Símbolos de scripts
O índice lista funções, propriedades, sinais, constantes e enumerações nomeadas das classes da simulação e de mods. As assinaturas e os comentários do código estão em inglês. Mod define os pontos de entrada dos scripts. As demais classes e os membros que começam com sublinhado podem mudar entre versões.
Resultados
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Mod
Mod.infovarMetadata for the loaded mod.Link para esta entradavar info := {}Common keys are
Declarado emid,name,version,author,description, andpath. Use this to inspect which copy was loaded.scripts/core/mod.gd:21Mod._on_loadfuncRuns after Fourways reapplies enabled mods, including after a rescan.Link para esta entradafunc _on_load() -> voidRead mod files or initialize settings here. Use
_on_new_gameor_on_game_loadedfor work that needs a simulation.- Retorno
void
scripts/core/mod.gd:25Mod._on_new_gamefuncA new game has been created (world generated, companies founded), before the first day.Link para esta entradafunc _on_new_game(_sim: Sim) -> void- Parâmetros
_sim: Sim
- Retorno
void
scripts/core/mod.gd:30Mod._on_game_loadedfuncA saved game has been loaded.Link para esta entradafunc _on_game_loaded(_sim: Sim) -> void- Parâmetros
_sim: Sim
- Retorno
void
scripts/core/mod.gd:35Mod._on_dayfuncRuns once for each simulated calendar day after daily town, competitor and vehicle updates, and before the daily goal checks and month-end bookkeeping.Link para esta entradafunc _on_day(_sim: Sim) -> voidRead
sim.day_intfor the day that has just started.- Parâmetros
_sim: Sim
- Retorno
void
scripts/core/mod.gd:40Mod._on_monthfuncRuns at the month boundary after Fourways closes the previous month’s accounts.Link para esta entradafunc _on_month(_sim: Sim) -> voidMoney credited here is recorded in the new month.
- Parâmetros
_sim: Sim
- Retorno
void
Exemplo
Declarado emfunc _on_month(sim: Sim) -> void: sim.company.earn(500) news(sim, L.t("Monthly transport grant"), "good")scripts/core/mod.gd:45Mod._on_yearfuncAt the start of every year;yearis the one that has just ended.Link para esta entradafunc _on_year(_sim: Sim, _year: int) -> void- Parâmetros
_sim: Sim_year: int
- Retorno
void
scripts/core/mod.gd:50Mod._on_deliveryfuncRuns after a vehicle earns a fare by delivering cargo.Link para esta entradafunc _on_delivery(_sim: Sim, _vehicle: Vehicle, _station: Station, _amount: int) -> voidamountis the total payment for that unload, in game dollars. It is not the number of units delivered or a per-cargo breakdown.- Parâmetros
_sim: Sim_vehicle: Vehicle_station: Station_amount: int
- Retorno
void
scripts/core/mod.gd:55Mod._on_vehicle_boughtfuncA vehicle has been bought.Link para esta entradafunc _on_vehicle_bought(_sim: Sim, _vehicle: Vehicle) -> void- Parâmetros
_sim: Sim_vehicle: Vehicle
- Retorno
void
scripts/core/mod.gd:60Mod._on_station_builtfuncA station has been built (or extended).Link para esta entradafunc _on_station_built(_sim: Sim, _station: Station) -> void- Parâmetros
_sim: Sim_station: Station
- Retorno
void
scripts/core/mod.gd:65Mod._on_newsfuncRuns before a news item is posted.Link para esta entradafunc _on_news(_sim: Sim, _item: Dictionary) -> boolReturn
falseto suppress it ortrueto let it proceed through the other active mods. The item includestext,kind,pos, andday. Posting news from this hook calls the hook again.- Parâmetros
_sim: Sim_item: Dictionary
- Retorno
bool
scripts/core/mod.gd:70Mod._savefuncReturns the mod’s persistent state as a dictionary of plain values.Link para esta entradafunc _save(_sim: Sim) -> DictionaryAn empty dictionary is omitted, so
_loadwill not run for that save. Return the data rather than writing a separate file.- Parâmetros
_sim: Sim
- Retorno
Dictionary
scripts/core/mod.gd:76Mod._loadfuncRestores this mod’s data before_on_game_loaded.Link para esta entradafunc _load(_sim: Sim, _data: Dictionary) -> voidCalled only if the save contains a dictionary for this mod’s ID. Use
data.get("key", default)so older saves can omit keys added by a later mod version.- Parâmetros
_sim: Sim_data: Dictionary
- Retorno
void
scripts/core/mod.gd:80Mod.newsfuncPost a news item ("good", "info", "warn" or "bad").Link para esta entradafunc news(sim: Sim, text: String, kind: String = "info", at: Vector2 = Vector2(-1, -1)) -> voidatis a tile to jump to when it's clicked.- Parâmetros
sim: Simtext: Stringkind: String = "info"at: Vector2 = Vector2(-1, -1)
- Retorno
void
scripts/core/mod.gd:87Mod.notefuncWrite a line to the game's log, tagged with the mod's id.Link para esta entradafunc note(text: String) -> void- Parâmetros
text: String
- Retorno
void
scripts/core/mod.gd:92Mod.pathfuncA file inside the mod's folder, e.g.Link para esta entradafunc path(file: String) -> Stringpath("data/extra.json").
- Parâmetros
file: String
- Retorno
String
scripts/core/mod.gd:97
Sim
Sim.news_postedsignal{"text", "kind": good|info|warn|bad, "pos": Vector2, "day"[, "veh"][, "urgent"][, "world"]}Link para esta entradasignal news_posted(item: Dictionary)- Parâmetros
item: Dictionary
- Retorno
signal news_posted(item: Dictionary)
scripts/sim/sim.gd:6Sim.incomesignalLink para esta entradasignal income(vehicle: Vehicle, station: Station, amount: int)- Parâmetros
vehicle: Vehiclestation: Stationamount: int
- Retorno
signal income(vehicle: Vehicle, station: Station, amount: int)
Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/sim.gd:7Sim.vehicles_changedsignalLink para esta entradasignal vehicles_changed- Retorno
signal vehicles_changed
Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/sim.gd:8Sim.company_bankruptsignalLink para esta entradasignal company_bankrupt(c: Company)- Parâmetros
c: Company
- Retorno
signal company_bankrupt(c: Company)
Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/sim.gd:9Sim.SPEEDSconstLink para esta entradaconst SPEEDS := [0, 1, 2, 4, 8]Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/sim.gd:11Sim.mapvarThe live world map.Link para esta entradavar map: WorldMapUse it to read towns, industries, stations, and terrain. Use simulation construction methods when changing infrastructure.
Declarado emscripts/sim/sim.gd:13Sim.companiesvarThe companies in the current simulation, including the player.Link para esta entradavar companies: Array[Company] = []Compare a vehicle or station’s owner with a company object to filter its assets.
Declarado emscripts/sim/sim.gd:14Sim.companyvarThe player’s company.Link para esta entradavar company: CompanyUse its
Declarado emidfor council ratings and itsearn()andspend()methods to record changes in the accounts.scripts/sim/sim.gd:15Sim.vehiclesvarThe vehicles active in the current simulation.Link para esta entradavar vehicles: Array[Vehicle] = []Use buying and selling methods to manage ownership and accounting.
Declarado emscripts/sim/sim.gd:16Sim.next_vehicle_idvarLink para esta entradavar next_vehicle_id := 1Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/sim.gd:17Sim.seed_valuevarLink para esta entradavar seed_value := 0Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/sim.gd:18Sim.rngvarThe simulation’s seeded random-number generator.Link para esta entradavar rng := RandomNumberGenerator.new()Calls advance the same random stream the simulation uses.
Declarado emscripts/sim/sim.gd:19Sim.dayvarLink para esta entradavar day := 0.0Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/sim.gd:20Sim.day_intvarLink para esta entradavar day_int := 0Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/sim.gd:21Sim.speedvarLink para esta entradavar speed := 1Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/sim.gd:22Sim.newsvarLink para esta entradavar news: Array = []Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/sim.gd:23Sim.aisvarAI controllers (see ai.gd)Sim.optionsvarGame rules chosen at setup: "cost" construction cost multiplier, "blocking" (trains wait for each other at signals, and crash into each other where there are none), "ai_level" 0..2, "max_loan".Link para esta entradavar 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).
Declarado emscripts/sim/sim.gd:29Sim.occupiedvarsignal block id -> Vehicle (realistic blocking only)Sim.CRASH_RconstTrain crashes (see _check_crashes).Link para esta entradaconst CRASH_R := 0.25Not saved: after loading, trains that already overlap are let go until they part. how close a train's nose may come to another train before they touch
Declarado emscripts/sim/sim.gd:33Sim.CRASH_STEPconstthe most a train moves between two crash checksSim.CRASH_CELLconstmap cells (in tiles) for finding trains near each otherSim._touchingvar"id:id" -> true: trains overlapping at the last check that didn't crashSim._checkedvarvehicle id -> true: trains taking part in the last checkSim.WRECK_DAYSconstCrashed trains lying on the line until it is cleared, WRECK_DAYS later: [{"pos": Vector2 (where they met), "day": float, "trains": [Vehicle, Vehicle] (as they were, for the view), "tiles": {Vector2i: true}}].Link para esta entradaconst WRECK_DAYS := 20.0Trains stop short of a wreck's tiles (see wreck_tiles). Not saved.
Declarado emscripts/sim/sim.gd:41Sim.wrecksvarLink para esta entradavar wrecks: Array = []Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/sim.gd:42Sim.wreck_tilesvarVector2i -> true: track blocked by a wreckSim.road_atvarQueues (RAIL-26): who is where, worked out afresh at the start of every advance (_index_queues) and kept up to date as vehicles take a berth or a stand.Link para esta entradavar road_at := PackedInt32Array()Road vehicles by the tile their front is in, as lists threaded through
Declarado emroad_next, so each one only looks at the few near it. tile index -> index in road_list of a road vehicle there (-1: none)scripts/sim/sim.gd:47Sim.road_listvarLink para esta entradavar road_list: Array[Vehicle] = []Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/sim.gd:48Sim.road_nextvarindex in road_list -> the next one in the same tile (-1: none)Sim._road_tilesvarthe tiles set in road_at, to clear againSim.ships_atvartile -> a ship whose front is in itSim.standsvarStation -> aircraft on the ground there or coming in to landSim.holding_overvarStation -> aircraft holding over itSim.missing_modsvarAfter loading: mods this game was saved with that aren't switched on now, and vehicles left out because their model came from one of them.Sim.dropped_vehiclesvarLink para esta entradavar dropped_vehicles := 0Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/sim.gd:57Sim.undovarThe player's last construction actions, for Ctrl+Z (see undo.gd).Sim.goalsvarfirst steps, achievements and the company goal (RAIL-25)Sim.opportunitiesvarsubsidies and town requests (RAIL-24)Sim.linesvarThe player's lines: vehicles sharing one order list (see line.gd).Sim.next_line_idvarLink para esta entradavar next_line_id := 1Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/sim.gd:64Sim.next_industry_idvarIndustries open and close during the game (RAIL-23, IndustryLife).Link para esta entradavar next_industry_id := 0Ids are never used twice, so nothing that remembers a closed industry's id mistakes a new one for it (see new_industry_id).
Declarado emscripts/sim/sim.gd:67Sim.industry_targetvarHow many industries the map started with (counted at the first month end): openings and closures lean back toward it.Sim.industry_roomvarThe room the map has for industries (WorldGen.industry_room), worked out when first needed.Link para esta entradavar industry_room := Vector2i(-1, -1)Not saved: the coast hardly moves in a game.
Declarado emscripts/sim/sim.gd:73Sim.introduce_waitvarA new era's kinds of industry that found no site (IndustryLife._introduce): type -> the game day before which they are not tried again.Sim.createstatic funcA brand-new game from setup parameters (see the new-game screen for the keys).Link para esta entradastatic func create(params: Dictionary) -> Sim- Parâmetros
params: Dictionary
- Retorno
Sim
scripts/sim/sim.gd:80Sim._initfuncLink para esta entradafunc _init(p_seed: int, size: int = Const.MAP_SIZE, generate: bool = true, size_h: int = -1) -> void- Parâmetros
p_seed: intsize: int = Const.MAP_SIZEgenerate: bool = truesize_h: int = -1
- Retorno
void
- Chama
WorldGen.generate,L.t
Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/sim.gd:110Sim.date_textfuncFormats the current simulation day for display using the active language.Link para esta entradafunc date_text() -> StringFor date calculations use
day_intoryear().- Retorno
String
- Chama
Calendar.format
scripts/sim/sim.gd:121Sim.yearfuncReturns the calendar year ofday_int.Link para esta entradafunc year() -> intUse it for year-based rules instead of dividing the elapsed day count by 365.
- Retorno
int
- Chama
Calendar.from_day
scripts/sim/sim.gd:125Sim.tickfuncAdvance by real seconds at the current game speed.Link para esta entradafunc tick(real_dt: float) -> void- Parâmetros
real_dt: float
- Retorno
void
scripts/sim/sim.gd:132Sim.advancefuncAdvance byddgame days.Link para esta entradafunc advance(dd: float) -> void- Parâmetros
dd: float
- Retorno
void
scripts/sim/sim.gd:139Sim._update_occupancyfuncWhich track blocks trains are standing in (only matters with realistic blocking).Link para esta entradafunc _update_occupancy() -> voidSince RAIL-80 junctions are blocks too, so this runs without signals as well.
- Retorno
void
scripts/sim/sim.gd:162Sim._index_queuesfuncWhere road vehicles, ships and aircraft are, for the queues (RAIL-26).Link para esta entradafunc _index_queues() -> voidOne pass over the vehicles, with nothing allocated for each road vehicle: those out of a depot go into road_at by the tile of their front.
- Retorno
void
scripts/sim/sim.gd:206Sim.claim_standfuncWhether a plane may land at airportstnow (RAIL-26), and if so it is counted in: fewer than Vehicle.STANDS aircraft are on the ground there or coming in to land.Link para esta entradafunc claim_stand(st: Station, holding: bool) -> boolOne already holding goes before one only just arriving.
- Parâmetros
st: Stationholding: bool
- Retorno
bool
scripts/sim/sim.gd:252Sim._rail_stepsfuncHow many steps to move the trains in this frame, so none goes further than CRASH_STEP in one.Link para esta entradafunc _rail_steps(dd: float) -> intOnly where two trains could meet within the frame: everywhere else one step does (most frames, since trains mostly run apart, and stepping every train many times a frame is what costs).
- Parâmetros
dd: float
- Retorno
int
scripts/sim/sim.gd:263Sim._check_crashesfuncTrains on the same track crash (with realistic blocking): when a train's nose runs into another train, both are wrecked.Link para esta entradafunc _check_crashes() -> voidSignals are what keeps them apart. Trains in a depot shed or being serviced there are out of the way. Two trains that already overlapped at the last check, or where one has only just appeared (bought onto a busy platform, out of the depot together with another, a game just loaded), are let go until they part: only running into each other counts.
- Retorno
void
scripts/sim/sim.gd:298Sim._contactfuncWhere the nose of trainatouches the body of trainbon the same level (not one on a bridge over the other), or null.Link para esta entradafunc _contact(a: Dictionary, b: Dictionary) -> Variantaandbare entries of _check_crashes' list.- Parâmetros
a: Dictionaryb: Dictionary
- Retorno
Variant
scripts/sim/sim.gd:346Sim._crashfuncTwo trains have run into each other atat: both are wrecked, with all they carried.Link para esta entradafunc _crash(a: Vehicle, b: Vehicle, at: Vector2) -> void- Parâmetros
a: Vehicleb: Vehicleat: Vector2
- Retorno
void
- Chama
Station.nearest_town,L.t
scripts/sim/sim.gd:374Sim._dir_indexstatic funcLink para esta entradastatic func _dir_index(v: Vector2) -> int- Parâmetros
v: Vector2
- Retorno
int
Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/sim.gd:403Sim._on_dayfuncLink para esta entradafunc _on_day() -> void- Retorno
void
- Chama
Economy.produce,IndustryLife.near_wind_farm,Calendar.from_day,Mods.hook,Economy.monthly,IndustryLife.monthly,Data.intros,Data.model,L.t,L.lower
Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/sim.gd:409Sim._growth_contextfuncWhat a town's land values depend on: stations with recent passenger service and nearby industry.Link para esta entradafunc _growth_context(t: Town) -> Dictionary- Parâmetros
t: Town
- Retorno
Dictionary
scripts/sim/sim.gd:471Sim._new_erafuncA new age: industry modernises (more output from the same mines, fields and plants, except those on their way out), and the chains change (RAIL-29: Sim.sync_era has moved the map to it already).Link para esta entradafunc _new_era(era: Dictionary) -> void- Parâmetros
era: Dictionary
- Retorno
void
- Chama
Data.retiring,L.t,Data.era_changes
scripts/sim/sim.gd:492Sim.sync_erafuncMove the industry chains to the era of the date (RAIL-29): at the start of a game, after loading and at every month end, so a game that crosses into a new era (or was saved before the chains changed) takes it on.Link para esta entradafunc sync_era() -> voidStations look again at what they accept and supply.
- Retorno
void
- Chama
Data.era_index
scripts/sim/sim.gd:504Sim._match_daysfuncStadiums hold a match once a month, each on its own day (see match_offset).Link para esta entradafunc _match_days() -> voidThe crowd of fans is one per stadium: the stations that reach it share it the way they share ordinary passengers (Economy.shares: the best two by rating), so a second station next to a stadium doesn't double it.
- Retorno
void
- Chama
Economy.shares,L.t
scripts/sim/sim.gd:516Sim.match_offsetstatic funcThe day in each 30 a stadium standing att(its north-west tile) holds its match: the match is on the days where (day + this) is a multiple of 30.Link para esta entradastatic func match_offset(t: Vector2i) -> intTownLife shows the fans walking to it then.
- Parâmetros
t: Vector2i
- Retorno
int
scripts/sim/sim.gd:546Sim._update_town_servicefuncLink para esta entradafunc _update_town_service(t: Town) -> void- Parâmetros
t: Town
- Retorno
void
Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/sim.gd:550Sim._yearlyfuncLink para esta entradafunc _yearly(old_year: int) -> void- Parâmetros
old_year: int
- Retorno
void
- Chama
IndustryLife.yearly,L.t,Fmt.money
Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/sim.gd:559Sim._check_bankruptcyfuncMonth end: companies in the red are warned, draw on their credit (rivals), and after Data.BANKRUPT_MONTHS months go bankrupt.Link para esta entradafunc _check_bankruptcy() -> void- Retorno
void
- Chama
L.t
scripts/sim/sim.gd:578Sim._go_bankruptfuncLink para esta entradafunc _go_bankrupt(c: Company) -> void- Parâmetros
c: Company
- Retorno
void
- Chama
L.t,WorldMap.crossing_tiles
Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/sim.gd:606Sim.post_newsfuncveh: the id of the vehicle the news is about, if any (clicking the news opens it).Link para esta entradafunc post_news(text: String, kind: String, pos: Vector2, veh: int = 0, about: String = "", urgent: bool = false, world: bool = false) -> voidabout: the screen clicking it opens instead ("goals").urgent: news the player mustn't miss (a crash of their trains: the HUD shows it on a card in the middle of the screen, see Hud.show_crash).world: see post_world_news.- Parâmetros
text: Stringkind: Stringpos: Vector2veh: int = 0about: String = ""urgent: bool = falseworld: bool = false
- Retorno
void
- Chama
Mods.allow_news
scripts/sim/sim.gd:671Sim.post_world_newsfuncNews about the world rather than the player's company: rivals' new lines, other towns' requests coming and going, industries opening and closing.Link para esta entradafunc post_world_news(text: String, kind: String, pos: Vector2, about: String = "") -> voidIt goes in the News window (under All news), without a note popping up on screen, so the player's own news isn't lost among it.
- Parâmetros
text: Stringkind: Stringpos: Vector2about: String = ""
- Retorno
void
scripts/sim/sim.gd:692Sim.new_industry_idfuncAn id for an industry opening now: never one an industry has had before, whether it is still on the map (one placed by hand, as test maps do, counts too) or has closed.Sim.vehicle_by_idfuncThe vehicle with this id, or null.Link para esta entradafunc vehicle_by_id(id: int) -> Vehicle- Parâmetros
id: int
- Retorno
Vehicle
scripts/sim/sim.gd:706Sim.on_incomefuncLink para esta entradafunc on_income(v: Vehicle, st: Station, amount: int) -> void- Parâmetros
v: Vehiclest: Stationamount: int
- Retorno
void
- Chama
Mods.hook
Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/sim.gd:713Sim._with_moneyfuncMarks a plan as unaffordable if the company can't pay for it.Link para esta entradafunc _with_money(p: Dictionary, who: Company) -> Dictionary- Parâmetros
p: Dictionarywho: Company
- Retorno
Dictionary
scripts/sim/sim.gd:721Sim._ownershipfuncTrack and stations belonging to other companies can't be touched.Link para esta entradafunc _ownership(p: Dictionary, who: Company, tiles: Array) -> Dictionary- Parâmetros
p: Dictionarywho: Companytiles: Array
- Retorno
Dictionary
- Chama
L.t
scripts/sim/sim.gd:734Sim.preview_linefuncChecks a path of adjacent road or rail tiles for construction, ownership, and affordability.Link para esta entradafunc preview_line(kind: String, pts: Array[Vector2i], who: Company = null) -> DictionaryReturns a plan with
ok,reasonandcostwithout laying track or spending money.- Parâmetros
kind: Stringpts: Array[Vector2i]who: Company = null
- Retorno
Dictionary
- Chama
BuildOps.plan_line
scripts/sim/sim.gd:754Sim.build_linefuncLays road or track along consecutive adjacent tiles and debits construction costs on success.Link para esta entradafunc build_line(kind: String, pts: Array[Vector2i], who: Company = null) -> DictionaryPass at least two tiles as
Array[Vector2i]. The return value is a construction plan, so checkokbefore using it.- Parâmetros
kind: Stringpts: Array[Vector2i]who: Company = null
- Retorno
Dictionary
- Chama
BuildOps.apply_line
Exemplo
Declarado emvar tiles: Array[Vector2i] = [Vector2i(5, 6), Vector2i(6, 6)] var plan := sim.build_line("road", tiles) if not plan.ok: note(plan.reason)scripts/sim/sim.gd:762Sim.plan_routefuncA line alongpts(each tile next to the one before) with bridges and tunnels on it (crossings, as RouteBuilder.last_crossings gives them, RAIL-52): the stretches of land between them as build_line lays them and each crossing as build_crossing builds it.Link para esta entradafunc plan_route(kind: String, pts: Array[Vector2i], crossings: Array, who: Company = null) -> DictionaryWithout the money check (see preview_route). Keys as plan_line's - "add" every piece, "cost" the total - plus "tiles" (every bridge span and tunnel tile), "spans" (bridge spans only) and "parts" (each stretch's and crossing's own plan, in order).
- Parâmetros
kind: Stringpts: Array[Vector2i]crossings: Arraywho: Company = null
- Retorno
Dictionary
scripts/sim/sim.gd:785Sim._join_planfuncAdd a stretch's or crossing's plan to a route's (plan_route).Link para esta entradafunc _join_plan(p: Dictionary, part: Dictionary) -> void- Parâmetros
p: Dictionarypart: Dictionary
- Retorno
void
scripts/sim/sim.gd:835Sim.preview_routefuncReturns the cost and validity of a road or rail route that can include bridges or tunnels.Link para esta entradafunc preview_route(kind: String, pts: Array[Vector2i], crossings: Array, who: Company = null) -> DictionaryIt runs the route planner and checks funds without building the route.
- Parâmetros
kind: Stringpts: Array[Vector2i]crossings: Arraywho: Company = null
- Retorno
Dictionary
scripts/sim/sim.gd:853Sim.build_routefuncBuild a route planned by preview_route: every stretch and crossing exactly as previewed, paid for at once, and taken back by one undo.Link para esta entradafunc build_route(kind: String, pts: Array[Vector2i], crossings: Array, who: Company = null) -> Dictionary- Parâmetros
kind: Stringpts: Array[Vector2i]crossings: Arraywho: Company = null
- Retorno
Dictionary
scripts/sim/sim.gd:860Sim.preview_stationfuncChecks placement, ownership, council permission, and affordability for a new station or extension.Link para esta entradafunc preview_station(kind: String, pts: Array[Vector2i], axis: int, who: Company = null) -> DictionaryReturns a plan without building the station.
- Parâmetros
kind: Stringpts: Array[Vector2i]axis: intwho: Company = null
- Retorno
Dictionary
scripts/sim/sim.gd:886Sim.build_stationfuncBuilds or extends a station, charges the company, and firesMod._on_station_built.Link para esta entradafunc build_station(kind: String, pts: Array[Vector2i], axis: int, who: Company = null) -> DictionaryPass
rail,road,dock, orair, a typed tile array, and an orientation. On success the plan includes the resultingstation; on failure usereason.- Parâmetros
kind: Stringpts: Array[Vector2i]axis: intwho: Company = null
- Retorno
Dictionary
scripts/sim/sim.gd:904Sim.preview_bulldozefuncChecks which objects in the tile rectangle can be cleared by the company, and estimates the cost.Link para esta entradafunc preview_bulldoze(rect: Rect2i, who: Company = null) -> DictionaryRead the plan before calling
build_bulldoze.- Parâmetros
rect: Rect2iwho: Company = null
- Retorno
Dictionary
scripts/sim/sim.gd:924Sim.build_bulldozefuncClears the allowed parts of a tile rectangle, updates track ownership counts, and charges the company.Link para esta entradafunc build_bulldoze(rect: Rect2i, who: Company = null) -> DictionaryRemoving scenery and buildings can affect town council ratings.
- Parâmetros
rect: Rect2iwho: Company = null
- Retorno
Dictionary
scripts/sim/sim.gd:957Sim.preview_crossingfuncBridges (bis the far ramp) and tunnels (from hillside tilea).Link para esta entradafunc preview_crossing(kind: String, type: String, a: Vector2i, b: Vector2i, who: Company = null, style: String = "") -> Dictionary- Parâmetros
kind: Stringtype: Stringa: Vector2ib: Vector2iwho: Company = nullstyle: String = ""
- Retorno
Dictionary
scripts/sim/sim.gd:981Sim.build_crossingfuncBuilds a bridge between the ramp tiles or a tunnel from the hillside tile.Link para esta entradafunc build_crossing(kind: String, type: String, a: Vector2i, b: Vector2i, who: Company = null, style: String = "") -> DictionaryPass
bridgeortunnelfortype. A successful plan contains the newcrossing.- Parâmetros
kind: Stringtype: Stringa: Vector2ib: Vector2iwho: Company = nullstyle: String = ""
- Retorno
Dictionary
scripts/sim/sim.gd:992Sim.preview_signalfuncChecks placement, ownership, and cost for the signal action on a rail tile.Link para esta entradafunc preview_signal(t: Vector2i, who: Company = null) -> DictionaryReturns the plan without applying it.
- Parâmetros
t: Vector2iwho: Company = null
- Retorno
Dictionary
- Chama
BuildOps.plan_signal
scripts/sim/sim.gd:1012Sim.build_signalfuncApplies the signal action to the rail tile after validating ownership and cost, and records the operation for undo.Link para esta entradafunc build_signal(t: Vector2i, who: Company = null) -> Dictionary- Parâmetros
t: Vector2iwho: Company = null
- Retorno
Dictionary
scripts/sim/sim.gd:1019Sim.preview_terraformfuncChecks the cost and rules for raising or lowering a map corner.Link para esta entradafunc preview_terraform(corner: Vector2i, delta: int, who: Company = null) -> DictionaryIt also rejects a plan if a vehicle occupies any affected tile.
- Parâmetros
corner: Vector2idelta: intwho: Company = null
- Retorno
Dictionary
- Chama
BuildOps.plan_terraform,L.t
scripts/sim/sim.gd:1030Sim.build_terraformfuncApplies an affordable height change to a map corner.Link para esta entradafunc build_terraform(corner: Vector2i, delta: int, who: Company = null) -> DictionaryA positive
deltaraises it and a negative one lowers it.- Parâmetros
corner: Vector2idelta: intwho: Company = null
- Retorno
Dictionary
scripts/sim/sim.gd:1042Sim.preview_levelfuncLevel the tiles inrectto corner heightheightas far as the rules allow (see BuildOps.plan_level): tiles under vehicles or belonging to other companies are left alone too.Link para esta entradafunc preview_level(rect: Rect2i, height: int, who: Company = null) -> Dictionary- Parâmetros
rect: Rect2iheight: intwho: Company = null
- Retorno
Dictionary
- Chama
L.t,BuildOps.plan_level
scripts/sim/sim.gd:1057Sim.build_levelfuncLevels the eligible tiles in a rectangle to a target corner height, charges the construction cost, and records the change for undo.Link para esta entradafunc build_level(rect: Rect2i, height: int, who: Company = null) -> DictionaryCheck the returned plan for skipped tiles.
- Parâmetros
rect: Rect2iheight: intwho: Company = null
- Retorno
Dictionary
scripts/sim/sim.gd:1073Sim._level_upsets_townsfuncLevelling clears the trees on the tiles it reshapes, which the nearby councils mind the way they mind bulldozing them (see _bulldoze_upsets_towns).Link para esta entradafunc _level_upsets_towns(tiles: Array, who: Company) -> void- Parâmetros
tiles: Arraywho: Company
- Retorno
void
- Chama
Station.nearest_town,L.t
scripts/sim/sim.gd:1090Sim._bulldoze_upsets_townsfuncKnocking down houses, tearing up town streets and clearing trees near a town hurts the company's standing with its council.Link para esta entradafunc _bulldoze_upsets_towns(r: Rect2i, who: Company) -> voidOnly what belongs to the town counts: houses, streets inside its built-up area, and trees in and just around it. Roads and woods out in the country are the company's own business.
- Parâmetros
r: Rect2iwho: Company
- Retorno
void
scripts/sim/sim.gd:1109Sim.council_newsfuncTell the player the moment a council turns against them (or comes round).Link para esta entradafunc council_news(t: Town, who: Company, was: float) -> void- Parâmetros
t: Townwho: Companywas: float
- Retorno
void
- Chama
L.t,Town.rating_name
scripts/sim/sim.gd:1141Sim.council_refusalfuncWhy a council refuseswhoneart, in words a player can act on.Link para esta entradafunc council_refusal(t: Town, who: Company) -> String- Parâmetros
t: Townwho: Company
- Retorno
String
- Chama
L.t,Town.rating_name,L.lower
scripts/sim/sim.gd:1153Sim.town_actionfuncTown actions from the town window: "advertise", "trees" or "fund".Link para esta entradafunc town_action(t: Town, action: String, who: Company = null) -> DictionaryReturns {ok, reason, cost}.
- Parâmetros
t: Townaction: Stringwho: Company = null
- Retorno
Dictionary
scripts/sim/sim.gd:1168Sim.renew_vehiclefuncCharges the owner the renewal price and resets the vehicle’s age, reliability, and last-service date.Link para esta entradafunc renew_vehicle(v: Vehicle, who: Company = null) -> DictionaryCheck
okbefore reading the successful result’scost.- Parâmetros
v: Vehiclewho: Company = null
- Retorno
Dictionary
- Chama
L.t,Fmt.money,Data.reliability
scripts/sim/sim.gd:1215Sim.renew_pricefuncWhat renew_vehicle would charge forvright now.Link para esta entradafunc renew_price(v: Vehicle) -> int- Parâmetros
v: Vehicle
- Retorno
int
scripts/sim/sim.gd:1231Sim.same_routestatic funcWhether two vehicles run the same route: the same company and kind of transport, calling at the same stations in the same order, wherever in the round each of them starts.Link para esta entradastatic func same_route(a: Vehicle, b: Vehicle) -> bool- Parâmetros
a: Vehicleb: Vehicle
- Retorno
bool
scripts/sim/sim.gd:1239Sim.vehicles_on_stopsfuncHow many ofwho's vehicles ofkindcall at exactlystops, in that order (wherever in the round each one starts), as same_route counts them.Link para esta entradafunc vehicles_on_stops(kind: String, stops: Array, who: Company) -> int- Parâmetros
kind: Stringstops: Arraywho: Company
- Retorno
int
scripts/sim/sim.gd:1258Sim.route_vehiclesfuncEvery vehicle onv's route (see same_route),vincluded; for a vehicle on a line, every vehicle on that line.Link para esta entradafunc route_vehicles(v: Vehicle) -> Array- Parâmetros
v: Vehicle
- Retorno
Array
scripts/sim/sim.gd:1280Sim.make_linefuncTurnv's route into a line:vand every other vehicle of its company on the same route (see same_route) that isn't on a line yet join it.Link para esta entradafunc make_line(v: Vehicle, line_name: String = "") -> LineReturns the line.
- Parâmetros
v: Vehicleline_name: String = ""
- Retorno
Line
scripts/sim/sim.gd:1290Sim.line_problemfuncWhyvcan't runln's stops ("" when it can).Link para esta entradafunc line_problem(v: Vehicle, ln: Line) -> String- Parâmetros
v: Vehicleln: Line
- Retorno
String
- Chama
L.t
scripts/sim/sim.gd:1305Sim.join_linefuncPutvon lineln(it takes the line's stops).Link para esta entradafunc join_line(v: Vehicle, ln: Line) -> DictionaryReturns {"ok", "reason"}.
- Parâmetros
v: Vehicleln: Line
- Retorno
Dictionary
scripts/sim/sim.gd:1314Sim._put_on_linefuncThe vehicle shares the line's order list and keeps heading for the stop it was heading for, when the line calls there too.Link para esta entradafunc _put_on_line(v: Vehicle, ln: Line) -> void- Parâmetros
v: Vehicleln: Line
- Retorno
void
scripts/sim/sim.gd:1327Sim.leave_linefuncTakevoff its line: it keeps the stops as its own.Link para esta entradafunc leave_line(v: Vehicle) -> void- Parâmetros
v: Vehicle
- Retorno
void
scripts/sim/sim.gd:1340Sim.set_line_ordersfuncGive linelnnew stops (validated for every model running on it).Link para esta entradafunc set_line_orders(ln: Line, new_orders: Array) -> DictionaryThe vehicles keep heading for the stop they were heading for where it is still on the line. Returns {"ok", "reason"}.
- Parâmetros
ln: Linenew_orders: Array
- Retorno
Dictionary
scripts/sim/sim.gd:1350Sim.set_vehicle_ordersfuncGive a vehicle new stops: its own, or (on a line) the whole line's.Link para esta entradafunc set_vehicle_orders(v: Vehicle, new_orders: Array, idx: int = -1) -> DictionaryReturns {"ok", "reason"}.
- Parâmetros
v: Vehiclenew_orders: Arrayidx: int = -1
- Retorno
Dictionary
scripts/sim/sim.gd:1381Sim._stops_problemfuncA line with no vehicles can still be checked for its stops: what check_orders asks of every model, without the model.Link para esta entradafunc _stops_problem(kind: String, stops: Array, who: Company) -> String- Parâmetros
kind: Stringstops: Arraywho: Company
- Retorno
String
- Chama
L.t
scripts/sim/sim.gd:1402Sim.delete_linefuncDelete a line: its vehicles keep running its stops, each on its own.Link para esta entradafunc delete_line(ln: Line) -> void- Parâmetros
ln: Line
- Retorno
void
scripts/sim/sim.gd:1419Sim.buy_for_linefuncBuy one more vehicle for lineln, liketemplate(the same model, cargo and wagons).Link para esta entradafunc buy_for_line(ln: Line, template: Vehicle) -> DictionaryReturns buy_vehicle's answer.
- Parâmetros
ln: Linetemplate: Vehicle
- Retorno
Dictionary
scripts/sim/sim.gd:1429Sim.stop_linefuncStop (or start again) every vehicle on a line.Link para esta entradafunc stop_line(ln: Line, stop: bool) -> void- Parâmetros
ln: Linestop: bool
- Retorno
void
scripts/sim/sim.gd:1445Sim.renew_linefuncRenew every vehicle on a line that is past its working life.Link para esta entradafunc renew_line(ln: Line) -> DictionaryReturns {"n", "cost", "reason"}.
- Parâmetros
ln: Line
- Retorno
Dictionary
scripts/sim/sim.gd:1454Sim.line_by_idfuncLooks for a line with the given ID in the simulation and returnsnullif no line matches.Link para esta entradafunc line_by_id(line_id: int) -> Line- Parâmetros
line_id: int
- Retorno
Line
scripts/sim/sim.gd:1470Sim._index_ofstatic funcLink para esta entradastatic func _index_of(list: Array, st: Station, fallback: int) -> int- Parâmetros
list: Arrayst: Stationfallback: int
- Retorno
int
Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/sim.gd:1477Sim._mark_servedfuncLink para esta entradafunc _mark_served(v: Vehicle) -> void- Parâmetros
v: Vehicle
- Retorno
void
Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/sim.gd:1487Sim.route_textstatic funcA vehicle's route in a few words: "Ashford → Millbury".Link para esta entradastatic func route_text(v: Vehicle) -> String- Parâmetros
v: Vehicle
- Retorno
String
scripts/sim/sim.gd:1496Sim.replace_planfuncWhat swappingvfor a newmodel_idwould take: the model must be of the same kind, on sale, able to carry whatvcarries and able to run its orders (wires for an electric train, a depot where depots are needed).Link para esta entradafunc replace_plan(v: Vehicle, model_id: String, checked: Dictionary = {}) -> DictionaryA train keeps its wagons, as many as the new engine pulls. Returns {"ok", "reason"} and, when it can be done, "price" (the new one, with its wagons), "trade_in" (what the old one is worth, as when it is sold), "cost" (the difference: negative when the old one is worth more) and "wagons".
checkedremembers the route checks between calls for vehicles of one route.- Parâmetros
v: Vehiclemodel_id: Stringchecked: Dictionary = {}
- Retorno
Dictionary
scripts/sim/sim.gd:1513Sim.replace_vehiclefuncSwap a vehicle for a new one of another model, where it stands, as renew_vehicle does for the same model: it keeps its number, name, orders, cargo and history, and is new again.Link para esta entradafunc replace_vehicle(v: Vehicle, model_id: String, who: Company = null) -> DictionaryCharges the new price less what the old one is worth (see replace_plan, whose answer this returns).
- Parâmetros
v: Vehiclemodel_id: Stringwho: Company = null
- Retorno
Dictionary
scripts/sim/sim.gd:1540Sim.replace_route_planfuncWhat replace_route would do: {"ok", "reason", "cost" (for all of them together), "vehicles" (the ones that would change), "costs" (for each of those), "skipped" (how many on the route can't take the model, say for their cargo; ones that already are that model aren't counted)}.Link para esta entradafunc replace_route_plan(v: Vehicle, model_id: String, checked: Dictionary = {}) -> Dictionary- Parâmetros
v: Vehiclemodel_id: Stringchecked: Dictionary = {}
- Retorno
Dictionary
scripts/sim/sim.gd:1559Sim.replace_routefuncreplace_vehicle for every vehicle onv's route that can take the model (see same_route and replace_route_plan, whose answer this returns): all of them or, when the money isn't there, none.Link para esta entradafunc replace_route(v: Vehicle, model_id: String, who: Company = null) -> DictionaryThe player is told in one news item.
- Parâmetros
v: Vehiclemodel_id: Stringwho: Company = null
- Retorno
Dictionary
- Chama
L.t,Fmt.money,Data.model
scripts/sim/sim.gd:1577Sim._pay_vehiclesfuncPay for vehicles, or be paid whencostis negative (trading in for something cheaper).Link para esta entradafunc _pay_vehicles(who: Company, cost: int) -> void- Parâmetros
who: Companycost: int
- Retorno
void
scripts/sim/sim.gd:1608Sim._becomefuncThe swap itself:vbecomes a brand-newmodel_id(what renew_vehicle resets, on a new model).Link para esta entradafunc _become(v: Vehicle, model_id: String) -> void- Parâmetros
v: Vehiclemodel_id: String
- Retorno
void
- Chama
Data.reliability
scripts/sim/sim.gd:1617Sim.AUTO_RENEW_MAXconstMonth end, for the player's company when it has asked for it: renew vehicles past their working life (the ones the news warns about), oldest first, exactly as the Renew button would, while the cash left afterwards stays at or above the company's threshold.Link para esta entradaconst AUTO_RENEW_MAX := 3At most AUTO_RENEW_MAX a month, so a fleet bought together doesn't empty the bank at once. Returns how many were renewed.
Declarado emscripts/sim/sim.gd:1629Sim._auto_renewfuncLink para esta entradafunc _auto_renew() -> int- Retorno
int
Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/sim.gd:1630Sim.refit_costfuncWhat changing a vehicle's cargo would cost.Link para esta entradafunc refit_cost(v: Vehicle, consist: Array) -> Dictionaryconsist: the cargo of each wagon for a train (front to back, so wagons can be added, dropped or mixed), one cargo for anything else. Returns {"ok", "reason", "cost"}:costis negative when dropping wagons pays more than the rest costs.- Parâmetros
v: Vehicleconsist: Array
- Retorno
Dictionary
- Chama
L.t
scripts/sim/sim.gd:1664Sim.refit_placefuncWhere a change of cargo ordered now would be done: "now" (it is standing in one of its depots), "depot" (it goes to one after its next stop), "station" (at its next stop: ships, aircraft, and companies playing without depots that have none on the route) or "" (it needs a depot first).Link para esta entradafunc refit_place(v: Vehicle) -> String- Parâmetros
v: Vehicle
- Retorno
String
scripts/sim/sim.gd:1701Sim.refit_planfuncrefit_cost plus "at", where the change would be done (see refit_place); refused when the vehicle needs a depot and none is linked to its route.Link para esta entradafunc refit_plan(v: Vehicle, consist: Array) -> Dictionary- Parâmetros
v: Vehicleconsist: Array
- Retorno
Dictionary
- Chama
L.t
scripts/sim/sim.gd:1714Sim.refit_vehiclefuncOrder a change of what a vehicle carries (see refit_cost) and pay for it.Link para esta entradafunc refit_vehicle(v: Vehicle, consist: Array, who: Company = null) -> DictionaryThe vehicle delivers what it has at its next stop, takes nothing on and goes to a depot, where finish_refit does the work; its orders, age and history stay. An earlier order still waiting is replaced. Returns refit_plan's answer.
- Parâmetros
v: Vehicleconsist: Arraywho: Company = null
- Retorno
Dictionary
scripts/sim/sim.gd:1729Sim.cancel_refitfuncCall off a change of cargo that hasn't been done yet; returns the money given back.Link para esta entradafunc cancel_refit(v: Vehicle, who: Company = null) -> int- Parâmetros
v: Vehiclewho: Company = null
- Retorno
int
scripts/sim/sim.gd:1752Sim.finish_refitfuncDo the change of cargo a vehicle is waiting for (it has reached the depot).Link para esta entradafunc finish_refit(v: Vehicle) -> void- Parâmetros
v: Vehicle
- Retorno
void
scripts/sim/sim.gd:1765Sim._occupied_tilesfuncLink para esta entradafunc _occupied_tiles() -> Dictionary- Retorno
Dictionary
Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/sim.gd:1779Sim.check_ordersfuncCheck a vehicle order list: returns "" if fine, else why not.Link para esta entradafunc check_orders(model_id: String, cargo: String, stops: Array, who: Company) -> String- Parâmetros
model_id: Stringcargo: Stringstops: Arraywho: Company
- Retorno
String
- Chama
Data.model,L.t
scripts/sim/sim.gd:1796Sim.vehicle_pricefuncReturns the model purchase price plus the cost of the specified number of rail wagons.Link para esta entradafunc vehicle_price(model_id: String, wagons: int) -> intNon-rail models ignore the wagon count. It does not check funds, routes, or sale year.
