Files
OpenFrontIO/src/server/MapPlaylist.ts
T
FloPinguin 476fa37379 For v29.6: More team games 🧑‍🤝‍🧑 (#3051)
## Description:

Use ffa:teams ratio of 3:2

## 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
2026-01-27 14:10:14 -08:00

384 lines
11 KiB
TypeScript

import {
Difficulty,
Duos,
GameMapName,
GameMapSize,
GameMapType,
GameMode,
GameType,
HumansVsNations,
PublicGameModifiers,
Quads,
RankedType,
Trios,
} from "../core/game/Game";
import { PseudoRandom } from "../core/PseudoRandom";
import { GameConfig, TeamCountConfig } from "../core/Schemas";
import { logger } from "./Logger";
import { getMapLandTiles } from "./MapLandTiles";
const log = logger.child({});
// How many times each map should appear in the playlist.
// Note: The Partial should eventually be removed for better type safety.
const frequency: Partial<Record<GameMapName, number>> = {
Africa: 7,
Asia: 6,
Australia: 4,
Achiran: 5,
Baikal: 5,
BetweenTwoSeas: 5,
BlackSea: 6,
Britannia: 5,
BritanniaClassic: 4,
DeglaciatedAntarctica: 4,
EastAsia: 5,
Europe: 3,
EuropeClassic: 3,
FalklandIslands: 4,
FaroeIslands: 4,
FourIslands: 4,
GatewayToTheAtlantic: 5,
GulfOfStLawrence: 4,
Halkidiki: 4,
Iceland: 4,
Italia: 6,
Japan: 6,
Lisbon: 4,
Manicouagan: 4,
Mars: 3,
Mena: 6,
Montreal: 6,
NewYorkCity: 3,
NorthAmerica: 5,
Pangaea: 5,
Pluto: 6,
SouthAmerica: 5,
StraitOfGibraltar: 5,
Svalmel: 8,
World: 8,
Lemnos: 3,
TwoLakes: 6,
StraitOfHormuz: 4,
Surrounded: 4,
DidierFrance: 1,
AmazonRiver: 3,
Sierpinski: 10,
};
interface MapWithMode {
map: GameMapType;
mode: GameMode;
}
const TEAM_WEIGHTS: { config: TeamCountConfig; weight: number }[] = [
{ config: 2, weight: 10 },
{ config: 3, weight: 10 },
{ config: 4, weight: 10 },
{ config: 5, weight: 10 },
{ config: 6, weight: 10 },
{ config: 7, weight: 10 },
{ config: Duos, weight: 5 },
{ config: Trios, weight: 7.5 },
{ config: Quads, weight: 7.5 },
{ config: HumansVsNations, weight: 20 },
];
export class MapPlaylist {
private mapsPlaylist: MapWithMode[] = [];
constructor(private disableTeams: boolean = false) {}
public async gameConfig(): Promise<GameConfig> {
const { map, mode } = this.getNextMap();
const playerTeams =
mode === GameMode.Team ? this.getTeamCount() : undefined;
const modifiers = this.getRandomPublicGameModifiers();
const { startingGold } = modifiers;
let { isCompact, isRandomSpawn, isCrowded } = modifiers;
// Duos, Trios, and Quads should not get random spawn (as it defeats the purpose)
if (
playerTeams === Duos ||
playerTeams === Trios ||
playerTeams === Quads
) {
isRandomSpawn = false;
}
// 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)
if (
mode === GameMode.Team &&
!(await this.supportsCompactMapForTeams(map))
) {
isCompact = false;
}
// Crowded modifier: if the map's biggest player count (first number of calculateMapPlayerCounts) is 60 or lower (small maps),
// set player count to 125 (or 60 if compact map is also enabled)
let crowdedMaxPlayers: number | undefined;
if (isCrowded) {
crowdedMaxPlayers = await this.getCrowdedMaxPlayers(map, isCompact);
if (crowdedMaxPlayers === undefined) {
isCrowded = false;
} else {
crowdedMaxPlayers = this.adjustForTeams(crowdedMaxPlayers, playerTeams);
}
}
// Create the default public game config (from your GameManager)
return {
donateGold: mode === GameMode.Team,
donateTroops: mode === GameMode.Team,
gameMap: map,
maxPlayers:
crowdedMaxPlayers ??
(await this.lobbyMaxPlayers(map, mode, playerTeams, isCompact)),
gameType: GameType.Public,
gameMapSize: isCompact ? GameMapSize.Compact : GameMapSize.Normal,
publicGameModifiers: {
isCompact,
isRandomSpawn,
isCrowded,
startingGold,
},
startingGold,
difficulty:
playerTeams === HumansVsNations ? Difficulty.Medium : Difficulty.Easy,
infiniteGold: false,
infiniteTroops: false,
maxTimerValue: undefined,
instantBuild: false,
randomSpawn: isRandomSpawn,
disableNations: mode === GameMode.Team && playerTeams !== HumansVsNations,
gameMode: mode,
playerTeams,
bots: isCompact ? 100 : 400,
spawnImmunityDuration: 5 * 10,
disabledUnits: [],
} satisfies GameConfig;
}
public get1v1Config(): GameConfig {
const maps = [
GameMapType.Iceland,
GameMapType.Australia,
GameMapType.Australia,
GameMapType.Australia,
GameMapType.Pangaea,
GameMapType.Italia,
GameMapType.FalklandIslands,
GameMapType.Sierpinski,
];
return {
donateGold: false,
donateTroops: false,
