Allow mappers to define additionalNations 🗺️ (#3902)

## Description:

Adds an optional `additionalNations` array to map manifests (info.json /
manifest.json), used as a name pool when a game requests more nations
than the map defines (HvN, private lobbies, solo games).

Suggested by mapmaker PatrickPlaysBadly.

When the requested nation count exceeds `nations.length`:
1. The deficit is filled by random picks from `additionalNations`
(collisions with manifest names are skipped).
2. If `additionalNations` still does not cover the deficit, the
remainder is generated procedurally as before.

Each entry supports `name`, optional `flag` and optional `coordinates`.
If `coordinates` are provided, the picked nation gets a spawn cell
(otherwise it spawns like the procedurally generated ones, with no fixed
location).

`Nation.flag` is also relaxed to optional, since many existing manifest
entries already omit it.

## Please complete the following:

- [X] I have added screenshots for all UI updates
- [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
- [X] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced

## Please put your Discord username so you can be contacted if a bug or
regression is found:

FloPinguin
This commit is contained in:
FloPinguin
2026-05-11 21:58:34 +02:00
committed by GitHub
parent f1d162825e
commit 19280c0b37
5 changed files with 332 additions and 7 deletions
+1
View File
@@ -59,6 +59,7 @@ export async function createGameRunner(
const nations = createNationsForGame(
gameStart,
gameMap.nations,
gameMap.additionalNations,
humans.length,
random,
);
+7
View File
@@ -715,6 +715,13 @@ export class GameView implements GameMap {
flag: nation.flag ? `/flags/${nation.flag}.svg` : undefined,
} satisfies PlayerCosmetics);
}
for (const extra of this._mapData.additionalNations) {
// Only set if not already provided by a manifest nation with the same name.
if (this._cosmetics.has(extra.name)) continue;
this._cosmetics.set(extra.name, {
flag: extra.flag ? `/flags/${extra.flag}.svg` : undefined,
} satisfies PlayerCosmetics);
}
}
isOnEdgeOfMap(ref: TileRef): boolean {
+40 -6
View File
@@ -10,7 +10,7 @@ import {
PlayerInfo,
PlayerType,
} from "./Game";
import { Nation as ManifestNation } from "./TerrainMapLoader";
import { AdditionalNation, Nation as ManifestNation } from "./TerrainMapLoader";
/**
* Creates the nations array for a game.
@@ -21,10 +21,14 @@ import { Nation as ManifestNation } from "./TerrainMapLoader";
* - Public HumansVsNations: matches nation count to human player count
* - Public compact maps: uses 25% of manifest nations
* - Otherwise: uses all manifest nations
*
* When more nations are needed than the manifest defines, names are first
* drawn from `additionalNations`; any remainder is generated procedurally.
*/
export function createNationsForGame(
gameStart: GameStartInfo,
manifestNations: ManifestNation[],
additionalNations: AdditionalNation[],
numHumans: number,
random: PseudoRandom,
): Nation[] {
@@ -49,6 +53,7 @@ export function createNationsForGame(
return createRandomNations(
configNations,
manifestNations,
additionalNations,
toNation,
random,
);
@@ -57,7 +62,13 @@ export function createNationsForGame(
if (gameStart.config.gameType === GameType.Public) {
// For HvN, balance nation count to match human count
if (isHumansVsNations) {
return createRandomNations(numHumans, manifestNations, toNation, random);
return createRandomNations(
numHumans,
manifestNations,
additionalNations,
toNation,
random,
);
}
// For compact maps, use only 25% of nations (minimum 1)
@@ -77,11 +88,14 @@ export function createNationsForGame(
/**
* Creates the requested number of nations from manifest data.
* If more nations are needed than available in the manifest, generates additional ones with random names.
* If more nations are needed than available in the manifest, fills the gap
* first with random picks from `additionalNations`, then with procedurally
* generated names if still short.
*/
function createRandomNations(
targetCount: number,
manifestNations: ManifestNation[],
additionalNations: AdditionalNation[],
toNation: (n: ManifestNation) => Nation,
random: PseudoRandom,
): Nation[] {
@@ -89,11 +103,31 @@ function createRandomNations(
