    Link a questa vocevar received_last := {}

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/industry.gd:36
  • Industry.history var[produced, transported] at each month end (last 24)
    Link a questa vocevar history: Array = []Dichiarato in scripts/sim/industry.gd:37
  • Industry.workers varcommuters delivered to stations in reach this month (RAIL-28)
    Link a questa vocevar workers := 0.0Dichiarato in scripts/sim/industry.gd:38
  • Industry.workers_last var
    Link a questa vocevar workers_last := 0.0

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/industry.gd:39
  • Industry.shift_pax varcommuters going home, handed to stations at the next production run
    Link a questa vocevar shift_pax := 0.0Dichiarato in scripts/sim/industry.gd:40
  • Industry.local_staff varwalkers-in from nearby towns, counted once a month (-1: not yet)
    Link a questa vocevar local_staff := -1.0Dichiarato in scripts/sim/industry.gd:41
  • Industry.closing_day varIndustries 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).
    Link a questa vocevar closing_day := -1Dichiarato in scripts/sim/industry.gd:45
  • Industry.closed var
    Link a questa vocevar closed := false

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/industry.gd:46
  • Industry.accepts varWhat it takes and makes in the map's era (Data.accepts / produces, RAIL-29): WorldMap.set_era keeps them up to date.
    Link a questa vocevar accepts: Array = []

    Shared and read-only.

    Dichiarato in scripts/sim/industry.gd:49
  • Industry.produces var
    Link a questa vocevar produces: Array = []

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/industry.gd:50
  • Industry.held varCargo 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").
    Link a questa vocevar held := {}Dichiarato in scripts/sim/industry.gd:53
  • Industry.builders vara wind farm site: company id -> units it delivered
    Link a questa vocevar builders := {}Dichiarato in scripts/sim/industry.gd:54
  • Industry.last_delivery vargame day cargo was last delivered to it (-1: never)
    Link a questa vocevar last_delivery := -1.0Dichiarato in scripts/sim/industry.gd:55
  • Industry._init func
    Link a questa vocefunc _init(p_id: int, p_type: String, px: int, py: int) -> void
    Parametri
    • p_id: int
    • p_type: String
    • px: int
    • py: int
    Valore restituito
    void

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/industry.gd:58
  • Industry.info func
    Link a questa vocefunc info() -> Dictionary
    Valore restituito
    Dictionary

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/industry.gd:67
  • Industry.set_era funcTake on what its kind takes and makes in era era.
    Link a questa vocefunc set_era(era: int) -> void
    Parametri
    • era: int
    Valore restituito
    void
    Chiama
    Data.accepts, Data.produces
    Dichiarato in scripts/sim/industry.gd:72
  • Industry.built_share funcA wind farm site's progress: the share of the least complete of the cargos it needs (0..1).
    Link a questa vocefunc built_share() -> float
    Valore restituito
    float
    Dichiarato in scripts/sim/industry.gd:78
  • Industry.center funcReturns the center of the industry footprint in map coordinates.
    Link a questa vocefunc center() -> Vector2

    It can be used as the destination for a news message.

    Valore restituito
    Vector2
    Dichiarato in scripts/sim/industry.gd:86
  • Industry.tile_indices func
    Link a questa vocefunc tile_indices(m: WorldMap) -> Array[int]
    Parametri
    • m: WorldMap
    Valore restituito
    Array[int]

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/industry.gd:90
  • Industry.roll_month func
    Link a questa vocefunc roll_month() -> void
    Valore restituito
    void

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/industry.gd:98
  • Industry.transported_share funcShare of last month's production that was carried away (0..1).
    Link a questa vocefunc transported_share(c: String) -> float
    Parametri
    • c: String
    Valore restituito
    float
    Dichiarato in scripts/sim/industry.gd:120
  • Industry.wanted funcStaff it wants each month (0: it runs without, and stations by it take no commuters).
    Link a questa vocefunc wanted() -> int
    Valore restituito
    int
    Dichiarato in scripts/sim/industry.gd:128
  • Industry.local funcPeople who walk in from the towns around (see LOCAL_REACH), counted once a month.
    Link a questa vocefunc local(m: WorldMap, index: StaffingIndex = null) -> float
    Parametri
    • m: WorldMap
    • index: StaffingIndex = null
    Valore restituito
    float
    Dichiarato in scripts/sim/industry.gd:168
  • Industry.local_from_towns func
    Link a questa vocefunc local_from_towns(m: WorldMap, index: StaffingIndex = null) -> float
    Parametri
    • m: WorldMap
    • index: StaffingIndex = null
    Valore restituito
    float

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/industry.gd:174
  • Industry.rect_gap static funcDistance between the nearest edges of two rectangles (0 when they touch or overlap).
    Link a questa vocestatic func rect_gap(a: Rect2, b: Rect2) -> float
    Parametri
    • a: Rect2
    • b: Rect2
    Valore restituito
    float
    Dichiarato in scripts/sim/industry.gd:186
  • Industry.commuters funcCommuters counting toward the staff: this month's, or last month's while this one is young.
    Link a questa vocefunc commuters() -> float
    Valore restituito
    float
    Dichiarato in scripts/sim/industry.gd:193
  • Industry.staffing funcShare of the staff it wants that turns up (0..1); 1 for an industry that wants none.
    Link a questa vocefunc staffing(m: WorldMap, index: StaffingIndex = null) -> float
    Parametri
    • m: WorldMap
    • index: StaffingIndex = null
    Valore restituito
    float
    Dichiarato in scripts/sim/industry.gd:198
  • Industry.output_factor funcHow 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.
    Link a questa vocefunc output_factor(m: WorldMap, index: StaffingIndex = null) -> float

    An industry that wants no staff runs at 1.

    Parametri
    • m: WorldMap
    • index: StaffingIndex = null
    Valore restituito
    float
    Dichiarato in scripts/sim/industry.gd:208
  • Industry.hire funcCommuters delivered to a station in reach: takes on up to what it still needs this month and returns how many it took.
    Link a questa vocefunc hire(m: WorldMap, n: float) -> float

    A third of them go home again (SHIFT_BACK, see Economy.produce).

    Parametri
    • m: WorldMap
    • n: float
    Valore restituito
    float
    Dichiarato in scripts/sim/industry.gd:219
  • Industry.nearest_town funcThe town with the nearest centre: where the industry window suggests bringing workers from.
    Link a questa vocefunc nearest_town(m: WorldMap) -> Town
    Parametri
    • m: WorldMap
    Valore restituito
    Town
    Dichiarato in scripts/sim/industry.gd:227

Data

  • Data.CARGO constwagon: what one wagon holds (30 when not given).
    Link a questa voceconst CARGODichiarato in scripts/core/data.gd:5
  • Data.INDUSTRY constworkers: the staff it wants each month (RAIL-28, Industry.staffing), processing plants more than mines and farms.
    Link a questa voceconst INDUSTRY

    A power station makes nothing for staff to raise, so it wants none. The eras rewrite the chains (RAIL-29). takes and makes are what a kind takes and makes when it first appears; never read them (or later) directly, ask accepts / 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 in becomes. count 0: 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 its era, or a later entry on an existing one; town cargos go in TOWN_MAKES / TOWN_TAKES. Everything else (stations, AI, the map's chains, the timeline) follows.

    Dichiarato in scripts/core/data.gd:48
  • Data.TOWN_MAKES constCargo 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.
    Link a questa voceconst TOWN_MAKES := {"mail": 0, "waste": 2}Dichiarato in scripts/core/data.gd:86
  • Data.TOWN_TAKES constCargo towns take, from the era given on: at stations that reach one of the buildings in at, or (pop) any house of a town of at least that many people.
    Link a questa voceconst TOWN_TAKESDichiarato in scripts/core/data.gd:89
  • Data.HOUSES constzone: R residential, C commercial, I light industry, L landmark.
    Link a questa voceconst HOUSES

    pop counts the people a building brings (residents or workers) - they all travel, so they all make passengers.

    Dichiarato in scripts/core/data.gd:95
  • Data.ZONE_NAMES const
    Link a questa voceconst ZONE_NAMES := {"R": "Residential", "C": "Commercial", "I": "Industrial", "L": "Landmark", "A": "Attraction"}

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/core/data.gd:115
  • Data.ATTRACTIONS constAttractions towns build as they grow: population needed, and whether it has to be by the sea.
    Link a questa voceconst ATTRACTIONSDichiarato in scripts/core/data.gd:117
  • Data.TOURIST_FARE constpassengers to a station serving an attraction pay this much more
    Link a questa voceconst TOURIST_FARE := 1.3Dichiarato in scripts/core/data.gd:124
  • Data.ERAS constAges of progress.
    Link a questa voceconst ERAS

    Each brings new kinds of buildings, more productive industry and faster-growing towns.

    Dichiarato in scripts/core/data.gd:127
  • Data.BUILD_INTRO constYear each building type starts appearing in towns.
    Link a questa voceconst BUILD_INTRO := {"apartment": 1955, "tower": 1962, "highrise": 1968, "modern": 1975, "mall": 1983, "techpark": 1992}Dichiarato in scripts/core/data.gd:135
  • Data.era_index static func
    Link a questa vocestatic func era_index(year: int) -> int
    Parametri
    • year: int
    Valore restituito
    int

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/core/data.gd:138
  • Data.can_build static func
    Link a questa vocestatic func can_build(type: String, year: int) -> bool
    Parametri
    • type: String
    • year: int
    Valore restituito
    bool

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/core/data.gd:146
  • Data._chains static vartype -> [{"accepts", "produces"} for each era], read-only
    Link a questa vocestatic var _chains := {}Dichiarato in scripts/core/data.gd:152
  • Data._town_makes static varera -> cargos houses make
    Link a questa vocestatic var _town_makes: Array = []Dichiarato in scripts/core/data.gd:153
  • Data._town_takes static varera -> {house type: [cargos it takes]}
    Link a questa vocestatic var _town_takes: Array = []Dichiarato in scripts/core/data.gd:154
  • Data._town_sizes static varera -> {cargo: the people a town needs to take it}
    Link a questa vocestatic var _town_sizes: Array = []Dichiarato in scripts/core/data.gd:155
  • Data._cargos static varera -> the cargos there are (see cargos)
    Link a questa vocestatic var _cargos: Array = []Dichiarato in scripts/core/data.gd:156
  • Data.accepts static funcWhat an industry of type takes in era era (an index into ERAS): what it took when it first appeared and everything later eras added.
    Link a questa vocestatic func accepts(type: String, era: int) -> Array

    Shared and read-only.

    Parametri
    • type: String
    • era: int
    Valore restituito
    Array
    Dichiarato in scripts/core/data.gd:161
  • Data.produces static funcWhat an industry of type makes in era era.
    Link a questa vocestatic func produces(type: String, era: int) -> Array

    Shared and read-only.

    Parametri
    • type: String
    • era: int
    Valore restituito
    Array
    Dichiarato in scripts/core/data.gd:166
  • Data._chain static func
    Link a questa vocestatic func _chain(type: String, era: int) -> Dictionary
    Parametri
    • type: String
    • era: int
    Valore restituito
    Dictionary

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/core/data.gd:170
  • Data.exists static funcWhether industries of type are around by era era.
    Link a questa vocestatic func exists(type: String, era: int) -> bool
    Parametri
    • type: String
    • era: int
    Valore restituito
    bool
    Dichiarato in scripts/core/data.gd:192
  • Data.opens static funcWhether industries of type are found on new maps and open during the game by era era (a kind with count 0 is only ever made from another).
    Link a questa vocestatic func opens(type: String, era: int) -> bool
    Parametri
    • type: String
    • era: int
    Valore restituito
    bool
    Dichiarato in scripts/core/data.gd:198
  • Data.retiring static funcWhether type is on its way out by era era (see INDUSTRY's retires).
    Link a questa vocestatic func retiring(type: String, era: int) -> bool
    Parametri
    • type: String
    • era: int
    Valore restituito
    bool
    Dichiarato in scripts/core/data.gd:203
  • Data.town_makes static funcThe cargos houses make in era era, passengers aside (see TOWN_MAKES).
    Link a questa vocestatic func town_makes(era: int) -> Array
    Parametri
    • era: int
    Valore restituito
    Array
    Dichiarato in scripts/core/data.gd:208
  • Data.town_takes static funcThe cargos each kind of house takes in era era, beyond what any town does (see TOWN_TAKES).
    Link a questa vocestatic func town_takes(era: int) -> Dictionary
    Parametri
    • era: int
    Valore restituito
    Dictionary
    Dichiarato in scripts/core/data.gd:214
  • Data.town_takes_by_size static funcThe cargos any house of a big enough town takes in era era: {cargo: the people the town needs} (see TOWN_TAKES' pop).
    Link a questa vocestatic func town_takes_by_size(era: int) -> Dictionary
    Parametri
    • era: int
    Valore restituito
    Dictionary
    Dichiarato in scripts/core/data.gd:221
  • Data.town_pop static funcThe people a town needs before it takes c (0: any town, or only some of its buildings).
    Link a questa vocestatic func town_pop(c: String) -> int
    Parametri
    • c: String
    Valore restituito
    int
    Dichiarato in scripts/core/data.gd:227
  • Data._town_tables static func
    Link a questa vocestatic func _town_tables() -> void
    Valore restituito
    void

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/core/data.gd:231
  • Data.cargos static funcThe cargos there are in era era, in ALL_CARGO order: passengers, what towns make and take, and what the kinds of industry around by then take and make.
    Link a questa vocestatic func cargos(era: int) -> Array

    Shared and read-only.

    Parametri
    • era: int
    Valore restituito
    Array
    Dichiarato in scripts/core/data.gd:260
  • Data.era_changes static funcWhat era i changes in the industry chains, a sentence each (for the news and the Timeline).
    Link a questa vocestatic func era_changes(i: int) -> Array
    Parametri
    • i: int
    Valore restituito
    Array
    Chiama
    L.t, L.lower, Fmt.cargo_list, Fmt.int_commas
    Dichiarato in scripts/core/data.gd:278
  • Data.TOWN_PREFIX const
    Link a questa voceconst TOWN_PREFIX

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/core/data.gd:308
  • Data.TOWN_SUFFIX const
    Link a questa voceconst TOWN_SUFFIX

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/core/data.gd:312
  • Data.FREIGHT constCars (RAIL-32) are in ALL_CARGO only: trains carry them on car wagons, roads on the car transporter.
    Link a questa voceconst FREIGHT := ["coal", "wood", "grain", "oil", "goods", "food", "iron_ore", "steel", "fish", "mail", "paper", "news", "plastics", "waste", "electronics"]Dichiarato in scripts/core/data.gd:316
  • Data.ALL_CARGO const
    Link a questa voceconst ALL_CARGO

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/core/data.gd:317
  • Data.BULK constWhat ships carry: newspapers aren't among them, as they would go stale long before a ship got anywhere.
    Link a questa voceconst BULK := ["coal", "wood", "grain", "oil", "goods", "food", "iron_ore", "steel", "fish", "paper", "plastics", "waste", "electronics"]Dichiarato in scripts/core/data.gd:320
  • Data.MODELS const
    Link a questa voceconst MODELS

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/core/data.gd:323
  • Data.WAGON const
    Link a questa voceconst WAGON := {"cost": 6500, "run": 450}

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/core/data.gd:335
  • Data.REFIT constChanging 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.
    Link a questa voceconst REFIT := 0.15Dichiarato in scripts/core/data.gd:338
  • Data.LENGTH constBody length in tiles for road vehicles, ships and aircraft that aren't the standard size (road 0.46, ships 0.9, aircraft 0.7).
    Link a questa voceconst LENGTHDichiarato in scripts/core/data.gd:342
  • Data.INTRO const
    Link a questa voceconst INTRO

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/core/data.gd:351
  • Data.LATER_MODELS const
    Link a questa voceconst LATER_MODELS

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/core/data.gd:359
  • Data.MOD_MODELS static varvehicle id -> the same fields as MODELS, plus "look" or "model", "mod"
    Link a questa vocestatic var MOD_MODELS := {}Dichiarato in scripts/core/data.gd:402
  • Data.MOD_CARGO static varcargo id -> {"rate", "days"} overrides
    Link a questa vocestatic var MOD_CARGO := {}Dichiarato in scripts/core/data.gd:403
  • Data.MOD_COMPANY_NAMES static var
    Link a questa vocestatic var MOD_COMPANY_NAMES: Array = []

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/core/data.gd:404
  • Data._town_prefixes static var
    Link a questa vocestatic var _town_prefixes: Array = TOWN_PREFIX

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/core/data.gd:405
  • Data._town_suffixes static var
    Link a questa vocestatic var _town_suffixes: Array = TOWN_SUFFIX

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/core/data.gd:406
  • Data.clear_mods static func
    Link a questa vocestatic func clear_mods() -> void
    Valore restituito
    void

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/core/data.gd:409
  • Data.add_model static func
    Link a questa vocestatic func add_model(id: String, m: Dictionary) -> void
    Parametri
    • id: String
    • m: Dictionary
    Valore restituito
    void

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/core/data.gd:417
  • Data.add_town_names static funcExtra name pieces for towns; replace drops the game's own.
    Link a questa vocestatic func add_town_names(prefixes: Array, suffixes: Array, replace: bool = false) -> void
    Parametri
    • prefixes: Array
    • suffixes: Array
    • replace: bool = false
    Valore restituito
    void
    Dichiarato in scripts/core/data.gd:422
  • Data.town_prefixes static func
    Link a questa vocestatic func town_prefixes() -> Array
    Valore restituito
    Array

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/core/data.gd:429
  • Data.town_suffixes static func
    Link a questa vocestatic func town_suffixes() -> Array
    Valore restituito
    Array

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/core/data.gd:433
  • Data.has_model static funcChecks for an ID in the stock and enabled mod vehicle catalogs.
    Link a questa vocestatic func has_model(id: String) -> bool

    Use this before looking up an ID from a mod or save.

    Parametri
    • id: String
    Valore restituito
    bool
    Dichiarato in scripts/core/data.gd:437
  • Data.model static funcReturns the definition dictionary for an existing vehicle model ID, including enabled mods.
    Link a questa vocestatic func model(id: String) -> Dictionary

    Use has_model(id) first when the ID might be missing.

    Parametri
    • id: String
    Valore restituito
    Dictionary

    Esempio

    if Data.has_model("diesel"):
        var diesel := Data.model("diesel")
        note(str(diesel.cost))
    Dichiarato in scripts/core/data.gd:441
  • Data.all_models static funcReturns the model IDs from the stock and enabled mod catalogs.
    Link a questa vocestatic func all_models() -> Array

    Use available(id, year) to filter by sale date.

    Valore restituito
    Array
    Dichiarato in scripts/core/data.gd:447
  • Data.intro_year static funcThe year a model goes on sale (0: from the start).
    Link a questa vocestatic func intro_year(id: String) -> int
    Parametri
    • id: String
    Valore restituito
    int
    Dichiarato in scripts/core/data.gd:452
  • Data.intros static funcEvery model with an introduction year: id -> year.
    Link a questa vocestatic func intros() -> Dictionary
    Valore restituito
    Dictionary
    Dichiarato in scripts/core/data.gd:459
  • Data.available static funcChecks whether the current year is at or after a model’s introduction year.
    Link a questa vocestatic func available(id: String, year: int) -> bool

    Use has_model(id) separately to verify the ID.

    Parametri
    • id: String
    • year: int
    Valore restituito
    bool
    Dichiarato in scripts/core/data.gd:467
  • Data.look static funcThe game model whose 3D model (and size) a vehicle uses: itself, or a mod vehicle's "look".
    Link a questa vocestatic func look(id: String) -> String
    Parametri
    • id: String
    Valore restituito
    String
    Dichiarato in scripts/core/data.gd:472
  • Data.cargo_rate static funcReturns the payment rate per unit of the named cargo over 25 tiles before age penalties.
    Link a questa vocestatic func cargo_rate(c: String) -> float

    Uses the active mod override when one is set.

    Parametri
    • c: String
    Valore restituito
    float
    Dichiarato in scripts/core/data.gd:477
  • Data.cargo_days static funcReturns how many days the named cargo qualifies for the full rate.
    Link a questa vocestatic func cargo_days(c: String) -> float

    Uses the active mod override when one is set.

    Parametri
    • c: String
    Valore restituito
    float
    Dichiarato in scripts/core/data.gd:481
  • Data.COST const
    Link a questa voceconst COST

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/core/data.gd:484
  • Data.START_LOAN constwhat rivals start with (cash, all borrowed)
    Link a questa voceconst START_LOAN := 100000Dichiarato in scripts/core/data.gd:495
  • Data.PLAYER_START_LOANS constthe player's start-up loan choices
    Link a questa voceconst PLAYER_START_LOANS := [100000, 250000, 500000]Dichiarato in scripts/core/data.gd:496
  • Data.PLAYER_START_LOAN const...and the default
    Link a questa voceconst PLAYER_START_LOAN := 250000Dichiarato in scripts/core/data.gd:497
  • Data.BANKRUPT_MONTHS constmonths in the red before a company goes bankrupt
    Link a questa voceconst BANKRUPT_MONTHS := 12Dichiarato in scripts/core/data.gd:498
  • Data.MAX_LOAN const
    Link a questa voceconst MAX_LOAN := 500000

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/core/data.gd:499
  • Data.LOAN_INTEREST const
    Link a questa voceconst LOAN_INTEREST := 0.04

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/core/data.gd:500
  • Data.wagon_cap static func
    Link a questa vocestatic func wagon_cap(cargo: String) -> int
    Parametri
    • cargo: String
    Valore restituito
    int

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/core/data.gd:503
  • Data.BRIDGES constBridge styles: cost multiplier, longest span (tiles between the ramps), year available.
    Link a questa voceconst BRIDGESDichiarato in scripts/core/data.gd:508
  • Data.BRIDGE_ORDER const
    Link a questa voceconst BRIDGE_ORDER := ["beam", "truss", "viaduct", "arch", "suspension"]

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/core/data.gd:515
  • Data.LIFE constYears a vehicle of this kind runs well; older ones put customers off.
    Link a questa voceconst LIFE := {"road": 15, "rail": 25, "water": 30, "air": 20}Dichiarato in scripts/core/data.gd:519
  • Data.BREAKDOWN_NAMES constBreakdowns (a new-game option): none, reduced, normal.
    Link a questa voceconst BREAKDOWN_NAMES := ["None", "Reduced", "Normal"]Dichiarato in scripts/core/data.gd:522
  • Data.BREAKDOWN_RATE const
    Link a questa voceconst BREAKDOWN_RATE := [0.0, 0.4, 1.0]

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/core/data.gd:523
  • Data.SERVICE_DAYS consta vehicle wants servicing this often
    Link a questa voceconst SERVICE_DAYS := 120Dichiarato in scripts/core/data.gd:524
  • Data.reliability static funcHow reliable a model is when new or just serviced (0..1): later designs are better made.
    Link a questa vocestatic func reliability(model_id: String) -> float
    Parametri
    • model_id: String
    Valore restituito
    float
    Dichiarato in scripts/core/data.gd:528
  • Data.kind_name static func
    Link a questa vocestatic func kind_name(kind: String) -> String
    Parametri
    • kind: String
    Valore restituito
    String
    Chiama
    L.t

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/core/data.gd:536

AiPlayer

  • AiPlayer.NAMES const
    Link a questa voceconst NAMES

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/ai_player.gd:10
  • AiPlayer.ROUTES_PER_YEAR const
    Link a questa voceconst ROUTES_PER_YEAR := [1.0, 1.5, 3.0]

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/ai_player.gd:13
  • AiPlayer.CEILINGS constshare of the maximum loan the AI will use for expansion
    Link a questa voceconst CEILINGS := [0.5, 0.75, 0.9]Dichiarato in scripts/sim/ai_player.gd:14
  • AiPlayer.THINK const
    Link a questa voceconst THINK := [[30, 60], [18, 40], [10, 24]]

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/ai_player.gd:15
  • AiPlayer.FOUNDING const
    Link a questa voceconst FOUNDING := [150, 120, 50]

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/ai_player.gd:18
  • AiPlayer.FOUNDING_GAP const
    Link a questa voceconst FOUNDING_GAP := [70, 60, 30]

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/ai_player.gd:19
  • AiPlayer.COMPETE_SHARE const
    Link a questa voceconst COMPETE_SHARE := [0.35, 0.55, 0.8]

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/ai_player.gd:21
  • AiPlayer.EXTRA_VEHICLES const
    Link a questa voceconst EXTRA_VEHICLES := [1, 3, 5]

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/ai_player.gd:23
  • AiPlayer.RESERVE constcash kept in hand before repaying the loan
    Link a questa voceconst RESERVE := 100000Dichiarato in scripts/sim/ai_player.gd:24
  • AiPlayer.MIN_EARNING consta year's profit each vehicle must make before its route gets more
    Link a questa voceconst MIN_EARNING := 2500Dichiarato in scripts/sim/ai_player.gd:25
  • AiPlayer.PAIRS_COMPARED constindustry pairs weighed up before choosing a freight route
    Link a questa voceconst PAIRS_COMPARED := [1, 2, 4]Dichiarato in scripts/sim/ai_player.gd:26
  • AiPlayer.CLOSE_STEP consttiles of a closed route torn up in one go
    Link a questa voceconst CLOSE_STEP := 16Dichiarato in scripts/sim/ai_player.gd:27
  • AiPlayer.NO_PATH_FOR constnowhere to lay the line: the ground rarely changes, so wait four years
    Link a questa voceconst NO_PATH_FOR := 365 * 3Dichiarato in scripts/sim/ai_player.gd:28
  • AiPlayer.CLOSED_FOR consta route closed for losing money isn't tried again for ten years
    Link a questa voceconst CLOSED_FOR := 365 * 9Dichiarato in scripts/sim/ai_player.gd:29
  • AiPlayer.BUILD_RATE const
    Link a questa voceconst BUILD_RATE := {"rail": [2, 3, 4], "road": [3, 5, 7]}

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/ai_player.gd:32
  • AiPlayer.REROUTES constways round something built across a line still being laid
    Link a questa voceconst REROUTES := 3Dichiarato in scripts/sim/ai_player.gd:33
  • AiPlayer.SHIPS_ROOM constmoney a rival can raise before it opens a ship route
    Link a questa voceconst SHIPS_ROOM := 120000Dichiarato in scripts/sim/ai_player.gd:35
  • AiPlayer.AIR_CASH constmoney in hand before it opens an air service...
    Link a questa voceconst AIR_CASH := 200000Dichiarato in scripts/sim/ai_player.gd:36
  • AiPlayer.AIR_ROUTES const...and how many it runs at most, by skill: airports aren't cheap
    Link a questa voceconst AIR_ROUTES := [1, 2, 4]Dichiarato in scripts/sim/ai_player.gd:37
  • AiPlayer.AIR_MIN consttiles between two towns worth flying
    Link a questa voceconst AIR_MIN := 40.0Dichiarato in scripts/sim/ai_player.gd:38
  • AiPlayer.SHIP_MAX consttiles apart at most: ships are slow, whatever the map's size
    Link a questa voceconst SHIP_MAX := {"freight": 80.0, "ferry": 60.0}Dichiarato in scripts/sim/ai_player.gd:39
  • AiPlayer.AIRPORT_REACH constan airport goes this close to the town centre
    Link a questa voceconst AIRPORT_REACH := 10Dichiarato in scripts/sim/ai_player.gd:40
  • AiPlayer.FERRIES constferry services a rival runs at most, by skill
    Link a questa voceconst FERRIES := [1, 1, 2]Dichiarato in scripts/sim/ai_player.gd:41
  • AiPlayer.FERRY_TOWN constpeople in each town a ferry links
    Link a questa voceconst FERRY_TOWN := 500Dichiarato in scripts/sim/ai_player.gd:42
  • AiPlayer.PORT_POP constpeople a town's dock or airport must have within reach
    Link a questa voceconst PORT_POP := {"water": 150, "air": 200}Dichiarato in scripts/sim/ai_player.gd:43
  • AiPlayer.SITES_FOR constdays a search for dock and airport sites is remembered
    Link a questa voceconst SITES_FOR := 30Dichiarato in scripts/sim/ai_player.gd:44
  • AiPlayer.WASTE_TOWN constpeople in a town a recycling line starts from (RAIL-29)
    Link a questa voceconst WASTE_TOWN := 800Dichiarato in scripts/sim/ai_player.gd:45
  • AiPlayer.level var
    Link a questa vocevar level := 1

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/ai_player.gd:47
  • AiPlayer.loan_ceiling var
    Link a questa vocevar loan_ceiling: float

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/ai_player.gd:48
  • AiPlayer.company var
    Link a questa vocevar company: Company

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/ai_player.gd:51
  • AiPlayer.rng var
    Link a questa vocevar rng := RandomNumberGenerator.new()

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/ai_player.gd:52
  • AiPlayer.next_think var
    Link a questa vocevar next_think := 20

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/ai_player.gd:53
  • AiPlayer.routes var[{"kind", "cargo", "a": Station, "b": Station, "model", "wagons", "max"}], and optionally "consist" (a mixed train's wagons), "key" (its entry in failed) and "closing" (being torn up).
    Link a questa vocevar routes: Array = []Dichiarato in scripts/sim/ai_player.gd:56
  • AiPlayer.failed var"kind:x,y" -> day it failed; tried again a year later
    Link a questa vocevar failed := {}Dichiarato in scripts/sim/ai_player.gd:57
  • AiPlayer.project varThe route being built, or {}.
    Link a questa vocevar 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 routes once 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".

