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implement duos (#630)
Implement Duos team mode. Also assign teams to nations at the start instead of assigning them randomly on spawn. This gives more consistent team sizes - [x] I have added screenshots for all UI updates - [x] I confirm I have thoroughly tested these changes and take full responsibility for any bugs introduced - [x] I understand that submitting code with bugs that could have been caught through manual testing blocks releases and new features for all contributors regression is found: <DISCORD USERNAME> Co-authored-by: evan <openfrontio@gmail.com>
This commit is contained in:
committed by
evan
co-authored by
evan
parent
54fbf94d90
commit
92b5827636
@@ -1,4 +1,4 @@
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import { Execution, Game, PlayerInfo, PlayerType } from "../game/Game";
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import { Execution, Game } from "../game/Game";
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import { PseudoRandom } from "../PseudoRandom";
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import { ClientID, GameID, Intent, Turn } from "../Schemas";
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import { simpleHash } from "../Util";
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@@ -120,19 +120,7 @@ export class Executor {
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fakeHumanExecutions(): Execution[] {
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const execs = [];
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for (const nation of this.mg.nations()) {
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execs.push(
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new FakeHumanExecution(
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this.gameID,
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new PlayerInfo(
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nation.flag || "",
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nation.name,
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PlayerType.FakeHuman,
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null,
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this.random.nextID(),
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nation,
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),
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),
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);
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execs.push(new FakeHumanExecution(this.gameID, nation));
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}
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return execs;
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}
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@@ -4,9 +4,9 @@ import {
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Difficulty,
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Execution,
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Game,
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Nation,
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Player,
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PlayerID,
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PlayerInfo,
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PlayerType,
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Relation,
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TerrainType,
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@@ -42,10 +42,10 @@ export class FakeHumanExecution implements Execution {
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constructor(
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gameID: GameID,
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private playerInfo: PlayerInfo,
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private nation: Nation,
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) {
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this.random = new PseudoRandom(
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simpleHash(playerInfo.id) + simpleHash(gameID),
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simpleHash(nation.playerInfo.id) + simpleHash(gameID),
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);
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this.heckleEmoji = ["🤡", "😡"].map((e) => flattenedEmojiTable.indexOf(e));
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}
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@@ -102,15 +102,17 @@ export class FakeHumanExecution implements Execution {
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if (ticks % this.random.nextInt(5, 30) == 0) {
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const rl = this.randomLand();
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if (rl == null) {
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consolex.warn(`cannot spawn ${this.playerInfo.name}`);
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consolex.warn(`cannot spawn ${this.nation.playerInfo.name}`);
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return;
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}
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this.mg.addExecution(new SpawnExecution(this.playerInfo, rl));
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this.mg.addExecution(new SpawnExecution(this.nation.playerInfo, rl));
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}
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return;
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}
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if (this.player == null) {
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this.player = this.mg.players().find((p) => p.id() == this.playerInfo.id);
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this.player = this.mg
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.players()
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.find((p) => p.id() == this.nation.playerInfo.id);
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if (this.player == null) {
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return;
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}
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@@ -552,7 +554,7 @@ export class FakeHumanExecution implements Execution {
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let tries = 0;
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while (tries < 50) {
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tries++;
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const cell = this.playerInfo.nation.cell;
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const cell = this.nation.spawnCell;
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const x = this.random.nextInt(cell.x - delta, cell.x + delta);
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const y = this.random.nextInt(cell.y - delta, cell.y + delta);
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if (!this.mg.isValidCoord(x, y)) {
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@@ -1,5 +1,12 @@
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import { GameEvent } from "../EventBus";
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import { Execution, Game, GameMode, Player, Team } from "../game/Game";
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import {
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ColoredTeams,
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Execution,
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Game,
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GameMode,
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Player,
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Team,
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} from "../game/Game";
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export class WinEvent implements GameEvent {
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constructor(public readonly winner: Player) {}
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@@ -66,7 +73,7 @@ export class WinCheckExecution implements Execution {
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this.mg.numLandTiles() - this.mg.numTilesWithFallout();
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const percentage = (max[1] / numTilesWithoutFallout) * 100;
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if (percentage > this.mg.config().percentageTilesOwnedToWin()) {
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if (max[0] == Team.Bot) return;
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if (max[0] == ColoredTeams.Bot) return;
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this.mg.setWinner(max[0], this.mg.stats().stats());
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console.log(`${max[0]} has won the game`);
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this.active = false;
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