- Parâmetros
model_id: Stringwagons: int
- Retorno
int
- Chama
Data.model
scripts/sim/sim.gd:1832Sim.buy_vehiclefuncBuys a model for a route of existing stations.Link para esta entradafunc buy_vehicle(model_id: String, cargo: String, wagons: int, stops: Array, full_load_first: bool, who: Company = null, consist: Array = [], transfer_at: Array = []) -> Dictionaryfull_load_firstsets the first order’s load flag.consistis one cargo ID per wagon, from front to back; a nonempty rail consist replacescargoandwagons.transfer_atis a list of zero-based stop indices. Checkokand readreasonon failure. A successful purchase returns the newvehicle.- Parâmetros
model_id: Stringcargo: Stringwagons: intstops: Arrayfull_load_first: boolwho: Company = nullconsist: Array = []transfer_at: Array = []
- Retorno
Dictionary
- Chama
Data.model,L.t,Data.available,Data.intro_year,Fmt.money,Data.reliability,Mods.hook,BuildOps.dir_between
scripts/sim/sim.gd:1840Sim.depots_requiredfuncLink para esta entradafunc depots_required(who: Company) -> bool- Parâmetros
who: Company
- Retorno
bool
Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/sim.gd:1932Sim.depot_tilesfuncwho's depots for vehicles ofkind(road or rail), as a set of tiles.Link para esta entradafunc depot_tiles(kind: String, who: Company) -> Dictionary- Parâmetros
kind: Stringwho: Company
- Retorno
Dictionary
scripts/sim/sim.gd:1937Sim.find_depotfuncThe nearest ofwho's depots that's linked to stationst, or (-1, -1): the one a vehicle leavingstwould drive to.Link para esta entradafunc find_depot(kind: String, st: Station, who: Company, wired: bool = false) -> Vector2iFor the one a new vehicle drives out of, see depot_out.
- Parâmetros
kind: Stringst: Stationwho: Companywired: bool = false
- Retorno
Vector2i
scripts/sim/sim.gd:1948Sim.depot_outfuncThe nearest ofwho's depots that a new vehicle can drive out of to stationst, or (-1, -1).Link para esta entradafunc depot_out(kind: String, st: Station, who: Company, wired: bool = false, obey_signals: bool = true) -> Vector2iSearched from the depot's door to the station, not the other way: one-way signals can let trains from a depot into a station and not back.
- Parâmetros
kind: Stringst: Stationwho: Companywired: bool = falseobey_signals: bool = true
- Retorno
Vector2i
- Chama
Pathfinder.find
scripts/sim/sim.gd:1958Sim.route_fromfuncThe shortest route from stationstto any of thegoalstiles, as Pathfinder.find returns it ({} when there is none).Link para esta entradafunc route_from(kind: String, st: Station, goals: Dictionary, wired: bool = false, obey_signals: bool = true) -> DictionaryA station's platforms (or stops) needn't be joined to each other, so every separate one is tried: the route may leave from any of them.
- Parâmetros
kind: Stringst: Stationgoals: Dictionarywired: bool = falseobey_signals: bool = true
- Retorno
Dictionary
- Chama
Pathfinder.find
scripts/sim/sim.gd:1973Sim.preview_electrifyfuncLink para esta entradafunc preview_electrify(pts: Array[Vector2i], who: Company = null) -> Dictionary- Parâmetros
pts: Array[Vector2i]who: Company = null
- Retorno
Dictionary
Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/sim.gd:1996Sim.build_electrifyfuncLink para esta entradafunc build_electrify(pts: Array[Vector2i], who: Company = null) -> Dictionary- Parâmetros
pts: Array[Vector2i]who: Company = null
- Retorno
Dictionary
Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/sim.gd:2003Sim.preview_depotfuncLink para esta entradafunc preview_depot(kind: String, t: Vector2i, facing: int, who: Company = null) -> Dictionary- Parâmetros
kind: Stringt: Vector2ifacing: intwho: Company = null
- Retorno
Dictionary
Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/sim.gd:2014Sim.build_depotfuncLink para esta entradafunc build_depot(kind: String, t: Vector2i, facing: int, who: Company = null) -> Dictionary- Parâmetros
kind: Stringt: Vector2ifacing: intwho: Company = null
- Retorno
Dictionary
- Chama
BuildOps.apply_depot
Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/sim.gd:2031Sim.sell_vehiclefuncSell a vehicle.Link para esta entradafunc sell_vehicle(v: Vehicle, who: Company = null) -> intwhomust own it (defaults to the player); returns the refund, or -1 if refused.- Parâmetros
v: Vehiclewho: Company = null
- Retorno
int
scripts/sim/sim.gd:2048Sim.company_vehiclesfuncReturns the vehicles owned by the suppliedCompany.Link para esta entradafunc company_vehicles(who: Company) -> ArrayThe returned array can be filtered or reordered independently, but its vehicle objects are live.
- Parâmetros
who: Company
- Retorno
Array
scripts/sim/sim.gd:2061Sim.company_valuefuncCalculates cash minus loans plus vehicle resale value, station tile value, and owned track value.Link para esta entradafunc company_value(who: Company) -> intThis is the value used for company comparisons.
- Parâmetros
who: Company
- Retorno
int
scripts/sim/sim.gd:2065
Company
Company.COLORSconstLink para esta entradaconst COLORSEsta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/company.gd:5Company.CATEGORIESconstLink para esta entradaconst CATEGORIES := ["construction", "vehicles", "running", "property", "infrastructure", "interest", "income"]Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/company.gd:8Company.idvarLink para esta entradavar id := 0Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/company.gd:10Company.namevarLink para esta entradavar name := "Fourways Transport Co."Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/company.gd:11Company.colorvarLink para esta entradavar color := Color(0.18, 0.45, 0.85)Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/company.gd:12Company.is_aivarLink para esta entradavar is_ai := falseEsta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/company.gd:13Company.moneyvarThe company’s current cash balance in game dollars.Link para esta entradavar money: int = Data.START_LOANUse the accounting methods to change it when the transaction should appear in the ledger.
Declarado emscripts/sim/company.gd:14Company.loanvarThe company’s outstanding debt in game dollars.Link para esta entradavar loan: int = Data.START_LOANUse
Declarado emborrowandrepayto adjust cash and debt together.scripts/sim/company.gd:15Company.ledgervarLink para esta entradavar ledger := {}Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/company.gd:16Company.ledger_lastvarLink para esta entradavar ledger_last := {}Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/company.gd:17Company.founded_dayvarLink para esta entradavar founded_day := 0Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/company.gd:18Company.max_loanvarLink para esta entradavar max_loan: int = Data.MAX_LOANEsta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/company.gd:19Company.rail_tilesvartiles of track owned (counted in company value)Company.historyvarmonthly company value, oldest first (last 120 months)Company.months_in_redvarconsecutive month-ends with a negative balanceCompany.bankruptvarLink para esta entradavar bankrupt := falseEsta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/company.gd:23Company.monthvarthis month so far: "income", "spend" (all), "invest" (building and buying), "cargo": {c: [units, $]}Company.monthsvarclosed months, oldest first (last 24): {"income", "spend", "value", "cargo"}Company.cargo_yearvarcargo -> [units, $] delivered this yearCompany.cargo_lastvarLink para esta entradavar cargo_last := {}Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/company.gd:28Company.kind_yearvarvehicle kind -> $ earned this yearCompany.kind_lastvarLink para esta entradavar kind_last := {}Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/company.gd:30Company.yearsvarclosed years, oldest first (last 60): see_year_rowCompany.auto_renewvarLink para esta entradavar auto_renew := falseEsta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/company.gd:33Company.auto_renew_keepvaronly renew while this much cash is left afterwardsCompany.auto_renew_remindedvarthe year of the last "can't afford to renew" reminderCompany.record_monthfuncLink para esta entradafunc record_month(value: int) -> void- Parâmetros
value: int
- Retorno
void
Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/company.gd:38Company.note_deliveryfuncA delivery:unitsof cargocpaidpay, carried by a vehicle ofkind.Link para esta entradafunc note_delivery(c: String, units: int, pay: int, kind: String) -> void- Parâmetros
c: Stringunits: intpay: intkind: String
- Retorno
void
scripts/sim/company.gd:50Company._initfuncLink para esta entradafunc _init(p_id: int = 0, p_name: String = "Fourways Transport Co.") -> void- Parâmetros
p_id: int = 0p_name: String = "Fourways Transport Co."
- Retorno
void
Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/company.gd:61Company.can_affordfuncChecks whether the company’s current cash coverscost.Link para esta entradafunc can_afford(cost: int) -> boolIt does not borrow money or change its balance.
- Parâmetros
cost: int
- Retorno
bool
scripts/sim/company.gd:70Company.spendfuncDeducts the cost from cash and records it in the category and monthly accounts.Link para esta entradafunc spend(cost: int, category: String) -> boolReturns
falseand leaves the accounts untouched if cash is insufficient. Typical categories includeconstructionandvehicles.- Parâmetros
cost: intcategory: String
- Retorno
bool
scripts/sim/company.gd:74Company.chargefuncCosts that are paid whether or not there is cash (running costs, interest).Link para esta entradafunc charge(cost: int, category: String) -> void- Parâmetros
cost: intcategory: String
- Retorno
void
scripts/sim/company.gd:86Company.earnfuncAdds game dollars to cash and records the amount as income in the ledger and current month’s accounts.Link para esta entradafunc earn(amount: int) -> void- Parâmetros
amount: int
- Retorno
void
scripts/sim/company.gd:92Company.borrowfuncAdds up toamountto cash and debt, limited by the company’s remaining loan allowance.Link para esta entradafunc borrow(amount: int) -> boolReturns whether any money was borrowed.
- Parâmetros
amount: int
- Retorno
bool
scripts/sim/company.gd:98Company.repayfuncRepays up toamount, limited by cash and outstanding debt.Link para esta entradafunc repay(amount: int) -> boolReturns whether a payment was made.
- Parâmetros
amount: int
- Retorno
bool
scripts/sim/company.gd:107Company.roll_yearfuncClose the books onyear;valueis the company value at its end.Link para esta entradafunc roll_year(year: int = 0, value: int = 0) -> void- Parâmetros
year: int = 0value: int = 0
- Retorno
void
scripts/sim/company.gd:117Company.profitfuncCalculates net profit from a ledger dictionary by subtracting recorded expense categories from income.Link para esta entradafunc profit(l: Dictionary) -> int- Parâmetros
l: Dictionary
- Retorno
int
scripts/sim/company.gd:130Company._year_rowfuncA ledger boiled down to one line of the yearly summary.Link para esta entradafunc _year_row(l: Dictionary, year: int, value: int) -> Dictionary- Parâmetros
l: Dictionaryyear: intvalue: int
- Retorno
Dictionary
scripts/sim/company.gd:139Company.year_rowsfuncThe yearly summary, oldest first: every closed year, then the year in progress ("open": true).Link para esta entradafunc year_rows(year: int, month: int, value: int) -> Arrayyearandmonth(0 = January) are today's,valuethe company value now. Saves from before the yearly records were kept still get last year's line, from last year's ledger.- Parâmetros
year: intmonth: intvalue: int
- Retorno
Array
- Chama
Calendar.from_day
scripts/sim/company.gd:149
Town
Town.idvarLink para esta entradavar id := 0Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/town.gd:5Town.namevarLink para esta entradavar name := ""Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/town.gd:6Town.cxvarLink para esta entradavar cx := 0Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/town.gd:7Town.cyvarLink para esta entradavar cy := 0Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/town.gd:8Town.gridvarroad spacing; houses fill the blocks between grid linesTown.popvarLink para esta entradavar pop := 0Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/town.gd:10Town.house_countvarLink para esta entradavar house_count := 0Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/town.gd:11Town.grow_timervarLink para esta entradavar grow_timer := 30Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/town.gd:12Town.paxvarpassengers generated this monthTown.pax_movedvar...and picked up by stationsTown.pax_lastvarLink para esta entradavar pax_last := 0Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/town.gd:15Town.pax_moved_lastvarLink para esta entradavar pax_moved_last := 0Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/town.gd:16Town.suppliedvargoods and food delivered this monthTown.supplied_lastvarLink para esta entradavar supplied_last := 0Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/town.gd:18Town.served_untilvargame day until which the town counts as servedTown.dirtyvartiles changed by growth since the view last redrew themTown.ratingsvarLocal authority: how the council sees each company (company id -> 0..100), and town actions.Town.advertvarcompany id -> game day the advertising campaign endsTown.fund_untilvargame day funded building endsTown.exclusivevarRewards for meeting the council's requests (RAIL-24, Opportunities): the company with exclusive transport rights here (-1: none) and the day they end, and company id -> the day its half-price stations and depots end.Town.exclusive_untilvarLink para esta entradavar exclusive_until := -1Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/town.gd:29Town.cheapvarLink para esta entradavar cheap := {}Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/town.gd:30Town.rating_logvarWhy each company's rating moved lately: company id -> [{"day", "delta", "why"}], newest last.Town.RATING_STARTconstLink para esta entradaconst RATING_START := 60.0Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/town.gd:35Town.RATING_REFUSEconstLink para esta entradaconst RATING_REFUSE := 30.0Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/town.gd:36Town.COUNCIL_RADIUSconstLink para esta entradaconst COUNCIL_RADIUS := 18Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/town.gd:37Town.RATING_CRASHconstLink para esta entradaconst RATING_CRASH := -20.0Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/town.gd:38Town.RATING_NEGLECT_FLOORconstNeglect alone never costs a company its building permission: it stops lowering the rating here.Town.RATING_HOUSEconstWhat demolition costs, per tile.Link para esta entradaconst RATING_HOUSE := -8.0Tree clearing in one bulldoze action never costs more than RATING_TREES_MAX, so cutting a strip for a railway is a nuisance, not a ban.
Declarado emscripts/sim/town.gd:43Town.RATING_STREETconstLink para esta entradaconst RATING_STREET := -3.0Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/town.gd:44Town.RATING_TREEconstLink para esta entradaconst RATING_TREE := -0.5Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/town.gd:45Town.RATING_TREES_MAXconstLink para esta entradaconst RATING_TREES_MAX := -6.0Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/town.gd:46Town.BUSY_NOISEconstHow far the noise of a busy industry lowers land values (Industry.BUSY, land_value).Town.LOG_SIZEconstLink para esta entradaconst LOG_SIZE := 8Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/town.gd:49Town.ratingfuncReturns the council’s current rating for a company ID on the 0–100 scale.Link para esta entradafunc rating(cid: int) -> floatCompanies without a recorded rating receive the starting value.
- Parâmetros
cid: int
- Retorno
float
scripts/sim/town.gd:52Town.change_ratingfuncwhy(a short phrase such as "Demolished buildings") anddayrecord the change in the rating log, so the town window can explain where a rating came from.Link para esta entradafunc change_rating(cid: int, delta: float, why: String = "", day: int = -1) -> void- Parâmetros
cid: intdelta: floatwhy: String = ""day: int = -1
- Retorno
void
scripts/sim/town.gd:58Town.is_streetfuncA town's own streets: roads inside the built-up area.Link para esta entradafunc is_street(x: int, y: int) -> boolRoads a company lays in open country aren't.
- Parâmetros
x: inty: int
- Retorno
bool
scripts/sim/town.gd:77Town.rating_namestatic funcLink para esta entradastatic func rating_name(r: float) -> String- Parâmetros
r: float
- Retorno
String
- Chama
L.t
Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/town.gd:81Town._markfuncLink para esta entradafunc _mark(x: int, y: int) -> void- Parâmetros
x: inty: int
- Retorno
void
Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/town.gd:91Town._initfuncLink para esta entradafunc _init(p_id: int, p_name: String, x: int, y: int, p_grid: int) -> void- Parâmetros
p_id: intp_name: Stringx: inty: intp_grid: int
- Retorno
void
Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/town.gd:96Town.roll_monthfuncLink para esta entradafunc roll_month() -> void- Retorno
void
Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/town.gd:104Town.growth_intervalfuncDays between growth spurts: faster when served by stations and supplied with goods / food.Link para esta entradafunc growth_interval(day: int) -> int- Parâmetros
day: int
- Retorno
int
scripts/sim/town.gd:117Town.boundsfuncTile rectangle the town's buildings occupy (used for redraws after growth).Town.on_grid_xfuncLink para esta entradafunc on_grid_x(x: int) -> bool- Parâmetros
x: int
- Retorno
bool
Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/town.gd:136Town.on_grid_yfuncLink para esta entradafunc on_grid_y(y: int) -> bool- Parâmetros
y: int
- Retorno
bool
Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/town.gd:140Town.seed_roadsfuncThe initial crossroads at the town centre.Link para esta entradafunc seed_roads(m: WorldMap, rng: RandomNumberGenerator) -> void- Parâmetros
m: WorldMaprng: RandomNumberGenerator
- Retorno
void
scripts/sim/town.gd:145Town.zone_popvarPeople by zone (kept up to date as buildings come and go), the street layout, and what this town needs most right now.Link para esta entradavar zone_pop := {"R": 0, "C": 0, "I": 0, "L": 0, "A": 0}Declarado emscripts/sim/town.gd:159Town.layoutvargrid | organicTown.stylevarbuilding style: classic | tudor | mediterranean | nordic | brickTown.landmarksvarbuilding type -> true once builtTown.pop_historyvarpopulation at each month end (last 36)Town.demandfuncResidential / commercial / industrial demand, each -1..1 (SimCity's RCI meter).Link para esta entradafunc demand(day: int = -1) -> Vector3Homes follow jobs, shops follow residents and deliveries, workshops follow residents.
- Parâmetros
day: int = -1
- Retorno
Vector3
scripts/sim/town.gd:168Town._pick_zonefuncLink para esta entradafunc _pick_zone(rng: RandomNumberGenerator, day: int) -> String- Parâmetros
rng: RandomNumberGeneratorday: int
- Retorno
String
Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/town.gd:180Town.land_valuefuncLand value of a plot (roughly 0..100): the centre, busy stations, water, trees and landmarks raise it; industry and railway noise lower it.Link para esta entradafunc land_value(m: WorldMap, x: int, y: int, ctx: Dictionary) -> floatctxmay carry "stations" (served station positions), "industries" and "busy" (positions of well-staffed industries, heard up to BUSY_NOISE tiles away: RAIL-28) from the sim.- Parâmetros
m: WorldMapx: inty: intctx: Dictionary
- Retorno
float
scripts/sim/town.gd:195Town._type_forfuncThe building a zone gets on a plot of this land value, in this year's style.Link para esta entradafunc _type_for(zone: String, lv: float, rng: RandomNumberGenerator, year: int = 1950) -> String- Parâmetros
zone: Stringlv: floatrng: RandomNumberGeneratoryear: int = 1950
- Retorno
String
- Chama
Data.can_build
scripts/sim/town.gd:240Town.growfuncOne growth step: maybe a landmark, else a building for the zone in demand, a new street, or a rebuild into something denser where land has become valuable.Link para esta entradafunc grow(m: WorldMap, rng: RandomNumberGenerator, ctx: Dictionary = {}) -> bool- Parâmetros
m: WorldMaprng: RandomNumberGeneratorctx: Dictionary = {}
- Retorno
bool
scripts/sim/town.gd:267Town._try_housefuncLink para esta entradafunc _try_house(m: WorldMap, x: int, y: int, rng: RandomNumberGenerator, zone: String = "R", ctx: Dictionary = {}) -> bool- Parâmetros
m: WorldMapx: inty: intrng: RandomNumberGeneratorzone: String = "R"ctx: Dictionary = {}
- Retorno
bool
Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/town.gd:290Town._try_roadfuncLink para esta entradafunc _try_road(m: WorldMap, x: int, y: int, rng: RandomNumberGenerator) -> bool- Parâmetros
m: WorldMapx: inty: intrng: RandomNumberGenerator
- Retorno
bool
Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/town.gd:306Town._organic_okfuncOrganic streets wander, but never run right alongside another street (which would leave no room for buildings).Link para esta entradafunc _organic_ok(m: WorldMap, x: int, y: int, d: int) -> bool- Parâmetros
m: WorldMapx: inty: intd: int
- Retorno
bool
scripts/sim/town.gd:345Town._try_upgradefuncLink para esta entradafunc _try_upgrade(m: WorldMap, rng: RandomNumberGenerator, ctx: Dictionary = {}) -> bool- Parâmetros
m: WorldMaprng: RandomNumberGeneratorctx: Dictionary = {}
- Retorno
bool
Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/town.gd:358Town._try_landmarkfuncLandmarks arrive as the town grows: a church, then a park, then a town hall.Link para esta entradafunc _try_landmark(m: WorldMap, rng: RandomNumberGenerator) -> boolAttractions (cinema, museum, funfair, stadium, and a resort by the sea) follow as it gets bigger.
- Parâmetros
m: WorldMaprng: RandomNumberGenerator
- Retorno
bool
scripts/sim/town.gd:392Town._place_landmarkfuncLink para esta entradafunc _place_landmark(m: WorldMap, rng: RandomNumberGenerator, want: String) -> bool- Parâmetros
m: WorldMaprng: RandomNumberGeneratorwant: String
- Retorno
bool
Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/town.gd:418Town._redevelopfuncNo free plot: rebuild a modest building near the centre as the new landmark or attraction.Link para esta entradafunc _redevelop(m: WorldMap, rng: RandomNumberGenerator, want: String, r: int) -> bool- Parâmetros
m: WorldMaprng: RandomNumberGeneratorwant: Stringr: int
- Retorno
bool
scripts/sim/town.gd:432Town.pick_stylestatic funcA town's building style, from where it stands: seaside towns lean Mediterranean, hill towns Nordic, the rest a mix.Link para esta entradastatic func pick_style(m: WorldMap, t: Town) -> StringDerived from the name so it doesn't disturb world generation.
- Parâmetros
m: WorldMapt: Town
- Retorno
String
scripts/sim/town.gd:462Town._near_seafuncLink para esta entradafunc _near_sea(m: WorldMap) -> bool- Parâmetros
m: WorldMap
- Retorno
bool
Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/town.gd:478Town._place_attractionfuncAttractions go on a free plot by a road: the stadium and funfair towards the edge of town, the resort by the water, the rest near the centre.Link para esta entradafunc _place_attraction(m: WorldMap, rng: RandomNumberGenerator, want: String) -> bool- Parâmetros
m: WorldMaprng: RandomNumberGeneratorwant: String
- Retorno
bool
scripts/sim/town.gd:489Town._water_distancefuncLink para esta entradafunc _water_distance(m: WorldMap, x: int, y: int) -> float- Parâmetros
m: WorldMapx: inty: int
- Retorno
float
Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/town.gd:525Town._set_buildingfuncLink para esta entradafunc _set_building(o: Dictionary, type: String, rng: RandomNumberGenerator) -> void- Parâmetros
o: Dictionarytype: Stringrng: RandomNumberGenerator
- Retorno
void
Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/town.gd:534Town._countfuncLink para esta entradafunc _count(type: String, people: int) -> void- Parâmetros
type: Stringpeople: int
- Retorno
void
Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/town.gd:544Town.remove_buildingfuncRemove a building's people (it was demolished).Link para esta entradafunc remove_building(o: Dictionary) -> void- Parâmetros
o: Dictionary
- Retorno
void
scripts/sim/town.gd:551Town.restore_buildingfuncPut back a building's people (its demolition was undone): the opposite of remove_building.Link para esta entradafunc restore_building(o: Dictionary) -> void- Parâmetros
o: Dictionary
- Retorno
void
scripts/sim/town.gd:559Town.recountfuncRebuild the zone tallies from the map (after loading).Link para esta entradafunc recount(m: WorldMap) -> void- Parâmetros
m: WorldMap
- Retorno
void
scripts/sim/town.gd:567Town.recount_allstatic funcrecountfor every town of the map in one pass over its tiles.Link para esta entradastatic func recount_all(m: WorldMap) -> void- Parâmetros
m: WorldMap
- Retorno
void
scripts/sim/town.gd:578Town.place_housefuncPlace a house facing directionfacing(towards its road).Link para esta entradafunc place_house(m: WorldMap, x: int, y: int, facing: int, type: String, rng: RandomNumberGenerator) -> void- Parâmetros
m: WorldMapx: inty: intfacing: inttype: Stringrng: RandomNumberGenerator
- Retorno
void
scripts/sim/town.gd:592Town.MODESTconstLink para esta entradaconst MODEST := ["cottage", "house", "shop", "modern", "workshop"]Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/town.gd:619Town.size_ofstatic funcHow many tiles along each side a building oftypetakes.Link para esta entradastatic func size_of(type: String) -> int- Parâmetros
type: String
- Retorno
int
scripts/sim/town.gd:623Town.building_atstatic funcThe town building on tilet, whichever of its tiles that is; null where there is none.Link para esta entradastatic func building_at(m: WorldMap, t: Vector2i) -> Variant- Parâmetros
m: WorldMapt: Vector2i
- Retorno
Variant
scripts/sim/town.gd:628Town.anchor_ofstatic funcThe north-west tile of the building ont(titself for a one-tile building).Link para esta entradastatic func anchor_of(m: WorldMap, t: Vector2i) -> Vector2i- Parâmetros
m: WorldMapt: Vector2i
- Retorno
Vector2i
scripts/sim/town.gd:638Town.footprintstatic funcEvery tile of the building whose north-west tile isanchor.Link para esta entradastatic func footprint(m: WorldMap, anchor: Vector2i) -> Array[Vector2i]- Parâmetros
m: WorldMapanchor: Vector2i
- Retorno
Array[Vector2i]
scripts/sim/town.gd:644Town.big_plotfuncThe 2 x 2 plot for a big building whose front tile (x, y) faces a road in directionfacing: it reaches one tile back from the road and one to either side, whichever is free.Link para esta entradafunc big_plot(m: WorldMap, x: int, y: int, facing: int, rebuild: bool = false) -> Rect2iWith
rebuild, a tile holding a modest building of this town counts as free (the building makes way). An empty rect where there is no room.- Parâmetros
m: WorldMapx: inty: intfacing: intrebuild: bool = false
- Retorno
Rect2i
scripts/sim/town.gd:658Town._plot_freefuncLink para esta entradafunc _plot_free(m: WorldMap, t: Vector2i, rebuild: bool) -> bool- Parâmetros
m: WorldMapt: Vector2irebuild: bool
- Retorno
bool
Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/town.gd:673Town._place_bigfuncPut a big building onplot(see big_plot), facingfacing.Link para esta entradafunc _place_big(m: WorldMap, plot: Rect2i, facing: int, type: String, rng: RandomNumberGenerator) -> void- Parâmetros
m: WorldMapplot: Rect2ifacing: inttype: Stringrng: RandomNumberGenerator
- Retorno
void
scripts/sim/town.gd:683Town.restore_annexesstatic funcMark the other tiles of every big building (after loading: only its own tile is saved).Link para esta entradastatic func restore_annexes(m: WorldMap) -> void- Parâmetros
m: WorldMap
- Retorno
void
scripts/sim/town.gd:705Town.enlarge_old_buildingsstatic funcA game saved before big buildings has its stadium on a single tile.Link para esta entradastatic func enlarge_old_buildings(m: WorldMap) -> voidGive each one its full plot where there is room behind it - modest buildings next door make way, as they do when a town builds a new one - and leave it small where roads or bigger buildings hem it in.
- Parâmetros
m: WorldMap
- Retorno
void
scripts/sim/town.gd:720
Station
Station.CATCH_RAILconstLink para esta entradaconst CATCH_RAIL := 4Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/station.gd:5Station.CATCH_ROADconstLink para esta entradaconst CATCH_ROAD := 3Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/station.gd:6Station.CATCH_DOCKconstLink para esta entradaconst CATCH_DOCK := 4Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/station.gd:7Station.CATCH_AIRconstLink para esta entradaconst CATCH_AIR := 5Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/station.gd:8Station.TRANSFER_DISTANCEconstLink para esta entradaconst TRANSFER_DISTANCE := 3Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/station.gd:9Station.SUFFIXESconstLink para esta entradaconst SUFFIXESEsta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/station.gd:10Station.idvarLink para esta entradavar id := 0Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/station.gd:13Station.namevarLink para esta entradavar name := ""Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/station.gd:14Station.tilesvarLink para esta entradavar tiles: Array[Vector2i] = []Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/station.gd:15Station.has_railvarLink para esta entradavar has_rail := falseEsta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/station.gd:16Station.has_roadvarLink para esta entradavar has_road := falseEsta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/station.gd:17Station.has_dockvarLink para esta entradavar has_dock := falseEsta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/station.gd:18Station.has_airvarLink para esta entradavar has_air := falseEsta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/station.gd:19Station.catchmentvartile index -> trueStation.acceptsvarCargo IDs that can be delivered in this station’s catchment.Link para esta entradavar accepts: Array = []A vehicle can unload and earn a fare here for a supported cargo.
Declarado emscripts/sim/station.gd:21Station.suppliesvarCargo IDs supplied by towns or industries in the station’s catchment.Link para esta entradavar supplies: Array = []Read
Declarado emwaitingfor the amount currently available to load.scripts/sim/station.gd:22Station.deletedvarLink para esta entradavar deleted := falseEsta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/station.gd:23Station.ownervarThe company that owns the station.Link para esta entradavar owner: Company = nullCan be
Declarado emnull, for example at an oil rig dock. Useusable_by(company)to check access.scripts/sim/station.gd:24Station.rigvarThe industry out at sea this dock is built into (an oil rig), or null.Link para esta entradavar rig: Industry = nullSuch a dock belongs to nobody: every company's ships may call there, and it is never built or removed by hand.
Declarado emscripts/sim/station.gd:27Station.townvarthe town whose council looks after this station's areaStation.attractionsvarattraction types inside the catchment (tourist fares)Station.workersvaran industry in reach employs passengers who come here (RAIL-28)Station.waitingvaramount waiting (float)Station.transfersvarCargo left here by vehicles with a transfer order, for another vehicle to carry on (RAIL-20): [{"amt", "c", "from", "pos", "day", "credit"}], oldest first.Link para esta entradavar transfers: Array = []It is part of
Declarado emwaitingtoo; these packets remember where and when it was first loaded, so the last leg is paid for the whole trip.scripts/sim/station.gd:37Station.ratingvar0..1, share of nearby production this station receivesStation.servedvartrue once a vehicle with this cargo has orders hereStation.last_pickupvargame day of the last loading attemptStation.last_speedvarspeed of the last vehicle that loaded here (tiles/day)Station.last_agevarage in years of the last vehicle that loaded hereStation.first_arrivalvarLink para esta entradavar first_arrival := trueEsta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/station.gd:43Station.match_toldvarthe player has had the news of this station's first match dayStation.last_visitvargame day a vehicle last called hereStation.pickedvarcargo -> units loaded this monthStation.picked_lastvarLink para esta entradavar picked_last := {}Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/station.gd:47Station.deliveredvarcargo -> units unloaded (and paid for) this monthStation.delivered_lastvarLink para esta entradavar delivered_last := {}Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/station.gd:49Station.earnedvarfares paid for deliveries here this monthStation.earned_lastvarLink para esta entradavar earned_last := 0Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/station.gd:51Station.inflowvarHow much of each cargo comes here in a month, as a running estimate (Economy._update_ratings): what waits beyond this slowly gives up (RAIL-56).Link para esta entradavar 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.
Declarado emscripts/sim/station.gd:55Station.arrivedvarcargo -> units come since the last production runStation.catch_rectvarLink para esta entradavar catch_rect := Rect2i()Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/station.gd:59Station.house_okvarLink para esta entradavar house_ok := falseEsta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/station.gd:60Station._housesvarLink para esta entradavar _houses := PackedInt32Array()Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/station.gd:61Station.roll_monthfuncLink para esta entradafunc roll_month() -> void- Retorno
void
Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/station.gd:64Station._initfuncLink para esta entradafunc _init(p_id: int, p_name: String) -> void- Parâmetros
p_id: intp_name: String
- Retorno
void
Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/station.gd:73Station.tiles_offuncTiles vehicles ofkindstop on: platforms, road stops, the water in front of a dock, the airfield.Link para esta entradafunc tiles_of(m: WorldMap, kind: String) -> Dictionary- Parâmetros
m: WorldMapkind: String
- Retorno
Dictionary
scripts/sim/station.gd:79Station.usable_byfuncWhetherwho's vehicles may have orders here: its own stations and the open docks of oil rigs.Link para esta entradafunc usable_by(who: Company) -> bool- Parâmetros
who: Company
- Retorno
bool
scripts/sim/station.gd:100Station.has_kindfuncTests whether the station supportsrail,road,water, orair.Link para esta entradafunc has_kind(kind: String) -> boolFor ships use
water, even though the construction kind for a dock isdock.- Parâmetros
kind: String
- Retorno
bool
scripts/sim/station.gd:104Station.transfer_neighborsfuncOther stations of the same company within TRANSFER_DISTANCE steps of any of our tiles.Link para esta entradafunc transfer_neighbors(m: WorldMap) -> Array[Station]- Parâmetros
m: WorldMap
- Retorno
Array[Station]
scripts/sim/station.gd:114Station.transfer_amountfuncUnits ofcleft here by transfers and still waiting.Link para esta entradafunc transfer_amount(c: String) -> int- Parâmetros
c: String
- Retorno
int
scripts/sim/station.gd:132Station.add_transferfuncLeave cargo from a vehicle here for another to pick up (see Economy.unload).Link para esta entradafunc add_transfer(p: Dictionary) -> void- Parâmetros
p: Dictionary
- Retorno
void
scripts/sim/station.gd:141Station.add_waitingfuncCargoccomes here to wait: counted inwaitingand in what arrives (seeinflow).Link para esta entradafunc add_waiting(c: String, amt: float) -> void- Parâmetros
c: Stringamt: float
- Retorno
void
scripts/sim/station.gd:147Station.take_transfersfuncTake up tonunits of transferredc(oldest first), as packets to put on board.Link para esta entradafunc take_transfers(c: String, n: int) -> ArrayWaiting cargo that went away (a poor rating, the cap) takes the transferred share with it first.
- Parâmetros
c: Stringn: int
- Retorno
Array
scripts/sim/station.gd:154Station.platform_lenfuncLength in tiles of the platformtis part of: the straight row of this station's rail tiles along the track throught(0 iftisn't one of them).Link para esta entradafunc platform_len(m: WorldMap, t: Vector2i) -> int- Parâmetros
m: WorldMapt: Vector2i
- Retorno
int
scripts/sim/station.gd:185Station.longest_platformfuncThe longest of this station's platforms, in tiles (0 without any).Link para esta entradafunc longest_platform(m: WorldMap) -> int- Parâmetros
m: WorldMap
- Retorno
int
scripts/sim/station.gd:205Station.air_posfuncWhere aircraft park: the middle of the runway.Link para esta entradafunc air_pos(m: WorldMap) -> Vector2- Parâmetros
m: WorldMap
- Retorno
Vector2
scripts/sim/station.gd:215Station.is_runwaystatic funcAirfields are 3 x 2 tiles: the runway is the first row (axis 0) or first column (axis 1).Link para esta entradastatic func is_runway(o: Dictionary) -> bool- Parâmetros
o: Dictionary
- Retorno
bool
scripts/sim/station.gd:227Station.total_waitingfuncSums the station’s waiting quantities across all cargo IDs and converts the result to a whole number.Link para esta entradafunc total_waiting() -> intFor a single cargo read that key in
waiting.- Retorno
int
scripts/sim/station.gd:232Station.sign_posfuncReturns the average position of the station’s tile centers, in world tile coordinates.Link para esta entradafunc sign_pos() -> Vector2Useful for locating a news item on the map.
- Retorno
Vector2
scripts/sim/station.gd:239Station.stop_posfuncFor a road vehicle, point to the roadside stop even when it shares a station with other modes.Link para esta entradafunc stop_pos(m: WorldMap, kind: String) -> Vector2- Parâmetros
m: WorldMapkind: String
- Retorno
Vector2
scripts/sim/station.gd:247Station.refreshfuncRecompute station type flags, catchment and what it accepts / supplies.Link para esta entradafunc refresh(m: WorldMap) -> void- Parâmetros
m: WorldMap
- Retorno
void
scripts/sim/station.gd:257Station.refresh_coveragefuncRecheck what reaches this station after its surroundings change.Link para esta entradafunc refresh_coverage(m: WorldMap) -> void- Parâmetros
m: WorldMap
- Retorno
void
scripts/sim/station.gd:300Station.house_tilesfuncThe tiles of the catchment with a house on them, in catchment order.Link para esta entradafunc house_tiles(m: WorldMap) -> PackedInt32Array- Parâmetros
m: WorldMap
- Retorno
PackedInt32Array
scripts/sim/station.gd:309Station.add_catchmentstatic funcLink para esta entradastatic func add_catchment(m: WorldMap, catch: Dictionary, t: Vector2i, r: int) -> void- Parâmetros
m: WorldMapcatch: Dictionaryt: Vector2ir: int
- Retorno
void
Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/station.gd:335Station.coveragestatic funcWhat a catchment area accepts and supplies.Link para esta entradastatic func coverage(m: WorldMap, catch: Dictionary) -> DictionaryTowns accept passengers from 12 residents and goods / food from 60; houses supply passengers and mail (waste too, from the Late century). Some buildings take more in later eras, and so does every house of a big enough town (Data.TOWN_TAKES: electronics, cars). An industry that employs people takes passengers as workers and sends some home again ("workers": true).
- Parâmetros
m: WorldMapcatch: Dictionary
- Retorno
Dictionary
scripts/sim/station.gd:346Station.nearest_townstatic funcLink para esta entradastatic func nearest_town(m: WorldMap, p: Vector2, within: float) -> Town- Parâmetros
m: WorldMapp: Vector2within: float
- Retorno
Town
Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/station.gd:409Station.make_namestatic funcLink para esta entradastatic func make_name(m: WorldMap, at: Vector2i) -> String- Parâmetros
m: WorldMapat: Vector2i
- Retorno
String
- Chama
L.t
Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/station.gd:420
Vehicle
Vehicle.LOCO_LENconstLink para esta entradaconst LOCO_LEN := 0.56Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/vehicle.gd:8Vehicle.CAR_LENconstLink para esta entradaconst CAR_LEN := 0.5Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/vehicle.gd:9Vehicle.RV_LENconstLink para esta entradaconst RV_LEN := 0.46Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/vehicle.gd:10Vehicle.SHIP_LENconstLink para esta entradaconst SHIP_LEN := 0.9Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/vehicle.gd:11Vehicle.PLANE_LENconstLink para esta entradaconst PLANE_LEN := 0.7Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/vehicle.gd:12Vehicle.CRUISEconstflight altitude above the groundVehicle.LOAD_RATEconstunits moved per day while loadingVehicle.LANEconstroad vehicles keep right by this muchVehicle.ROAD_GAPconstQueues (RAIL-26).Link para esta entradaconst ROAD_GAP := 0.12A road vehicle keeps ROAD_GAP behind the one ahead in its lane and, stuck for ROAD_GIVE_UP days, drives through, so a jam always clears (as trains do at signals). A ship waits for a free berth and a plane holds for a free stand at most QUEUE_GIVE_UP days, then goes in anyway.
Declarado emscripts/sim/vehicle.gd:19Vehicle.ROAD_GIVE_UPconstLink para esta entradaconst ROAD_GIVE_UP := 3.0Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/vehicle.gd:20Vehicle.QUEUE_GIVE_UPconstLink para esta entradaconst QUEUE_GIVE_UP := 15.0Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/vehicle.gd:21Vehicle.STANDSconstaircraft an airport takes at a timeVehicle.HOLD_ATconsthow far out a plane asks for a stand: where it would start to descendVehicle.HOLD_Rconstradius of the circle a plane holds on, at cruising height...Vehicle.HOLD_STEPconst...or that much wider, or twice that (see _hold_r)Vehicle.HOLD_BANKconsthow far it leans into that circle (radians)Vehicle.ORDER_FLAGSconstWhat an order can say besides "full": leave unaccepted cargo for another vehicle (RAIL-20); unload everything and take nothing on; deliver but take nothing on; call at a depot before the next stop (RAIL-36).Link para esta entradaconst ORDER_FLAGS := ["transfer", "unload", "no_load", "depot"]Saved in this order (see SaveGame).