    Dichiarato in scripts/sim/ai_player.gd:64
  • AiPlayer._searched varthis think already ran a construction search (one a day is enough)
    Link a questa vocevar _searched := falseDichiarato in scripts/sim/ai_player.gd:65
  • AiPlayer._sites varDock and airport sites found lately: key -> [day searched, sites].
    Link a questa vocevar _sites := {}

    Not saved: it is only a cache.

    Dichiarato in scripts/sim/ai_player.gd:67
  • AiPlayer.debug static varprint why route attempts fail (playtest tooling)
    Link a questa vocestatic var debug := falseDichiarato in scripts/sim/ai_player.gd:68
  • AiPlayer.slowest_manage static varthe longest think so far, in microseconds: looking after routes...
    Link a questa vocestatic var slowest_manage := 0Dichiarato in scripts/sim/ai_player.gd:69
  • AiPlayer.slowest_expand static var...and planning a new one (benchmark tooling)
    Link a questa vocestatic var slowest_expand := 0Dichiarato in scripts/sim/ai_player.gd:70
  • AiPlayer.create_competitors static func
    Link a questa vocestatic func create_competitors(sim: Sim, count: int) -> void
    Parametri
    • sim: Sim
    • count: int
    Valore restituito
    void

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/ai_player.gd:73
  • AiPlayer.daily func
    Link a questa vocefunc daily(sim: Sim) -> void
    Parametri
    • sim: Sim
    Valore restituito
    void

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/ai_player.gd:94
  • AiPlayer._expand func
    Link a questa vocefunc _expand(sim: Sim) -> void
    Parametri
    • sim: Sim
    Valore restituito
    void

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/ai_player.gd:111
  • AiPlayer._operating static funcIncome less the cost of running the network (vehicles, stations, track, interest) in ledger l.
    Link a questa vocestatic func _operating(l: Dictionary) -> int
    Parametri
    • l: Dictionary
    Valore restituito
    int
    Dichiarato in scripts/sim/ai_player.gd:124
  • AiPlayer._troubled funcIn the red, or about to be: no time for new ventures.
    Link a questa vocefunc _troubled() -> bool
    Valore restituito
    bool
    Dichiarato in scripts/sim/ai_player.gd:130
  • AiPlayer._open_routes func
    Link a questa vocefunc _open_routes() -> int
    Valore restituito
    int

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/ai_player.gd:134
  • AiPlayer._count_routes funcRoutes still open, of one kind ("" for all), and of one cargo if cargo is given.
    Link a questa vocefunc _count_routes(kind: String, cargo := "") -> int
    Parametri
    • kind: String
    • cargo := ""
    Valore restituito
    int
    Dichiarato in scripts/sim/ai_player.gd:139
  • AiPlayer._scaled static funcConstruction prices follow the game's building-cost setting, for rivals as for the player.
    Link a questa vocestatic func _scaled(sim: Sim, cost: int) -> int
    Parametri
    • sim: Sim
    • cost: int
    Valore restituito
    int
    Dichiarato in scripts/sim/ai_player.gd:148
  • AiPlayer._manage func
    Link a questa vocefunc _manage(sim: Sim) -> void
    Parametri
    • sim: Sim
    Valore restituito
    void
    Chiama
    Data.wagon_cap, Data.model

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/ai_player.gd:154
  • AiPlayer._fleets funcOur vehicles sorted by the route they were bought for: one list for each entry of routes.
    Link a questa vocefunc _fleets(sim: Sim) -> Array
    Parametri
    • sim: Sim
    Valore restituito
    Array
    Dichiarato in scripts/sim/ai_player.gd:245
  • AiPlayer._buy funcOne more vehicle of model for route r.
    Link a questa vocefunc _buy(sim: Sim, r: Dictionary, model: String) -> bool
    Parametri
    • sim: Sim
    • r: Dictionary
    • model: String
    Valore restituito
    bool
    Chiama
    Vehicle.stranded
    Dichiarato in scripts/sim/ai_player.gd:263
  • AiPlayer._close_route funcTear 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.
    Link a questa vocefunc _close_route(sim: Sim, r: Dictionary) -> bool

    A 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.

    Parametri
    • sim: Sim
    • r: Dictionary
    Valore restituito
    bool
    Dichiarato in scripts/sim/ai_player.gd:282
  • AiPlayer.industry_closed funcAn 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.
    Link a questa vocefunc industry_closed(sim: Sim) -> void
    Parametri
    • sim: Sim
    Valore restituito
    void
    Dichiarato in scripts/sim/ai_player.gd:320
  • AiPlayer._orphaned static 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.
    Link a questa vocestatic func _orphaned(r: Dictionary) -> bool

    Stops a route doesn't have yet (a bus line still being built) are null.

    Parametri
    • r: Dictionary
    Valore restituito
    bool
    Dichiarato in scripts/sim/ai_player.gd:337
  • AiPlayer._station_in_use func
    Link a questa vocefunc _station_in_use(sim: Sim, st: Station, r: Dictionary) -> bool
    Parametri
    • sim: Sim
    • st: Station
    • r: Dictionary
    Valore restituito
    bool

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/ai_player.gd:346
  • AiPlayer._own_track_from funcOur own plain track joined to station st (the AI never shares track between its lines).
    Link a questa vocefunc _own_track_from(sim: Sim, st: Station) -> Array[Vector2i]
    Parametri
    • sim: Sim
    • st: Station
    Valore restituito
    Array[Vector2i]
    Dichiarato in scripts/sim/ai_player.gd:359
  • AiPlayer._best_model funcThe newest model of a family the AI knows that's on sale and carries the cargo.
    Link a questa vocefunc _best_model(sim: Sim, kind: String, cargo: String, current: String) -> String

    Aircraft stop at the narrowbody: the big jets want more passengers than the towns a rival flies between have.

    Parametri
    • sim: Sim
    • kind: String
    • cargo: String
    • current: String
    Valore restituito
    String
    Chiama
    Data.available, Data.model
    Dichiarato in scripts/sim/ai_player.gd:386
  • AiPlayer._plan_line funcA construction plan without the money check (_afford borrows when the AI commits to it).
    Link a questa vocefunc _plan_line(sim: Sim, kind: String, pts: Array[Vector2i]) -> Dictionary
    Parametri
    • sim: Sim
    • kind: String
    • pts: Array[Vector2i]
    Valore restituito
    Dictionary
    Chiama
    BuildOps.plan_line
    Dichiarato in scripts/sim/ai_player.gd:400
  • AiPlayer._plan_route funcThe same for a line with bridges and tunnels on it (RouteBuilder.last_crossings, RAIL-52).
    Link a questa vocefunc _plan_route(sim: Sim, kind: String, pts: Array[Vector2i], crossings: Array) -> Dictionary
    Parametri
    • sim: Sim
    • kind: String
    • pts: Array[Vector2i]
    • crossings: Array
    Valore restituito
    Dictionary
    Dichiarato in scripts/sim/ai_player.gd:408
  • AiPlayer._afford funcMake sure cost can be paid, borrowing if needed.
    Link a questa vocefunc _afford(sim: Sim, cost: int) -> bool

    Returns false if it can't.

    Parametri
    • sim: Sim
    • cost: int
    Valore restituito
    bool
    Dichiarato in scripts/sim/ai_player.gd:413
  • AiPlayer._try_new_route func
    Link a questa vocefunc _try_new_route(sim: Sim) -> void
    Parametri
    • sim: Sim
    Valore restituito
    void

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/ai_player.gd:426
  • AiPlayer._nothing_to_build static funcA line plan that is refused only because everything on it exists already (a road that's there).
    Link a questa vocestatic func _nothing_to_build(plan: Dictionary) -> bool
    Parametri
    • plan: Dictionary
    Valore restituito
    bool
    Dichiarato in scripts/sim/ai_player.gd:469
  • AiPlayer._why func
    Link a questa vocefunc _why(msg: String) -> void
    Parametri
    • msg: String
    Valore restituito
    void

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/ai_player.gd:473
  • AiPlayer._try_buses func
    Link a questa vocefunc _try_buses(sim: Sim) -> bool
    Parametri
    • sim: Sim
    Valore restituito
    bool
    Chiama
    RouteBuilder.find, RouteBuilder.jumps_for, L.t

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/ai_player.gd:478
  • AiPlayer._links_towns funcWhether one of our passenger lines of kind (road or rail) already runs between these two towns.
    Link a questa vocefunc _links_towns(a: Town, b: Town, kind: String = "road") -> bool
    Parametri
    • a: Town
    • b: Town
    • kind: String = "road"
    Valore restituito
    bool
    Dichiarato in scripts/sim/ai_player.gd:541
  • AiPlayer._try_mail funcA mail van for one of our bus lines that has none yet: the stops are there already.
    Link a questa vocefunc _try_mail(sim: Sim) -> bool
    Parametri
    • sim: Sim
    Valore restituito
    bool
    Dichiarato in scripts/sim/ai_player.gd:552
  • AiPlayer._town_stop_tile static funcA straight town road tile near the centre that can take a stop.
    Link a questa vocestatic func _town_stop_tile(m: WorldMap, t: Town) -> Dictionary
    Parametri
    • m: WorldMap
    • t: Town
    Valore restituito
    Dictionary
    Dichiarato in scripts/sim/ai_player.gd:578
  • AiPlayer._map_scale static func
    Link a questa vocestatic func _map_scale(sim: Sim) -> float
    Parametri
    • sim: Sim
    Valore restituito
    float

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/ai_player.gd:594
  • AiPlayer._industry_pair funcPick a producing industry and the nearest industry that accepts its cargo within a distance band.
    Link a questa vocefunc _industry_pair(sim: Sim, min_d: float, max_d: float, kind: String) -> Array

    A 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).

    Parametri
    • sim: Sim
    • min_d: float
    • max_d: float
    • kind: String
    Valore restituito
    Array
    Chiama
    Data.town_pop, Data.cargo_rate
    Dichiarato in scripts/sim/ai_player.gd:601
  • AiPlayer._customer_rank static funcHow good a customer for c industry q is (RAIL-29), the best first, then the nearest: 2 a plant that needs every input and has the others, waiting for c (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.
    Link a questa vocestatic func _customer_rank(q: Industry, c: String) -> int

    Those pay for what is delivered all the same, so they do when there is nothing better.

    Parametri
    • q: Industry
    • c: String
    Valore restituito
    int
    Dichiarato in scripts/sim/ai_player.gd:661
  • AiPlayer._output static funcHow much c p makes in a month: a primary's rate, or what a processing plant made last month.
    Link a questa vocestatic func _output(p: Industry, c: String) -> float
    Parametri
    • p: Industry
    • c: String
    Valore restituito
    float
    Dichiarato in scripts/sim/ai_player.gd:674
  • AiPlayer._customer_town static funcThe nearest town big enough to want goods and food (and of at least pop people), within a distance band of p.
    Link a questa vocestatic func _customer_town(sim: Sim, p: Industry, min_d: float, max_d: float, pop: int = 0) -> Town
    Parametri
    • sim: Sim
    • p: Industry
    • min_d: float
    • max_d: float
    • pop: int = 0
    Valore restituito
    Town
    Dichiarato in scripts/sim/ai_player.gd:680
  • AiPlayer._good_source static funcA producing industry on land (see _producing).
    Link a questa vocestatic func _good_source(ind: Industry) -> bool
    Parametri
    • ind: Industry
    Valore restituito
    bool
    Dichiarato in scripts/sim/ai_player.gd:694
  • AiPlayer._producing static funcA primary industry, or a processing plant that's being supplied.
    Link a questa vocestatic func _producing(ind: Industry) -> bool
    Parametri
    • ind: Industry
    Valore restituito
    bool
    Dichiarato in scripts/sim/ai_player.gd:699
  • AiPlayer._served_by static func
    Link a questa vocestatic func _served_by(sim: Sim, ind: Industry, c: String, who: Company) -> bool
    Parametri
    • sim: Sim
    • ind: Industry
    • c: String
    • who: Company
    Valore restituito
    bool
    Chiama
    Economy.industry_stations

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/ai_player.gd:710
  • AiPlayer._served_by_anyone static func
    Link a questa vocestatic func _served_by_anyone(sim: Sim, ind: Industry, c: String) -> bool
    Parametri
    • sim: Sim
    • ind: Industry
    • c: String
    Valore restituito
    bool
    Chiama
    Economy.industry_stations

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/ai_player.gd:717
  • AiPlayer._terminal funcFind platform tiles near ind for a terminal of length tiles, ending on the side facing toward.
    Link a questa vocefunc _terminal(sim: Sim, kind: String, ind: Industry, length: int, toward: Vector2, partner: Dictionary = {}) -> Dictionary

    Returns {"tiles", "axis", "end", "exit", "exit_dir"} or {}. partner: the terminal at the other end of the line, when that is chosen already.

    Parametri
    • sim: Sim
    • kind: String
    • ind: Industry
    • length: int
    • toward: Vector2
    • partner: Dictionary = {}
    Valore restituito
    Dictionary
    Dichiarato in scripts/sim/ai_player.gd:727
  • AiPlayer._terminal_in funcThe same for any area: the best site whose first tile lies in area.
    Link a questa vocefunc _terminal_in(sim: Sim, kind: String, area: Rect2i, length: int, toward: Vector2, min_pop: int, partner: Dictionary = {}) -> Dictionary

    With min_pop, only sites whose catchment houses at least that many people count, and busier ones are preferred.

    Parametri
    • sim: Sim
    • kind: String
    • area: Rect2i
    • length: int
    • toward: Vector2
    • min_pop: int
    • partner: Dictionary = {}
    Valore restituito
    Dictionary
    Chiama
    BuildOps.station_tile_problem, BuildOps.rail_tile_problem, BuildOps.road_tile_problem
    Dichiarato in scripts/sim/ai_player.gd:735
  • AiPlayer._try_waste funcA recycling line (RAIL-29): trucks carry the waste from a town's centre to a recycling plant within reach.
    Link a questa vocefunc _try_waste(sim: Sim) -> bool

    Towns big enough to fill a truck now and then, and not served by us already.

    Parametri
    • sim: Sim
    Valore restituito
    bool
    Dichiarato in scripts/sim/ai_player.gd:791
  • AiPlayer._count_routes_from funcOur open routes loading cargo at a stop in town t.
    Link a questa vocefunc _count_routes_from(t: Town, cargo: String) -> int
    Parametri
    • t: Town
    • cargo: String
    Valore restituito
    int
    Dichiarato in scripts/sim/ai_player.gd:816
  • AiPlayer._try_trucks func
    Link a questa vocefunc _try_trucks(sim: Sim) -> bool
    Parametri
    • sim: Sim
    Valore restituito
    bool

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/ai_player.gd:824
  • AiPlayer._try_rail func
    Link a questa vocefunc _try_rail(sim: Sim) -> bool
    Parametri
    • sim: Sim
    Valore restituito
    bool

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/ai_player.gd:833
  • AiPlayer._try_pax_rail funcA passenger (and mail) railway between two sizeable towns a good way apart.
    Link a questa vocefunc _try_pax_rail(sim: Sim) -> bool
    Parametri
    • sim: Sim
    Valore restituito
    bool
    Dichiarato in scripts/sim/ai_player.gd:841
  • AiPlayer._build_pax_rail func
    Link a questa vocefunc _build_pax_rail(sim: Sim, a: Town, b: Town, key: String) -> bool
    Parametri
    • sim: Sim
    • a: Town
    • b: Town
    • key: String
    Valore restituito
    bool
    Chiama
    RouteBuilder.find, Const.opp, RouteBuilder.jumps_for, L.t

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/ai_player.gd:864
  • AiPlayer._build_freight func
    Link a questa vocefunc _build_freight(sim: Sim, kind: String, p: Industry, q: Industry, cargo: String) -> bool
    Parametri
    • sim: Sim
    • kind: String
    • p: Industry
    • q: Industry
    • cargo: String
    Valore restituito
    bool
    Chiama
    RouteBuilder.find, Const.opp, RouteBuilder.jumps_for, Data.available, L.t

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/ai_player.gd:913
  • AiPlayer._build_town_delivery funcA truck line from a processing plant to a stop in the middle of a town that takes its cargo, or with pickup the other way round: from a town stop that supplies it (waste) to p, which takes it.
    Link a questa vocefunc _build_town_delivery(sim: Sim, p: Industry, town: Town, cargo: String, pickup := false) -> bool
    Parametri
    • sim: Sim
    • p: Industry
    • town: Town
    • cargo: String
    • pickup := false
    Valore restituito
    bool
    Chiama
    Station.add_catchment, Station.coverage, RouteBuilder.find, RouteBuilder.jumps_for, L.t
    Dichiarato in scripts/sim/ai_player.gd:979
  • AiPlayer._try_ships funcA ship route: freight, or when there's none to try (no search was run), a ferry.
    Link a questa vocefunc _try_ships(sim: Sim) -> bool

    A ferry earns far less than a freighter, so a rival runs only a few (FERRIES).

    Parametri
    • sim: Sim
    Valore restituito
    bool
    Dichiarato in scripts/sim/ai_player.gd:1044
  • AiPlayer._try_ship_freight funcFreight 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.
    Link a questa vocefunc _try_ship_freight(sim: Sim) -> bool
    Parametri
    • sim: Sim
    Valore restituito
    bool
    Chiama
    Data.cargo_rate
    Dichiarato in scripts/sim/ai_player.gd:1052
  • AiPlayer._build_ship_freight func
    Link a questa vocefunc _build_ship_freight(sim: Sim, p: Industry, q: Industry, cargo: String) -> bool
    Parametri
    • sim: Sim
    • p: Industry
    • q: Industry
    • cargo: String
    Valore restituito
    bool
    Chiama
    L.t

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/ai_player.gd:1098
  • AiPlayer._try_ferry funcA ferry between two towns of FERRY_TOWN+ people on the same water, 14 to SHIP_MAX tiles apart.
    Link a questa vocefunc _try_ferry(sim: Sim) -> bool
    Parametri
    • sim: Sim
    Valore restituito
    bool
    Dichiarato in scripts/sim/ai_player.gd:1115
  • AiPlayer._try_air funcAn air service between two big towns a good way apart: from a town, to the biggest one far enough away.
    Link a questa vocefunc _try_air(sim: Sim) -> bool

    A town's airport is used again for its next service rather than building another.

    Parametri
    • sim: Sim
    Valore restituito
    bool
    Dichiarato in scripts/sim/ai_player.gd:1145
  • AiPlayer._pair_key static func
    Link a questa vocestatic func _pair_key(what: String, a: Town, b: Town) -> String
    Parametri
    • what: String
    • a: Town
    • b: Town
    Valore restituito
    String

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/ai_player.gd:1171
  • AiPlayer._build_town_link funcA passenger service of kind ("water" or "air") between two towns, calling at pa and pb (see _town_port).
    Link a questa vocefunc _build_town_link(sim: Sim, kind: String, a: Town, b: Town, pa: Dictionary, pb: Dictionary) -> bool
    Parametri
    • sim: Sim
    • kind: String
    • a: Town
    • b: Town
    • pa: Dictionary
    • pb: Dictionary
    Valore restituito
    bool
    Chiama
    L.t
    Dichiarato in scripts/sim/ai_player.gd:1177
  • AiPlayer._open_port_route funcBuild 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 first count vehicles and open it.
    Link a questa vocefunc _open_port_route(sim: Sim, r: Dictionary, count: int, news: String, news_at: Vector2) -> bool

    Nothing is built unless both ends can be, and each must supply or take the cargo as its end of the route should.

    Parametri
    • sim: Sim
    • r: Dictionary
    • count: int
    • news: String
    • news_at: Vector2
    Valore restituito
    bool
    Dichiarato in scripts/sim/ai_player.gd:1194
  • AiPlayer._town_port funcWhere a passenger service of kind ("water" or "air") calls in town: a dock or airport of ours there already, or else the best site for a new one ({} when there's none).
    Link a questa vocefunc _town_port(sim: Sim, kind: String, town: Town) -> Dictionary
    Parametri
    • sim: Sim
    • kind: String
    • town: Town
    Valore restituito
    Dictionary
    Dichiarato in scripts/sim/ai_player.gd:1243
  • AiPlayer._port_toward funcWhere a ship route for ind calls: our own dock that serves it already, an oil rig's open dock, or the shore site nearest toward.
    Link a questa vocefunc _port_toward(sim: Sim, ind: Industry, toward: Vector2) -> Dictionary

    {} if ships can't reach it.

    Parametri
    • sim: Sim
    • ind: Industry
    • toward: Vector2
    Valore restituito
    Dictionary
    Chiama
    Economy.industry_stations
    Dichiarato in scripts/sim/ai_player.gd:1254
  • AiPlayer._ports_of funcWhere ships can call for ind: an oil rig's own open dock, or the shore tiles near enough for a dock's catchment to reach it ([] inland).
    Link a questa vocefunc _ports_of(sim: Sim, ind: Industry) -> Array

    Remembered for a while.

    Parametri
    • sim: Sim
    • ind: Industry
    Valore restituito
    Array
    Dichiarato in scripts/sim/ai_player.gd:1272
  • AiPlayer._industry_docks static func
    Link a questa vocestatic func _industry_docks(m: WorldMap, ind: Industry) -> Array
    Parametri
    • m: WorldMap
    • ind: Industry
    Valore restituito
    Array

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/ai_player.gd:1276
  • AiPlayer._remembered funcA 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.
    Link a questa vocefunc _remembered(sim: Sim, key: String, search: Callable)
    Parametri
    • sim: Sim
    • key: String
    • search: Callable
    Valore restituito
    func _remembered(sim: Sim, key: String, search: Callable)
    Dichiarato in scripts/sim/ai_player.gd:1293
  • AiPlayer._port_site static funcThe best site near the centre of town for 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.
    Link a questa vocestatic func _port_site(m: WorldMap, kind: String, town: Town) -> Dictionary

    {"tiles", "axis"}, or {} when there's none.

    Parametri
    • m: WorldMap
    • kind: String
    • town: Town
    Valore restituito
    Dictionary
    Dichiarato in scripts/sim/ai_player.gd:1304
  • AiPlayer._port_fits static funcWhether a dock (kind "water", one tile) or an airport ("air") can go on the tiles of r.
    Link a questa vocestatic func _port_fits(m: WorldMap, kind: String, r: Rect2i) -> bool
    Parametri
    • m: WorldMap
    • kind: String
    • r: Rect2i
    Valore restituito
    bool
    Chiama
    BuildOps.station_tile_problem
    Dichiarato in scripts/sim/ai_player.gd:1335
  • AiPlayer._pop_table static funcRunning totals of the people in the houses of area, so that those in any rectangle of it take four lookups (_pop_in) instead of a count tile by tile.
    Link a questa vocestatic func _pop_table(m: WorldMap, area: Rect2i) -> PackedInt32Array
    Parametri
    • m: WorldMap
    • area: Rect2i
    Valore restituito
    PackedInt32Array
    Dichiarato in scripts/sim/ai_player.gd:1356
  • AiPlayer._pop_in static func
    Link a questa vocestatic func _pop_in(sums: PackedInt32Array, area: Rect2i, r: Rect2i) -> int
    Parametri
    • sums: PackedInt32Array
    • area: Rect2i
    • r: Rect2i
    Valore restituito
    int

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/ai_player.gd:1374
  • AiPlayer._berth static funcThe water tile ships berth at for a dock end of a route ({"station"} or a shore site).
    Link a questa vocestatic func _berth(m: WorldMap, port: Dictionary) -> Vector2i
    Parametri
    • m: WorldMap
    • port: Dictionary
    Valore restituito
    Vector2i
    Chiama
    BuildOps.dock_facing
    Dichiarato in scripts/sim/ai_player.gd:1387
  • AiPlayer._second_berth funcShips take turns at a berth (RAIL-26).
    Link a questa vocefunc _second_berth(sim: Sim, fleet: Array) -> void

    A 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.

    Parametri
    • sim: Sim
    • fleet: Array
    Valore restituito
    void
    Dichiarato in scripts/sim/ai_player.gd:1403
  • AiPlayer._berth_beside static funcA shore tile beside dock tile t, whose ships berth on the water facing it, 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.
    Link a questa vocestatic func _berth_beside(m: WorldMap, t: Vector2i, facing: int) -> Vector2i

    (-1, -1) if there's none.

    Parametri
    • m: WorldMap
    • t: Vector2i
    • facing: int
    Valore restituito
    Vector2i
    Chiama
    BuildOps.dock_facing
    Dichiarato in scripts/sim/ai_player.gd:1429
  • AiPlayer._berth_taken static funcWhether a dock already berths at water tile w: one on the shore facing it, or an oil rig's dock standing on it.
    Link a questa vocestatic func _berth_taken(m: WorldMap, w: Vector2i) -> bool
    Parametri
    • m: WorldMap
    • w: Vector2i
    Valore restituito
    bool
    Dichiarato in scripts/sim/ai_player.gd:1442
  • AiPlayer._sea_link static funcWhether ships can sail between the water tiles a and b by a way not much longer than the straight line (a long way round the coast pays no more than the short one).
    Link a questa vocestatic func _sea_link(m: WorldMap, a: Vector2i, b: Vector2i) -> bool

    The search keeps to the water near that line, so even on a big sea it's quick.

