mirror of
https://github.com/openfrontio/OpenFrontIO.git
synced 2026-07-01 02:33:26 +00:00
Generate a single MapInfo list; move SPECIAL_TEAM_MAPS and en.json map names into info.json (#4231)
**Add approved & assigned issue number here:** N/A — maintainer follow-up to #4227. ## Description: Follow-up to #4227, finishing the "info.json is the single source of truth" refactor. **Maps.gen.ts now generates one `MapInfo` interface and a `maps` list** instead of parallel lookup records. `mapCategories`, `mapTranslationKeys`, and `multiplayerFrequency` are gone — consumers read the list directly (`map.categories`, `map.translationKey`, `map.multiplayerFrequency`). MapPicker got simpler in the process: it renders from `MapInfo` objects, so the reverse `Object.entries(GameMapType)` lookup to recover the enum key is gone. The featured-rank sort moved out of the Go codegen into the picker, where the presentation concern belongs. **`SPECIAL_TEAM_MAPS` moves into info.json** as an optional `special_team_count` field (set on the same 17 maps with the same values). MapPlaylist derives its map from the generated list; `SPECIAL_TEAM_FORCE_CHANCE` and the frequency multiplier behavior are unchanged. **The en.json `map` section is now generated.** A new optional `display_name` field in info.json (defaulting to `name`) is written to `resources/lang/en.json` by the generator, preserving the section's non-map UI keys (`map`, `featured`, `all`, `favorites`, `random`). The 8 maps whose English display name intentionally differs from the frozen enum value (e.g. `MENA`, `Milky Way`, `Europe (Classic)`, `Baikal (Nuke Wars)`) declare it via `display_name`, so no display text changes. The section is emitted alphabetically; since #4232 already sorted en.json and every value matches, regeneration is byte-identical and this PR has no en.json diff. Other languages remain Crowdin-managed. The generator also now validates `translation_key` is exactly `map.<folder>` and `special_team_count >= 2`. MapConsistency tests compare info.json directly against the generated list and the en.json section, and fail with a "run `npm run gen-maps`" message on drift. No behavior changes: enum values, playlist frequencies, special-team counts, featured order, and display names are all byte-identical. ## Please complete the following: - [x] I have added screenshots for all UI updates (no UI changes — internal refactor, rendering output identical) - [x] I process any text displayed to the user through translateText() and I've added it to the en.json file - [x] I have added relevant tests to the test directory ## Please put your Discord username so you can be contacted if a bug or regression is found: evanpelle 🤖 Generated with [Claude Code](https://claude.com/claude-code) --------- Co-authored-by: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
+11
-25
@@ -1,14 +1,13 @@
|
||||
import { SAM_CONSTRUCTION_TICKS } from "../core/configuration/Config";
|
||||
import {
|
||||
maps as allMaps,
|
||||
Difficulty,
|
||||
Duos,
|
||||
GameMapName,
|
||||
GameMapSize,
|
||||
GameMapType,
|
||||
GameMode,
|
||||
GameType,
|
||||
HumansVsNations,
|
||||
multiplayerFrequency,
|
||||
PublicGameModifiers,
|
||||
Quads,
|
||||
RankedType,
|
||||
@@ -50,30 +49,17 @@ const TEAM_WEIGHTS: { config: TeamCountConfig; weight: number }[] = [
|
||||
{ config: HumansVsNations, weight: 20 },
|
||||
];
|
||||
|
||||
// Maps with a preferred team count in team / special games.
|
||||
// Maps with a preferred team count in team / special games, declared via
|
||||
// "special_team_count" in each map's info.json.
|
||||
// For these maps: team-playlist frequency is doubled, and the preferred
|
||||
// team count overrides the random TEAM_WEIGHTS roll with SPECIAL_TEAM_FORCE_CHANCE.
|
||||
const SPECIAL_TEAM_FORCE_CHANCE = 0.75;
|
||||
const SPECIAL_TEAM_FREQ_MULTIPLIER = 2;
|
||||
const SPECIAL_TEAM_MAPS: ReadonlyMap<GameMapType, TeamCountConfig> = new Map([
|
||||
[GameMapType.Baikal, 2],
|
||||
[GameMapType.FourIslands, 4],
|
||||
[GameMapType.Luna, 2],
|
||||
[GameMapType.StraitOfGibraltar, 2],
|
||||
[GameMapType.StraitOfHormuz, 2],
|
||||
[GameMapType.Aegean, 2],
|
||||
[GameMapType.BeringSea, 2],
|
||||
[GameMapType.BeringStrait, 2],
|
||||
[GameMapType.BosphorusStraits, 2],
|
||||
[GameMapType.Conakry, 2],
|
||||
[GameMapType.Pluto, 2],
|
||||
[GameMapType.FalklandIslands, 2],
|
||||
[GameMapType.TradersDream, 2],
|
||||
[GameMapType.Surrounded, 4],
|
||||
[GameMapType.GulfOfStLawrence, 3],
|
||||
[GameMapType.ChoppingBlock, 4],
|
||||
[GameMapType.JuanDeFucaStrait, 3],
|
||||
]);
|
||||
const SPECIAL_TEAM_MAPS: ReadonlyMap<GameMapType, TeamCountConfig> = new Map(
|
||||
allMaps
|
||||
.filter((m) => m.specialTeamCount !== undefined)
|
||||
.map((m) => [m.type, m.specialTeamCount!]),
|
||||
);
|
||||
|
||||
type ModifierKey =
|
||||
| "isRandomSpawn"
|
||||
@@ -498,15 +484,15 @@ export class MapPlaylist {
|
||||
|
||||
private buildMapsList(type: PublicGameType): GameMapType[] {
|
||||
const maps: GameMapType[] = [];
|
||||
(Object.keys(GameMapType) as GameMapName[]).forEach((key) => {
|
||||
const map = GameMapType[key];
|
||||
allMaps.forEach((mapInfo) => {
|
||||
const map = mapInfo.type;
|
||||
if (
|
||||
type !== "special" &&
|
||||
(ARCADE_MAPS.has(map) || SPECIAL_ONLY_MAPS.has(map))
|
||||
) {
|
||||
return;
|
||||
}
|
||||
let freq = multiplayerFrequency[key];
|
||||
let freq = mapInfo.multiplayerFrequency;
|
||||
// Boost frequency for special team maps in the team playlist
|
||||
if (type === "team" && SPECIAL_TEAM_MAPS.has(map)) {
|
||||
freq *= SPECIAL_TEAM_FREQ_MULTIPLIER;
|
||||
|
||||
Reference in New Issue
Block a user