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## Description: The recently improved `supportsCompactMapForTeams` only checked that each team had ≥2 players but not that there were ≥2 teams. On very small maps with compact + Duos (rare), this allowed lobbies with 1 team of 2, which makes no sense (Wonder noticed that randomly while looking at the homepage). Added a `numberOfTeams ≥ 2` check so the compact map modifier isn't active when the player count can't sustain multiple teams. The 125-player performance cap was also applied inside `calculateMapPlayerCounts` before the compact 75% reduction, so a map sized for 200 players would get capped to 125 then reduced to 31 instead of the expected 50. Moved the cap (`MAX_PLAYER_COUNT`) to after the compact reduction. ## 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
683 lines
20 KiB
TypeScript
683 lines
20 KiB
TypeScript
import {
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Difficulty,
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Duos,
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GameMapName,
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GameMapSize,
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GameMapType,
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GameMode,
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GameType,
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HumansVsNations,
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PublicGameModifiers,
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Quads,
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RankedType,
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Trios,
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mapCategories,
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} from "../core/game/Game";
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import { PseudoRandom } from "../core/PseudoRandom";
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import { GameConfig, PublicGameType, TeamCountConfig } from "../core/Schemas";
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import { logger } from "./Logger";
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import { getMapLandTiles } from "./MapLandTiles";
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const log = logger.child({});
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const ARCADE_MAPS = new Set(mapCategories.arcade);
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// Hard cap on player count for performance. Applied after compact-map reduction.
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const MAX_PLAYER_COUNT = 125;
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// How many times each map should appear in the playlist.
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// Note: The Partial should eventually be removed for better type safety.
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const frequency: Partial<Record<GameMapName, number>> = {
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Africa: 7,
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Asia: 6,
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Australia: 4,
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Achiran: 5,
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Baikal: 5,
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BetweenTwoSeas: 5,
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BlackSea: 6,
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Britannia: 5,
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BritanniaClassic: 4,
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DeglaciatedAntarctica: 4,
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EastAsia: 5,
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Europe: 3,
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EuropeClassic: 3,
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FalklandIslands: 4,
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FaroeIslands: 4,
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FourIslands: 4,
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GatewayToTheAtlantic: 5,
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GulfOfStLawrence: 4,
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Halkidiki: 4,
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Iceland: 4,
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Italia: 6,
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Japan: 6,
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Lisbon: 4,
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Manicouagan: 4,
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Mars: 3,
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Mena: 6,
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Montreal: 6,
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NewYorkCity: 3,
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NorthAmerica: 5,
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Pangaea: 5,
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Pluto: 6,
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SouthAmerica: 5,
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StraitOfGibraltar: 5,
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Svalmel: 8,
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World: 8,
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Lemnos: 3,
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Passage: 4,
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TwoLakes: 6,
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StraitOfHormuz: 4,
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Surrounded: 4,
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DidierFrance: 1,
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Didier: 1,
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AmazonRiver: 3,
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BosphorusStraits: 3,
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BeringStrait: 4,
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Sierpinski: 10,
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TheBox: 3,
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Yenisei: 6,
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TradersDream: 4,
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Hawaii: 4,
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Alps: 4,
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NileDelta: 4,
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};
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const TEAM_WEIGHTS: { config: TeamCountConfig; weight: number }[] = [
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{ config: 2, weight: 10 },
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{ config: 3, weight: 10 },
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{ config: 4, weight: 10 },
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{ config: 5, weight: 10 },
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{ config: 6, weight: 10 },
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{ config: 7, weight: 10 },
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{ config: Duos, weight: 5 },
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{ config: Trios, weight: 7.5 },
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{ config: Quads, weight: 7.5 },
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{ config: HumansVsNations, weight: 20 },
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];
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type ModifierKey =
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| "isRandomSpawn"
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| "isCompact"
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| "isCrowded"
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| "isHardNations"
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| "startingGold"
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| "startingGoldHigh";
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// Each entry represents one "ticket" in the pool. More tickets = higher chance of selection.
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const SPECIAL_MODIFIER_POOL: ModifierKey[] = [
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...Array<ModifierKey>(4).fill("isRandomSpawn"),
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...Array<ModifierKey>(8).fill("isCompact"),
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...Array<ModifierKey>(1).fill("isCrowded"),
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...Array<ModifierKey>(1).fill("isHardNations"),
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...Array<ModifierKey>(8).fill("startingGold"),
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...Array<ModifierKey>(1).fill("startingGoldHigh"),
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];
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// Modifiers that cannot be active at the same time.
