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464a4a817a
## Description: The calculation is based on: 50 players per 1_000_000 land tiles, limited at 125 players because of performance Second number is 75% of that, third one 50% That way, the player counts are staying mostly the same Look at the "Dynamic Config" column, these are the new player counts: (The 125 players limit is missing in that column, only relevant for the twolakes map) <img width="930" height="1033" alt="Screenshot_2026-01-12_152758" src="https://github.com/user-attachments/assets/e1791740-e263-47b3-8b27-4f9aa358d381" /> <img width="926" height="324" alt="Screenshot_2026-01-12_152814" src="https://github.com/user-attachments/assets/78d6789b-374f-4f8b-b50f-f6f08395572b" /> This PR also removes `MapDescription` from `Maps.ts` because its unused. And this PR updates the map-generator `README.md` to reflect the changes ## 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
89 lines
2.5 KiB
TypeScript
89 lines
2.5 KiB
TypeScript
import { JWK } from "jose";
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import { GameEnv, ServerConfig } from "../../src/core/configuration/Config";
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import { PublicGameModifiers } from "../../src/core/game/Game";
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import { GameID } from "../../src/core/Schemas";
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export class TestServerConfig implements ServerConfig {
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turnstileSiteKey(): string {
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throw new Error("Method not implemented.");
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}
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turnstileSecretKey(): string {
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throw new Error("Method not implemented.");
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}
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apiKey(): string {
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throw new Error("Method not implemented.");
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}
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allowedFlares(): string[] | undefined {
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throw new Error("Method not implemented.");
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}
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stripePublishableKey(): string {
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throw new Error("Method not implemented.");
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}
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domain(): string {
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throw new Error("Method not implemented.");
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}
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subdomain(): string {
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throw new Error("Method not implemented.");
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}
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jwtAudience(): string {
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throw new Error("Method not implemented.");
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}
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jwtIssuer(): string {
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throw new Error("Method not implemented.");
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}
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jwkPublicKey(): Promise<JWK> {
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throw new Error("Method not implemented.");
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}
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otelEnabled(): boolean {
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throw new Error("Method not implemented.");
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}
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otelEndpoint(): string {
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throw new Error("Method not implemented.");
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}
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otelAuthHeader(): string {
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throw new Error("Method not implemented.");
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}
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turnIntervalMs(): number {
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throw new Error("Method not implemented.");
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}
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gameCreationRate(): number {
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throw new Error("Method not implemented.");
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}
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async lobbyMaxPlayers(): Promise<number> {
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throw new Error("Method not implemented.");
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}
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numWorkers(): number {
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throw new Error("Method not implemented.");
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}
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workerIndex(gameID: GameID): number {
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throw new Error("Method not implemented.");
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}
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workerPath(gameID: GameID): string {
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throw new Error("Method not implemented.");
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}
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workerPort(gameID: GameID): number {
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throw new Error("Method not implemented.");
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}
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workerPortByIndex(workerID: number): number {
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throw new Error("Method not implemented.");
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}
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env(): GameEnv {
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throw new Error("Method not implemented.");
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}
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adminToken(): string {
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throw new Error("Method not implemented.");
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}
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adminHeader(): string {
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throw new Error("Method not implemented.");
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}
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gitCommit(): string {
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throw new Error("Method not implemented.");
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}
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getRandomPublicGameModifiers(): PublicGameModifiers {
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return { isCompact: false, isRandomSpawn: false };
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}
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async supportsCompactMapForTeams(): Promise<boolean> {
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throw new Error("Method not implemented.");
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}
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}
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