Declarado emscripts/sim/vehicle.gd:30Vehicle.idvarLink para esta entradavar id := 0Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/vehicle.gd:32Vehicle.namevarLink para esta entradavar name := ""Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/vehicle.gd:33Vehicle.model_idvarLink para esta entradavar model_id := ""Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/vehicle.gd:34Vehicle.modelvarLink para esta entradavar model: DictionaryEsta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/vehicle.gd:35Vehicle.kindvarLink para esta entradavar kind := "road"Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/vehicle.gd:36Vehicle.cargovarLink para esta entradavar cargo := "pax"Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/vehicle.gd:37Vehicle.wagonsvarLink para esta entradavar wagons := 0Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/vehicle.gd:38Vehicle.ownervarLink para esta entradavar owner: CompanyEsta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/vehicle.gd:39Vehicle.ordersvar[{"st": Station, "full": bool, and any of ORDER_FLAGS: bool (missing: false)}]Vehicle.order_idxvarLink para esta entradavar order_idx := 0Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/vehicle.gd:41Vehicle.statevarloading | moving | lost | stopped | servicing | wrecked (see Sim.wrecks)Vehicle.statusvarLink para esta entradavar status := ""Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/vehicle.gd:44Vehicle.timervarLink para esta entradavar timer := 0.0Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/vehicle.gd:45Vehicle.segsvarpath history; the last one is the one the head is onVehicle.tvarprogress along the last segment (0..1)Vehicle.routevarLink para esta entradavar route: Array[Vector2i] = []Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/vehicle.gd:48Vehicle.rpvarindex inrouteof the tile the head is inVehicle.speedvarcurrent speed, tiles per dayVehicle.at_stationvarLink para esta entradavar at_station: Station = nullEsta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/vehicle.gd:51Vehicle.lost_ctxvarLink para esta entradavar lost_ctx := {}Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/vehicle.gd:52Vehicle.lost_triesvarLink para esta entradavar lost_tries := 0Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/vehicle.gd:53Vehicle.capvarLink para esta entradavar cap := 0Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/vehicle.gd:55Vehicle.packetsvar[{"amt": int, "from": Station, "day": float}]Vehicle.profit_thisvarLink para esta entradavar profit_this := 0Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/vehicle.gd:57Vehicle.profit_lastvarLink para esta entradavar profit_last := 0Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/vehicle.gd:58Vehicle.income_totalvarLink para esta entradavar income_total := 0Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/vehicle.gd:59Vehicle.age_daysvarLink para esta entradavar age_days := 0.0Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/vehicle.gd:60Vehicle.costvarLink para esta entradavar cost := 0Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/vehicle.gd:61Vehicle.tripsvarLink para esta entradavar trips := 0Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/vehicle.gd:62Vehicle.stopped_by_playervarLink para esta entradavar stopped_by_player := falseEsta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/vehicle.gd:63Vehicle.sig_waitvardays spent waiting at a red signal or in front of a junctionVehicle.held_atvarWhat the train waited at when it last moved: 0 nothing, 1 a signal, 2 a junction (RAIL-80).Vehicle.GIVE_UP_DAYSconsta train held this long at a signal or junction is deadlockedVehicle._backoff_tryvarwhen it last tried turning round out of a deadlockVehicle._backed_off_atvarwhen it last didVehicle._forced_atvarwhen it last went on anyway, unable to turn roundVehicle._turnedvar_held_up turned it round just now (see _advance)Vehicle._detour_dayvarwhen it last looked for a way round a busy stretch (see _detour)Vehicle.queue_waitvardays held up in a queue: in traffic, for a berth, or holding (RAIL-26)Vehicle.hold_avaraircraft holding over a full airport: its angle round the circle, -1 when notVehicle.old_warnedvarLink para esta entradavar old_warned := falseEsta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/vehicle.gd:75Vehicle.electricvarneeds overhead wires (set from the model)Vehicle.wagon_cargosvartrains: the cargo of each wagon, front to back (mixed trains)Vehicle.reliabilityvar0..1; wears down day by day, restored by servicingVehicle.last_servicevargame day of the last serviceVehicle.breakdownsvarLink para esta entradavar breakdowns := 0Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/vehicle.gd:80Vehicle.brokenvardays left standing broken downVehicle.service_tovarthe depot it's heading to for servicingVehicle.load_avgvarrunning average of how full it leaves stations (0..1), -1 until knownVehicle.last_tripvarlast paid delivery: {"pay", "units", "day", "st"}Vehicle.look_revvargoes up when a refit changes how it looks (the view redraws it)Vehicle.refit_tovara change of cargo ordered and paid for, done at the depot (see refit)Vehicle.refit_paidvarwhat ordering it cost (given back if it is cancelled)Vehicle.stuck_cargovara cargo on board that no stop in the orders accepts (see _check_stuck)Vehicle.stuck_stopsvarstops it has called at with that cargo on board, undeliveredVehicle.stuck_newsvargame day the player was last told about it (-1: never)Vehicle.linevarthe line it runs on (itsordersare then the line's), or nullVehicle.lap_startvargame day it last left its line's first stop (-1: not yet)Vehicle.heldvardays held at the first stop this round to keep the line evenly spacedVehicle.air_fromvarLink para esta entradavar air_from := Vector2.ZEROEsta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/vehicle.gd:95Vehicle.air_tovarLink para esta entradavar air_to := Vector2.ZEROEsta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/vehicle.gd:96Vehicle.air_dvarLink para esta entradavar air_d := 0.0Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/vehicle.gd:97Vehicle.air_y0varLink para esta entradavar air_y0 := 0.0Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/vehicle.gd:98Vehicle.air_y1varLink para esta entradavar air_y1 := 0.0Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/vehicle.gd:99Vehicle._accelvaracceleration as a multiple of the top speed, by kindVehicle._lenvarlength of a road vehicle, ship or aircraft (of model_len_of)Vehicle._len_ofvarLink para esta entradavar _len_of := ""Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/vehicle.gd:103Vehicle._back_uvarsecond result of _back_iVehicle._routesvarroutes found before, by order (see _find)Vehicle._fitvartrains: the share of the train alongside the platform it stands atVehicle._coursevarships: the straight courseroutefollows (see water_course), {} for noneVehicle._queuedvarheld up in a queue this step (counts towardsqueue_wait)Vehicle._blocked_byvarroad vehicles: id of the one it is keeping behind (0: none)Vehicle.route_cachestatic varSwitch for the tests: with it off every departure searches for its route again.Vehicle._seg_cachestatic varmake_seg results by tile, sides and shapeVehicle.SEG_CACHE_MAXconstLink para esta entradaconst SEG_CACHE_MAX := 200000Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/vehicle.gd:113Vehicle._initfuncLink para esta entradafunc _init(p_id: int, p_model: String, p_cargo: String, p_wagons: int, p_owner: Company) -> void- Parâmetros
p_id: intp_model: Stringp_cargo: Stringp_wagons: intp_owner: Company
- Retorno
void
- Chama
Data.model,Data.wagon_cap
Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/vehicle.gd:116Vehicle._default_namefuncThe name a vehicle gets when bought: what it is and its number.Link para esta entradafunc _default_name() -> String- Retorno
String
- Chama
L.t
scripts/sim/vehicle.gd:135Vehicle.load_amountfuncLink para esta entradafunc load_amount() -> int- Retorno
int
Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/vehicle.gd:145Vehicle.set_consistfuncA train's wagons, one cargo each (front to back).Link para esta entradafunc set_consist(list: Array) -> voidcargobecomes the first wagon's.- Parâmetros
list: Array
- Retorno
void
- Chama
Data.wagon_cap
scripts/sim/vehicle.gd:153Vehicle.refitfuncChange what the vehicle carries: a train's wagons (one cargo each, front to back) or the one cargo of anything else.Link para esta entradafunc refit(list: Array, m: WorldMap = null) -> voidCargo on board that no longer has room is lost. Sim.refit_vehicle orders it and Sim.finish_refit calls this once the vehicle is at a depot.
- Parâmetros
list: Arraym: WorldMap = null
- Retorno
void
scripts/sim/vehicle.gd:168Vehicle._trim_loadfuncDrop what no longer fits on board (was: the cargo of packets from before they were labelled).Link para esta entradafunc _trim_load(was: String) -> void- Parâmetros
was: String
- Retorno
void
scripts/sim/vehicle.gd:187Vehicle.change_modelfuncBecome another model of the same kind, where it stands (see Sim.replace_vehicle, which checks that the model can carry its cargo and run its route).Link para esta entradafunc change_model(p_model: String) -> voidA train keeps its wagons, as many as the new engine pulls; anything else gets the new model's capacity. Cargo without room is lost.
- Parâmetros
p_model: String
- Retorno
void
- Chama
Data.model,Data.wagon_cap
scripts/sim/vehicle.gd:205Vehicle._grow_tailfuncLay more history behind the tail, following the track, so a train that just got longer has somewhere to stand (the same walkspawndoes).Link para esta entradafunc _grow_tail(m: WorldMap) -> void- Parâmetros
m: WorldMap
- Retorno
void
- Chama
Const.opp
scripts/sim/vehicle.gd:228Vehicle.cargosfuncThe cargos this vehicle carries (several for a mixed train).Vehicle.is_mixedfuncLink para esta entradafunc is_mixed() -> bool- Retorno
bool
Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/vehicle.gd:273Vehicle.cap_offuncReturns the capacity for one cargo ID.Link para esta entradafunc cap_of(c: String) -> intFor mixed trains, it counts only wagons assigned to that cargo. A cargo the vehicle cannot currently carry has capacity zero.
- Parâmetros
c: String
- Retorno
int
- Chama
Data.wagon_cap
scripts/sim/vehicle.gd:277Vehicle.load_offuncAdds up the units in the vehicle’s cargo packets for one cargo ID.Link para esta entradafunc load_of(c: String) -> intThis is the current load, rather than available room.
- Parâmetros
c: String
- Retorno
int
scripts/sim/vehicle.gd:287Vehicle.running_costfuncReturns the annual running cost of the model plus its wagons.Vehicle.life_yearsfuncReturns the usual service life in years for the vehicle’s transport kind.Vehicle.is_oldfuncChecks whether the vehicle’s age in days exceeds its service life in years, using 365 days per year.Vehicle.valuefuncReturns the current resale value in dollars.Link para esta entradafunc value() -> intThe value falls with age and bottoms out at 15 percent of purchase cost.
- Retorno
int
scripts/sim/vehicle.gd:307Vehicle.max_speedfuncReturns the model’s maximum speed in tiles per game day.Link para esta entradafunc max_speed() -> floatSteam trains lose three percent of model speed per wagon in this calculation.
- Retorno
float
scripts/sim/vehicle.gd:311Vehicle.train_lengthfuncLink para esta entradafunc train_length() -> float- Retorno
float
Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/vehicle.gd:318Vehicle.tiles_longstatic funcHow many platform tiles a train withn_wagonswagons needs to stand alongside in full.Link para esta entradastatic func tiles_long(n_wagons: int) -> intA buffer's worth of overhang (
OVERHANG_OK) doesn't count: two wagons a tile, less one for the engine, so 3 tiles take 5 wagons.- Parâmetros
n_wagons: int
- Retorno
int
scripts/sim/vehicle.gd:330Vehicle.OVERHANG_OKconstLink para esta entradaconst OVERHANG_OK := 0.1Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/vehicle.gd:334Vehicle.platform_fitstatic funcThe share of a train oflengthtiles that is alongside a platform ofplatformtiles.Link para esta entradastatic func platform_fit(length: float, platform: int) -> floatOnly those wagons load and unload at a time, so loading a train longer than the platform takes longer (the rest are drawn up in turns) while its back wagons stick out onto the line behind (RAIL-18).
- Parâmetros
length: floatplatform: int
- Retorno
float
scripts/sim/vehicle.gd:340Vehicle.body_lenstatic funcLength of a road vehicle, ship or aircraft of this model (see Data.LENGTH).Link para esta entradastatic func body_len(id: String) -> float- Parâmetros
id: String
- Retorno
float
- Chama
Data.model,Data.look
scripts/sim/vehicle.gd:347Vehicle.destfuncLink para esta entradafunc dest() -> Station- Retorno
Station
Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/vehicle.gd:356Vehicle._edgestatic funcLink para esta entradastatic func _edge(t: Vector2i, d: int) -> Vector2- Parâmetros
t: Vector2id: int
- Retorno
Vector2
Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/vehicle.gd:362Vehicle._centerstatic funcLink para esta entradastatic func _center(t: Vector2i) -> Vector2- Parâmetros
t: Vector2i
- Retorno
Vector2
Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/vehicle.gd:366Vehicle.make_segstatic funcA segment crossing tilet, entering through sideaand leaving through sideb(-1 means starting or stopping at the tile centre).Link para esta entradastatic func make_seg(t: Vector2i, a: int, b: int, chord: int = 0) -> Dictionarychord: the piece's shape (see WorldMap.piece_shape) when it is part of a diagonal run or eases into one; the piece is then a cubic curve.- Parâmetros
t: Vector2ia: intb: intchord: int = 0
- Retorno
Dictionary
scripts/sim/vehicle.gd:374Vehicle._seg_lenstatic funcLink para esta entradastatic func _seg_len(s: Dictionary) -> float- Parâmetros
s: Dictionary
- Retorno
float
Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/vehicle.gd:404Vehicle.seg_posstatic funcLink para esta entradastatic func seg_pos(s: Dictionary, u: float) -> Vector2- Parâmetros
s: Dictionaryu: float
- Retorno
Vector2
Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/vehicle.gd:414Vehicle.seg_dirstatic funcThe way along segmentsatu(not normalised; zero only half-way round a U-turn).Link para esta entradastatic func seg_dir(s: Dictionary, u: float) -> Vector2- Parâmetros
s: Dictionaryu: float
- Retorno
Vector2
scripts/sim/vehicle.gd:426Vehicle.rev_segstatic funcLink para esta entradastatic func rev_seg(s: Dictionary) -> Dictionary- Parâmetros
s: Dictionary
- Retorno
Dictionary
- Chama
WorldMap.flip_shape
Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/vehicle.gd:437Vehicle._segfuncA segment through tiletthat knows whether it's part of a diagonal run.Link para esta entradafunc _seg(m: WorldMap, t: Vector2i, a: int, b: int) -> Dictionary- Parâmetros
m: WorldMapt: Vector2ia: intb: int
- Retorno
Dictionary
scripts/sim/vehicle.gd:442Vehicle.SEA_ROOMconstHow far a ship's straight leg keeps from land on either side (tiles).Vehicle.water_coursestatic funcShips aren't held to the grid: they sail straight legs across open water, which bend only where something is in the way.Link para esta entradastatic func water_course(m: WorldMap, tiles: Array) -> Dictionarytilesis a route of neighbouring sailable tiles (a Pathfinder answer); the course runs between its ends along the shortest way by water (Pathfinder.find_sea), pulled tight. Returns {"tiles": the tiles the legs pass through, neighbours again, "cross": where the course enters each of them (the first: its centre), "turn": 1 at each tile where two legs meet}.- Parâmetros
m: WorldMaptiles: Array
- Retorno
Dictionary
- Chama
Pathfinder.find_sea
scripts/sim/vehicle.gd:457Vehicle._sea_clearstatic funcWhether a ship can sail straight from the centre of tileato the centre of tileb, keeping SEA_ROOM clear of anything that isn't open water.Link para esta entradastatic func _sea_clear(m: WorldMap, a: Vector2i, b: Vector2i) -> bool- Parâmetros
m: WorldMapa: Vector2ib: Vector2i
- Retorno
bool
scripts/sim/vehicle.gd:498Vehicle._walk_linestatic funcThe tiles a straight line fromptoqpasses through after the first, in order and each the neighbour of the one before (through a corner it goes across first), appended totiles, and where it enters each one appended tocross.Link para esta entradastatic func _walk_line(p: Vector2, q: Vector2, tiles: Array[Vector2i], cross: PackedVector2Array) -> void- Parâmetros
p: Vector2q: Vector2tiles: Array[Vector2i]cross: PackedVector2Array
- Retorno
void
scripts/sim/vehicle.gd:515Vehicle.course_segstatic funcThe piece of a ship's course (see water_course) in itskth tile.Link para esta entradastatic func course_seg(c: Dictionary, k: int, a: int = -2, from: Variant = null) -> Dictionarya: the side it comes in by (-2: from the course, -1: from the tile centre);from: where it starts instead of the course's own entry point (a ship turning onto a new course mid-tile).- Parâmetros
c: Dictionaryk: inta: int = -2from: Variant = null
- Retorno
Dictionary
scripts/sim/vehicle.gd:552Vehicle.free_segstatic funcA segment through tilet(sidesatob) along any curve: fromp0top2, pulled towardsc.Link para esta entradastatic func free_seg(t: Vector2i, a: int, b: int, p0: Vector2, c: Vector2, p2: Vector2) -> Dictionary- Parâmetros
t: Vector2ia: intb: intp0: Vector2c: Vector2p2: Vector2
- Retorno
Dictionary
scripts/sim/vehicle.gd:569Vehicle.course_segsstatic funcEvery piece of a ship's course, first to last.Link para esta entradastatic func course_segs(c: Dictionary) -> Array- Parâmetros
c: Dictionary
- Retorno
Array
scripts/sim/vehicle.gd:576Vehicle._set_routefuncSet off alongtiles(from the head's tile): a ship's course is pulled straight first.Link para esta entradafunc _set_route(m: WorldMap, tiles: Array[Vector2i]) -> void- Parâmetros
m: WorldMaptiles: Array[Vector2i]
- Retorno
void
scripts/sim/vehicle.gd:584Vehicle._first_segfuncThe first piece of a new route, from where the head is now.Link para esta entradafunc _first_seg(m: WorldMap, a: int) -> Dictionary- Parâmetros
m: WorldMapa: int
- Retorno
Dictionary
- Chama
BuildOps.dir_between
scripts/sim/vehicle.gd:594Vehicle._pos_backfuncWalkdback from the head along the history: {"i": segment index, "u": position in it}.Link para esta entradafunc _pos_back(d: float) -> Dictionary- Parâmetros
d: float
- Retorno
Dictionary
scripts/sim/vehicle.gd:605Vehicle._back_ifuncThe same walk as _pos_back without building a Dictionary: returns the segment index and leaves the position in it in_back_u.Link para esta entradafunc _back_i(d: float) -> int- Parâmetros
d: float
- Retorno
int
scripts/sim/vehicle.gd:623Vehicle.pos_atfuncPositiondbehind the nose, or Vector2.INF for a hidden segment when it is excluded.Link para esta entradafunc pos_at(d: float, include_hidden: bool = true) -> Vector2- Parâmetros
d: floatinclude_hidden: bool = true
- Retorno
Vector2
scripts/sim/vehicle.gd:642Vehicle.body_pointsfuncPoints everystepalong the train from the nose to the tail (both included), leaving out the part still inside a depot shed.Link para esta entradafunc body_points(step: float) -> PackedVector2ArrayFor crash checks (see Sim._check_crashes).
- Parâmetros
step: float
- Retorno
PackedVector2Array
scripts/sim/vehicle.gd:651Vehicle.headingfuncDirection of travel in the current tile (0..3).Link para esta entradafunc heading() -> int- Retorno
int
- Chama
Const.opp
scripts/sim/vehicle.gd:663Vehicle.head_tilefuncLink para esta entradafunc head_tile() -> Vector2i- Retorno
Vector2i
Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/vehicle.gd:674Vehicle.spawnfuncPlace the vehicle stopped at the centre of station tiletile, facing directionfacing.Link para esta entradafunc spawn(tile: Vector2i, facing: int, m: WorldMap = null, hide_behind: bool = false) -> voidA train's wagons are laid back along the actual track where there is some.
- Parâmetros
tile: Vector2ifacing: intm: WorldMap = nullhide_behind: bool = false
- Retorno
void
- Chama
Const.opp
scripts/sim/vehicle.gd:684Vehicle.updatefuncLink para esta entradafunc update(sim: Sim, dt: float) -> void- Parâmetros
sim: Simdt: float
- Retorno
void
- Chama
L.t
Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/vehicle.gd:724Vehicle._remainingfuncLink para esta entradafunc _remaining() -> float- Retorno
float
Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/vehicle.gd:763Vehicle._on_coursefuncWhether the ship is following a course worked out for its route (not one from an older save).Vehicle._movefuncLink para esta entradafunc _move(sim: Sim, dt: float) -> void- Parâmetros
sim: Simdt: float
- Retorno
void
Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/vehicle.gd:784Vehicle._trimfuncDrop the history further back than the tail needs (the walk of _pos_back, stopping as soon as it is clear nothing can go).Vehicle._advancefuncStep the head into the next tile of the route.Link para esta entradafunc _advance(sim: Sim) -> boolReturns false if movement must stop.
- Parâmetros
sim: Sim
- Retorno
bool
- Chama
BuildOps.dir_between,L.t,Const.opp
scripts/sim/vehicle.gd:852Vehicle._gatefuncRealistic blocking: whether the train must stop before it enters route[k], coming from route[k - 1]: 1 where a signal there faces it, 2 where route[k] is the first tile of a junction (RAIL-80: a junction is guarded as if signals stood round it), else 0.Link para esta entradafunc _gate(m: WorldMap, k: int) -> int- Parâmetros
m: WorldMapk: int
- Retorno
int
- Chama
BuildOps.dir_between
scripts/sim/vehicle.gd:908Vehicle.way_aheadfuncThe blocks the train must have to itself before it may pass the gate in front of route[k] (see _gate): past a signal, the track beyond it; at a junction, the junction itself and the stretch it leaves it by.Link para esta entradafunc way_ahead(m: WorldMap, blocks: Dictionary, k: int, gate: int) -> ArrayA train never stops on a junction: where the stretch past a junction is too short to hold the whole train before the next signal or junction, the way goes on past that one too, to the first place the train can wait clear of every junction. So a train is never let onto a junction it would then have to block while it waits for the track beyond.
- Parâmetros
m: WorldMapblocks: Dictionaryk: intgate: int
- Retorno
Array
- Chama
BuildOps.dir_between
scripts/sim/vehicle.gd:927Vehicle._dir_infuncThe way the head entered the tile it is in, or -1.Link para esta entradafunc _dir_in() -> int- Retorno
int
- Chama
Const.opp
scripts/sim/vehicle.gd:973Vehicle.claims_aheadfuncThe blocks ahead the train has been let into but not reached yet, for Sim._update_occupancy: standing on a signal, the way past it; inside a junction, the stretch it leaves it by.Link para esta entradafunc claims_ahead(m: WorldMap, blocks: Dictionary) -> Array- Parâmetros
m: WorldMapblocks: Dictionary
- Retorno
Array
- Chama
BuildOps.dir_between
scripts/sim/vehicle.gd:981Vehicle._held_upfuncWhether another train holds any of the way past the gate in front of route[k] (see _gate).Link para esta entradafunc _held_up(sim: Sim, k: int, gate: int) -> boolWhen it doesn't, the way is claimed at once, so a second train at the same junction waits. Held at a junction, the train looks for another way round once a day: the other side of a passing loop. After waiting GIVE_UP_DAYS (a deadlock) it turns round if it can (see _deadlocked).
- Parâmetros
sim: Simk: intgate: int
- Retorno
bool
scripts/sim/vehicle.gd:998Vehicle._deadlockedfuncA train that has waited GIVE_UP_DAYS for the way ahead.Link para esta entradafunc _deadlocked(sim: Sim, need: Array) -> boolIt turns round and finds another way if there is one; only when there is none does it go on anyway. Of the trains that hold each other up, one acts at a time: they never all drive off at once into each other. Returns whether it still waits (or has just turned round: see _turned).
- Parâmetros
sim: Simneed: Array
- Retorno
bool
scripts/sim/vehicle.gd:1022Vehicle._busyfuncLink para esta entradafunc _busy(sim: Sim, need: Array) -> bool- Parâmetros
sim: Simneed: Array
- Retorno
bool
Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/vehicle.gd:1051Vehicle._detourfuncAnother way to where the route goes that keeps off the blocks other trains hold, from the tile the head is in through the same next tile (the junction ahead): the free side of a passing loop.Link para esta entradafunc _detour(sim: Sim, blocks: Dictionary, need: Array) -> boolTaken only when it isn't much longer. Returns whether the route changed.
- Parâmetros
sim: Simblocks: Dictionaryneed: Array
- Retorno
bool
- Chama
Pathfinder.find
scripts/sim/vehicle.gd:1062Vehicle._red_signal_distfuncDistance to a red signal or a busy junction (or a wreck on the line) ahead within the next couple of tiles, or -1.Link para esta entradafunc _red_signal_dist(sim: Sim) -> float- Parâmetros
sim: Sim
- Retorno
float
scripts/sim/vehicle.gd:1087Vehicle._traffic_gapfuncRoad traffic (RAIL-26): how far the front may go before it comes ROAD_GAP short of the back of the vehicle ahead in its lane, or -1 when nothing is in the way.Link para esta entradafunc _traffic_gap(sim: Sim) -> floatOnly the vehicles whose front is in its own tile or the next three on its route are looked at (Sim.road_at); one is in its lane when it heads the way this one will cross that tile, so traffic the other way and across a junction passes. Held up for ROAD_GIVE_UP days on end, it drives through until the way is clear, so a jam always clears.
- Parâmetros
sim: Sim
- Retorno
float
- Chama
L.t
scripts/sim/vehicle.gd:1109Vehicle._berth_distfuncShips (RAIL-26): each water tile in front of a dock is a berth for one ship.Link para esta entradafunc _berth_dist(sim: Sim) -> floatWhile another ship lies at the berth this one is heading for, it stops short of it: returns how far it may still go, or -1 when it may go in. After QUEUE_GIVE_UP days waiting it goes in anyway.
- Parâmetros
sim: Sim
- Retorno
float
- Chama
L.t
scripts/sim/vehicle.gd:1180Vehicle._end_queuefuncOut of a queue: the wait is over, and the status says where it is going again.Vehicle._heading_statusfuncLink para esta entradafunc _heading_status() -> String- Retorno
String
- Chama
L.t
Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/vehicle.gd:1204Vehicle._free_stopsfuncThe stop tiles no other vehicle of its kind stands at or is on its way to (all of them when every one is): buses and trucks spread over a stop's tiles and ships over a dock's berths, as trains pick a free platform (RAIL-26).Link para esta entradafunc _free_stops(sim: Sim, tiles: Dictionary) -> Dictionary- Parâmetros
sim: Simtiles: Dictionary
- Retorno
Dictionary
scripts/sim/vehicle.gd:1215Vehicle._usablefuncA stop the vehicle can actually use: still exists and has tiles of this vehicle's kind.Link para esta entradafunc _usable(sim: Sim, st: Station) -> bool- Parâmetros
sim: Simst: Station
- Retorno
bool
scripts/sim/vehicle.gd:1226Vehicle._skip_to_usablefuncMoveorder_idxforward (starting at the current order) to the first usable stop.Link para esta entradafunc _skip_to_usable(sim: Sim) -> bool- Parâmetros
sim: Sim
- Retorno
bool
scripts/sim/vehicle.gd:1231Vehicle._go_lostfuncNo route right now: wait and retry, backing off, and after a few failures try the next stop.Link para esta entradafunc _go_lost(target: Station, ctx: Dictionary) -> void- Parâmetros
target: Stationctx: Dictionary
- Retorno
void
- Chama
L.t
scripts/sim/vehicle.gd:1240Vehicle._reroutefuncThe way ahead disappeared: find a new route from tiletile, where the head sits on edgeside.Link para esta entradafunc _reroute(sim: Sim, tile: Vector2i, side: int) -> bool- Parâmetros
sim: Simtile: Vector2iside: int
- Retorno
bool
- Chama
Pathfinder.find,Const.opp,L.t
scripts/sim/vehicle.gd:1252Vehicle._extend_platformfuncLink para esta entradafunc _extend_platform(sim: Sim, tiles: Array[Vector2i]) -> Array[Vector2i]- Parâmetros
sim: Simtiles: Array[Vector2i]
- Retorno
Array[Vector2i]
- Chama
BuildOps.dir_between
Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/vehicle.gd:1273Vehicle._arrivefuncLink para esta entradafunc _arrive(sim: Sim) -> void- Parâmetros
sim: Sim
- Retorno
void
- Chama
L.t,Economy.unload
Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/vehicle.gd:1296Vehicle._loadfuncLink para esta entradafunc _load(sim: Sim, st: Station) -> int- Parâmetros
sim: Simst: Station
- Retorno
int
Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/vehicle.gd:1337Vehicle._load_transfersfuncLink para esta entradafunc _load_transfers(source: Station, pickup: Station, c: String, room: int) -> int- Parâmetros
source: Stationpickup: Stationc: Stringroom: int
- Retorno
int
Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/vehicle.gd:1371Vehicle._note_pickupfuncLink para esta entradafunc _note_pickup(st: Station, c: String, day: float) -> void- Parâmetros
st: Stationc: Stringday: float
- Retorno
void
Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/vehicle.gd:1384Vehicle._nearby_transfer_sourcesfuncA feeder can't take transfers from its own drop-off orders, even from a nearby pickup stop.Link para esta entradafunc _nearby_transfer_sources(sim: Sim, st: Station) -> Array[Station]- Parâmetros
sim: Simst: Station
- Retorno
Array[Station]
scripts/sim/vehicle.gd:1392Vehicle.order_flagfuncWhether the order this vehicle is carrying out atsthas flagkey(see ORDER_FLAGS).Link para esta entradafunc order_flag(st: Station, key: String) -> bool- Parâmetros
st: Stationkey: String
- Retorno
bool
scripts/sim/vehicle.gd:1403Vehicle.transfers_atfuncWhether this vehicle's orders say to leave cargostdoesn't accept there, for another vehicle (see Economy.unload): a transfer stop (RAIL-20) or an unload-only one (RAIL-36).Link para esta entradafunc transfers_at(st: Station) -> bool- Parâmetros
st: Station
- Retorno
bool
scripts/sim/vehicle.gd:1412Vehicle.loads_atfuncWhether this vehicle may take cargo on atst: not at an unload-only or don't-load stop.Link para esta entradafunc loads_at(st: Station) -> bool- Parâmetros
st: Station
- Retorno
bool
scripts/sim/vehicle.gd:1417Vehicle.dropsstatic funcWhether orderoleaves the cargo its stop doesn't accept there: transfer and unload-only stops.Link para esta entradastatic func drops(o: Dictionary) -> bool- Parâmetros
o: Dictionary
- Retorno
bool
scripts/sim/vehicle.gd:1422Vehicle.transfer_stopsstatic funcThe stations inorderswhere cargo is left for another vehicle (see drops).Link para esta entradastatic func transfer_stops(p_orders: Array) -> Array- Parâmetros
p_orders: Array
- Retorno
Array
scripts/sim/vehicle.gd:1427Vehicle.strandedstatic funcCargo that would be left on board for good: for each ofcargosthat a vehicle calling atstopscould never deliver, [cargo, Station it is picked up at (null when no stop accepts it at all)].Link para esta entradastatic func stranded(cargos: Array, stops: Array, transfers: Array = []) -> ArrayA stop never takes back what was loaded there (see Economy.unload), so cargo a stop supplies needs another stop that accepts it. A stop in
transferstakes any cargo (to pass it on).- Parâmetros
cargos: Arraystops: Arraytransfers: Array = []
- Retorno
Array
scripts/sim/vehicle.gd:1439Vehicle._check_stuckfuncCalled on arriving atst, after unloading: note cargo still on board that no stop in the orders accepts.Link para esta entradafunc _check_stuck(sim: Sim, st: Station) -> voidIt stays there unpaid, filling the vehicle, until the orders change; the player is told (the vehicle window, the "needs attention" lists and, at most once a year, the news).
- Parâmetros
sim: Simst: Station
- Retorno
void
scripts/sim/vehicle.gd:1459Vehicle.clear_stuckfuncForget the undeliverable cargo (it was delivered, or the orders or the cargo changed).Vehicle.problemfuncWhat is wrong with the vehicle's route, for the player ("" when nothing is).Vehicle._wants_morefuncWhether a full-load order should keep waiting: some wagon still has room for a cargo this station supplies, or that another of the company's vehicles brings here to transfer (a feeder's drop-off point that produces nothing itself); a mixed train doesn't wait for cargo that never comes here.Link para esta entradafunc _wants_more(sim: Sim, st: Station) -> boolNever at a stop where it takes nothing on.
- Parâmetros
sim: Simst: Station
- Retorno
bool
scripts/sim/vehicle.gd:1511Vehicle._fed_herefuncWhether another vehicle of the same company can leave cargochere or at a nearby station.Link para esta entradafunc _fed_here(sim: Sim, st: Station, nearby: Array[Station], c: String) -> bool- Parâmetros
sim: Simst: Stationnearby: Array[Station]c: String
- Retorno
bool
scripts/sim/vehicle.gd:1531Vehicle._pickup_fillfuncHow full (0..1) the vehicle leavesst, counting only the cargos it can pick up here: ones the station supplies, or ones it actually took on (a transfer).Link para esta entradafunc _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.
- Parâmetros
st: Station
- Retorno
float
scripts/sim/vehicle.gd:1546Vehicle._update_loadingfuncLink para esta entradafunc _update_loading(sim: Sim, dt: float) -> void- Parâmetros
sim: Simdt: float
- Retorno
void
- Chama
L.t
Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/vehicle.gd:1562Vehicle._spacing_waitfuncDays still to wait at the line's first stop to keep an even gap behind the vehicle that left before (0: go now).Link para esta entradafunc _spacing_wait(sim: Sim) -> floatNever longer than one gap all told, so a slow round can't hold a line up.
- Parâmetros
sim: Sim
- Retorno
float
scripts/sim/vehicle.gd:1611Vehicle.dailyfuncOnce a day: wear, and perhaps a breakdown.Link para esta entradafunc daily(sim: Sim) -> void- Parâmetros
sim: Sim
- Retorno
void
scripts/sim/vehicle.gd:1629Vehicle.service_duefuncLink para esta entradafunc service_due(sim: Sim) -> bool- Parâmetros
sim: Sim
- Retorno
bool
Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/vehicle.gd:1638Vehicle._break_downfuncLink para esta entradafunc _break_down(sim: Sim) -> void- Parâmetros
sim: Sim
- Retorno
void
- Chama
L.t
Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/vehicle.gd:1642Vehicle._servicedfuncLink para esta entradafunc _serviced(sim: Sim) -> void- Parâmetros
sim: Sim
- Retorno
void
- Chama
Data.reliability
Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/vehicle.gd:1652Vehicle._try_servicefuncHead for the nearest depot if one is close (any_distance: however far).Link para esta entradafunc _try_service(sim: Sim, any_distance := false) -> boolShips, aircraft and rivals' fleets are looked after at their stations instead. Returns true if the vehicle is now on its way to a depot.
- Parâmetros
sim: Simany_distance := false
- Retorno
bool
- Chama
Pathfinder.find
scripts/sim/vehicle.gd:1660Vehicle._try_refitfuncA change of cargo is waiting (see Sim.refit_vehicle): head for the nearest depot, however far, where it is done.Link para esta entradafunc _try_refit(sim: Sim) -> boolShips, aircraft and rivals have it done where they stand, and so does a company playing without depots when none can be reached. Returns true if now on its way to a depot.
- Parâmetros
sim: Sim
- Retorno
bool
- Chama
Pathfinder.find
scripts/sim/vehicle.gd:1679Vehicle._depot_statusfuncLink para esta entradafunc _depot_status() -> String- Retorno
String
- Chama
L.t
Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/vehicle.gd:1694Vehicle._go_to_depotfuncLeave for the depot at the end ofres(a Pathfinder route from the head's tile).Link para esta entradafunc _go_to_depot(sim: Sim, res: Dictionary, goals: Dictionary) -> void- Parâmetros
sim: Simres: Dictionarygoals: Dictionary
- Retorno
void
scripts/sim/vehicle.gd:1699Vehicle._stop_no_ordersfuncHalt because no stop can be used.Link para esta entradafunc _stop_no_orders(ctx: Dictionary = {}) -> voidctxremembers where the head is if it stopped mid-route, so starting again resumes from there instead of jumping to the tile centre.- Parâmetros
ctx: Dictionary = {}
- Retorno
void
- Chama
L.t
scripts/sim/vehicle.gd:1720Vehicle.resumefuncRestart a stopped vehicle (from the vehicle window).Vehicle._route_to_orderfuncLeave the current tile for the current order's station.Link para esta entradafunc _route_to_order(sim: Sim) -> void- Parâmetros
sim: Sim
- Retorno
void
- Chama
L.t,BuildOps.dir_between,Const.opp
scripts/sim/vehicle.gd:1736Vehicle._findfuncPathfinder.find for this vehicle, remembering the answer underslot(-1: don't).Link para esta entradafunc _find(sim: Sim, slot: int, start: Vector2i, h: int, goals: Dictionary, reverse_start: bool, uturn: bool) -> DictionaryThe search depends only on the network, where it starts, the heading and the goal tiles, so the route found last time is still the one it would find as long as those are the same and the network hasn't changed anywhere the search looked (WorldMap.net_changed_in). Every departure asks again, and a remembered route is walked once more before it is used: never a route over track that has gone.
- Parâmetros
sim: Simslot: intstart: Vector2ih: intgoals: Dictionaryreverse_start: booluturn: bool
- Retorno
Dictionary
- Chama
Pathfinder.find
scripts/sim/vehicle.gd:1781Vehicle._route_standsfuncWhether every step oftilescan still be driven (the checks _advance makes on the way).Link para esta entradafunc _route_stands(m: WorldMap, tiles: Array[Vector2i]) -> bool- Parâmetros
m: WorldMaptiles: Array[Vector2i]
- Retorno
bool
scripts/sim/vehicle.gd:1801Vehicle._free_platformsfuncThe platforms of a station no other train is standing at (all of them if every one is taken).Link para esta entradafunc _free_platforms(sim: Sim, tiles: Dictionary) -> DictionaryA platform is a straight row of station tiles.
- Parâmetros
sim: Simtiles: Dictionary
- Retorno
Dictionary
scripts/sim/vehicle.gd:1831Vehicle._platform_rowstatic funcLink para esta entradastatic func _platform_row(m: WorldMap, t: Vector2i) -> Vector2i- Parâmetros
m: WorldMapt: Vector2i
- Retorno
Vector2i
Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/vehicle.gd:1859Vehicle._turnfuncTurn the train round where it stands (RAIL-80) and route it on, keeping off the blocks inavoid.Link para esta entradafunc _turn(sim: Sim, avoid: Dictionary = {}, skip_depot: bool = false) -> boolIt heads for the depot it is on its way to, or else its next stop, or else another of its stops (taking that order up from there), or else any of the company's depots. With
skip_depot(the player's Turn around) a trip to a depot for a service is dropped first. Returns whether it turned.- Parâmetros
sim: Simavoid: Dictionary = {}skip_depot: bool = false
- Retorno
bool
- Chama
L.t
scripts/sim/vehicle.gd:1870Vehicle.turn_aroundfuncThe player's Turn around (vehicle window): reverse a train out on the line and send it on to its next stop, the way it came if need be.Link para esta entradafunc turn_around(sim: Sim) -> StringA trip to a depot for a service is dropped. Returns "" or why it can't.
- Parâmetros
sim: Sim
- Retorno
String
- Chama
L.t
scripts/sim/vehicle.gd:1910Vehicle._flipfuncReverse a train in place: the last wagon becomes the front, then route onward from there, keeping off the blocks inavoid(see _turn).Link para esta entradafunc _flip(sim: Sim, goals: Dictionary, slot: int = -1, avoid: Dictionary = {}) -> bool- Parâmetros
sim: Simgoals: Dictionaryslot: int = -1avoid: Dictionary = {}
- Retorno
bool
- Chama
Pathfinder.find
scripts/sim/vehicle.gd:1924Vehicle.car_posesfuncWorld transforms of each car: [{"pos": Vector3, "dir": Vector3}] front to back.Link para esta entradafunc car_poses(m: WorldMap) -> Array- Parâmetros
m: WorldMap
- Retorno
Array
scripts/sim/vehicle.gd:1959Vehicle.place_at_airportfuncPark at an airport (start of service).Link para esta entradafunc place_at_airport(st: Station, m: WorldMap) -> void- Parâmetros
st: Stationm: WorldMap
- Retorno
void
scripts/sim/vehicle.gd:1999Vehicle.head_tile_airfuncLink para esta entradafunc head_tile_air() -> Vector2i- Retorno
Vector2i
Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/vehicle.gd:2007Vehicle._air_lenfuncLink para esta entradafunc _air_len() -> float- Retorno
float
Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/vehicle.gd:2012Vehicle._air_xyfuncLink para esta entradafunc _air_xy() -> Vector2- Retorno
Vector2
Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/vehicle.gd:2016Vehicle._hold_entryfuncWhere the plane broke off its approach: HOLD_AT short of the airport.Link para esta entradafunc _hold_entry() -> Vector2- Retorno
Vector2
scripts/sim/vehicle.gd:2029Vehicle._hold_centrefuncLink para esta entradafunc _hold_centre() -> Vector2- Retorno
Vector2
Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/vehicle.gd:2033Vehicle._hold_rfuncThe circle's radius: one of three sizes (by the plane's number), so planes that arrive together hold apart.Vehicle._hold_startfuncThe angle round the circle of the point where the plane broke off.Link para esta entradafunc _hold_start() -> float- Retorno
float
scripts/sim/vehicle.gd:2045Vehicle._take_offfuncStart a flight totarget's airport.Link para esta entradafunc _take_off(sim: Sim, target: Station) -> void- Parâmetros
sim: Simtarget: Station
- Retorno
void
- Chama
L.t
scripts/sim/vehicle.gd:2051Vehicle._move_airfuncLink para esta entradafunc _move_air(sim: Sim, dt: float) -> void- Parâmetros
sim: Simdt: float
- Retorno
void
- Chama
L.t
Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/vehicle.gd:2082Vehicle._holdfuncOnce round the holding circle, the plane is back where it broke off its approach: it carries on with it if a stand has come free (or it has held for QUEUE_GIVE_UP days), else it goes round again.Link para esta entradafunc _hold(sim: Sim, st: Station, vmax: float, dt: float) -> void- Parâmetros
sim: Simst: Stationvmax: floatdt: float
- Retorno
void
scripts/sim/vehicle.gd:2120Vehicle._air_altfuncAltitude profile: taxi, climb out, cruise, descend and land.Vehicle._air_posefuncLink para esta entradafunc _air_pose(m: WorldMap) -> Dictionary- Parâmetros
m: WorldMap
- Retorno
Dictionary
Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/vehicle.gd:2143
WorldMap
WorldMap.TerrainenumLink para esta entradaenum Terrain { GRASS, SAND, ROCK, SNOW, WATER }Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/world_map.gd:6WorldMap.changedsignalEmitted after construction changes a rectangle of tiles.Link para esta entradasignal changed(rect: Rect2i, what: int)whatis a mask of CH_* flags.- Parâmetros
rect: Rect2iwhat: int
- Retorno
signal changed(rect: Rect2i, what: int)
scripts/sim/world_map.gd:9WorldMap.CH_TERRAINconstLink para esta entradaconst CH_TERRAIN := 1Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/world_map.gd:10WorldMap.CH_NETWORKconstLink para esta entradaconst CH_NETWORK := 2Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/world_map.gd:11WorldMap.CH_OBJECTSconstLink para esta entradaconst CH_OBJECTS := 4Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/world_map.gd:12WorldMap.CH_TREESconstLink para esta entradaconst CH_TREES := 8Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/world_map.gd:13WorldMap.CH_ALLconstLink para esta entradaconst CH_ALL := 15Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/world_map.gd:14WorldMap.wvarLink para esta entradavar w: intEsta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/world_map.gd:16WorldMap.hvarLink para esta entradavar h: intEsta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/world_map.gd:17WorldMap.heightsvar(w+1)*(h+1) corner heights, 0..MAX_HEIGHT; 0 = sea floorWorldMap.corner_yvarrendered corner heights in world units (seabed depth applied)WorldMap.terrainvarLink para esta entradavar terrain := PackedByteArray()Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/world_map.gd:20WorldMap.treesvarLink para esta entradavar trees := PackedByteArray()Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/world_map.gd:21WorldMap.variantvarLink para esta entradavar variant := PackedByteArray()Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/world_map.gd:22WorldMap.roadvarconnection bitmask N=1 E=2 S=4 W=8WorldMap.railvarLink para esta entradavar rail := PackedByteArray()Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/world_map.gd:24WorldMap.rail_ownervarcompany id + 1 for track; 0 = noneWorldMap.objsvarnull or a Dictionary with "kind": "house" | "industry" | "station"WorldMap.townsvarTown objects generated for this world.Link para esta entradavar towns: Array[Town] = []A town object gives access to its population, position, and council ratings.
Declarado emscripts/sim/world_map.gd:27WorldMap.industriesvarIndustries currently on the map.Link para esta entradavar industries: Array[Industry] = []This collection can change as industries open, close, or progress through the eras.
Declarado emscripts/sim/world_map.gd:28WorldMap.industry_revvarBumped whenever an industry opens or closes during the game (RAIL-23, IndustryLife): what is made from the list of industries (their models, smoke, lights and labels, and the caches below and in Economy) is made again.WorldMap.eravarThe era (an index into Data.ERAS) whose industry chains apply (RAIL-29): what industries take and make, and what towns make and take.Link para esta entradavar era := 0Follows the date (Sim.sync_era); not saved.
Declarado emscripts/sim/world_map.gd:35WorldMap._near_indvar1 on tiles within BuildOps.INDUSTRY_GAP of an industry, rebuilt whenever an industry has come or gone since it was made (or the list has grown: the world is made, or loaded, by appending to it).WorldMap._near_ind_nvarLink para esta entradavar _near_ind_n := -1Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/world_map.gd:39WorldMap._near_ind_revvarLink para esta entradavar _near_ind_rev := -1Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/world_map.gd:40WorldMap.stationsvarStation objects in the current world.Link para esta entradavar stations: Array[Station] = []A station can serve more than one transport mode, so use
Declarado emhas_kindto select the desired type.scripts/sim/world_map.gd:41WorldMap.next_station_idvarLink para esta entradavar next_station_id := 1Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/world_map.gd:42WorldMap.crossingsvarBridges and tunnels: {"id", "kind" rail|road, "type" bridge|tunnel, "s0", "s1" (first and last span tile), "dir" (s0 -> s1), "level" (height level of the deck / tunnel floor), "owner" (company id + 1)}.Link para esta entradavar crossings: Array = []For bridges the spans are the tiles strictly between the two ramps; for tunnels they include both portals.
