For v30: Add new modifiers (Hard nations and 25M Starting Gold) 🙂 (#3316)

## Description:

Adds two new public game modifiers for variety and improves compact map
eligibility for team games.

### New Modifiers

**Hard Nations (`isHardNations`)**
- We need this modifier for HvN, because medium nations are easier now
(will result in a much higher human winrate)
- In a discord discussion we concluded that HvN should generally be
easier (higher winrate than 50%, so players are less frustated)
- Thats why only 20% of HvN games have the hard nations modifier (for
now)
- For PvPvE enjoyers, the modifier is also active in FFA games => (Only
2.5% chance, and 1 ticket in `SPECIAL_MODIFIER_POOL`)

**25M Starting Gold (`startingGoldHigh`)**
- Some people in the main discord wanted this modifier, and it will
result in crazy games
- Rare special-only modifier (1 ticket in pool); mutually exclusive with
5M starting gold via `MUTUALLY_EXCLUSIVE_MODIFIERS`
- Disables nations (they lack PVP immunity, so 25M gold doesn't work
well with them)
- Excluded from HumansVsNations games (since it disables nations)
- Spawn immunity set to **2 minutes 30 seconds** (vs 30s for 5M gold),
so people can spend the gold and prepare

### Other Changes

- **Improved `supportsCompactMapForTeams`**: Replaced the hard `smallest
>= 50` land-tile cutoff with a per-team-config calculation that
simulates worst-case compact player count and checks every team gets at
least 2 players.
- **HvN spawn immunity**: Always 5 seconds in both regular and special
lobbies (to get rid of a confusing PVP immunity HeadsUpMessage in 5M
starting gold games)
- **Regular public lobby random spawn modifier probabilty**: Reduced
from 10% to 5% (Because of the new modifier, so there aren't too many
modifiers in non-special-lobbies, should only occur sometimes there)
- Rebalanced `SPECIAL_MODIFIER_POOL` a bit

## 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
2026-03-02 05:12:38 +01:00
committed by GitHub
parent e1125e0c37
commit 417fa0fe09
7 changed files with 207 additions and 57 deletions
+4 -2
View File
@@ -427,7 +427,8 @@
"teams_Quads": "Quads (teams of 4)",
"teams_Humans Vs Nations": "Humans vs Nations",
"starting_gold": "Starting gold",
"crowded": "Crowded modifier"
"crowded": "Crowded modifier",
"hard_nations": "Hard Nations"
},
"team_colors": {
"red": "Red",
@@ -469,7 +470,8 @@
"random_spawn": "Random Spawn",
"compact_map": "Compact Map",
"crowded": "Crowded",
"starting_gold": "5M Starting Gold"
"hard_nations": "Hard Nations",
"starting_gold": "{amount}M Starting Gold"
},
"select_lang": {
"title": "Select Language"
+7 -13
View File
@@ -5,7 +5,6 @@ import {
GameMapType,
GameMode,
HumansVsNations,
PublicGameModifiers,
Quads,
Trios,
} from "../core/game/Game";
@@ -16,7 +15,12 @@ import { PublicLobbySocket } from "./LobbySocket";
import { JoinLobbyEvent } from "./Main";
import { SinglePlayerModal } from "./SinglePlayerModal";
import { terrainMapFileLoader } from "./TerrainMapFileLoader";
import { getMapName, renderDuration, translateText } from "./Utils";
import {
getMapName,
getModifierLabels,
renderDuration,
translateText,
} from "./Utils";
const CARD_BG = "bg-[color-mix(in_oklab,var(--frenchBlue)_70%,black)]";
@@ -198,7 +202,7 @@ export class GameModeSelector extends LitElement {
const mapName = getMapName(lobby.gameConfig?.gameMap);
const modifierLabels = this.getModifierLabels(
const modifierLabels = getModifierLabels(
lobby.gameConfig?.publicGameModifiers,
);