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const MUTUALLY_EXCLUSIVE_MODIFIERS: [ModifierKey, ModifierKey][] = [
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["startingGold", "startingGoldHigh"],
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["isHardNations", "startingGoldHigh"],
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];
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// Probability of hard nations modifier in HumansVsNations games.
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const HARD_NATIONS_HVN_PROBABILITY = 0.2; // 20%
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export class MapPlaylist {
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private playlists: Record<PublicGameType, GameMapType[]> = {
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ffa: [],
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special: [],
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team: [],
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};
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public async gameConfig(type: PublicGameType): Promise<GameConfig> {
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if (type === "special") {
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return this.getSpecialConfig();
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}
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const mode = type === "ffa" ? GameMode.FFA : GameMode.Team;
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const map = this.getNextMap(type);
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const playerTeams =
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mode === GameMode.Team ? this.getTeamCount(map) : undefined;
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const modifiers = this.getRandomPublicGameModifiers(playerTeams);
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const { startingGold } = modifiers;
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let { isCompact, isRandomSpawn, isCrowded, isHardNations } = modifiers;
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// Duos, Trios, and Quads should not get random spawn (as it defeats the purpose)
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if (
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playerTeams === Duos ||
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playerTeams === Trios ||
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playerTeams === Quads
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) {
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isRandomSpawn = false;
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}
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// Hard nations modifier only applies when nations are present
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if (mode === GameMode.Team && playerTeams !== HumansVsNations) {
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isHardNations = false;
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}
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// Check if compact map would leave every team with at least 2 players
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if (
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isCompact &&
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mode === GameMode.Team &&
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!(await this.supportsCompactMapForTeams(map, playerTeams!))
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) {
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isCompact = false;
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}
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// Crowded modifier: if the map's biggest player count (first number of calculateMapPlayerCounts) is 60 or lower (small maps),
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// set player count to MAX_PLAYER_COUNT (or 60 if compact map is also enabled)
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let crowdedMaxPlayers: number | undefined;
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if (isCrowded) {
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crowdedMaxPlayers = await this.getCrowdedMaxPlayers(map, isCompact);
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if (crowdedMaxPlayers === undefined) {
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isCrowded = false;
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} else {
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crowdedMaxPlayers = this.adjustForTeams(crowdedMaxPlayers, playerTeams);
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}
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}
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// Create the default public game config (from your GameManager)
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return {
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donateGold: mode === GameMode.Team,
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donateTroops: mode === GameMode.Team,
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gameMap: map,
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maxPlayers:
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crowdedMaxPlayers ??
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(await this.lobbyMaxPlayers(map, mode, playerTeams, isCompact)),
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gameType: GameType.Public,
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gameMapSize: isCompact ? GameMapSize.Compact : GameMapSize.Normal,
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publicGameModifiers: {
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isCompact,
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isRandomSpawn,
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isCrowded,
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isHardNations,
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startingGold,
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},
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startingGold,
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difficulty: isHardNations ? Difficulty.Hard : Difficulty.Medium,
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infiniteGold: false,
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infiniteTroops: false,
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maxTimerValue: undefined,
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instantBuild: false,
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randomSpawn: isRandomSpawn,
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nations:
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mode === GameMode.Team && playerTeams !== HumansVsNations
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? "disabled"
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: "default",
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gameMode: mode,
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playerTeams,
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bots: isCompact ? 100 : 400,
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spawnImmunityDuration: this.getSpawnImmunityDuration(
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playerTeams,
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startingGold,
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),
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disabledUnits: [],
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} satisfies GameConfig;
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}
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private async getSpecialConfig(): Promise<GameConfig> {
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const mode = Math.random() < 0.5 ? GameMode.FFA : GameMode.Team;
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const map = this.getNextMap("special");
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const playerTeams =
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mode === GameMode.Team ? this.getTeamCount(map) : undefined;
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const excludedModifiers: ModifierKey[] = [];
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const supportsCompact =
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mode !== GameMode.Team ||
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(await this.supportsCompactMapForTeams(map, playerTeams!));
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if (!supportsCompact) {
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excludedModifiers.push("isCompact");
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}
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if (
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playerTeams === Duos ||
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playerTeams === Trios ||
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playerTeams === Quads
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) {
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excludedModifiers.push("isRandomSpawn");
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}
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// Hard nations: excluded for non-HvN team modes (no nations present).
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// For HumansVsNations: rolled independently (not via pool).
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// For FFA: stays in the pool for normal ticket-based selection.