if (targetCount <= manifestNations.length) {
return shuffled.slice(0, targetCount).map(toNation);
}
// Need more nations than defined in manifest, create additional ones
const nations: Nation[] = shuffled.map(toNation);
const usedNames = new Set(nations.map((n) => n.playerInfo.name));
const additionalCount = targetCount - manifestNations.length;
for (let i = 0; i < additionalCount; i++) {
let remaining = targetCount - manifestNations.length;
if (remaining > 0 && additionalNations.length > 0) {
const candidates = additionalNations.filter((n) => !usedNames.has(n.name));
const shuffledExtras = random.shuffleArray(candidates);
const picked = shuffledExtras.slice(0, remaining);
for (const extra of picked) {
const spawnCell =
extra.coordinates !== undefined
? new Cell(extra.coordinates[0], extra.coordinates[1])
: undefined;
nations.push(
new Nation(
spawnCell,
new PlayerInfo(extra.name, PlayerType.Nation, null, random.nextID()),
),
);
usedNames.add(extra.name);
}
remaining -= picked.length;
}
for (let i = 0; i < remaining; i++) {
const name = generateUniqueNationName(random, usedNames);
usedNames.add(name);
nations.push(
+21 -1
View File
@@ -4,6 +4,7 @@ import { GameMapLoader } from "./GameMapLoader";
export type TerrainMapData = {
nations: Nation[];
additionalNations: AdditionalNation[];
gameMap: GameMap;
miniGameMap: GameMap;
teamGameSpawnAreas?: TeamGameSpawnAreas;
@@ -23,12 +24,22 @@ export interface MapManifest {
map4x: MapMetadata;
map16x: MapMetadata;
nations: Nation[];
// Optional pool of fallback nation names used when a game requests more
// nations than the manifest defines. Picked at random; if still not enough,
// the remainder is generated procedurally.
additionalNations?: AdditionalNation[];
teamGameSpawnAreas?: TeamGameSpawnAreas;
}
export interface Nation {
coordinates: [number, number];
flag: string;
flag?: string;
name: string;
}
export interface AdditionalNation {
coordinates?: [number, number];
flag?: string;
name: string;
}
@@ -63,6 +74,14 @@ export async function loadTerrainMap(
Math.floor(nation.coordinates[1] / 2),
];
});
manifest.additionalNations?.forEach((nation) => {
if (nation.coordinates !== undefined) {
nation.coordinates = [
Math.floor(nation.coordinates[0] / 2),
Math.floor(nation.coordinates[1] / 2),
];
}
});
}
// Scale spawn areas for compact maps
@@ -82,6 +101,7 @@ export async function loadTerrainMap(
const result = {
nations: manifest.nations,
additionalNations: manifest.additionalNations ?? [],
gameMap: gameMap,
miniGameMap: miniMap,
teamGameSpawnAreas,
+263
View File
@@ -0,0 +1,263 @@
import {
Difficulty,
GameMapSize,
GameMapType,
GameMode,
GameType,
Nation,
} from "../src/core/game/Game";
import { createNationsForGame } from "../src/core/game/NationCreation";
import {
AdditionalNation,
Nation as ManifestNation,
} from "../src/core/game/TerrainMapLoader";
import { PseudoRandom } from "../src/core/PseudoRandom";
import { GameConfig, GameStartInfo } from "../src/core/Schemas";
function makeManifestNations(count: number): ManifestNation[] {
const result: ManifestNation[] = [];
for (let i = 0; i < count; i++) {
result.push({
coordinates: [i, i],
flag: "",
name: `Manifest${i}`,
});
}
return result;
}
function makeAdditionalNations(names: string[]): AdditionalNation[] {
return names.map((name) => ({ name }));
}
function makeGameStart(targetNations: number): GameStartInfo {
const config: GameConfig = {
gameMap: GameMapType.World,
gameMapSize: GameMapSize.Normal,
gameMode: GameMode.FFA,
gameType: GameType.Singleplayer,
difficulty: Difficulty.Medium,
nations: targetNations,
donateGold: false,
donateTroops: false,
bots: 0,
infiniteGold: false,
infiniteTroops: false,
instantBuild: false,
randomSpawn: false,
};
return {
gameID: "test1234",
lobbyCreatedAt: 0,
config,
players: [],
};
}
function nationNames(nations: Nation[]): string[] {
return nations.map((n) => n.playerInfo.name);
}
describe("createNationsForGame: additionalNations pool", () => {
test("does not draw from the pool when manifest already covers the count", () => {
const manifest = makeManifestNations(4);
const extras = makeAdditionalNations(["ExtraA", "ExtraB", "ExtraC"]);
const random = new PseudoRandom(1);
const nations = createNationsForGame(
makeGameStart(3),
