Create ranked type enum, last person not afk wins in 1v1 (#2892)

## Description:

* Add RankedType enum, for now it's just 1v1
* Add new method to MapPlaylist to create 1v1 game config
* Update WinCheck so the last player is declared a winner on 1v1.

## 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:

evan
This commit is contained in:
Evan
2026-01-13 19:48:14 -08:00
committed by GitHub
parent 247c78151c
commit 42c944c9cc
6 changed files with 275 additions and 6 deletions
+3 -2
View File
@@ -16,6 +16,7 @@ import {
GameType,
HumansVsNations,
Quads,
RankedType,
Trios,
UnitType,
} from "./game/Game";
@@ -183,6 +184,7 @@ export const GameConfigSchema = z.object({
donateTroops: z.boolean(), // Configures donations to humans only
gameType: z.enum(GameType),
gameMode: z.enum(GameMode),
rankedType: z.enum(RankedType).optional(), // Only set for ranked games.
gameMapSize: z.enum(GameMapSize),
publicGameModifiers: z
.object({
@@ -198,11 +200,10 @@ export const GameConfigSchema = z.object({
disableNavMesh: z.boolean().optional(),
randomSpawn: z.boolean(),
maxPlayers: z.number().optional(),
maxTimerValue: z.number().int().min(1).max(120).optional(),
maxTimerValue: z.number().int().min(1).max(120).optional(), // In minutes
spawnImmunityDuration: z.number().int().min(0).optional(), // In ticks
disabledUnits: z.enum(UnitType).array().optional(),
playerTeams: TeamCountConfigSchema.optional(),
isOneVOne: z.boolean().optional(),
});
export const TeamSchema = z.string();
+15
View File
@@ -5,6 +5,8 @@ import {
Game,
GameMode,
Player,
PlayerType,
RankedType,
Team,
} from "../game/Game";
@@ -44,6 +46,19 @@ export class WinCheckExecution implements Execution {
if (sorted.length === 0) {
return;
}
if (this.mg.config().gameConfig().rankedType === RankedType.OneVOne) {
const humans = sorted.filter(
(p) => p.type() === PlayerType.Human && !p.isDisconnected(),
);
if (humans.length === 1) {
this.mg.setWinner(humans[0], this.mg.stats().stats());
console.log(`${humans[0].name()} has won the game`);
this.active = false;
return;
}
}
const max = sorted[0];
const timeElapsed =
(this.mg.ticks() - this.mg.config().numSpawnPhaseTurns()) / 10;
+5
View File
@@ -195,6 +195,11 @@ export enum GameMode {
FFA = "Free For All",
Team = "Team",
}
export enum RankedType {
OneVOne = "1v1",
}
export const isGameMode = (value: unknown): value is GameMode =>
isEnumValue(GameMode, value);
+35
View File
@@ -9,6 +9,7 @@ import {
HumansVsNations,
PublicGameModifiers,
Quads,
RankedType,
Trios,
} from "../core/game/Game";
import { PseudoRandom } from "../core/PseudoRandom";
@@ -140,6 +141,40 @@ export class MapPlaylist {
} satisfies GameConfig;
}
public get1v1Config(): GameConfig {
const ffaMaps = [
GameMapType.Iceland,
GameMapType.World,
GameMapType.EuropeClassic,
GameMapType.Australia,
GameMapType.FaroeIslands,
GameMapType.Pangaea,
GameMapType.Italia,
GameMapType.FalklandIslands,
GameMapType.Sierpinski,
];
return {
donateGold: false,
donateTroops: false,
gameMap: ffaMaps[Math.floor(Math.random() * ffaMaps.length)],
maxPlayers: 2,
gameType: GameType.Public,
gameMapSize: GameMapSize.Compact,
difficulty: Difficulty.Easy,
rankedType: RankedType.OneVOne,
infiniteGold: false,
infiniteTroops: false,
maxTimerValue: 10, // 10 minutes
instantBuild: false,
randomSpawn: false,
disableNations: false,
gameMode: GameMode.FFA,
bots: 100,
spawnImmunityDuration: 5 * 10,
disabledUnits: [],
} satisfies GameConfig;
}
private getNextMap(): MapWithMode {
if (this.mapsPlaylist.length === 0) {
const numAttempts = 10000;
+2 -3
View File
@@ -8,7 +8,7 @@ import { fileURLToPath } from "url";
import { WebSocket, WebSocketServer } from "ws";
import { z } from "zod";
import { getServerConfigFromServer } from "../core/configuration/ConfigLoader";
import { GameMapSize, GameType } from "../core/game/Game";
import { GameType } from "../core/game/Game";
import {
ClientMessageSchema,
GameID,
@@ -522,8 +522,7 @@ async function pollLobby(gm: GameManager) {
log.info(`Lobby poll successful:`, data);
if (data.assignment) {
const gameConfig = await playlist.gameConfig();
gameConfig.gameMapSize = GameMapSize.Compact;
const gameConfig = playlist.get1v1Config();
const game = gm.createGame(gameId, gameConfig);
setTimeout(() => {
// Wait a few seconds to allow clients to connect.
+215 -1
View File
@@ -4,8 +4,9 @@ import {
GameMode,
PlayerInfo,
PlayerType,
RankedType,
} from "../../../src/core/game/Game";
import { setup } from "../../util/Setup";
import { playerInfo, setup } from "../../util/Setup";
describe("WinCheckExecution", () => {
let mg: any;
@@ -369,3 +370,216 @@ describe("WinCheckExecution - Nation Winners", () => {
expect(winCheck.isActive()).toBe(true);
});
});
describe("WinCheckExecution - 1v1 Ranked Mode", () => {
test("should set winner when only one human remains connected", async () => {