Declarado emscripts/sim/world_map.gd:46WorldMap.spansvarVector2i -> crossingWorldMap.depotsvarVector2i -> depot object (also in objs)WorldMap.elecvar1 where the track has overhead wiresWorldMap.next_crossing_idvarLink para esta entradavar next_crossing_id := 1Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/world_map.gd:50WorldMap.signalsvarRail signals on straight track: Vector2i -> 0 (two-way) or 1 + d (one-way, trains may only pass heading d).WorldMap.diag2varTiles carrying two parallel diagonal pieces instead of a junction, per network: Vector2i -> 0 (pieces N-E and S-W) or 1 (pieces E-S and W-N).WorldMap.DIAG2_PAIRSconstLink para esta entradaconst DIAG2_PAIRS := [[[0, 1], [2, 3]], [[1, 2], [3, 0]]]Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/world_map.gd:56WorldMap.EASEconsthow far off the edge midpoint an eased join crosses (see piece_shape)WorldMap.net_versionvarbumped whenever the network or the objects change (the view redraws on it)WorldMap.block_cachevarLink para esta entradavar block_cache := {}Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/world_map.gd:59WorldMap.block_versionvarthe rail revisionblock_cachewas built for (see net_rev)WorldMap.NET_LOG_MAXconstRevisions of the road and the rail network: they go up only when the network itself really changed (track, wires, signals, bridges, tunnels), not when a town merely adds a house.Link para esta entradaconst NET_LOG_MAX := 512Each keeps the rectangles that changed lately, so a cached route can tell whether a change touched the part of the map it was searched over (see net_changed_in). None of this is saved.
Declarado emscripts/sim/world_map.gd:65WorldMap.road_revvarLink para esta entradavar road_rev := 0Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/world_map.gd:66WorldMap.rail_revvarLink para esta entradavar rail_rev := 0Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/world_map.gd:67WorldMap._road_logvarLink para esta entradavar _road_log: Array[Rect2i] = []Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/world_map.gd:68WorldMap._rail_logvarLink para esta entradavar _rail_log: Array[Rect2i] = []Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/world_map.gd:69WorldMap._net_syncedvarLink para esta entradavar _net_synced := falseEsta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/world_map.gd:70WorldMap._sh_roadvarthe network as it was at the last notify, to spot real changesWorldMap._sh_railvarLink para esta entradavar _sh_rail := PackedByteArray()Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/world_map.gd:72WorldMap._sh_elecvarLink para esta entradavar _sh_elec := PackedByteArray()Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/world_map.gd:73WorldMap._sh_statevarLink para esta entradavar _sh_state := 0Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/world_map.gd:74WorldMap.station_revvarBumped when the stations' catchments change; with the two counts it keyseco_cache(Economy's industry <-> station links).WorldMap.eco_cachevarLink para esta entradavar eco_cache := {}Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/world_map.gd:78WorldMap._town_cargo_levelsvarLink para esta entradavar _town_cargo_levels: Array[int] = []Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/world_map.gd:79WorldMap._shape_memovarpiece_shape results by tile (see shape_of): tile index -> {sides and network -> shape}.Link para esta entradavar _shape_memo := {}Emptied around every change that is announced with
Declarado emnotify. Not saved.scripts/sim/world_map.gd:82WorldMap.sea_memovarRoutes over water found by Pathfinder, by question (see Pathfinder._sea_memo).Link para esta entradavar sea_memo := {}Emptied whenever the ground changes. Not saved.
Declarado emscripts/sim/world_map.gd:85WorldMap._initfuncLink para esta entradafunc _init(width: int = Const.MAP_SIZE, height: int = Const.MAP_SIZE) -> void- Parâmetros
width: int = Const.MAP_SIZEheight: int = Const.MAP_SIZE
- Retorno
void
Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/world_map.gd:88WorldMap.set_erafuncMove the chains to erae: every industry takes and makes what its kind does then.Link para esta entradafunc set_era(e: int) -> voidStations take it on when they are next refreshed.
- Parâmetros
e: int
- Retorno
void
scripts/sim/world_map.gd:106WorldMap.is_electrifiedfuncOverhead wires over this tile's track (bridge decks and tunnels count as wired).Link para esta entradafunc is_electrified(t: Vector2i) -> bool- Parâmetros
t: Vector2i
- Retorno
bool
scripts/sim/world_map.gd:114WorldMap.notifyfuncLink para esta entradafunc notify(rect: Rect2i, what: int) -> void- Parâmetros
rect: Rect2iwhat: int
- Retorno
void
Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/world_map.gd:121WorldMap._town_cargo_levels_changedfuncA population threshold changes acceptance at any stop serving that town, even far from the build.Link para esta entradafunc _town_cargo_levels_changed() -> bool- Retorno
bool
scripts/sim/world_map.gd:150WorldMap.net_revfuncThe revision of the road or rail network (-1 for anything else, which has none).Link para esta entradafunc net_rev(kind: String) -> intWhatever caches something derived from the network keeps this number with it.
- Parâmetros
kind: String
- Retorno
int
scripts/sim/world_map.gd:169WorldMap.net_changed_infuncWhether thekindnetwork changed insideboxsince revisionsince(true when it can't tell).Link para esta entradafunc net_changed_in(kind: String, since: int, box: Rect2i) -> bool- Parâmetros
kind: Stringsince: intbox: Rect2i
- Retorno
bool
scripts/sim/world_map.gd:178WorldMap.net_touchfuncRecord that thekindnetwork changed insiderect.Link para esta entradafunc net_touch(kind: String, rect: Rect2i) -> voidnotifydoes this by itself for anything it can see (track, wires, signals, bridges and tunnels), so this is only for changes it can't.- Parâmetros
kind: Stringrect: Rect2i
- Retorno
void
scripts/sim/world_map.gd:194WorldMap.net_resetfuncForget everything cached about the network and the stations (after loading, or after editing the map's arrays directly withoutnotify).WorldMap._net_statefuncLink para esta entradafunc _net_state() -> int- Retorno
int
Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/world_map.gd:223WorldMap._net_syncfuncLink para esta entradafunc _net_sync() -> void- Retorno
void
Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/world_map.gd:227WorldMap._net_scanfuncAfter a change insiderect: compare the network there with how it was, and record what changed.Link para esta entradafunc _net_scan(rect: Rect2i) -> void- Parâmetros
rect: Rect2i
- Retorno
void
scripts/sim/world_map.gd:236WorldMap.sig_allowsfuncWhether a train headinghmay pass the signal on tilet(one-way signals only allow one way).Link para esta entradafunc sig_allows(t: Vector2i, h: int) -> bool- Parâmetros
t: Vector2ih: int
- Retorno
bool
scripts/sim/world_map.gd:272WorldMap.sig_facesfuncWhether the signal ontcontrols trains headingh(it faces them).Link para esta entradafunc sig_faces(t: Vector2i, h: int) -> bool- Parâmetros
t: Vector2ih: int
- Retorno
bool
scripts/sim/world_map.gd:278WorldMap.block_keyfuncKey for the track a train travelling in directiondoccupies on tilet: the tile itself on the ground, or a separate key on a bridge or in a tunnel (so the line overhead and the line underneath are different blocks).Link para esta entradafunc block_key(t: Vector2i, d: int) -> Variant- Parâmetros
t: Vector2id: int
- Retorno
Variant
- Chama
Const.opp
scripts/sim/world_map.gd:288WorldMap.rail_junctionfuncWhether tiletis a junction on the ground, where three or four lines of track meet (RAIL-80).Link para esta entradafunc rail_junction(t: Vector2i, d: int = -1) -> boolA junction is a block of its own even without signals (see blocks), and trains wait in front of it until it and the track beyond it are clear (Vehicle._way_ahead). With
d, a train travelling that way on a bridge or in a tunnel over the tile isn't on the junction.- Parâmetros
t: Vector2id: int = -1
- Retorno
bool
scripts/sim/world_map.gd:302WorldMap.block_key_atfuncBlock key from a position (on a tile with two parallel diagonals, the half you're in decides).Link para esta entradafunc block_key_at(p: Vector2, d: int) -> Variant- Parâmetros
p: Vector2d: int
- Retorno
Variant
scripts/sim/world_map.gd:312WorldMap.blocksfuncTrack blocks: rail tiles grouped into connected stretches, split at signal tiles and where track meets a junction: a junction, or a few junctions side by side, is a block of its own (RAIL-80).Link para esta entradafunc blocks() -> DictionaryKeyed by block_key().
- Retorno
Dictionary
- Chama
WorldMap.axis_of
scripts/sim/world_map.gd:325WorldMap.cifuncLink para esta entradafunc ci(x: int, y: int) -> int- Parâmetros
x: inty: int
- Retorno
int
Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/world_map.gd:384WorldMap.tifuncLink para esta entradafunc ti(x: int, y: int) -> int- Parâmetros
x: inty: int
- Retorno
int
Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/world_map.gd:388WorldMap.in_boundsfuncLink para esta entradafunc in_bounds(x: int, y: int) -> bool- Parâmetros
x: inty: int
- Retorno
bool
Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/world_map.gd:392WorldMap.near_industryfuncWhether (x, y) lies within BuildOps.INDUSTRY_GAP tiles of an industry's footprint, diagonals included.Link para esta entradafunc near_industry(x: int, y: int) -> bool- Parâmetros
x: inty: int
- Retorno
bool
scripts/sim/world_map.gd:397WorldMap.net_bitsfuncLink para esta entradafunc net_bits(kind: String, i: int) -> int- Parâmetros
kind: Stringi: int
- Retorno
int
Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/world_map.gd:411WorldMap.sailablefuncOpen water ships can sail through (not under an oil rig or other industry).Link para esta entradafunc sailable(i: int) -> boolThe dock out at a rig stands in open water and ships sail onto it to berth.
- Parâmetros
i: int
- Retorno
bool
scripts/sim/world_map.gd:421WorldMap.linkedfuncTrue when tiletconnects to its neighbour in directiondon the given network (both tiles carry the matching bit), including along bridges and through tunnels.Link para esta entradafunc linked(kind: String, t: Vector2i, d: int) -> bool- Parâmetros
kind: Stringt: Vector2id: int
- Retorno
bool
- Chama
Const.opp
scripts/sim/world_map.gd:428WorldMap.piecesfuncThe pieces of track or road on a tile, as [edge, edge] pairs ([edge, -1] for a dead end).Link para esta entradafunc pieces(kind: String, t: Vector2i) -> Array- Parâmetros
kind: Stringt: Vector2i
- Retorno
Array
scripts/sim/world_map.gd:445WorldMap._lone_cornerfuncWhether tilethas exactly the corner piece {a, b} on its own (or as one of two parallel diagonals).Link para esta entradafunc _lone_corner(kind: String, t: Vector2i, a: int, b: int) -> bool- Parâmetros
kind: Stringt: Vector2ia: intb: int
- Retorno
bool
scripts/sim/world_map.gd:464WorldMap.chord_endsfuncDiagonal runs: a corner piece (edgesa,b) that continues across an edge into the mirrored corner on the next tile.Link para esta entradafunc chord_ends(kind: String, t: Vector2i, a: int, b: int) -> intReturns a mask of which ends continue diagonally (1 = end a, 2 = end b), or 0 for an ordinary curve. Diagonal stretches are drawn and driven as straight 45-degree lines; an end that meets straight track eases in with a curve that leaves the edge square.
- Parâmetros
kind: Stringt: Vector2ia: intb: int
- Retorno
int
- Chama
Const.opp
scripts/sim/world_map.gd:480WorldMap.is_chordfuncLink para esta entradafunc is_chord(kind: String, t: Vector2i, a: int, b: int) -> bool- Parâmetros
kind: Stringt: Vector2ia: intb: int
- Retorno
bool
Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/world_map.gd:493WorldMap._plain_straightfuncWhether tiletcarries nothing but one straight piece running through sided: plain ground track or road, with no station, level crossing, bridge or tunnel on it.Link para esta entradafunc _plain_straight(kind: String, t: Vector2i, d: int) -> bool- Parâmetros
kind: Stringt: Vector2id: int
- Retorno
bool
- Chama
Const.opp
scripts/sim/world_map.gd:499WorldMap.piece_shapefuncThe full shape of the piece from edgeato edgeb, as a mask (0 = an ordinary piece): 1, 2 end a / end b continues diagonally (see chord_ends) 4, 8 end a / end b is eased: where a diagonal run meets plain straight track, the bend is one wide curve from the middle of the straight tile to the far end of the first diagonal tile, so it crosses their shared edge EASE to one side of the midpoint 16, 32 (straight pieces) which side end a / end b is eased towards: clear = the next direction clockwise from that end, set = the one before itLink para esta entradafunc piece_shape(kind: String, t: Vector2i, a: int, b: int) -> int- Parâmetros
kind: Stringt: Vector2ia: intb: int
- Retorno
int
- Chama
Const.opp
scripts/sim/world_map.gd:515WorldMap.shape_offuncpiece_shape for road and rail, remembered: vehicles ask for the same pieces over and over as they drive.Link para esta entradafunc shape_of(kind: String, t: Vector2i, a: int, b: int) -> intThe answer only depends on the map near the tile, and
notifyforgets what it knew around every change.- Parâmetros
kind: Stringt: Vector2ia: intb: int
- Retorno
int
scripts/sim/world_map.gd:545WorldMap.flip_shapestatic funcshapefor the same piece travelled the other way (ends a and b swapped).Link para esta entradastatic func flip_shape(shape: int) -> int- Parâmetros
shape: int
- Retorno
int
scripts/sim/world_map.gd:565WorldMap.piece_curvestatic funcControl points (tile-local, 0..1) of a piece from edgeato edgebwith a non-zeroshape(see piece_shape): a cubic curve.Link para esta entradastatic func piece_curve(a: int, b: int, shape: int) -> ArrayDiagonal pieces are straight where both ends continue diagonally; an end that meets plain straight track is eased, sharing one wide bend with that tile; an end that meets anything else leaves the edge square, with a tighter S-bend.
- Parâmetros
a: intb: intshape: int
- Retorno
Array
- Chama
Const.opp
scripts/sim/world_map.gd:573WorldMap.chord_curvestatic funcLink para esta entradastatic func chord_curve(a: int, b: int, ends: int) -> Array- Parâmetros
a: intb: intends: int
- Retorno
Array
Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/world_map.gd:619WorldMap.cubic_tangentstatic funcLink para esta entradastatic func cubic_tangent(c: Array, u: float) -> Vector2- Parâmetros
c: Arrayu: float
- Retorno
Vector2
Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/world_map.gd:623WorldMap.cubicstatic funcLink para esta entradastatic func cubic(c: Array, u: float) -> Vector2- Parâmetros
c: Arrayu: float
- Retorno
Vector2
Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/world_map.gd:629WorldMap.axis_ofstatic funcLink para esta entradastatic func axis_of(d: int) -> int- Parâmetros
d: int
- Retorno
int
Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/world_map.gd:634WorldMap.span_alongfuncThe bridge or tunnel ofkindthat tiletis part of, if travel in directiondruns along it.Link para esta entradafunc span_along(kind: String, t: Vector2i, d: int) -> Variant- Parâmetros
kind: Stringt: Vector2id: int
- Retorno
Variant
scripts/sim/world_map.gd:639WorldMap.exit_bitsfuncDirections a vehicle headinghinside tiletmay leave by: straight on along a bridge or tunnel, otherwise the ground connections.Link para esta entradafunc exit_bits(kind: String, t: Vector2i, h: int) -> int- Parâmetros
kind: Stringt: Vector2ih: int
- Retorno
int
- Chama
Const.opp
scripts/sim/world_map.gd:648WorldMap.travel_yfuncHeight vehicles travel at: the bridge deck or tunnel floor when running along one, else the ground.Link para esta entradafunc travel_y(kind: String, fx: float, fz: float, dir: Vector2) -> float- Parâmetros
kind: Stringfx: floatfz: floatdir: Vector2
- Retorno
float
scripts/sim/world_map.gd:662WorldMap.portal_levelfuncLevel of the tunnel mouth on tile (x, y), or -1.Link para esta entradafunc portal_level(x: int, y: int) -> intMouth tiles are dug out flat to the tunnel floor.
- Parâmetros
x: inty: int
- Retorno
int
scripts/sim/world_map.gd:675WorldMap.add_crossingfuncLink para esta entradafunc add_crossing(c: Dictionary) -> void- Parâmetros
c: Dictionary
- Retorno
void
Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/world_map.gd:682WorldMap.remove_crossingfuncLink para esta entradafunc remove_crossing(c: Dictionary) -> void- Parâmetros
c: Dictionary
- Retorno
void
Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/world_map.gd:688WorldMap.crossing_tilesstatic funcLink para esta entradastatic func crossing_tiles(c: Dictionary) -> Array[Vector2i]- Parâmetros
c: Dictionary
- Retorno
Array[Vector2i]
Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/world_map.gd:695WorldMap.cornerfuncLink para esta entradafunc corner(x: int, y: int) -> int- Parâmetros
x: inty: int
- Retorno
int
Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/world_map.gd:706WorldMap.cornersfuncCorner heights in order NW (x,y), NE (x+1,y), SE (x+1,y+1), SW (x,y+1).Link para esta entradafunc corners(x: int, y: int) -> Vector4i- Parâmetros
x: inty: int
- Retorno
Vector4i
scripts/sim/world_map.gd:711WorldMap.tile_minfuncLink para esta entradafunc tile_min(x: int, y: int) -> int- Parâmetros
x: inty: int
- Retorno
int
Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/world_map.gd:715WorldMap.tile_maxfuncLink para esta entradafunc tile_max(x: int, y: int) -> int- Parâmetros
x: inty: int
- Retorno
int
Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/world_map.gd:720WorldMap.is_waterfuncLink para esta entradafunc is_water(x: int, y: int) -> bool- Parâmetros
x: inty: int
- Retorno
bool
Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/world_map.gd:725WorldMap.slopefuncBits of corners raised above the tile minimum (1=NW, 2=NE, 4=SE, 8=SW), plus 16 when steep.Link para esta entradafunc slope(x: int, y: int) -> int- Parâmetros
x: inty: int
- Retorno
int
scripts/sim/world_map.gd:730WorldMap.is_flatfuncLink para esta entradafunc is_flat(x: int, y: int) -> bool- Parâmetros
x: inty: int
- Retorno
bool
Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/world_map.gd:743WorldMap.incline_axisfuncAxis a tile is a simple incline along: 0 = along x, 1 = along y, -1 = not a simple incline.Link para esta entradafunc incline_axis(x: int, y: int) -> int- Parâmetros
x: inty: int
- Retorno
int
scripts/sim/world_map.gd:748WorldMap.split_nw_sefuncThe mesh folds along NW-SE when those corners match, else along NE-SW.Link para esta entradafunc split_nw_se(x: int, y: int) -> bool- Parâmetros
x: inty: int
- Retorno
bool
scripts/sim/world_map.gd:758WorldMap.terrain_yfuncExact height of the rendered terrain surface (matches the mesh triangles).Link para esta entradafunc terrain_y(fx: float, fz: float) -> float- Parâmetros
fx: floatfz: float
- Retorno
float
scripts/sim/world_map.gd:763WorldMap.surface_yfuncVisible surface: terrain or water, whichever is higher.Link para esta entradafunc surface_y(fx: float, fz: float) -> floatOutside the map returns -INF.
- Parâmetros
fx: floatfz: float
- Retorno
float
scripts/sim/world_map.gd:786WorldMap.compute_corner_yfuncRecompute rendered corner heights.Link para esta entradafunc compute_corner_y() -> voidSea-floor corners sink deeper the farther they are from land.
- Retorno
void
scripts/sim/world_map.gd:793
Industry
Industry.SIZEconstLink para esta entradaconst SIZE := 3Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/industry.gd:7Industry.LOCAL_REACHconstStaff (RAIL-28): people walk in from towns up to LOCAL_REACH tiles from the footprint, fewer the farther the edge of the town is; right next to it, a town lends LOCAL_PER_POP workers per resident.Link para esta entradaconst LOCAL_REACH := 8.0Walkers-in fill at most LOCAL_MAX of the jobs: the rest takes commuters, however big the town.
Declarado emscripts/sim/industry.gd:11Industry.LOCAL_PER_POPconstLink para esta entradaconst LOCAL_PER_POP := 0.16Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/industry.gd:12Industry.LOCAL_MAXconstLink para esta entradaconst LOCAL_MAX := 0.55Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/industry.gd:13Industry.PRIMARY_MINconstOutput with nobody at work and with a full staff (see output_factor).Industry.PRIMARY_MAXconstLink para esta entradaconst PRIMARY_MAX := 1.5Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/industry.gd:16Industry.PLANT_MINconstLink para esta entradaconst PLANT_MIN := 0.8Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/industry.gd:17Industry.PLANT_MAXconstLink para esta entradaconst PLANT_MAX := 1.3Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/industry.gd:18Industry.SHIFT_BACKconstOf the commuters who come to work, the share that goes home again by the same stations.Industry.BUSYconstStaffing from which an industry counts as busy: its noise carries farther (Town.land_value).Industry.idvarLink para esta entradavar id := 0Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/industry.gd:24Industry.typevarLink para esta entradavar type := ""Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/industry.gd:25Industry.xvarLink para esta entradavar x := 0Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/industry.gd:26Industry.yvarLink para esta entradavar y := 0Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/industry.gd:27Industry.namevarLink para esta entradavar name := ""Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/industry.gd:28Industry.prod_ratevarmonthly output of a primary industryIndustry.stockvarsecondary output waiting to be shippedIndustry.producedvarthis month, by cargoIndustry.transportedvarLink para esta entradavar transported := {}Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/industry.gd:32Industry.receivedvarLink para esta entradavar received := {}Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/industry.gd:33Industry.produced_lastvarLink para esta entradavar produced_last := {}Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/industry.gd:34Industry.transported_lastvarLink para esta entradavar transported_last := {}Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/industry.gd:35Industry.received_lastvarLink para esta entradavar received_last := {}Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/industry.gd:36Industry.historyvar[produced, transported] at each month end (last 24)Industry.workersvarcommuters delivered to stations in reach this month (RAIL-28)Industry.workers_lastvarLink para esta entradavar workers_last := 0.0Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/industry.gd:39Industry.shift_paxvarcommuters going home, handed to stations at the next production runIndustry.local_staffvarwalkers-in from nearby towns, counted once a month (-1: not yet)Industry.closing_dayvarIndustries come and go during the game (RAIL-23, IndustryLife): the game day a struggling one closes, warned a year ahead (-1: not at risk), and whether it has closed and left the map (what still holds on to it, a window or a label, lets go).Industry.closedvarLink para esta entradavar closed := falseEsta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/industry.gd:46Industry.acceptsvarWhat it takes and makes in the map's era (Data.accepts / produces, RAIL-29): WorldMap.set_era keeps them up to date.Link para esta entradavar accepts: Array = []Shared and read-only.
Declarado emscripts/sim/industry.gd:49Industry.producesvarLink para esta entradavar produces: Array = []Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/industry.gd:50Industry.heldvarCargo delivered and not used yet: what a plant that needs every input holds until the rest comes, and what a wind farm site has had towards its total (Data.INDUSTRY "needs_all" and "builds").Industry.buildersvara wind farm site: company id -> units it deliveredIndustry.last_deliveryvargame day cargo was last delivered to it (-1: never)Industry._initfuncLink para esta entradafunc _init(p_id: int, p_type: String, px: int, py: int) -> void- Parâmetros
p_id: intp_type: Stringpx: intpy: int
- Retorno
void
Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/industry.gd:58Industry.infofuncLink para esta entradafunc info() -> Dictionary- Retorno
Dictionary
Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/industry.gd:67Industry.set_erafuncTake on what its kind takes and makes in eraera.Link para esta entradafunc set_era(era: int) -> void- Parâmetros
era: int
- Retorno
void
- Chama
Data.accepts,Data.produces
scripts/sim/industry.gd:72Industry.centerfuncReturns the center of the industry footprint in map coordinates.Link para esta entradafunc center() -> Vector2It can be used as the destination for a news message.
- Retorno
Vector2
scripts/sim/industry.gd:86Industry.tile_indicesfuncLink para esta entradafunc tile_indices(m: WorldMap) -> Array[int]- Parâmetros
m: WorldMap
- Retorno
Array[int]
Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/industry.gd:90Industry.roll_monthfuncLink para esta entradafunc roll_month() -> void- Retorno
void
Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/industry.gd:98Industry.wantedfuncStaff it wants each month (0: it runs without, and stations by it take no commuters).Industry.localfuncPeople who walk in from the towns around (see LOCAL_REACH), counted once a month.Link para esta entradafunc local(m: WorldMap, index: StaffingIndex = null) -> float- Parâmetros
m: WorldMapindex: StaffingIndex = null
- Retorno
float
scripts/sim/industry.gd:168Industry.local_from_townsfuncLink para esta entradafunc local_from_towns(m: WorldMap, index: StaffingIndex = null) -> float- Parâmetros
m: WorldMapindex: StaffingIndex = null
- Retorno
float
Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/industry.gd:174Industry.rect_gapstatic funcDistance between the nearest edges of two rectangles (0 when they touch or overlap).Link para esta entradastatic func rect_gap(a: Rect2, b: Rect2) -> float- Parâmetros
a: Rect2b: Rect2
- Retorno
float
scripts/sim/industry.gd:186Industry.commutersfuncCommuters counting toward the staff: this month's, or last month's while this one is young.Industry.staffingfuncShare of the staff it wants that turns up (0..1); 1 for an industry that wants none.Link para esta entradafunc staffing(m: WorldMap, index: StaffingIndex = null) -> float- Parâmetros
m: WorldMapindex: StaffingIndex = null
- Retorno
float
scripts/sim/industry.gd:198Industry.output_factorfuncHow the staff changes output: a primary industry makes PRIMARY_MIN..PRIMARY_MAX times its prod_rate, a processing plant turns PLANT_MIN..PLANT_MAX of each input unit into output.Link para esta entradafunc output_factor(m: WorldMap, index: StaffingIndex = null) -> floatAn industry that wants no staff runs at 1.
- Parâmetros
m: WorldMapindex: StaffingIndex = null
- Retorno
float
scripts/sim/industry.gd:208Industry.hirefuncCommuters delivered to a station in reach: takes on up to what it still needs this month and returns how many it took.Link para esta entradafunc hire(m: WorldMap, n: float) -> floatA third of them go home again (SHIFT_BACK, see Economy.produce).
- Parâmetros
m: WorldMapn: float
- Retorno
float
scripts/sim/industry.gd:219Industry.nearest_townfuncThe town with the nearest centre: where the industry window suggests bringing workers from.Link para esta entradafunc nearest_town(m: WorldMap) -> Town- Parâmetros
m: WorldMap
- Retorno
Town
scripts/sim/industry.gd:227
Data
Data.CARGOconstwagon: what one wagon holds (30 when not given).Data.INDUSTRYconstworkers: the staff it wants each month (RAIL-28, Industry.staffing), processing plants more than mines and farms.Link para esta entradaconst INDUSTRYA power station makes nothing for staff to raise, so it wants none. The eras rewrite the chains (RAIL-29).
Declarado emtakesandmakesare what a kind takes and makes when it first appears; never read them (orlater) directly, askaccepts/produces(or Industry's own lists, kept up to date with the map's era): -era: the era (index into ERAS) from which it is found on new maps and opens during the game. -later: what it takes and makes as well from a later era on: {era: {"takes": [...], "makes": [...]}}. -retires: the era from which it is on its way out: a mine's output drifts down every year, a customer nobody supplies may close, and no new ones open (IndustryLife). -needs_all: a plant that only works with every input (two or more): it holds what comes until the rest does, and turns each full set into as many units of output (Economy.deliver_to_industries). It is sited near makers of each input (WorldGen.find_site). -builds: a construction site: it takes these totals, then becomes the kind inbecomes.count0: never found on a new map or opened, only made from another (a finished wind farm).site: where it stands: on "land" (when not given), at "sea", on the "coast", or by a "town" (one of the biggest: a printing works, see WorldGen.find_site). Adding a chain: a new kind with itsera, or alaterentry on an existing one; town cargos go in TOWN_MAKES / TOWN_TAKES. Everything else (stations, AI, the map's chains, the timeline) follows.scripts/core/data.gd:48Data.TOWN_MAKESconstCargo houses make the way they make mail (by the people in them), from the era given on: from the Late century towns stop being only customers.Link para esta entradaconst TOWN_MAKES := {"mail": 0, "waste": 2}Declarado emscripts/core/data.gd:86Data.TOWN_TAKESconstCargo towns take, from the era given on: at stations that reach one of the buildings inat, or (pop) any house of a town of at least that many people.Data.HOUSESconstzone: R residential, C commercial, I light industry, L landmark.Link para esta entradaconst HOUSES
Declarado empopcounts the people a building brings (residents or workers) - they all travel, so they all make passengers.scripts/core/data.gd:95Data.ZONE_NAMESconstLink para esta entradaconst ZONE_NAMES := {"R": "Residential", "C": "Commercial", "I": "Industrial", "L": "Landmark", "A": "Attraction"}Esta entrada ainda não descreve o comportamento.
Declarado emscripts/core/data.gd:115Data.ATTRACTIONSconstAttractions towns build as they grow: population needed, and whether it has to be by the sea.Data.TOURIST_FAREconstpassengers to a station serving an attraction pay this much moreData.ERASconstAges of progress.Link para esta entradaconst ERASEach brings new kinds of buildings, more productive industry and faster-growing towns.
Declarado emscripts/core/data.gd:127Data.BUILD_INTROconstYear each building type starts appearing in towns.Link para esta entradaconst BUILD_INTRO := {"apartment": 1955, "tower": 1962, "highrise": 1968, "modern": 1975, "mall": 1983, "techpark": 1992}Declarado emscripts/core/data.gd:135Data.era_indexstatic funcLink para esta entradastatic func era_index(year: int) -> int- Parâmetros
year: int
- Retorno
int
Esta entrada ainda não descreve o comportamento.
Declarado emscripts/core/data.gd:138Data.can_buildstatic funcLink para esta entradastatic func can_build(type: String, year: int) -> bool- Parâmetros
type: Stringyear: int
- Retorno
bool
Esta entrada ainda não descreve o comportamento.
Declarado emscripts/core/data.gd:146Data._chainsstatic vartype -> [{"accepts", "produces"} for each era], read-onlyData._town_makesstatic varera -> cargos houses makeData._town_takesstatic varera -> {house type: [cargos it takes]}Data._town_sizesstatic varera -> {cargo: the people a town needs to take it}Data._cargosstatic varera -> the cargos there are (see cargos)Data.acceptsstatic funcWhat an industry oftypetakes in eraera(an index into ERAS): what it took when it first appeared and everything later eras added.Link para esta entradastatic func accepts(type: String, era: int) -> ArrayShared and read-only.
- Parâmetros
type: Stringera: int
- Retorno
Array
scripts/core/data.gd:161Data.producesstatic funcWhat an industry oftypemakes in eraera.Link para esta entradastatic func produces(type: String, era: int) -> ArrayShared and read-only.
- Parâmetros
type: Stringera: int
- Retorno
Array
scripts/core/data.gd:166Data._chainstatic funcLink para esta entradastatic func _chain(type: String, era: int) -> Dictionary- Parâmetros
type: Stringera: int
- Retorno
Dictionary
Esta entrada ainda não descreve o comportamento.
Declarado emscripts/core/data.gd:170Data.existsstatic funcWhether industries oftypeare around by eraera.Link para esta entradastatic func exists(type: String, era: int) -> bool- Parâmetros
type: Stringera: int
- Retorno
bool
scripts/core/data.gd:192Data.opensstatic funcWhether industries oftypeare found on new maps and open during the game by eraera(a kind withcount0 is only ever made from another).Link para esta entradastatic func opens(type: String, era: int) -> bool- Parâmetros
type: Stringera: int
- Retorno
bool
scripts/core/data.gd:198Data.retiringstatic funcWhethertypeis on its way out by eraera(see INDUSTRY'sretires).Link para esta entradastatic func retiring(type: String, era: int) -> bool- Parâmetros
type: Stringera: int
- Retorno
bool
scripts/core/data.gd:203Data.town_makesstatic funcThe cargos houses make in eraera, passengers aside (see TOWN_MAKES).Link para esta entradastatic func town_makes(era: int) -> Array- Parâmetros
era: int
- Retorno
Array
scripts/core/data.gd:208Data.town_takesstatic funcThe cargos each kind of house takes in eraera, beyond what any town does (see TOWN_TAKES).Link para esta entradastatic func town_takes(era: int) -> Dictionary- Parâmetros
era: int
- Retorno
Dictionary
scripts/core/data.gd:214Data.town_takes_by_sizestatic funcThe cargos any house of a big enough town takes in eraera: {cargo: the people the town needs} (see TOWN_TAKES'pop).Link para esta entradastatic func town_takes_by_size(era: int) -> Dictionary- Parâmetros
era: int
- Retorno
Dictionary
scripts/core/data.gd:221Data.town_popstatic funcThe people a town needs before it takesc(0: any town, or only some of its buildings).Link para esta entradastatic func town_pop(c: String) -> int- Parâmetros
c: String
- Retorno
int
scripts/core/data.gd:227Data._town_tablesstatic funcLink para esta entradastatic func _town_tables() -> void- Retorno
void
Esta entrada ainda não descreve o comportamento.
Declarado emscripts/core/data.gd:231Data.cargosstatic funcThe cargos there are in eraera, in ALL_CARGO order: passengers, what towns make and take, and what the kinds of industry around by then take and make.Link para esta entradastatic func cargos(era: int) -> ArrayShared and read-only.
- Parâmetros
era: int
- Retorno
Array
scripts/core/data.gd:260Data.era_changesstatic funcWhat eraichanges in the industry chains, a sentence each (for the news and the Timeline).Link para esta entradastatic func era_changes(i: int) -> Array- Parâmetros
i: int
- Retorno
Array
- Chama
L.t,L.lower,Fmt.cargo_list,Fmt.int_commas
scripts/core/data.gd:278Data.TOWN_PREFIXconstLink para esta entradaconst TOWN_PREFIXEsta entrada ainda não descreve o comportamento.
Declarado emscripts/core/data.gd:308Data.TOWN_SUFFIXconstLink para esta entradaconst TOWN_SUFFIXEsta entrada ainda não descreve o comportamento.
Declarado emscripts/core/data.gd:312Data.FREIGHTconstCars (RAIL-32) are in ALL_CARGO only: trains carry them on car wagons, roads on the car transporter.Link para esta entradaconst FREIGHT := ["coal", "wood", "grain", "oil", "goods", "food", "iron_ore", "steel", "fish", "mail", "paper", "news", "plastics", "waste", "electronics"]Declarado emscripts/core/data.gd:316Data.ALL_CARGOconstLink para esta entradaconst ALL_CARGOEsta entrada ainda não descreve o comportamento.
Declarado emscripts/core/data.gd:317Data.BULKconstWhat ships carry: newspapers aren't among them, as they would go stale long before a ship got anywhere.Link para esta entradaconst BULK := ["coal", "wood", "grain", "oil", "goods", "food", "iron_ore", "steel", "fish", "paper", "plastics", "waste", "electronics"]Declarado emscripts/core/data.gd:320Data.MODELSconstLink para esta entradaconst MODELSEsta entrada ainda não descreve o comportamento.
Declarado emscripts/core/data.gd:323Data.WAGONconstLink para esta entradaconst WAGON := {"cost": 6500, "run": 450}Esta entrada ainda não descreve o comportamento.
Declarado emscripts/core/data.gd:335Data.REFITconstChanging cargo costs this share of the price: of a wagon for each wagon converted, of the whole vehicle for anything that isn't a train.Data.LENGTHconstBody length in tiles for road vehicles, ships and aircraft that aren't the standard size (road 0.46, ships 0.9, aircraft 0.7).Data.INTROconstLink para esta entradaconst INTROEsta entrada ainda não descreve o comportamento.
Declarado emscripts/core/data.gd:351Data.LATER_MODELSconstLink para esta entradaconst LATER_MODELSEsta entrada ainda não descreve o comportamento.
Declarado emscripts/core/data.gd:359Data.MOD_MODELSstatic varvehicle id -> the same fields as MODELS, plus "look" or "model", "mod"Data.MOD_CARGOstatic varcargo id -> {"rate", "days"} overridesData.MOD_COMPANY_NAMESstatic varLink para esta entradastatic var MOD_COMPANY_NAMES: Array = []Esta entrada ainda não descreve o comportamento.
Declarado emscripts/core/data.gd:404Data._town_prefixesstatic varLink para esta entradastatic var _town_prefixes: Array = TOWN_PREFIXEsta entrada ainda não descreve o comportamento.
Declarado emscripts/core/data.gd:405Data._town_suffixesstatic varLink para esta entradastatic var _town_suffixes: Array = TOWN_SUFFIXEsta entrada ainda não descreve o comportamento.
Declarado emscripts/core/data.gd:406Data.clear_modsstatic funcLink para esta entradastatic func clear_mods() -> void- Retorno
void
Esta entrada ainda não descreve o comportamento.
Declarado emscripts/core/data.gd:409Data.add_modelstatic funcLink para esta entradastatic func add_model(id: String, m: Dictionary) -> void- Parâmetros
id: Stringm: Dictionary
- Retorno
void
Esta entrada ainda não descreve o comportamento.
Declarado emscripts/core/data.gd:417Data.add_town_namesstatic funcExtra name pieces for towns;replacedrops the game's own.Link para esta entradastatic func add_town_names(prefixes: Array, suffixes: Array, replace: bool = false) -> void- Parâmetros
prefixes: Arraysuffixes: Arrayreplace: bool = false
- Retorno
void
scripts/core/data.gd:422Data.town_prefixesstatic funcLink para esta entradastatic func town_prefixes() -> Array- Retorno
Array
Esta entrada ainda não descreve o comportamento.
Declarado emscripts/core/data.gd:429Data.town_suffixesstatic funcLink para esta entradastatic func town_suffixes() -> Array- Retorno
Array
Esta entrada ainda não descreve o comportamento.
Declarado emscripts/core/data.gd:433Data.has_modelstatic funcChecks for an ID in the stock and enabled mod vehicle catalogs.Link para esta entradastatic func has_model(id: String) -> boolUse this before looking up an ID from a mod or save.
- Parâmetros
id: String
- Retorno
bool
scripts/core/data.gd:437Data.modelstatic funcReturns the definition dictionary for an existing vehicle model ID, including enabled mods.Link para esta entradastatic func model(id: String) -> DictionaryUse
has_model(id)first when the ID might be missing.- Parâmetros
id: String
- Retorno
Dictionary
Exemplo
Declarado emif Data.has_model("diesel"): var diesel := Data.model("diesel") note(str(diesel.cost))scripts/core/data.gd:441Data.all_modelsstatic funcReturns the model IDs from the stock and enabled mod catalogs.Link para esta entradastatic func all_models() -> ArrayUse
available(id, year)to filter by sale date.- Retorno
Array
scripts/core/data.gd:447Data.intro_yearstatic funcThe year a model goes on sale (0: from the start).Link para esta entradastatic func intro_year(id: String) -> int- Parâmetros
id: String
- Retorno
int
scripts/core/data.gd:452Data.introsstatic funcEvery model with an introduction year: id -> year.Link para esta entradastatic func intros() -> Dictionary- Retorno
Dictionary
scripts/core/data.gd:459Data.availablestatic funcChecks whether the current year is at or after a model’s introduction year.Link para esta entradastatic func available(id: String, year: int) -> boolUse
has_model(id)separately to verify the ID.- Parâmetros
id: Stringyear: int
- Retorno
bool
scripts/core/data.gd:467Data.lookstatic funcThe game model whose 3D model (and size) a vehicle uses: itself, or a mod vehicle's "look".Link para esta entradastatic func look(id: String) -> String- Parâmetros
id: String
- Retorno
String
scripts/core/data.gd:472Data.cargo_ratestatic funcReturns the payment rate per unit of the named cargo over 25 tiles before age penalties.Link para esta entradastatic func cargo_rate(c: String) -> floatUses the active mod override when one is set.
- Parâmetros
c: String
- Retorno
float
scripts/core/data.gd:477Data.cargo_daysstatic funcReturns how many days the named cargo qualifies for the full rate.Link para esta entradastatic func cargo_days(c: String) -> floatUses the active mod override when one is set.
- Parâmetros
c: String
- Retorno
float
scripts/core/data.gd:481Data.COSTconstLink para esta entradaconst COSTEsta entrada ainda não descreve o comportamento.
Declarado emscripts/core/data.gd:484Data.START_LOANconstwhat rivals start with (cash, all borrowed)Data.PLAYER_START_LOANSconstthe player's start-up loan choicesLink para esta entradaconst PLAYER_START_LOANS := [100000, 250000, 500000]Declarado emscripts/core/data.gd:496Data.PLAYER_START_LOANconst...and the defaultData.BANKRUPT_MONTHSconstmonths in the red before a company goes bankruptData.MAX_LOANconstLink para esta entradaconst MAX_LOAN := 500000Esta entrada ainda não descreve o comportamento.
Declarado emscripts/core/data.gd:499Data.LOAN_INTERESTconstLink para esta entradaconst LOAN_INTEREST := 0.04Esta entrada ainda não descreve o comportamento.
Declarado emscripts/core/data.gd:500Data.wagon_capstatic funcLink para esta entradastatic func wagon_cap(cargo: String) -> int- Parâmetros
cargo: String
- Retorno
int
Esta entrada ainda não descreve o comportamento.
Declarado emscripts/core/data.gd:503Data.BRIDGESconstBridge styles: cost multiplier, longest span (tiles between the ramps), year available.Data.BRIDGE_ORDERconstLink para esta entradaconst BRIDGE_ORDER := ["beam", "truss", "viaduct", "arch", "suspension"]Esta entrada ainda não descreve o comportamento.
Declarado emscripts/core/data.gd:515Data.LIFEconstYears a vehicle of this kind runs well; older ones put customers off.Link para esta entradaconst LIFE := {"road": 15, "rail": 25, "water": 30, "air": 20}Declarado emscripts/core/data.gd:519Data.BREAKDOWN_NAMESconstBreakdowns (a new-game option): none, reduced, normal.Link para esta entradaconst BREAKDOWN_NAMES := ["None", "Reduced", "Normal"]Declarado emscripts/core/data.gd:522Data.BREAKDOWN_RATEconstLink para esta entradaconst BREAKDOWN_RATE := [0.0, 0.4, 1.0]Esta entrada ainda não descreve o comportamento.
Declarado emscripts/core/data.gd:523Data.SERVICE_DAYSconsta vehicle wants servicing this oftenData.reliabilitystatic funcHow reliable a model is when new or just serviced (0..1): later designs are better made.Link para esta entradastatic func reliability(model_id: String) -> float- Parâmetros
model_id: String
- Retorno
float
scripts/core/data.gd:528Data.kind_namestatic funcLink para esta entradastatic func kind_name(kind: String) -> String- Parâmetros
kind: String
- Retorno
String
- Chama
L.t
Esta entrada ainda não descreve o comportamento.
