mirror of
https://github.com/openfrontio/OpenFrontIO.git
synced 2026-06-21 09:30:45 +00:00
improved configuration handling, including special lobby (#3224)
## Description: Special games now get a random map from a dedicated pool (which includes arcade maps that are excluded from regular FFA/team rotations), a 50/50 chance of FFA or Team mode, and are guaranteed to have at least one modifier active, compact map, random spawn, crowded, or 5m starting gold , with higher roll rates than normal games. ## 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: w.o.n
This commit is contained in:
+121
-23
@@ -11,6 +11,7 @@ import {
|
||||
Quads,
|
||||
RankedType,
|
||||
Trios,
|
||||
mapCategories,
|
||||
} from "../core/game/Game";
|
||||
import { PseudoRandom } from "../core/PseudoRandom";
|
||||
import { GameConfig, PublicGameType, TeamCountConfig } from "../core/Schemas";
|
||||
@@ -18,6 +19,7 @@ import { logger } from "./Logger";
|
||||
import { getMapLandTiles } from "./MapLandTiles";
|
||||
|
||||
const log = logger.child({});
|
||||
const ARCADE_MAPS = new Set(mapCategories.arcade);
|
||||
|
||||
// How many times each map should appear in the playlist.
|
||||
// Note: The Partial should eventually be removed for better type safety.
|
||||
@@ -87,6 +89,16 @@ const TEAM_WEIGHTS: { config: TeamCountConfig; weight: number }[] = [
|
||||
{ config: HumansVsNations, weight: 20 },
|
||||
];
|
||||
|
||||
type ModifierKey = "isRandomSpawn" | "isCompact" | "isCrowded" | "startingGold";
|
||||
|
||||
// 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>(1).fill("isCrowded"),
|
||||
...Array<ModifierKey>(6).fill("startingGold"),
|
||||
];
|
||||
|
||||
export class MapPlaylist {
|
||||
private playlists: Record<PublicGameType, GameMapType[]> = {
|
||||
ffa: [],
|
||||
@@ -94,8 +106,6 @@ export class MapPlaylist {
|
||||
team: [],
|
||||
};
|
||||
|
||||
constructor() {}
|
||||
|
||||
public async gameConfig(type: PublicGameType): Promise<GameConfig> {
|
||||
if (type === "special") {
|
||||
return this.getSpecialConfig();
|
||||
@@ -175,27 +185,76 @@ export class MapPlaylist {
|
||||
} satisfies GameConfig;
|
||||
}
|
||||
|
||||
private getSpecialConfig(): GameConfig {
|
||||
// TODO: create better special configs.
|
||||
private async getSpecialConfig(): Promise<GameConfig> {
|
||||
const mode = Math.random() < 0.5 ? GameMode.FFA : GameMode.Team;
|
||||
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[] = [];
|
||||
if (!supportsCompact) {
|
||||
excludedModifiers.push("isCompact");
|
||||
}
|
||||
if (
|
||||
playerTeams === Duos ||
|
||||
playerTeams === Trios ||
|
||||
playerTeams === Quads
|
||||
) {
|
||||
excludedModifiers.push("isRandomSpawn");
|
||||
}
|
||||
|
||||
let { isCrowded, startingGold, isCompact, isRandomSpawn } =
|
||||
this.getRandomSpecialGameModifiers(excludedModifiers);
|
||||
|
||||
let crowdedMaxPlayers: number | undefined;
|
||||
if (isCrowded) {
|
||||
crowdedMaxPlayers = await this.getCrowdedMaxPlayers(map, isCompact);
|
||||
if (crowdedMaxPlayers !== undefined) {
|
||||
crowdedMaxPlayers = this.adjustForTeams(crowdedMaxPlayers, playerTeams);
|
||||
} else {
|
||||
// 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) {
|
||||
excludedModifiers.push("isCrowded");
|
||||
({ isRandomSpawn, isCompact, startingGold } =
|
||||
this.getRandomSpecialGameModifiers(excludedModifiers, 1));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
const maxPlayers = Math.max(
|
||||
2,
|
||||
crowdedMaxPlayers ??
