Random spawn (#2375)

## Description:

https://github.com/openfrontio/OpenFrontIO/issues/2352

This is my first PR in this project, and I’ll continue refining it based
on feedback.

<img width="1088" height="859" alt="image"
src="https://github.com/user-attachments/assets/07f4f8b1-52fa-4136-add4-19b00aefd963"
/>

<img width="1157" height="783" alt="image"
src="https://github.com/user-attachments/assets/1c5be80d-72f8-4ead-8d4b-706a3a04fd73"
/>

<img width="1488" height="777" alt="image"
src="https://github.com/user-attachments/assets/4d743548-f0c3-4579-963b-43676f68fab1"
/>

<img width="1499" height="778" alt="image"
src="https://github.com/user-attachments/assets/f808e44f-ef97-467f-9e41-812e2857c36e"
/>


## 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:

nikolaj_mykola

---------

Co-authored-by: Evan <evanpelle@gmail.com>
This commit is contained in:
Mykola
2025-11-07 01:49:37 +02:00
committed by GitHub
parent 020486686f
commit 25ea11114e
17 changed files with 276 additions and 4 deletions
@@ -0,0 +1,72 @@
import { PlayerSpawner } from "../../../../src/core/execution/utils/PlayerSpawner";
import { PlayerInfo, PlayerType } from "../../../../src/core/game/Game";
import { setup } from "../../../util/Setup";
describe("PlayerSpawner", () => {
// Manually calculated based on number of tiles in manifest of each map
// and minimum distance between players in PlayerSpawner
test.each([
["big_plains", 49],
["half_land_half_ocean", 1],
["ocean_and_land", 1],
["plains", 9],
])(
"Spawn location is found for all players in %s map with %i players",
async (mapName, maxPlayers) => {
const players: PlayerInfo[] = [];
for (let i = 0; i < maxPlayers; i++) {
players.push(
new PlayerInfo(
`player${i}`,
PlayerType.Human,
`client_id${i}`,
`player_id${i}`,
),
);
}
const game = await setup(mapName, undefined, players);
const executors = new PlayerSpawner(game, "game_id").spawnPlayers();
expect(executors.length).toBe(maxPlayers);
for (const executor of executors) {
expect(game.isLand(executor.tile)).toBe(true);
expect(game.isBorder(executor.tile)).toBe(false);
}
for (let i = 0; i < executors.length; i++) {
for (let j = i + 1; j < executors.length; j++) {
const distance = game.manhattanDist(
executors[i].tile,
executors[j].tile,
);
expect(distance).toBeGreaterThanOrEqual(30);
}
}
},
);
test("Handles spawn failure when map is too crowded", async () => {
const players: PlayerInfo[] = [];
// Try to spawn more players than possible on a small map
for (let i = 0; i < 5; i++) {
players.push(
new PlayerInfo(
`player${i}`,
PlayerType.Human,
`client_id${i}`,
`player_id${i}`,
),
);
}
const game = await setup("half_land_half_ocean", undefined, players);
const executors = new PlayerSpawner(game, "game_id").spawnPlayers();
// Should spawn fewer than requested when map is too small
expect(executors.length).toBe(1);
});
});