Declarado emscripts/core/data.gd:536
AiPlayer
AiPlayer.NAMESconstLink para esta entradaconst NAMESEsta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/ai_player.gd:10AiPlayer.ROUTES_PER_YEARconstLink para esta entradaconst ROUTES_PER_YEAR := [1.0, 1.5, 3.0]Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/ai_player.gd:13AiPlayer.CEILINGSconstshare of the maximum loan the AI will use for expansionAiPlayer.THINKconstLink para esta entradaconst THINK := [[30, 60], [18, 40], [10, 24]]Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/ai_player.gd:15AiPlayer.FOUNDINGconstLink para esta entradaconst FOUNDING := [150, 120, 50]Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/ai_player.gd:18AiPlayer.FOUNDING_GAPconstLink para esta entradaconst FOUNDING_GAP := [70, 60, 30]Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/ai_player.gd:19AiPlayer.COMPETE_SHAREconstLink para esta entradaconst COMPETE_SHARE := [0.35, 0.55, 0.8]Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/ai_player.gd:21AiPlayer.EXTRA_VEHICLESconstLink para esta entradaconst EXTRA_VEHICLES := [1, 3, 5]Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/ai_player.gd:23AiPlayer.RESERVEconstcash kept in hand before repaying the loanAiPlayer.MIN_EARNINGconsta year's profit each vehicle must make before its route gets moreAiPlayer.PAIRS_COMPAREDconstindustry pairs weighed up before choosing a freight routeAiPlayer.CLOSE_STEPconsttiles of a closed route torn up in one goAiPlayer.NO_PATH_FORconstnowhere to lay the line: the ground rarely changes, so wait four yearsAiPlayer.CLOSED_FORconsta route closed for losing money isn't tried again for ten yearsAiPlayer.BUILD_RATEconstLink para esta entradaconst BUILD_RATE := {"rail": [2, 3, 4], "road": [3, 5, 7]}Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/ai_player.gd:32AiPlayer.REROUTESconstways round something built across a line still being laidAiPlayer.SHIPS_ROOMconstmoney a rival can raise before it opens a ship routeAiPlayer.AIR_CASHconstmoney in hand before it opens an air service...AiPlayer.AIR_ROUTESconst...and how many it runs at most, by skill: airports aren't cheapAiPlayer.AIR_MINconsttiles between two towns worth flyingAiPlayer.SHIP_MAXconsttiles apart at most: ships are slow, whatever the map's sizeLink para esta entradaconst SHIP_MAX := {"freight": 80.0, "ferry": 60.0}Declarado emscripts/sim/ai_player.gd:39AiPlayer.AIRPORT_REACHconstan airport goes this close to the town centreAiPlayer.FERRIESconstferry services a rival runs at most, by skillAiPlayer.FERRY_TOWNconstpeople in each town a ferry linksAiPlayer.PORT_POPconstpeople a town's dock or airport must have within reachLink para esta entradaconst PORT_POP := {"water": 150, "air": 200}Declarado emscripts/sim/ai_player.gd:43AiPlayer.SITES_FORconstdays a search for dock and airport sites is rememberedAiPlayer.WASTE_TOWNconstpeople in a town a recycling line starts from (RAIL-29)AiPlayer.levelvarLink para esta entradavar level := 1Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/ai_player.gd:47AiPlayer.loan_ceilingvarLink para esta entradavar loan_ceiling: floatEsta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/ai_player.gd:48AiPlayer.companyvarLink para esta entradavar company: CompanyEsta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/ai_player.gd:51AiPlayer.rngvarLink para esta entradavar rng := RandomNumberGenerator.new()Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/ai_player.gd:52AiPlayer.next_thinkvarLink para esta entradavar next_think := 20Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/ai_player.gd:53AiPlayer.routesvar[{"kind", "cargo", "a": Station, "b": Station, "model", "wagons", "max"}], and optionally "consist" (a mixed train's wagons), "key" (its entry infailed) and "closing" (being torn up).AiPlayer.failedvar"kind:x,y" -> day it failed; tried again a year laterAiPlayer.projectvarThe route being built, or {}.Link para esta entradavar 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
Declarado emroutesonce it opens; its stations may still be missing), "buy" (vehicles to buy on opening), "finish" ("", or "bus"/"delivery"/"pickup": stops still to place in towns "town_a"/"town_b"), "news", "news_at" and "reroutes".scripts/sim/ai_player.gd:64AiPlayer._searchedvarthis think already ran a construction search (one a day is enough)AiPlayer._sitesvarDock and airport sites found lately: key -> [day searched, sites].Link para esta entradavar _sites := {}Not saved: it is only a cache.
Declarado emscripts/sim/ai_player.gd:67AiPlayer.debugstatic varprint why route attempts fail (playtest tooling)AiPlayer.slowest_managestatic varthe longest think so far, in microseconds: looking after routes...AiPlayer.slowest_expandstatic var...and planning a new one (benchmark tooling)AiPlayer.create_competitorsstatic funcLink para esta entradastatic func create_competitors(sim: Sim, count: int) -> void- Parâmetros
sim: Simcount: int
- Retorno
void
Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/ai_player.gd:73AiPlayer.dailyfuncLink para esta entradafunc daily(sim: Sim) -> void- Parâmetros
sim: Sim
- Retorno
void
Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/ai_player.gd:94AiPlayer._expandfuncLink para esta entradafunc _expand(sim: Sim) -> void- Parâmetros
sim: Sim
- Retorno
void
Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/ai_player.gd:111AiPlayer._operatingstatic funcIncome less the cost of running the network (vehicles, stations, track, interest) in ledgerl.Link para esta entradastatic func _operating(l: Dictionary) -> int- Parâmetros
l: Dictionary
- Retorno
int
scripts/sim/ai_player.gd:124AiPlayer._troubledfuncIn the red, or about to be: no time for new ventures.AiPlayer._open_routesfuncLink para esta entradafunc _open_routes() -> int- Retorno
int
Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/ai_player.gd:134AiPlayer._count_routesfuncRoutes still open, of one kind ("" for all), and of one cargo ifcargois given.Link para esta entradafunc _count_routes(kind: String, cargo := "") -> int- Parâmetros
kind: Stringcargo := ""
- Retorno
int
scripts/sim/ai_player.gd:139AiPlayer._scaledstatic funcConstruction prices follow the game's building-cost setting, for rivals as for the player.Link para esta entradastatic func _scaled(sim: Sim, cost: int) -> int- Parâmetros
sim: Simcost: int
- Retorno
int
scripts/sim/ai_player.gd:148AiPlayer._managefuncLink para esta entradafunc _manage(sim: Sim) -> void- Parâmetros
sim: Sim
- Retorno
void
- Chama
Data.wagon_cap,Data.model
Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/ai_player.gd:154AiPlayer._fleetsfuncOur vehicles sorted by the route they were bought for: one list for each entry ofroutes.Link para esta entradafunc _fleets(sim: Sim) -> Array- Parâmetros
sim: Sim
- Retorno
Array
scripts/sim/ai_player.gd:245AiPlayer._buyfuncOne more vehicle ofmodelfor router.Link para esta entradafunc _buy(sim: Sim, r: Dictionary, model: String) -> bool- Parâmetros
sim: Simr: Dictionarymodel: String
- Retorno
bool
- Chama
Vehicle.stranded
scripts/sim/ai_player.gd:263AiPlayer._close_routefuncTear up a route nothing runs on any more: its stations (unless another route still calls there, or they aren't ours, like an oil rig's dock) and, for a railway, its track.Link para esta entradafunc _close_route(sim: Sim, r: Dictionary) -> boolA stretch at a time, so a long line doesn't hold the game up. Returns true once nothing is left; vehicles in the way or an empty bank account mean another try next time.
- Parâmetros
sim: Simr: Dictionary
- Retorno
bool
scripts/sim/ai_player.gd:282AiPlayer.industry_closedfuncAn industry has closed (RAIL-23): a route left with nothing to load, or without one of its stops (an oil rig's dock goes with the rig), is given up at once - its vehicles sold, then its stations and track torn up like those of any route that stops paying - and so is a line still being built.Link para esta entradafunc industry_closed(sim: Sim) -> void- Parâmetros
sim: Sim
- Retorno
void
scripts/sim/ai_player.gd:320AiPlayer._orphanedstatic funcA freight route whose loading end no longer has its cargo (the industry there closed), or whose other end no longer takes it (a wind farm site finished, a power station closed), or any route one of whose stations is gone.Link para esta entradastatic func _orphaned(r: Dictionary) -> boolStops a route doesn't have yet (a bus line still being built) are null.
- Parâmetros
r: Dictionary
- Retorno
bool
scripts/sim/ai_player.gd:337AiPlayer._station_in_usefuncLink para esta entradafunc _station_in_use(sim: Sim, st: Station, r: Dictionary) -> bool- Parâmetros
sim: Simst: Stationr: Dictionary
- Retorno
bool
Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/ai_player.gd:346AiPlayer._own_track_fromfuncOur own plain track joined to stationst(the AI never shares track between its lines).Link para esta entradafunc _own_track_from(sim: Sim, st: Station) -> Array[Vector2i]- Parâmetros
sim: Simst: Station
- Retorno
Array[Vector2i]
scripts/sim/ai_player.gd:359AiPlayer._best_modelfuncThe newest model of a family the AI knows that's on sale and carries the cargo.Link para esta entradafunc _best_model(sim: Sim, kind: String, cargo: String, current: String) -> StringAircraft stop at the narrowbody: the big jets want more passengers than the towns a rival flies between have.
- Parâmetros
sim: Simkind: Stringcargo: Stringcurrent: String
- Retorno
String
- Chama
Data.available,Data.model
scripts/sim/ai_player.gd:386AiPlayer._plan_linefuncA construction plan without the money check (_affordborrows when the AI commits to it).Link para esta entradafunc _plan_line(sim: Sim, kind: String, pts: Array[Vector2i]) -> Dictionary- Parâmetros
sim: Simkind: Stringpts: Array[Vector2i]
- Retorno
Dictionary
- Chama
BuildOps.plan_line
scripts/sim/ai_player.gd:400AiPlayer._plan_routefuncThe same for a line with bridges and tunnels on it (RouteBuilder.last_crossings, RAIL-52).Link para esta entradafunc _plan_route(sim: Sim, kind: String, pts: Array[Vector2i], crossings: Array) -> Dictionary- Parâmetros
sim: Simkind: Stringpts: Array[Vector2i]crossings: Array
- Retorno
Dictionary
scripts/sim/ai_player.gd:408AiPlayer._affordfuncMake surecostcan be paid, borrowing if needed.Link para esta entradafunc _afford(sim: Sim, cost: int) -> boolReturns false if it can't.
- Parâmetros
sim: Simcost: int
- Retorno
bool
scripts/sim/ai_player.gd:413AiPlayer._try_new_routefuncLink para esta entradafunc _try_new_route(sim: Sim) -> void- Parâmetros
sim: Sim
- Retorno
void
Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/ai_player.gd:426AiPlayer._nothing_to_buildstatic funcA line plan that is refused only because everything on it exists already (a road that's there).Link para esta entradastatic func _nothing_to_build(plan: Dictionary) -> bool- Parâmetros
plan: Dictionary
- Retorno
bool
scripts/sim/ai_player.gd:469AiPlayer._whyfuncLink para esta entradafunc _why(msg: String) -> void- Parâmetros
msg: String
- Retorno
void
Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/ai_player.gd:473AiPlayer._try_busesfuncLink para esta entradafunc _try_buses(sim: Sim) -> bool- Parâmetros
sim: Sim
- Retorno
bool
Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/ai_player.gd:478AiPlayer._links_townsfuncWhether one of our passenger lines ofkind(road or rail) already runs between these two towns.Link para esta entradafunc _links_towns(a: Town, b: Town, kind: String = "road") -> bool- Parâmetros
a: Townb: Townkind: String = "road"
- Retorno
bool
scripts/sim/ai_player.gd:541AiPlayer._try_mailfuncA mail van for one of our bus lines that has none yet: the stops are there already.Link para esta entradafunc _try_mail(sim: Sim) -> bool- Parâmetros
sim: Sim
- Retorno
bool
scripts/sim/ai_player.gd:552AiPlayer._town_stop_tilestatic funcA straight town road tile near the centre that can take a stop.Link para esta entradastatic func _town_stop_tile(m: WorldMap, t: Town) -> Dictionary- Parâmetros
m: WorldMapt: Town
- Retorno
Dictionary
scripts/sim/ai_player.gd:578AiPlayer._map_scalestatic funcLink para esta entradastatic func _map_scale(sim: Sim) -> float- Parâmetros
sim: Sim
- Retorno
float
Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/ai_player.gd:594AiPlayer._industry_pairfuncPick a producing industry and the nearest industry that accepts its cargo within a distance band.Link para esta entradafunc _industry_pair(sim: Sim, min_d: float, max_d: float, kind: String) -> ArrayA relaxed rival takes the first pair it comes across; better ones compare a few and take the one that should earn most (output not yet carried away x fare for the distance).
- Parâmetros
sim: Simmin_d: floatmax_d: floatkind: String
- Retorno
Array
- Chama
Data.town_pop,Data.cargo_rate
scripts/sim/ai_player.gd:601AiPlayer._customer_rankstatic funcHow good a customer forcindustryqis (RAIL-29), the best first, then the nearest: 2 a plant that needs every input and has the others, waiting forc(this completes a chain); 1 an ordinary customer; 0 one that won't keep making something of it: a wind farm site (finished one day, when it takes no more) or a plant still missing another input.Link para esta entradastatic func _customer_rank(q: Industry, c: String) -> intThose pay for what is delivered all the same, so they do when there is nothing better.
- Parâmetros
q: Industryc: String
- Retorno
int
scripts/sim/ai_player.gd:661AiPlayer._outputstatic funcHow muchcpmakes in a month: a primary's rate, or what a processing plant made last month.Link para esta entradastatic func _output(p: Industry, c: String) -> float- Parâmetros
p: Industryc: String
- Retorno
float
scripts/sim/ai_player.gd:674AiPlayer._customer_townstatic funcThe nearest town big enough to want goods and food (and of at leastpoppeople), within a distance band ofp.Link para esta entradastatic func _customer_town(sim: Sim, p: Industry, min_d: float, max_d: float, pop: int = 0) -> Town- Parâmetros
sim: Simp: Industrymin_d: floatmax_d: floatpop: int = 0
- Retorno
Town
scripts/sim/ai_player.gd:680AiPlayer._good_sourcestatic funcA producing industry on land (see_producing).Link para esta entradastatic func _good_source(ind: Industry) -> bool- Parâmetros
ind: Industry
- Retorno
bool
scripts/sim/ai_player.gd:694AiPlayer._producingstatic funcA primary industry, or a processing plant that's being supplied.Link para esta entradastatic func _producing(ind: Industry) -> bool- Parâmetros
ind: Industry
- Retorno
bool
scripts/sim/ai_player.gd:699AiPlayer._served_bystatic funcLink para esta entradastatic func _served_by(sim: Sim, ind: Industry, c: String, who: Company) -> bool- Parâmetros
sim: Simind: Industryc: Stringwho: Company
- Retorno
bool
Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/ai_player.gd:710AiPlayer._served_by_anyonestatic funcLink para esta entradastatic func _served_by_anyone(sim: Sim, ind: Industry, c: String) -> bool- Parâmetros
sim: Simind: Industryc: String
- Retorno
bool
Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/ai_player.gd:717AiPlayer._terminalfuncFind platform tiles nearindfor a terminal oflengthtiles, ending on the side facingtoward.Link para esta entradafunc _terminal(sim: Sim, kind: String, ind: Industry, length: int, toward: Vector2, partner: Dictionary = {}) -> DictionaryReturns {"tiles", "axis", "end", "exit", "exit_dir"} or {}.
partner: the terminal at the other end of the line, when that is chosen already.- Parâmetros
sim: Simkind: Stringind: Industrylength: inttoward: Vector2partner: Dictionary = {}
- Retorno
Dictionary
scripts/sim/ai_player.gd:727AiPlayer._terminal_infuncThe same for any area: the best site whose first tile lies inarea.Link para esta entradafunc _terminal_in(sim: Sim, kind: String, area: Rect2i, length: int, toward: Vector2, min_pop: int, partner: Dictionary = {}) -> DictionaryWith
min_pop, only sites whose catchment houses at least that many people count, and busier ones are preferred.- Parâmetros
sim: Simkind: Stringarea: Rect2ilength: inttoward: Vector2min_pop: intpartner: Dictionary = {}
- Retorno
Dictionary
scripts/sim/ai_player.gd:735AiPlayer._try_wastefuncA recycling line (RAIL-29): trucks carry the waste from a town's centre to a recycling plant within reach.Link para esta entradafunc _try_waste(sim: Sim) -> boolTowns big enough to fill a truck now and then, and not served by us already.
- Parâmetros
sim: Sim
- Retorno
bool
scripts/sim/ai_player.gd:791AiPlayer._count_routes_fromfuncOur open routes loadingcargoat a stop in townt.Link para esta entradafunc _count_routes_from(t: Town, cargo: String) -> int- Parâmetros
t: Towncargo: String
- Retorno
int
scripts/sim/ai_player.gd:816AiPlayer._try_trucksfuncLink para esta entradafunc _try_trucks(sim: Sim) -> bool- Parâmetros
sim: Sim
- Retorno
bool
Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/ai_player.gd:824AiPlayer._try_railfuncLink para esta entradafunc _try_rail(sim: Sim) -> bool- Parâmetros
sim: Sim
- Retorno
bool
Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/ai_player.gd:833AiPlayer._try_pax_railfuncA passenger (and mail) railway between two sizeable towns a good way apart.Link para esta entradafunc _try_pax_rail(sim: Sim) -> bool- Parâmetros
sim: Sim
- Retorno
bool
scripts/sim/ai_player.gd:841AiPlayer._build_pax_railfuncLink para esta entradafunc _build_pax_rail(sim: Sim, a: Town, b: Town, key: String) -> bool- Parâmetros
sim: Sima: Townb: Townkey: String
- Retorno
bool
Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/ai_player.gd:864AiPlayer._build_freightfuncLink para esta entradafunc _build_freight(sim: Sim, kind: String, p: Industry, q: Industry, cargo: String) -> bool- Parâmetros
sim: Simkind: Stringp: Industryq: Industrycargo: String
- Retorno
bool
Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/ai_player.gd:913AiPlayer._build_town_deliveryfuncA truck line from a processing plant to a stop in the middle of a town that takes its cargo, or withpickupthe other way round: from a town stop that supplies it (waste) top, which takes it.Link para esta entradafunc _build_town_delivery(sim: Sim, p: Industry, town: Town, cargo: String, pickup := false) -> bool- Parâmetros
sim: Simp: Industrytown: Towncargo: Stringpickup := false
- Retorno
bool
scripts/sim/ai_player.gd:979AiPlayer._try_shipsfuncA ship route: freight, or when there's none to try (no search was run), a ferry.Link para esta entradafunc _try_ships(sim: Sim) -> boolA ferry earns far less than a freighter, so a rival runs only a few (FERRIES).
- Parâmetros
sim: Sim
- Retorno
bool
scripts/sim/ai_player.gd:1044AiPlayer._try_ship_freightfuncFreight by sea: a producing industry ships can call at (an oil rig, or one near the shore) and the nearest industry by the sea that takes its cargo, weighed up as in_industry_pair.Link para esta entradafunc _try_ship_freight(sim: Sim) -> bool- Parâmetros
sim: Sim
- Retorno
bool
- Chama
Data.cargo_rate
scripts/sim/ai_player.gd:1052AiPlayer._build_ship_freightfuncLink para esta entradafunc _build_ship_freight(sim: Sim, p: Industry, q: Industry, cargo: String) -> bool- Parâmetros
sim: Simp: Industryq: Industrycargo: String
- Retorno
bool
- Chama
L.t
Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/ai_player.gd:1098AiPlayer._try_ferryfuncA ferry between two towns of FERRY_TOWN+ people on the same water, 14 to SHIP_MAX tiles apart.Link para esta entradafunc _try_ferry(sim: Sim) -> bool- Parâmetros
sim: Sim
- Retorno
bool
scripts/sim/ai_player.gd:1115AiPlayer._try_airfuncAn air service between two big towns a good way apart: from a town, to the biggest one far enough away.Link para esta entradafunc _try_air(sim: Sim) -> boolA town's airport is used again for its next service rather than building another.
- Parâmetros
sim: Sim
- Retorno
bool
scripts/sim/ai_player.gd:1145AiPlayer._pair_keystatic funcLink para esta entradastatic func _pair_key(what: String, a: Town, b: Town) -> String- Parâmetros
what: Stringa: Townb: Town
- Retorno
String
Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/ai_player.gd:1171AiPlayer._build_town_linkfuncA passenger service ofkind("water" or "air") between two towns, calling atpaandpb(see_town_port).Link para esta entradafunc _build_town_link(sim: Sim, kind: String, a: Town, b: Town, pa: Dictionary, pb: Dictionary) -> bool- Parâmetros
sim: Simkind: Stringa: Townb: Townpa: Dictionarypb: Dictionary
- Retorno
bool
- Chama
L.t
scripts/sim/ai_player.gd:1177AiPlayer._open_port_routefuncBuild what a ship or air route still needs at either end (r.a,r.b: {"station"} for one that's there already, or a site {"tiles", "axis"}), buy its firstcountvehicles and open it.Link para esta entradafunc _open_port_route(sim: Sim, r: Dictionary, count: int, news: String, news_at: Vector2) -> boolNothing is built unless both ends can be, and each must supply or take the cargo as its end of the route should.
- Parâmetros
sim: Simr: Dictionarycount: intnews: Stringnews_at: Vector2
- Retorno
bool
scripts/sim/ai_player.gd:1194AiPlayer._town_portfuncWhere a passenger service ofkind("water" or "air") calls intown: a dock or airport of ours there already, or else the best site for a new one ({} when there's none).Link para esta entradafunc _town_port(sim: Sim, kind: String, town: Town) -> Dictionary- Parâmetros
sim: Simkind: Stringtown: Town
- Retorno
Dictionary
scripts/sim/ai_player.gd:1243AiPlayer._port_towardfuncWhere a ship route forindcalls: our own dock that serves it already, an oil rig's open dock, or the shore site nearesttoward.Link para esta entradafunc _port_toward(sim: Sim, ind: Industry, toward: Vector2) -> Dictionary{} if ships can't reach it.
- Parâmetros
sim: Simind: Industrytoward: Vector2
- Retorno
Dictionary
scripts/sim/ai_player.gd:1254AiPlayer._ports_offuncWhere ships can call forind: an oil rig's own open dock, or the shore tiles near enough for a dock's catchment to reach it ([] inland).Link para esta entradafunc _ports_of(sim: Sim, ind: Industry) -> ArrayRemembered for a while.
- Parâmetros
sim: Simind: Industry
- Retorno
Array
scripts/sim/ai_player.gd:1272AiPlayer._industry_docksstatic funcLink para esta entradastatic func _industry_docks(m: WorldMap, ind: Industry) -> Array- Parâmetros
m: WorldMapind: Industry
- Retorno
Array
Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/ai_player.gd:1276AiPlayer._rememberedfuncA search for sites, done again only once it's SITES_FOR days old: the coast and the towns barely change from one think to the next, and a site that has gone is caught when it's built on.Link para esta entradafunc _remembered(sim: Sim, key: String, search: Callable)- Parâmetros
sim: Simkey: Stringsearch: Callable
- Retorno
func _remembered(sim: Sim, key: String, search: Callable)
scripts/sim/ai_player.gd:1293AiPlayer._port_sitestatic funcThe best site near the centre oftownfor a dock (a shore tile) or an airport (a level 3x2 or 2x3 patch): most people within its reach, at least PORT_POP, less a little for each tile from the centre.Link para esta entradastatic func _port_site(m: WorldMap, kind: String, town: Town) -> Dictionary{"tiles", "axis"}, or {} when there's none.
- Parâmetros
m: WorldMapkind: Stringtown: Town
- Retorno
Dictionary
scripts/sim/ai_player.gd:1304AiPlayer._port_fitsstatic funcWhether a dock (kind"water", one tile) or an airport ("air") can go on the tiles ofr.Link para esta entradastatic func _port_fits(m: WorldMap, kind: String, r: Rect2i) -> bool- Parâmetros
m: WorldMapkind: Stringr: Rect2i
- Retorno
bool
scripts/sim/ai_player.gd:1335AiPlayer._pop_tablestatic funcRunning totals of the people in the houses ofarea, so that those in any rectangle of it take four lookups (_pop_in) instead of a count tile by tile.Link para esta entradastatic func _pop_table(m: WorldMap, area: Rect2i) -> PackedInt32Array- Parâmetros
m: WorldMaparea: Rect2i
- Retorno
PackedInt32Array
scripts/sim/ai_player.gd:1356AiPlayer._pop_instatic funcLink para esta entradastatic func _pop_in(sums: PackedInt32Array, area: Rect2i, r: Rect2i) -> int- Parâmetros
sums: PackedInt32Arrayarea: Rect2ir: Rect2i
- Retorno
int
Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/ai_player.gd:1374AiPlayer._berthstatic funcThe water tile ships berth at for a dock end of a route ({"station"} or a shore site).Link para esta entradastatic func _berth(m: WorldMap, port: Dictionary) -> Vector2i- Parâmetros
m: WorldMapport: Dictionary
- Retorno
Vector2i
- Chama
BuildOps.dock_facing
scripts/sim/ai_player.gd:1387AiPlayer._second_berthfuncShips take turns at a berth (RAIL-26).Link para esta entradafunc _second_berth(sim: Sim, fleet: Array) -> voidA ship seen waiting (thinks are weeks apart, so it waits often) off one of our one-berth docks, where the ship in the berth is waiting for a full load, gets a second dock tile built beside the first, with a berth of its own - but only when the waiting ship has other work there: cargo to unload, or a different cargo to load. Two ships waiting for the same cargo gain nothing from a berth each: they would share it out between them, fill up no sooner, and then sail in convoy with nobody loading in between. Two berths at most, and an oil rig's dock is nobody's to extend.
- Parâmetros
sim: Simfleet: Array
- Retorno
void
scripts/sim/ai_player.gd:1403AiPlayer._berth_besidestatic funcA shore tile beside dock tilet, whose ships berth on the waterfacingit, where a second dock tile would have a berth of its own: on the same shore, facing the same way, so the two berths lie side by side, and on water no other dock berths at.Link para esta entradastatic func _berth_beside(m: WorldMap, t: Vector2i, facing: int) -> Vector2i(-1, -1) if there's none.
- Parâmetros
m: WorldMapt: Vector2ifacing: int
- Retorno
Vector2i
- Chama
BuildOps.dock_facing
scripts/sim/ai_player.gd:1429AiPlayer._berth_takenstatic funcWhether a dock already berths at water tilew: one on the shore facing it, or an oil rig's dock standing on it.Link para esta entradastatic func _berth_taken(m: WorldMap, w: Vector2i) -> bool- Parâmetros
m: WorldMapw: Vector2i
- Retorno
bool
scripts/sim/ai_player.gd:1442AiPlayer._sea_linkstatic funcWhether ships can sail between the water tilesaandbby a way not much longer than the straight line (a long way round the coast pays no more than the short one).Link para esta entradastatic func _sea_link(m: WorldMap, a: Vector2i, b: Vector2i) -> boolThe search keeps to the water near that line, so even on a big sea it's quick.
- Parâmetros
m: WorldMapa: Vector2ib: Vector2i
- Retorno
bool
- Chama
Pathfinder.find_sea
scripts/sim/ai_player.gd:1457AiPlayer._carries_fromfuncWhether one of our routes already loadscat a station servingind(an oil rig's dock is nobody's, so_served_bydoesn't see our tankers there).Link para esta entradafunc _carries_from(sim: Sim, ind: Industry, c: String) -> bool- Parâmetros
sim: Simind: Industryc: String
- Retorno
bool
scripts/sim/ai_player.gd:1463AiPlayer._startfuncBegin layingline, a stretch a day (seeproject).Link para esta entradafunc _start(line: Array[Vector2i], head: int, tail: int, reserved: Dictionary, to_lay: bool, route: Dictionary, buy: int, news: String, news_at: Vector2, extra: Dictionary = {}) -> voidhead/tail: points at the start/end of the line that are platforms.to_lay: false when every piece of it exists already (an existing road).- Parâmetros
line: Array[Vector2i]head: inttail: intreserved: Dictionaryto_lay: boolroute: Dictionarybuy: intnews: Stringnews_at: Vector2extra: Dictionary = {}
- Retorno
void
scripts/sim/ai_player.gd:1475AiPlayer._constructfuncA day's work on the line under construction, and opening it once it's finished.Link para esta entradafunc _construct(sim: Sim) -> void- Parâmetros
sim: Sim
- Retorno
void
scripts/sim/ai_player.gd:1484AiPlayer._next_crossingstatic funcThe next bridge or tunnel the line under construction comes to ({} when none is left).Link para esta entradastatic func _next_crossing(p: Dictionary) -> Dictionary- Parâmetros
p: Dictionary
- Retorno
Dictionary
scripts/sim/ai_player.gd:1536AiPlayer._reroutefuncA new way from where the line has got to, to its far end.Link para esta entradafunc _reroute(sim: Sim) -> boolFalse if there's none (or the line has been re-routed too often already).
- Parâmetros
sim: Sim
- Retorno
bool
scripts/sim/ai_player.gd:1550AiPlayer._openfuncThe line is finished: place the stops still missing, buy the first vehicles and open for business.Link para esta entradafunc _open(sim: Sim) -> void- Parâmetros
sim: Sim
- Retorno
void
scripts/sim/ai_player.gd:1606AiPlayer._abandonfuncGive up the line under construction: what was built of it is torn up again (roads stay, as they do when a route closes) and the place isn't tried again for a while.Link para esta entradafunc _abandon(sim: Sim, why: String) -> void- Parâmetros
sim: Simwhy: String
- Retorno
void
scripts/sim/ai_player.gd:1642AiPlayer.to_dictfuncLink para esta entradafunc to_dict() -> Dictionary- Retorno
Dictionary
Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/ai_player.gd:1661AiPlayer._route_to_dictstatic funcLink para esta entradastatic func _route_to_dict(r: Dictionary) -> Dictionary- Parâmetros
r: Dictionary
- Retorno
Dictionary
Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/ai_player.gd:1681AiPlayer._route_from_dictstatic funcA route saved by_route_to_dict, or {} if one of its stations is gone.Link para esta entradastatic func _route_from_dict(r: Dictionary, by_id: Dictionary, partial := false) -> DictionaryWith
partial, a station not placed yet (-1) is allowed.- Parâmetros
r: Dictionaryby_id: Dictionarypartial := false
- Retorno
Dictionary
scripts/sim/ai_player.gd:1692AiPlayer._flatstatic funcLink para esta entradastatic func _flat(tiles: Array) -> Array- Parâmetros
tiles: Array
- Retorno
Array
Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/ai_player.gd:1713AiPlayer._tilesstatic funcLink para esta entradastatic func _tiles(flat: Array) -> Array[Vector2i]- Parâmetros
flat: Array
- Retorno
Array[Vector2i]
Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/ai_player.gd:1721AiPlayer.from_dictstatic funcLink para esta entradastatic func from_dict(sim: Sim, d: Dictionary) -> AiPlayer- Parâmetros
sim: Simd: Dictionary
- Retorno
AiPlayer
Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/ai_player.gd:1728
BuildOps
BuildOps._planstatic funcLink para esta entradastatic func _plan() -> Dictionary- Retorno
Dictionary
Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/build_ops.gd:8BuildOps._failstatic funcLink para esta entradastatic func _fail(p: Dictionary, t: Vector2i, why: String) -> void- Parâmetros
p: Dictionaryt: Vector2iwhy: String
- Retorno
void
Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/build_ops.gd:12BuildOps.dir_betweenstatic funcLink para esta entradastatic func dir_between(a: Vector2i, b: Vector2i) -> int- Parâmetros
a: Vector2ib: Vector2i
- Retorno
int
Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/build_ops.gd:18BuildOps.network_bits_okstatic funcWhether a tile can carry a road or rail piece with the given full connection bitmask.Link para esta entradastatic func network_bits_ok(m: WorldMap, x: int, y: int, bits: int, strict: bool = false) -> boolFlat tiles take any shape; simple inclines only take pieces running along the incline.
- Parâmetros
m: WorldMapx: inty: intbits: intstrict: bool = false
- Retorno
bool
scripts/sim/build_ops.gd:26BuildOps._slope_reasonstatic funcLink para esta entradastatic func _slope_reason(m: WorldMap, x: int, y: int) -> String- Parâmetros
m: WorldMapx: inty: int
- Retorno
String
- Chama
L.t
Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/build_ops.gd:50BuildOps._obj_reasonstatic funcLink para esta entradastatic func _obj_reason(o: Dictionary) -> String- Parâmetros
o: Dictionary
- Retorno
String
- Chama
L.t
Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/build_ops.gd:58BuildOps._is_crossingstatic funcLink para esta entradastatic func _is_crossing(existing_other: int, bits: int) -> bool- Parâmetros
existing_other: intbits: int
- Retorno
bool
Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/build_ops.gd:67BuildOps.span_problemstatic funcGround construction under a bridge or over a tunnel: allowed only across its line.Link para esta entradastatic func span_problem(m: WorldMap, x: int, y: int, bits: int) -> String- Parâmetros
m: WorldMapx: inty: intbits: int
- Retorno
String
- Chama
L.t,WorldMap.axis_of
scripts/sim/build_ops.gd:72BuildOps.under_bridgestatic funcLink para esta entradastatic func under_bridge(m: WorldMap, x: int, y: int) -> bool- Parâmetros
m: WorldMapx: inty: int
- Retorno
bool
Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/build_ops.gd:86BuildOps.rail_tile_problemstatic funcWhy rail with full bitmaskbitscan't go on this tile, or "" if it can.Link para esta entradastatic func rail_tile_problem(m: WorldMap, x: int, y: int, bits: int) -> String- Parâmetros
m: WorldMapx: inty: intbits: int
- Retorno
String
- Chama
L.t
scripts/sim/build_ops.gd:92BuildOps.road_tile_problemstatic funcWhy road with full bitmaskbitscan't go on this tile, or "" if it can.Link para esta entradastatic func road_tile_problem(m: WorldMap, x: int, y: int, bits: int) -> String- Parâmetros
m: WorldMapx: inty: intbits: int
- Retorno
String
- Chama
L.t
scripts/sim/build_ops.gd:118BuildOps.INDUSTRY_GAPconstTiles of open ground towns leave around an industry's footprint: room for the player's station or loading bay, and no houses pressed against a cooling tower.BuildOps.can_link_roadstatic funcStricter rule used by town growth: no crossings, no stations, and no new street into the ground kept clear around an industry (joining a road already there is fine).Link para esta entradastatic func can_link_road(m: WorldMap, x: int, y: int, d: int, strict: bool = false) -> bool- Parâmetros
m: WorldMapx: inty: intd: intstrict: bool = false
- Retorno
bool
- Chama
Const.opp
scripts/sim/build_ops.gd:152BuildOps.link_roadstatic funcLink para esta entradastatic func link_road(m: WorldMap, x: int, y: int, d: int) -> void- Parâmetros
m: WorldMapx: inty: intd: int
- Retorno
void
- Chama
Const.opp
Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/build_ops.gd:171BuildOps.can_build_housestatic funcHouses need a flat, dry, empty tile, clear of the ground kept around industries.Link para esta entradastatic func can_build_house(m: WorldMap, x: int, y: int) -> bool- Parâmetros
m: WorldMapx: inty: int
- Retorno
bool
scripts/sim/build_ops.gd:181BuildOps.plan_linestatic funcPlan a road or rail line through consecutive, 4-adjacent tilespts.Link para esta entradastatic func plan_line(m: WorldMap, kind: String, pts: Array[Vector2i]) -> DictionaryExtra keys: kind, add (Vector2i -> bits to add).
- Parâmetros
m: WorldMapkind: Stringpts: Array[Vector2i]
- Retorno
Dictionary
scripts/sim/build_ops.gd:194BuildOps._parallel_diagonalstatic funcIfexistingis one corner piece andaddingthe opposite corner, the pairing they form as two parallel diagonals (see WorldMap.diag2), else -1.Link para esta entradastatic func _parallel_diagonal(existing: int, adding: int) -> int- Parâmetros
existing: intadding: int
- Retorno
int
scripts/sim/build_ops.gd:245BuildOps.apply_linestatic funcLink para esta entradastatic func apply_line(m: WorldMap, p: Dictionary) -> void- Parâmetros
m: WorldMapp: Dictionary
- Retorno
void
Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/build_ops.gd:255BuildOps.dock_facingstatic funcDirection from a shore tile down to open water, or -1.Link para esta entradastatic func dock_facing(m: WorldMap, x: int, y: int) -> intDocks sit on a shore slope whose low edge meets the water (or on a level tile at the water's edge).
- Parâmetros
m: WorldMapx: inty: int
- Retorno
int
scripts/sim/build_ops.gd:276BuildOps.station_tile_problemstatic funcLink para esta entradastatic func station_tile_problem(m: WorldMap, kind: String, x: int, y: int, axis: int) -> String- Parâmetros
m: WorldMapkind: Stringx: inty: intaxis: int
- Retorno
String
- Chama
L.t
Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/build_ops.gd:284BuildOps.MAX_STATION_SPREADconsta station's tiles fit in a square this many tiles acrossBuildOps.plan_stationstatic funcPlan station tiles ofkind("rail" or "road") alongaxis.Link para esta entradastatic func plan_station(m: WorldMap, kind: String, pts: Array[Vector2i], axis: int) -> DictionaryExtra keys: kind, axis, tiles, join (Station or null), catch (catchment incl. joined station), accepts, supplies, attractions (attraction types in the catchment).
- Parâmetros
m: WorldMapkind: Stringpts: Array[Vector2i]axis: int
- Retorno
Dictionary
scripts/sim/build_ops.gd:333BuildOps.apply_stationstatic funcLink para esta entradastatic func apply_station(m: WorldMap, p: Dictionary) -> Station- Parâmetros
m: WorldMapp: Dictionary
- Retorno
Station
Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/build_ops.gd:389BuildOps.add_rig_dockstatic funcThe open dock an industry at sea (an oil rig) comes with, so a rig can be served by ship however far from the shore it stands.Link para esta entradastatic func add_rig_dock(m: WorldMap, ind: Industry) -> StationNobody owns it and every company's ships may load there. Made with the map, and on loading a save from before rigs had one. Returns the dock (the one it already has, if any), or null when no open water touches the rig.
- Parâmetros
m: WorldMapind: Industry
- Retorno
Station
- Chama
L.t,WorldMap.axis_of
scripts/sim/build_ops.gd:424BuildOps.rig_dock_spotstatic funcWhere a rig's dock goes: a free water tile along one of the rig's sides, the one with the most open water around it (away from any shore), so ships come and go easily.Link para esta entradastatic func rig_dock_spot(m: WorldMap, ind: Industry) -> Vector2i(-1, -1) if none.
- Parâmetros
m: WorldMapind: Industry
- Retorno
Vector2i
scripts/sim/build_ops.gd:455BuildOps.is_rig_dockstatic funcTrue on the tile of a rig's own dock (see add_rig_dock).Link para esta entradastatic func is_rig_dock(o) -> bool- Parâmetros
o
- Retorno
bool
scripts/sim/build_ops.gd:486BuildOps.bulldoze_targetstatic funcWhat bulldozing a tile would remove (one layer: station, track, road, building or trees) and its cost.Link para esta entradastatic func bulldoze_target(m: WorldMap, x: int, y: int, who_id: int = -1) -> Dictionarywho_id: the company bulldozing. On a level crossing over someone else's track it takes the road.- Parâmetros
m: WorldMapx: inty: intwho_id: int = -1
- Retorno
Dictionary
scripts/sim/build_ops.gd:494BuildOps.plan_bulldozestatic funcExtra keys: rect, count.Link para esta entradastatic func plan_bulldoze(m: WorldMap, rect: Rect2i, who_id: int = -1) -> Dictionary- Parâmetros
m: WorldMaprect: Rect2iwho_id: int = -1
- Retorno
Dictionary
- Chama
L.t
scripts/sim/build_ops.gd:526BuildOps.apply_bulldozestatic funcApplies to every removable tile in the rect; industries are skipped.Link para esta entradastatic func apply_bulldoze(m: WorldMap, p: Dictionary) -> void- Parâmetros
m: WorldMapp: Dictionary
- Retorno
void
scripts/sim/build_ops.gd:566BuildOps.plan_terraformstatic funcRaise (delta = 1) or lower (delta = -1) one tile corner.Link para esta entradastatic func plan_terraform(m: WorldMap, c: Vector2i, delta: int) -> DictionaryNeighbouring corners follow so that edge-adjacent corners never differ by more than one level. Extra keys: corner, corners (Vector2i -> new height), tiles (affected tiles).
- Parâmetros
m: WorldMapc: Vector2idelta: int
- Retorno
Dictionary
- Chama
L.t
scripts/sim/build_ops.gd:648BuildOps.apply_terraformstatic funcLink para esta entradastatic func apply_terraform(m: WorldMap, p: Dictionary) -> void- Parâmetros
m: WorldMapp: Dictionary
- Retorno
void
Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/build_ops.gd:701BuildOps.plan_levelstatic funcLevel the tiles inrect(all their corners) toheight, as far as the rules allow.Link para esta entradastatic func plan_level(m: WorldMap, rect: Rect2i, height: int, blocked: Dictionary = {}) -> DictionaryCorners move one level at a time - cutting from the top down, then filling from the bottom up - and drag their neighbours along the way plan_terraform does, so edge-adjacent corners never differ by more than one level. A tile that can't change shape (a building, road or track, a bridge or tunnel, water, or a tile in
blocked: tile -> reason) pins its corners, and any move that would disturb a pinned corner is left out; the rest of the area is still levelled. Trees on tiles that change shape are cleared. Extra keys: rect, height, corners (Vector2i -> new height), steps (corner moves, each costing Data.COST.terraform), tiles (tiles that change shape), trees (those of them with trees), why (refused tile -> reason; the same tiles are inbad).- Parâmetros
m: WorldMaprect: Rect2iheight: intblocked: Dictionary = {}
- Retorno
Dictionary
- Chama
L.t
scripts/sim/build_ops.gd:723BuildOps._level_problemstatic funcWhy tiletcan't change shape while levelling ("" if it can).Link para esta entradastatic func _level_problem(m: WorldMap, t: Vector2i, blocked: Dictionary) -> String- Parâmetros
m: WorldMapt: Vector2iblocked: Dictionary
- Retorno
String
- Chama
L.t
scripts/sim/build_ops.gd:783BuildOps._level_stepstatic funcMove cornercone level (delta) tov, dragging neighbours along.Link para esta entradastatic func _level_step(m: WorldMap, c: Vector2i, v: int, delta: int, work: Dictionary, blocked: Dictionary, problems: Dictionary, p: Dictionary) -> boolFails, changing nothing in
work, when a corner that would move belongs to a tile that can't change (recorded in p.why).- Parâmetros
m: WorldMapc: Vector2iv: intdelta: intwork: Dictionaryblocked: Dictionaryproblems: Dictionaryp: Dictionary
- Retorno
bool
scripts/sim/build_ops.gd:800BuildOps.apply_levelstatic funcLink para esta entradastatic func apply_level(m: WorldMap, p: Dictionary) -> void- Parâmetros
m: WorldMapp: Dictionary
- Retorno
void
Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/build_ops.gd:838BuildOps.MAX_BRIDGEconstLink para esta entradaconst MAX_BRIDGE := 24Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/build_ops.gd:857BuildOps.MAX_TUNNELconstLink para esta entradaconst MAX_TUNNEL := 30Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/build_ops.gd:858BuildOps.edge_heightsstatic funcCorner heights of the edge of tiletfacing directiond.Link para esta entradastatic func edge_heights(m: WorldMap, t: Vector2i, d: int) -> Vector2i- Parâmetros
m: WorldMapt: Vector2id: int
- Retorno
Vector2i
scripts/sim/build_ops.gd:862BuildOps._end_piecestatic funcThe network piece a bridge or tunnel needs on tilet(toward directiond), added to the plan.Link para esta entradastatic func _end_piece(m: WorldMap, p: Dictionary, t: Vector2i, d: int) -> void- Parâmetros
m: WorldMapp: Dictionaryt: Vector2id: int
- Retorno
void
scripts/sim/build_ops.gd:871BuildOps.plan_bridgestatic funcA bridge from ramp tileato ramp tileb(same row or column).Link para esta entradastatic func plan_bridge(m: WorldMap, kind: String, a: Vector2i, b: Vector2i, style: String = "") -> DictionaryThe deck sits at the height of the ramps' inner edges, which must match. The ground underneath may not rise above the deck, and roads or track passing under need a level of clearance. Extra keys: kind, type, s0, s1, dir, level, add (ramp pieces), tiles (spans).