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let hardNationsFromIndependentRoll: boolean | undefined;
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let poolCountReduction = 0;
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if (mode === GameMode.Team && playerTeams !== HumansVsNations) {
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excludedModifiers.push("isHardNations");
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} else if (playerTeams === HumansVsNations) {
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excludedModifiers.push("isHardNations");
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excludedModifiers.push("startingGoldHigh"); // Nations are disabled if that modifier is active
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hardNationsFromIndependentRoll =
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Math.random() < HARD_NATIONS_HVN_PROBABILITY;
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poolCountReduction = hardNationsFromIndependentRoll ? 1 : 0;
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}
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const poolResult = this.getRandomSpecialGameModifiers(
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excludedModifiers,
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undefined,
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poolCountReduction,
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);
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let { isCrowded, startingGold, isCompact, isRandomSpawn } = poolResult;
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let isHardNations =
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hardNationsFromIndependentRoll ?? poolResult.isHardNations;
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let crowdedMaxPlayers: number | undefined;
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if (isCrowded) {
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crowdedMaxPlayers = await this.getCrowdedMaxPlayers(map, isCompact);
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if (crowdedMaxPlayers !== undefined) {
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crowdedMaxPlayers = this.adjustForTeams(crowdedMaxPlayers, playerTeams);
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} else {
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// Map doesn't support crowded. Drop it and pick one replacement only
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// if it was the sole modifier, so the lobby always has at least one.
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isCrowded = false;
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if (
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!isRandomSpawn &&
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!isCompact &&
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!isHardNations &&
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startingGold === undefined
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) {
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excludedModifiers.push("isCrowded");
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const fallback = this.getRandomSpecialGameModifiers(
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excludedModifiers,
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1,
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poolCountReduction,
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);
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({ isRandomSpawn, isCompact, startingGold } = fallback);
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isHardNations =
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hardNationsFromIndependentRoll ?? fallback.isHardNations;
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}
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}
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}
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const maxPlayers = Math.max(
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2,
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crowdedMaxPlayers ??
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(await this.lobbyMaxPlayers(map, mode, playerTeams, isCompact)),
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);
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const nations: GameConfig["nations"] =
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(mode === GameMode.Team && playerTeams !== HumansVsNations) ||
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// Nations don't have PVP immunity, so 25M starting gold wouldn't work well with them
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(startingGold !== undefined && startingGold >= 25_000_000)
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? "disabled"
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: "default";
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return {
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donateGold: mode === GameMode.Team,
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donateTroops: mode === GameMode.Team,
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gameMap: map,
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maxPlayers,
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gameType: GameType.Public,
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gameMapSize: isCompact ? GameMapSize.Compact : GameMapSize.Normal,
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publicGameModifiers: {
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isCompact,
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isRandomSpawn,
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isCrowded,
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isHardNations,
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startingGold,
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},
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startingGold,
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difficulty: isHardNations ? Difficulty.Hard : Difficulty.Medium,
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infiniteGold: false,
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infiniteTroops: false,
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maxTimerValue: undefined,
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instantBuild: false,
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randomSpawn: isRandomSpawn,
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nations,
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gameMode: mode,
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playerTeams,
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bots: isCompact ? 100 : 400,
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spawnImmunityDuration: this.getSpawnImmunityDuration(
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playerTeams,
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startingGold,
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),
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disabledUnits: [],
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} satisfies GameConfig;
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}
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public get1v1Config(): GameConfig {
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const maps = [
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GameMapType.Australia, // 40%
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GameMapType.Australia,
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GameMapType.Iceland, // 20%
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GameMapType.Asia, // 20%
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GameMapType.EuropeClassic, // 20%
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];
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const isCompact = Math.random() < 0.5;
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return {
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donateGold: false,
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donateTroops: false,
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gameMap: maps[Math.floor(Math.random() * maps.length)],
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maxPlayers: 2,
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gameType: GameType.Public,
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gameMapSize: isCompact ? GameMapSize.Compact : GameMapSize.Normal,
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difficulty: Difficulty.Medium, // Doesn't matter, nations are disabled
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rankedType: RankedType.OneVOne,
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infiniteGold: false,
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infiniteTroops: false,
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maxTimerValue: isCompact ? 10 : 15,
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instantBuild: false,
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randomSpawn: false,
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nations: "disabled",
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gameMode: GameMode.FFA,
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bots: isCompact ? 100 : 400,
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spawnImmunityDuration: 30 * 10,
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disabledUnits: [],
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} satisfies GameConfig;
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}
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private getNextMap(type: PublicGameType): GameMapType {
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const playlist = this.playlists[type];
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if (playlist.length === 0) {
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playlist.push(...this.generateNewPlaylist(type));
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}
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return playlist.shift()!;
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}
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private generateNewPlaylist(type: PublicGameType): GameMapType[] {
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const maps = this.buildMapsList(type);
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const rand = new PseudoRandom(Date.now());
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const playlist: GameMapType[] = [];
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const numAttempts = 10000;
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for (let attempt = 0; attempt < numAttempts; attempt++) {
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playlist.length = 0;
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// Re-shuffle every attempt so retries can explore different orderings.
