update & refactor MapPlaylist: remove big/small map distinction, ensure no map is repeated within 5 rounds, update how map is shuffled

This commit is contained in:
evan
2025-05-05 10:55:47 -07:00
parent 2e9c393744
commit cea6e0bc11
3 changed files with 107 additions and 128 deletions
+1 -1
View File
@@ -48,7 +48,7 @@ export class PseudoRandom {
return this.nextInt(0, odds) == 0;
}
shuffleArray(array: any[]) {
shuffleArray(array: any[]): any[] {
for (let i = array.length - 1; i >= 0; i--) {
const j = Math.floor(this.nextInt(0, i + 1));
[array[i], array[j]] = [array[j], array[i]];
+104 -95
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@@ -1,120 +1,129 @@
import { GameMapType, GameMode } from "../core/game/Game";
import { getServerConfigFromServer } from "../core/configuration/ConfigLoader";
import { Difficulty, GameMapType, GameMode, GameType } from "../core/game/Game";
import { PseudoRandom } from "../core/PseudoRandom";
import { GameConfig } from "../core/Schemas";
import { logger } from "./Logger";
enum PlaylistType {
BigMaps,
SmallMaps,
const log = logger.child({});
const config = getServerConfigFromServer();
const frequency = {
World: 3,
Europe: 2,
Africa: 2,
Australia: 1,
NorthAmerica: 1,
Britannia: 1,
GatewayToTheAtlantic: 1,
Iceland: 1,
SouthAmerica: 1,
KnownWorld: 1,
DeglaciatedAntarctica: 1,
EuropeClassic: 1,
Mena: 1,
Pangaea: 1,
Asia: 1,
Mars: 1,
BetweenTwoSeas: 1,
Japan: 1,
BlackSea: 1,
FaroeIslands: 1,
};
interface MapWithMode {
map: GameMapType;
mode: GameMode;
}
const random = new PseudoRandom(123);
export class MapPlaylist {
private gameModeRotation = [GameMode.FFA, GameMode.FFA, GameMode.Team];
private currentGameModeIndex = 0;
private mapsPlaylist: MapWithMode[] = [];
private mapsPlaylistBig: GameMapType[] = [];
private mapsPlaylistSmall: GameMapType[] = [];
private currentPlaylistCounter = 0;
public gameConfig(): GameConfig {
const { map, mode } = this.getNextMap();
// Get the next map in rotation
public getNextMap(): GameMapType {
const playlistType: PlaylistType = this.getNextPlaylistType();
const mapsPlaylist: GameMapType[] = this.getNextMapsPlayList(playlistType);
return mapsPlaylist.shift()!;
const numPlayerTeams =
mode === GameMode.Team ? 2 + Math.floor(Math.random() * 5) : undefined;
// Create the default public game config (from your GameManager)
return {
gameMap: map,
maxPlayers: config.lobbyMaxPlayers(map),
gameType: GameType.Public,
difficulty: Difficulty.Medium,
infiniteGold: false,
infiniteTroops: false,
instantBuild: false,
disableNPCs: mode == GameMode.Team,
disableNukes: false,
gameMode: mode,
playerTeams: numPlayerTeams,
bots: 400,
} as GameConfig;
}
public getNextGameMode(): GameMode {
const nextGameMode = this.gameModeRotation[this.currentGameModeIndex];
this.currentGameModeIndex =
(this.currentGameModeIndex + 1) % this.gameModeRotation.length;
return nextGameMode;
}
private getNextMapsPlayList(playlistType: PlaylistType): GameMapType[] {
switch (playlistType) {
case PlaylistType.BigMaps:
if (!(this.mapsPlaylistBig.length > 0)) {
this.fillMapsPlaylist(playlistType, this.mapsPlaylistBig);
private getNextMap(): MapWithMode {
if (this.mapsPlaylist.length === 0) {
const numAttempts = 10000;
for (let i = 0; i < numAttempts; i++) {
if (this.shuffleMapsPlaylist()) {
log.info(`Generated map playlist in ${i} attempts`);
return this.mapsPlaylist.shift()!;
}
return this.mapsPlaylistBig;
case PlaylistType.SmallMaps:
if (!(this.mapsPlaylistSmall.length > 0)) {
this.fillMapsPlaylist(playlistType, this.mapsPlaylistSmall);
}
return this.mapsPlaylistSmall;
}
log.error("Failed to generate a valid map playlist");
}
// Even if it failed, playlist will be partially populated.
return this.mapsPlaylist.shift()!;
}
private fillMapsPlaylist(
playlistType: PlaylistType,
mapsPlaylist: GameMapType[],
): void {
const frequency = this.getFrequency(playlistType);
private shuffleMapsPlaylist(): boolean {
const maps: GameMapType[] = [];
Object.keys(GameMapType).forEach((key) => {
let count = parseInt(frequency[key]);
while (count > 0) {
mapsPlaylist.push(GameMapType[key]);
count--;
for (let i = 0; i < parseInt(frequency[key]); i++) {
maps.push(GameMapType[key]);
}
});
do {
random.shuffleArray(mapsPlaylist);
} while (!this.allNonConsecutive(mapsPlaylist));
}
// Specifically controls how the playlists rotate.