- Parâmetros
m: WorldMapkind: Stringa: Vector2ib: Vector2istyle: String = ""
- Retorno
Dictionary
- Chama
L.t,L.lower,Const.opp,WorldMap.axis_of
scripts/sim/build_ops.gd:890BuildOps.plan_electrifystatic funcOverhead wires over the track alongpts.Link para esta entradastatic func plan_electrify(m: WorldMap, pts: Array[Vector2i]) -> DictionaryTiles without track are skipped; wired ones are free. Extra keys: tiles (the tiles that get wires).
- Parâmetros
m: WorldMappts: Array[Vector2i]
- Retorno
Dictionary
- Chama
L.t
scripts/sim/build_ops.gd:966BuildOps.apply_electrifystatic funcLink para esta entradastatic func apply_electrify(m: WorldMap, p: Dictionary) -> void- Parâmetros
m: WorldMapp: Dictionary
- Retorno
void
Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/build_ops.gd:984BuildOps.plan_depotstatic funcA depot on tilet, its door - and its one road or track connection - facingfacing.Link para esta entradastatic func plan_depot(m: WorldMap, kind: String, t: Vector2i, facing: int) -> DictionaryExtra keys: kind, tile, facing, link (joins the road/track in front), link_reason.
- Parâmetros
m: WorldMapkind: Stringt: Vector2ifacing: int
- Retorno
Dictionary
scripts/sim/build_ops.gd:999BuildOps.apply_depotstatic funcLink para esta entradastatic func apply_depot(m: WorldMap, p: Dictionary, owner: Company) -> void- Parâmetros
m: WorldMapp: Dictionaryowner: Company
- Retorno
void
- Chama
Const.opp
Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/build_ops.gd:1034BuildOps.tunnel_exitstatic funcWhere a tunnel from hillside tilea(headingd, its mouth at heightlevel) comes out: how many tiles on the far mouth is, at the first tile whose far edge comes back down tolevelat either corner.Link para esta entradastatic func tunnel_exit(m: WorldMap, a: Vector2i, d: int, level: int) -> int0 when the ground doesn't come down that far within MAX_TUNNEL tiles (or the map ends first).
- Parâmetros
m: WorldMapa: Vector2id: intlevel: int
- Retorno
int
scripts/sim/build_ops.gd:1060BuildOps._edge_cornersstatic funcThe corners of the edge of tiletfacing directiond, in edge_heights' order.Link para esta entradastatic func _edge_corners(t: Vector2i, d: int) -> Array[Vector2i]- Parâmetros
t: Vector2id: int
- Retorno
Array[Vector2i]
scripts/sim/build_ops.gd:1072BuildOps.plan_tunnelstatic funcA tunnel starting at hillside tilea(an incline rising straight ahead).Link para esta entradastatic func plan_tunnel(m: WorldMap, kind: String, a: Vector2i, hint: bool = true) -> DictionaryIt runs into the hill to the first tile where the ground comes back down to the entrance's height (tunnel_exit), and that tile is the far mouth. A hill seldom ends in a slope exactly like the one it started with - it comes down on a slant, or one corner sticks up - so the far mouth's tile is evened out into one, its corners lowered the way Level land lowers them (dragging the land around along). Extra keys as plan_bridge, plus corners (corner -> new height, evening out the far mouth: see apply_level) and trees (tiles that change shape and lose their trees).
hint: when there's no way out, look further up the slope for a hillside that has one.- Parâmetros
m: WorldMapkind: Stringa: Vector2ihint: bool = true
- Retorno
Dictionary
scripts/sim/build_ops.gd:1088BuildOps._no_exitstatic funcplan_tunnel finding no way out: say so, on the entrance alone (not the whole line it looked along).Link para esta entradastatic func _no_exit(m: WorldMap, p: Dictionary, a: Vector2i, d: int, level: int, hint: bool) -> voidThe ground may come back down on the far side, only not as low as here: then a hillside further up the same slope, still on the way up (before the ground first levels off or falls), may well take a tunnel - when one does, say where.
- Parâmetros
m: WorldMapp: Dictionarya: Vector2id: intlevel: inthint: bool
- Retorno
void
- Chama
L.t,WorldMap.axis_of,L.n
scripts/sim/build_ops.gd:1162BuildOps._even_out_mouthstatic funcEven out tunnel tilet(headingd) into the far mouth: a straight incline fromlevel+ 1 on its near edge down tolevelon its far edge.Link para esta entradastatic func _even_out_mouth(m: WorldMap, p: Dictionary, t: Vector2i, d: int, level: int, keep: Array) -> voidAdds the corners that move, their cost and the trees they take to
p;keepare tiles that mustn't change shape.- Parâmetros
m: WorldMapp: Dictionaryt: Vector2id: intlevel: intkeep: Array
- Retorno
void
scripts/sim/build_ops.gd:1189BuildOps._set_cornersstatic funcPut corner heights (corner -> height) on the map as they are, without redrawing anything.Link para esta entradastatic func _set_corners(m: WorldMap, corners: Dictionary) -> DictionaryReturns the heights they had, to put back the same way.
- Parâmetros
m: WorldMapcorners: Dictionary
- Retorno
Dictionary
scripts/sim/build_ops.gd:1234BuildOps.apply_crossingstatic funcLink para esta entradastatic func apply_crossing(m: WorldMap, p: Dictionary) -> Dictionary- Parâmetros
m: WorldMapp: Dictionary
- Retorno
Dictionary
Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/build_ops.gd:1243BuildOps.signal_problemstatic funcLink para esta entradastatic func signal_problem(m: WorldMap, t: Vector2i) -> String- Parâmetros
m: WorldMapt: Vector2i
- Retorno
String
- Chama
L.t
Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/build_ops.gd:1268BuildOps.plan_signalstatic funcPlace a two-way signal, or cycle an existing one: two-way -> one-way -> one-way the other way -> two-way.Link para esta entradastatic func plan_signal(m: WorldMap, t: Vector2i) -> DictionaryExtra keys: tile, state (see WorldMap.signals).
- Parâmetros
m: WorldMapt: Vector2i
- Retorno
Dictionary
scripts/sim/build_ops.gd:1288BuildOps.apply_signalstatic funcLink para esta entradastatic func apply_signal(m: WorldMap, p: Dictionary) -> void- Parâmetros
m: WorldMapp: Dictionary
- Retorno
void
Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/build_ops.gd:1307BuildOps._corner_ofstatic func[a, b] ifbitsis a single corner piece, else [].Link para esta entradastatic func _corner_of(bits: int) -> Array- Parâmetros
bits: int
- Retorno
Array
scripts/sim/build_ops.gd:1314BuildOps.signal_dirsstatic funcThe two directions trains can pass a signal on tilet(headings on entering the tile).Link para esta entradastatic func signal_dirs(m: WorldMap, t: Vector2i) -> Array- Parâmetros
m: WorldMapt: Vector2i
- Retorno
Array
- Chama
Const.opp
scripts/sim/build_ops.gd:1323
Calendar
Calendar.MONTHSconstLink para esta entradaconst MONTHS := ["Jan", "Feb", "Mar", "Apr", "May", "Jun", "Jul", "Aug", "Sep", "Oct", "Nov", "Dec"]Esta entrada ainda não descreve o comportamento.
Declarado emscripts/core/calendar.gd:4Calendar.MONTH_DAYSconstLink para esta entradaconst MONTH_DAYS := [31, 28, 31, 30, 31, 30, 31, 31, 30, 31, 30, 31]Esta entrada ainda não descreve o comportamento.
Declarado emscripts/core/calendar.gd:5Calendar.is_leapstatic funcLink para esta entradastatic func is_leap(y: int) -> bool- Parâmetros
y: int
- Retorno
bool
Esta entrada ainda não descreve o comportamento.
Declarado emscripts/core/calendar.gd:8Calendar.year_daysstatic funcLink para esta entradastatic func year_days(y: int) -> int- Parâmetros
y: int
- Retorno
int
Esta entrada ainda não descreve o comportamento.
Declarado emscripts/core/calendar.gd:12Calendar.from_daystatic funcReturns Vector3i(year, month 0-11, day of month 1-31).Link para esta entradastatic func from_day(day: int) -> Vector3i- Parâmetros
day: int
- Retorno
Vector3i
scripts/core/calendar.gd:17Calendar.formatstatic funcLink para esta entradastatic func format(day: int) -> String- Parâmetros
day: int
- Retorno
String
- Chama
L.t
Esta entrada ainda não descreve o comportamento.
Declarado emscripts/core/calendar.gd:33Calendar.is_christmasstatic funcChristmas time in the towns: 1 December to 6 January.Link para esta entradastatic func is_christmas(day: int) -> bool- Parâmetros
day: int
- Retorno
bool
scripts/core/calendar.gd:39Calendar.doy_is_christmasstatic funcThe same for a day of the year (0 = 1 January), ignoring leap years.Link para esta entradastatic func doy_is_christmas(doy: int) -> bool- Parâmetros
doy: int
- Retorno
bool
scripts/core/calendar.gd:45Calendar.day_of_year_startstatic funcDay number of 1 January ofyear.Link para esta entradastatic func day_of_year_start(year: int) -> int- Parâmetros
year: int
- Retorno
int
scripts/core/calendar.gd:50
ConnectPlanner
ConnectPlanner.MAX_DISTconsttiles apart (along the grid) beyond which it doesn't search at allConnectPlanner.ENDS_TRIEDconstsides of a joined end worth tryingConnectPlanner.PAIRSconst(start side, end side) pairs searched at mostConnectPlanner.LIVE_EXPANSIONSconstRouteBuilder's budget while the pointer moves (the click that builds searches with its own, larger one), so a search that finds nothing doesn't hold up the game.ConnectPlanner.SHORTCUT_SAVESconstA bridge or tunnel is taken over the cheapest way round when it saves at least SHORTCUT_SAVES tiles and SHORTCUT_SHARE of the line's length.Link para esta entradaconst SHORTCUT_SAVES := 4In that search a crossing tile costs plain line plus SHORTCUT_PRICE of what it costs over that, and each crossing SHORTCUT_CROSSING tiles on top.
Declarado emscripts/sim/connect_planner.gd:24ConnectPlanner.SHORTCUT_SHAREconstLink para esta entradaconst SHORTCUT_SHARE := 0.3Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/connect_planner.gd:25ConnectPlanner.SHORTCUT_PRICEconstLink para esta entradaconst SHORTCUT_PRICE := 0.25Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/connect_planner.gd:26ConnectPlanner.SHORTCUT_CROSSINGconstLink para esta entradaconst SHORTCUT_CROSSING := 2.0Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/connect_planner.gd:27ConnectPlanner.pathstatic funcTiles fromatob(both included, each one next to the one before), or [] when no line was found within the search's budget; never over water or through a hill (see route for those).Link para esta entradastatic func path(m: WorldMap, kind: String, a: Vector2i, b: Vector2i, arriving: int = -1, max_expansions: int = 0, pairs_tried: int = PAIRS) -> Array[Vector2i]arriving: the way a line already reachesa(a waypoint), so this one carries on from it instead of doubling back (-1: none).max_expansions: RouteBuilder's budget (0: its own default, which grows with the distance; otherwise never more than that).pairs_tried: how many (start side, end side) pairs to try at most.- Parâmetros
m: WorldMapkind: Stringa: Vector2ib: Vector2iarriving: int = -1max_expansions: int = 0pairs_tried: int = PAIRS
- Retorno
Array[Vector2i]
scripts/sim/connect_planner.gd:36ConnectPlanner.routestatic funcpath, with bridges and tunnels where the way needs them: {"tiles", "crossings": as RouteBuilder.last_crossings gives them}.Link para esta entradastatic func route(m: WorldMap, kind: String, a: Vector2i, b: Vector2i, year: int, arriving: int = -1, max_expansions: int = 0, pairs_tried: int = PAIRS) -> Dictionaryyear: the bridge styles there are by then (-1: no bridges or tunnels at all).- Parâmetros
m: WorldMapkind: Stringa: Vector2ib: Vector2iyear: intarriving: int = -1max_expansions: int = 0pairs_tried: int = PAIRS
- Retorno
Dictionary
scripts/sim/connect_planner.gd:44ConnectPlanner._shortcutstatic funcjumps(RouteBuilder.jumps_for) with every crossing weighed mostly by its length: a span or tunnel tile costs little more than a tile of plain line, and a crossing little on top.Link para esta entradastatic func _shortcut(jumps: Dictionary) -> Dictionary- Parâmetros
jumps: Dictionary
- Retorno
Dictionary
scripts/sim/connect_planner.gd:73ConnectPlanner._routestatic funcOne search withjumps, from the best sides of the ends: route's {"tiles", "crossings"}.Link para esta entradastatic func _route(m: WorldMap, kind: String, a: Vector2i, b: Vector2i, jumps: Dictionary, arriving: int, max_expansions: int, pairs_tried: int) -> Dictionary- Parâmetros
m: WorldMapkind: Stringa: Vector2ib: Vector2ijumps: Dictionaryarriving: intmax_expansions: intpairs_tried: int
- Retorno
Dictionary
- Chama
Const.opp,RouteBuilder.find
scripts/sim/connect_planner.gd:83ConnectPlanner.endsstatic funcWhere a search may start from endp(or, read backwards, finish at it), the other end being attoward: [{"tile", "dir": the way in (-1 any), "joined": true whenpitself is an existing piece the line joins from the free tile beside it}], best first.Link para esta entradastatic func ends(m: WorldMap, kind: String, p: Vector2i, toward: Vector2i) -> Array- Parâmetros
m: WorldMapkind: Stringp: Vector2itoward: Vector2i
- Retorno
Array
scripts/sim/connect_planner.gd:129ConnectPlanner._takes_a_piecestatic funcWhether any piece of road or track at all (straight or a bend) could go on tilet.Link para esta entradastatic func _takes_a_piece(m: WorldMap, kind: String, t: Vector2i) -> bool- Parâmetros
m: WorldMapkind: Stringt: Vector2i
- Retorno
bool
scripts/sim/connect_planner.gd:154ConnectPlanner._openstatic funcWhether a line ofkindcan be searched through tiletas it is: no building, station or depot on it, and no track already there for a railway (a road may run along a road).Link para esta entradastatic func _open(m: WorldMap, kind: String, t: Vector2i) -> bool- Parâmetros
m: WorldMapkind: Stringt: Vector2i
- Retorno
bool
scripts/sim/connect_planner.gd:163
Const
Const.MAP_SIZEconstLink para esta entradaconst MAP_SIZE := 128Esta entrada ainda não descreve o comportamento.
Declarado emscripts/core/constants.gd:4Const.CHUNKconstLink para esta entradaconst CHUNK := 16Esta entrada ainda não descreve o comportamento.
Declarado emscripts/core/constants.gd:5Const.HEIGHT_STEPconstworld units per height levelConst.MAX_HEIGHTconstLink para esta entradaconst MAX_HEIGHT := 10Esta entrada ainda não descreve o comportamento.
Declarado emscripts/core/constants.gd:7Const.WATER_Yconstwater surface height in world unitsConst.DAY_SECONDSconstreal seconds per game day at 1x (OpenTTD: 74 ticks x 30 ms = 2.22 s)Const.VEHICLE_PACEconstVehicles get this much done per game day - moving, loading, being serviced - so trips take fewer days while they move on screen exactly as fast as before the day got longer.Const.START_YEARconstLink para esta entradaconst START_YEAR := 1950Esta entrada ainda não descreve o comportamento.
Declarado emscripts/core/constants.gd:14Const.DIRSconstLink para esta entradaconst DIRS: Array[Vector2i] = [Vector2i(0, -1), Vector2i(1, 0), Vector2i(0, 1), Vector2i(-1, 0)]Esta entrada ainda não descreve o comportamento.
Declarado emscripts/core/constants.gd:17Const.BITconstLink para esta entradaconst BIT: Array[int] = [1, 2, 4, 8]Esta entrada ainda não descreve o comportamento.
Declarado emscripts/core/constants.gd:18Const.AXIS_BITSconstLink para esta entradaconst AXIS_BITS: Array[int] = [10, 5]Esta entrada ainda não descreve o comportamento.
Declarado emscripts/core/constants.gd:20Const.oppstatic funcLink para esta entradastatic func opp(d: int) -> int- Parâmetros
d: int
- Retorno
int
Esta entrada ainda não descreve o comportamento.
Declarado emscripts/core/constants.gd:23
Economy
Economy.PRODUCTION_DAYSconstproduction runs every this many daysEconomy.LATE_SPANconsta late cargo loses its fare, on average, at a rate that would take all of it over this many times its on-time daysEconomy.LATE_EARLYconstbelow 1 the S-curve starts falling sooner after the on-time days; 1 is a symmetric SEconomy.LATE_FLOORconstno delivery pays less than this share of the full fareEconomy.PAX_PER_POPconstpassengers per resident per monthEconomy.MAIL_PER_POPconstbags of mail per resident per monthEconomy.WASTE_PER_POPconsttonnes of waste per resident per month (from the Late century, RAIL-29)Economy.PER_POPconstLink para esta entradaconst PER_POP := {"pax": PAX_PER_POP, "mail": MAIL_PER_POP, "waste": WASTE_PER_POP}Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/economy.gd:12Economy.MAX_WAITINGconstLink para esta entradaconst MAX_WAITING := 3000.0Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/economy.gd:13Economy.GIVE_UPconsteach production run, cargo waiting beyond a month's worth loses this share times (1 - rating)Economy.INFLOW_EASEconsthow fast a station's estimate of its monthly inflow follows what arrives (per production run)Economy.STAFF_NEUTRALconststaffing at which an industry leans neither to growing nor shrinking (see staff_lean)Economy.STAFF_TILTconsthow far staff_lean moves the odds that a production change is a riseEconomy.PROD_MINconstthe least a mine, farm or well makes in a monthEconomy.paymentstatic funcPayment for deliveringamountof cargocoverdisttiles indaysdays.Link para esta entradastatic func payment(c: String, amount: float, dist: float, days: float) -> int- Parâmetros
c: Stringamount: floatdist: floatdays: float
- Retorno
int
scripts/sim/economy.gd:22Economy.farestatic funcWhat one unit of cargocpays fordisttiles afterdayson the way.Link para esta entradastatic func fare(c: String, dist: float, days: float) -> floatFares don't change over the years: distance raises them in proportion, and lateness lowers them (see time_factor).
- Parâmetros
c: Stringdist: floatdays: float
- Retorno
float
- Chama
Data.cargo_rate
scripts/sim/economy.gd:28Economy.time_factorstatic funcShare of the full fare still paid afterdayson the way: all of it up to the cargo's own number of days, then easing down in a smooth S-curve (slowly at first, fastest half-way, slowly again at the end) to LATE_FLOOR, reached at 8 times that long (see LATE_SPAN).Link para esta entradastatic func time_factor(c: String, days: float) -> float- Parâmetros
c: Stringdays: float
- Retorno
float
- Chama
Data.cargo_days
scripts/sim/economy.gd:35Economy.late_loss_per_daystatic funcShare of the full fare lost, on average, for every day between the cargo's own number of days and the day it reaches the floor.Link para esta entradastatic func late_loss_per_day(c: String) -> floatIn the steep part of the curve it falls about twice as fast.
- Parâmetros
c: String
- Retorno
float
- Chama
Data.cargo_days
scripts/sim/economy.gd:44Economy.station_distancestatic funcLink para esta entradastatic func station_distance(a: Station, b: Station) -> float- Parâmetros
a: Stationb: Station
- Retorno
float
Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/economy.gd:48Economy.producestatic funcLink para esta entradastatic func produce(sim: Sim) -> void- Parâmetros
sim: Sim
- Retorno
void
Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/economy.gd:56Economy._linksstatic funcWhich stations reach which industries, both ways round: {"sts": Industry -> [Station], "inds": Station -> [Industry]}, each list in map order.Link para esta entradastatic func _links(m: WorldMap) -> DictionaryKept on the map and rebuilt only when a station's catchment changes or a station or industry comes or goes (never saved).
- Parâmetros
m: WorldMap
- Retorno
Dictionary
scripts/sim/economy.gd:112Economy.industry_stationsstatic funcStations whose catchment touches any tile of the industry.Link para esta entradastatic func industry_stations(m: WorldMap, ind: Industry) -> Array- Parâmetros
m: WorldMapind: Industry
- Retorno
Array
scripts/sim/economy.gd:142Economy._distributestatic funcGiveamtof cargo to the (up to two) best-rated stations that serve it.Link para esta entradastatic func _distribute(stations: Array, c: String, amt: float) -> floatReturns the amount moved.
- Parâmetros
stations: Arrayc: Stringamt: float
- Retorno
float
scripts/sim/economy.gd:157Economy.shut_outstatic funcWhetherstgets no new cargo because another company holds exclusive transport rights in its town (a town request's reward, see Opportunities).Link para esta entradastatic func shut_out(st: Station) -> bool- Parâmetros
st: Station
- Retorno
bool
scripts/sim/economy.gd:195Economy._update_ratingsstatic funcRatings drift toward a target set by pickup frequency, vehicle speed and waiting cargo.Link para esta entradastatic func _update_ratings(sim: Sim) -> voidThen cargo that has piled up gives up (see give_up).
- Parâmetros
sim: Sim
- Retorno
void
scripts/sim/economy.gd:201Economy.give_upstatic funcCargocwaiting atstthat gives up this production run (RAIL-56): of what waits beyond a month's worth (Station.inflow), a share of GIVE_UP times what the rating falls short of 100%.Link para esta entradastatic func give_up(st: Station, c: String) -> floatAt 50% that is 3% every run, about a quarter a month; at 90%, 0.6%. A queue that fits the station's own trade is never touched, and every queue settles instead of filling to MAX_WAITING.
- Parâmetros
st: Stationc: String
- Retorno
float
scripts/sim/economy.gd:234Economy._update_inflowstatic funcFold what came tostsince the last production run into its estimate of a month's inflow.Link para esta entradastatic func _update_inflow(st: Station) -> void- Parâmetros
st: Station
- Retorno
void
scripts/sim/economy.gd:242Economy.unloadstatic funcUnload what this station accepts; pay the owner.Link para esta entradastatic func unload(sim: Sim, v: Vehicle, st: Station) -> intReturns units moved.
- Parâmetros
sim: Simv: Vehiclest: Station
- Retorno
int
scripts/sim/economy.gd:256Economy.FEEDER_SHAREconstA feeder's share of the fare for cargo it leaves at a transfer stop: part of what the trip so far would pay, less what earlier feeders already showed.Link para esta entradaconst FEEDER_SHARE := 0.75It only goes on the vehicle's books (its profit); the money comes when the cargo is delivered, so passing cargo back and forth earns nothing.
Declarado emscripts/sim/economy.gd:324Economy.deliver_to_industriesstatic funcLink para esta entradastatic func deliver_to_industries(sim: Sim, st: Station, c: String, amount: int) -> void- Parâmetros
sim: Simst: Stationc: Stringamount: int
- Retorno
void
- Chama
IndustryLife.build
Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/economy.gd:333Economy._full_setsstatic funcA plant that needs every input (Data.INDUSTRY "needs_all") holds what comes until the rest does:amountofcjoins its store, and every full set (one unit of each input) goes into the works.Link para esta entradastatic func _full_sets(ind: Industry, c: String, amount: float) -> floatReturns how many units go in, so each set makes as many units of output as it took in.
- Parâmetros
ind: Industryc: Stringamount: float
- Retorno
float
scripts/sim/economy.gd:369Economy.hire_commutersstatic funcPassengers delivered tostgo to work at the industries it reaches (RAIL-28), each taking on what it still needs this month, in map order.Link para esta entradastatic func hire_commuters(m: WorldMap, st: Station, amount: float) -> floatReturns how many found work; the rest are ordinary passengers (the fare is the same either way).
- Parâmetros
m: WorldMapst: Stationamount: float
- Retorno
float
scripts/sim/economy.gd:384Economy.reachesstatic funcWhetherst's catchment touchesind(from the cached links: nothing is copied).Link para esta entradastatic func reaches(m: WorldMap, st: Station, ind: Industry) -> bool- Parâmetros
m: WorldMapst: Stationind: Industry
- Retorno
bool
scripts/sim/economy.gd:394Economy.industry_stations_reversestatic funcLink para esta entradastatic func industry_stations_reverse(m: WorldMap, st: Station) -> Array- Parâmetros
m: WorldMapst: Station
- Retorno
Array
Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/economy.gd:398Economy.monthlystatic funcLink para esta entradastatic func monthly(sim: Sim) -> void- Parâmetros
sim: Sim
- Retorno
void
Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/economy.gd:413Economy._charge_infrastructurestatic funcMonthly upkeep of everything companies own besides stations: track, overhead wires, signals, bridges and tunnels, and depots.Link para esta entradastatic func _charge_infrastructure(sim: Sim) -> void- Parâmetros
sim: Sim
- Retorno
void
scripts/sim/economy.gd:446Economy._councilstatic funcCouncils like companies that serve their town and grow tired of neglected stations.Link para esta entradastatic func _council(sim: Sim, t: Town) -> void- Parâmetros
sim: Simt: Town
- Retorno
void
- Chama
L.t
scripts/sim/economy.gd:491Economy.staff_leanstatic funcHow staffing leans an industry's future (RAIL-28): from -STAFF_NEUTRAL with nobody at work to 1 - STAFF_NEUTRAL with a full staff, 0 at about what walkers-in from a nearby town give.Link para esta entradastatic 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.
- Parâmetros
m: WorldMapind: Industryindex: Industry.StaffingIndex = null
- Retorno
float
scripts/sim/economy.gd:528Economy._maybe_change_productionstatic funcLink para esta entradastatic func _maybe_change_production(sim: Sim, ind: Industry, index: Industry.StaffingIndex) -> void- Parâmetros
sim: Simind: Industryindex: Industry.StaffingIndex
- Retorno
void
- Chama
L.t
Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/economy.gd:532
FirstSteps
FirstSteps.PAIR_DISTconsttiles apart a first bus route pays well over and costs little road forFirstSteps.PAIR_MINconstcloser than this, two towns are one place to a passengerFirstSteps.PAIR_FROMconstpairs are chosen among this many towns nearest the viewFirstSteps.CENTREconsttiles from a town's centre whose roads count as the town'sFirstSteps.town_pairstatic funcTwo towns neararound(a tile) that make a good first bus route: about PAIR_DIST apart, near the view, the bigger the better.Link para esta entradastatic func town_pair(m: WorldMap, around: Vector2) -> Array[Town, Town], or [] on a map with fewer than two towns.
- Parâmetros
m: WorldMaparound: Vector2
- Retorno
Array
scripts/sim/first_steps.gd:15FirstSteps._fromstatic funcLink para esta entradastatic func _from(t: Town, p: Vector2) -> float- Parâmetros
t: Townp: Vector2
- Retorno
float
Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/first_steps.gd:35FirstSteps.towns_joinedstatic funcWhether a road runs from the middle of townato the middle of townb.Link para esta entradastatic func towns_joined(m: WorldMap, a: Town, b: Town) -> bool- Parâmetros
m: WorldMapa: Townb: Town
- Retorno
bool
- Chama
Pathfinder.find
scripts/sim/first_steps.gd:40FirstSteps._centre_roadsstatic funcThe road tiles near a town's centre (its first crossroads is there), as a set.Link para esta entradastatic func _centre_roads(m: WorldMap, t: Town) -> Dictionary- Parâmetros
m: WorldMapt: Town
- Retorno
Dictionary
scripts/sim/first_steps.gd:49FirstSteps.road_stopsstatic funcwho's road stops (a station with a road stop).Link para esta entradastatic func road_stops(m: WorldMap, who: Company) -> Array- Parâmetros
m: WorldMapwho: Company
- Retorno
Array
scripts/sim/first_steps.gd:59FirstSteps.joined_stopsstatic funcTwo ofwho's road stops that a road joins, so a bus could run between them: [Station, Station], or [].Link para esta entradastatic func joined_stops(sim: Sim, who: Company) -> ArrayOne search per stop at most, each towards all the stops after it.
- Parâmetros
sim: Simwho: Company
- Retorno
Array
scripts/sim/first_steps.gd:69FirstSteps.depot_readystatic funcWhether a new bus could leave forstnow: with depots in the rules, one ofwho's road depots must be joined to it.Link para esta entradastatic func depot_ready(sim: Sim, who: Company, st: Station) -> bool- Parâmetros
sim: Simwho: Companyst: Station
- Retorno
bool
scripts/sim/first_steps.gd:87FirstSteps.route_vehiclestatic funcwho's newest vehicle that has a route (two stops or more), or null.Link para esta entradastatic func route_vehicle(sim: Sim, who: Company) -> Vehicle- Parâmetros
sim: Simwho: Company
- Retorno
Vehicle
scripts/sim/first_steps.gd:92FirstSteps.has_stationstatic funcWhetherwhohas a station of any kind.Link para esta entradastatic func has_station(m: WorldMap, who: Company) -> bool- Parâmetros
m: WorldMapwho: Company
- Retorno
bool
scripts/sim/first_steps.gd:101FirstSteps.town_linkstatic funcA vehicle ofwho's that carries passengers between stops in two different towns, or null.Link para esta entradastatic func town_link(sim: Sim, who: Company) -> Vehicle- Parâmetros
sim: Simwho: Company
- Retorno
Vehicle
scripts/sim/first_steps.gd:109FirstSteps._takenstatic varcargo -> true: what some industry takes, in any era (industry_takes)FirstSteps.industry_takesstatic funcWhether cargocis something an industry takes in, in any era (so delivering it delivers to an industry).Link para esta entradastatic func industry_takes(c: String) -> bool- Parâmetros
c: String
- Retorno
bool
- Chama
Data.accepts
scripts/sim/first_steps.gd:128
Fmt
Fmt.int_commasstatic funcLink para esta entradastatic func int_commas(n: int) -> String- Parâmetros
n: int
- Retorno
String
- Chama
L.thousands
Esta entrada ainda não descreve o comportamento.
Declarado emscripts/core/fmt.gd:5Fmt.moneystatic funcFormats an integer dollar amount with the active language’s digit grouping and currency placement.Link para esta entradastatic func money(n: int) -> StringThe result is a string for display.
- Parâmetros
n: int
- Retorno
String
- Chama
L.t
scripts/core/fmt.gd:15Fmt.cargo_liststatic funcLink para esta entradastatic func cargo_list(ids: Array) -> String- Parâmetros
ids: Array
- Retorno
String
- Chama
L.t
Esta entrada ainda não descreve o comportamento.
Declarado emscripts/core/fmt.gd:19Fmt.short_moneystatic funcCompact money for chart axes and tiles: $950, $12k, $1.4M.Link para esta entradastatic func short_money(n: int) -> String- Parâmetros
n: int
- Retorno
String
- Chama
L.t
scripts/core/fmt.gd:27
Goals
Goals.STEPSconstThe checklist, in the order a company usually gets there: [id, title, how to do it].Goals.ACHIEVEMENTSconstAchievements:tiersgives one achievement per number ("<kind>_<number>"); the others are one each.Goals.KINDSconstLink para esta entradaconst KINDS := ["road", "rail", "water", "air"]Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/goals.gd:42Goals.SERVED_DAYSconsta town counts as served while one of your stations there has picked up passengers this recentlyGoals.LEAGUE_AGEconstdays: a lead in the league counts once the company is this old (before, it isGoals.GOAL_IDSconstThe company goals a new game can set, and what each takes: a company value, or first place in the league, within so many years of the company's founding.Link para esta entradaconst GOAL_IDS := ["none", "value_1m", "value_10m", "league"]Declarado emscripts/sim/goals.gd:49Goals.GOALSconstLink para esta entradaconst GOALSEsta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/goals.gd:50Goals.stepsvarstep id -> game day it was doneGoals.unlockedvarachievement id -> game day it was wonGoals.goal_resultvar"won" or "missed" once the company goal is decidedGoals.goal_dayvar...and the day it wasGoals.paxvarpassengers delivered, all closed months togetherGoals.deliveredvarcargo -> true: every cargo the company has deliveredGoals.revvargoes up whenever something is ticked off, won or missedGoals._station_idvarthe map's next station id at the last look (a new station since?)Goals._vehicle_idvarthe same for vehiclesGoals._pax_monthvarpassengers delivered this month at the last lookGoals._quietvarcatching up an old save: no newsGoals.check_stepsfuncTick off the first steps done since the last look.Link para esta entradafunc check_steps(sim: Sim) -> voidCheap: see the top of the file.
- Parâmetros
sim: Sim
- Retorno
void
scripts/sim/goals.gd:72Goals._check_stepsfunccargo: what the company has delivered lately, cargo -> [units, $];rail_paid: a train has earned.Link para esta entradafunc _check_steps(sim: Sim, cargo: Dictionary, rail_paid: bool) -> void- Parâmetros
sim: Simcargo: Dictionaryrail_paid: bool
- Retorno
void
- Chama
FirstSteps.has_station,FirstSteps.route_vehicle,FirstSteps.town_link,FirstSteps.industry_takes
scripts/sim/goals.gd:80Goals._tickfuncLink para esta entradafunc _tick(sim: Sim, id: String) -> void- Parâmetros
sim: Simid: String
- Retorno
void
- Chama
L.t
Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/goals.gd:107Goals.step_titlestatic funcLink para esta entradastatic func step_title(id: String) -> String- Parâmetros
id: String
- Retorno
String
Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/goals.gd:116Goals.monthlyfuncMonth end (Sim._on_day, once the month's books are closed): the month in profit, the achievements and the company goal.Link para esta entradafunc monthly(sim: Sim) -> void- Parâmetros
sim: Sim
- Retorno
void
scripts/sim/goals.gd:127Goals._judgefuncLook at the figures again and unlock what they reach, then decide the goal if it is due.Link para esta entradafunc _judge(sim: Sim) -> void- Parâmetros
sim: Sim
- Retorno
void
scripts/sim/goals.gd:140Goals.operating_profitstatic funcA month's income less its running costs and upkeep (buying and building aside), as the company overview's chart counts it.Link para esta entradastatic func operating_profit(mo: Dictionary) -> int- Parâmetros
mo: Dictionary
- Retorno
int
scripts/sim/goals.gd:151Goals.measurefuncThe figures the achievements and the goal are judged by: one pass over the vehicles and the stations, and the company value of each company for the league.Link para esta entradafunc measure(sim: Sim) -> Dictionarybestis the best rival's value;leads, whether the company is worth more than every rival and old enough to count.- Parâmetros
sim: Sim
- Retorno
Dictionary
scripts/sim/goals.gd:158Goals.cargos_in_gamestatic funcThe cargos this map has now: passengers, mail (and from the Late century waste) from the towns, and what its industries make.Link para esta entradastatic func cargos_in_game(m: WorldMap) -> ArrayCargos whose industries haven't appeared yet (a later era's) aren't among them until one opens.
- Parâmetros
m: WorldMap
- Retorno
Array
- Chama
Data.town_makes
scripts/sim/goals.gd:190Goals.ids_ofstatic funcThe ids of an achievement's tiers (or its one id).Link para esta entradastatic func ids_of(a: Dictionary) -> Array- Parâmetros
a: Dictionary
- Retorno
Array
scripts/sim/goals.gd:201Goals.reachedstatic funcWhether the figuresf(see measure) reach achievementid.Link para esta entradastatic func reached(id: String, f: Dictionary) -> bool- Parâmetros
id: Stringf: Dictionary
- Retorno
bool
scripts/sim/goals.gd:208Goals.unlockfuncWin achievementidtoday (if it isn't already), with news.Link para esta entradafunc unlock(sim: Sim, id: String) -> void- Parâmetros
sim: Simid: String
- Retorno
void
- Chama
L.t
scripts/sim/goals.gd:219Goals.achievement_namestatic funcWhat an achievement is called: the tier's own name, or the achievement's.Link para esta entradastatic func achievement_name(id: String) -> String- Parâmetros
id: String
- Retorno
String
- Chama
L.t,Fmt.money,Fmt.int_commas
scripts/sim/goals.gd:228Goals.title_ofstatic funcAn achievement's heading in the Goals window.Link para esta entradastatic func title_of(kind: String) -> String- Parâmetros
kind: String
- Retorno
String
- Chama
L.t
scripts/sim/goals.gd:240Goals.goal_ofstatic funcLink para esta entradastatic func goal_of(sim: Sim) -> String- Parâmetros
sim: Sim
- Retorno
String
Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/goals.gd:255Goals.goal_namestatic funcWhat a goal asks, in a few words.Link para esta entradastatic func goal_name(id: String) -> String- Parâmetros
id: String
- Retorno
String
scripts/sim/goals.gd:260Goals.goal_shortstatic funcThe same, short enough for the new-game screen's list.Link para esta entradastatic func goal_short(id: String) -> String- Parâmetros
id: String
- Retorno
String
- Chama
L.t
scripts/sim/goals.gd:270Goals.round_numberstatic funcA round number in few characters: 50, 100k, 10M.Link para esta entradastatic func round_number(n: int) -> String- Parâmetros
n: int
- Retorno
String
scripts/sim/goals.gd:280Goals.deadlinestatic funcThe last day to reach the goal: so many years after the company was founded.Link para esta entradastatic func deadline(sim: Sim) -> int- Parâmetros
sim: Sim
- Retorno
int
scripts/sim/goals.gd:289Goals.goal_metstatic funcWhether figuresf(see measure) meet the game's goal.Link para esta entradastatic func goal_met(sim: Sim, f: Dictionary) -> bool- Parâmetros
sim: Simf: Dictionary
- Retorno
bool
scripts/sim/goals.gd:297Goals._check_goalfuncLink para esta entradafunc _check_goal(sim: Sim, f: Dictionary) -> void- Parâmetros
sim: Simf: Dictionary
- Retorno
void
- Chama
L.t
Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/goals.gd:306Goals._newsfuncLink para esta entradafunc _news(sim: Sim, text: String, kind: String = "good") -> void- Parâmetros
sim: Simtext: Stringkind: String = "good"
- Retorno
void
Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/goals.gd:322Goals.to_dictfuncLink para esta entradafunc to_dict() -> Dictionary- Retorno
Dictionary
Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/goals.gd:329Goals.from_dictstatic funcLink para esta entradastatic func from_dict(d: Dictionary) -> Goals- Parâmetros
d: Dictionary
- Retorno
Goals
Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/goals.gd:334Goals.caught_upstatic funcA game saved before there were goals: tick off and unlock what it has done already, quietly, from what the save remembers (the last two years of deliveries, the last 24 months' books).Link para esta entradastatic func caught_up(sim: Sim) -> Goals- Parâmetros
sim: Sim
- Retorno
Goals
scripts/sim/goals.gd:350
IndustryLife
IndustryLife.OPENS_A_YEARconstopenings a year for each industry the map started withIndustryLife.WARNS_A_YEARconstchance a year a struggling industry is warned (staff tilt it)IndustryLife.UNSERVED_MONTHSconstnobody has loaded its cargo for this long before it can struggleIndustryLife.FLOORconst...and it makes at most this share of its kind's usual outputIndustryLife.WARN_DAYSconsthow long before closing it is warnedIndustryLife.RESCUE_DAYSconsta pickup (or delivery) this recent lifts the warningIndustryLife.FADEconsta retiring mine loses this share of its output every yearIndustryLife.RENEWABLEconsthow much likelier a renewable kind is to open than its count saysIndustryLife.WIND_REACHconsttowns this close to a wind farm grow faster and thank its buildersIndustryLife.WIND_RATINGconstcouncil rating a builder gains, times its share of the deliveriesIndustryLife.WIND_GROWTHconst...and growth waits this share as long in a town near oneIndustryLife.monthlystatic funcLink para esta entradastatic func monthly(sim: Sim) -> void- Parâmetros
sim: Sim
- Retorno
void
- Chama
L.t,Economy.staff_lean
Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/industry_life.gd:40IndustryLife.yearlystatic funcOnce a year: retiring mines make a little less.Link para esta entradastatic func yearly(sim: Sim) -> void- Parâmetros
sim: Sim
- Retorno
void
- Chama
Data.retiring
scripts/sim/industry_life.gd:72IndustryLife._roomstatic funcThe map's room for industries ashore and at sea (see Sim.industry_room).Link para esta entradastatic func _room(sim: Sim) -> Vector2i- Parâmetros
sim: Sim
- Retorno
Vector2i
scripts/sim/industry_life.gd:79IndustryLife.servedstatic funcWhether a company has loadedind's cargo at a station in its reach, or delivered cargo to it, within the lastdays.Link para esta entradastatic func served(sim: Sim, ind: Industry, days: float) -> bool- Parâmetros
sim: Simind: Industrydays: float
- Retorno
bool
scripts/sim/industry_life.gd:89IndustryLife.strugglingstatic funcA primary industry at least UNSERVED_MONTHS old that nobody has served in that time, and whose output (staff included) is down to FLOOR of its kind's usual rate.Link para esta entradastatic func struggling(sim: Sim, ind: Industry, index: Industry.StaffingIndex = null) -> boolOne with nobody at work gets there at its usual rate (Industry.PRIMARY_MIN); one with a town at its gate only after a cut. A customer on its way out (a power station in the Green age) struggles once nobody has supplied it for that long.
- Parâmetros
sim: Simind: Industryindex: Industry.StaffingIndex = null
- Retorno
bool
- Chama
Data.retiring
scripts/sim/industry_life.gd:107IndustryLife.warnstatic funcTell everyoneindcloses in a year unless it is served by then.Link para esta entradastatic func warn(sim: Sim, ind: Industry) -> void- Parâmetros
sim: Simind: Industry
- Retorno
void
- Chama
L.t
scripts/sim/industry_life.gd:119IndustryLife.closing_textstatic funcThe day a struggling industry closes and what saves it, for its window and the Problems list.Link para esta entradastatic func closing_text(ind: Industry) -> String- Parâmetros
ind: Industry
- Retorno
String
- Chama
L.t,Calendar.format
scripts/sim/industry_life.gd:127IndustryLife.rescuestatic funcThe cargo that saves a struggling industry, in lower case: what it makes, carried away, or for a customer (a power station) what it takes, brought to it.Link para esta entradastatic func rescue(ind: Industry) -> String- Parâmetros
ind: Industry
- Retorno
String
- Chama
L.lower,Fmt.cargo_list
scripts/sim/industry_life.gd:135IndustryLife.closestatic funcTakeindoff the map: its tiles, an oil rig's own dock, what the stations around it accept and supply, the rivals' routes that served it, and the subsidies about it (Opportunities).Link para esta entradastatic func close(sim: Sim, ind: Industry) -> void- Parâmetros
sim: Simind: Industry
- Retorno
void
- Chama
L.t
scripts/sim/industry_life.gd:141IndustryLife._pick_typestatic funcWhich kind opens: weighed by how common each is on a new map, among those of this era that the map has room for.Link para esta entradastatic func _pick_type(sim: Sim) -> StringKinds on their way out open no more, and from the era that retires the old ones (the Green age) the new kinds that take their place (wind farm sites) are favoured.
