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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
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@@ -59,6 +59,7 @@ export async function createGameRunner(
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const nations = createNationsForGame(
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gameStart,
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gameMap.nations,
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gameMap.additionalNations,
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humans.length,
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random,
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);
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@@ -715,6 +715,13 @@ export class GameView implements GameMap {
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flag: nation.flag ? `/flags/${nation.flag}.svg` : undefined,
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} satisfies PlayerCosmetics);
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}
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for (const extra of this._mapData.additionalNations) {
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// Only set if not already provided by a manifest nation with the same name.
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if (this._cosmetics.has(extra.name)) continue;
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this._cosmetics.set(extra.name, {
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flag: extra.flag ? `/flags/${extra.flag}.svg` : undefined,
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} satisfies PlayerCosmetics);
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}
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}
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isOnEdgeOfMap(ref: TileRef): boolean {
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@@ -10,7 +10,7 @@ import {
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PlayerInfo,
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PlayerType,
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} from "./Game";
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import { Nation as ManifestNation } from "./TerrainMapLoader";
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import { AdditionalNation, Nation as ManifestNation } from "./TerrainMapLoader";
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/**
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* Creates the nations array for a game.
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@@ -21,10 +21,14 @@ import { Nation as ManifestNation } from "./TerrainMapLoader";
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* - Public HumansVsNations: matches nation count to human player count
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* - Public compact maps: uses 25% of manifest nations
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* - Otherwise: uses all manifest nations
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*
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* When more nations are needed than the manifest defines, names are first
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* drawn from `additionalNations`; any remainder is generated procedurally.
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*/
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export function createNationsForGame(
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gameStart: GameStartInfo,
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manifestNations: ManifestNation[],
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additionalNations: AdditionalNation[],
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numHumans: number,
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random: PseudoRandom,
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): Nation[] {
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@@ -49,6 +53,7 @@ export function createNationsForGame(
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return createRandomNations(
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configNations,
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manifestNations,
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additionalNations,
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toNation,
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random,
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);
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@@ -57,7 +62,13 @@ export function createNationsForGame(
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if (gameStart.config.gameType === GameType.Public) {
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// For HvN, balance nation count to match human count
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if (isHumansVsNations) {
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return createRandomNations(numHumans, manifestNations, toNation, random);
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return createRandomNations(
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numHumans,
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manifestNations,
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additionalNations,
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toNation,
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random,
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);
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}
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// For compact maps, use only 25% of nations (minimum 1)
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@@ -77,11 +88,14 @@ export function createNationsForGame(
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/**
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* Creates the requested number of nations from manifest data.
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* If more nations are needed than available in the manifest, generates additional ones with random names.
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* If more nations are needed than available in the manifest, fills the gap
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* first with random picks from `additionalNations`, then with procedurally
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* generated names if still short.
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*/
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function createRandomNations(
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targetCount: number,
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manifestNations: ManifestNation[],
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additionalNations: AdditionalNation[],
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toNation: (n: ManifestNation) => Nation,
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random: PseudoRandom,
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): Nation[] {
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@@ -89,11 +103,31 @@ function createRandomNations(
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if (targetCount <= manifestNations.length) {
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return shuffled.slice(0, targetCount).map(toNation);
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}
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// Need more nations than defined in manifest, create additional ones
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const nations: Nation[] = shuffled.map(toNation);
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const usedNames = new Set(nations.map((n) => n.playerInfo.name));
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const additionalCount = targetCount - manifestNations.length;
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for (let i = 0; i < additionalCount; i++) {
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let remaining = targetCount - manifestNations.length;
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if (remaining > 0 && additionalNations.length > 0) {
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const candidates = additionalNations.filter((n) => !usedNames.has(n.name));
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const shuffledExtras = random.shuffleArray(candidates);
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const picked = shuffledExtras.slice(0, remaining);
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for (const extra of picked) {
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const spawnCell =
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extra.coordinates !== undefined
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? new Cell(extra.coordinates[0], extra.coordinates[1])
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: undefined;
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nations.push(
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new Nation(
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spawnCell,
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new PlayerInfo(extra.name, PlayerType.Nation, null, random.nextID()),
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),
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);
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usedNames.add(extra.name);
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}
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remaining -= picked.length;
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}
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for (let i = 0; i < remaining; i++) {
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const name = generateUniqueNationName(random, usedNames);
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usedNames.add(name);
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nations.push(
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@@ -4,6 +4,7 @@ import { GameMapLoader } from "./GameMapLoader";
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export type TerrainMapData = {
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nations: Nation[];
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additionalNations: AdditionalNation[];
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gameMap: GameMap;
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miniGameMap: GameMap;
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teamGameSpawnAreas?: TeamGameSpawnAreas;
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@@ -23,12 +24,22 @@ export interface MapManifest {
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map4x: MapMetadata;
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map16x: MapMetadata;
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nations: Nation[];
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// Optional pool of fallback nation names used when a game requests more
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// nations than the manifest defines. Picked at random; if still not enough,
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// the remainder is generated procedurally.
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additionalNations?: AdditionalNation[];
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teamGameSpawnAreas?: TeamGameSpawnAreas;
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}
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export interface Nation {
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coordinates: [number, number];
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flag: string;
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flag?: string;
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name: string;
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}
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export interface AdditionalNation {
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coordinates?: [number, number];
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flag?: string;
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name: string;
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}
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@@ -63,6 +74,14 @@ export async function loadTerrainMap(
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Math.floor(nation.coordinates[1] / 2),
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];
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});
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manifest.additionalNations?.forEach((nation) => {
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if (nation.coordinates !== undefined) {
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nation.coordinates = [
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Math.floor(nation.coordinates[0] / 2),
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Math.floor(nation.coordinates[1] / 2),
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];
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}
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});
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}
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// Scale spawn areas for compact maps
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@@ -82,6 +101,7 @@ export async function loadTerrainMap(
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const result = {
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nations: manifest.nations,
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additionalNations: manifest.additionalNations ?? [],
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gameMap: gameMap,
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miniGameMap: miniMap,
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teamGameSpawnAreas,
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