gameMap: maps[Math.floor(Math.random() * maps.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: true,
gameMode: GameMode.FFA,
bots: 100,
spawnImmunityDuration: 30 * 10,
disabledUnits: [],
} satisfies GameConfig;
}
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()!;
}
}
log.error("Failed to generate a valid map playlist");
}
// Even if it failed, playlist will be partially populated.
return this.mapsPlaylist.shift()!;
}
private getTeamCount(): TeamCountConfig {
const totalWeight = TEAM_WEIGHTS.reduce((sum, w) => sum + w.weight, 0);
const roll = Math.random() * totalWeight;
let cumulativeWeight = 0;
for (const { config, weight } of TEAM_WEIGHTS) {
cumulativeWeight += weight;
if (roll < cumulativeWeight) {
return config;
}
}
return TEAM_WEIGHTS[0].config;
}
private getRandomPublicGameModifiers(): PublicGameModifiers {
return {
isRandomSpawn: Math.random() < 0.1, // 10% chance
isCompact: Math.random() < 0.05, // 5% chance
isCrowded: Math.random() < 0.05, // 5% chance
startingGold: Math.random() < 0.05 ? 5_000_000 : undefined, // 5% chance
};
}
// 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> {
const landTiles = await getMapLandTiles(map);
const [, , smallest] = this.calculateMapPlayerCounts(landTiles);
return smallest >= 50;
}
private async getCrowdedMaxPlayers(
map: GameMapType,
isCompact: boolean,
): Promise<number | undefined> {
const landTiles = await getMapLandTiles(map);
const [firstPlayerCount] = this.calculateMapPlayerCounts(landTiles);
if (firstPlayerCount <= 60) {
return isCompact ? 60 : 125;
}
return undefined;
}
private async lobbyMaxPlayers(
map: GameMapType,
mode: GameMode,
numPlayerTeams: TeamCountConfig | undefined,
isCompactMap?: boolean,
): Promise<number> {
const landTiles = await getMapLandTiles(map);
const [l, m, s] = this.calculateMapPlayerCounts(landTiles);
const r = Math.random();
const base = r < 0.3 ? l : r < 0.6 ? m : s;
let p = Math.min(mode === GameMode.Team ? Math.ceil(base * 1.5) : base, l);
// Apply compact map 75% player reduction
if (isCompactMap) {
p = Math.max(3, Math.floor(p * 0.25));
}
return this.adjustForTeams(p, numPlayerTeams);
}
private adjustForTeams(
playerCount: number,
numPlayerTeams: TeamCountConfig | undefined,
): number {
if (numPlayerTeams === undefined) return playerCount;
let p = playerCount;
switch (numPlayerTeams) {
case Duos:
p -= p % 2;
break;
case Trios:
p -= p % 3;
break;
case Quads:
p -= p % 4;
break;
case HumansVsNations:
// Half the slots are for humans, the other half will get filled with nations
p = Math.floor(p / 2);
break;
default:
p -= p % numPlayerTeams;
break;
}
return p;
}
/**
* Calculate player counts from land tiles
* For every 1,000,000 land tiles, take 50 players
* Limit to max 125 players for performance
* Second value is 75% of calculated value, third is 50%
* All values are rounded to the nearest 5
*/
private calculateMapPlayerCounts(
landTiles: number,
): [number, number, number] {
const roundToNearest5 = (n: number) => Math.round(n / 5) * 5;
const base = roundToNearest5((landTiles / 1_000_000) * 50);
const limitedBase = Math.min(Math.max(base, 5), 125);
return [
limitedBase,
roundToNearest5(limitedBase * 0.75),
roundToNearest5(limitedBase * 0.5),
];
}
private shuffleMapsPlaylist(): boolean {
const maps: GameMapType[] = [];
(Object.keys(GameMapType) as GameMapName[]).forEach((key) => {
for (let i = 0; i < (frequency[key] ?? 0); i++) {
maps.push(GameMapType[key]);
}
});
const rand = new PseudoRandom(Date.now());
const ffa1: GameMapType[] = rand.shuffleArray([...maps]);
const team1: GameMapType[] = rand.shuffleArray([...maps]);
const ffa2: GameMapType[] = rand.shuffleArray([...maps]);
const team2: GameMapType[] = rand.shuffleArray([...maps]);
const ffa3: GameMapType[] = rand.shuffleArray([...maps]);
this.mapsPlaylist = [];
for (let i = 0; i < maps.length; i++) {
if (!this.addNextMap(this.mapsPlaylist, ffa1, GameMode.FFA)) {
return false;
}
if (!this.disableTeams) {
if (!this.addNextMap(this.mapsPlaylist, team1, GameMode.Team)) {
return false;
}
}
if (!this.addNextMap(this.mapsPlaylist, ffa2, GameMode.FFA)) {
return false;
}
if (!this.disableTeams) {
if (!this.addNextMap(this.mapsPlaylist, team2, GameMode.Team)) {
return false;
}
}
if (!this.addNextMap(this.mapsPlaylist, ffa3, GameMode.FFA)) {
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;
}
}