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const source = rand.shuffleArray([...maps]);
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let success = true;
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while (source.length > 0) {
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if (!this.addNextMapNonConsecutive(playlist, source)) {
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success = false;
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break;
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}
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}
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if (success) {
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log.info(`Generated map playlist in ${attempt} attempts`);
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return playlist;
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}
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}
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log.warn(
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`Failed to generate non-consecutive playlist after ${numAttempts} attempts, falling back to shuffle`,
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);
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return rand.shuffleArray([...maps]);
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}
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private addNextMapNonConsecutive(
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playlist: GameMapType[],
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source: GameMapType[],
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): boolean {
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const nonConsecutiveNum = 5;
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const lastMaps = playlist.slice(-nonConsecutiveNum);
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for (let i = 0; i < source.length; i++) {
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const map = source[i];
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if (!lastMaps.includes(map)) {
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source.splice(i, 1);
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playlist.push(map);
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return true;
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}
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}
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return false;
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}
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private buildMapsList(type: PublicGameType): GameMapType[] {
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const maps: GameMapType[] = [];
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(Object.keys(GameMapType) as GameMapName[]).forEach((key) => {
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const map = GameMapType[key];
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if (type !== "special" && ARCADE_MAPS.has(map)) {
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return;
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}
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let freq = frequency[key] ?? 0;
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// Double frequency for Baikal and FourIslands in team games
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if (type === "team" && (key === "Baikal" || key === "FourIslands")) {
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freq *= 2;
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}
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for (let i = 0; i < freq; i++) {
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maps.push(map);
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}
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});
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return maps;
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}
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private getTeamCount(map: GameMapType): TeamCountConfig {
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// Override team count for specific maps (75% chance)
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if (map === GameMapType.Baikal && Math.random() < 0.75) {
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return 2;
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}
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if (map === GameMapType.FourIslands && Math.random() < 0.75) {
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return 4;
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}
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const totalWeight = TEAM_WEIGHTS.reduce((sum, w) => sum + w.weight, 0);
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const roll = Math.random() * totalWeight;
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let cumulativeWeight = 0;
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for (const { config, weight } of TEAM_WEIGHTS) {
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cumulativeWeight += weight;
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if (roll < cumulativeWeight) {
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return config;
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}
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}
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return TEAM_WEIGHTS[0].config;
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}
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private getRandomPublicGameModifiers(
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playerTeams?: TeamCountConfig,
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): PublicGameModifiers {
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return {
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isRandomSpawn: Math.random() < 0.05, // 5% chance
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isCompact: Math.random() < 0.05, // 5% chance
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isCrowded: Math.random() < 0.05, // 5% chance
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startingGold: Math.random() < 0.05 ? 5_000_000 : undefined, // 5% chance
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isHardNations:
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playerTeams === HumansVsNations
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? Math.random() < HARD_NATIONS_HVN_PROBABILITY
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: Math.random() < 0.025, // 2.5% chance
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};
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}
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private getRandomSpecialGameModifiers(
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excludedModifiers: ModifierKey[] = [],
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count?: number,
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countReduction: number = 0,
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): PublicGameModifiers {
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// Roll how many modifiers to pick: 30% → 1, 40% → 2, 20% → 3, 10% → 4
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const modifierCountRoll = Math.floor(Math.random() * 10) + 1;
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const k = Math.max(
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0,
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(count ??
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(modifierCountRoll <= 3
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? 1
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: modifierCountRoll <= 7
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? 2
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: modifierCountRoll <= 9
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? 3
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: 4)) - countReduction,
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);
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// 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;
|
|
// Skip if a mutually exclusive modifier is already selected
|
|
const blocked = MUTUALLY_EXCLUSIVE_MODIFIERS.some(
|
|
([a, b]) =>
|
|
(key === a && selected.has(b)) || (key === b && selected.has(a)),
|
|
);
|
|
if (!blocked) selected.add(key);
|
|
}
|
|
|
|
return {
|
|
isRandomSpawn: selected.has("isRandomSpawn"),
|
|
isCompact: selected.has("isCompact"),
|
|
isCrowded: selected.has("isCrowded"),
|
|
isHardNations: selected.has("isHardNations"),
|
|
startingGold: selected.has("startingGoldHigh")
|
|
? 25_000_000
|
|
: selected.has("startingGold")
|
|
? 5_000_000
|
|
: undefined,
|
|
};
|
|
}
|
|
|
|
// Check whether a compact map still gives every team at least 2 players,
|
|
// using the worst-case player tier (smallest) from lobbyMaxPlayers.