// Sort by length for visual consistency (shorter labels first)
@@ -283,16 +287,6 @@ export class GameModeSelector extends LitElement {
);
}
private getModifierLabels(mods: PublicGameModifiers | undefined): string[] {
if (!mods) return [];
return [
mods.isRandomSpawn && translateText("public_game_modifier.random_spawn"),
mods.isCompact && translateText("public_game_modifier.compact_map"),
mods.isCrowded && translateText("public_game_modifier.crowded"),
mods.startingGold && translateText("public_game_modifier.starting_gold"),
].filter((x): x is string => !!x);
}
private getLobbyTitle(lobby: PublicGameInfo): string {
const config = lobby.gameConfig!;
if (config.gameMode === GameMode.FFA) {
+14 -1
View File
@@ -109,6 +109,8 @@ export interface ModifierInfo {
labelKey: string;
/** Translation key for badge/short label (e.g. "public_game_modifier.random_spawn") */
badgeKey: string;
/** Parameters to pass to translateText for the badge key */
badgeParams?: Record<string, string | number>;
/** The raw value if applicable (e.g. startingGold amount) */
value?: number;
}
@@ -139,10 +141,19 @@ export function getActiveModifiers(
badgeKey: "public_game_modifier.crowded",
});
}
if (modifiers.isHardNations) {
result.push({
labelKey: "host_modal.hard_nations",
badgeKey: "public_game_modifier.hard_nations",
});
}
if (modifiers.startingGold) {
result.push({
labelKey: "host_modal.starting_gold",
badgeKey: "public_game_modifier.starting_gold",
badgeParams: {
amount: Math.round(modifiers.startingGold / 1_000_000),
},
value: modifiers.startingGold,
});
}
@@ -155,7 +166,9 @@ export function getActiveModifiers(
export function getModifierLabels(
modifiers: PublicGameModifiers | undefined,
): string[] {
return getActiveModifiers(modifiers).map((m) => translateText(m.badgeKey));
return getActiveModifiers(modifiers).map((m) =>
translateText(m.badgeKey, m.badgeParams),
);
}
export function renderDuration(totalSeconds: number): string {
+1
View File
@@ -215,6 +215,7 @@ export const GameConfigSchema = z.object({
isCompact: z.boolean(),
isRandomSpawn: z.boolean(),
isCrowded: z.boolean(),
isHardNations: z.boolean(),
startingGold: z.number().int().min(0).optional(),
})
.optional(),
+1
View File
@@ -236,6 +236,7 @@ export interface PublicGameModifiers {
isCompact: boolean;
isRandomSpawn: boolean;
isCrowded: boolean;
isHardNations: boolean;
startingGold?: number;
}
+174 -40
View File
@@ -89,16 +89,33 @@ const TEAM_WEIGHTS: { config: TeamCountConfig; weight: number }[] = [
{ config: HumansVsNations, weight: 20 },
];
type ModifierKey = "isRandomSpawn" | "isCompact" | "isCrowded" | "startingGold";
type ModifierKey =
| "isRandomSpawn"
| "isCompact"
| "isCrowded"
| "isHardNations"
| "startingGold"
| "startingGoldHigh";
// Each entry represents one "ticket" in the pool. More tickets = higher chance of selection.
const SPECIAL_MODIFIER_POOL: ModifierKey[] = [
...Array<ModifierKey>(4).fill("isRandomSpawn"),
...Array<ModifierKey>(7).fill("isCompact"),
...Array<ModifierKey>(8).fill("isCompact"),
...Array<ModifierKey>(1).fill("isCrowded"),
...Array<ModifierKey>(6).fill("startingGold"),
...Array<ModifierKey>(1).fill("isHardNations"),
...Array<ModifierKey>(8).fill("startingGold"),
...Array<ModifierKey>(1).fill("startingGoldHigh"),
];
// Modifiers that cannot be active at the same time.
const MUTUALLY_EXCLUSIVE_MODIFIERS: [ModifierKey, ModifierKey][] = [
["startingGold", "startingGoldHigh"],
["isHardNations", "startingGoldHigh"],
];
// Probability of hard nations modifier in HumansVsNations games.
