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:
Evan
2026-06-11 21:06:48 -07:00
committed by GitHub
parent be177f445a
commit 182d008ddd
60 changed files with 1099 additions and 508 deletions
+11 -25
View File
@@ -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;