- Parâmetros
sim: Sim
- Retorno
String
- Chama
Data.opens,Data.retiring
scripts/sim/industry_life.gd:169IndustryLife._renewablestatic funcA kind that comes with the era that retires others (the Green age's wind farm sites).Link para esta entradastatic func _renewable(type: String) -> bool- Parâmetros
type: String
- Retorno
bool
scripts/sim/industry_life.gd:191IndustryLife._introducestatic funcThe kinds of a later era, once it has come, that the map has fewer of than a new map would get each open one more this month (at the era's start, or in a game saved before it had them).Link para esta entradastatic func _introduce(sim: Sim) -> voidA kind made from another (a wind farm from its site) counts with it. Where no site turns up, the next try waits a year (Sim.introduce_wait).
- Parâmetros
sim: Sim
- Retorno
void
scripts/sim/industry_life.gd:205IndustryLife._made_fromstatic funcThe kind an industry oftypewas before it was finished (a wind farm: its site), ortype.Link para esta entradastatic func _made_from(type: String) -> String- Parâmetros
type: String
- Retorno
String
scripts/sim/industry_life.gd:221IndustryLife.buildstatic funcamountofcdelivered to a construction site (Data.INDUSTRY "builds") bywho: it counts towards the site's totals, and once they are all in the site becomes what it was building.Link para esta entradastatic func build(sim: Sim, ind: Industry, c: String, amount: float, who: Company) -> void- Parâmetros
sim: Simind: Industryc: Stringamount: floatwho: Company
- Retorno
void
scripts/sim/industry_life.gd:232IndustryLife.finishstatic funcA site has all it needs: it becomes a wind farm.Link para esta entradastatic func finish(sim: Sim, ind: Industry) -> voidIts builders gain standing with the councils of the towns around it, in proportion to what each delivered, and the stations around it stop taking what it took.
- Parâmetros
sim: Simind: Industry
- Retorno
void
- Chama
WorldGen.industry_name,L.t
scripts/sim/industry_life.gd:243IndustryLife.near_wind_farmstatic funcWhether a wind farm stands within WIND_REACH of townt(it grows faster: see Sim).Link para esta entradastatic func near_wind_farm(m: WorldMap, t: Town) -> bool- Parâmetros
m: WorldMapt: Town
- Retorno
bool
scripts/sim/industry_life.gd:270IndustryLife.openstatic funcOpen an industry oftypewhere WorldGen would put one, on ground where nothing is built.Link para esta entradastatic func open(sim: Sim, type: String) -> IndustryReturns it, or null when there is no such site (or a ship is on its way through the one found).
- Parâmetros
sim: Simtype: String
- Retorno
Industry
- Chama
WorldGen.find_site,WorldGen.spacing,WorldGen.unserved_feeders,WorldGen.put_industry,WorldGen.industry_name,BuildOps.add_rig_dock,WorldGen.level_ground,L.t,L.lower
scripts/sim/industry_life.gd:280IndustryLife._ships_throughstatic funcWhether a ship's course runs throughr(an oil rig opening there would stand in its way).Link para esta entradastatic func _ships_through(sim: Sim, r: Rect2i) -> bool- Parâmetros
sim: Simr: Rect2i
- Retorno
bool
scripts/sim/industry_life.gd:312IndustryLife._changedstatic funcAfter an industry came or went insider: stations around it look again at what they accept and supply, and everything made from the list of industries is made again (WorldMap.industry_rev).Link para esta entradastatic func _changed(sim: Sim, r: Rect2i) -> void- Parâmetros
sim: Simr: Rect2i
- Retorno
void
scripts/sim/industry_life.gd:323
L
L.DIRSconstLink para esta entradaconst DIRS := ["res://lang", "user://lang"]Esta entrada ainda não descreve o comportamento.
Declarado emscripts/core/l.gd:18L.FALLBACKconstLink para esta entradaconst FALLBACK := "en"Esta entrada ainda não descreve o comportamento.
Declarado emscripts/core/l.gd:19L.ELIDE_DEconstLanguages where "de" before a vowel is written "d'" (see tidy).L.KEEP_CASEconstLanguages whose nouns keep their capital in mid-sentence (see lower).L.langstatic varLink para esta entradastatic var lang := "en"Esta entrada ainda não descreve o comportamento.
Declarado emscripts/core/l.gd:25L._tablesstatic varlanguage code -> {english: translated}L._tablestatic varthe current language's tableL._loadedstatic varLink para esta entradastatic var _loaded := falseEsta entrada ainda não descreve o comportamento.
Declarado emscripts/core/l.gd:28L._registeredstatic varlanguage code -> Translation given to the TranslationServerL.missesstatic varSet to a dictionary to collect every text looked up that has no translation (for tools/i18n_report).L._miss_mutexstatic varLink para esta entradastatic var _miss_mutex := Mutex.new()Esta entrada ainda não descreve o comportamento.
Declarado emscripts/core/l.gd:32L._guardedstatic varLink para esta entradastatic var _guarded := falseEsta entrada ainda não descreve o comportamento.
Declarado emscripts/core/l.gd:33L._elidestatic varLink para esta entradastatic var _elide: RegEx = nullEsta entrada ainda não descreve o comportamento.
Declarado emscripts/core/l.gd:34L.tstatic funcThe text in the current language.Link para esta entradastatic func t(s: String) -> String- Parâmetros
s: String
- Retorno
String
scripts/core/l.gd:58L.tidystatic funcSmooth text assembled from pieces, where a name was dropped into a translated sentence.Link para esta entradastatic func tidy(s: String) -> StringCatalan and French write "de" as "d'" before a vowel: "Mina de carbó de Elmley" -> "Mina de carbó d'Elmley", "Mine de charbon de Ashford" -> "Mine de charbon d'Ashford". (Not before h: these are English-style names, where the h is sounded.)
- Parâmetros
s: String
- Retorno
String
scripts/core/l.gd:75L.lowerstatic funcA name (cargo, building...) in lower case for use mid-sentence - except in German, where nouns keep their capital: "Takes coal", "Nimmt Kohle".Link para esta entradastatic func lower(s: String) -> String- Parâmetros
s: String
- Retorno
String
scripts/core/l.gd:86L.nstatic func"1 tile" / "7 tiles":oneis used for exactly one,many(with a %d) otherwise.Link para esta entradastatic func n(one: String, many: String, count: int) -> String- Parâmetros
one: Stringmany: Stringcount: int
- Retorno
String
scripts/core/l.gd:91L.eachstatic funcA list of names in the current language, e.g.Link para esta entradastatic func each(items: Array) -> PackedStringArraycargo names from the data tables.
- Parâmetros
items: Array
- Retorno
PackedStringArray
scripts/core/l.gd:98L.load_allstatic funcRead every language file.Link para esta entradastatic func load_all(extra_dirs: Array = []) -> voidLater directories (the player's own, then mods) override earlier ones.
- Parâmetros
extra_dirs: Array = []
- Retorno
void
scripts/core/l.gd:106L.load_filestatic funcParse one language file into the tables.Link para esta entradastatic func load_file(path: String) -> intReturns the number of translations read.
- Parâmetros
path: String
- Retorno
int
scripts/core/l.gd:122L._unquotestatic funcText that starts or ends with a space is written in double quotes: > "Tip: "Link para esta entradastatic func _unquote(s: String) -> String- Parâmetros
s: String
- Retorno
String
scripts/core/l.gd:148L.languagesstatic funcLanguages the player can pick: [[code, name in that language]], English first.Link para esta entradastatic func languages() -> Array- Retorno
Array
scripts/core/l.gd:155L.system_languagestatic funcThe language to use for a setting of "auto": the system's, if we have it.Link para esta entradastatic func system_language() -> String- Retorno
String
scripts/core/l.gd:168L.set_languagestatic funcSwitch language.Link para esta entradastatic func set_language(code: String) -> void"auto" follows the system.
- Parâmetros
code: String
- Retorno
void
scripts/core/l.gd:176L.releasestatic funcTake our translations back out of the TranslationServer (see _Guard).L.thousandsstatic funcHow thousands are grouped: 1,234 in English, 1.234 in most others, 1 234 in French.Link para esta entradastatic func thousands() -> String- Retorno
String
scripts/core/l.gd:203L._guardstatic funcLink para esta entradastatic func _guard() -> void- Retorno
void
Esta entrada ainda não descreve o comportamento.
Declarado emscripts/core/l.gd:207
Line
Line.COLORSconstLink para esta entradaconst COLORSEsta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/line.gd:11Line.idvarLink para esta entradavar id := 0Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/line.gd:14Line.namevarLink para esta entradavar name := ""Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/line.gd:15Line.colorvarLink para esta entradavar color := Color.WHITEEsta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/line.gd:16Line.kindvarLink para esta entradavar kind := "road"Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/line.gd:17Line.ownervarLink para esta entradavar owner: CompanyEsta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/line.gd:18Line.ordersvar[{"st": Station, "full": bool, "transfer": bool}], shared with every vehicle on itLine.spacingvarKeep the vehicles evenly spread round the line: each one waits at the first stop until the one before it is a fair share of a round trip ahead.Line.lap_daysvara round trip, on average (days); -1 until one has been timedLine.last_departurevargame day a vehicle of the line last left the first stopLine._initfuncLink para esta entradafunc _init(p_id: int = 0, p_name: String = "", p_kind: String = "road", p_owner: Company = null) -> void- Parâmetros
p_id: int = 0p_name: String = ""p_kind: String = "road"p_owner: Company = null
- Retorno
void
Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/line.gd:27Line.stopsfuncReturns the station objects in the order vehicles visit them on this line.Line.vehiclesfuncThe vehicles on this line, in the order they were bought.Link para esta entradafunc vehicles(sim: Sim) -> Array- Parâmetros
sim: Sim
- Retorno
Array
scripts/sim/line.gd:40Line.gapfuncThe gap (in days) the vehicles should keep at the first stop: a round trip shared out amongnof them.Link para esta entradafunc gap(n: int) -> float0 when there is nothing to keep apart, or no round trip timed yet.
- Parâmetros
n: int
- Retorno
float
scripts/sim/line.gd:46Line.note_departurefuncA vehicle of this line just left the first stop;lapis how long it took to come round since it last left it (-1 the first time).Link para esta entradafunc note_departure(day: float, lap: float) -> void- Parâmetros
day: floatlap: float
- Retorno
void
scripts/sim/line.gd:54Line.route_textfuncA route in a few words: "Ashford → Millbury".Line.totalsfuncThe line's numbers, added up over its vehicles: {"count", "profit", "last", "load" (-1 when none known), "running", "old", "stopped"}.Link para esta entradafunc totals(sim: Sim) -> Dictionary- Parâmetros
sim: Sim
- Retorno
Dictionary
scripts/sim/line.gd:73
Mods
Mods.DIRSconstLink para esta entradaconst DIRS := ["res://mods", "user://mods"]Esta entrada ainda não descreve o comportamento.
Declarado emscripts/core/mods.gd:14Mods.USER_DIRconstLink para esta entradaconst USER_DIR := "user://mods"Esta entrada ainda não descreve o comportamento.
Declarado emscripts/core/mods.gd:15Mods.UNPACKEDconstLink para esta entradaconst UNPACKED := "user://mods/.unpacked"Esta entrada ainda não descreve o comportamento.
Declarado emscripts/core/mods.gd:16Mods.SAMPLES_ZIPconstAn exported game can't hold the samples' folder as it is (the editor skips it: see mods/.gdignore), so tools/release.sh packs it into this zip, which is unpacked to SAMPLES whenever it changes.Link para esta entradaconst SAMPLES_ZIP := "res://sample_mods.zip"Declarado emscripts/core/mods.gd:19Mods.SAMPLESconstLink para esta entradaconst SAMPLES := "user://mods/.samples"Esta entrada ainda não descreve o comportamento.
Declarado emscripts/core/mods.gd:20Mods.KINDSconstLink para esta entradaconst KINDS := ["rail", "road", "water", "air"]Esta entrada ainda não descreve o comportamento.
Declarado emscripts/core/mods.gd:21Mods.foundstatic varEvery mod found: {"id", "name", "version", "author", "description", "path", "builtin", "has": {"data", "lang", "maps", "models", "script"}, "enabled", "error"}.Mods.scriptsstatic varlive Mod instances of the enabled script modsMods.mapsstatic varMaps offered in New game: {"name", "description", "heightmap", "params", "mod"}.Mods._meshesstatic varmodel id -> ArrayMesh loaded from a mod's .glbMods._appliedstatic varLink para esta entradastatic var _applied := falseEsta entrada ainda não descreve o comportamento.
Declarado emscripts/core/mods.gd:30Mods.log_linesstatic varwhat went wrong, for the Mods screenMods.scanstatic funcLook through the mod folders.Link para esta entradastatic func scan() -> voidZips in the player's folder are unpacked first.
- Retorno
void
scripts/core/mods.gd:37Mods.read_infostatic funcRead a mod folder's mod.json.Link para esta entradastatic func read_info(path: String) -> DictionaryReturns {} if it isn't a mod (with a note in the log if it tried to be).
- Parâmetros
path: String
- Retorno
Dictionary
scripts/core/mods.gd:72Mods._unpack_zipsstatic funcA .zip dropped in the mods folder is unpacked next to the others (once per version of the file).Link para esta entradastatic func _unpack_zips() -> void- Retorno
void
scripts/core/mods.gd:102Mods._unpack_samplesstatic funcUnpack the samples that ship in an exported game (once per version of them).Link para esta entradastatic func _unpack_samples() -> boolFalse if that failed.
- Retorno
bool
scripts/core/mods.gd:143Mods._remove_treestatic funcLink para esta entradastatic func _remove_tree(path: String) -> void- Parâmetros
path: String
- Retorno
void
Esta entrada ainda não descreve o comportamento.
Declarado emscripts/core/mods.gd:172Mods._notestatic funcLink para esta entradastatic func _note(line: String) -> void- Parâmetros
line: String
- Retorno
void
Esta entrada ainda não descreve o comportamento.
Declarado emscripts/core/mods.gd:184Mods.enabledstatic funcLink para esta entradastatic func enabled() -> Array- Retorno
Array
Esta entrada ainda não descreve o comportamento.
Declarado emscripts/core/mods.gd:189Mods.by_idstatic funcLink para esta entradastatic func by_id(id: String) -> Dictionary- Parâmetros
id: String
- Retorno
Dictionary
Esta entrada ainda não descreve o comportamento.
Declarado emscripts/core/mods.gd:193Mods.set_enabledstatic funcSwitch a mod on or off and rebuild what mods add.Link para esta entradastatic func set_enabled(id: String, on: bool) -> voidRemembered in the settings.
- Parâmetros
id: Stringon: bool
- Retorno
void
scripts/core/mods.gd:201Mods.applystatic funcRebuild everything the enabled mods add.Link para esta entradastatic func apply(rescan: bool = true) -> voidSafe to call again: it starts from the plain game.
- Parâmetros
rescan: bool = true
- Retorno
void
scripts/core/mods.gd:214Mods._apply_onestatic funcLink para esta entradastatic func _apply_one(m: Dictionary) -> String- Parâmetros
m: Dictionary
- Retorno
String
Esta entrada ainda não descreve o comportamento.
Declarado emscripts/core/mods.gd:241Mods._apply_datastatic funcCheck and merge one mod's data.json.Link para esta entradastatic func _apply_data(m: Dictionary, d: Dictionary) -> StringReturns "" or what's wrong (nothing is added then).
- Parâmetros
m: Dictionaryd: Dictionary
- Retorno
String
scripts/core/mods.gd:265Mods._collect_mapsstatic funcmaps/NAME.png, with an optional maps/NAME.json: {"name", "description", "settings": {...}} where settings are new-game parameters (w, h, towns, industries, year, ...).Link para esta entradastatic func _collect_maps(m: Dictionary) -> void- Parâmetros
m: Dictionary
- Retorno
void
scripts/core/mods.gd:333Mods.vehicle_meshstatic funcThe mesh a mod supplies for a vehicle model (from its .glb), or null to use the game's own.Link para esta entradastatic func vehicle_mesh(model_id: String) -> ArrayMeshThe mesh keeps the materials it was made with.
- Parâmetros
model_id: String
- Retorno
ArrayMesh
- Chama
Data.model,Data.has_model
scripts/core/mods.gd:364Mods.load_glbstatic funcRead a .glb / .gltf into one mesh (every mesh in the file, in place, with its materials).Link para esta entradastatic func load_glb(file: String) -> ArrayMeshConvention, as for the game's own models: the vehicle faces -Z, stands on y = 0, centred.
- Parâmetros
file: String
- Retorno
ArrayMesh
scripts/core/mods.gd:379Mods._merge_meshesstatic funcLink para esta entradastatic func _merge_meshes(n: Node, xf: Transform3D, out: ArrayMesh) -> void- Parâmetros
n: Nodexf: Transform3Dout: ArrayMesh
- Retorno
void
Esta entrada ainda não descreve o comportamento.
Declarado emscripts/core/mods.gd:393Mods.hookstatic funcCall a hook on every enabled script mod.Link para esta entradastatic func hook(method: String, args: Array = []) -> voidA mod whose hook fails is reported, not fatal.
- Parâmetros
method: Stringargs: Array = []
- Retorno
void
scripts/core/mods.gd:424Mods.allow_newsstatic funcNews goes out unless a mod's _on_news returns false.Link para esta entradastatic func allow_news(sim: Sim, item: Dictionary) -> bool- Parâmetros
sim: Simitem: Dictionary
- Retorno
bool
scripts/core/mods.gd:430Mods.save_statestatic funcWhat goes into a saved game: which mods were on, and each script mod's own data.Link para esta entradastatic func save_state(sim: Sim) -> Dictionary- Parâmetros
sim: Sim
- Retorno
Dictionary
scripts/core/mods.gd:438Mods.load_statestatic funcAfter loading a game: hand script mods their data, and return the mods the save was made with that aren't on now (names, for a warning).Link para esta entradastatic func load_state(sim: Sim, state: Dictionary) -> Array- Parâmetros
sim: Simstate: Dictionary
- Retorno
Array
scripts/core/mods.gd:451
Opportunities
Opportunities.MAX_SUBSIDIESconstFew at once, and seldom (a new one of each kind every eight months or so): each is news, and a stream of them buries the player's own (RAIL-78).Link para esta entradaconst MAX_SUBSIDIES := 2subsidies on offer at once (won ones aside)
Declarado emscripts/sim/opportunities.gd:44Opportunities.MAX_REQUESTSconsttown requests open on the map at onceOpportunities.OFFER_CHANCEconstchance a month of a new subsidy while there is room, and the same for a requestOpportunities.DAY_CHANCEconst...as a chance a day (daily), so that over a month it comes to OFFER_CHANCE.Link para esta entradaconst DAY_CHANCE := 1.0 - pow(1.0 - OFFER_CHANCE, 1.0 / 30.0)Declarado emscripts/sim/opportunities.gd:48Opportunities.TRIESconstsources (or towns) tried for a new offerOpportunities.SUBSIDY_MINconsttiles between the ends of a subsidised route (along the axes)Opportunities.SUBSIDY_MAXconstLink para esta entradaconst SUBSIDY_MAX := 60Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/opportunities.gd:51Opportunities.SUBSIDY_DAYSconstan offer nobody takes lapses after this longOpportunities.SUBSIDY_MULTconstthe winner's fares on the route...Opportunities.SUBSIDY_YEARSconst...for this longOpportunities.UNSERVED_DAYSconsta source whose cargo was loaded this recently is served alreadyOpportunities.TOWN_CARGOconstwhat every town takes besides passengers and mail (Station.coverage)Link para esta entradaconst TOWN_CARGO := ["goods", "food"]Declarado emscripts/sim/opportunities.gd:56Opportunities.TOWN_TAKES_POPconsta town this big takes them (a station in its centre reaches 60 people)Opportunities.LINK_POPconsta town this big asks for passenger links...Opportunities.LINK_TO_POPconst...to a town at least this bigOpportunities.RAIL_POPconsttwo towns this big may want the link by railOpportunities.SUPPLY_PER_POPconsta supply asks this many units a resident a month of its timeOpportunities.VISITORS_PER_POPconst...and visitors as manyOpportunities.SERVICE_RATINGconsta service request: every station rated this or more...Opportunities.SERVICE_MONTHSconst...this many month ends in a row...Opportunities.SERVICE_DEADLINEconst...within this many monthsOpportunities.REQUEST_MONTHSconstthe time other requests giveLink para esta entradaconst REQUEST_MONTHS := Vector2i(6, 18)Declarado emscripts/sim/opportunities.gd:66Opportunities.REWARDSconstThe rewards that fit each request; one is chosen when it is made.Link para esta entradaconst REWARDSExclusive rights take a new link: good service alone, which rivals' stations give without trying, doesn't shut the others out.
Declarado emscripts/sim/opportunities.gd:69Opportunities.RATING_BOOSTconstLink para esta entradaconst RATING_BOOST := 25.0Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/opportunities.gd:71Opportunities.GRANTconstLink para esta entradaconst GRANT := 50000Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/opportunities.gd:72Opportunities.RIGHTS_DAYSconstexclusive rights and half-price stations last this longOpportunities.CHEAPconstwhat stations and depots cost thenOpportunities.BOOM_DAYSconsta growth reward: fast growth this long (as Fund buildings)Opportunities.offersvarLink para esta entradavar offers: Array = []Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/opportunities.gd:77Opportunities.rngvarIts own random numbers (seeded by Sim from the game's seed, saved), so offers don't reshuffle the rest of the game's.Link para esta entradavar rng := RandomNumberGenerator.new()Declarado emscripts/sim/opportunities.gd:80Opportunities.revvargoes up whenever something is offered, won, met, lapses or makes progressOpportunities.on_deliveryfuncamtunits ofcloaded atfrom(null when that station is gone) delivered byvatst: wins and progress.Link para esta entradafunc on_delivery(sim: Sim, v: Vehicle, from: Station, st: Station, c: String, amt: int) -> floatReturns what the fare is multiplied by (a won subsidy's SUBSIDY_MULT, else 1).
- Parâmetros
sim: Simv: Vehiclefrom: Stationst: Stationc: Stringamt: int
- Retorno
float
scripts/sim/opportunities.gd:88Opportunities._reachesstatic funcWhether stationstreachesplace: an industry in its catchment, or a town it belongs to.Link para esta entradastatic func _reaches(m: WorldMap, st: Station, place: Object) -> bool- Parâmetros
m: WorldMapst: Stationplace: Object
- Retorno
bool
- Chama
Economy.reaches
scripts/sim/opportunities.gd:117Opportunities._joinsstatic funcLink para esta entradastatic func _joins(o: Dictionary, a: Town, b: Town) -> bool- Parâmetros
o: Dictionarya: Townb: Town
- Retorno
bool
Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/opportunities.gd:123Opportunities._win_subsidyfuncLink para esta entradafunc _win_subsidy(sim: Sim, o: Dictionary, who: Company) -> void- Parâmetros
sim: Simo: Dictionarywho: Company
- Retorno
void
- Chama
L.t,Calendar.format
Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/opportunities.gd:127Opportunities._metfuncRequestkis met bywho: its reward, news, and it leaves the list.Link para esta entradafunc _met(sim: Sim, k: int, who: Company) -> void- Parâmetros
sim: Simk: intwho: Company
- Retorno
void
- Chama
L.t
scripts/sim/opportunities.gd:139Opportunities.monthlyfuncMonth end (Sim._on_day, after the industries' month): service months and rights that end.Link para esta entradafunc monthly(sim: Sim) -> voidThen what lapses, as every day.
- Parâmetros
sim: Sim
- Retorno
void
scripts/sim/opportunities.gd:169Opportunities.dailyfuncEvery day (Sim._on_day): offers that lapse or end that day, and now and then a new subsidy or a new request while there is room, so news of them comes at any time of the month.Link para esta entradafunc daily(sim: Sim) -> void- Parâmetros
sim: Sim
- Retorno
void
scripts/sim/opportunities.gd:187Opportunities._lapsefuncTakes off the offers whose day has come, with news; a service request only at the month end (month_end), once its last month is counted.Link para esta entradafunc _lapse(sim: Sim, month_end: bool) -> Vector2iReturns how many subsidies (x) and requests (y) are still open.
- Parâmetros
sim: Simmonth_end: bool
- Retorno
Vector2i
- Chama
L.t
scripts/sim/opportunities.gd:198Opportunities._count_servicefuncOne more month for each company whose stations in the town are all rated SERVICE_RATING or more (it needs one at least); back to none for the others.Link para esta entradafunc _count_service(sim: Sim, o: Dictionary) -> void- Parâmetros
sim: Simo: Dictionary
- Retorno
void
scripts/sim/opportunities.gd:231Opportunities._leaderstatic funcThe company furthest on with a request (-1: nobody has started).Link para esta entradastatic func _leader(o: Dictionary) -> int- Parâmetros
o: Dictionary
- Retorno
int
scripts/sim/opportunities.gd:251Opportunities.industry_closedfuncAn industry closes (IndustryLife.close): offers about it are withdrawn, and a won subsidy ends.Link para esta entradafunc industry_closed(sim: Sim, ind: Industry) -> void- Parâmetros
sim: Simind: Industry
- Retorno
void
- Chama
L.t
scripts/sim/opportunities.gd:260Opportunities.offer_subsidyfuncOffer a subsidy for a route nobody serves yet, if one turns up in a few tries: a cargo an industry makes (or, from the Late century, the waste a town makes: Data.town_makes) that nobody loads there, to a place in reach that takes it.Link para esta entradafunc offer_subsidy(sim: Sim) -> DictionaryReturns it, or {}.
- Parâmetros
sim: Sim
- Retorno
Dictionary
scripts/sim/opportunities.gd:276Opportunities.pos_ofstatic funcWhere an industry or a town is: its middle.Link para esta entradastatic func pos_of(place: Object) -> Vector2- Parâmetros
place: Object
- Retorno
Vector2
scripts/sim/opportunities.gd:324Opportunities.offer_requestfuncAsk for something from a town without a request, if one in a few tries can ask for anything: the bigger the town, the likelier it is to ask.Link para esta entradafunc offer_request(sim: Sim) -> DictionaryReturns the request, or {}.
- Parâmetros
sim: Sim
- Retorno
Dictionary
- Chama
Goals.cargos_in_game
scripts/sim/opportunities.gd:330Opportunities.request_kindsfuncWhat towntcould ask for: links when it is big, supplies when it takes goods or food and the map makes some (have: Goals.cargos_in_game), visitors when it has an attraction, service when some company has a station there.Link para esta entradafunc request_kinds(sim: Sim, t: Town, have: Array) -> Array- Parâmetros
sim: Simt: Townhave: Array
- Retorno
Array
scripts/sim/opportunities.gd:359Opportunities.make_requestfuncMake a request oftypefrom townt(see request_kinds), with news.Link para esta entradafunc 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).
- Parâmetros
sim: Simt: Towntype: Stringhave: Array
- Retorno
Dictionary
- Chama
L.t,Calendar.format
scripts/sim/opportunities.gd:376Opportunities._link_partnerfuncA town for a link fromt: SUBSIDY_MIN..SUBSIDY_MAX tiles away, at least LINK_TO_POP people, and no passenger vehicle of anyone's calling at both yet.Link para esta entradafunc _link_partner(sim: Sim, t: Town) -> TownNull when there is none.
- Parâmetros
sim: Simt: Town
- Retorno
Town
scripts/sim/opportunities.gd:412Opportunities._offerfuncLink para esta entradafunc _offer(sim: Sim, type: String, cargo: String, expires: int) -> Dictionary- Parâmetros
sim: Simtype: Stringcargo: Stringexpires: int
- Retorno
Dictionary
Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/opportunities.gd:434Opportunities._offeredfuncWhether an industry or a town is the source of a subsidy already.Link para esta entradafunc _offered(place: Object) -> bool- Parâmetros
place: Object
- Retorno
bool
scripts/sim/opportunities.gd:443Opportunities._in_rangestatic funcLink para esta entradastatic func _in_range(a: Vector2, b: Vector2) -> bool- Parâmetros
a: Vector2b: Vector2
- Retorno
bool
Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/opportunities.gd:447Opportunities._roundstatic funcA target in round numbers: to the nearest 50, at least 100.Link para esta entradastatic func _round(n: float) -> int- Parâmetros
n: float
- Retorno
int
scripts/sim/opportunities.gd:453Opportunities.attractions_ofstatic funcThe attractions townthas, as Data.HOUSES types.Link para esta entradastatic func attractions_of(t: Town) -> Array- Parâmetros
t: Town
- Retorno
Array
scripts/sim/opportunities.gd:458Opportunities.request_offuncThe request townthas open, or {}.Link para esta entradafunc request_of(t: Town) -> Dictionary- Parâmetros
t: Town
- Retorno
Dictionary
scripts/sim/opportunities.gd:463Opportunities.whatstatic funcWhat an offer asks, in a few words, as it reads mid-sentence: "coal from Ashford Mine to Elmford Power Station", "300 food for Elmford" (titlefor the start of one).Link para esta entradastatic func what(o: Dictionary) -> String- Parâmetros
o: Dictionary
- Retorno
String
- Chama
L.t,L.lower,Fmt.int_commas
scripts/sim/opportunities.gd:474Opportunities.titlestatic funcwhat, starting with a capital: a heading.Link para esta entradastatic func title(o: Dictionary) -> String- Parâmetros
o: Dictionary
- Retorno
String
scripts/sim/opportunities.gd:488Opportunities.reward_namestatic funcWhat meeting a request brings, in a few words ("a grant of $50,000").Link para esta entradastatic func reward_name(reward: String) -> String- Parâmetros
reward: String
- Retorno
String
scripts/sim/opportunities.gd:494Opportunities.placestatic funcWhere an offer is, for the map: the middle of its route (or the town), and a zoom that shows it.Link para esta entradastatic func place(o: Dictionary) -> Array- Parâmetros
o: Dictionary
- Retorno
Array
scripts/sim/opportunities.gd:505Opportunities._newsfuncworld: news the player can't act on (a rival's win, an offer that lapsed): Sim.post_world_news.Link para esta entradafunc _news(sim: Sim, text: String, kind: String, o: Dictionary, world: bool = false) -> voidA new offer is the player's news: it is a chance for them.
- Parâmetros
sim: Simtext: Stringkind: Stringo: Dictionaryworld: bool = false
- Retorno
void
scripts/sim/opportunities.gd:513Opportunities.to_dictfuncLink para esta entradafunc to_dict() -> Dictionary- Retorno
Dictionary
Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/opportunities.gd:519Opportunities._refstatic funcAn industry or a town as a save keeps it: ["i" or "t", its id] ([] for none).Link para esta entradastatic func _ref(place: Object) -> Array- Parâmetros
place: Object
- Retorno
Array
scripts/sim/opportunities.gd:531Opportunities.restorefuncTake back the offers of a save (d: to_dict's) on mapm.Link para esta entradafunc restore(d: Dictionary, m: WorldMap) -> voidAn offer about a place that isn't there is left out. A save from before there were any leaves none, and the seed Sim gave.
- Parâmetros
d: Dictionarym: WorldMap
- Retorno
void
scripts/sim/opportunities.gd:537
Pathfinder
Pathfinder.MAX_EXPANSIONSconstLink para esta entradaconst MAX_EXPANSIONS := 400000Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/pathfinder.gd:8Pathfinder.findstatic funcReturns {"tiles": Array[Vector2i], "end_heading": int} or {} when there is no route.Link para esta entradastatic func find(m: WorldMap, kind: String, start: Vector2i, heading: int, goals: Dictionary, allow_reverse_start: bool, allow_dead_end_uturn: bool, wired: bool = false, obey_signals: bool = true, avoid: Dictionary = {}) -> DictionaryA route that took a search also carries "box": every tile the search looked at lies inside it, so as long as the network doesn't change in there the same search gives the same route.
goals: Dictionary of goal tiles.heading-1 means any first move is allowed.wired: an electric train, which can only run under overhead wires.obey_signalsfalse: as if one-way signals let trains through both ways (to tell the player when they are what stands in the way).avoid: track blocks (ids of WorldMap.blocks) to keep off, where other trains are (RAIL-80).- Parâmetros
m: WorldMapkind: Stringstart: Vector2iheading: intgoals: Dictionaryallow_reverse_start: boolallow_dead_end_uturn: boolwired: bool = falseobey_signals: bool = trueavoid: Dictionary = {}
- Retorno
Dictionary
- Chama
Const.opp
scripts/sim/pathfinder.gd:19Pathfinder._find_waterstatic funcThe way over water fromstartto the nearest ofgoals.Link para esta entradastatic func _find_water(m: WorldMap, start: Vector2i, goals: Dictionary) -> DictionaryShips turn where they like and sail a straight course afterwards (Vehicle.water_course), so this is the eight-way way of
find_seawith each diagonal step split in two: a search over tiles rather than tiles and headings, with a heuristic that fits open water. Remembered on the map (see_sea_memo).- Parâmetros
m: WorldMapstart: Vector2igoals: Dictionary
- Retorno
Dictionary
- Chama
BuildOps.dir_between
scripts/sim/pathfinder.gd:101Pathfinder.find_seastatic funcThe shortest way by water fromstarttogoal, moving between tiles in eight directions (diagonally only where both tiles beside the step are water too), or [] when there is none.Link para esta entradastatic 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).- Parâmetros
m: WorldMapstart: Vector2igoal: Vector2imax_len: float = INF
- Retorno
Array[Vector2i]
scripts/sim/pathfinder.gd:127Pathfinder._sea_memostatic funcA way over water found earlier underkeyfromstartto one ofends([] if none, if it no longer runs over open water, or if it answers another question whose key hashed the same).Link para esta entradastatic func _sea_memo(m: WorldMap, key: int, start: Vector2i, ends: Dictionary) -> Array[Vector2i]Ships ask the same questions at every departure, and open water only changes with the ground (WorldMap.notify empties
sea_memothen).- Parâmetros
m: WorldMapkey: intstart: Vector2iends: Dictionary
- Retorno
Array[Vector2i]
scripts/sim/pathfinder.gd:142Pathfinder._sea_rememberstatic funcLink para esta entradastatic func _sea_remember(m: WorldMap, key: int, tiles: Array[Vector2i]) -> void- Parâmetros
m: WorldMapkey: inttiles: Array[Vector2i]
- Retorno
void
Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/pathfinder.gd:155Pathfinder._find_seastatic funcfind_sea's search, to the nearest ofgoals.Link para esta entradastatic func _find_sea(m: WorldMap, start: Vector2i, goals: Array, max_len: float) -> Array[Vector2i]- Parâmetros
m: WorldMapstart: Vector2igoals: Arraymax_len: float
- Retorno
Array[Vector2i]
scripts/sim/pathfinder.gd:162Pathfinder._octilestatic funcThe eight-way distance over open water from (x, y) to the nearest ofgoals.Link para esta entradastatic func _octile(x: int, y: int, goals: Array) -> float- Parâmetros
x: inty: intgoals: Array
- Retorno
float
scripts/sim/pathfinder.gd:223Pathfinder._heuristicstatic funcLink para esta entradastatic func _heuristic(t: Vector2i, goals: Array) -> float- Parâmetros
t: Vector2igoals: Array
- Retorno
float
Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/pathfinder.gd:232Pathfinder._buildstatic funcLink para esta entradastatic func _build(m: WorldMap, came: Dictionary, s: int, end_heading: int) -> Dictionary- Parâmetros
m: WorldMapcame: Dictionarys: intend_heading: int
- Retorno
Dictionary
Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/pathfinder.gd:239Pathfinder._pushstatic funcLink para esta entradastatic func _push(f: PackedFloat32Array, s: PackedInt32Array, pri: float, state: int) -> void- Parâmetros
f: PackedFloat32Arrays: PackedInt32Arraypri: floatstate: int
- Retorno
void
Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/pathfinder.gd:250Pathfinder._popstatic funcLink para esta entradastatic func _pop(f: PackedFloat32Array, s: PackedInt32Array) -> void- Parâmetros
f: PackedFloat32Arrays: PackedInt32Array
- Retorno
void
Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/pathfinder.gd:263
Problems
Problems.SIGNAL_DAYSconsta train held at a red signal this longProblems.QUEUE_DAYSconsta vehicle held up in traffic, off a berth or holding this long (RAIL-26)Problems.NO_CALL_DAYSconsta station in use that no vehicle has called at for this longProblems.PILE_UPconstcargo piling up: at least this much waiting, more than comes in a month...Problems.PILE_RATINGconst...and the station's rating for it under this, so some of it gives upProblems.SERVICE_LATEconstoverdue a service: this many service intervals since the last oneProblems.STAFF_SHORTconstan industry with under this share of the staff it wantsProblems.HELD_UPconsta plant that needs every input holding this much while it waits for anotherProblems.REFRESHconstreal seconds between two looks (tick)Problems.TOLD_DAYSconsta vehicle that gets lost is announced at most once in this many daysProblems.rowsvarthe last look, most serious firstProblems.seriousvarrows of level 0Problems.revvargoes up when what is on the list (things and kinds) changesProblems._ofvarthing -> its most serious rowProblems._sigvarLink para esta entradavar _sig: Array = []Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/problems.gd:37Problems._waitvarLink para esta entradavar _wait := 0.0Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/problems.gd:38Problems._lostvarids of the vehicles lost at the last lookProblems._toldvarvehicle id -> game day it was last announced as lostProblems._primedvarthe first look announces nothing: those were lost alreadyProblems._alertsvarLink para esta entradavar _alerts: Array = []Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/problems.gd:42Problems.tickfuncLook again if REFRESH seconds have passed since the last look.Link para esta entradafunc tick(sim: Sim, delta: float) -> boolTrue when it did.
- Parâmetros
sim: Simdelta: float
- Retorno
bool
scripts/sim/problems.gd:46Problems.refreshfuncLook again now.Link para esta entradafunc refresh(sim: Sim) -> void- Parâmetros
sim: Sim
- Retorno
void
scripts/sim/problems.gd:55Problems.hasfuncLink para esta entradafunc has(thing: Object) -> bool- Parâmetros
thing: Object
- Retorno
bool
Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/problems.gd:83Problems.offuncThe most serious row aboutthing, or {}.Link para esta entradafunc of(thing: Object) -> Dictionary- Parâmetros
thing: Object
- Retorno
Dictionary
scripts/sim/problems.gd:88Problems.take_alertsfuncVehicles that got lost since the last call (at most once a month each): for a toast.Link para esta entradafunc take_alerts() -> Array- Retorno
Array
scripts/sim/problems.gd:93Problems.liststatic funcEvery problem of the player's company, most serious first.Link para esta entradastatic func list(sim: Sim) -> ArrayCheap enough for a few times a second with hundreds of vehicles: one pass over vehicles, stations, towns and the industries the stations reach, text only for the rows, and each platform measured once.
- Parâmetros
sim: Sim
- Retorno
Array
scripts/sim/problems.gd:104Problems.vehicle_rowstatic funcThe worst problem of one vehicle, or {}.Link para esta entradastatic func vehicle_row(sim: Sim, v: Vehicle) -> Dictionary- Parâmetros
sim: Simv: Vehicle
- Retorno
Dictionary
scripts/sim/problems.gd:146Problems._station_rowsstatic funccallsis cargo -> the player's vehicles that take it on atst(see _note_calls).Link para esta entradastatic func _station_rows(sim: Sim, st: Station, out: Array, calls: Dictionary) -> void- Parâmetros
sim: Simst: Stationout: Arraycalls: Dictionary
- Retorno
void
- Chama
L.t
scripts/sim/problems.gd:173Problems._piling_rowstatic funcCargocpiling up atst, and what holds it back.Link para esta entradastatic func _piling_row(st: Station, c: String, w: float, r: float, vs: Array) -> DictionaryWhen more waits than the biggest of the vehicles that load it there can take, each of them leaves full: a train wants more wagons (its fix opens that train, where Change cargo adds them), anything else more vehicles. When there is room on board they call too seldom. A player who sees a full train leave thinks it took everything, so the hint says how much it takes.
- Parâmetros
st: Stationc: Stringw: floatr: floatvs: Array
- Retorno
Dictionary
scripts/sim/problems.gd:189Problems._note_callsstatic funcNote the stops wherevtakes cargo on (not unload-only or don't-load ones), incalls: Station -> cargo -> [Vehicle].Link para esta entradastatic func _note_calls(v: Vehicle, calls: Dictionary) -> void- Parâmetros
v: Vehiclecalls: Dictionary
- Retorno
void
scripts/sim/problems.gd:219Problems._short_platformsstatic funcNote the longest of the player's trains too long for each of its rail stops (as VehicleWindow.short_platform_text works it out), measuring each station once.Link para esta entradastatic func _short_platforms(m: WorldMap, v: Vehicle, platforms: Dictionary, short: Dictionary) -> void- Parâmetros
m: WorldMapv: Vehicleplatforms: Dictionaryshort: Dictionary
- Retorno
void
- Chama
Vehicle.tiles_long
scripts/sim/problems.gd:232Problems._tradesstatic funcWhetherstcarries a cargoindmakes or takes.Link para esta entradastatic func _trades(ind: Industry, st: Station) -> bool- Parâmetros
ind: Industryst: Station
- Retorno
bool
scripts/sim/problems.gd:246Problems._industry_rowsstatic funcLink para esta entradastatic func _industry_rows(sim: Sim, ind: Industry, out: Array) -> void- Parâmetros
sim: Simind: Industryout: Array
- Retorno
void
Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/problems.gd:253Problems._wherestatic funcWhere a vehicle is: the tile its front is on (or, before it has set off, its next stop).Link para esta entradastatic func _where(v: Vehicle) -> Vector2- Parâmetros
v: Vehicle
- Retorno
Vector2
scripts/sim/problems.gd:291Problems._rowstatic funcLink para esta entradastatic func _row(kind: String, level: int, obj: Object, pos: Vector2, text: String, fix: String) -> Dictionary- Parâmetros
kind: Stringlevel: intobj: Objectpos: Vector2text: Stringfix: String
- Retorno
Dictionary
Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/problems.gd:298Problems._beforestatic funcMost serious first, then by name.Link para esta entradastatic func _before(a: Dictionary, b: Dictionary) -> bool- Parâmetros
a: Dictionaryb: Dictionary
- Retorno
bool
scripts/sim/problems.gd:303
RouteBuilder
RouteBuilder.MAX_EXPANSIONSconstLink para esta entradaconst MAX_EXPANSIONS := 8000Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/route_builder.gd:20RouteBuilder.SHAPE_EXPANSIONSconstThe second pass's share of the search budget, at the most.RouteBuilder.REACHconstHow far from the rough path (in tiles) the second pass may stray.RouteBuilder.DETOURconstA rough path up to this much longer than the straight distance had nothing much in its way.RouteBuilder.TURNconstWhat the shape of the line costs, in tiles of track: the first turning tile after straight trackRouteBuilder.LONE_BENDconst...when straight track follows it: a 90-degree bend (2.0 in all)RouteBuilder.SECOND_TURNconst...when it turns back on the next tile: the start of a diagonal (1.5)RouteBuilder.SIDESTEPconsta diagonal that ends after those two tiles: a one-tile sidestep (4.0)RouteBuilder.RUNconsteach further tile of a diagonal: it is that much shorter to driveRouteBuilder.HAIRPINconsttwo turns the same way on neighbouring tilesRouteBuilder.CAREFULconstThe second pass first looks for the best line with this share of its budget; if that runs out it settles for a good one, weighting the distance left by HASTY.RouteBuilder.HASTYconstLink para esta entradaconst HASTY := 2.0Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/route_builder.gd:37RouteBuilder.TURN_INDEXconst(way out - way in) & 3 -> straight on, right, leftLink para esta entradaconst TURN_INDEX: Array[int] = [0, 1, 0, 2]Declarado emscripts/sim/route_builder.gd:38RouteBuilder.last_expansionsstatic varstates looked at by the last search (benchmark tooling)RouteBuilder.last_refinedstatic varwhether the last search's second pass finished (benchmark tooling)RouteBuilder.log_tostatic varan Array: every search adds itsdescribeentry (benchmark tooling)RouteBuilder.last_crossingsstatic varThe bridges and tunnels on the path the last search returned, in order along it: [{"type": "bridge" | "tunnel", "from", "to": the tiles either side (a bridge's ramps, the tiles before and after a tunnel's mouths), "between": the tiles in between (spans / tunnel), "dir", "a", "b", "style": what Sim.build_crossing takes}].Link para esta entradastatic var last_crossings: Array = []Empty when
Declarado emjumpswas.scripts/sim/route_builder.gd:46RouteBuilder.CROSSINGconstWhat a crossing costs on top of its tiles, in tiles of track: short detours still win.Link para esta entradaconst 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.)