const HARD_NATIONS_HVN_PROBABILITY = 0.2; // 20%
export class MapPlaylist {
private playlists: Record<PublicGameType, GameMapType[]> = {
ffa: [],
@@ -111,17 +128,15 @@ export class MapPlaylist {
return this.getSpecialConfig();
}
// TODO: consider moving modifier to special lobby.
const mode = type === "ffa" ? GameMode.FFA : GameMode.Team;
const map = this.getNextMap(type);
const playerTeams =
mode === GameMode.Team ? this.getTeamCount() : undefined;
const modifiers = this.getRandomPublicGameModifiers();
const modifiers = this.getRandomPublicGameModifiers(playerTeams);
const { startingGold } = modifiers;
let { isCompact, isRandomSpawn, isCrowded } = modifiers;
let { isCompact, isRandomSpawn, isCrowded, isHardNations } = modifiers;
// Duos, Trios, and Quads should not get random spawn (as it defeats the purpose)
if (
@@ -132,11 +147,16 @@ export class MapPlaylist {
isRandomSpawn = false;
}
// Maps with smallest player count (third number of calculateMapPlayerCounts) < 50 don't support compact map in team games
// (not enough players after 75% player reduction for compact maps)
// Hard nations modifier only applies when nations are present
if (mode === GameMode.Team && playerTeams !== HumansVsNations) {
isHardNations = false;
}
// Check if compact map would leave every team with at least 2 players
if (
isCompact &&
mode === GameMode.Team &&
!(await this.supportsCompactMapForTeams(map))
!(await this.supportsCompactMapForTeams(map, playerTeams!))
) {
isCompact = false;
}
@@ -167,10 +187,11 @@ export class MapPlaylist {
isCompact,
isRandomSpawn,
isCrowded,
isHardNations,
startingGold,
},
startingGold,
difficulty: Difficulty.Medium,
difficulty: isHardNations ? Difficulty.Hard : Difficulty.Medium,
infiniteGold: false,
infiniteTroops: false,
maxTimerValue: undefined,
@@ -180,7 +201,10 @@ export class MapPlaylist {
gameMode: mode,
playerTeams,
bots: isCompact ? 100 : 400,
spawnImmunityDuration: startingGold ? 30 * 10 : 5 * 10,
spawnImmunityDuration: this.getSpawnImmunityDuration(
playerTeams,
startingGold,
),
disabledUnits: [],
} satisfies GameConfig;
}
@@ -190,12 +214,16 @@ export class MapPlaylist {
const map = this.getNextMap("special");
const playerTeams =
mode === GameMode.Team ? this.getTeamCount() : undefined;
const supportsCompact =
mode !== GameMode.Team || (await this.supportsCompactMapForTeams(map));
const excludedModifiers: ModifierKey[] = [];
const supportsCompact =
mode !== GameMode.Team ||
(await this.supportsCompactMapForTeams(map, playerTeams!));
if (!supportsCompact) {
excludedModifiers.push("isCompact");
}
if (
playerTeams === Duos ||
playerTeams === Trios ||
@@ -204,8 +232,29 @@ export class MapPlaylist {
excludedModifiers.push("isRandomSpawn");
}
let { isCrowded, startingGold, isCompact, isRandomSpawn } =
this.getRandomSpecialGameModifiers(excludedModifiers);
// Hard nations: excluded for non-HvN team modes (no nations present).
// For HumansVsNations: rolled independently (not via pool).
// For FFA: stays in the pool for normal ticket-based selection.