private getNextPlaylistType(): PlaylistType {
switch (this.currentPlaylistCounter) {
case 0:
case 1:
this.currentPlaylistCounter++;
return PlaylistType.BigMaps;
case 2:
this.currentPlaylistCounter = 0;
return PlaylistType.SmallMaps;
}
}
const rand = new PseudoRandom(Date.now());
private getFrequency(playlistType: PlaylistType) {
switch (playlistType) {
// Big Maps are those larger than ~2.5 mil pixels
case PlaylistType.BigMaps:
return {
Europe: 2,
NorthAmerica: 1,
Africa: 2,
Britannia: 1,
GatewayToTheAtlantic: 2,
Australia: 2,
Iceland: 2,
SouthAmerica: 1,
KnownWorld: 2,
DeglaciatedAntarctica: 2,
};
case PlaylistType.SmallMaps:
return {
World: 4,
EuropeClassic: 3,
Mena: 2,
Pangaea: 1,
Asia: 1,
Mars: 1,
BetweenTwoSeas: 2,
Japan: 2,
BlackSea: 1,
FaroeIslands: 2,
};
}
}
const ffa1: GameMapType[] = rand.shuffleArray([...maps]);
const ffa2: GameMapType[] = rand.shuffleArray([...maps]);
const team: GameMapType[] = rand.shuffleArray([...maps]);
// Check for consecutive duplicates in the maps array
private allNonConsecutive(maps: GameMapType[]): boolean {
for (let i = 0; i < maps.length - 1; i++) {
if (maps[i] === maps[i + 1]) {
this.mapsPlaylist = [];
for (let i = 0; i < maps.length; i++) {
if (!this.addNextMap(this.mapsPlaylist, ffa1, GameMode.FFA)) {
return false;
}
if (!this.addNextMap(this.mapsPlaylist, ffa2, GameMode.FFA)) {
return false;
}
if (!this.addNextMap(this.mapsPlaylist, team, GameMode.Team)) {
return false;
}
}
return true;
}
private addNextMap(
playlist: MapWithMode[],
nextEls: GameMapType[],
mode: GameMode,
): boolean {
const nonConsecutiveNum = 5;
const lastEls = playlist
.slice(playlist.length - nonConsecutiveNum)
.map((m) => m.map);
for (let i = 0; i < nextEls.length; i++) {
const next = nextEls[i];
if (lastEls.includes(next)) {
continue;
}
nextEls.splice(i, 1);
playlist.push({ map: next, mode: mode });
return true;
}
return false;
}
}
+2 -32
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@@ -5,8 +5,7 @@ import http from "http";
import path from "path";
import { fileURLToPath } from "url";
import { getServerConfigFromServer } from "../core/configuration/ConfigLoader";
import { Difficulty, GameMode, GameType } from "../core/game/Game";
import { GameConfig, GameInfo } from "../core/Schemas";
import { GameInfo } from "../core/Schemas";
import { generateID } from "../core/Util";
import { gatekeeper, LimiterType } from "./Gatekeeper";
import { logger } from "./Logger";
@@ -214,40 +213,11 @@ async function fetchLobbies(): Promise<number> {
return publicLobbyIDs.size;
}
let lastGameMode: GameMode = GameMode.FFA;
// Function to schedule a new public game
async function schedulePublicGame(playlist: MapPlaylist) {
const gameID = generateID();
const map = playlist.getNextMap();
publicLobbyIDs.add(gameID);
if (lastGameMode == GameMode.FFA) {
lastGameMode = GameMode.Team;
} else {
lastGameMode = GameMode.FFA;
}
const gameMode = playlist.getNextGameMode();
const numPlayerTeams =
gameMode === GameMode.Team ? 2 + Math.floor(Math.random() * 5) : undefined;
// Create the default public game config (from your GameManager)
const defaultGameConfig: GameConfig = {
gameMap: map,
maxPlayers: config.lobbyMaxPlayers(map),
gameType: GameType.Public,
difficulty: Difficulty.Medium,
infiniteGold: false,
infiniteTroops: false,
instantBuild: false,
disableNPCs: gameMode == GameMode.Team,
disableNukes: false,
gameMode,
playerTeams: numPlayerTeams,
bots: 400,
};
const workerPath = config.workerPath(gameID);
// Send request to the worker to start the game
@@ -261,7 +231,7 @@ async function schedulePublicGame(playlist: MapPlaylist) {
[config.adminHeader()]: config.adminToken(),
},
body: JSON.stringify({
gameConfig: defaultGameConfig,
gameConfig: playlist.gameConfig(),
}),
},
);