|
|
private async supportsCompactMapForTeams(
|
|
map: GameMapType,
|
|
playerTeams: TeamCountConfig,
|
|
): Promise<boolean> {
|
|
const landTiles = await getMapLandTiles(map);
|
|
const [l, , s] = this.calculateMapPlayerCounts(landTiles);
|
|
// Worst case: smallest tier with team mode 1.5x multiplier, capped at l
|
|
let p = Math.min(Math.ceil(s * 1.5), l);
|
|
// Apply compact 75% player reduction, then cap for performance
|
|
p = Math.min(Math.max(3, Math.floor(p * 0.25)), MAX_PLAYER_COUNT);
|
|
// Apply team adjustment
|
|
p = this.adjustForTeams(p, playerTeams);
|
|
// Check at least 2 players per team AND at least 2 teams
|
|
return (
|
|
this.playersPerTeam(p, playerTeams) >= 2 &&
|
|
this.numberOfTeams(p, playerTeams) >= 2
|
|
);
|
|
}
|
|
|
|
private playersPerTeam(
|
|
adjustedPlayerCount: number,
|
|
playerTeams: TeamCountConfig,
|
|
): number {
|
|
switch (playerTeams) {
|
|
case Duos:
|
|
return Math.min(2, adjustedPlayerCount);
|
|
case Trios:
|
|
return Math.min(3, adjustedPlayerCount);
|
|
case Quads:
|
|
return Math.min(4, adjustedPlayerCount);
|
|
case HumansVsNations:
|
|
return adjustedPlayerCount; // adjustedPlayerCount is the human count
|
|
default:
|
|
return Math.floor(adjustedPlayerCount / playerTeams);
|
|
}
|
|
}
|
|
|
|
private numberOfTeams(
|
|
adjustedPlayerCount: number,
|
|
playerTeams: TeamCountConfig,
|
|
): number {
|
|
switch (playerTeams) {
|
|
case Duos:
|
|
return Math.floor(adjustedPlayerCount / 2);
|
|
case Trios:
|
|
return Math.floor(adjustedPlayerCount / 3);
|
|
case Quads:
|
|
return Math.floor(adjustedPlayerCount / 4);
|
|
case HumansVsNations:
|
|
return 2; // always 2 teams
|
|
default:
|
|
return playerTeams; // numeric value IS the team count
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Centralised spawn-immunity duration logic.
|
|
* - HumansVsNations: always 5s (nations can't benefit from longer PVP immunity)
|
|
* - 25M starting gold: 2:30 (extra time to compensate for high gold)
|
|
* - 5M starting gold: 30s
|
|
* - Default: 5s
|
|
*/
|
|
private getSpawnImmunityDuration(
|
|
playerTeams?: TeamCountConfig,
|
|
startingGold?: number,
|
|
): number {
|
|
if (playerTeams === HumansVsNations) return 5 * 10;
|
|
if (startingGold !== undefined && startingGold >= 25_000_000)
|
|
return 150 * 10;
|
|
if (startingGold) return 30 * 10;
|
|
return 5 * 10;
|
|
}
|
|
|
|
private async getCrowdedMaxPlayers(
|
|
map: GameMapType,
|
|
isCompact: boolean,
|
|
): Promise<number | undefined> {
|
|
const landTiles = await getMapLandTiles(map);
|
|
const [rawFirstPlayerCount] = this.calculateMapPlayerCounts(landTiles);
|
|
const firstPlayerCount = Math.min(rawFirstPlayerCount, MAX_PLAYER_COUNT);
|
|
if (firstPlayerCount <= 60) {
|
|
return isCompact ? 60 : MAX_PLAYER_COUNT;
|
|
}
|
|
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));
|
|
}
|
|
// Cap for performance
|
|
p = Math.min(p, MAX_PLAYER_COUNT);
|
|
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
|
|
* 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 = Math.max(roundToNearest5((landTiles / 1_000_000) * 50), 5);
|
|
return [base, roundToNearest5(base * 0.75), roundToNearest5(base * 0.5)];
|
|
}
|
|
}
|