    Parametri
    • m: WorldMap
    • a: Vector2i
    • b: Vector2i
    Valore restituito
    bool
    Chiama
    Pathfinder.find_sea
    Dichiarato in scripts/sim/ai_player.gd:1457
  • AiPlayer._carries_from funcWhether one of our routes already loads c at a station serving ind (an oil rig's dock is nobody's, so _served_by doesn't see our tankers there).
    Link a questa vocefunc _carries_from(sim: Sim, ind: Industry, c: String) -> bool
    Parametri
    • sim: Sim
    • ind: Industry
    • c: String
    Valore restituito
    bool
    Chiama
    Economy.industry_stations
    Dichiarato in scripts/sim/ai_player.gd:1463
  • AiPlayer._start funcBegin laying line, a stretch a day (see project).
    Link a questa vocefunc _start(line: Array[Vector2i], head: int, tail: int, reserved: Dictionary, to_lay: bool, route: Dictionary, buy: int, news: String, news_at: Vector2, extra: Dictionary = {}) -> void

    head/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).

    Parametri
    • line: Array[Vector2i]
    • head: int
    • tail: int
    • reserved: Dictionary
    • to_lay: bool
    • route: Dictionary
    • buy: int
    • news: String
    • news_at: Vector2
    • extra: Dictionary = {}
    Valore restituito
    void
    Dichiarato in scripts/sim/ai_player.gd:1475
  • AiPlayer._construct funcA day's work on the line under construction, and opening it once it's finished.
    Link a questa vocefunc _construct(sim: Sim) -> void
    Parametri
    • sim: Sim
    Valore restituito
    void
    Dichiarato in scripts/sim/ai_player.gd:1484
  • AiPlayer._next_crossing static funcThe next bridge or tunnel the line under construction comes to ({} when none is left).
    Link a questa vocestatic func _next_crossing(p: Dictionary) -> Dictionary
    Parametri
    • p: Dictionary
    Valore restituito
    Dictionary
    Dichiarato in scripts/sim/ai_player.gd:1536
  • AiPlayer._reroute funcA new way from where the line has got to, to its far end.
    Link a questa vocefunc _reroute(sim: Sim) -> bool

    False if there's none (or the line has been re-routed too often already).

    Parametri
    • sim: Sim
    Valore restituito
    bool
    Chiama
    BuildOps.dir_between, RouteBuilder.jumps_for, RouteBuilder.find
    Dichiarato in scripts/sim/ai_player.gd:1550
  • AiPlayer._open funcThe line is finished: place the stops still missing, buy the first vehicles and open for business.
    Link a questa vocefunc _open(sim: Sim) -> void
    Parametri
    • sim: Sim
    Valore restituito
    void
    Dichiarato in scripts/sim/ai_player.gd:1606
  • AiPlayer._abandon funcGive 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.
    Link a questa vocefunc _abandon(sim: Sim, why: String) -> void
    Parametri
    • sim: Sim
    • why: String
    Valore restituito
    void
    Dichiarato in scripts/sim/ai_player.gd:1642
  • AiPlayer.to_dict func
    Link a questa vocefunc to_dict() -> Dictionary
    Valore restituito
    Dictionary

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/ai_player.gd:1661
  • AiPlayer._route_to_dict static func
    Link a questa vocestatic func _route_to_dict(r: Dictionary) -> Dictionary
    Parametri
    • r: Dictionary
    Valore restituito
    Dictionary

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/ai_player.gd:1681
  • AiPlayer._route_from_dict static funcA route saved by _route_to_dict, or {} if one of its stations is gone.
    Link a questa vocestatic func _route_from_dict(r: Dictionary, by_id: Dictionary, partial := false) -> Dictionary

    With partial, a station not placed yet (-1) is allowed.

    Parametri
    • r: Dictionary
    • by_id: Dictionary
    • partial := false
    Valore restituito
    Dictionary
    Dichiarato in scripts/sim/ai_player.gd:1692
  • AiPlayer._flat static func
    Link a questa vocestatic func _flat(tiles: Array) -> Array
    Parametri
    • tiles: Array
    Valore restituito
    Array

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/ai_player.gd:1713
  • AiPlayer._tiles static func
    Link a questa vocestatic func _tiles(flat: Array) -> Array[Vector2i]
    Parametri
    • flat: Array
    Valore restituito
    Array[Vector2i]

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/ai_player.gd:1721
  • AiPlayer.from_dict static func
    Link a questa vocestatic func from_dict(sim: Sim, d: Dictionary) -> AiPlayer
    Parametri
    • sim: Sim
    • d: Dictionary
    Valore restituito
    AiPlayer

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/ai_player.gd:1728

BuildOps

  • BuildOps._plan static func
    Link a questa vocestatic func _plan() -> Dictionary
    Valore restituito
    Dictionary

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/build_ops.gd:8
  • BuildOps._fail static func
    Link a questa vocestatic func _fail(p: Dictionary, t: Vector2i, why: String) -> void
    Parametri
    • p: Dictionary
    • t: Vector2i
    • why: String
    Valore restituito
    void

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/build_ops.gd:12
  • BuildOps.dir_between static func
    Link a questa vocestatic func dir_between(a: Vector2i, b: Vector2i) -> int
    Parametri
    • a: Vector2i
    • b: Vector2i
    Valore restituito
    int

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/build_ops.gd:18
  • BuildOps.network_bits_ok static funcWhether a tile can carry a road or rail piece with the given full connection bitmask.
    Link a questa vocestatic func network_bits_ok(m: WorldMap, x: int, y: int, bits: int, strict: bool = false) -> bool

    Flat tiles take any shape; simple inclines only take pieces running along the incline.

    Parametri
    • m: WorldMap
    • x: int
    • y: int
    • bits: int
    • strict: bool = false
    Valore restituito
    bool
    Dichiarato in scripts/sim/build_ops.gd:26
  • BuildOps._slope_reason static func
    Link a questa vocestatic func _slope_reason(m: WorldMap, x: int, y: int) -> String
    Parametri
    • m: WorldMap
    • x: int
    • y: int
    Valore restituito
    String
    Chiama
    L.t

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/build_ops.gd:50
  • BuildOps._obj_reason static func
    Link a questa vocestatic func _obj_reason(o: Dictionary) -> String
    Parametri
    • o: Dictionary
    Valore restituito
    String
    Chiama
    L.t

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/build_ops.gd:58
  • BuildOps._is_crossing static func
    Link a questa vocestatic func _is_crossing(existing_other: int, bits: int) -> bool
    Parametri
    • existing_other: int
    • bits: int
    Valore restituito
    bool

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/build_ops.gd:67
  • BuildOps.span_problem static funcGround construction under a bridge or over a tunnel: allowed only across its line.
    Link a questa vocestatic func span_problem(m: WorldMap, x: int, y: int, bits: int) -> String
    Parametri
    • m: WorldMap
    • x: int
    • y: int
    • bits: int
    Valore restituito
    String
    Chiama
    L.t, WorldMap.axis_of
    Dichiarato in scripts/sim/build_ops.gd:72
  • BuildOps.under_bridge static func
    Link a questa vocestatic func under_bridge(m: WorldMap, x: int, y: int) -> bool
    Parametri
    • m: WorldMap
    • x: int
    • y: int
    Valore restituito
    bool

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/build_ops.gd:86
  • BuildOps.rail_tile_problem static funcWhy rail with full bitmask bits can't go on this tile, or "" if it can.
    Link a questa vocestatic func rail_tile_problem(m: WorldMap, x: int, y: int, bits: int) -> String
    Parametri
    • m: WorldMap
    • x: int
    • y: int
    • bits: int
    Valore restituito
    String
    Chiama
    L.t
    Dichiarato in scripts/sim/build_ops.gd:92
  • BuildOps.road_tile_problem static funcWhy road with full bitmask bits can't go on this tile, or "" if it can.
    Link a questa vocestatic func road_tile_problem(m: WorldMap, x: int, y: int, bits: int) -> String
    Parametri
    • m: WorldMap
    • x: int
    • y: int
    • bits: int
    Valore restituito
    String
    Chiama
    L.t
    Dichiarato in scripts/sim/build_ops.gd:118
  • BuildOps.INDUSTRY_GAP constTiles 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.
    Link a questa voceconst INDUSTRY_GAP := 2Dichiarato in scripts/sim/build_ops.gd:147
  • BuildOps.can_link_road static 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).
    Link a questa vocestatic func can_link_road(m: WorldMap, x: int, y: int, d: int, strict: bool = false) -> bool
    Parametri
    • m: WorldMap
    • x: int
    • y: int
    • d: int
    • strict: bool = false
    Valore restituito
    bool
    Chiama
    Const.opp
    Dichiarato in scripts/sim/build_ops.gd:152
  • BuildOps.link_road static func
    Link a questa vocestatic func link_road(m: WorldMap, x: int, y: int, d: int) -> void
    Parametri
    • m: WorldMap
    • x: int
    • y: int
    • d: int
    Valore restituito
    void
    Chiama
    Const.opp

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/build_ops.gd:171
  • BuildOps.can_build_house static funcHouses need a flat, dry, empty tile, clear of the ground kept around industries.
    Link a questa vocestatic func can_build_house(m: WorldMap, x: int, y: int) -> bool
    Parametri
    • m: WorldMap
    • x: int
    • y: int
    Valore restituito
    bool
    Dichiarato in scripts/sim/build_ops.gd:181
  • BuildOps.plan_line static funcPlan a road or rail line through consecutive, 4-adjacent tiles pts.
    Link a questa vocestatic func plan_line(m: WorldMap, kind: String, pts: Array[Vector2i]) -> Dictionary

    Extra keys: kind, add (Vector2i -> bits to add).

    Parametri
    • m: WorldMap
    • kind: String
    • pts: Array[Vector2i]
    Valore restituito
    Dictionary
    Chiama
    L.t, Const.opp
    Dichiarato in scripts/sim/build_ops.gd:194
  • BuildOps._parallel_diagonal static funcIf existing is one corner piece and adding the opposite corner, the pairing they form as two parallel diagonals (see WorldMap.diag2), else -1.
    Link a questa vocestatic func _parallel_diagonal(existing: int, adding: int) -> int
    Parametri
    • existing: int
    • adding: int
    Valore restituito
    int
    Dichiarato in scripts/sim/build_ops.gd:245
  • BuildOps.apply_line static func
    Link a questa vocestatic func apply_line(m: WorldMap, p: Dictionary) -> void
    Parametri
    • m: WorldMap
    • p: Dictionary
    Valore restituito
    void

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/build_ops.gd:255
  • BuildOps.dock_facing static funcDirection from a shore tile down to open water, or -1.
    Link a questa vocestatic func dock_facing(m: WorldMap, x: int, y: int) -> int

    Docks sit on a shore slope whose low edge meets the water (or on a level tile at the water's edge).

    Parametri
    • m: WorldMap
    • x: int
    • y: int
    Valore restituito
    int
    Dichiarato in scripts/sim/build_ops.gd:276
  • BuildOps.station_tile_problem static func
    Link a questa vocestatic func station_tile_problem(m: WorldMap, kind: String, x: int, y: int, axis: int) -> String
    Parametri
    • m: WorldMap
    • kind: String
    • x: int
    • y: int
    • axis: int
    Valore restituito
    String
    Chiama
    L.t

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/build_ops.gd:284
  • BuildOps.MAX_STATION_SPREAD consta station's tiles fit in a square this many tiles across
    Link a questa voceconst MAX_STATION_SPREAD := 20Dichiarato in scripts/sim/build_ops.gd:328
  • BuildOps.plan_station static funcPlan station tiles of kind ("rail" or "road") along axis.
    Link a questa vocestatic func plan_station(m: WorldMap, kind: String, pts: Array[Vector2i], axis: int) -> Dictionary

    Extra keys: kind, axis, tiles, join (Station or null), catch (catchment incl. joined station), accepts, supplies, attractions (attraction types in the catchment).

    Parametri
    • m: WorldMap
    • kind: String
    • pts: Array[Vector2i]
    • axis: int
    Valore restituito
    Dictionary
    Chiama
    L.t, Station.add_catchment, Station.coverage
    Dichiarato in scripts/sim/build_ops.gd:333
  • BuildOps.apply_station static func
    Link a questa vocestatic func apply_station(m: WorldMap, p: Dictionary) -> Station
    Parametri
    • m: WorldMap
    • p: Dictionary
    Valore restituito
    Station
    Chiama
    Station.make_name, WorldMap.axis_of

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/build_ops.gd:389
  • BuildOps.add_rig_dock static 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.
    Link a questa vocestatic func add_rig_dock(m: WorldMap, ind: Industry) -> Station

    Nobody 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.

    Parametri
    • m: WorldMap
    • ind: Industry
    Valore restituito
    Station
    Chiama
    L.t, WorldMap.axis_of
    Dichiarato in scripts/sim/build_ops.gd:424
  • BuildOps.rig_dock_spot static 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.
    Link a questa vocestatic func rig_dock_spot(m: WorldMap, ind: Industry) -> Vector2i

    (-1, -1) if none.

    Parametri
    • m: WorldMap
    • ind: Industry
    Valore restituito
    Vector2i
    Dichiarato in scripts/sim/build_ops.gd:455
  • BuildOps.is_rig_dock static funcTrue on the tile of a rig's own dock (see add_rig_dock).
    Link a questa vocestatic func is_rig_dock(o) -> bool
    Parametri
    • o
    Valore restituito
    bool
    Dichiarato in scripts/sim/build_ops.gd:486
  • BuildOps.bulldoze_target static funcWhat bulldozing a tile would remove (one layer: station, track, road, building or trees) and its cost.
    Link a questa vocestatic func bulldoze_target(m: WorldMap, x: int, y: int, who_id: int = -1) -> Dictionary

    who_id: the company bulldozing. On a level crossing over someone else's track it takes the road.

    Parametri
    • m: WorldMap
    • x: int
    • y: int
    • who_id: int = -1
    Valore restituito
    Dictionary
    Chiama
    Town.anchor_of, Town.footprint, WorldMap.crossing_tiles
    Dichiarato in scripts/sim/build_ops.gd:494
  • BuildOps.plan_bulldoze static funcExtra keys: rect, count.
    Link a questa vocestatic func plan_bulldoze(m: WorldMap, rect: Rect2i, who_id: int = -1) -> Dictionary
    Parametri
    • m: WorldMap
    • rect: Rect2i
    • who_id: int = -1
    Valore restituito
    Dictionary
    Chiama
    L.t
    Dichiarato in scripts/sim/build_ops.gd:526
  • BuildOps.apply_bulldoze static funcApplies to every removable tile in the rect; industries are skipped.
    Link a questa vocestatic func apply_bulldoze(m: WorldMap, p: Dictionary) -> void
    Parametri
    • m: WorldMap
    • p: Dictionary
    Valore restituito
    void
    Chiama
    WorldMap.crossing_tiles, Town.footprint, Const.opp
    Dichiarato in scripts/sim/build_ops.gd:566
  • BuildOps.plan_terraform static funcRaise (delta = 1) or lower (delta = -1) one tile corner.
    Link a questa vocestatic func plan_terraform(m: WorldMap, c: Vector2i, delta: int) -> Dictionary

    Neighbouring corners follow so that edge-adjacent corners never differ by more than one level. Extra keys: corner, corners (Vector2i -> new height), tiles (affected tiles).

    Parametri
    • m: WorldMap
    • c: Vector2i
    • delta: int
    Valore restituito
    Dictionary
    Chiama
    L.t
    Dichiarato in scripts/sim/build_ops.gd:648
  • BuildOps.apply_terraform static func
    Link a questa vocestatic func apply_terraform(m: WorldMap, p: Dictionary) -> void
    Parametri
    • m: WorldMap
    • p: Dictionary
    Valore restituito
    void
    Chiama
    TerrainGen.classify_tile

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/build_ops.gd:701
  • BuildOps.plan_level static funcLevel the tiles in rect (all their corners) to height, as far as the rules allow.
    Link a questa vocestatic func plan_level(m: WorldMap, rect: Rect2i, height: int, blocked: Dictionary = {}) -> Dictionary

    Corners 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 in bad).

    Parametri
    • m: WorldMap
    • rect: Rect2i
    • height: int
    • blocked: Dictionary = {}
    Valore restituito
    Dictionary
    Chiama
    L.t
    Dichiarato in scripts/sim/build_ops.gd:723
  • BuildOps._level_problem static funcWhy tile t can't change shape while levelling ("" if it can).
    Link a questa vocestatic func _level_problem(m: WorldMap, t: Vector2i, blocked: Dictionary) -> String
    Parametri
    • m: WorldMap
    • t: Vector2i
    • blocked: Dictionary
    Valore restituito
    String
    Chiama
    L.t
    Dichiarato in scripts/sim/build_ops.gd:783
  • BuildOps._level_step static funcMove corner c one level (delta) to v, dragging neighbours along.
    Link a questa vocestatic func _level_step(m: WorldMap, c: Vector2i, v: int, delta: int, work: Dictionary, blocked: Dictionary, problems: Dictionary, p: Dictionary) -> bool

    Fails, changing nothing in work, when a corner that would move belongs to a tile that can't change (recorded in p.why).

    Parametri
    • m: WorldMap
    • c: Vector2i
    • v: int
    • delta: int
    • work: Dictionary
    • blocked: Dictionary
    • problems: Dictionary
    • p: Dictionary
    Valore restituito
    bool
    Dichiarato in scripts/sim/build_ops.gd:800
  • BuildOps.apply_level static func
    Link a questa vocestatic func apply_level(m: WorldMap, p: Dictionary) -> void
    Parametri
    • m: WorldMap
    • p: Dictionary
    Valore restituito
    void
    Chiama
    TerrainGen.classify_tile

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/build_ops.gd:838
  • BuildOps.MAX_BRIDGE const
    Link a questa voceconst MAX_BRIDGE := 24

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/build_ops.gd:857
  • BuildOps.MAX_TUNNEL const
    Link a questa voceconst MAX_TUNNEL := 30

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/build_ops.gd:858
  • BuildOps.edge_heights static funcCorner heights of the edge of tile t facing direction d.
    Link a questa vocestatic func edge_heights(m: WorldMap, t: Vector2i, d: int) -> Vector2i
    Parametri
    • m: WorldMap
    • t: Vector2i
    • d: int
    Valore restituito
    Vector2i
    Dichiarato in scripts/sim/build_ops.gd:862
  • BuildOps._end_piece static funcThe network piece a bridge or tunnel needs on tile t (toward direction d), added to the plan.
    Link a questa vocestatic func _end_piece(m: WorldMap, p: Dictionary, t: Vector2i, d: int) -> void
    Parametri
    • m: WorldMap
    • p: Dictionary
    • t: Vector2i
    • d: int
    Valore restituito
    void
    Dichiarato in scripts/sim/build_ops.gd:871
  • BuildOps.plan_bridge static funcA bridge from ramp tile a to ramp tile b (same row or column).
    Link a questa vocestatic func plan_bridge(m: WorldMap, kind: String, a: Vector2i, b: Vector2i, style: String = "") -> Dictionary

    The 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).

    Parametri
    • m: WorldMap
    • kind: String
    • a: Vector2i
    • b: Vector2i
    • style: String = ""
    Valore restituito
    Dictionary
    Chiama
    L.t, L.lower, Const.opp, WorldMap.axis_of
    Dichiarato in scripts/sim/build_ops.gd:890
  • BuildOps.plan_electrify static funcOverhead wires over the track along pts.
    Link a questa vocestatic func plan_electrify(m: WorldMap, pts: Array[Vector2i]) -> Dictionary

    Tiles without track are skipped; wired ones are free. Extra keys: tiles (the tiles that get wires).

    Parametri
    • m: WorldMap
    • pts: Array[Vector2i]
    Valore restituito
    Dictionary
    Chiama
    L.t
    Dichiarato in scripts/sim/build_ops.gd:966
  • BuildOps.apply_electrify static func
    Link a questa vocestatic func apply_electrify(m: WorldMap, p: Dictionary) -> void
    Parametri
    • m: WorldMap
    • p: Dictionary
    Valore restituito
    void

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/build_ops.gd:984
  • BuildOps.plan_depot static funcA depot on tile t, its door - and its one road or track connection - facing facing.
    Link a questa vocestatic func plan_depot(m: WorldMap, kind: String, t: Vector2i, facing: int) -> Dictionary

    Extra keys: kind, tile, facing, link (joins the road/track in front), link_reason.

    Parametri
    • m: WorldMap
    • kind: String
    • t: Vector2i
    • facing: int
    Valore restituito
    Dictionary
    Chiama
    L.t, Const.opp
    Dichiarato in scripts/sim/build_ops.gd:999
  • BuildOps.apply_depot static func
    Link a questa vocestatic func apply_depot(m: WorldMap, p: Dictionary, owner: Company) -> void
    Parametri
    • m: WorldMap
    • p: Dictionary
    • owner: Company
    Valore restituito
    void
    Chiama
    Const.opp

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/build_ops.gd:1034
  • BuildOps.tunnel_exit static funcWhere a tunnel from hillside tile a (heading d, its mouth at height level) comes out: how many tiles on the far mouth is, at the first tile whose far edge comes back down to level at either corner.
    Link a questa vocestatic func tunnel_exit(m: WorldMap, a: Vector2i, d: int, level: int) -> int

    0 when the ground doesn't come down that far within MAX_TUNNEL tiles (or the map ends first).

    Parametri
    • m: WorldMap
    • a: Vector2i
    • d: int
    • level: int
    Valore restituito
    int
    Dichiarato in scripts/sim/build_ops.gd:1060
  • BuildOps._edge_corners static funcThe corners of the edge of tile t facing direction d, in edge_heights' order.
    Link a questa vocestatic func _edge_corners(t: Vector2i, d: int) -> Array[Vector2i]
    Parametri
    • t: Vector2i
    • d: int
    Valore restituito
    Array[Vector2i]
    Dichiarato in scripts/sim/build_ops.gd:1072
  • BuildOps.plan_tunnel static funcA tunnel starting at hillside tile a (an incline rising straight ahead).
    Link a questa vocestatic func plan_tunnel(m: WorldMap, kind: String, a: Vector2i, hint: bool = true) -> Dictionary

    It 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.

    Parametri
    • m: WorldMap
    • kind: String
    • a: Vector2i
    • hint: bool = true
    Valore restituito
    Dictionary
    Chiama
    L.t, Const.opp
    Dichiarato in scripts/sim/build_ops.gd:1088
  • BuildOps._no_exit static funcplan_tunnel finding no way out: say so, on the entrance alone (not the whole line it looked along).
    Link a questa vocestatic func _no_exit(m: WorldMap, p: Dictionary, a: Vector2i, d: int, level: int, hint: bool) -> void

    The 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.

    Parametri
    • m: WorldMap
    • p: Dictionary
    • a: Vector2i
    • d: int
    • level: int
    • hint: bool
    Valore restituito
    void
    Chiama
    L.t, WorldMap.axis_of, L.n
    Dichiarato in scripts/sim/build_ops.gd:1162
  • BuildOps._even_out_mouth static funcEven out tunnel tile t (heading d) into the far mouth: a straight incline from level + 1 on its near edge down to level on its far edge.
    Link a questa vocestatic func _even_out_mouth(m: WorldMap, p: Dictionary, t: Vector2i, d: int, level: int, keep: Array) -> void

    Adds the corners that move, their cost and the trees they take to p; keep are tiles that mustn't change shape.

    Parametri
    • m: WorldMap
    • p: Dictionary
    • t: Vector2i
    • d: int
    • level: int
    • keep: Array
    Valore restituito
    void
    Chiama
    Const.opp, L.t
    Dichiarato in scripts/sim/build_ops.gd:1189
  • BuildOps._set_corners static funcPut corner heights (corner -> height) on the map as they are, without redrawing anything.
    Link a questa vocestatic func _set_corners(m: WorldMap, corners: Dictionary) -> Dictionary

    Returns the heights they had, to put back the same way.

    Parametri
    • m: WorldMap
    • corners: Dictionary
    Valore restituito
    Dictionary
    Dichiarato in scripts/sim/build_ops.gd:1234
  • BuildOps.apply_crossing static func
    Link a questa vocestatic func apply_crossing(m: WorldMap, p: Dictionary) -> Dictionary
    Parametri
    • m: WorldMap
    • p: Dictionary
    Valore restituito
    Dictionary

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/build_ops.gd:1243
  • BuildOps.signal_problem static func
    Link a questa vocestatic func signal_problem(m: WorldMap, t: Vector2i) -> String
    Parametri
    • m: WorldMap
    • t: Vector2i
    Valore restituito
    String
    Chiama
    L.t

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/build_ops.gd:1268
  • BuildOps.plan_signal static funcPlace a two-way signal, or cycle an existing one: two-way -> one-way -> one-way the other way -> two-way.
    Link a questa vocestatic func plan_signal(m: WorldMap, t: Vector2i) -> Dictionary

    Extra keys: tile, state (see WorldMap.signals).