|
||||
(await this.lobbyMaxPlayers(map, mode, playerTeams, isCompact)),
|
||||
);
|
||||
|
||||
return {
|
||||
donateGold: true,
|
||||
donateTroops: true,
|
||||
donateGold: mode === GameMode.Team,
|
||||
donateTroops: mode === GameMode.Team,
|
||||
gameMap: map,
|
||||
maxPlayers: 2,
|
||||
maxPlayers,
|
||||
gameType: GameType.Public,
|
||||
gameMapSize: GameMapSize.Normal,
|
||||
difficulty: Difficulty.Easy,
|
||||
rankedType: RankedType.OneVOne,
|
||||
gameMapSize: isCompact ? GameMapSize.Compact : GameMapSize.Normal,
|
||||
publicGameModifiers: {
|
||||
isCompact,
|
||||
isRandomSpawn,
|
||||
isCrowded,
|
||||
startingGold,
|
||||
},
|
||||
startingGold,
|
||||
difficulty: Difficulty.Medium,
|
||||
infiniteGold: false,
|
||||
infiniteTroops: false,
|
||||
maxTimerValue: undefined,
|
||||
instantBuild: false,
|
||||
randomSpawn: false,
|
||||
disableNations: true,
|
||||
gameMode: GameMode.Team,
|
||||
playerTeams: HumansVsNations,
|
||||
bots: 100,
|
||||
spawnImmunityDuration: 5 * 10,
|
||||
randomSpawn: isRandomSpawn,
|
||||
disableNations: mode === GameMode.Team && playerTeams !== HumansVsNations,
|
||||
gameMode: mode,
|
||||
playerTeams,
|
||||
bots: isCompact ? 100 : 400,
|
||||
spawnImmunityDuration: startingGold ? 30 * 10 : 5 * 10,
|
||||
disabledUnits: [],
|
||||
} satisfies GameConfig;
|
||||
}
|
||||
@@ -234,21 +293,21 @@ export class MapPlaylist {
|
||||
private getNextMap(type: PublicGameType): GameMapType {
|
||||
const playlist = this.playlists[type];
|
||||
if (playlist.length === 0) {
|
||||
playlist.push(...this.generateNewPlaylist());
|
||||
playlist.push(...this.generateNewPlaylist(type));
|
||||
}
|
||||
return playlist.shift()!;
|
||||
}
|
||||
|
||||
private generateNewPlaylist(): GameMapType[] {
|
||||
const maps = this.buildMapsList();
|
||||
private generateNewPlaylist(type: PublicGameType): GameMapType[] {
|
||||
const maps = this.buildMapsList(type);
|
||||
const rand = new PseudoRandom(Date.now());
|
||||
const shuffledSource = rand.shuffleArray([...maps]);
|
||||
const playlist: GameMapType[] = [];
|
||||
|
||||
const numAttempts = 10000;
|
||||
for (let attempt = 0; attempt < numAttempts; attempt++) {
|
||||
playlist.length = 0;
|
||||
const source = [...shuffledSource];
|
||||
// Re-shuffle every attempt so retries can explore different orderings.
|
||||
const source = rand.shuffleArray([...maps]);
|
||||
|
||||
let success = true;
|
||||
while (source.length > 0) {
|
||||
@@ -288,11 +347,15 @@ export class MapPlaylist {
|
||||
return false;
|
||||
}
|
||||
|
||||
private buildMapsList(): GameMapType[] {
|
||||
private buildMapsList(type: PublicGameType): GameMapType[] {
|
||||
const maps: GameMapType[] = [];
|
||||
(Object.keys(GameMapType) as GameMapName[]).forEach((key) => {
|
||||
const map = GameMapType[key];
|
||||
if (type !== "special" && ARCADE_MAPS.has(map)) {
|
||||
return;
|
||||
}
|
||||
for (let i = 0; i < (frequency[key] ?? 0); i++) {
|
||||
maps.push(GameMapType[key]);
|
||||
maps.push(map);
|
||||
}
|
||||
});
|
||||
return maps;
|
||||
@@ -321,6 +384,41 @@ export class MapPlaylist {
|
||||
};
|
||||
}
|
||||
|
||||
private getRandomSpecialGameModifiers(
|
||||
excludedModifiers: ModifierKey[] = [],
|
||||
count?: number,
|
||||
): 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);
|
||||
|
||||
// Shuffle the pool, then pick the first k unique modifier keys.
|
||||
const pool = SPECIAL_MODIFIER_POOL.filter(
|
||||
(key) => !excludedModifiers.includes(key),
|
||||
).sort(() => Math.random() - 0.5);
|
||||
|
||||
const selected = new Set<ModifierKey>();
|
||||
for (const key of pool) {
|
||||
if (selected.size >= k) break;
|
||||
selected.add(key);
|
||||
}
|
||||
|
||||
return {
|
||||
isRandomSpawn: selected.has("isRandomSpawn"),
|
||||
isCompact: selected.has("isCompact"),
|
||||
isCrowded: selected.has("isCrowded"),
|
||||
startingGold: 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> {
|
||||
|
||||
Reference in New Issue
Block a user