// Setup game with 1v1 ranked mode and two human players
const game = await setup(
"big_plains",
{
infiniteGold: true,
gameMode: GameMode.FFA,
instantBuild: true,
rankedType: RankedType.OneVOne,
},
[
playerInfo("Player1", PlayerType.Human),
playerInfo("Player2", PlayerType.Human),
],
);
const human1 = game.player("Player1");
const human2 = game.player("Player2");
// Skip spawn phase
while (game.inSpawnPhase()) {
game.executeNextTick();
}
// Assign some territory to both players
let human1Count = 0;
let human2Count = 0;
game.map().forEachTile((tile) => {
if (!game.map().isLand(tile)) return;
if (human1Count < 10) {
human1.conquer(tile);
human1Count++;
} else if (human2Count < 10) {
human2.conquer(tile);
human2Count++;
}
});
// Mark player 2 as disconnected
human2.markDisconnected(true);
// Mock setWinner to capture calls
const setWinnerSpy = vi.fn();
game.setWinner = setWinnerSpy;
// Initialize and run win check
const winCheck = new WinCheckExecution();
winCheck.init(game, 0);
winCheck.checkWinnerFFA();
// Verify the remaining connected human is declared winner
expect(setWinnerSpy).toHaveBeenCalledWith(human1, expect.anything());
expect(winCheck.isActive()).toBe(false);
});
test("should not set winner when multiple humans are still connected", async () => {
// Setup game with 1v1 ranked mode and two human players
const game = await setup(
"big_plains",
{
infiniteGold: true,
gameMode: GameMode.FFA,
instantBuild: true,
rankedType: RankedType.OneVOne,
},
[
playerInfo("Player1", PlayerType.Human),
playerInfo("Player2", PlayerType.Human),
],
);
const human1 = game.player("Player1");
const human2 = game.player("Player2");
// Skip spawn phase
while (game.inSpawnPhase()) {
game.executeNextTick();
}
// Assign territory to both players
let human1Count = 0;
let human2Count = 0;
game.map().forEachTile((tile) => {
if (!game.map().isLand(tile)) return;
if (human1Count < 10) {
human1.conquer(tile);
human1Count++;
} else if (human2Count < 10) {
human2.conquer(tile);
human2Count++;
}
});
// Both players remain connected
expect(human1.isDisconnected()).toBe(false);
expect(human2.isDisconnected()).toBe(false);
// Mock setWinner to capture calls
const setWinnerSpy = vi.fn();
game.setWinner = setWinnerSpy;
// Initialize and run win check
const winCheck = new WinCheckExecution();
winCheck.init(game, 0);
winCheck.checkWinnerFFA();
// Verify no winner declared yet (both players still connected)
expect(setWinnerSpy).not.toHaveBeenCalled();
expect(winCheck.isActive()).toBe(true);
});
test("should not set winner when no humans remain connected", async () => {
// Setup game with 1v1 ranked mode and two human players
const game = await setup(
"big_plains",
{
infiniteGold: true,
gameMode: GameMode.FFA,
instantBuild: true,
rankedType: RankedType.OneVOne,
},
[
playerInfo("Player1", PlayerType.Human),
playerInfo("Player2", PlayerType.Human),
],
);
const human1 = game.player("Player1");
const human2 = game.player("Player2");
// Skip spawn phase
while (game.inSpawnPhase()) {
game.executeNextTick();
}
// Both players disconnect
human1.markDisconnected(true);
human2.markDisconnected(true);
// Mock setWinner to capture calls
const setWinnerSpy = vi.fn();
game.setWinner = setWinnerSpy;
// Initialize and run win check
const winCheck = new WinCheckExecution();
winCheck.init(game, 0);
winCheck.checkWinnerFFA();
// Verify no winner declared (no connected humans)
expect(setWinnerSpy).not.toHaveBeenCalled();
expect(winCheck.isActive()).toBe(true);
});
test("should ignore bots and nations in 1v1 ranked mode", async () => {
// Setup game with 1v1 ranked mode, one human, one bot, and one nation
const game = await setup(
"big_plains",
{
infiniteGold: true,
gameMode: GameMode.FFA,
instantBuild: true,
rankedType: RankedType.OneVOne,
},
[
playerInfo("HumanPlayer", PlayerType.Human),
playerInfo("BotPlayer", PlayerType.Bot),
playerInfo("NationPlayer", PlayerType.Nation),
],
);
const human = game.player("HumanPlayer");
const bot = game.player("BotPlayer");
const nation = game.player("NationPlayer");
// Skip spawn phase
while (game.inSpawnPhase()) {
game.executeNextTick();
}
// Assign territory to all players
let humanCount = 0;
let botCount = 0;
let nationCount = 0;
game.map().forEachTile((tile) => {
if (!game.map().isLand(tile)) return;
if (humanCount < 10) {
human.conquer(tile);
humanCount++;
} else if (botCount < 10) {
bot.conquer(tile);
botCount++;
} else if (nationCount < 10) {
nation.conquer(tile);
nationCount++;
}
});
// Mock setWinner to capture calls
const setWinnerSpy = vi.fn();
game.setWinner = setWinnerSpy;
// Initialize and run win check
const winCheck = new WinCheckExecution();
winCheck.init(game, 0);
winCheck.checkWinnerFFA();
// Verify human is declared winner (only one human player)
expect(setWinnerSpy).toHaveBeenCalledWith(human, expect.anything());
expect(winCheck.isActive()).toBe(false);
});
});