    Parametri
    • m: WorldMap
    • t: Vector2i
    Valore restituito
    Dictionary
    Dichiarato in scripts/sim/build_ops.gd:1288
  • BuildOps.apply_signal static func
    Link a questa vocestatic func apply_signal(m: WorldMap, p: Dictionary) -> void
    Parametri
    • m: WorldMap
    • p: Dictionary
    Valore restituito
    void

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/build_ops.gd:1307
  • BuildOps._corner_of static func[a, b] if bits is a single corner piece, else [].
    Link a questa vocestatic func _corner_of(bits: int) -> Array
    Parametri
    • bits: int
    Valore restituito
    Array
    Dichiarato in scripts/sim/build_ops.gd:1314
  • BuildOps.signal_dirs static funcThe two directions trains can pass a signal on tile t (headings on entering the tile).
    Link a questa vocestatic func signal_dirs(m: WorldMap, t: Vector2i) -> Array
    Parametri
    • m: WorldMap
    • t: Vector2i
    Valore restituito
    Array
    Chiama
    Const.opp
    Dichiarato in scripts/sim/build_ops.gd:1323

Calendar

  • Calendar.MONTHS const
    Link a questa voceconst MONTHS := ["Jan", "Feb", "Mar", "Apr", "May", "Jun", "Jul", "Aug", "Sep", "Oct", "Nov", "Dec"]

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/core/calendar.gd:4
  • Calendar.MONTH_DAYS const
    Link a questa voceconst MONTH_DAYS := [31, 28, 31, 30, 31, 30, 31, 31, 30, 31, 30, 31]

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/core/calendar.gd:5
  • Calendar.is_leap static func
    Link a questa vocestatic func is_leap(y: int) -> bool
    Parametri
    • y: int
    Valore restituito
    bool

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/core/calendar.gd:8
  • Calendar.year_days static func
    Link a questa vocestatic func year_days(y: int) -> int
    Parametri
    • y: int
    Valore restituito
    int

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/core/calendar.gd:12
  • Calendar.from_day static funcReturns Vector3i(year, month 0-11, day of month 1-31).
    Link a questa vocestatic func from_day(day: int) -> Vector3i
    Parametri
    • day: int
    Valore restituito
    Vector3i
    Dichiarato in scripts/core/calendar.gd:17
  • Calendar.format static func
    Link a questa vocestatic func format(day: int) -> String
    Parametri
    • day: int
    Valore restituito
    String
    Chiama
    L.t

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/core/calendar.gd:33
  • Calendar.is_christmas static funcChristmas time in the towns: 1 December to 6 January.
    Link a questa vocestatic func is_christmas(day: int) -> bool
    Parametri
    • day: int
    Valore restituito
    bool
    Dichiarato in scripts/core/calendar.gd:39
  • Calendar.doy_is_christmas static funcThe same for a day of the year (0 = 1 January), ignoring leap years.
    Link a questa vocestatic func doy_is_christmas(doy: int) -> bool
    Parametri
    • doy: int
    Valore restituito
    bool
    Dichiarato in scripts/core/calendar.gd:45
  • Calendar.day_of_year_start static funcDay number of 1 January of year.
    Link a questa vocestatic func day_of_year_start(year: int) -> int
    Parametri
    • year: int
    Valore restituito
    int
    Dichiarato in scripts/core/calendar.gd:50

ConnectPlanner

  • ConnectPlanner.MAX_DIST consttiles apart (along the grid) beyond which it doesn't search at all
    Link a questa voceconst MAX_DIST := 160Dichiarato in scripts/sim/connect_planner.gd:15
  • ConnectPlanner.ENDS_TRIED constsides of a joined end worth trying
    Link a questa voceconst ENDS_TRIED := 2Dichiarato in scripts/sim/connect_planner.gd:16
  • ConnectPlanner.PAIRS const(start side, end side) pairs searched at most
    Link a questa voceconst PAIRS := 2Dichiarato in scripts/sim/connect_planner.gd:17
  • ConnectPlanner.LIVE_EXPANSIONS constRouteBuilder'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.
    Link a questa voceconst LIVE_EXPANSIONS := 4000Dichiarato in scripts/sim/connect_planner.gd:20
  • ConnectPlanner.SHORTCUT_SAVES constA 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.
    Link a questa voceconst SHORTCUT_SAVES := 4

    In 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.

    Dichiarato in scripts/sim/connect_planner.gd:24
  • ConnectPlanner.SHORTCUT_SHARE const
    Link a questa voceconst SHORTCUT_SHARE := 0.3

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/connect_planner.gd:25
  • ConnectPlanner.SHORTCUT_PRICE const
    Link a questa voceconst SHORTCUT_PRICE := 0.25

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/connect_planner.gd:26
  • ConnectPlanner.SHORTCUT_CROSSING const
    Link a questa voceconst SHORTCUT_CROSSING := 2.0

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/connect_planner.gd:27
  • ConnectPlanner.path static funcTiles from a to b (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).
    Link a questa vocestatic 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 reaches a (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.

    Parametri
    • m: WorldMap
    • kind: String
    • a: Vector2i
    • b: Vector2i
    • arriving: int = -1
    • max_expansions: int = 0
    • pairs_tried: int = PAIRS
    Valore restituito
    Array[Vector2i]
    Dichiarato in scripts/sim/connect_planner.gd:36
  • ConnectPlanner.route static funcpath, with bridges and tunnels where the way needs them: {"tiles", "crossings": as RouteBuilder.last_crossings gives them}.
    Link a questa vocestatic func route(m: WorldMap, kind: String, a: Vector2i, b: Vector2i, year: int, arriving: int = -1, max_expansions: int = 0, pairs_tried: int = PAIRS) -> Dictionary

    year: the bridge styles there are by then (-1: no bridges or tunnels at all).

    Parametri
    • m: WorldMap
    • kind: String
    • a: Vector2i
    • b: Vector2i
    • year: int
    • arriving: int = -1
    • max_expansions: int = 0
    • pairs_tried: int = PAIRS
    Valore restituito
    Dictionary
    Chiama
    RouteBuilder.jumps_for
    Dichiarato in scripts/sim/connect_planner.gd:44
  • ConnectPlanner._shortcut static 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.
    Link a questa vocestatic func _shortcut(jumps: Dictionary) -> Dictionary
    Parametri
    • jumps: Dictionary
    Valore restituito
    Dictionary
    Dichiarato in scripts/sim/connect_planner.gd:73
  • ConnectPlanner._route static funcOne search with jumps, from the best sides of the ends: route's {"tiles", "crossings"}.
    Link a questa vocestatic func _route(m: WorldMap, kind: String, a: Vector2i, b: Vector2i, jumps: Dictionary, arriving: int, max_expansions: int, pairs_tried: int) -> Dictionary
    Parametri
    • m: WorldMap
    • kind: String
    • a: Vector2i
    • b: Vector2i
    • jumps: Dictionary
    • arriving: int
    • max_expansions: int
    • pairs_tried: int
    Valore restituito
    Dictionary
    Chiama
    Const.opp, RouteBuilder.find
    Dichiarato in scripts/sim/connect_planner.gd:83
  • ConnectPlanner.ends static funcWhere a search may start from end p (or, read backwards, finish at it), the other end being at toward: [{"tile", "dir": the way in (-1 any), "joined": true when p itself is an existing piece the line joins from the free tile beside it}], best first.
    Link a questa vocestatic func ends(m: WorldMap, kind: String, p: Vector2i, toward: Vector2i) -> Array
    Parametri
    • m: WorldMap
    • kind: String
    • p: Vector2i
    • toward: Vector2i
    Valore restituito
    Array
    Dichiarato in scripts/sim/connect_planner.gd:129
  • ConnectPlanner._takes_a_piece static funcWhether any piece of road or track at all (straight or a bend) could go on tile t.
    Link a questa vocestatic func _takes_a_piece(m: WorldMap, kind: String, t: Vector2i) -> bool
    Parametri
    • m: WorldMap
    • kind: String
    • t: Vector2i
    Valore restituito
    bool
    Chiama
    RouteBuilder._tile_cost
    Dichiarato in scripts/sim/connect_planner.gd:154
  • ConnectPlanner._open static funcWhether a line of kind can be searched through tile t as it is: no building, station or depot on it, and no track already there for a railway (a road may run along a road).
    Link a questa vocestatic func _open(m: WorldMap, kind: String, t: Vector2i) -> bool
    Parametri
    • m: WorldMap
    • kind: String
    • t: Vector2i
    Valore restituito
    bool
    Dichiarato in scripts/sim/connect_planner.gd:163

Const

  • Const.MAP_SIZE const
    Link a questa voceconst MAP_SIZE := 128

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/core/constants.gd:4
  • Const.CHUNK const
    Link a questa voceconst CHUNK := 16

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/core/constants.gd:5
  • Const.HEIGHT_STEP constworld units per height level
    Link a questa voceconst HEIGHT_STEP := 0.4Dichiarato in scripts/core/constants.gd:6
  • Const.MAX_HEIGHT const
    Link a questa voceconst MAX_HEIGHT := 10

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/core/constants.gd:7
  • Const.WATER_Y constwater surface height in world units
    Link a questa voceconst WATER_Y := 0.12Dichiarato in scripts/core/constants.gd:8
  • Const.DAY_SECONDS constreal seconds per game day at 1x (OpenTTD: 74 ticks x 30 ms = 2.22 s)
    Link a questa voceconst DAY_SECONDS := 2.2Dichiarato in scripts/core/constants.gd:10
  • Const.VEHICLE_PACE constVehicles 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.
    Link a questa voceconst VEHICLE_PACE := 1.6Dichiarato in scripts/core/constants.gd:13
  • Const.START_YEAR const
    Link a questa voceconst START_YEAR := 1950

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/core/constants.gd:14
  • Const.DIRS const
    Link a questa voceconst DIRS: Array[Vector2i] = [Vector2i(0, -1), Vector2i(1, 0), Vector2i(0, 1), Vector2i(-1, 0)]

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/core/constants.gd:17
  • Const.BIT const
    Link a questa voceconst BIT: Array[int] = [1, 2, 4, 8]

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/core/constants.gd:18
  • Const.AXIS_BITS const
    Link a questa voceconst AXIS_BITS: Array[int] = [10, 5]

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/core/constants.gd:20
  • Const.opp static func
    Link a questa vocestatic func opp(d: int) -> int
    Parametri
    • d: int
    Valore restituito
    int

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/core/constants.gd:23

Economy

  • Economy.PRODUCTION_DAYS constproduction runs every this many days
    Link a questa voceconst PRODUCTION_DAYS := 3Dichiarato in scripts/sim/economy.gd:5
  • Economy.LATE_SPAN consta late cargo loses its fare, on average, at a rate that would take all of it over this many times its on-time days
    Link a questa voceconst LATE_SPAN := 10.0Dichiarato in scripts/sim/economy.gd:6
  • Economy.LATE_EARLY constbelow 1 the S-curve starts falling sooner after the on-time days; 1 is a symmetric S
    Link a questa voceconst LATE_EARLY := 0.75Dichiarato in scripts/sim/economy.gd:7
  • Economy.LATE_FLOOR constno delivery pays less than this share of the full fare
    Link a questa voceconst LATE_FLOOR := 0.3Dichiarato in scripts/sim/economy.gd:8
  • Economy.PAX_PER_POP constpassengers per resident per month
    Link a questa voceconst PAX_PER_POP := 1.0 / 7.0Dichiarato in scripts/sim/economy.gd:9
  • Economy.MAIL_PER_POP constbags of mail per resident per month
    Link a questa voceconst MAIL_PER_POP := 1.0 / 26.0Dichiarato in scripts/sim/economy.gd:10
  • Economy.WASTE_PER_POP consttonnes of waste per resident per month (from the Late century, RAIL-29)
    Link a questa voceconst WASTE_PER_POP := 1.0 / 12.0Dichiarato in scripts/sim/economy.gd:11
  • Economy.PER_POP const
    Link a questa voceconst PER_POP := {"pax": PAX_PER_POP, "mail": MAIL_PER_POP, "waste": WASTE_PER_POP}

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/economy.gd:12
  • Economy.MAX_WAITING const
    Link a questa voceconst MAX_WAITING := 3000.0

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/economy.gd:13
  • Economy.GIVE_UP consteach production run, cargo waiting beyond a month's worth loses this share times (1 - rating)
    Link a questa voceconst GIVE_UP := 0.06Dichiarato in scripts/sim/economy.gd:14
  • Economy.INFLOW_EASE consthow fast a station's estimate of its monthly inflow follows what arrives (per production run)
    Link a questa voceconst INFLOW_EASE := 0.1Dichiarato in scripts/sim/economy.gd:15
  • Economy.STAFF_NEUTRAL conststaffing at which an industry leans neither to growing nor shrinking (see staff_lean)
    Link a questa voceconst STAFF_NEUTRAL := 0.4Dichiarato in scripts/sim/economy.gd:16
  • Economy.STAFF_TILT consthow far staff_lean moves the odds that a production change is a rise
    Link a questa voceconst STAFF_TILT := 0.4Dichiarato in scripts/sim/economy.gd:17
  • Economy.PROD_MIN constthe least a mine, farm or well makes in a month
    Link a questa voceconst PROD_MIN := 16Dichiarato in scripts/sim/economy.gd:18
  • Economy.payment static funcPayment for delivering amount of cargo c over dist tiles in days days.
    Link a questa vocestatic func payment(c: String, amount: float, dist: float, days: float) -> int
    Parametri
    • c: String
    • amount: float
    • dist: float
    • days: float
    Valore restituito
    int
    Dichiarato in scripts/sim/economy.gd:22
  • Economy.fare static funcWhat one unit of cargo c pays for dist tiles after days on the way.
    Link a questa vocestatic func fare(c: String, dist: float, days: float) -> float

    Fares don't change over the years: distance raises them in proportion, and lateness lowers them (see time_factor).

    Parametri
    • c: String
    • dist: float
    • days: float
    Valore restituito
    float
    Chiama
    Data.cargo_rate
    Dichiarato in scripts/sim/economy.gd:28
  • Economy.time_factor static funcShare of the full fare still paid after days on 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).
    Link a questa vocestatic func time_factor(c: String, days: float) -> float
    Parametri
    • c: String
    • days: float
    Valore restituito
    float
    Chiama
    Data.cargo_days
    Dichiarato in scripts/sim/economy.gd:35
  • Economy.late_loss_per_day static 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.
    Link a questa vocestatic func late_loss_per_day(c: String) -> float

    In the steep part of the curve it falls about twice as fast.

    Parametri
    • c: String
    Valore restituito
    float
    Chiama
    Data.cargo_days
    Dichiarato in scripts/sim/economy.gd:44
  • Economy.station_distance static func
    Link a questa vocestatic func station_distance(a: Station, b: Station) -> float
    Parametri
    • a: Station
    • b: Station
    Valore restituito
    float

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/economy.gd:48
  • Economy.produce static func
    Link a questa vocestatic func produce(sim: Sim) -> void
    Parametri
    • sim: Sim
    Valore restituito
    void
    Chiama
    Data.town_makes, Calendar.from_day

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/economy.gd:56
  • Economy._links static funcWhich stations reach which industries, both ways round: {"sts": Industry -> [Station], "inds": Station -> [Industry]}, each list in map order.
    Link a questa vocestatic func _links(m: WorldMap) -> Dictionary

    Kept on the map and rebuilt only when a station's catchment changes or a station or industry comes or goes (never saved).

    Parametri
    • m: WorldMap
    Valore restituito
    Dictionary
    Dichiarato in scripts/sim/economy.gd:112
  • Economy.industry_stations static funcStations whose catchment touches any tile of the industry.
    Link a questa vocestatic func industry_stations(m: WorldMap, ind: Industry) -> Array
    Parametri
    • m: WorldMap
    • ind: Industry
    Valore restituito
    Array
    Dichiarato in scripts/sim/economy.gd:142
  • Economy._distribute static funcGive amt of cargo to the (up to two) best-rated stations that serve it.
    Link a questa vocestatic func _distribute(stations: Array, c: String, amt: float) -> float

    Returns the amount moved.

    Parametri
    • stations: Array
    • c: String
    • amt: float
    Valore restituito
    float
    Dichiarato in scripts/sim/economy.gd:157
  • Economy.shares static funcHow cargo c made in reach of stations is split right now: Station -> the share of everything made that goes to it.
    Link a questa vocestatic func shares(stations: Array, c: String) -> Dictionary

    Only stations that load the cargo take part, and only the best-rated two of them; the best rating sets how much leaves at all, and the two split that in proportion to their ratings. The shares add up to the best rating; the rest is lost. Stations left out aren't listed, nor are those of companies shut out of their town by another's exclusive rights (RAIL-24).

    Parametri
    • stations: Array
    • c: String
    Valore restituito
    Dictionary
    Dichiarato in scripts/sim/economy.gd:173
  • Economy.shut_out static funcWhether st gets no new cargo because another company holds exclusive transport rights in its town (a town request's reward, see Opportunities).
    Link a questa vocestatic func shut_out(st: Station) -> bool
    Parametri
    • st: Station
    Valore restituito
    bool
    Dichiarato in scripts/sim/economy.gd:195
  • Economy._update_ratings static funcRatings drift toward a target set by pickup frequency, vehicle speed and waiting cargo.
    Link a questa vocestatic func _update_ratings(sim: Sim) -> void

    Then cargo that has piled up gives up (see give_up).

    Parametri
    • sim: Sim
    Valore restituito
    void
    Dichiarato in scripts/sim/economy.gd:201
  • Economy.give_up static funcCargo c waiting at st that 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%.
    Link a questa vocestatic func give_up(st: Station, c: String) -> float

    At 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.

    Parametri
    • st: Station
    • c: String
    Valore restituito
    float
    Dichiarato in scripts/sim/economy.gd:234
  • Economy._update_inflow static funcFold what came to st since the last production run into its estimate of a month's inflow.
    Link a questa vocestatic func _update_inflow(st: Station) -> void
    Parametri
    • st: Station
    Valore restituito
    void
    Dichiarato in scripts/sim/economy.gd:242
  • Economy.unload static funcUnload what this station accepts; pay the owner.
    Link a questa vocestatic func unload(sim: Sim, v: Vehicle, st: Station) -> int

    Returns units moved.

    Parametri
    • sim: Sim
    • v: Vehicle
    • st: Station
    Valore restituito
    int
    Dichiarato in scripts/sim/economy.gd:256
  • Economy.FEEDER_SHARE constA 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.
    Link a questa voceconst FEEDER_SHARE := 0.75

    It 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.

    Dichiarato in scripts/sim/economy.gd:324
  • Economy.feeder_share static func
    Link a questa vocestatic func feeder_share(sim: Sim, p: Dictionary, c: String, st: Station) -> int
    Parametri
    • sim: Sim
    • p: Dictionary
    • c: String
    • st: Station
    Valore restituito
    int

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/economy.gd:326
  • Economy.deliver_to_industries static func
    Link a questa vocestatic func deliver_to_industries(sim: Sim, st: Station, c: String, amount: int) -> void
    Parametri
    • sim: Sim
    • st: Station
    • c: String
    • amount: int
    Valore restituito
    void
    Chiama
    IndustryLife.build

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/economy.gd:333
  • Economy._full_sets static funcA plant that needs every input (Data.INDUSTRY "needs_all") holds what comes until the rest does: amount of c joins its store, and every full set (one unit of each input) goes into the works.
    Link a questa vocestatic func _full_sets(ind: Industry, c: String, amount: float) -> float

    Returns how many units go in, so each set makes as many units of output as it took in.

    Parametri
    • ind: Industry
    • c: String
    • amount: float
    Valore restituito
    float
    Dichiarato in scripts/sim/economy.gd:369
  • Economy.hire_commuters static funcPassengers delivered to st go to work at the industries it reaches (RAIL-28), each taking on what it still needs this month, in map order.
    Link a questa vocestatic func hire_commuters(m: WorldMap, st: Station, amount: float) -> float

    Returns how many found work; the rest are ordinary passengers (the fare is the same either way).

    Parametri
    • m: WorldMap
    • st: Station
    • amount: float
    Valore restituito
    float
    Dichiarato in scripts/sim/economy.gd:384
  • Economy.reaches static funcWhether st's catchment touches ind (from the cached links: nothing is copied).
    Link a questa vocestatic func reaches(m: WorldMap, st: Station, ind: Industry) -> bool
    Parametri
    • m: WorldMap
    • st: Station
    • ind: Industry
    Valore restituito
    bool
    Dichiarato in scripts/sim/economy.gd:394
  • Economy.industry_stations_reverse static func
    Link a questa vocestatic func industry_stations_reverse(m: WorldMap, st: Station) -> Array
    Parametri
    • m: WorldMap
    • st: Station
    Valore restituito
    Array

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/economy.gd:398
  • Economy.monthly static func
    Link a questa vocestatic func monthly(sim: Sim) -> void
    Parametri
    • sim: Sim
    Valore restituito
    void

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/economy.gd:413
  • Economy._charge_infrastructure static funcMonthly upkeep of everything companies own besides stations: track, overhead wires, signals, bridges and tunnels, and depots.
    Link a questa vocestatic func _charge_infrastructure(sim: Sim) -> void
    Parametri
    • sim: Sim
    Valore restituito
    void
    Chiama
    WorldMap.crossing_tiles
    Dichiarato in scripts/sim/economy.gd:446
  • Economy._council static funcCouncils like companies that serve their town and grow tired of neglected stations.
    Link a questa vocestatic func _council(sim: Sim, t: Town) -> void
    Parametri
    • sim: Sim
    • t: Town
    Valore restituito
    void
    Chiama
    L.t
    Dichiarato in scripts/sim/economy.gd:491
  • Economy.staff_lean static 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.
    Link a questa vocestatic 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.

    Parametri
    • m: WorldMap
    • ind: Industry
    • index: Industry.StaffingIndex = null
    Valore restituito
    float
    Dichiarato in scripts/sim/economy.gd:528
  • Economy._maybe_change_production static func
    Link a questa vocestatic func _maybe_change_production(sim: Sim, ind: Industry, index: Industry.StaffingIndex) -> void
    Parametri
    • sim: Sim
    • ind: Industry
    • index: Industry.StaffingIndex
    Valore restituito
    void
    Chiama
    L.t

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/economy.gd:532

FirstSteps

  • FirstSteps.PAIR_DIST consttiles apart a first bus route pays well over and costs little road for
    Link a questa voceconst PAIR_DIST := 20.0Dichiarato in scripts/sim/first_steps.gd:7
  • FirstSteps.PAIR_MIN constcloser than this, two towns are one place to a passenger
    Link a questa voceconst PAIR_MIN := 8.0Dichiarato in scripts/sim/first_steps.gd:8
  • FirstSteps.PAIR_FROM constpairs are chosen among this many towns nearest the view
    Link a questa voceconst PAIR_FROM := 10Dichiarato in scripts/sim/first_steps.gd:9
  • FirstSteps.CENTRE consttiles from a town's centre whose roads count as the town's
    Link a questa voceconst CENTRE := 3Dichiarato in scripts/sim/first_steps.gd:10
  • FirstSteps.town_pair static funcTwo towns near around (a tile) that make a good first bus route: about PAIR_DIST apart, near the view, the bigger the better.
    Link a questa vocestatic func town_pair(m: WorldMap, around: Vector2) -> Array

    [Town, Town], or [] on a map with fewer than two towns.

    Parametri
    • m: WorldMap
    • around: Vector2
    Valore restituito
    Array
    Dichiarato in scripts/sim/first_steps.gd:15
  • FirstSteps._from static func
    Link a questa vocestatic func _from(t: Town, p: Vector2) -> float
    Parametri
    • t: Town
    • p: Vector2
    Valore restituito
    float

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/first_steps.gd:35
  • FirstSteps.towns_joined static funcWhether a road runs from the middle of town a to the middle of town b.
    Link a questa vocestatic func towns_joined(m: WorldMap, a: Town, b: Town) -> bool
    Parametri
    • m: WorldMap
    • a: Town
    • b: Town
    Valore restituito
    bool
    Chiama
    Pathfinder.find
    Dichiarato in scripts/sim/first_steps.gd:40
  • FirstSteps._centre_roads static funcThe road tiles near a town's centre (its first crossroads is there), as a set.
    Link a questa vocestatic func _centre_roads(m: WorldMap, t: Town) -> Dictionary
    Parametri
    • m: WorldMap
    • t: Town
    Valore restituito
    Dictionary
    Dichiarato in scripts/sim/first_steps.gd:49
  • FirstSteps.road_stops static funcwho's road stops (a station with a road stop).
    Link a questa vocestatic func road_stops(m: WorldMap, who: Company) -> Array
    Parametri
    • m: WorldMap
    • who: Company
    Valore restituito
    Array
    Dichiarato in scripts/sim/first_steps.gd:59
  • FirstSteps.joined_stops static funcTwo of who's road stops that a road joins, so a bus could run between them: [Station, Station], or [].
    Link a questa vocestatic func joined_stops(sim: Sim, who: Company) -> Array

    One search per stop at most, each towards all the stops after it.

    Parametri
    • sim: Sim
    • who: Company
    Valore restituito
    Array
    Dichiarato in scripts/sim/first_steps.gd:69
  • FirstSteps.depot_ready static funcWhether a new bus could leave for st now: with depots in the rules, one of who's road depots must be joined to it.
    Link a questa vocestatic func depot_ready(sim: Sim, who: Company, st: Station) -> bool
    Parametri
    • sim: Sim
    • who: Company
    • st: Station
    Valore restituito
    bool
    Dichiarato in scripts/sim/first_steps.gd:87
  • FirstSteps.route_vehicle static funcwho's newest vehicle that has a route (two stops or more), or null.
    Link a questa vocestatic func route_vehicle(sim: Sim, who: Company) -> Vehicle
    Parametri
    • sim: Sim
    • who: Company
    Valore restituito
    Vehicle
    Dichiarato in scripts/sim/first_steps.gd:92
  • FirstSteps.has_station static funcWhether who has a station of any kind.
    Link a questa vocestatic func has_station(m: WorldMap, who: Company) -> bool
    Parametri
    • m: WorldMap
    • who: Company
    Valore restituito
    bool
    Dichiarato in scripts/sim/first_steps.gd:101
  • FirstSteps.town_link static funcA vehicle of who's that carries passengers between stops in two different towns, or null.
    Link a questa vocestatic func town_link(sim: Sim, who: Company) -> Vehicle
    Parametri
    • sim: Sim
    • who: Company
    Valore restituito
    Vehicle
    Dichiarato in scripts/sim/first_steps.gd:109
  • FirstSteps._taken static varcargo -> true: what some industry takes, in any era (industry_takes)
    Link a questa vocestatic var _taken := {}Dichiarato in scripts/sim/first_steps.gd:123
  • FirstSteps.industry_takes static funcWhether cargo c is something an industry takes in, in any era (so delivering it delivers to an industry).
    Link a questa vocestatic func industry_takes(c: String) -> bool
    Parametri
    • c: String
    Valore restituito
    bool
    Chiama
    Data.accepts
    Dichiarato in scripts/sim/first_steps.gd:128

Fmt

  • Fmt.int_commas static func
    Link a questa vocestatic func int_commas(n: int) -> String
    Parametri
    • n: int
    Valore restituito
    String
    Chiama
    L.thousands

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/core/fmt.gd:5
  • Fmt.money static funcFormats an integer dollar amount with the active language’s digit grouping and currency placement.
    Link a questa vocestatic func money(n: int) -> String

    The result is a string for display.