Declarado emscripts/sim/route_builder.gd:50RouteBuilder.findstatic funcPath of tiles fromstarttogoal(both included).Link para esta entradastatic func find(m: WorldMap, kind: String, start: Vector2i, start_dir: int, goal: Vector2i, goal_dir: int, reserved: Dictionary = {}, max_expansions: int = 0, jumps: Dictionary = {}) -> Array[Vector2i]start_dir: direction of travel when enteringstart(-1: any).goal_dir: direction the path must leavegoalin (-1: any).reservedtiles are never used. Returns [] if none found.jumps(jumps_for): the bridges and tunnels it may build; {} for none. The path then may not be buildable by Sim.build_line alone: see last_crossings and Sim.build_route.- Parâmetros
m: WorldMapkind: Stringstart: Vector2istart_dir: intgoal: Vector2igoal_dir: intreserved: Dictionary = {}max_expansions: int = 0jumps: Dictionary = {}
- Retorno
Array[Vector2i]
scripts/sim/route_builder.gd:58RouteBuilder.describestatic funcThe shape of a path: how many tiles turn, and how those turns group.Link para esta entradastatic func describe(path: Array[Vector2i], start_dir: int = -1, goal_dir: int = -1) -> DictionaryA run of turning tiles is a bend one turn on its own, a sidestep a left and a right (or right and left) with straight track either side: the line jumps one tile sideways, which shows as a wobble, a diagonal three or more alternating turns, drawn and driven as one straight 45-degree line, a hairpin two turns the same way on neighbouring tiles.
start_dir/goal_dir: the directions the path is entered and left in, when known.- Parâmetros
path: Array[Vector2i]start_dir: int = -1goal_dir: int = -1
- Retorno
Dictionary
- Chama
BuildOps.dir_between
scripts/sim/route_builder.gd:104RouteBuilder._roughstatic funcThe first pass.Link para esta entradastatic func _rough(m: WorldMap, kind: String, start: Vector2i, start_dir: int, goal: Vector2i, goal_dir: int, reserved: Dictionary, budget: int, jumps: Dictionary = {}, out_crossings: Array = []) -> Array[Vector2i]With
jumps, the bridges and tunnels on the path found go intoout_crossings.- Parâmetros
m: WorldMapkind: Stringstart: Vector2istart_dir: intgoal: Vector2igoal_dir: intreserved: Dictionarybudget: intjumps: Dictionary = {}out_crossings: Array = []
- Retorno
Array[Vector2i]
scripts/sim/route_builder.gd:140RouteBuilder._refinestatic funcThe second pass: the best-shaped path throughcorridor(see _corridor).Link para esta entradastatic func _refine(m: WorldMap, kind: String, rough: Array[Vector2i], corridor: Dictionary, start_dir: int, goal_dir: int, reserved: Dictionary, budget: int, weight: float) -> Array[Vector2i]A* over (tile, entry direction, shape), where
shaperemembers the turning tiles just behind: 0 straight track 1, 2 one turn so far, to the right / to the left 3, 4 two alternating turns, the last to the right / left 5, 6 three or more: a diagonal Open ground costs the same everywhere here (the rough pass has weighed up trees and slopes), which is what lets the search run straight to the goal.weight: 1 for the best line, more to settle sooner for a good one. Returns [] whenbudgetruns out.- Parâmetros
m: WorldMapkind: Stringrough: Array[Vector2i]corridor: Dictionarystart_dir: intgoal_dir: intreserved: Dictionarybudget: intweight: float
- Retorno
Array[Vector2i]
scripts/sim/route_builder.gd:222RouteBuilder._corridorstatic funcThe tiles the second pass may use: every tile within REACH of the rough path (and, where little was in its way, of the two straight-and-diagonal lines between its ends), each with its distance to the goal through the corridor, so the search is drawn round a lake the way the rough path went.Link para esta entradastatic func _corridor(m: WorldMap, rough: Array[Vector2i]) -> Dictionary- Parâmetros
m: WorldMaprough: Array[Vector2i]
- Retorno
Dictionary
scripts/sim/route_builder.gd:336RouteBuilder.jumps_forstatic funcWhat find() may use to cross water and hills inyear: every bridge style there is by then, cheapest first ("unit": a span tile's price in tiles of plainkind), and tunnels (likewise).Link para esta entradastatic func jumps_for(kind: String, year: int) -> DictionaryA caller may add "crossing": what each crossing costs on top of its tiles (CROSSING if not).
- Parâmetros
kind: Stringyear: int
- Retorno
Dictionary
scripts/sim/route_builder.gd:399RouteBuilder._jumpstatic funcA bridge or tunnel from tiletheadingd(see last_crossings for its keys, plus "cost" in tiles of track), or {} when there is none to build.Link para esta entradastatic func _jump(m: WorldMap, kind: String, t: Vector2i, d: int, jumps: Dictionary, reserved: Dictionary, cache: Dictionary) -> DictionaryA bridge is tried where the tile ahead is water or takes no piece, a tunnel where the ground ahead rises straight up the way it goes.
- Parâmetros
m: WorldMapkind: Stringt: Vector2id: intjumps: Dictionaryreserved: Dictionarycache: Dictionary
- Retorno
Dictionary
- Chama
WorldMap.axis_of
scripts/sim/route_builder.gd:413RouteBuilder._risesstatic funcWhether the ground on tilenclimbs on its way across it headingd.Link para esta entradastatic func _rises(m: WorldMap, n: Vector2i, d: int) -> bool- Parâmetros
m: WorldMapn: Vector2id: int
- Retorno
bool
scripts/sim/route_builder.gd:447RouteBuilder._bridgestatic funcThe shortest bridge from ramptheadingdthat the player's bridge tool would allow, in the cheapest style long enough for it.Link para esta entradastatic func _bridge(m: WorldMap, kind: String, t: Vector2i, d: int, jumps: Dictionary, reserved: Dictionary) -> Dictionary- Parâmetros
m: WorldMapkind: Stringt: Vector2id: intjumps: Dictionaryreserved: Dictionary
- Retorno
Dictionary
scripts/sim/route_builder.gd:455RouteBuilder._tunnelstatic funcThe tunnel the player's tunnel tool would dig from the hillside just ahead oft(headingd): the line goes fromtinto it and comes out on the tile beyond its far mouth.Link para esta entradastatic func _tunnel(m: WorldMap, kind: String, t: Vector2i, d: int, jumps: Dictionary, reserved: Dictionary) -> Dictionary- Parâmetros
m: WorldMapkind: Stringt: Vector2id: intjumps: Dictionaryreserved: Dictionary
- Retorno
Dictionary
scripts/sim/route_builder.gd:494RouteBuilder._build_jumpedstatic func_build for a first pass that jumped: the bridges' spans and the tunnels' tiles go into the path where they are, and the crossings intoout_crossings.Link para esta entradastatic func _build_jumped(m: WorldMap, came: Dictionary, s: int, jumped: Dictionary, out_crossings: Array) -> Array[Vector2i]- Parâmetros
m: WorldMapcame: Dictionarys: intjumped: Dictionaryout_crossings: Array
- Retorno
Array[Vector2i]
scripts/sim/route_builder.gd:539RouteBuilder._refine_betweenstatic funcThe second pass for a path with crossings: each stretch of land between them is shaped on its own (a stretch it can't improve on in its share of the budget stays as the first pass laid it), leaving every bridge and tunnel where it is and entered and left straight on.Link para esta entradastatic func _refine_between(m: WorldMap, kind: String, path: Array[Vector2i], crossings: Array, start_dir: int, goal_dir: int, reserved: Dictionary, budget: int) -> Array[Vector2i]- Parâmetros
m: WorldMapkind: Stringpath: Array[Vector2i]crossings: Arraystart_dir: intgoal_dir: intreserved: Dictionarybudget: int
- Retorno
Array[Vector2i]
scripts/sim/route_builder.gd:562RouteBuilder._manhattanstatic funcLink para esta entradastatic func _manhattan(a: Vector2i, b: Vector2i) -> float- Parâmetros
a: Vector2ib: Vector2i
- Retorno
float
Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/route_builder.gd:599RouteBuilder._tile_coststatic funcCost of putting a piece withbitson tilet, or -1 when it can't be built.Link para esta entradastatic func _tile_cost(m: WorldMap, kind: String, t: Vector2i, bits: int, fine: bool = false) -> floatfine: for the second pass, which doesn't tell trees and slopes from open ground.- Parâmetros
m: WorldMapkind: Stringt: Vector2ibits: intfine: bool = false
- Retorno
float
scripts/sim/route_builder.gd:605RouteBuilder._buildstatic funcLink para esta entradastatic func _build(m: WorldMap, came: Dictionary, s: int, per_tile: int) -> Array[Vector2i]- Parâmetros
m: WorldMapcame: Dictionarys: intper_tile: int
- Retorno
Array[Vector2i]
Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/route_builder.gd:645
SaveGame
SaveGame.VERSIONconstLink para esta entradaconst VERSION := 1Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/save_game.gd:6SaveGame.DIRconstLink para esta entradaconst DIR := "user://saves"Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/save_game.gd:7SaveGame.list_savesstatic funcLink para esta entradastatic func list_saves() -> Array- Retorno
Array
Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/save_game.gd:10SaveGame.delete_savestatic funcLink para esta entradastatic func delete_save(path: String) -> void- Parâmetros
path: String
- Retorno
void
Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/save_game.gd:29SaveGame._vstatic funcLink para esta entradastatic func _v(v: Vector2i) -> Array- Parâmetros
v: Vector2i
- Retorno
Array
Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/save_game.gd:36SaveGame._vistatic funcLink para esta entradastatic func _vi(a: Array) -> Vector2i- Parâmetros
a: Array
- Retorno
Vector2i
Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/save_game.gd:40SaveGame._b64static funcLink para esta entradastatic func _b64(p: PackedByteArray) -> String- Parâmetros
p: PackedByteArray
- Retorno
String
Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/save_game.gd:44SaveGame._unb64static funcLink para esta entradastatic func _unb64(s: String) -> PackedByteArray- Parâmetros
s: String
- Retorno
PackedByteArray
Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/save_game.gd:48SaveGame.savestatic funcLink para esta entradastatic func save(sim: Sim, path: String) -> Error- Parâmetros
sim: Simpath: String
- Retorno
Error
- Chama
Mods.save_state,Town.size_of
Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/save_game.gd:54SaveGame.load_simstatic funcLink para esta entradastatic func load_sim(path: String) -> Sim- Parâmetros
path: String
- Retorno
Sim
- Chama
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
Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/save_game.gd:177SaveGame._order_outstatic funcAn order as saved: [station id, full, then each of Vehicle.ORDER_FLAGS].Link para esta entradastatic func _order_out(o: Dictionary) -> Array- Parâmetros
o: Dictionary
- Retorno
Array
scripts/sim/save_game.gd:532SaveGame._order_instatic funcAn order back fromrow(see _order_out), at stationst.Link para esta entradastatic func _order_in(row: Array, st: Station) -> DictionaryFlags an older save didn't have are off.
- Parâmetros
row: Arrayst: Station
- Retorno
Dictionary
scripts/sim/save_game.gd:540SaveGame._floatsstatic funcLink para esta entradastatic func _floats(src: Dictionary) -> Dictionary- Parâmetros
src: Dictionary
- Retorno
Dictionary
Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/save_game.gd:547SaveGame._intsstatic funcLink para esta entradastatic func _ints(d: Dictionary) -> Dictionary- Parâmetros
d: Dictionary
- Retorno
Dictionary
Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/save_game.gd:554SaveGame._pairsstatic funccargo -> [units, $]Link para esta entradastatic func _pairs(d: Dictionary) -> Dictionary- Parâmetros
d: Dictionary
- Retorno
Dictionary
scripts/sim/save_game.gd:562SaveGame._stat_monthstatic funcLink para esta entradastatic func _stat_month(mo: Dictionary) -> Dictionary- Parâmetros
mo: Dictionary
- Retorno
Dictionary
Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/save_game.gd:569SaveGame._course_outstatic funcA ship's course (see Vehicle.water_course) as [x, y, turn, x, y, turn, ...] over its route.Link para esta entradastatic func _course_out(v: Vehicle) -> Array- Parâmetros
v: Vehicle
- Retorno
Array
scripts/sim/save_game.gd:585SaveGame._course_instatic funcLink para esta entradastatic func _course_in(v: Vehicle, a: Array) -> void- Parâmetros
v: Vehiclea: Array
- Retorno
void
Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/save_game.gd:596
SignalTraps
SignalTraps._memo_keystatic varLink para esta entradastatic var _memo_key := []Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/signal_traps.gd:17SignalTraps._memostatic varLink para esta entradastatic var _memo: Array = []Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/signal_traps.gd:18SignalTraps.findstatic funcThe stations ofwhothat one-way signals shut: [{"station", "way": "out" | "in", "signal"}], one per station ("out" when both are true), the order of map.stations.Link para esta entradastatic func find(sim: Sim, who: Company, over: Dictionary = {}) -> Arraysignalis the tile of the first signal in the way, seen from the station.over({tile: state}) stands in for those tiles' signals (see WorldMap.signals), to ask what a click would do; without it the answer is remembered until the rail network, the stations or the depots change.- Parâmetros
sim: Simwho: Companyover: Dictionary = {}
- Retorno
Array
scripts/sim/signal_traps.gd:26SignalTraps.after_clickstatic funcWhat setting the signal onttostatewould change: {"shut": [...], "freed": [...]}, each in find's form, "shut" for stations it would shut that are open now and "freed" for those it would open again.Link para esta entradastatic func after_click(sim: Sim, who: Company, t: Vector2i, state: int) -> DictionaryA station that stays shut (say, the far end of a line made one-way) isn't news.
- Parâmetros
sim: Simwho: Companyt: Vector2istate: int
- Retorno
Dictionary
scripts/sim/signal_traps.gd:64SignalTraps.textstatic funcOne of find's rows in words.Link para esta entradastatic func text(r: Dictionary, when: String) -> Stringwhen: "careful" (what the click under the mouse would do), "now" (what the click just did), "freed" (what the click would put right) or "problem" (a Problems row, which names the station already).- Parâmetros
r: Dictionarywhen: String
- Retorno
String
- Chama
L.t
scripts/sim/signal_traps.gd:73SignalTraps.blockerstatic funcThe tile of the one-way signal that keeps trains from getting betweentilesand any of thegoalstiles - out oftilesor, withinward, into them - or (-1, -1) when they can, or when there is no track between them at all.Link para esta entradastatic func blocker(m: WorldMap, tiles: Dictionary, goals: Dictionary, inward: bool, over: Dictionary = {}) -> Vector2i- Parâmetros
m: WorldMaptiles: Dictionarygoals: Dictionaryinward: boolover: Dictionary = {}
- Retorno
Vector2i
scripts/sim/signal_traps.gd:92SignalTraps._passesstatic funcWhether a train headingh(or,inward, heading the other way) may pass tilen's signal.Link para esta entradastatic func _passes(m: WorldMap, n: Vector2i, h: int, inward: bool, over: Dictionary) -> bool- Parâmetros
m: WorldMapn: Vector2ih: intinward: boolover: Dictionary
- Retorno
bool
- Chama
Const.opp
scripts/sim/signal_traps.gd:104SignalTraps._floodstatic funcFlood the rail network outward fromtilesuntil one ofgoalsis reached.Link para esta entradastatic func _flood(m: WorldMap, tiles: Dictionary, goals: Dictionary, obey: bool, inward: bool, over: Dictionary) -> ArrayReturns the steps from the start to that goal, [{"t": tile, "h": heading on entering it}], or [] when none is reached.
obeyfalse lets trains through one-way signals both ways.- Parâmetros
m: WorldMaptiles: Dictionarygoals: Dictionaryobey: boolinward: boolover: Dictionary
- Retorno
Array
- Chama
Const.opp
scripts/sim/signal_traps.gd:112SignalTraps._stepstatic funcLink para esta entradastatic func _step(m: WorldMap, tile: Vector2i, d: int, bits: int, from: int, obey: bool, inward: bool, over: Dictionary, came: Dictionary, queue: PackedInt32Array) -> void- Parâmetros
m: WorldMaptile: Vector2id: intbits: intfrom: intobey: boolinward: boolover: Dictionarycame: Dictionaryqueue: PackedInt32Array
- Retorno
void
Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/signal_traps.gd:142SignalTraps._minusstatic funcLink para esta entradastatic func _minus(a: Array, b: Array) -> Array- Parâmetros
a: Arrayb: Array
- Retorno
Array
Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/signal_traps.gd:156
TerrainGen
TerrainGen.generatestatic funcTerrain only (no towns or industries).Link para esta entradastatic func generate(m: WorldMap, seed_value: int) -> voidWorldGen.generate builds a full world.
- Parâmetros
m: WorldMapseed_value: int
- Retorno
void
scripts/sim/terrain_gen.gd:7TerrainGen.heights_from_imagestatic funcHeights from a greyscale image (white = high, black = sea), like OpenTTD heightmaps.Link para esta entradastatic func heights_from_image(m: WorldMap, path: String) -> bool- Parâmetros
m: WorldMappath: String
- Retorno
bool
scripts/sim/terrain_gen.gd:14TerrainGen.generate_heightsstatic funcwater: sea level 0 (low) ..Link para esta entradastatic func generate_heights(m: WorldMap, seed_value: int, water: int = 1, rough: int = 2, sample_scale: float = 1.0) -> void3 (islands). rough: 0 flat .. 3 mountainous. sample_scale stretches the noise so a small preview map shows the same world as a big one.
- Parâmetros
m: WorldMapseed_value: intwater: int = 1rough: int = 2sample_scale: float = 1.0
- Retorno
void
scripts/sim/terrain_gen.gd:30TerrainGen.enforce_slopesstatic funcLower corners until every pair of edge-adjacent corners differs by at most one level.Link para esta entradastatic func enforce_slopes(m: WorldMap) -> void- Parâmetros
m: WorldMap
- Retorno
void
scripts/sim/terrain_gen.gd:73TerrainGen.classifystatic funcTerrain types (from heights) and tree cover.Link para esta entradastatic func classify(m: WorldMap, seed_value: int) -> void- Parâmetros
m: WorldMapseed_value: int
- Retorno
void
scripts/sim/terrain_gen.gd:100TerrainGen.terrain_typestatic funcLink para esta entradastatic func terrain_type(m: WorldMap, x: int, y: int) -> int- Parâmetros
m: WorldMapx: inty: int
- Retorno
int
Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/terrain_gen.gd:123TerrainGen.classify_tilestatic funcRe-derive one tile's terrain after its corners changed; trees only survive on grass.Link para esta entradastatic func classify_tile(m: WorldMap, x: int, y: int) -> void- Parâmetros
m: WorldMapx: inty: int
- Retorno
void
scripts/sim/terrain_gen.gd:138TerrainGen._near_waterstatic funcLink para esta entradastatic func _near_water(m: WorldMap, x: int, y: int) -> bool- Parâmetros
m: WorldMapx: inty: int
- Retorno
bool
Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/terrain_gen.gd:145
UndoStack
UndoStack.MAX_STEPSconstLink para esta entradaconst MAX_STEPS := 20Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/undo.gd:23UndoStack.MAX_AGE_DAYSconstLink para esta entradaconst MAX_AGE_DAYS := 60.0Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/undo.gd:24UndoStack.stepsvaroldest firstUndoStack.enabledvarLink para esta entradavar enabled := trueEsta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/undo.gd:30UndoStack.lostvarThe step that was given up last, for the button's tooltip: {"what", "why"}.UndoStack.clearfuncLink para esta entradafunc clear() -> void- Retorno
void
Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/undo.gd:35UndoStack.sizefuncLink para esta entradafunc size() -> int- Retorno
int
Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/undo.gd:40UndoStack._tilestatic funcLink para esta entradastatic func _tile(m: WorldMap, t: Vector2i) -> Array- Parâmetros
m: WorldMapt: Vector2i
- Retorno
Array
Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/undo.gd:46UndoStack._putstatic funcLink para esta entradastatic func _put(m: WorldMap, t: Vector2i, s: Array) -> void- Parâmetros
m: WorldMapt: Vector2is: Array
- Retorno
void
Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/undo.gd:52UndoStack._stationstatic funcLink para esta entradastatic func _station(m: WorldMap, st: Station) -> Array- Parâmetros
m: WorldMapst: Station
- Retorno
Array
Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/undo.gd:83UndoStack._orders_tostatic funcLink para esta entradastatic func _orders_to(sim: Sim, st: Station) -> int- Parâmetros
sim: Simst: Station
- Retorno
int
Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/undo.gd:89UndoStack.bulldoze_tilesstatic funcEvery tile a bulldoze ofrectmay change: the area and its edge (a depot lets go of the road in front of it), the whole of each bridge or tunnel it reaches and of each airfield.Link para esta entradastatic func bulldoze_tiles(m: WorldMap, rect: Rect2i) -> Array- Parâmetros
m: WorldMaprect: Rect2i
- Retorno
Array
scripts/sim/undo.gd:100UndoStack.terraform_tilesstatic funcEvery tile raising or loweringcornersmay change (see BuildOps.apply_terraform).Link para esta entradastatic func terraform_tiles(m: WorldMap, corners: Array) -> Array- Parâmetros
m: WorldMapcorners: Array
- Retorno
Array
scripts/sim/undo.gd:124UndoStack.beginfuncCall before an action changes anything.Link para esta entradafunc begin(sim: Sim, who: Company, tiles: Array, opt: Dictionary = {}) -> Dictionarytiles: every tile it may touch (more is fine: tiles that end up unchanged are dropped).opt: "corners" (corner heights it may change), "stations" (stations it may change that don't stand ontiles), "ratings" (it may move council ratings). Returns whatcommitneeds; {} when the action isn't the player's (nothing is recorded then).- Parâmetros
sim: Simwho: Companytiles: Arrayopt: Dictionary = {}
- Retorno
Dictionary
scripts/sim/undo.gd:142UndoStack._log_ofstatic funcLink para esta entradastatic func _log_of(t: Town, cid: int) -> Variant- Parâmetros
t: Towncid: int
- Retorno
Variant
Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/undo.gd:171UndoStack.commitfuncCall when the action is done and paid for.Link para esta entradafunc commit(sim: Sim, u: Dictionary, kind: String, info: Dictionary = {}) -> voidkindandinfo("n": how many tiles, "name": a station's or town's name, "category": the ledger line it was paid from) only describe it.- Parâmetros
sim: Simu: Dictionarykind: Stringinfo: Dictionary = {}
- Retorno
void
scripts/sim/undo.gd:177UndoStack._monthstatic funcLink para esta entradastatic func _month(sim: Sim) -> Vector2i- Parâmetros
sim: Sim
- Retorno
Vector2i
- Chama
Calendar.from_day
Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/undo.gd:237UndoStack.describestatic funcA step in words: "12 tiles of rail", "Ashford North", "demolition of 3 tiles".Link para esta entradastatic func describe(step: Dictionary) -> String- Parâmetros
step: Dictionary
- Retorno
String
scripts/sim/undo.gd:245UndoStack._problemfuncWhy the newest step can't be undone now: [reason, given up for good].Link para esta entradafunc _problem(sim: Sim, step: Dictionary) -> Array["", false] when it can.
- Parâmetros
sim: Simstep: Dictionary
- Retorno
Array
- Chama
L.t
scripts/sim/undo.gd:266UndoStack._vehicle_onfuncLink para esta entradafunc _vehicle_on(sim: Sim, step: Dictionary) -> bool- Parâmetros
sim: Simstep: Dictionary
- Retorno
bool
Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/undo.gd:299UndoStack._block_heldfuncWith realistic blocking: whether a train holds (stands in, or has been let into) a block of track that undoing the step would take away.Link para esta entradafunc _block_held(sim: Sim, step: Dictionary) -> bool- Parâmetros
sim: Simstep: Dictionary
- Retorno
bool
scripts/sim/undo.gd:320UndoStack.statusfuncFor the Undo button: {"can", "what", "money" (what undoing pays back), "tip"}.Link para esta entradafunc status(sim: Sim) -> DictionaryA step that can never be undone again is dropped here, with everything older.
- Parâmetros
sim: Sim
- Retorno
Dictionary
scripts/sim/undo.gd:340UndoStack.undofuncUndo the newest step.Link para esta entradafunc undo(sim: Sim) -> DictionaryReturns {"ok", "text" (what to tell the player), "what", "money"}.
- Parâmetros
sim: Sim
- Retorno
Dictionary
scripts/sim/undo.gd:362UndoStack._revertfuncLink para esta entradafunc _revert(sim: Sim, step: Dictionary) -> void- Parâmetros
sim: Simstep: Dictionary
- Retorno
void
Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/undo.gd:376
WorldGen
WorldGen.DENSITYconstOptions: "water" 0..3 (sea level), "rough" 0..3 (terrain), "towns" / "industries" 0..3 (density), "heightmap" (path to a greyscale image, OpenTTD-style).WorldGen.INDUSTRY_AREAconstTiles of land (or sea) that hold one full set of Data.INDUSTRY counts at normal density: 24 industries here is about one per 600 tiles.WorldGen.FEED_MINconstHow far (in tiles) a processing industry is sited from the producers that feed it: far enough for a route to pay, near enough for an early train or lorry.WorldGen.FEED_MAXconstLink para esta entradaconst FEED_MAX := 50.0Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/world_gen.gd:15WorldGen.SAME_APART_MAXconstUpper bound on how far apart two industries of one type are kept (see _place_industries).WorldGen.SPREAD_TRIESconstUsable sites weighed for each industry placed at random; the one farthest from its own kind wins.WorldGen.TOWN_SITE_TOWNSconstAn industry that stands by a town (a printing works) looks around the biggest few towns, up to TOWN_SITE_MAX tiles from the centre.WorldGen.TOWN_SITE_MAXconstLink para esta entradaconst TOWN_SITE_MAX := 16.0Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/world_gen.gd:23WorldGen.TOWN_INDUSTRY_MINconstHow far (in tiles) a town centre is founded from an industry's centre, so the town starts with room to grow before it meets the ground kept clear around the industry (BuildOps.INDUSTRY_GAP).WorldGen.TOWN_INDUSTRY_FALLBACKconstLink para esta entradaconst TOWN_INDUSTRY_FALLBACK := 10.0Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/world_gen.gd:27WorldGen.TOWN_EXTRAconstLink para esta entradaconst TOWN_EXTRAEsta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/world_gen.gd:28WorldGen.generatestatic funcLink para esta entradastatic func generate(m: WorldMap, seed_value: int, opts: Dictionary = {}) -> void- Parâmetros
m: WorldMapseed_value: intopts: Dictionary = {}
- Retorno
void
- Chama
Data.era_index,L.t,TerrainGen.heights_from_image,TerrainGen.generate_heights,TerrainGen.classify
Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/world_gen.gd:31WorldGen.add_rig_docksstatic funcEvery industry out at sea gets its own open dock (see BuildOps.add_rig_dock).Link para esta entradastatic func add_rig_docks(m: WorldMap) -> void- Parâmetros
m: WorldMap
- Retorno
void
scripts/sim/world_gen.gd:57WorldGen._place_industriesstatic funcLink para esta entradastatic func _place_industries(m: WorldMap, rng: RandomNumberGenerator, density: float = 1.0) -> void- Parâmetros
m: WorldMaprng: RandomNumberGeneratordensity: float = 1.0
- Retorno
void
- Chama
Data.opens,Data.accepts
Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/world_gen.gd:65WorldGen._place_town_industriesstatic funcThe kinds that stand by a town (a printing works, RAIL-31), once the towns are founded: on ground the towns have left clear, levelled like an industry opening during the game.Link para esta entradastatic func _place_town_industries(m: WorldMap, rng: RandomNumberGenerator, density: float) -> void- Parâmetros
m: WorldMaprng: RandomNumberGeneratordensity: float
- Retorno
void
- Chama
Data.opens
scripts/sim/world_gen.gd:84WorldGen._place_kindstatic funcPut down a new map's industries oftype(see type_count) and return them.Link para esta entradastatic func _place_kind(m: WorldMap, rng: RandomNumberGenerator, room: Vector2i, type: String, density: float) -> Array- Parâmetros
m: WorldMaprng: RandomNumberGeneratorroom: Vector2itype: Stringdensity: float
- Retorno
Array
scripts/sim/world_gen.gd:93WorldGen.industry_roomstatic funcThe room there is to build industries in: x land tiles (for industries ashore), y open water (for those at sea).Link para esta entradastatic func industry_room(m: WorldMap) -> Vector2iSampled every other tile, which is plenty for a head count.
- Parâmetros
m: WorldMap
- Retorno
Vector2i
scripts/sim/world_gen.gd:110WorldGen.type_countstatic funcHow many industries oftypea map withroom(see industry_room) gets atdensity: counts follow the room there is to build in, and every type gets at least one.Link para esta entradastatic func type_count(room: Vector2i, type: String, density: float) -> int- Parâmetros
room: Vector2itype: Stringdensity: float
- Retorno
int
scripts/sim/world_gen.gd:124WorldGen.spacingstatic funcHow far apartcountindustries oftypeare kept.Link para esta entradastatic func spacing(room: Vector2i, type: String, count: int) -> floatTwo of a kind side by side look like a mistake and split one area's trade between them: keep each a fair share of its own type's room apart (half the even spacing, capped so a rare processor can still sit near its feeders).
- Parâmetros
room: Vector2itype: Stringcount: int
- Retorno
float
scripts/sim/world_gen.gd:132WorldGen.find_sitestatic funcWhere a new industry oftypegoes: near producers inunserved(see unserved_feeders) that have nobody to take their cargo, if any; else near producers none of its own kind is near yet (a paper mill by forests that already have a sawmill); else anywhere, as far from its own kind as it can.Link para esta entradastatic func find_site(m: WorldMap, rng: RandomNumberGenerator, type: String, apart: float, unserved: Array) -> Vector3iA plant that needs every input (Data.INDUSTRY "needs_all") goes where it reaches makers of as many of its inputs as it can. A kind that stands by a town (a printing works) goes at the edge of one of the biggest. (x, y) is the north-west tile and z the level it stands at; z is -1 when no usable site turned up.
- Parâmetros
m: WorldMaprng: RandomNumberGeneratortype: Stringapart: floatunserved: Array
- Retorno
Vector3i
scripts/sim/world_gen.gd:144WorldGen.put_industrystatic funcPut an industry oftypewith ididonspot(from find_site): the ground under it flattened to its level (the corners only: the caller works out the rest), added to the map's list and its tiles.Link para esta entradastatic func put_industry(m: WorldMap, id: int, type: String, spot: Vector3i) -> IndustryReturns it.
- Parâmetros
m: WorldMapid: inttype: Stringspot: Vector3i
- Retorno
Industry
scripts/sim/world_gen.gd:162WorldGen._site_levelstatic funcThe level asitekind of industry would stand at with its north-west tile on (x, y): 0 at sea, the flattened ground level ashore, -1 where it can't go.Link para esta entradastatic func _site_level(m: WorldMap, site: String, x: int, y: int) -> int- Parâmetros
m: WorldMapsite: Stringx: inty: int
- Retorno
int
scripts/sim/world_gen.gd:178WorldGen.unserved_feedersstatic funcIndustries making somethingtypeaccepts that have no taker within FEED_MAX tiles yet.Link para esta entradastatic func unserved_feeders(m: WorldMap, type: String) -> ArrayFor a plant that needs every input, all of them, taken or not: it can't work on one alone.
- Parâmetros
m: WorldMaptype: String
- Retorno
Array
- Chama
Data.accepts
scripts/sim/world_gen.gd:189WorldGen._feeders_of_ownstatic funcIndustries making somethingtypeaccepts that have no industry oftypewithin FEED_MAX tiles: for a second customer of a cargo (a paper mill, where the forests already have a sawmill).Link para esta entradastatic func _feeders_of_own(m: WorldMap, type: String) -> Array- Parâmetros
m: WorldMaptype: String
- Retorno
Array
- Chama
Data.accepts
scripts/sim/world_gen.gd:225WorldGen._site_near_feedersstatic funcA site FEED_MIN..FEED_MAX tiles from a producer inunservedand at leastaparttiles from any othertype: the best of several usable ones, counting how many such producers each would serve (for a plant that needs every input, how many of its inputs they make), then how far it keeps from its own kind.Link para esta entradastatic func _site_near_feeders(m: WorldMap, rng: RandomNumberGenerator, site: String, type: String, apart: float, unserved: Array) -> Vector3iz is -1 when none turned up.
- Parâmetros
m: WorldMaprng: RandomNumberGeneratorsite: Stringtype: Stringapart: floatunserved: Array
- Retorno
Vector3i
- Chama
Data.accepts
scripts/sim/world_gen.gd:239WorldGen._site_spreadstatic funcA usable site anywhere on the map: of SPREAD_TRIES random ones, the farthest from other industries oftype(best-candidate sampling, which spreads them out without a hard rule that could leave one unplaced).Link para esta entradastatic func _site_spread(m: WorldMap, rng: RandomNumberGenerator, site: String, type: String) -> Vector3iz is -1 when no usable site turned up.
- Parâmetros
m: WorldMaprng: RandomNumberGeneratorsite: Stringtype: String
- Retorno
Vector3i
scripts/sim/world_gen.gd:286WorldGen._site_by_townstatic funcA site by one of the TOWN_SITE_TOWNS biggest towns, at leastaparttiles from any othertype: the usable one nearest the centre of the biggest town that has any within TOWN_SITE_MAX tiles, so it stands at the edge of town or in a gap inside it.Link para esta entradastatic func _site_by_town(m: WorldMap, rng: RandomNumberGenerator, type: String, apart: float) -> Vector3iz is -1 when none turned up.
- Parâmetros
m: WorldMaprng: RandomNumberGeneratortype: Stringapart: float
- Retorno
Vector3i
scripts/sim/world_gen.gd:309WorldGen.level_groundstatic funcThe ground of an industry put down where the land is already shaped (one opening during the game, or one by a town once the towns are founded): no trees on it or around it, its corners at the level put_industry flattened them to, and its tiles looked at again.Link para esta entradastatic func level_ground(m: WorldMap, ind: Industry) -> Rect2iReturns the tiles that changed.
- Parâmetros
m: WorldMapind: Industry
- Retorno
Rect2i
scripts/sim/world_gen.gd:334WorldGen._gap_to_kindstatic funcDistance fromcto the nearest industry oftype, INF when there is none yet.Link para esta entradastatic func _gap_to_kind(m: WorldMap, type: String, c: Vector2) -> float- Parâmetros
m: WorldMaptype: Stringc: Vector2
- Retorno
float
scripts/sim/world_gen.gd:348WorldGen._sea_site_okstatic funcOffshore: open water all over the footprint and a margin, with a shore close enough for a dock.Link para esta entradastatic func _sea_site_ok(m: WorldMap, x: int, y: int) -> bool- Parâmetros
m: WorldMapx: inty: int
- Retorno
bool
scripts/sim/world_gen.gd:357WorldGen._near_coaststatic funcA harbour sits on the shore: open water within a couple of tiles of its footprint.Link para esta entradastatic func _near_coast(m: WorldMap, x: int, y: int) -> bool- Parâmetros
m: WorldMapx: inty: int
- Retorno
bool
scripts/sim/world_gen.gd:380WorldGen._industry_site_levelstatic funcReturns the level the footprint can be flattened to, or -1 if the site is unusable.Link para esta entradastatic func _industry_site_level(m: WorldMap, x: int, y: int) -> intFlattening only lowers corners by one, and only where that keeps neighbours within one level.
- Parâmetros
m: WorldMapx: inty: int
- Retorno
int
scripts/sim/world_gen.gd:391WorldGen._site_clearstatic funcNothing built on the footprint of an industry with its north-west tile on (x, y), or by it: no road, track, bridge or tunnel within a tile (flattening reshapes the ground there), and no building, station or depot within BuildOps.INDUSTRY_GAP (the ground towns keep clear around industries).Link para esta entradastatic func _site_clear(m: WorldMap, x: int, y: int) -> boolThis is for industries opening during the game (RAIL-23): when the world is made, nothing is built yet but other industries, and those keep further apart than this anyway.
- Parâmetros
m: WorldMapx: inty: int
- Retorno
bool
scripts/sim/world_gen.gd:419WorldGen._name_industriesstatic funcLink para esta entradastatic func _name_industries(m: WorldMap) -> void- Parâmetros
m: WorldMap
- Retorno
void
Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/world_gen.gd:433WorldGen.industry_namestatic funcAn industry is named after the nearest town: "Ashford Coal Mine".Link para esta entradastatic func industry_name(m: WorldMap, ind: Industry) -> String- Parâmetros
m: WorldMapind: Industry
- Retorno
String
scripts/sim/world_gen.gd:439WorldGen._place_townsstatic funcLink para esta entradastatic func _place_towns(m: WorldMap, rng: RandomNumberGenerator, density: float = 1.0, opts: Dictionary = {}) -> void- Parâmetros
m: WorldMaprng: RandomNumberGeneratordensity: float = 1.0opts: Dictionary = {}
- Retorno
void
- Chama
L.t,Town.pick_style
Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/world_gen.gd:453WorldGen._town_site_okstatic funcLink para esta entradastatic func _town_site_ok(m: WorldMap, x: int, y: int, spacing: float = 22.0, industry_clear: float = TOWN_INDUSTRY_MIN) -> bool- Parâmetros
m: WorldMapx: inty: intspacing: float = 22.0industry_clear: float = TOWN_INDUSTRY_MIN
- Retorno
bool
Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/world_gen.gd:481WorldGen._town_namestatic funcLink para esta entradastatic func _town_name(rng: RandomNumberGenerator, used: Dictionary) -> String- Parâmetros
rng: RandomNumberGeneratorused: Dictionary
- Retorno
String
Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/world_gen.gd:502WorldGen._clear_treesstatic funcLink para esta entradastatic func _clear_trees(m: WorldMap) -> void- Parâmetros
m: WorldMap
- Retorno
void
Esta entrada ainda não descreve o comportamento.
Declarado emscripts/sim/world_gen.gd:517
Opções de arquivos
Os nomes dos campos diferenciam maiúsculas de minúsculas. As seções vinculadas trazem exemplos e explicam como usar cada arquivo.
| Arquivo ou seção | Campos obrigatórios | Campos opcionais |
|---|---|---|
mod.json | id | name, version, author, description |
data.json → vehicles.<id> | name, kind, cargos, speed, cost e run. Use look ou model e, conforme o tipo, max_wagons para locomotivas ou cap para os demais veículos. | desc, year, rel, electric, steam, length |
data.json → cargo.<id> | ID de carga existente | rate, days |
data.json → town_names | Nenhum | prefixes, suffixes, replace |
data.json → company_names | Lista de nomes | Nenhum |
maps/<name>.json | Nenhum | name, description, settings |
Em settings, você pode definir w e h (64, 128, 256, 512, 1024), year (1950, 1960, 1970, 1980, 1990, 2000), e towns, industries, rough e water (índices de 0 a 3). rough vai de plano a montanhoso. water vai de baixo a ilhas, passando por normal e alto.
O booleano steam ativa os efeitos e o comportamento das locomotivas a vapor. length indica em casas o comprimento de um modelo próprio.
O dicionário Sim.options contém cost, blocking, ai_level, max_loan, depots, breakdowns e goal. São opções da simulação. Para mods de mapas, use os campos de settings listados acima.
IDs de cargas
| ID | Nome |
|---|---|
pax | Passengers |
coal | Coal |
wood | Wood |
grain | Grain |
oil | Oil |
goods | Goods |
food | Food |
iron_ore | Iron ore |
steel | Steel |
fish | Fish |
mail | |
plastics | Plastics |
waste | Waste |
electronics | Electronics |
cars | Cars |
paper | Paper |
news | Newspapers |
Modelos do jogo base
| ID | Nome | Tipo |
|---|---|---|
cargoplane | Pelican Freighter | air |
cargoprop | Stork Cargo Prop | air |
eplane | Breeze Electric Commuter | air |
h2liner | Aurora H2 Airliner | air |
jet | Albatross Jet | air |
jumbo | Condor Jumbo | air |
mailplane | Petrel Mailplane | air |
narrowbody | Falcon Narrowbody | air |
prop | Skylark Prop | air |
regional | Swift Regional Jet | air |
superjumbo | Leviathan Double-Deck | air |
supersonic | Arrow Supersonic | air |
turboprop | Kittiwake Turboprop | air |
widebody | Osprey Widebody | air |
diesel | Meridian Diesel | rail |
efreight | Tempest Electric Freight | rail |
electric | Aurora Electric | rail |
express | Vanguard Express | rail |
heavydiesel | Ironclad Freight Diesel | rail |
hst | Swift High-Speed | rail |
hydrogen | Zephyr Hydrogen | rail |
mogul | Highland Mogul | rail |
railcar | Sparrow Railcar | rail |
steam | Kestrel Steam | rail |
tank | Brigand Tank Engine | rail |
tilting | Swallow Tilting Express | rail |
artbus | Comet Articulated | road |
bus | Comet City Bus | road |
bus2 | Comet Coach | road |
cartruck | Atlas Car Transporter | road |
ddbus | Comet Double-Decker | road |
ebus | Volt Electric Bus | road |
etruck | Volt Electric Truck | road |
roadtrain | Titan Road Train | road |
truck | Atlas Hauler | road |
truck2 | Atlas Hauler Mk II | road |
truck3 | Atlas Hauler Mk III | road |
bulker | Granite Bulk Carrier | water |
container | Atlas Box Carrier | water |
eferry | Ripple Electric Ferry | water |
ferry | Gull Ferry | water |
freighter | Tern Freighter | water |
hydrofoil | Skimmer Hydrofoil | water |
liner | Majestic Liner | water |
tanker | Petrel Tanker | water |