manifest,
extras,
0,
random,
);
expect(nations).toHaveLength(3);
for (const name of nationNames(nations)) {
expect(name.startsWith("Manifest")).toBe(true);
}
});
test("fills the deficit entirely from the pool when it is large enough", () => {
const manifest = makeManifestNations(2);
const extras = makeAdditionalNations([
"ExtraA",
"ExtraB",
"ExtraC",
"ExtraD",
"ExtraE",
]);
const random = new PseudoRandom(7);
const nations = createNationsForGame(
makeGameStart(5),
manifest,
extras,
0,
random,
);
expect(nations).toHaveLength(5);
const names = nationNames(nations);
expect(names.filter((n) => n.startsWith("Manifest"))).toHaveLength(2);
const fromPool = names.filter((n) => n.startsWith("Extra"));
expect(fromPool).toHaveLength(3);
for (const name of fromPool) {
expect(extras.some((e) => e.name === name)).toBe(true);
}
});
test("randomly selects from the pool when it has more entries than needed", () => {
const manifest = makeManifestNations(2);
const pool = [
"ExtraA",
"ExtraB",
"ExtraC",
"ExtraD",
"ExtraE",
"ExtraF",
"ExtraG",
"ExtraH",
];
const extras = makeAdditionalNations(pool);
const seen = new Set<string>();
for (let seed = 1; seed <= 25; seed++) {
const random = new PseudoRandom(seed);
const nations = createNationsForGame(
makeGameStart(4),
manifest,
extras,
0,
random,
);
expect(nations).toHaveLength(4);
const fromPool = nationNames(nations).filter((n) =>
n.startsWith("Extra"),
);
expect(fromPool).toHaveLength(2);
for (const name of fromPool) {
expect(pool).toContain(name);
}
fromPool.forEach((n) => seen.add(n));
}
expect(seen.size).toBeGreaterThan(2);
});
test("falls back to generated names when the pool is too small", () => {
const manifest = makeManifestNations(1);
const extras = makeAdditionalNations(["ExtraA", "ExtraB"]);
const random = new PseudoRandom(42);
const nations = createNationsForGame(
makeGameStart(5),
manifest,
extras,
0,
random,
);
expect(nations).toHaveLength(5);
const names = nationNames(nations);
expect(names.filter((n) => n.startsWith("Manifest"))).toHaveLength(1);
const fromPool = names.filter((n) => extras.some((e) => e.name === n));
expect(fromPool).toHaveLength(2);
const generated = names.filter(
(n) => !n.startsWith("Manifest") && !extras.some((e) => e.name === n),
);
expect(generated).toHaveLength(2);
});
test("falls back to generated names when the pool is empty", () => {
const manifest = makeManifestNations(2);
const random = new PseudoRandom(11);
const nations = createNationsForGame(
makeGameStart(4),
manifest,
[],
0,
random,
);
expect(nations).toHaveLength(4);
expect(
nationNames(nations).filter((n) => n.startsWith("Manifest")),
).toHaveLength(2);
});
test("skips pool entries whose name collides with a manifest nation", () => {
const manifest = makeManifestNations(2);
const extras = makeAdditionalNations([
"Manifest0",
"Manifest1",
"UniqueExtra",
]);
const random = new PseudoRandom(3);
const nations = createNationsForGame(
makeGameStart(3),
manifest,
extras,
0,
random,
);
const names = nationNames(nations);
expect(names).toHaveLength(3);
expect(new Set(names).size).toBe(3);
expect(names).toContain("UniqueExtra");
});
test("uses coordinates from additional nations when provided", () => {
const manifest = makeManifestNations(1);
const extras: AdditionalNation[] = [
{ name: "WithCoords", coordinates: [42, 99] },
{ name: "WithoutCoords" },
];
const random = new PseudoRandom(5);
const nations = createNationsForGame(
makeGameStart(3),
manifest,
extras,
0,
random,
);
const withCoords = nations.find((n) => n.playerInfo.name === "WithCoords");
const withoutCoords = nations.find(
(n) => n.playerInfo.name === "WithoutCoords",
);
expect(withCoords).toBeDefined();
expect(withoutCoords).toBeDefined();
expect(withCoords!.spawnCell?.x).toBe(42);
expect(withCoords!.spawnCell?.y).toBe(99);
expect(withoutCoords!.spawnCell).toBeUndefined();
});
test("produces unique nation names overall", () => {
const manifest = makeManifestNations(3);
const extras = makeAdditionalNations(["Ex1", "Ex2", "Ex3"]);
const random = new PseudoRandom(99);
const nations = createNationsForGame(
makeGameStart(8),
manifest,
extras,
0,
random,
);
const names = nationNames(nations);
expect(names).toHaveLength(8);
expect(new Set(names).size).toBe(8);
});
});