    Parametri
    • n: int
    Valore restituito
    String
    Chiama
    L.t
    Dichiarato in scripts/core/fmt.gd:15
  • Fmt.cargo_list static func
    Link a questa vocestatic func cargo_list(ids: Array) -> String
    Parametri
    • ids: Array
    Valore restituito
    String
    Chiama
    L.t

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/core/fmt.gd:19
  • Fmt.short_money static funcCompact money for chart axes and tiles: $950, $12k, $1.4M.
    Link a questa vocestatic func short_money(n: int) -> String
    Parametri
    • n: int
    Valore restituito
    String
    Chiama
    L.t
    Dichiarato in scripts/core/fmt.gd:27

Goals

  • Goals.STEPS constThe checklist, in the order a company usually gets there: [id, title, how to do it].
    Link a questa voceconst STEPSDichiarato in scripts/sim/goals.gd:20
  • Goals.ACHIEVEMENTS constAchievements: tiers gives one achievement per number ("<kind>_<number>"); the others are one each.
    Link a questa voceconst ACHIEVEMENTSDichiarato in scripts/sim/goals.gd:32
  • Goals.KINDS const
    Link a questa voceconst KINDS := ["road", "rail", "water", "air"]

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/goals.gd:42
  • Goals.SERVED_DAYS consta town counts as served while one of your stations there has picked up passengers this recently
    Link a questa voceconst SERVED_DAYS := 30.0Dichiarato in scripts/sim/goals.gd:43
  • Goals.LEAGUE_AGE constdays: a lead in the league counts once the company is this old (before, it is
    Link a questa voceconst LEAGUE_AGE := 365Dichiarato in scripts/sim/goals.gd:44
  • Goals.GOAL_IDS constThe 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.
    Link a questa voceconst GOAL_IDS := ["none", "value_1m", "value_10m", "league"]Dichiarato in scripts/sim/goals.gd:49
  • Goals.GOALS const
    Link a questa voceconst GOALS

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/goals.gd:50
  • Goals.steps varstep id -> game day it was done
    Link a questa vocevar steps := {}Dichiarato in scripts/sim/goals.gd:56
  • Goals.unlocked varachievement id -> game day it was won
    Link a questa vocevar unlocked := {}Dichiarato in scripts/sim/goals.gd:57
  • Goals.goal_result var"won" or "missed" once the company goal is decided
    Link a questa vocevar goal_result := ""Dichiarato in scripts/sim/goals.gd:58
  • Goals.goal_day var...and the day it was
    Link a questa vocevar goal_day := -1Dichiarato in scripts/sim/goals.gd:59
  • Goals.pax varpassengers delivered, all closed months together
    Link a questa vocevar pax := 0Dichiarato in scripts/sim/goals.gd:60
  • Goals.delivered varcargo -> true: every cargo the company has delivered
    Link a questa vocevar delivered := {}Dichiarato in scripts/sim/goals.gd:61
  • Goals.rev vargoes up whenever something is ticked off, won or missed
    Link a questa vocevar rev := 0Dichiarato in scripts/sim/goals.gd:62
  • Goals._station_id varthe map's next station id at the last look (a new station since?)
    Link a questa vocevar _station_id := -1Dichiarato in scripts/sim/goals.gd:63
  • Goals._vehicle_id varthe same for vehicles
    Link a questa vocevar _vehicle_id := -1Dichiarato in scripts/sim/goals.gd:64
  • Goals._pax_month varpassengers delivered this month at the last look
    Link a questa vocevar _pax_month := -1Dichiarato in scripts/sim/goals.gd:65
  • Goals._quiet varcatching up an old save: no news
    Link a questa vocevar _quiet := falseDichiarato in scripts/sim/goals.gd:66
  • Goals.check_steps funcTick off the first steps done since the last look.
    Link a questa vocefunc check_steps(sim: Sim) -> void

    Cheap: see the top of the file.

    Parametri
    • sim: Sim
    Valore restituito
    void
    Dichiarato in scripts/sim/goals.gd:72
  • Goals._check_steps funccargo: what the company has delivered lately, cargo -> [units, $]; rail_paid: a train has earned.
    Link a questa vocefunc _check_steps(sim: Sim, cargo: Dictionary, rail_paid: bool) -> void
    Parametri
    • sim: Sim
    • cargo: Dictionary
    • rail_paid: bool
    Valore restituito
    void
    Chiama
    FirstSteps.has_station, FirstSteps.route_vehicle, FirstSteps.town_link, FirstSteps.industry_takes
    Dichiarato in scripts/sim/goals.gd:80
  • Goals._tick func
    Link a questa vocefunc _tick(sim: Sim, id: String) -> void
    Parametri
    • sim: Sim
    • id: String
    Valore restituito
    void
    Chiama
    L.t

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/goals.gd:107
  • Goals.step_title static func
    Link a questa vocestatic func step_title(id: String) -> String
    Parametri
    • id: String
    Valore restituito
    String

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/goals.gd:116
  • Goals.monthly funcMonth end (Sim._on_day, once the month's books are closed): the month in profit, the achievements and the company goal.
    Link a questa vocefunc monthly(sim: Sim) -> void
    Parametri
    • sim: Sim
    Valore restituito
    void
    Dichiarato in scripts/sim/goals.gd:127
  • Goals._judge funcLook at the figures again and unlock what they reach, then decide the goal if it is due.
    Link a questa vocefunc _judge(sim: Sim) -> void
    Parametri
    • sim: Sim
    Valore restituito
    void
    Dichiarato in scripts/sim/goals.gd:140
  • Goals.operating_profit static funcA month's income less its running costs and upkeep (buying and building aside), as the company overview's chart counts it.
    Link a questa vocestatic func operating_profit(mo: Dictionary) -> int
    Parametri
    • mo: Dictionary
    Valore restituito
    int
    Dichiarato in scripts/sim/goals.gd:151
  • Goals.measure funcThe 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.
    Link a questa vocefunc measure(sim: Sim) -> Dictionary

    best is the best rival's value; leads, whether the company is worth more than every rival and old enough to count.

    Parametri
    • sim: Sim
    Valore restituito
    Dictionary
    Dichiarato in scripts/sim/goals.gd:158
  • Goals.cargos_in_game static funcThe cargos this map has now: passengers, mail (and from the Late century waste) from the towns, and what its industries make.
    Link a questa vocestatic func cargos_in_game(m: WorldMap) -> Array

    Cargos whose industries haven't appeared yet (a later era's) aren't among them until one opens.

    Parametri
    • m: WorldMap
    Valore restituito
    Array
    Chiama
    Data.town_makes
    Dichiarato in scripts/sim/goals.gd:190
  • Goals.ids_of static funcThe ids of an achievement's tiers (or its one id).
    Link a questa vocestatic func ids_of(a: Dictionary) -> Array
    Parametri
    • a: Dictionary
    Valore restituito
    Array
    Dichiarato in scripts/sim/goals.gd:201
  • Goals.reached static funcWhether the figures f (see measure) reach achievement id.
    Link a questa vocestatic func reached(id: String, f: Dictionary) -> bool
    Parametri
    • id: String
    • f: Dictionary
    Valore restituito
    bool
    Dichiarato in scripts/sim/goals.gd:208
  • Goals.unlock funcWin achievement id today (if it isn't already), with news.
    Link a questa vocefunc unlock(sim: Sim, id: String) -> void
    Parametri
    • sim: Sim
    • id: String
    Valore restituito
    void
    Chiama
    L.t
    Dichiarato in scripts/sim/goals.gd:219
  • Goals.achievement_name static funcWhat an achievement is called: the tier's own name, or the achievement's.
    Link a questa vocestatic func achievement_name(id: String) -> String
    Parametri
    • id: String
    Valore restituito
    String
    Chiama
    L.t, Fmt.money, Fmt.int_commas
    Dichiarato in scripts/sim/goals.gd:228
  • Goals.title_of static funcAn achievement's heading in the Goals window.
    Link a questa vocestatic func title_of(kind: String) -> String
    Parametri
    • kind: String
    Valore restituito
    String
    Chiama
    L.t
    Dichiarato in scripts/sim/goals.gd:240
  • Goals.goal_of static func
    Link a questa vocestatic func goal_of(sim: Sim) -> String
    Parametri
    • sim: Sim
    Valore restituito
    String

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/goals.gd:255
  • Goals.goal_name static funcWhat a goal asks, in a few words.
    Link a questa vocestatic func goal_name(id: String) -> String
    Parametri
    • id: String
    Valore restituito
    String
    Chiama
    L.t, Fmt.money
    Dichiarato in scripts/sim/goals.gd:260
  • Goals.goal_short static funcThe same, short enough for the new-game screen's list.
    Link a questa vocestatic func goal_short(id: String) -> String
    Parametri
    • id: String
    Valore restituito
    String
    Chiama
    L.t
    Dichiarato in scripts/sim/goals.gd:270
  • Goals.round_number static funcA round number in few characters: 50, 100k, 10M.
    Link a questa vocestatic func round_number(n: int) -> String
    Parametri
    • n: int
    Valore restituito
    String
    Dichiarato in scripts/sim/goals.gd:280
  • Goals.deadline static funcThe last day to reach the goal: so many years after the company was founded.
    Link a questa vocestatic func deadline(sim: Sim) -> int
    Parametri
    • sim: Sim
    Valore restituito
    int
    Chiama
    Calendar.from_day, Calendar.day_of_year_start
    Dichiarato in scripts/sim/goals.gd:289
  • Goals.goal_met static funcWhether figures f (see measure) meet the game's goal.
    Link a questa vocestatic func goal_met(sim: Sim, f: Dictionary) -> bool
    Parametri
    • sim: Sim
    • f: Dictionary
    Valore restituito
    bool
    Dichiarato in scripts/sim/goals.gd:297
  • Goals._check_goal func
    Link a questa vocefunc _check_goal(sim: Sim, f: Dictionary) -> void
    Parametri
    • sim: Sim
    • f: Dictionary
    Valore restituito
    void
    Chiama
    L.t

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/goals.gd:306
  • Goals._news func
    Link a questa vocefunc _news(sim: Sim, text: String, kind: String = "good") -> void
    Parametri
    • sim: Sim
    • text: String
    • kind: String = "good"
    Valore restituito
    void

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/goals.gd:322
  • Goals.to_dict func
    Link a questa vocefunc to_dict() -> Dictionary
    Valore restituito
    Dictionary

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/goals.gd:329
  • Goals.from_dict static func
    Link a questa vocestatic func from_dict(d: Dictionary) -> Goals
    Parametri
    • d: Dictionary
    Valore restituito
    Goals

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/goals.gd:334
  • Goals.caught_up static 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).
    Link a questa vocestatic func caught_up(sim: Sim) -> Goals
    Parametri
    • sim: Sim
    Valore restituito
    Goals
    Dichiarato in scripts/sim/goals.gd:350

IndustryLife

  • IndustryLife.OPENS_A_YEAR constopenings a year for each industry the map started with
    Link a questa voceconst OPENS_A_YEAR := 0.012Dichiarato in scripts/sim/industry_life.gd:27
  • IndustryLife.WARNS_A_YEAR constchance a year a struggling industry is warned (staff tilt it)
    Link a questa voceconst WARNS_A_YEAR := 0.3Dichiarato in scripts/sim/industry_life.gd:28
  • IndustryLife.UNSERVED_MONTHS constnobody has loaded its cargo for this long before it can struggle
    Link a questa voceconst UNSERVED_MONTHS := 24Dichiarato in scripts/sim/industry_life.gd:29
  • IndustryLife.FLOOR const...and it makes at most this share of its kind's usual output
    Link a questa voceconst FLOOR := 0.75Dichiarato in scripts/sim/industry_life.gd:30
  • IndustryLife.WARN_DAYS consthow long before closing it is warned
    Link a questa voceconst WARN_DAYS := 365Dichiarato in scripts/sim/industry_life.gd:31
  • IndustryLife.RESCUE_DAYS consta pickup (or delivery) this recent lifts the warning
    Link a questa voceconst RESCUE_DAYS := 31Dichiarato in scripts/sim/industry_life.gd:32
  • IndustryLife.FADE consta retiring mine loses this share of its output every year
    Link a questa voceconst FADE := 0.03Dichiarato in scripts/sim/industry_life.gd:33
  • IndustryLife.RENEWABLE consthow much likelier a renewable kind is to open than its count says
    Link a questa voceconst RENEWABLE := 4.0Dichiarato in scripts/sim/industry_life.gd:34
  • IndustryLife.WIND_REACH consttowns this close to a wind farm grow faster and thank its builders
    Link a questa voceconst WIND_REACH := 24.0Dichiarato in scripts/sim/industry_life.gd:35
  • IndustryLife.WIND_RATING constcouncil rating a builder gains, times its share of the deliveries
    Link a questa voceconst WIND_RATING := 25.0Dichiarato in scripts/sim/industry_life.gd:36
  • IndustryLife.WIND_GROWTH const...and growth waits this share as long in a town near one
    Link a questa voceconst WIND_GROWTH := 0.8Dichiarato in scripts/sim/industry_life.gd:37
  • IndustryLife.monthly static func
    Link a questa vocestatic func monthly(sim: Sim) -> void
    Parametri
    • sim: Sim
    Valore restituito
    void
    Chiama
    L.t, Economy.staff_lean

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/industry_life.gd:40
  • IndustryLife.yearly static funcOnce a year: retiring mines make a little less.
    Link a questa vocestatic func yearly(sim: Sim) -> void
    Parametri
    • sim: Sim
    Valore restituito
    void
    Chiama
    Data.retiring
    Dichiarato in scripts/sim/industry_life.gd:72
  • IndustryLife._room static funcThe map's room for industries ashore and at sea (see Sim.industry_room).
    Link a questa vocestatic func _room(sim: Sim) -> Vector2i
    Parametri
    • sim: Sim
    Valore restituito
    Vector2i
    Chiama
    WorldGen.industry_room
    Dichiarato in scripts/sim/industry_life.gd:79
  • IndustryLife.served static funcWhether a company has loaded ind's cargo at a station in its reach, or delivered cargo to it, within the last days.
    Link a questa vocestatic func served(sim: Sim, ind: Industry, days: float) -> bool
    Parametri
    • sim: Sim
    • ind: Industry
    • days: float
    Valore restituito
    bool
    Chiama
    Economy.industry_stations
    Dichiarato in scripts/sim/industry_life.gd:89
  • IndustryLife.struggling static 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.
    Link a questa vocestatic func struggling(sim: Sim, ind: Industry, index: Industry.StaffingIndex = null) -> bool

    One 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.

    Parametri
    • sim: Sim
    • ind: Industry
    • index: Industry.StaffingIndex = null
    Valore restituito
    bool
    Chiama
    Data.retiring
    Dichiarato in scripts/sim/industry_life.gd:107
  • IndustryLife.warn static funcTell everyone ind closes in a year unless it is served by then.
    Link a questa vocestatic func warn(sim: Sim, ind: Industry) -> void
    Parametri
    • sim: Sim
    • ind: Industry
    Valore restituito
    void
    Chiama
    L.t
    Dichiarato in scripts/sim/industry_life.gd:119
  • IndustryLife.closing_text static funcThe day a struggling industry closes and what saves it, for its window and the Problems list.
    Link a questa vocestatic func closing_text(ind: Industry) -> String
    Parametri
    • ind: Industry
    Valore restituito
    String
    Chiama
    L.t, Calendar.format
    Dichiarato in scripts/sim/industry_life.gd:127
  • IndustryLife.rescue static 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.
    Link a questa vocestatic func rescue(ind: Industry) -> String
    Parametri
    • ind: Industry
    Valore restituito
    String
    Chiama
    L.lower, Fmt.cargo_list
    Dichiarato in scripts/sim/industry_life.gd:135
  • IndustryLife.close static funcTake ind off 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).
    Link a questa vocestatic func close(sim: Sim, ind: Industry) -> void
    Parametri
    • sim: Sim
    • ind: Industry
    Valore restituito
    void
    Chiama
    L.t
    Dichiarato in scripts/sim/industry_life.gd:141
  • IndustryLife._pick_type static funcWhich kind opens: weighed by how common each is on a new map, among those of this era that the map has room for.
    Link a questa vocestatic func _pick_type(sim: Sim) -> String

    Kinds 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.

    Parametri
    • sim: Sim
    Valore restituito
    String
    Chiama
    Data.opens, Data.retiring
    Dichiarato in scripts/sim/industry_life.gd:169
  • IndustryLife._renewable static funcA kind that comes with the era that retires others (the Green age's wind farm sites).
    Link a questa vocestatic func _renewable(type: String) -> bool
    Parametri
    • type: String
    Valore restituito
    bool
    Dichiarato in scripts/sim/industry_life.gd:191
  • IndustryLife._introduce static 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).
    Link a questa vocestatic func _introduce(sim: Sim) -> void

    A 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).

    Parametri
    • sim: Sim
    Valore restituito
    void
    Chiama
    Data.opens, WorldGen.type_count
    Dichiarato in scripts/sim/industry_life.gd:205
  • IndustryLife._made_from static funcThe kind an industry of type was before it was finished (a wind farm: its site), or type.
    Link a questa vocestatic func _made_from(type: String) -> String
    Parametri
    • type: String
    Valore restituito
    String
    Dichiarato in scripts/sim/industry_life.gd:221
  • IndustryLife.build static funcamount of c delivered to a construction site (Data.INDUSTRY "builds") by who: it counts towards the site's totals, and once they are all in the site becomes what it was building.
    Link a questa vocestatic func build(sim: Sim, ind: Industry, c: String, amount: float, who: Company) -> void
    Parametri
    • sim: Sim
    • ind: Industry
    • c: String
    • amount: float
    • who: Company
    Valore restituito
    void
    Dichiarato in scripts/sim/industry_life.gd:232
  • IndustryLife.finish static funcA site has all it needs: it becomes a wind farm.
    Link a questa vocestatic func finish(sim: Sim, ind: Industry) -> void

    Its 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.

    Parametri
    • sim: Sim
    • ind: Industry
    Valore restituito
    void
    Chiama
    WorldGen.industry_name, L.t
    Dichiarato in scripts/sim/industry_life.gd:243
  • IndustryLife.near_wind_farm static funcWhether a wind farm stands within WIND_REACH of town t (it grows faster: see Sim).
    Link a questa vocestatic func near_wind_farm(m: WorldMap, t: Town) -> bool
    Parametri
    • m: WorldMap
    • t: Town
    Valore restituito
    bool
    Dichiarato in scripts/sim/industry_life.gd:270
  • IndustryLife.open static funcOpen an industry of type where WorldGen would put one, on ground where nothing is built.
    Link a questa vocestatic func open(sim: Sim, type: String) -> Industry

    Returns it, or null when there is no such site (or a ship is on its way through the one found).

    Parametri
    • sim: Sim
    • type: String
    Valore restituito
    Industry
    Chiama
    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
    Dichiarato in scripts/sim/industry_life.gd:280
  • IndustryLife._ships_through static funcWhether a ship's course runs through r (an oil rig opening there would stand in its way).
    Link a questa vocestatic func _ships_through(sim: Sim, r: Rect2i) -> bool
    Parametri
    • sim: Sim
    • r: Rect2i
    Valore restituito
    bool
    Dichiarato in scripts/sim/industry_life.gd:312
  • IndustryLife._changed static funcAfter an industry came or went inside r: 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).
    Link a questa vocestatic func _changed(sim: Sim, r: Rect2i) -> void
    Parametri
    • sim: Sim
    • r: Rect2i
    Valore restituito
    void
    Dichiarato in scripts/sim/industry_life.gd:323

L

  • L.DIRS const
    Link a questa voceconst DIRS := ["res://lang", "user://lang"]

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/core/l.gd:18
  • L.FALLBACK const
    Link a questa voceconst FALLBACK := "en"

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/core/l.gd:19
  • L.ELIDE_DE constLanguages where "de" before a vowel is written "d'" (see tidy).
    Link a questa voceconst ELIDE_DE := ["ca", "fr"]Dichiarato in scripts/core/l.gd:21
  • L.KEEP_CASE constLanguages whose nouns keep their capital in mid-sentence (see lower).
    Link a questa voceconst KEEP_CASE := ["de"]Dichiarato in scripts/core/l.gd:23
  • L.lang static var
    Link a questa vocestatic var lang := "en"

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/core/l.gd:25
  • L._tables static varlanguage code -> {english: translated}
    Link a questa vocestatic var _tables := {}Dichiarato in scripts/core/l.gd:26
  • L._table static varthe current language's table
    Link a questa vocestatic var _table := {}Dichiarato in scripts/core/l.gd:27
  • L._loaded static var
    Link a questa vocestatic var _loaded := false

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/core/l.gd:28
  • L._registered static varlanguage code -> Translation given to the TranslationServer
    Link a questa vocestatic var _registered := {}Dichiarato in scripts/core/l.gd:29
  • L.misses static varSet to a dictionary to collect every text looked up that has no translation (for tools/i18n_report).
    Link a questa vocestatic var misses = nullDichiarato in scripts/core/l.gd:31
  • L._miss_mutex static var
    Link a questa vocestatic var _miss_mutex := Mutex.new()

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/core/l.gd:32
  • L._guarded static var
    Link a questa vocestatic var _guarded := false

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/core/l.gd:33
  • L._elide static var
    Link a questa vocestatic var _elide: RegEx = null

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/core/l.gd:34
  • L.t static funcThe text in the current language.
    Link a questa vocestatic func t(s: String) -> String
    Parametri
    • s: String
    Valore restituito
    String
    Dichiarato in scripts/core/l.gd:58
  • L.tidy static funcSmooth text assembled from pieces, where a name was dropped into a translated sentence.
    Link a questa vocestatic func tidy(s: String) -> String

    Catalan 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.)

    Parametri
    • s: String
    Valore restituito
    String
    Dichiarato in scripts/core/l.gd:75
  • L.lower static funcA name (cargo, building...) in lower case for use mid-sentence - except in German, where nouns keep their capital: "Takes coal", "Nimmt Kohle".
    Link a questa vocestatic func lower(s: String) -> String
    Parametri
    • s: String
    Valore restituito
    String
    Dichiarato in scripts/core/l.gd:86
  • L.n static func"1 tile" / "7 tiles": one is used for exactly one, many (with a %d) otherwise.
    Link a questa vocestatic func n(one: String, many: String, count: int) -> String
    Parametri
    • one: String
    • many: String
    • count: int
    Valore restituito
    String
    Dichiarato in scripts/core/l.gd:91
  • L.each static funcA list of names in the current language, e.g.
    Link a questa vocestatic func each(items: Array) -> PackedStringArray

    cargo names from the data tables.

    Parametri
    • items: Array
    Valore restituito
    PackedStringArray
    Dichiarato in scripts/core/l.gd:98
  • L.load_all static funcRead every language file.
    Link a questa vocestatic func load_all(extra_dirs: Array = []) -> void

    Later directories (the player's own, then mods) override earlier ones.

    Parametri
    • extra_dirs: Array = []
    Valore restituito
    void
    Dichiarato in scripts/core/l.gd:106
  • L.load_file static funcParse one language file into the tables.
    Link a questa vocestatic func load_file(path: String) -> int

    Returns the number of translations read.

    Parametri
    • path: String
    Valore restituito
    int
    Dichiarato in scripts/core/l.gd:122
  • L._unquote static funcText that starts or ends with a space is written in double quotes: > "Tip: "
    Link a questa vocestatic func _unquote(s: String) -> String
    Parametri
    • s: String
    Valore restituito
    String
    Dichiarato in scripts/core/l.gd:148
  • L.languages static funcLanguages the player can pick: [[code, name in that language]], English first.
    Link a questa vocestatic func languages() -> Array
    Valore restituito
    Array
    Dichiarato in scripts/core/l.gd:155
  • L.system_language static funcThe language to use for a setting of "auto": the system's, if we have it.
    Link a questa vocestatic func system_language() -> String
    Valore restituito
    String
    Dichiarato in scripts/core/l.gd:168
  • L.set_language static funcSwitch language.
    Link a questa vocestatic func set_language(code: String) -> void

    "auto" follows the system.

    Parametri
    • code: String
    Valore restituito
    void
    Dichiarato in scripts/core/l.gd:176
  • L.release static funcTake our translations back out of the TranslationServer (see _Guard).
    Link a questa vocestatic func release() -> void
    Valore restituito
    void
    Dichiarato in scripts/core/l.gd:195
  • L.thousands static funcHow thousands are grouped: 1,234 in English, 1.234 in most others, 1 234 in French.
    Link a questa vocestatic func thousands() -> String
    Valore restituito
    String
    Dichiarato in scripts/core/l.gd:203
  • L._guard static func
    Link a questa vocestatic func _guard() -> void
    Valore restituito
    void

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/core/l.gd:207

Line

  • Line.COLORS const
    Link a questa voceconst COLORS

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/line.gd:11
  • Line.id var
    Link a questa vocevar id := 0

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/line.gd:14
  • Line.name var
    Link a questa vocevar name := ""

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/line.gd:15
  • Line.color var
    Link a questa vocevar color := Color.WHITE

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/line.gd:16
  • Line.kind var
    Link a questa vocevar kind := "road"

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/line.gd:17
  • Line.owner var
    Link a questa vocevar owner: Company

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/line.gd:18
  • Line.orders var[{"st": Station, "full": bool, "transfer": bool}], shared with every vehicle on it
    Link a questa vocevar orders: Array = []Dichiarato in scripts/sim/line.gd:19
  • Line.spacing varKeep 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.
    Link a questa vocevar spacing := falseDichiarato in scripts/sim/line.gd:22
  • Line.lap_days vara round trip, on average (days); -1 until one has been timed
    Link a questa vocevar lap_days := -1.0Dichiarato in scripts/sim/line.gd:23
  • Line.last_departure vargame day a vehicle of the line last left the first stop
    Link a questa vocevar last_departure := -1.0Dichiarato in scripts/sim/line.gd:24
  • Line._init func
    Link a questa vocefunc _init(p_id: int = 0, p_name: String = "", p_kind: String = "road", p_owner: Company = null) -> void
    Parametri
    • p_id: int = 0
    • p_name: String = ""
    • p_kind: String = "road"
    • p_owner: Company = null
    Valore restituito
    void

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/line.gd:27
  • Line.stops funcReturns the station objects in the order vehicles visit them on this line.
    Link a questa vocefunc stops() -> Array
    Valore restituito
    Array
    Dichiarato in scripts/sim/line.gd:35
  • Line.vehicles funcThe vehicles on this line, in the order they were bought.
    Link a questa vocefunc vehicles(sim: Sim) -> Array
    Parametri
    • sim: Sim
    Valore restituito
    Array
    Dichiarato in scripts/sim/line.gd:40
  • Line.gap funcThe gap (in days) the vehicles should keep at the first stop: a round trip shared out among n of them.
    Link a questa vocefunc gap(n: int) -> float

    0 when there is nothing to keep apart, or no round trip timed yet.

    Parametri
    • n: int
    Valore restituito
    float
    Dichiarato in scripts/sim/line.gd:46
  • Line.note_departure funcA vehicle of this line just left the first stop; lap is how long it took to come round since it last left it (-1 the first time).
    Link a questa vocefunc note_departure(day: float, lap: float) -> void
    Parametri
    • day: float
    • lap: float
    Valore restituito
    void
    Dichiarato in scripts/sim/line.gd:54
  • Line.route_text funcA route in a few words: "Ashford → Millbury".
    Link a questa vocefunc route_text() -> String
    Valore restituito
    String
    Dichiarato in scripts/sim/line.gd:61
  • Line.totals funcThe line's numbers, added up over its vehicles: {"count", "profit", "last", "load" (-1 when none known), "running", "old", "stopped"}.
    Link a questa vocefunc totals(sim: Sim) -> Dictionary
    Parametri
    • sim: Sim
    Valore restituito
    Dictionary
    Dichiarato in scripts/sim/line.gd:73

Mods

  • Mods.DIRS const
    Link a questa voceconst DIRS := ["res://mods", "user://mods"]

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/core/mods.gd:14
  • Mods.USER_DIR const
    Link a questa voceconst USER_DIR := "user://mods"

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/core/mods.gd:15
  • Mods.UNPACKED const
    Link a questa voceconst UNPACKED := "user://mods/.unpacked"

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/core/mods.gd:16
  • Mods.SAMPLES_ZIP constAn 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.
    Link a questa voceconst SAMPLES_ZIP := "res://sample_mods.zip"Dichiarato in scripts/core/mods.gd:19
  • Mods.SAMPLES const
    Link a questa voceconst SAMPLES := "user://mods/.samples"

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/core/mods.gd:20
  • Mods.KINDS const
    Link a questa voceconst KINDS := ["rail", "road", "water", "air"]

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/core/mods.gd:21
  • Mods.found static varEvery mod found: {"id", "name", "version", "author", "description", "path", "builtin", "has": {"data", "lang", "maps", "models", "script"}, "enabled", "error"}.
    Link a questa vocestatic var found: Array = []Dichiarato in scripts/core/mods.gd:25
  • Mods.scripts static varlive Mod instances of the enabled script mods
    Link a questa vocestatic var scripts: Array = []Dichiarato in scripts/core/mods.gd:26
  • Mods.maps static varMaps offered in New game: {"name", "description", "heightmap", "params", "mod"}.
    Link a questa vocestatic var maps: Array = []Dichiarato in scripts/core/mods.gd:28
  • Mods._meshes static varmodel id -> ArrayMesh loaded from a mod's .glb
    Link a questa vocestatic var _meshes := {}Dichiarato in scripts/core/mods.gd:29
  • Mods._applied static var
    Link a questa vocestatic var _applied := false

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/core/mods.gd:30
  • Mods.log_lines static varwhat went wrong, for the Mods screen
    Link a questa vocestatic var log_lines: Array[String] = []Dichiarato in scripts/core/mods.gd:31
  • Mods.scan static funcLook through the mod folders.
    Link a questa vocestatic func scan() -> void

    Zips in the player's folder are unpacked first.