let hardNationsFromIndependentRoll: boolean | undefined;
let poolCountReduction = 0;
if (mode === GameMode.Team && playerTeams !== HumansVsNations) {
excludedModifiers.push("isHardNations");
} else if (playerTeams === HumansVsNations) {
excludedModifiers.push("isHardNations");
excludedModifiers.push("startingGoldHigh"); // Nations are disabled if that modifier is active
hardNationsFromIndependentRoll =
Math.random() < HARD_NATIONS_HVN_PROBABILITY;
poolCountReduction = hardNationsFromIndependentRoll ? 1 : 0;
}
const poolResult = this.getRandomSpecialGameModifiers(
excludedModifiers,
undefined,
poolCountReduction,
);
let { isCrowded, startingGold, isCompact, isRandomSpawn } = poolResult;
let isHardNations =
hardNationsFromIndependentRoll ?? poolResult.isHardNations;
let crowdedMaxPlayers: number | undefined;
if (isCrowded) {
@@ -216,10 +265,21 @@ export class MapPlaylist {
// Map doesn't support crowded. Drop it and pick one replacement only
// if it was the sole modifier, so the lobby always has at least one.
isCrowded = false;
if (!isRandomSpawn && !isCompact && startingGold === undefined) {
if (
!isRandomSpawn &&
!isCompact &&
!isHardNations &&
startingGold === undefined
) {
excludedModifiers.push("isCrowded");
({ isRandomSpawn, isCompact, startingGold } =
this.getRandomSpecialGameModifiers(excludedModifiers, 1));
const fallback = this.getRandomSpecialGameModifiers(
excludedModifiers,
1,
poolCountReduction,
);
({ isRandomSpawn, isCompact, startingGold } = fallback);
isHardNations =
hardNationsFromIndependentRoll ?? fallback.isHardNations;
}
}
}
@@ -230,6 +290,11 @@ export class MapPlaylist {
(await this.lobbyMaxPlayers(map, mode, playerTeams, isCompact)),
);
const disableNations =
(mode === GameMode.Team && playerTeams !== HumansVsNations) ||
// Nations don't have PVP immunity, so 25M starting gold wouldn't work well with them
(startingGold !== undefined && startingGold >= 25_000_000);
return {
donateGold: mode === GameMode.Team,
donateTroops: mode === GameMode.Team,
@@ -241,20 +306,24 @@ export class MapPlaylist {
isCompact,
isRandomSpawn,
isCrowded,
isHardNations,
startingGold,
},
startingGold,
difficulty: Difficulty.Medium,
difficulty: isHardNations ? Difficulty.Hard : Difficulty.Medium,
infiniteGold: false,
infiniteTroops: false,
maxTimerValue: undefined,
instantBuild: false,
randomSpawn: isRandomSpawn,
disableNations: mode === GameMode.Team && playerTeams !== HumansVsNations,
disableNations,
gameMode: mode,
playerTeams,
bots: isCompact ? 100 : 400,
spawnImmunityDuration: startingGold ? 30 * 10 : 5 * 10,
spawnImmunityDuration: this.getSpawnImmunityDuration(
playerTeams,
startingGold,
),
disabledUnits: [],
} satisfies GameConfig;
}
@@ -375,30 +444,39 @@ export class MapPlaylist {
return TEAM_WEIGHTS[0].config;
}
private getRandomPublicGameModifiers(): PublicGameModifiers {
private getRandomPublicGameModifiers(
playerTeams?: TeamCountConfig,
): PublicGameModifiers {
return {
isRandomSpawn: Math.random() < 0.1, // 10% chance
isRandomSpawn: Math.random() < 0.05, // 5% chance
isCompact: Math.random() < 0.05, // 5% chance
isCrowded: Math.random() < 0.05, // 5% chance
startingGold: Math.random() < 0.05 ? 5_000_000 : undefined, // 5% chance
isHardNations:
playerTeams === HumansVsNations
? Math.random() < HARD_NATIONS_HVN_PROBABILITY
: Math.random() < 0.025, // 2.5% chance
};
}
private getRandomSpecialGameModifiers(
excludedModifiers: ModifierKey[] = [],
count?: number,
countReduction: number = 0,
): PublicGameModifiers {
// Roll how many modifiers to pick: 30% → 1, 40% → 2, 20% → 3, 10% → 4
const modifierCountRoll = Math.floor(Math.random() * 10) + 1;
const k =
count ??
(modifierCountRoll <= 3
? 1
: modifierCountRoll <= 7
? 2
: modifierCountRoll <= 9
? 3
: 4);
const k = Math.max(
0,
(count ??
