Files
OpenFrontIO/tests/pathfinding/utils.ts
FloPinguin 0b9d43cb46 Configurable nation count 🤖 (#3338)
## Description:

I hope we can get this into v30?
The nation count is configurable now, just like the bot count.
Replaced the "Disable Nations" toggle with a nations slider (0–400) in
SinglePlayer and Host Lobby modals.

<img width="710" height="121" alt="Screenshot 2026-03-03 021952"
src="https://github.com/user-attachments/assets/c8d0f0c3-db51-4303-95fa-dbc770460ec2"
/>


Public games are staying exactly the same, this is just for singleplayer
and private lobby fun.
Youtubers could play HvN against 400 nations, for example.
Singleplayer enjoyers no longer have to play against 1 nation in HvN,
they can freely choose.

`GameConfig.disableNations: boolean` got replaced by `nations: number
(0-400, optional)`
`undefined` = map default, 
`0` = disabled, 
number = custom count

Nations slider defaults to the map's nation count, shows "(MAP DEFAULT)"
label when unchanged
Compact map toggle reduces nations to 25% when at default, restores when
toggled off (just like we already do with bots)
The nation count for HvN no longer automatically matches the human count
in singleplayer and private games, only in public games.

**What if there aren't enough nations configured for the map?**
We just use the HvN logic (Generate random nations)

### Warning

**This infra PR also needs to get merged:
https://github.com/openfrontio/infra/pull/263
Otherwise players can set 0 nations and get achievements.**