    Valore restituito
    void
    Dichiarato in scripts/core/mods.gd:37
  • Mods.read_info static funcRead a mod folder's mod.json.
    Link a questa vocestatic func read_info(path: String) -> Dictionary

    Returns {} if it isn't a mod (with a note in the log if it tried to be).

    Parametri
    • path: String
    Valore restituito
    Dictionary
    Dichiarato in scripts/core/mods.gd:72
  • Mods._unpack_zips static funcA .zip dropped in the mods folder is unpacked next to the others (once per version of the file).
    Link a questa vocestatic func _unpack_zips() -> void
    Valore restituito
    void
    Dichiarato in scripts/core/mods.gd:102
  • Mods._unpack_samples static funcUnpack the samples that ship in an exported game (once per version of them).
    Link a questa vocestatic func _unpack_samples() -> bool

    False if that failed.

    Valore restituito
    bool
    Dichiarato in scripts/core/mods.gd:143
  • Mods._remove_tree static func
    Link a questa vocestatic func _remove_tree(path: String) -> void
    Parametri
    • path: String
    Valore restituito
    void

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/core/mods.gd:172
  • Mods._note static func
    Link a questa vocestatic func _note(line: String) -> void
    Parametri
    • line: String
    Valore restituito
    void

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/core/mods.gd:184
  • Mods.enabled static func
    Link a questa vocestatic func enabled() -> Array
    Valore restituito
    Array

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/core/mods.gd:189
  • Mods.by_id static func
    Link a questa vocestatic func by_id(id: String) -> Dictionary
    Parametri
    • id: String
    Valore restituito
    Dictionary

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/core/mods.gd:193
  • Mods.set_enabled static funcSwitch a mod on or off and rebuild what mods add.
    Link a questa vocestatic func set_enabled(id: String, on: bool) -> void

    Remembered in the settings.

    Parametri
    • id: String
    • on: bool
    Valore restituito
    void
    Dichiarato in scripts/core/mods.gd:201
  • Mods.apply static funcRebuild everything the enabled mods add.
    Link a questa vocestatic func apply(rescan: bool = true) -> void

    Safe to call again: it starts from the plain game.

    Parametri
    • rescan: bool = true
    Valore restituito
    void
    Chiama
    Data.clear_mods, L.load_all, L.set_language
    Dichiarato in scripts/core/mods.gd:214
  • Mods._apply_one static func
    Link a questa vocestatic func _apply_one(m: Dictionary) -> String
    Parametri
    • m: Dictionary
    Valore restituito
    String

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/core/mods.gd:241
  • Mods._apply_data static funcCheck and merge one mod's data.json.
    Link a questa vocestatic func _apply_data(m: Dictionary, d: Dictionary) -> String

    Returns "" or what's wrong (nothing is added then).

    Parametri
    • m: Dictionary
    • d: Dictionary
    Valore restituito
    String
    Chiama
    Data.has_model, Data.model, Data.add_model, Data.add_town_names
    Dichiarato in scripts/core/mods.gd:265
  • Mods._collect_maps static funcmaps/NAME.png, with an optional maps/NAME.json: {"name", "description", "settings": {...}} where settings are new-game parameters (w, h, towns, industries, year, ...).
    Link a questa vocestatic func _collect_maps(m: Dictionary) -> void
    Parametri
    • m: Dictionary
    Valore restituito
    void
    Dichiarato in scripts/core/mods.gd:333
  • Mods.vehicle_mesh static funcThe mesh a mod supplies for a vehicle model (from its .glb), or null to use the game's own.
    Link a questa vocestatic func vehicle_mesh(model_id: String) -> ArrayMesh

    The mesh keeps the materials it was made with.

    Parametri
    • model_id: String
    Valore restituito
    ArrayMesh
    Chiama
    Data.model, Data.has_model
    Dichiarato in scripts/core/mods.gd:364
  • Mods.load_glb static funcRead a .glb / .gltf into one mesh (every mesh in the file, in place, with its materials).
    Link a questa vocestatic func load_glb(file: String) -> ArrayMesh

    Convention, as for the game's own models: the vehicle faces -Z, stands on y = 0, centred.

    Parametri
    • file: String
    Valore restituito
    ArrayMesh
    Dichiarato in scripts/core/mods.gd:379
  • Mods._merge_meshes static func
    Link a questa vocestatic func _merge_meshes(n: Node, xf: Transform3D, out: ArrayMesh) -> void
    Parametri
    • n: Node
    • xf: Transform3D
    • out: ArrayMesh
    Valore restituito
    void

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/core/mods.gd:393
  • Mods.hook static funcCall a hook on every enabled script mod.
    Link a questa vocestatic func hook(method: String, args: Array = []) -> void

    A mod whose hook fails is reported, not fatal.

    Parametri
    • method: String
    • args: Array = []
    Valore restituito
    void
    Dichiarato in scripts/core/mods.gd:424
  • Mods.allow_news static funcNews goes out unless a mod's _on_news returns false.
    Link a questa vocestatic func allow_news(sim: Sim, item: Dictionary) -> bool
    Parametri
    • sim: Sim
    • item: Dictionary
    Valore restituito
    bool
    Dichiarato in scripts/core/mods.gd:430
  • Mods.save_state static funcWhat goes into a saved game: which mods were on, and each script mod's own data.
    Link a questa vocestatic func save_state(sim: Sim) -> Dictionary
    Parametri
    • sim: Sim
    Valore restituito
    Dictionary
    Dichiarato in scripts/core/mods.gd:438
  • Mods.load_state static 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).
    Link a questa vocestatic func load_state(sim: Sim, state: Dictionary) -> Array
    Parametri
    • sim: Sim
    • state: Dictionary
    Valore restituito
    Array
    Dichiarato in scripts/core/mods.gd:451

Opportunities

  • Opportunities.MAX_SUBSIDIES constFew 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).
    Link a questa voceconst MAX_SUBSIDIES := 2

    subsidies on offer at once (won ones aside)

    Dichiarato in scripts/sim/opportunities.gd:44
  • Opportunities.MAX_REQUESTS consttown requests open on the map at once
    Link a questa voceconst MAX_REQUESTS := 2Dichiarato in scripts/sim/opportunities.gd:45
  • Opportunities.OFFER_CHANCE constchance a month of a new subsidy while there is room, and the same for a request
    Link a questa voceconst OFFER_CHANCE := 0.12Dichiarato in scripts/sim/opportunities.gd:46
  • Opportunities.DAY_CHANCE const...as a chance a day (daily), so that over a month it comes to OFFER_CHANCE.
    Link a questa voceconst DAY_CHANCE := 1.0 - pow(1.0 - OFFER_CHANCE, 1.0 / 30.0)Dichiarato in scripts/sim/opportunities.gd:48
  • Opportunities.TRIES constsources (or towns) tried for a new offer
    Link a questa voceconst TRIES := 6Dichiarato in scripts/sim/opportunities.gd:49
  • Opportunities.SUBSIDY_MIN consttiles between the ends of a subsidised route (along the axes)
    Link a questa voceconst SUBSIDY_MIN := 15Dichiarato in scripts/sim/opportunities.gd:50
  • Opportunities.SUBSIDY_MAX const
    Link a questa voceconst SUBSIDY_MAX := 60

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/opportunities.gd:51
  • Opportunities.SUBSIDY_DAYS constan offer nobody takes lapses after this long
    Link a questa voceconst SUBSIDY_DAYS := 365Dichiarato in scripts/sim/opportunities.gd:52
  • Opportunities.SUBSIDY_MULT constthe winner's fares on the route...
    Link a questa voceconst SUBSIDY_MULT := 2.0Dichiarato in scripts/sim/opportunities.gd:53
  • Opportunities.SUBSIDY_YEARS const...for this long
    Link a questa voceconst SUBSIDY_YEARS := 2Dichiarato in scripts/sim/opportunities.gd:54
  • Opportunities.UNSERVED_DAYS consta source whose cargo was loaded this recently is served already
    Link a questa voceconst UNSERVED_DAYS := 90.0Dichiarato in scripts/sim/opportunities.gd:55
  • Opportunities.TOWN_CARGO constwhat every town takes besides passengers and mail (Station.coverage)
    Link a questa voceconst TOWN_CARGO := ["goods", "food"]Dichiarato in scripts/sim/opportunities.gd:56
  • Opportunities.TOWN_TAKES_POP consta town this big takes them (a station in its centre reaches 60 people)
    Link a questa voceconst TOWN_TAKES_POP := 400Dichiarato in scripts/sim/opportunities.gd:57
  • Opportunities.LINK_POP consta town this big asks for passenger links...
    Link a questa voceconst LINK_POP := 700Dichiarato in scripts/sim/opportunities.gd:58
  • Opportunities.LINK_TO_POP const...to a town at least this big
    Link a questa voceconst LINK_TO_POP := 200Dichiarato in scripts/sim/opportunities.gd:59
  • Opportunities.RAIL_POP consttwo towns this big may want the link by rail
    Link a questa voceconst RAIL_POP := 1500Dichiarato in scripts/sim/opportunities.gd:60
  • Opportunities.SUPPLY_PER_POP consta supply asks this many units a resident a month of its time
    Link a questa voceconst SUPPLY_PER_POP := 0.025Dichiarato in scripts/sim/opportunities.gd:61
  • Opportunities.VISITORS_PER_POP const...and visitors as many
    Link a questa voceconst VISITORS_PER_POP := 0.04Dichiarato in scripts/sim/opportunities.gd:62
  • Opportunities.SERVICE_RATING consta service request: every station rated this or more...
    Link a questa voceconst SERVICE_RATING := 0.6Dichiarato in scripts/sim/opportunities.gd:63
  • Opportunities.SERVICE_MONTHS const...this many month ends in a row...
    Link a questa voceconst SERVICE_MONTHS := 12Dichiarato in scripts/sim/opportunities.gd:64
  • Opportunities.SERVICE_DEADLINE const...within this many months
    Link a questa voceconst SERVICE_DEADLINE := 18Dichiarato in scripts/sim/opportunities.gd:65
  • Opportunities.REQUEST_MONTHS constthe time other requests give
    Link a questa voceconst REQUEST_MONTHS := Vector2i(6, 18)Dichiarato in scripts/sim/opportunities.gd:66
  • Opportunities.REWARDS constThe rewards that fit each request; one is chosen when it is made.
    Link a questa voceconst REWARDS

    Exclusive rights take a new link: good service alone, which rivals' stations give without trying, doesn't shut the others out.

    Dichiarato in scripts/sim/opportunities.gd:69
  • Opportunities.RATING_BOOST const
    Link a questa voceconst RATING_BOOST := 25.0

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/opportunities.gd:71
  • Opportunities.GRANT const
    Link a questa voceconst GRANT := 50000

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/opportunities.gd:72
  • Opportunities.RIGHTS_DAYS constexclusive rights and half-price stations last this long
    Link a questa voceconst RIGHTS_DAYS := 365Dichiarato in scripts/sim/opportunities.gd:73
  • Opportunities.CHEAP constwhat stations and depots cost then
    Link a questa voceconst CHEAP := 0.5Dichiarato in scripts/sim/opportunities.gd:74
  • Opportunities.BOOM_DAYS consta growth reward: fast growth this long (as Fund buildings)
    Link a questa voceconst BOOM_DAYS := 180Dichiarato in scripts/sim/opportunities.gd:75
  • Opportunities.offers var
    Link a questa vocevar offers: Array = []

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/opportunities.gd:77
  • Opportunities.rng varIts own random numbers (seeded by Sim from the game's seed, saved), so offers don't reshuffle the rest of the game's.
    Link a questa vocevar rng := RandomNumberGenerator.new()Dichiarato in scripts/sim/opportunities.gd:80
  • Opportunities.rev vargoes up whenever something is offered, won, met, lapses or makes progress
    Link a questa vocevar rev := 0Dichiarato in scripts/sim/opportunities.gd:81
  • Opportunities.on_delivery funcamt units of c loaded at from (null when that station is gone) delivered by v at st: wins and progress.
    Link a questa vocefunc on_delivery(sim: Sim, v: Vehicle, from: Station, st: Station, c: String, amt: int) -> float

    Returns what the fare is multiplied by (a won subsidy's SUBSIDY_MULT, else 1).

    Parametri
    • sim: Sim
    • v: Vehicle
    • from: Station
    • st: Station
    • c: String
    • amt: int
    Valore restituito
    float
    Dichiarato in scripts/sim/opportunities.gd:88
  • Opportunities._reaches static funcWhether station st reaches place: an industry in its catchment, or a town it belongs to.
    Link a questa vocestatic func _reaches(m: WorldMap, st: Station, place: Object) -> bool
    Parametri
    • m: WorldMap
    • st: Station
    • place: Object
    Valore restituito
    bool
    Chiama
    Economy.reaches
    Dichiarato in scripts/sim/opportunities.gd:117
  • Opportunities._joins static func
    Link a questa vocestatic func _joins(o: Dictionary, a: Town, b: Town) -> bool
    Parametri
    • o: Dictionary
    • a: Town
    • b: Town
    Valore restituito
    bool

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/opportunities.gd:123
  • Opportunities._win_subsidy func
    Link a questa vocefunc _win_subsidy(sim: Sim, o: Dictionary, who: Company) -> void
    Parametri
    • sim: Sim
    • o: Dictionary
    • who: Company
    Valore restituito
    void
    Chiama
    L.t, Calendar.format

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/opportunities.gd:127
  • Opportunities._met funcRequest k is met by who: its reward, news, and it leaves the list.
    Link a questa vocefunc _met(sim: Sim, k: int, who: Company) -> void
    Parametri
    • sim: Sim
    • k: int
    • who: Company
    Valore restituito
    void
    Chiama
    L.t
    Dichiarato in scripts/sim/opportunities.gd:139
  • Opportunities.monthly funcMonth end (Sim._on_day, after the industries' month): service months and rights that end.
    Link a questa vocefunc monthly(sim: Sim) -> void

    Then what lapses, as every day.

    Parametri
    • sim: Sim
    Valore restituito
    void
    Dichiarato in scripts/sim/opportunities.gd:169
  • Opportunities.daily funcEvery 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.
    Link a questa vocefunc daily(sim: Sim) -> void
    Parametri
    • sim: Sim
    Valore restituito
    void
    Dichiarato in scripts/sim/opportunities.gd:187
  • Opportunities._lapse funcTakes 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.
    Link a questa vocefunc _lapse(sim: Sim, month_end: bool) -> Vector2i

    Returns how many subsidies (x) and requests (y) are still open.

    Parametri
    • sim: Sim
    • month_end: bool
    Valore restituito
    Vector2i
    Chiama
    L.t
    Dichiarato in scripts/sim/opportunities.gd:198
  • Opportunities._count_service funcOne 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.
    Link a questa vocefunc _count_service(sim: Sim, o: Dictionary) -> void
    Parametri
    • sim: Sim
    • o: Dictionary
    Valore restituito
    void
    Dichiarato in scripts/sim/opportunities.gd:231
  • Opportunities._leader static funcThe company furthest on with a request (-1: nobody has started).
    Link a questa vocestatic func _leader(o: Dictionary) -> int
    Parametri
    • o: Dictionary
    Valore restituito
    int
    Dichiarato in scripts/sim/opportunities.gd:251
  • Opportunities.industry_closed funcAn industry closes (IndustryLife.close): offers about it are withdrawn, and a won subsidy ends.
    Link a questa vocefunc industry_closed(sim: Sim, ind: Industry) -> void
    Parametri
    • sim: Sim
    • ind: Industry
    Valore restituito
    void
    Chiama
    L.t
    Dichiarato in scripts/sim/opportunities.gd:260
  • Opportunities.offer_subsidy funcOffer 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.
    Link a questa vocefunc offer_subsidy(sim: Sim) -> Dictionary

    Returns it, or {}.

    Parametri
    • sim: Sim
    Valore restituito
    Dictionary
    Chiama
    IndustryLife.served, Data.town_makes, Data.town_pop, L.t, Calendar.format
    Dichiarato in scripts/sim/opportunities.gd:276
  • Opportunities.pos_of static funcWhere an industry or a town is: its middle.
    Link a questa vocestatic func pos_of(place: Object) -> Vector2
    Parametri
    • place: Object
    Valore restituito
    Vector2
    Dichiarato in scripts/sim/opportunities.gd:324
  • Opportunities.offer_request funcAsk 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.
    Link a questa vocefunc offer_request(sim: Sim) -> Dictionary

    Returns the request, or {}.

    Parametri
    • sim: Sim
    Valore restituito
    Dictionary
    Chiama
    Goals.cargos_in_game
    Dichiarato in scripts/sim/opportunities.gd:330
  • Opportunities.request_kinds funcWhat town t could 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.
    Link a questa vocefunc request_kinds(sim: Sim, t: Town, have: Array) -> Array
    Parametri
    • sim: Sim
    • t: Town
    • have: Array
    Valore restituito
    Array
    Dichiarato in scripts/sim/opportunities.gd:359
  • Opportunities.make_request funcMake a request of type from town t (see request_kinds), with news.
    Link a questa vocefunc 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).

    Parametri
    • sim: Sim
    • t: Town
    • type: String
    • have: Array
    Valore restituito
    Dictionary
    Chiama
    L.t, Calendar.format
    Dichiarato in scripts/sim/opportunities.gd:376
  • Opportunities._link_partner funcA town for a link from t: SUBSIDY_MIN..SUBSIDY_MAX tiles away, at least LINK_TO_POP people, and no passenger vehicle of anyone's calling at both yet.
    Link a questa vocefunc _link_partner(sim: Sim, t: Town) -> Town

    Null when there is none.

    Parametri
    • sim: Sim
    • t: Town
    Valore restituito
    Town
    Dichiarato in scripts/sim/opportunities.gd:412
  • Opportunities._offer func
    Link a questa vocefunc _offer(sim: Sim, type: String, cargo: String, expires: int) -> Dictionary
    Parametri
    • sim: Sim
    • type: String
    • cargo: String
    • expires: int
    Valore restituito
    Dictionary

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/opportunities.gd:434
  • Opportunities._offered funcWhether an industry or a town is the source of a subsidy already.
    Link a questa vocefunc _offered(place: Object) -> bool
    Parametri
    • place: Object
    Valore restituito
    bool
    Dichiarato in scripts/sim/opportunities.gd:443
  • Opportunities._in_range static func
    Link a questa vocestatic func _in_range(a: Vector2, b: Vector2) -> bool
    Parametri
    • a: Vector2
    • b: Vector2
    Valore restituito
    bool

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/opportunities.gd:447
  • Opportunities._round static funcA target in round numbers: to the nearest 50, at least 100.
    Link a questa vocestatic func _round(n: float) -> int
    Parametri
    • n: float
    Valore restituito
    int
    Dichiarato in scripts/sim/opportunities.gd:453
  • Opportunities.attractions_of static funcThe attractions town t has, as Data.HOUSES types.
    Link a questa vocestatic func attractions_of(t: Town) -> Array
    Parametri
    • t: Town
    Valore restituito
    Array
    Dichiarato in scripts/sim/opportunities.gd:458
  • Opportunities.request_of funcThe request town t has open, or {}.
    Link a questa vocefunc request_of(t: Town) -> Dictionary
    Parametri
    • t: Town
    Valore restituito
    Dictionary
    Dichiarato in scripts/sim/opportunities.gd:463
  • Opportunities.what static 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" (title for the start of one).
    Link a questa vocestatic func what(o: Dictionary) -> String
    Parametri
    • o: Dictionary
    Valore restituito
    String
    Chiama
    L.t, L.lower, Fmt.int_commas
    Dichiarato in scripts/sim/opportunities.gd:474
  • Opportunities.title static funcwhat, starting with a capital: a heading.
    Link a questa vocestatic func title(o: Dictionary) -> String
    Parametri
    • o: Dictionary
    Valore restituito
    String
    Dichiarato in scripts/sim/opportunities.gd:488
  • Opportunities.reward_name static funcWhat meeting a request brings, in a few words ("a grant of $50,000").
    Link a questa vocestatic func reward_name(reward: String) -> String
    Parametri
    • reward: String
    Valore restituito
    String
    Chiama
    L.t, Fmt.money
    Dichiarato in scripts/sim/opportunities.gd:494
  • Opportunities.place static funcWhere an offer is, for the map: the middle of its route (or the town), and a zoom that shows it.
    Link a questa vocestatic func place(o: Dictionary) -> Array
    Parametri
    • o: Dictionary
    Valore restituito
    Array
    Dichiarato in scripts/sim/opportunities.gd:505
  • Opportunities._news funcworld: news the player can't act on (a rival's win, an offer that lapsed): Sim.post_world_news.
    Link a questa vocefunc _news(sim: Sim, text: String, kind: String, o: Dictionary, world: bool = false) -> void

    A new offer is the player's news: it is a chance for them.

    Parametri
    • sim: Sim
    • text: String
    • kind: String
    • o: Dictionary
    • world: bool = false
    Valore restituito
    void
    Dichiarato in scripts/sim/opportunities.gd:513
  • Opportunities.to_dict func
    Link a questa vocefunc to_dict() -> Dictionary
    Valore restituito
    Dictionary

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/opportunities.gd:519
  • Opportunities._ref static funcAn industry or a town as a save keeps it: ["i" or "t", its id] ([] for none).
    Link a questa vocestatic func _ref(place: Object) -> Array
    Parametri
    • place: Object
    Valore restituito
    Array
    Dichiarato in scripts/sim/opportunities.gd:531
  • Opportunities.restore funcTake back the offers of a save (d: to_dict's) on map m.
    Link a questa vocefunc restore(d: Dictionary, m: WorldMap) -> void

    An 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.

    Parametri
    • d: Dictionary
    • m: WorldMap
    Valore restituito
    void
    Dichiarato in scripts/sim/opportunities.gd:537

Pathfinder

  • Pathfinder.MAX_EXPANSIONS const
    Link a questa voceconst MAX_EXPANSIONS := 400000

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/pathfinder.gd:8
  • Pathfinder.find static funcReturns {"tiles": Array[Vector2i], "end_heading": int} or {} when there is no route.
    Link a questa vocestatic 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 = {}) -> Dictionary

    A 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_signals false: 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).

    Parametri
    • 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 = {}
    Valore restituito
    Dictionary
    Chiama
    Const.opp
    Dichiarato in scripts/sim/pathfinder.gd:19
  • Pathfinder._find_water static funcThe way over water from start to the nearest of goals.
    Link a questa vocestatic func _find_water(m: WorldMap, start: Vector2i, goals: Dictionary) -> Dictionary

    Ships turn where they like and sail a straight course afterwards (Vehicle.water_course), so this is the eight-way way of find_sea with 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).

    Parametri
    • m: WorldMap
    • start: Vector2i
    • goals: Dictionary
    Valore restituito
    Dictionary
    Chiama
    BuildOps.dir_between
    Dichiarato in scripts/sim/pathfinder.gd:101
  • Pathfinder.find_sea static funcThe shortest way by water from start to goal, moving between tiles in eight directions (diagonally only where both tiles beside the step are water too), or [] when there is none.
    Link a questa vocestatic 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).

    Parametri
    • m: WorldMap
    • start: Vector2i
    • goal: Vector2i
    • max_len: float = INF
    Valore restituito
    Array[Vector2i]
    Dichiarato in scripts/sim/pathfinder.gd:127
  • Pathfinder._sea_memo static funcA way over water found earlier under key from start to one of ends ([] if none, if it no longer runs over open water, or if it answers another question whose key hashed the same).
    Link a questa vocestatic 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_memo then).

