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## Description: See report here: https://discord.com/channels/1284581928254701718/1378762423175221319 In Singleplayer Teams > Duos, your duo partner will be the same every time. In World map for example, it will always Norway. Fix: randomizing Nation players before their team assignment. This is done for all Team modes in Singleplayer and Multiplayer. Other behaviour is unchanged. Clan-players keep their own assignment logic, and Human non-clan player assignment stays the same. The human in singleplayer Duos mode lands in Team 1 everytime but with a different Nation as other team member. BEFORE    AFTER  ## 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 - [x] I understand that submitting code with bugs that could have been caught through manual testing blocks releases and new features for all contributors ## Please put your Discord username so you can be contacted if a bug or regression is found: tryout33
89 lines
2.5 KiB
TypeScript
89 lines
2.5 KiB
TypeScript
import { PseudoRandom } from "../PseudoRandom";
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import { simpleHash } from "../Util";
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import { PlayerInfo, PlayerType, Team } from "./Game";
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export function assignTeams(
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players: PlayerInfo[],
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teams: Team[],
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): Map<PlayerInfo, Team | "kicked"> {
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const result = new Map<PlayerInfo, Team | "kicked">();
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const teamPlayerCount = new Map<Team, number>();
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// Group players by clan
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const clanGroups = new Map<string, PlayerInfo[]>();
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const noClanPlayers: PlayerInfo[] = [];
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// Sort players into clan groups or no-clan list
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for (const player of players) {
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if (player.clan) {
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if (!clanGroups.has(player.clan)) {
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clanGroups.set(player.clan, []);
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}
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clanGroups.get(player.clan)!.push(player);
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} else {
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noClanPlayers.push(player);
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}
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}
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const maxTeamSize = Math.ceil(players.length / teams.length);
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// Sort clans by size (largest first)
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const sortedClans = Array.from(clanGroups.entries()).sort(
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(a, b) => b[1].length - a[1].length,
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);
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// First, assign clan players
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for (const [_, clanPlayers] of sortedClans) {
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// Try to keep the clan together on the team with fewer players
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let team: Team | null = null;
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let teamSize = 0;
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for (const t of teams) {
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const p = teamPlayerCount.get(t) ?? 0;
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if (team !== null && teamSize <= p) continue;
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teamSize = p;
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team = t;
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}
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if (team === null) continue;
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for (const player of clanPlayers) {
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if (teamSize < maxTeamSize) {
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teamSize++;
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result.set(player, team);
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} else {
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result.set(player, "kicked");
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}
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}
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teamPlayerCount.set(team, teamSize);
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}
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// Then, assign non-clan players to balance teams
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let nationPlayers = noClanPlayers.filter(
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(player) => player.playerType === PlayerType.FakeHuman,
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);
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if (nationPlayers.length > 0) {
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// Shuffle only nations to randomize their team assignment
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const random = new PseudoRandom(simpleHash(nationPlayers[0].id));
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nationPlayers = random.shuffleArray(nationPlayers);
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}
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const otherPlayers = noClanPlayers.filter(
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(player) => player.playerType !== PlayerType.FakeHuman,
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);
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for (const player of otherPlayers.concat(nationPlayers)) {
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let team: Team | null = null;
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let teamSize = 0;
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for (const t of teams) {
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const p = teamPlayerCount.get(t) ?? 0;
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if (team !== null && teamSize <= p) continue;
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teamSize = p;
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team = t;
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}
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if (team === null) continue;
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teamPlayerCount.set(team, teamSize + 1);
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result.set(player, team);
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}
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return result;
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}
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