## 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
2026-03-03 14:07:06 -08:00

282 lines
8.2 KiB
TypeScript

import fs from "fs";
import path, { dirname } from "path";
import { fileURLToPath } from "url";
import {
Difficulty,
Game,
GameMapSize,
GameMapType,
GameMode,
GameType,
PlayerInfo,
} from "../../src/core/game/Game";
import { createGame, GameImpl } from "../../src/core/game/GameImpl";
import { TileRef } from "../../src/core/game/GameMap";
import {
genTerrainFromBin,
MapManifest,
} from "../../src/core/game/TerrainMapLoader";
import { UserSettings } from "../../src/core/game/UserSettings";
import { AStarWater } from "../../src/core/pathfinding/algorithms/AStar.Water";
import { AStarWaterHierarchical } from "../../src/core/pathfinding/algorithms/AStar.WaterHierarchical";
import { PathFinding } from "../../src/core/pathfinding/PathFinder";
import { PathFinderBuilder } from "../../src/core/pathfinding/PathFinderBuilder";
import { StepperConfig } from "../../src/core/pathfinding/PathFinderStepper";
import { MiniMapTransformer } from "../../src/core/pathfinding/transformers/MiniMapTransformer";
import {
PathStatus,
SteppingPathFinder,
} from "../../src/core/pathfinding/types";
import { GameConfig } from "../../src/core/Schemas";
import { TestConfig } from "../util/TestConfig";
export type BenchmarkRoute = {
name: string;
from: TileRef;
to: TileRef;
};
export type BenchmarkResult = {
route: string;
executionTime: number | null;
pathLength: number | null;
};
export type BenchmarkSummary = {
totalRoutes: number;
successfulRoutes: number;
timedRoutes: number;
totalDistance: number;
totalTime: number;
avgTime: number;
};
function tileStepperConfig(game: Game): StepperConfig<TileRef> {
return {
equals: (a, b) => a === b,
distance: (a, b) => game.manhattanDist(a, b),
preCheck: (from, to) =>
typeof from !== "number" ||
typeof to !== "number" ||
!game.isValidRef(from) ||
!game.isValidRef(to)
? { status: PathStatus.NOT_FOUND }
: null,
};
}
export function getAdapter(
game: Game,
name: string,
): SteppingPathFinder<TileRef> {
switch (name) {
case "a.baseline": {
return PathFinderBuilder.create(new AStarWater(game.miniMap()))
.wrap((pf) => new MiniMapTransformer(pf, game, game.miniMap()))
.buildWithStepper(tileStepperConfig(game));
}
case "a.generic": {
// Same as baseline - uses AStarWater on minimap
return PathFinderBuilder.create(new AStarWater(game.miniMap()))
.wrap((pf) => new MiniMapTransformer(pf, game, game.miniMap()))
.buildWithStepper(tileStepperConfig(game));
}
case "a.full": {
return PathFinderBuilder.create(
new AStarWater(game.map()),
).buildWithStepper(tileStepperConfig(game));
}
case "hpa": {
// Recreate AStarWaterHierarchical without cache, this approach was chosen
// over adding cache toggles to the existing game instance
// to avoid adding side effect from benchmark to the game
const originalGame = game as any;
const clonedGame = new GameImpl(
originalGame._humans,
originalGame._nations,
originalGame._map,
originalGame.miniGameMap,
originalGame._config,
originalGame._stats,
);
(clonedGame as any)._miniWaterHPA = new AStarWaterHierarchical(
clonedGame.miniMap(),
(clonedGame as any)._miniWaterGraph!,
{ cachePaths: false },
);
return PathFinding.Water(clonedGame);
}
case "hpa.cached":
return PathFinding.Water(game);
default:
throw new Error(`Unknown pathfinding adapter: ${name}`);
}
}
export async function getScenario(
scenarioName: string,
adapterName: string = "hpa",
) {
const scenario = await import(`./benchmark/scenarios/${scenarioName}.js`);
const enableNavMesh = adapterName.startsWith("hpa");
// Time game creation (includes NavMesh initialization for default adapter)
const start = performance.now();
const currentDir = dirname(fileURLToPath(import.meta.url));
const projectRoot = path.join(currentDir, "../..");
const mapsDirectory = path.join(projectRoot, "resources/maps");
const game = await setupFromPath(mapsDirectory, scenario.MAP_NAME, {
disableNavMesh: !enableNavMesh,
});
const initTime = performance.now() - start;
const routes = scenario.ROUTES.map(([fromName, toName]: [string, string]) => {
const fromCoord: [number, number] = scenario.PORTS[fromName];
const toCoord: [number, number] = scenario.PORTS[toName];
return {
name: `${fromName}${toName}`,
from: game.ref(fromCoord[0], fromCoord[1]),
to: game.ref(toCoord[0], toCoord[1]),
};
});
return {
game,
routes,
initTime,
};
}
export function measurePathLength(
adapter: SteppingPathFinder<TileRef>,
route: BenchmarkRoute,
): number | null {
const path = adapter.findPath(route.from, route.to);
return path ? path.length : null;
}
export function measureTime<T>(fn: () => T): { result: T; time: number } {
const start = performance.now();
const result = fn();
const end = performance.now();
return { result, time: end - start };
}
export function measureExecutionTime(
adapter: SteppingPathFinder<TileRef>,
route: BenchmarkRoute,
executions: number = 1,
): number | null {
const { time } = measureTime(() => {
for (let i = 0; i < executions; i++) {
adapter.findPath(route.from, route.to);
}
});
return time / executions;
}
export function calculateStats(results: BenchmarkResult[]): BenchmarkSummary {
const successful = results.filter((r) => r.pathLength !== null);
const timed = results.filter((r) => r.executionTime !== null);
const totalDistance = successful.reduce((sum, r) => sum + r.pathLength!, 0);
const totalTime = timed.reduce((sum, r) => sum + r.executionTime!, 0);
const avgTime = timed.length > 0 ? totalTime / timed.length : 0;
return {
totalRoutes: results.length,
successfulRoutes: successful.length,
timedRoutes: timed.length,
totalDistance,
totalTime,
avgTime,
};
}
export function printRow(columns: (string | number)[], widths: number[]): void {
const formatted = columns.map((col, i) => {
const str = typeof col === "number" ? col.toString() : col;
return str.padEnd(widths[i]);
});
console.log(formatted.join(" "));
}
export function printSeparator(width: number = 80): void {
console.log("-".repeat(width));
}
export function printHeader(title: string, width: number = 80): void {
printSeparator(width);
console.log(title);
printSeparator(width);
console.log("");
}
export async function setupFromPath(
mapDirectory: string,
mapName: string,
gameConfig: Partial<GameConfig> = {},
humans: PlayerInfo[] = [],
): Promise<Game> {
// Suppress console.debug for tests
console.debug = () => {};
// Load map files from specified directory
const mapBinPath = path.join(mapDirectory, mapName, "map.bin");
const miniMapBinPath = path.join(mapDirectory, mapName, "map4x.bin");
const manifestPath = path.join(mapDirectory, mapName, "manifest.json");
// Check if files exist
if (!fs.existsSync(mapBinPath)) {
throw new Error(`Map not found: ${mapBinPath}`);
}
if (!fs.existsSync(miniMapBinPath)) {
throw new Error(`Mini map not found: ${miniMapBinPath}`);
}
if (!fs.existsSync(manifestPath)) {
throw new Error(`Manifest not found: ${manifestPath}`);
}
const mapBinBuffer = fs.readFileSync(mapBinPath);
const miniMapBinBuffer = fs.readFileSync(miniMapBinPath);
const manifest = JSON.parse(
fs.readFileSync(manifestPath, "utf8"),
) satisfies MapManifest;
const gameMap = await genTerrainFromBin(manifest.map, mapBinBuffer);
const miniGameMap = await genTerrainFromBin(manifest.map4x, miniMapBinBuffer);
// Configure the game
const config = new TestConfig(
new (await import("../util/TestServerConfig")).TestServerConfig(),
{
gameMap: GameMapType.Asia,
gameMapSize: GameMapSize.Normal,
gameMode: GameMode.FFA,
gameType: GameType.Singleplayer,
difficulty: Difficulty.Medium,
nations: "default",
donateGold: false,
donateTroops: false,
bots: 0,
infiniteGold: false,
infiniteTroops: false,
instantBuild: false,
randomSpawn: false,
...gameConfig,
},
new UserSettings(),
false,
);
return createGame(humans, [], gameMap, miniGameMap, config);
}