    Parametri
    • m: WorldMap
    • key: int
    • start: Vector2i
    • ends: Dictionary
    Valore restituito
    Array[Vector2i]
    Dichiarato in scripts/sim/pathfinder.gd:142
  • Pathfinder._sea_remember static func
    Link a questa vocestatic func _sea_remember(m: WorldMap, key: int, tiles: Array[Vector2i]) -> void
    Parametri
    • m: WorldMap
    • key: int
    • tiles: Array[Vector2i]
    Valore restituito
    void

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/pathfinder.gd:155
  • Pathfinder._find_sea static funcfind_sea's search, to the nearest of goals.
    Link a questa vocestatic func _find_sea(m: WorldMap, start: Vector2i, goals: Array, max_len: float) -> Array[Vector2i]
    Parametri
    • m: WorldMap
    • start: Vector2i
    • goals: Array
    • max_len: float
    Valore restituito
    Array[Vector2i]
    Dichiarato in scripts/sim/pathfinder.gd:162
  • Pathfinder._octile static funcThe eight-way distance over open water from (x, y) to the nearest of goals.
    Link a questa vocestatic func _octile(x: int, y: int, goals: Array) -> float
    Parametri
    • x: int
    • y: int
    • goals: Array
    Valore restituito
    float
    Dichiarato in scripts/sim/pathfinder.gd:223
  • Pathfinder._heuristic static func
    Link a questa vocestatic func _heuristic(t: Vector2i, goals: Array) -> float
    Parametri
    • t: Vector2i
    • goals: Array
    Valore restituito
    float

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/pathfinder.gd:232
  • Pathfinder._build static func
    Link a questa vocestatic func _build(m: WorldMap, came: Dictionary, s: int, end_heading: int) -> Dictionary
    Parametri
    • m: WorldMap
    • came: Dictionary
    • s: int
    • end_heading: int
    Valore restituito
    Dictionary

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/pathfinder.gd:239
  • Pathfinder._push static func
    Link a questa vocestatic func _push(f: PackedFloat32Array, s: PackedInt32Array, pri: float, state: int) -> void
    Parametri
    • f: PackedFloat32Array
    • s: PackedInt32Array
    • pri: float
    • state: int
    Valore restituito
    void

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/pathfinder.gd:250
  • Pathfinder._pop static func
    Link a questa vocestatic func _pop(f: PackedFloat32Array, s: PackedInt32Array) -> void
    Parametri
    • f: PackedFloat32Array
    • s: PackedInt32Array
    Valore restituito
    void

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/pathfinder.gd:263

Problems

  • Problems.SIGNAL_DAYS consta train held at a red signal this long
    Link a questa voceconst SIGNAL_DAYS := 10.0Dichiarato in scripts/sim/problems.gd:22
  • Problems.QUEUE_DAYS consta vehicle held up in traffic, off a berth or holding this long (RAIL-26)
    Link a questa voceconst QUEUE_DAYS := 2.0Dichiarato in scripts/sim/problems.gd:23
  • Problems.NO_CALL_DAYS consta station in use that no vehicle has called at for this long
    Link a questa voceconst NO_CALL_DAYS := 60.0Dichiarato in scripts/sim/problems.gd:24
  • Problems.PILE_UP constcargo piling up: at least this much waiting, more than comes in a month...
    Link a questa voceconst PILE_UP := 150.0Dichiarato in scripts/sim/problems.gd:25
  • Problems.PILE_RATING const...and the station's rating for it under this, so some of it gives up
    Link a questa voceconst PILE_RATING := 0.6Dichiarato in scripts/sim/problems.gd:26
  • Problems.SERVICE_LATE constoverdue a service: this many service intervals since the last one
    Link a questa voceconst SERVICE_LATE := 1.6Dichiarato in scripts/sim/problems.gd:27
  • Problems.STAFF_SHORT constan industry with under this share of the staff it wants
    Link a questa voceconst STAFF_SHORT := 0.5Dichiarato in scripts/sim/problems.gd:28
  • Problems.HELD_UP consta plant that needs every input holding this much while it waits for another
    Link a questa voceconst HELD_UP := 60.0Dichiarato in scripts/sim/problems.gd:29
  • Problems.REFRESH constreal seconds between two looks (tick)
    Link a questa voceconst REFRESH := 0.5Dichiarato in scripts/sim/problems.gd:30
  • Problems.TOLD_DAYS consta vehicle that gets lost is announced at most once in this many days
    Link a questa voceconst TOLD_DAYS := 30Dichiarato in scripts/sim/problems.gd:31
  • Problems.rows varthe last look, most serious first
    Link a questa vocevar rows: Array = []Dichiarato in scripts/sim/problems.gd:33
  • Problems.serious varrows of level 0
    Link a questa vocevar serious := 0Dichiarato in scripts/sim/problems.gd:34
  • Problems.rev vargoes up when what is on the list (things and kinds) changes
    Link a questa vocevar rev := 0Dichiarato in scripts/sim/problems.gd:35
  • Problems._of varthing -> its most serious row
    Link a questa vocevar _of := {}Dichiarato in scripts/sim/problems.gd:36
  • Problems._sig var
    Link a questa vocevar _sig: Array = []

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/problems.gd:37
  • Problems._wait var
    Link a questa vocevar _wait := 0.0

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/problems.gd:38
  • Problems._lost varids of the vehicles lost at the last look
    Link a questa vocevar _lost := {}Dichiarato in scripts/sim/problems.gd:39
  • Problems._told varvehicle id -> game day it was last announced as lost
    Link a questa vocevar _told := {}Dichiarato in scripts/sim/problems.gd:40
  • Problems._primed varthe first look announces nothing: those were lost already
    Link a questa vocevar _primed := falseDichiarato in scripts/sim/problems.gd:41
  • Problems._alerts var
    Link a questa vocevar _alerts: Array = []

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/problems.gd:42
  • Problems.tick funcLook again if REFRESH seconds have passed since the last look.
    Link a questa vocefunc tick(sim: Sim, delta: float) -> bool

    True when it did.

    Parametri
    • sim: Sim
    • delta: float
    Valore restituito
    bool
    Dichiarato in scripts/sim/problems.gd:46
  • Problems.refresh funcLook again now.
    Link a questa vocefunc refresh(sim: Sim) -> void
    Parametri
    • sim: Sim
    Valore restituito
    void
    Dichiarato in scripts/sim/problems.gd:55
  • Problems.has func
    Link a questa vocefunc has(thing: Object) -> bool
    Parametri
    • thing: Object
    Valore restituito
    bool

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/problems.gd:83
  • Problems.of funcThe most serious row about thing, or {}.
    Link a questa vocefunc of(thing: Object) -> Dictionary
    Parametri
    • thing: Object
    Valore restituito
    Dictionary
    Dichiarato in scripts/sim/problems.gd:88
  • Problems.take_alerts funcVehicles that got lost since the last call (at most once a month each): for a toast.
    Link a questa vocefunc take_alerts() -> Array
    Valore restituito
    Array
    Dichiarato in scripts/sim/problems.gd:93
  • Problems.list static funcEvery problem of the player's company, most serious first.
    Link a questa vocestatic func list(sim: Sim) -> Array

    Cheap 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.

    Parametri
    • sim: Sim
    Valore restituito
    Array
    Chiama
    L.t, Economy.industry_stations_reverse, SignalTraps.find, SignalTraps.text
    Dichiarato in scripts/sim/problems.gd:104
  • Problems.vehicle_row static funcThe worst problem of one vehicle, or {}.
    Link a questa vocestatic func vehicle_row(sim: Sim, v: Vehicle) -> Dictionary
    Parametri
    • sim: Sim
    • v: Vehicle
    Valore restituito
    Dictionary
    Chiama
    L.t, L.lower, Fmt.money
    Dichiarato in scripts/sim/problems.gd:146
  • Problems._station_rows static funccalls is cargo -> the player's vehicles that take it on at st (see _note_calls).
    Link a questa vocestatic func _station_rows(sim: Sim, st: Station, out: Array, calls: Dictionary) -> void
    Parametri
    • sim: Sim
    • st: Station
    • out: Array
    • calls: Dictionary
    Valore restituito
    void
    Chiama
    L.t
    Dichiarato in scripts/sim/problems.gd:173
  • Problems._piling_row static funcCargo c piling up at st, and what holds it back.
    Link a questa vocestatic func _piling_row(st: Station, c: String, w: float, r: float, vs: Array) -> Dictionary

    When 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.

    Parametri
    • st: Station
    • c: String
    • w: float
    • r: float
    • vs: Array
    Valore restituito
    Dictionary
    Chiama
    L.lower, L.t
    Dichiarato in scripts/sim/problems.gd:189
  • Problems._note_calls static funcNote the stops where v takes cargo on (not unload-only or don't-load ones), in calls: Station -> cargo -> [Vehicle].
    Link a questa vocestatic func _note_calls(v: Vehicle, calls: Dictionary) -> void
    Parametri
    • v: Vehicle
    • calls: Dictionary
    Valore restituito
    void
    Dichiarato in scripts/sim/problems.gd:219
  • Problems._short_platforms static 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.
    Link a questa vocestatic func _short_platforms(m: WorldMap, v: Vehicle, platforms: Dictionary, short: Dictionary) -> void
    Parametri
    • m: WorldMap
    • v: Vehicle
    • platforms: Dictionary
    • short: Dictionary
    Valore restituito
    void
    Chiama
    Vehicle.tiles_long
    Dichiarato in scripts/sim/problems.gd:232
  • Problems._trades static funcWhether st carries a cargo ind makes or takes.
    Link a questa vocestatic func _trades(ind: Industry, st: Station) -> bool
    Parametri
    • ind: Industry
    • st: Station
    Valore restituito
    bool
    Dichiarato in scripts/sim/problems.gd:246
  • Problems._industry_rows static func
    Link a questa vocestatic func _industry_rows(sim: Sim, ind: Industry, out: Array) -> void
    Parametri
    • sim: Sim
    • ind: Industry
    • out: Array
    Valore restituito
    void
    Chiama
    L.t, IndustryLife.closing_text, L.lower, Fmt.cargo_list

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/problems.gd:253
  • Problems._where static funcWhere a vehicle is: the tile its front is on (or, before it has set off, its next stop).
    Link a questa vocestatic func _where(v: Vehicle) -> Vector2
    Parametri
    • v: Vehicle
    Valore restituito
    Vector2
    Dichiarato in scripts/sim/problems.gd:291
  • Problems._row static func
    Link a questa vocestatic func _row(kind: String, level: int, obj: Object, pos: Vector2, text: String, fix: String) -> Dictionary
    Parametri
    • kind: String
    • level: int
    • obj: Object
    • pos: Vector2
    • text: String
    • fix: String
    Valore restituito
    Dictionary

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/problems.gd:298
  • Problems._before static funcMost serious first, then by name.
    Link a questa vocestatic func _before(a: Dictionary, b: Dictionary) -> bool
    Parametri
    • a: Dictionary
    • b: Dictionary
    Valore restituito
    bool
    Dichiarato in scripts/sim/problems.gd:303

RouteBuilder

  • RouteBuilder.MAX_EXPANSIONS const
    Link a questa voceconst MAX_EXPANSIONS := 8000

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/route_builder.gd:20
  • RouteBuilder.SHAPE_EXPANSIONS constThe second pass's share of the search budget, at the most.
    Link a questa voceconst SHAPE_EXPANSIONS := 3000Dichiarato in scripts/sim/route_builder.gd:22
  • RouteBuilder.REACH constHow far from the rough path (in tiles) the second pass may stray.
    Link a questa voceconst REACH := 3Dichiarato in scripts/sim/route_builder.gd:24
  • RouteBuilder.DETOUR constA rough path up to this much longer than the straight distance had nothing much in its way.
    Link a questa voceconst DETOUR := 1.3Dichiarato in scripts/sim/route_builder.gd:26
  • RouteBuilder.TURN constWhat the shape of the line costs, in tiles of track: the first turning tile after straight track
    Link a questa voceconst TURN := 1.2Dichiarato in scripts/sim/route_builder.gd:28
  • RouteBuilder.LONE_BEND const...when straight track follows it: a 90-degree bend (2.0 in all)
    Link a questa voceconst LONE_BEND := 0.8Dichiarato in scripts/sim/route_builder.gd:29
  • RouteBuilder.SECOND_TURN const...when it turns back on the next tile: the start of a diagonal (1.5)
    Link a questa voceconst SECOND_TURN := 0.3Dichiarato in scripts/sim/route_builder.gd:30
  • RouteBuilder.SIDESTEP consta diagonal that ends after those two tiles: a one-tile sidestep (4.0)
    Link a questa voceconst SIDESTEP := 2.5Dichiarato in scripts/sim/route_builder.gd:31
  • RouteBuilder.RUN consteach further tile of a diagonal: it is that much shorter to drive
    Link a questa voceconst RUN := -0.25Dichiarato in scripts/sim/route_builder.gd:32
  • RouteBuilder.HAIRPIN consttwo turns the same way on neighbouring tiles
    Link a questa voceconst HAIRPIN := 3.0Dichiarato in scripts/sim/route_builder.gd:33
  • RouteBuilder.CAREFUL constThe 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.
    Link a questa voceconst CAREFUL := 0.65Dichiarato in scripts/sim/route_builder.gd:36
  • RouteBuilder.HASTY const
    Link a questa voceconst HASTY := 2.0

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/route_builder.gd:37
  • RouteBuilder.TURN_INDEX const(way out - way in) & 3 -> straight on, right, left
    Link a questa voceconst TURN_INDEX: Array[int] = [0, 1, 0, 2]Dichiarato in scripts/sim/route_builder.gd:38
  • RouteBuilder.last_expansions static varstates looked at by the last search (benchmark tooling)
    Link a questa vocestatic var last_expansions := 0Dichiarato in scripts/sim/route_builder.gd:39
  • RouteBuilder.last_refined static varwhether the last search's second pass finished (benchmark tooling)
    Link a questa vocestatic var last_refined := falseDichiarato in scripts/sim/route_builder.gd:40
  • RouteBuilder.log_to static varan Array: every search adds its describe entry (benchmark tooling)
    Link a questa vocestatic var log_to = nullDichiarato in scripts/sim/route_builder.gd:41
  • RouteBuilder.last_crossings static 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}].
    Link a questa vocestatic var last_crossings: Array = []

    Empty when jumps was.

    Dichiarato in scripts/sim/route_builder.gd:46
  • RouteBuilder.CROSSING constWhat a crossing costs on top of its tiles, in tiles of track: short detours still win.
    Link a questa voceconst 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.)

    Dichiarato in scripts/sim/route_builder.gd:50
  • RouteBuilder.find static funcPath of tiles from start to goal (both included).
    Link a questa vocestatic 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 entering start (-1: any). goal_dir: direction the path must leave goal in (-1: any). reserved tiles 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.

    Parametri
    • m: WorldMap
    • kind: String
    • start: Vector2i
    • start_dir: int
    • goal: Vector2i
    • goal_dir: int
    • reserved: Dictionary = {}
    • max_expansions: int = 0
    • jumps: Dictionary = {}
    Valore restituito
    Array[Vector2i]
    Dichiarato in scripts/sim/route_builder.gd:58
  • RouteBuilder.describe static funcThe shape of a path: how many tiles turn, and how those turns group.
    Link a questa vocestatic func describe(path: Array[Vector2i], start_dir: int = -1, goal_dir: int = -1) -> Dictionary

    A 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.

    Parametri
    • path: Array[Vector2i]
    • start_dir: int = -1
    • goal_dir: int = -1
    Valore restituito
    Dictionary
    Chiama
    BuildOps.dir_between
    Dichiarato in scripts/sim/route_builder.gd:104
  • RouteBuilder._rough static funcThe first pass.
    Link a questa vocestatic 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 into out_crossings.

    Parametri
    • m: WorldMap
    • kind: String
    • start: Vector2i
    • start_dir: int
    • goal: Vector2i
    • goal_dir: int
    • reserved: Dictionary
    • budget: int
    • jumps: Dictionary = {}
    • out_crossings: Array = []
    Valore restituito
    Array[Vector2i]
    Chiama
    Pathfinder._push, Pathfinder._pop, Const.opp
    Dichiarato in scripts/sim/route_builder.gd:140
  • RouteBuilder._refine static funcThe second pass: the best-shaped path through corridor (see _corridor).
    Link a questa vocestatic 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 shape remembers 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 [] when budget runs out.

    Parametri
    • m: WorldMap
    • kind: String
    • rough: Array[Vector2i]
    • corridor: Dictionary
    • start_dir: int
    • goal_dir: int
    • reserved: Dictionary
    • budget: int
    • weight: float
    Valore restituito
    Array[Vector2i]
    Chiama
    Pathfinder._push, Pathfinder._pop, Const.opp
    Dichiarato in scripts/sim/route_builder.gd:222
  • RouteBuilder._corridor static 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.
    Link a questa vocestatic func _corridor(m: WorldMap, rough: Array[Vector2i]) -> Dictionary
    Parametri
    • m: WorldMap
    • rough: Array[Vector2i]
    Valore restituito
    Dictionary
    Dichiarato in scripts/sim/route_builder.gd:336
  • RouteBuilder.jumps_for static funcWhat find() may use to cross water and hills in year: every bridge style there is by then, cheapest first ("unit": a span tile's price in tiles of plain kind), and tunnels (likewise).
    Link a questa vocestatic func jumps_for(kind: String, year: int) -> Dictionary

    A caller may add "crossing": what each crossing costs on top of its tiles (CROSSING if not).

    Parametri
    • kind: String
    • year: int
    Valore restituito
    Dictionary
    Dichiarato in scripts/sim/route_builder.gd:399
  • RouteBuilder._jump static funcA bridge or tunnel from tile t heading d (see last_crossings for its keys, plus "cost" in tiles of track), or {} when there is none to build.
    Link a questa vocestatic func _jump(m: WorldMap, kind: String, t: Vector2i, d: int, jumps: Dictionary, reserved: Dictionary, cache: Dictionary) -> Dictionary

    A 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.

    Parametri
    • m: WorldMap
    • kind: String
    • t: Vector2i
    • d: int
    • jumps: Dictionary
    • reserved: Dictionary
    • cache: Dictionary
    Valore restituito
    Dictionary
    Chiama
    WorldMap.axis_of
    Dichiarato in scripts/sim/route_builder.gd:413
  • RouteBuilder._rises static funcWhether the ground on tile n climbs on its way across it heading d.
    Link a questa vocestatic func _rises(m: WorldMap, n: Vector2i, d: int) -> bool
    Parametri
    • m: WorldMap
    • n: Vector2i
    • d: int
    Valore restituito
    bool
    Chiama
    BuildOps.edge_heights, Const.opp
    Dichiarato in scripts/sim/route_builder.gd:447
  • RouteBuilder._bridge static funcThe shortest bridge from ramp t heading d that the player's bridge tool would allow, in the cheapest style long enough for it.
    Link a questa vocestatic func _bridge(m: WorldMap, kind: String, t: Vector2i, d: int, jumps: Dictionary, reserved: Dictionary) -> Dictionary
    Parametri
    • m: WorldMap
    • kind: String
    • t: Vector2i
    • d: int
    • jumps: Dictionary
    • reserved: Dictionary
    Valore restituito
    Dictionary
    Chiama
    BuildOps.edge_heights, Const.opp, BuildOps.plan_bridge
    Dichiarato in scripts/sim/route_builder.gd:455
  • RouteBuilder._tunnel static funcThe tunnel the player's tunnel tool would dig from the hillside just ahead of t (heading d): the line goes from t into it and comes out on the tile beyond its far mouth.
    Link a questa vocestatic func _tunnel(m: WorldMap, kind: String, t: Vector2i, d: int, jumps: Dictionary, reserved: Dictionary) -> Dictionary
    Parametri
    • m: WorldMap
    • kind: String
    • t: Vector2i
    • d: int
    • jumps: Dictionary
    • reserved: Dictionary
    Valore restituito
    Dictionary
    Chiama
    WorldMap.axis_of, BuildOps.edge_heights, BuildOps.plan_tunnel
    Dichiarato in scripts/sim/route_builder.gd:494
  • RouteBuilder._build_jumped static 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 into out_crossings.
    Link a questa vocestatic func _build_jumped(m: WorldMap, came: Dictionary, s: int, jumped: Dictionary, out_crossings: Array) -> Array[Vector2i]
    Parametri
    • m: WorldMap
    • came: Dictionary
    • s: int
    • jumped: Dictionary
    • out_crossings: Array
    Valore restituito
    Array[Vector2i]
    Dichiarato in scripts/sim/route_builder.gd:539
  • RouteBuilder._refine_between static 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.
    Link a questa vocestatic func _refine_between(m: WorldMap, kind: String, path: Array[Vector2i], crossings: Array, start_dir: int, goal_dir: int, reserved: Dictionary, budget: int) -> Array[Vector2i]
    Parametri
    • m: WorldMap
    • kind: String
    • path: Array[Vector2i]
    • crossings: Array
    • start_dir: int
    • goal_dir: int
    • reserved: Dictionary
    • budget: int
    Valore restituito
    Array[Vector2i]
    Dichiarato in scripts/sim/route_builder.gd:562
  • RouteBuilder._manhattan static func
    Link a questa vocestatic func _manhattan(a: Vector2i, b: Vector2i) -> float
    Parametri
    • a: Vector2i
    • b: Vector2i
    Valore restituito
    float

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/route_builder.gd:599
  • RouteBuilder._tile_cost static funcCost of putting a piece with bits on tile t, or -1 when it can't be built.
    Link a questa vocestatic func _tile_cost(m: WorldMap, kind: String, t: Vector2i, bits: int, fine: bool = false) -> float

    fine: for the second pass, which doesn't tell trees and slopes from open ground.

    Parametri
    • m: WorldMap
    • kind: String
    • t: Vector2i
    • bits: int
    • fine: bool = false
    Valore restituito
    float
    Chiama
    BuildOps.rail_tile_problem, BuildOps.road_tile_problem
    Dichiarato in scripts/sim/route_builder.gd:605
  • RouteBuilder._build static func
    Link a questa vocestatic func _build(m: WorldMap, came: Dictionary, s: int, per_tile: int) -> Array[Vector2i]
    Parametri
    • m: WorldMap
    • came: Dictionary
    • s: int
    • per_tile: int
    Valore restituito
    Array[Vector2i]

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/route_builder.gd:645

SaveGame

  • SaveGame.VERSION const
    Link a questa voceconst VERSION := 1

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/save_game.gd:6
  • SaveGame.DIR const
    Link a questa voceconst DIR := "user://saves"

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/save_game.gd:7
  • SaveGame.list_saves static func
    Link a questa vocestatic func list_saves() -> Array
    Valore restituito
    Array

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/save_game.gd:10
  • SaveGame.delete_save static func
    Link a questa vocestatic func delete_save(path: String) -> void
    Parametri
    • path: String
    Valore restituito
    void

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/save_game.gd:29
  • SaveGame._v static func
    Link a questa vocestatic func _v(v: Vector2i) -> Array
    Parametri
    • v: Vector2i
    Valore restituito
    Array

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/save_game.gd:36
  • SaveGame._vi static func
    Link a questa vocestatic func _vi(a: Array) -> Vector2i
    Parametri
    • a: Array
    Valore restituito
    Vector2i

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/save_game.gd:40
  • SaveGame._b64 static func
    Link a questa vocestatic func _b64(p: PackedByteArray) -> String
    Parametri
    • p: PackedByteArray
    Valore restituito
    String

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/save_game.gd:44
  • SaveGame._unb64 static func
    Link a questa vocestatic func _unb64(s: String) -> PackedByteArray
    Parametri
    • s: String
    Valore restituito
    PackedByteArray

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/save_game.gd:48
  • SaveGame.save static func
    Link a questa vocestatic func save(sim: Sim, path: String) -> Error
    Parametri
    • sim: Sim
    • path: String
    Valore restituito
    Error
    Chiama
    Mods.save_state, Town.size_of

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/save_game.gd:54
  • SaveGame.load_sim static func
    Link a questa vocestatic func load_sim(path: String) -> Sim
    Parametri
    • path: String
    Valore restituito
    Sim
    Chiama
    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

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/save_game.gd:177
  • SaveGame._order_out static funcAn order as saved: [station id, full, then each of Vehicle.ORDER_FLAGS].
    Link a questa vocestatic func _order_out(o: Dictionary) -> Array
    Parametri
    • o: Dictionary
    Valore restituito
    Array
    Dichiarato in scripts/sim/save_game.gd:532
  • SaveGame._order_in static funcAn order back from row (see _order_out), at station st.
    Link a questa vocestatic func _order_in(row: Array, st: Station) -> Dictionary

    Flags an older save didn't have are off.

    Parametri
    • row: Array
    • st: Station
    Valore restituito
    Dictionary
    Dichiarato in scripts/sim/save_game.gd:540
  • SaveGame._floats static func
    Link a questa vocestatic func _floats(src: Dictionary) -> Dictionary
    Parametri
    • src: Dictionary
    Valore restituito
    Dictionary

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/save_game.gd:547
  • SaveGame._ints static func
    Link a questa vocestatic func _ints(d: Dictionary) -> Dictionary
    Parametri
    • d: Dictionary
    Valore restituito
    Dictionary

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/save_game.gd:554
  • SaveGame._pairs static funccargo -> [units, $]
    Link a questa vocestatic func _pairs(d: Dictionary) -> Dictionary
    Parametri
    • d: Dictionary
    Valore restituito
    Dictionary
    Dichiarato in scripts/sim/save_game.gd:562
  • SaveGame._stat_month static func
    Link a questa vocestatic func _stat_month(mo: Dictionary) -> Dictionary
    Parametri
    • mo: Dictionary
    Valore restituito
    Dictionary

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/save_game.gd:569
  • SaveGame._course_out static funcA ship's course (see Vehicle.water_course) as [x, y, turn, x, y, turn, ...] over its route.
    Link a questa vocestatic func _course_out(v: Vehicle) -> Array
    Parametri
    • v: Vehicle
    Valore restituito
    Array
    Dichiarato in scripts/sim/save_game.gd:585
  • SaveGame._course_in static func
    Link a questa vocestatic func _course_in(v: Vehicle, a: Array) -> void
    Parametri
    • v: Vehicle
    • a: Array
    Valore restituito
    void

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/save_game.gd:596

SignalTraps

  • SignalTraps._memo_key static var
    Link a questa vocestatic var _memo_key := []

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/signal_traps.gd:17
  • SignalTraps._memo static var
    Link a questa vocestatic var _memo: Array = []

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/signal_traps.gd:18
  • SignalTraps.find static funcThe stations of who that one-way signals shut: [{"station", "way": "out" | "in", "signal"}], one per station ("out" when both are true), the order of map.stations.
    Link a questa vocestatic func find(sim: Sim, who: Company, over: Dictionary = {}) -> Array

    signal is 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.

    Parametri
    • sim: Sim
    • who: Company
    • over: Dictionary = {}
    Valore restituito
    Array
    Dichiarato in scripts/sim/signal_traps.gd:26
  • SignalTraps.after_click static funcWhat setting the signal on t to state would 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.
    Link a questa vocestatic func after_click(sim: Sim, who: Company, t: Vector2i, state: int) -> Dictionary

    A station that stays shut (say, the far end of a line made one-way) isn't news.

    Parametri
    • sim: Sim
    • who: Company
    • t: Vector2i
    • state: int
    Valore restituito
    Dictionary
    Dichiarato in scripts/sim/signal_traps.gd:64
  • SignalTraps.text static funcOne of find's rows in words.
    Link a questa vocestatic func text(r: Dictionary, when: String) -> String

    when: "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).

    Parametri
    • r: Dictionary
    • when: String
    Valore restituito
    String
    Chiama
    L.t
    Dichiarato in scripts/sim/signal_traps.gd:73
  • SignalTraps.blocker static funcThe tile of the one-way signal that keeps trains from getting between tiles and any of the goals tiles - out of tiles or, with inward, into them - or (-1, -1) when they can, or when there is no track between them at all.
    Link a questa vocestatic func blocker(m: WorldMap, tiles: Dictionary, goals: Dictionary, inward: bool, over: Dictionary = {}) -> Vector2i
    Parametri
    • m: WorldMap
    • tiles: Dictionary
    • goals: Dictionary
    • inward: bool
    • over: Dictionary = {}
    Valore restituito
    Vector2i
    Dichiarato in scripts/sim/signal_traps.gd:92
  • SignalTraps._passes static funcWhether a train heading h (or, inward, heading the other way) may pass tile n's signal.
    Link a questa vocestatic func _passes(m: WorldMap, n: Vector2i, h: int, inward: bool, over: Dictionary) -> bool
    Parametri
    • m: WorldMap
    • n: Vector2i
    • h: int
    • inward: bool
    • over: Dictionary
    Valore restituito
    bool
    Chiama
    Const.opp
    Dichiarato in scripts/sim/signal_traps.gd:104
  • SignalTraps._flood static funcFlood the rail network outward from tiles until one of goals is reached.
    Link a questa vocestatic func _flood(m: WorldMap, tiles: Dictionary, goals: Dictionary, obey: bool, inward: bool, over: Dictionary) -> Array

    Returns the steps from the start to that goal, [{"t": tile, "h": heading on entering it}], or [] when none is reached. obey false lets trains through one-way signals both ways.