(modifierCountRoll <= 3
? 1
: modifierCountRoll <= 7
? 2
: modifierCountRoll <= 9
? 3
: 4)) - countReduction,
);
// Shuffle the pool, then pick the first k unique modifier keys.
const pool = SPECIAL_MODIFIER_POOL.filter(
@@ -408,23 +486,79 @@ export class MapPlaylist {
const selected = new Set<ModifierKey>();
for (const key of pool) {
if (selected.size >= k) break;
selected.add(key);
// Skip if a mutually exclusive modifier is already selected
const blocked = MUTUALLY_EXCLUSIVE_MODIFIERS.some(
([a, b]) =>
(key === a && selected.has(b)) || (key === b && selected.has(a)),
);
if (!blocked) selected.add(key);
}
return {
isRandomSpawn: selected.has("isRandomSpawn"),
isCompact: selected.has("isCompact"),
isCrowded: selected.has("isCrowded"),
startingGold: selected.has("startingGold") ? 5_000_000 : undefined,
isHardNations: selected.has("isHardNations"),
startingGold: selected.has("startingGoldHigh")
? 25_000_000
: selected.has("startingGold")
? 5_000_000
: undefined,
};
}
// Maps with smallest player count (third number of calculateMapPlayerCounts) < 50 don't support compact map in team games
// (not enough players after 75% player reduction for compact maps)
private async supportsCompactMapForTeams(map: GameMapType): Promise<boolean> {
// Check whether a compact map still gives every team at least 2 players,
// using the worst-case player tier (smallest) from lobbyMaxPlayers.
private async supportsCompactMapForTeams(
map: GameMapType,
playerTeams: TeamCountConfig,
): Promise<boolean> {
const landTiles = await getMapLandTiles(map);
const [, , smallest] = this.calculateMapPlayerCounts(landTiles);
return smallest >= 50;
const [l, , s] = this.calculateMapPlayerCounts(landTiles);
// Worst case: smallest tier with team mode 1.5x multiplier, capped at l
let p = Math.min(Math.ceil(s * 1.5), l);
// Apply compact 75% player reduction
p = Math.max(3, Math.floor(p * 0.25));
// Apply team adjustment
p = this.adjustForTeams(p, playerTeams);
// Check at least 2 players per team
return this.playersPerTeam(p, playerTeams) >= 2;
}
private playersPerTeam(
adjustedPlayerCount: number,
playerTeams: TeamCountConfig,
): number {
switch (playerTeams) {
case Duos:
return Math.min(2, adjustedPlayerCount);
case Trios:
return Math.min(3, adjustedPlayerCount);
case Quads:
return Math.min(4, adjustedPlayerCount);
case HumansVsNations:
return adjustedPlayerCount; // adjustedPlayerCount is the human count
default:
return Math.floor(adjustedPlayerCount / playerTeams);
}
}
/**
* Centralised spawn-immunity duration logic.
* - HumansVsNations: always 5s (nations can't benefit from longer PVP immunity)
* - 25M starting gold: 2:30 (extra time to compensate for high gold)
* - 5M starting gold: 30s
* - Default: 5s
*/
private getSpawnImmunityDuration(
playerTeams?: TeamCountConfig,
startingGold?: number,
): number {
if (playerTeams === HumansVsNations) return 5 * 10;
if (startingGold !== undefined && startingGold >= 25_000_000)
return 150 * 10;
if (startingGold) return 30 * 10;
return 5 * 10;
}
private async getCrowdedMaxPlayers(
+6 -1
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@@ -80,7 +80,12 @@ export class TestServerConfig implements ServerConfig {
throw new Error("Method not implemented.");
}
getRandomPublicGameModifiers(): PublicGameModifiers {
return { isCompact: false, isRandomSpawn: false, isCrowded: false };
return {
isCompact: false,
isRandomSpawn: false,
isCrowded: false,
isHardNations: false,
};
}
async supportsCompactMapForTeams(): Promise<boolean> {
throw new Error("Method not implemented.");