    Parametri
    • m: WorldMap
    • tiles: Dictionary
    • goals: Dictionary
    • obey: bool
    • inward: bool
    • over: Dictionary
    Valore restituito
    Array
    Chiama
    Const.opp
    Dichiarato in scripts/sim/signal_traps.gd:112
  • SignalTraps._step static func
    Link a questa vocestatic func _step(m: WorldMap, tile: Vector2i, d: int, bits: int, from: int, obey: bool, inward: bool, over: Dictionary, came: Dictionary, queue: PackedInt32Array) -> void
    Parametri
    • m: WorldMap
    • tile: Vector2i
    • d: int
    • bits: int
    • from: int
    • obey: bool
    • inward: bool
    • over: Dictionary
    • came: Dictionary
    • queue: PackedInt32Array
    Valore restituito
    void

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/signal_traps.gd:142
  • SignalTraps._minus static func
    Link a questa vocestatic func _minus(a: Array, b: Array) -> Array
    Parametri
    • a: Array
    • b: Array
    Valore restituito
    Array

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/signal_traps.gd:156

TerrainGen

  • TerrainGen.generate static funcTerrain only (no towns or industries).
    Link a questa vocestatic func generate(m: WorldMap, seed_value: int) -> void

    WorldGen.generate builds a full world.

    Parametri
    • m: WorldMap
    • seed_value: int
    Valore restituito
    void
    Dichiarato in scripts/sim/terrain_gen.gd:7
  • TerrainGen.heights_from_image static funcHeights from a greyscale image (white = high, black = sea), like OpenTTD heightmaps.
    Link a questa vocestatic func heights_from_image(m: WorldMap, path: String) -> bool
    Parametri
    • m: WorldMap
    • path: String
    Valore restituito
    bool
    Dichiarato in scripts/sim/terrain_gen.gd:14
  • TerrainGen.generate_heights static funcwater: sea level 0 (low) ..
    Link a questa vocestatic func generate_heights(m: WorldMap, seed_value: int, water: int = 1, rough: int = 2, sample_scale: float = 1.0) -> void

    3 (islands). rough: 0 flat .. 3 mountainous. sample_scale stretches the noise so a small preview map shows the same world as a big one.

    Parametri
    • m: WorldMap
    • seed_value: int
    • water: int = 1
    • rough: int = 2
    • sample_scale: float = 1.0
    Valore restituito
    void
    Dichiarato in scripts/sim/terrain_gen.gd:30
  • TerrainGen.enforce_slopes static funcLower corners until every pair of edge-adjacent corners differs by at most one level.
    Link a questa vocestatic func enforce_slopes(m: WorldMap) -> void
    Parametri
    • m: WorldMap
    Valore restituito
    void
    Dichiarato in scripts/sim/terrain_gen.gd:73
  • TerrainGen.classify static funcTerrain types (from heights) and tree cover.
    Link a questa vocestatic func classify(m: WorldMap, seed_value: int) -> void
    Parametri
    • m: WorldMap
    • seed_value: int
    Valore restituito
    void
    Dichiarato in scripts/sim/terrain_gen.gd:100
  • TerrainGen.terrain_type static func
    Link a questa vocestatic func terrain_type(m: WorldMap, x: int, y: int) -> int
    Parametri
    • m: WorldMap
    • x: int
    • y: int
    Valore restituito
    int

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/terrain_gen.gd:123
  • TerrainGen.classify_tile static funcRe-derive one tile's terrain after its corners changed; trees only survive on grass.
    Link a questa vocestatic func classify_tile(m: WorldMap, x: int, y: int) -> void
    Parametri
    • m: WorldMap
    • x: int
    • y: int
    Valore restituito
    void
    Dichiarato in scripts/sim/terrain_gen.gd:138
  • TerrainGen._near_water static func
    Link a questa vocestatic func _near_water(m: WorldMap, x: int, y: int) -> bool
    Parametri
    • m: WorldMap
    • x: int
    • y: int
    Valore restituito
    bool

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/terrain_gen.gd:145

UndoStack

  • UndoStack.MAX_STEPS const
    Link a questa voceconst MAX_STEPS := 20

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/undo.gd:23
  • UndoStack.MAX_AGE_DAYS const
    Link a questa voceconst MAX_AGE_DAYS := 60.0

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/undo.gd:24
  • UndoStack.steps varoldest first
    Link a questa vocevar steps: Array = []Dichiarato in scripts/sim/undo.gd:29
  • UndoStack.enabled var
    Link a questa vocevar enabled := true

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/undo.gd:30
  • UndoStack.lost varThe step that was given up last, for the button's tooltip: {"what", "why"}.
    Link a questa vocevar lost := {}

    Emptied by the next action.

    Dichiarato in scripts/sim/undo.gd:32
  • UndoStack.clear func
    Link a questa vocefunc clear() -> void
    Valore restituito
    void

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/undo.gd:35
  • UndoStack.size func
    Link a questa vocefunc size() -> int
    Valore restituito
    int

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/undo.gd:40
  • UndoStack._tile static func
    Link a questa vocestatic func _tile(m: WorldMap, t: Vector2i) -> Array
    Parametri
    • m: WorldMap
    • t: Vector2i
    Valore restituito
    Array

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/undo.gd:46
  • UndoStack._put static func
    Link a questa vocestatic func _put(m: WorldMap, t: Vector2i, s: Array) -> void
    Parametri
    • m: WorldMap
    • t: Vector2i
    • s: Array
    Valore restituito
    void

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/undo.gd:52
  • UndoStack._station static func
    Link a questa vocestatic func _station(m: WorldMap, st: Station) -> Array
    Parametri
    • m: WorldMap
    • st: Station
    Valore restituito
    Array

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/undo.gd:83
  • UndoStack._orders_to static func
    Link a questa vocestatic func _orders_to(sim: Sim, st: Station) -> int
    Parametri
    • sim: Sim
    • st: Station
    Valore restituito
    int

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/undo.gd:89
  • UndoStack.bulldoze_tiles static funcEvery tile a bulldoze of rect may 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.
    Link a questa vocestatic func bulldoze_tiles(m: WorldMap, rect: Rect2i) -> Array
    Parametri
    • m: WorldMap
    • rect: Rect2i
    Valore restituito
    Array
    Chiama
    WorldMap.crossing_tiles, Town.footprint, Town.anchor_of
    Dichiarato in scripts/sim/undo.gd:100
  • UndoStack.terraform_tiles static funcEvery tile raising or lowering corners may change (see BuildOps.apply_terraform).
    Link a questa vocestatic func terraform_tiles(m: WorldMap, corners: Array) -> Array
    Parametri
    • m: WorldMap
    • corners: Array
    Valore restituito
    Array
    Dichiarato in scripts/sim/undo.gd:124
  • UndoStack.begin funcCall before an action changes anything.
    Link a questa vocefunc begin(sim: Sim, who: Company, tiles: Array, opt: Dictionary = {}) -> Dictionary

    tiles: 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 on tiles), "ratings" (it may move council ratings). Returns what commit needs; {} when the action isn't the player's (nothing is recorded then).

    Parametri
    • sim: Sim
    • who: Company
    • tiles: Array
    • opt: Dictionary = {}
    Valore restituito
    Dictionary
    Dichiarato in scripts/sim/undo.gd:142
  • UndoStack._log_of static func
    Link a questa vocestatic func _log_of(t: Town, cid: int) -> Variant
    Parametri
    • t: Town
    • cid: int
    Valore restituito
    Variant

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/undo.gd:171
  • UndoStack.commit funcCall when the action is done and paid for.
    Link a questa vocefunc commit(sim: Sim, u: Dictionary, kind: String, info: Dictionary = {}) -> void

    kind and info ("n": how many tiles, "name": a station's or town's name, "category": the ledger line it was paid from) only describe it.

    Parametri
    • sim: Sim
    • u: Dictionary
    • kind: String
    • info: Dictionary = {}
    Valore restituito
    void
    Dichiarato in scripts/sim/undo.gd:177
  • UndoStack._month static func
    Link a questa vocestatic func _month(sim: Sim) -> Vector2i
    Parametri
    • sim: Sim
    Valore restituito
    Vector2i
    Chiama
    Calendar.from_day

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/undo.gd:237
  • UndoStack.describe static funcA step in words: "12 tiles of rail", "Ashford North", "demolition of 3 tiles".
    Link a questa vocestatic func describe(step: Dictionary) -> String
    Parametri
    • step: Dictionary
    Valore restituito
    String
    Chiama
    L.n, L.t
    Dichiarato in scripts/sim/undo.gd:245
  • UndoStack._problem funcWhy the newest step can't be undone now: [reason, given up for good].
    Link a questa vocefunc _problem(sim: Sim, step: Dictionary) -> Array

    ["", false] when it can.

    Parametri
    • sim: Sim
    • step: Dictionary
    Valore restituito
    Array
    Chiama
    L.t
    Dichiarato in scripts/sim/undo.gd:266
  • UndoStack._vehicle_on func
    Link a questa vocefunc _vehicle_on(sim: Sim, step: Dictionary) -> bool
    Parametri
    • sim: Sim
    • step: Dictionary
    Valore restituito
    bool

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/undo.gd:299
  • UndoStack._block_held funcWith realistic blocking: whether a train holds (stands in, or has been let into) a block of track that undoing the step would take away.
    Link a questa vocefunc _block_held(sim: Sim, step: Dictionary) -> bool
    Parametri
    • sim: Sim
    • step: Dictionary
    Valore restituito
    bool
    Dichiarato in scripts/sim/undo.gd:320
  • UndoStack.status funcFor the Undo button: {"can", "what", "money" (what undoing pays back), "tip"}.
    Link a questa vocefunc status(sim: Sim) -> Dictionary

    A step that can never be undone again is dropped here, with everything older.

    Parametri
    • sim: Sim
    Valore restituito
    Dictionary
    Chiama
    L.t, Fmt.money
    Dichiarato in scripts/sim/undo.gd:340
  • UndoStack.undo funcUndo the newest step.
    Link a questa vocefunc undo(sim: Sim) -> Dictionary

    Returns {"ok", "text" (what to tell the player), "what", "money"}.

    Parametri
    • sim: Sim
    Valore restituito
    Dictionary
    Chiama
    L.t, Fmt.money
    Dichiarato in scripts/sim/undo.gd:362
  • UndoStack._revert func
    Link a questa vocefunc _revert(sim: Sim, step: Dictionary) -> void
    Parametri
    • sim: Sim
    • step: Dictionary
    Valore restituito
    void

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/undo.gd:376

WorldGen

  • WorldGen.DENSITY constOptions: "water" 0..3 (sea level), "rough" 0..3 (terrain), "towns" / "industries" 0..3 (density), "heightmap" (path to a greyscale image, OpenTTD-style).
    Link a questa voceconst DENSITY := [0.55, 1.0, 1.5, 2.2]Dichiarato in scripts/sim/world_gen.gd:8
  • WorldGen.INDUSTRY_AREA constTiles 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.
    Link a questa voceconst INDUSTRY_AREA := 120.0 * 120.0Dichiarato in scripts/sim/world_gen.gd:11
  • WorldGen.FEED_MIN constHow 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.
    Link a questa voceconst FEED_MIN := 18.0Dichiarato in scripts/sim/world_gen.gd:14
  • WorldGen.FEED_MAX const
    Link a questa voceconst FEED_MAX := 50.0

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/world_gen.gd:15
  • WorldGen.SAME_APART_MAX constUpper bound on how far apart two industries of one type are kept (see _place_industries).
    Link a questa voceconst SAME_APART_MAX := 32.0Dichiarato in scripts/sim/world_gen.gd:17
  • WorldGen.SPREAD_TRIES constUsable sites weighed for each industry placed at random; the one farthest from its own kind wins.
    Link a questa voceconst SPREAD_TRIES := 8Dichiarato in scripts/sim/world_gen.gd:19
  • WorldGen.TOWN_SITE_TOWNS constAn industry that stands by a town (a printing works) looks around the biggest few towns, up to TOWN_SITE_MAX tiles from the centre.
    Link a questa voceconst TOWN_SITE_TOWNS := 4Dichiarato in scripts/sim/world_gen.gd:22
  • WorldGen.TOWN_SITE_MAX const
    Link a questa voceconst TOWN_SITE_MAX := 16.0

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/world_gen.gd:23
  • WorldGen.TOWN_INDUSTRY_MIN constHow 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).
    Link a questa voceconst TOWN_INDUSTRY_MIN := 14.0Dichiarato in scripts/sim/world_gen.gd:26
  • WorldGen.TOWN_INDUSTRY_FALLBACK const
    Link a questa voceconst TOWN_INDUSTRY_FALLBACK := 10.0

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/world_gen.gd:27
  • WorldGen.TOWN_EXTRA const
    Link a questa voceconst TOWN_EXTRA

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/world_gen.gd:28
  • WorldGen.generate static func
    Link a questa vocestatic func generate(m: WorldMap, seed_value: int, opts: Dictionary = {}) -> void
    Parametri
    • m: WorldMap
    • seed_value: int
    • opts: Dictionary = {}
    Valore restituito
    void
    Chiama
    Data.era_index, L.t, TerrainGen.heights_from_image, TerrainGen.generate_heights, TerrainGen.classify

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/world_gen.gd:31
  • WorldGen.add_rig_docks static funcEvery industry out at sea gets its own open dock (see BuildOps.add_rig_dock).
    Link a questa vocestatic func add_rig_docks(m: WorldMap) -> void
    Parametri
    • m: WorldMap
    Valore restituito
    void
    Chiama
    BuildOps.add_rig_dock
    Dichiarato in scripts/sim/world_gen.gd:57
  • WorldGen._place_industries static func
    Link a questa vocestatic func _place_industries(m: WorldMap, rng: RandomNumberGenerator, density: float = 1.0) -> void
    Parametri
    • m: WorldMap
    • rng: RandomNumberGenerator
    • density: float = 1.0
    Valore restituito
    void
    Chiama
    Data.opens, Data.accepts

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/world_gen.gd:65
  • WorldGen._place_town_industries static 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.
    Link a questa vocestatic func _place_town_industries(m: WorldMap, rng: RandomNumberGenerator, density: float) -> void
    Parametri
    • m: WorldMap
    • rng: RandomNumberGenerator
    • density: float
    Valore restituito
    void
    Chiama
    Data.opens
    Dichiarato in scripts/sim/world_gen.gd:84
  • WorldGen._place_kind static funcPut down a new map's industries of type (see type_count) and return them.
    Link a questa vocestatic func _place_kind(m: WorldMap, rng: RandomNumberGenerator, room: Vector2i, type: String, density: float) -> Array
    Parametri
    • m: WorldMap
    • rng: RandomNumberGenerator
    • room: Vector2i
    • type: String
    • density: float
    Valore restituito
    Array
    Dichiarato in scripts/sim/world_gen.gd:93
  • WorldGen.industry_room static funcThe room there is to build industries in: x land tiles (for industries ashore), y open water (for those at sea).
    Link a questa vocestatic func industry_room(m: WorldMap) -> Vector2i

    Sampled every other tile, which is plenty for a head count.

    Parametri
    • m: WorldMap
    Valore restituito
    Vector2i
    Dichiarato in scripts/sim/world_gen.gd:110
  • WorldGen.type_count static funcHow many industries of type a map with room (see industry_room) gets at density: counts follow the room there is to build in, and every type gets at least one.
    Link a questa vocestatic func type_count(room: Vector2i, type: String, density: float) -> int
    Parametri
    • room: Vector2i
    • type: String
    • density: float
    Valore restituito
    int
    Dichiarato in scripts/sim/world_gen.gd:124
  • WorldGen.spacing static funcHow far apart count industries of type are kept.
    Link a questa vocestatic func spacing(room: Vector2i, type: String, count: int) -> float

    Two 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).

    Parametri
    • room: Vector2i
    • type: String
    • count: int
    Valore restituito
    float
    Dichiarato in scripts/sim/world_gen.gd:132
  • WorldGen.find_site static funcWhere a new industry of type goes: near producers in unserved (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.
    Link a questa vocestatic func find_site(m: WorldMap, rng: RandomNumberGenerator, type: String, apart: float, unserved: Array) -> Vector3i

    A 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.

    Parametri
    • m: WorldMap
    • rng: RandomNumberGenerator
    • type: String
    • apart: float
    • unserved: Array
    Valore restituito
    Vector3i
    Dichiarato in scripts/sim/world_gen.gd:144
  • WorldGen.put_industry static funcPut an industry of type with id id on spot (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.
    Link a questa vocestatic func put_industry(m: WorldMap, id: int, type: String, spot: Vector3i) -> Industry

    Returns it.

    Parametri
    • m: WorldMap
    • id: int
    • type: String
    • spot: Vector3i
    Valore restituito
    Industry
    Dichiarato in scripts/sim/world_gen.gd:162
  • WorldGen._site_level static funcThe level a site kind 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.
    Link a questa vocestatic func _site_level(m: WorldMap, site: String, x: int, y: int) -> int
    Parametri
    • m: WorldMap
    • site: String
    • x: int
    • y: int
    Valore restituito
    int
    Dichiarato in scripts/sim/world_gen.gd:178
  • WorldGen.unserved_feeders static funcIndustries making something type accepts that have no taker within FEED_MAX tiles yet.
    Link a questa vocestatic func unserved_feeders(m: WorldMap, type: String) -> Array

    For a plant that needs every input, all of them, taken or not: it can't work on one alone.

    Parametri
    • m: WorldMap
    • type: String
    Valore restituito
    Array
    Chiama
    Data.accepts
    Dichiarato in scripts/sim/world_gen.gd:189
  • WorldGen._feeders_of_own static funcIndustries making something type accepts that have no industry of type within FEED_MAX tiles: for a second customer of a cargo (a paper mill, where the forests already have a sawmill).
    Link a questa vocestatic func _feeders_of_own(m: WorldMap, type: String) -> Array
    Parametri
    • m: WorldMap
    • type: String
    Valore restituito
    Array
    Chiama
    Data.accepts
    Dichiarato in scripts/sim/world_gen.gd:225
  • WorldGen._site_near_feeders static funcA site FEED_MIN..FEED_MAX tiles from a producer in unserved and at least apart tiles from any other type: 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.
    Link a questa vocestatic func _site_near_feeders(m: WorldMap, rng: RandomNumberGenerator, site: String, type: String, apart: float, unserved: Array) -> Vector3i

    z is -1 when none turned up.

    Parametri
    • m: WorldMap
    • rng: RandomNumberGenerator
    • site: String
    • type: String
    • apart: float
    • unserved: Array
    Valore restituito
    Vector3i
    Chiama
    Data.accepts
    Dichiarato in scripts/sim/world_gen.gd:239
  • WorldGen._site_spread static funcA usable site anywhere on the map: of SPREAD_TRIES random ones, the farthest from other industries of type (best-candidate sampling, which spreads them out without a hard rule that could leave one unplaced).
    Link a questa vocestatic func _site_spread(m: WorldMap, rng: RandomNumberGenerator, site: String, type: String) -> Vector3i

    z is -1 when no usable site turned up.

    Parametri
    • m: WorldMap
    • rng: RandomNumberGenerator
    • site: String
    • type: String
    Valore restituito
    Vector3i
    Dichiarato in scripts/sim/world_gen.gd:286
  • WorldGen._site_by_town static funcA site by one of the TOWN_SITE_TOWNS biggest towns, at least apart tiles from any other type: 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.
    Link a questa vocestatic func _site_by_town(m: WorldMap, rng: RandomNumberGenerator, type: String, apart: float) -> Vector3i

    z is -1 when none turned up.

    Parametri
    • m: WorldMap
    • rng: RandomNumberGenerator
    • type: String
    • apart: float
    Valore restituito
    Vector3i
    Dichiarato in scripts/sim/world_gen.gd:309
  • WorldGen.level_ground static 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.
    Link a questa vocestatic func level_ground(m: WorldMap, ind: Industry) -> Rect2i

    Returns the tiles that changed.

    Parametri
    • m: WorldMap
    • ind: Industry
    Valore restituito
    Rect2i
    Chiama
    TerrainGen.classify_tile
    Dichiarato in scripts/sim/world_gen.gd:334
  • WorldGen._gap_to_kind static funcDistance from c to the nearest industry of type, INF when there is none yet.
    Link a questa vocestatic func _gap_to_kind(m: WorldMap, type: String, c: Vector2) -> float
    Parametri
    • m: WorldMap
    • type: String
    • c: Vector2
    Valore restituito
    float
    Dichiarato in scripts/sim/world_gen.gd:348
  • WorldGen._sea_site_ok static funcOffshore: open water all over the footprint and a margin, with a shore close enough for a dock.
    Link a questa vocestatic func _sea_site_ok(m: WorldMap, x: int, y: int) -> bool
    Parametri
    • m: WorldMap
    • x: int
    • y: int
    Valore restituito
    bool
    Dichiarato in scripts/sim/world_gen.gd:357
  • WorldGen._near_coast static funcA harbour sits on the shore: open water within a couple of tiles of its footprint.
    Link a questa vocestatic func _near_coast(m: WorldMap, x: int, y: int) -> bool
    Parametri
    • m: WorldMap
    • x: int
    • y: int
    Valore restituito
    bool
    Dichiarato in scripts/sim/world_gen.gd:380
  • WorldGen._industry_site_level static funcReturns the level the footprint can be flattened to, or -1 if the site is unusable.
    Link a questa vocestatic func _industry_site_level(m: WorldMap, x: int, y: int) -> int

    Flattening only lowers corners by one, and only where that keeps neighbours within one level.

    Parametri
    • m: WorldMap
    • x: int
    • y: int
    Valore restituito
    int
    Dichiarato in scripts/sim/world_gen.gd:391
  • WorldGen._site_clear static 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).
    Link a questa vocestatic func _site_clear(m: WorldMap, x: int, y: int) -> bool

    This 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.

    Parametri
    • m: WorldMap
    • x: int
    • y: int
    Valore restituito
    bool
    Dichiarato in scripts/sim/world_gen.gd:419
  • WorldGen._name_industries static func
    Link a questa vocestatic func _name_industries(m: WorldMap) -> void
    Parametri
    • m: WorldMap
    Valore restituito
    void

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/world_gen.gd:433
  • WorldGen.industry_name static funcAn industry is named after the nearest town: "Ashford Coal Mine".
    Link a questa vocestatic func industry_name(m: WorldMap, ind: Industry) -> String
    Parametri
    • m: WorldMap
    • ind: Industry
    Valore restituito
    String
    Chiama
    L.t, L.tidy
    Dichiarato in scripts/sim/world_gen.gd:439
  • WorldGen._place_towns static func
    Link a questa vocestatic func _place_towns(m: WorldMap, rng: RandomNumberGenerator, density: float = 1.0, opts: Dictionary = {}) -> void
    Parametri
    • m: WorldMap
    • rng: RandomNumberGenerator
    • density: float = 1.0
    • opts: Dictionary = {}
    Valore restituito
    void
    Chiama
    L.t, Town.pick_style

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/world_gen.gd:453
  • WorldGen._town_site_ok static func
    Link a questa vocestatic func _town_site_ok(m: WorldMap, x: int, y: int, spacing: float = 22.0, industry_clear: float = TOWN_INDUSTRY_MIN) -> bool
    Parametri
    • m: WorldMap
    • x: int
    • y: int
    • spacing: float = 22.0
    • industry_clear: float = TOWN_INDUSTRY_MIN
    Valore restituito
    bool
    Chiama
    BuildOps.can_build_house

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/world_gen.gd:481
  • WorldGen._town_name static func
    Link a questa vocestatic func _town_name(rng: RandomNumberGenerator, used: Dictionary) -> String
    Parametri
    • rng: RandomNumberGenerator
    • used: Dictionary
    Valore restituito
    String
    Chiama
    Data.town_prefixes, Data.town_suffixes, L.t

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/world_gen.gd:502
  • WorldGen._clear_trees static func
    Link a questa vocestatic func _clear_trees(m: WorldMap) -> void
    Parametri
    • m: WorldMap
    Valore restituito
    void

    Questa voce non descrive ancora il comportamento.

    Dichiarato in scripts/sim/world_gen.gd:517

Opzioni dei file

I nomi dei campi distinguono maiuscole e minuscole. Le sezioni collegate contengono esempi e spiegano come usare ogni file.

File o sezioneCampi obbligatoriCampi facoltativi
mod.jsonidname, version, author, description
data.json → vehicles.<id>name, kind, cargos, speed, cost e run. Usa look o model e aggiungi max_wagons per le locomotive o cap per gli altri veicoli.desc, year, rel, electric, steam, length
data.json → cargo.<id>ID di carico esistenterate, days
data.json → town_namesNessunoprefixes, suffixes, replace
data.json → company_namesElenco di nomiNessuno
maps/<name>.jsonNessunoname, description, settings

In settings puoi impostare w e h (64, 128, 256, 512, 1024), year (1950, 1960, 1970, 1980, 1990, 2000), e towns, industries, rough e water (indici da 0 a 3). rough va da pianeggiante a montuoso. water va da basso a isole, passando per normale e alto.

Il booleano steam attiva gli effetti e il comportamento delle locomotive a vapore. length indica la lunghezza in caselle di un modello personalizzato.

Il dizionario Sim.options contiene cost, blocking, ai_level, max_loan, depots, breakdowns e goal. Sono opzioni della simulazione. Per le mod delle mappe usa i campi di settings elencati sopra.

ID dei carichi

IDNome
paxPassengers
coalCoal
woodWood
grainGrain
oilOil
goodsGoods
foodFood
iron_oreIron ore
steelSteel
fishFish
mailMail
plasticsPlastics
wasteWaste
electronicsElectronics
carsCars
paperPaper
newsNewspapers

Modelli del gioco base

IDNomeTipo
cargoplanePelican Freighterair
cargopropStork Cargo Propair
eplaneBreeze Electric Commuterair
h2linerAurora H2 Airlinerair
jetAlbatross Jetair
jumboCondor Jumboair
mailplanePetrel Mailplaneair
narrowbodyFalcon Narrowbodyair
propSkylark Propair
regionalSwift Regional Jetair
superjumboLeviathan Double-Deckair
supersonicArrow Supersonicair
turbopropKittiwake Turbopropair
widebodyOsprey Widebodyair
dieselMeridian Dieselrail
efreightTempest Electric Freightrail
electricAurora Electricrail
expressVanguard Expressrail
heavydieselIronclad Freight Dieselrail
hstSwift High-Speedrail
hydrogenZephyr Hydrogenrail
mogulHighland Mogulrail
railcarSparrow Railcarrail
steamKestrel Steamrail
tankBrigand Tank Enginerail
tiltingSwallow Tilting Expressrail
artbusComet Articulatedroad
busComet City Busroad
bus2Comet Coachroad
cartruckAtlas Car Transporterroad
ddbusComet Double-Deckerroad
ebusVolt Electric Busroad
etruckVolt Electric Truckroad
roadtrainTitan Road Trainroad
truckAtlas Haulerroad
truck2Atlas Hauler Mk IIroad
truck3Atlas Hauler Mk IIIroad
bulkerGranite Bulk Carrierwater
containerAtlas Box Carrierwater
eferryRipple Electric Ferrywater
ferryGull Ferrywater
freighterTern Freighterwater
hydrofoilSkimmer Hydrofoilwater
linerMajestic Linerwater
tankerPetrel Tankerwater