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db501c68d2
Fixes #3911 ## Description: - Server captures `publicId` and `friends` from `getUserMe()` and includes each player's in-game friend `clientID`s in `PlayerSchema` on game start - Team assignment treats friends as a **soft preference** (best-effort): a non-clan player goes to the team where the most of their friends already are; if that team is full they spill to the next-emptiest team rather than getting kicked - Clans remain strict (kick overflow) since clan membership is an explicit opt-in; friends are implicit, so a friend-of-friend chain that doesn't fit shouldn't bench anyone - Friendship is symmetric — an edge from either direction counts, which keeps things working when one side's `getUserMe` is stale - Lobby preview unchanged — friend grouping only takes effect once the game actually starts (avoids exposing friend lists in the lobby payload) ## 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: evan
313 lines
11 KiB
TypeScript
313 lines
11 KiB
TypeScript
import { ColoredTeams, PlayerInfo, PlayerType } from "../src/core/game/Game";
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import { assignTeams } from "../src/core/game/TeamAssignment";
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const teams = [ColoredTeams.Red, ColoredTeams.Blue];
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describe("assignTeams", () => {
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const createPlayer = (id: string, clan?: string): PlayerInfo => {
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return new PlayerInfo(
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`Player ${id}`,
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PlayerType.Human,
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null, // clientID (null for testing)
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id,
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false,
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clan,
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);
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};
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// Friend grouping is keyed on clientID. By default we pass clientID = id
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// for brevity, but tests can override clientID to verify the lookup uses
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// clientID rather than PlayerInfo.id.
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const createPlayerWithFriends = (
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id: string,
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friends: string[],
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clan?: string,
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clientID: string = id,
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): PlayerInfo => {
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return new PlayerInfo(
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`Player ${id}`,
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PlayerType.Human,
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clientID,
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id, // PlayerInfo.id
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false,
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clan,
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friends,
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);
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};
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it("should assign players to teams when no clans are present", () => {
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const players = [
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createPlayer("1"),
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createPlayer("2"),
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createPlayer("3"),
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createPlayer("4"),
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];
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const result = assignTeams(players, teams);
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// Check that players are assigned alternately
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expect(result.get(players[0])).toEqual(ColoredTeams.Red);
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expect(result.get(players[1])).toEqual(ColoredTeams.Blue);
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expect(result.get(players[2])).toEqual(ColoredTeams.Red);
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expect(result.get(players[3])).toEqual(ColoredTeams.Blue);
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});
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it("should keep clan members together on the same team", () => {
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const players = [
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createPlayer("1", "CLANA"),
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createPlayer("2", "CLANA"),
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createPlayer("3", "CLANB"),
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createPlayer("4", "CLANB"),
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];
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const result = assignTeams(players, teams);
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// Check that clan members are on the same team
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expect(result.get(players[0])).toEqual(ColoredTeams.Red);
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expect(result.get(players[1])).toEqual(ColoredTeams.Red);
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expect(result.get(players[2])).toEqual(ColoredTeams.Blue);
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expect(result.get(players[3])).toEqual(ColoredTeams.Blue);
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});
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it("should handle mixed clan and non-clan players", () => {
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const players = [
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createPlayer("1", "CLANA"),
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createPlayer("2", "CLANA"),
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createPlayer("3"),
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createPlayer("4"),
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];
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const result = assignTeams(players, teams);
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// Check that clan members are together and non-clan players balance teams
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expect(result.get(players[0])).toEqual(ColoredTeams.Red);
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expect(result.get(players[1])).toEqual(ColoredTeams.Red);
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expect(result.get(players[2])).toEqual(ColoredTeams.Blue);
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expect(result.get(players[3])).toEqual(ColoredTeams.Blue);
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});
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it("should kick players when teams are full", () => {
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const players = [
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createPlayer("1", "CLANA"),
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createPlayer("2", "CLANA"),
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createPlayer("3", "CLANA"),
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createPlayer("4", "CLANA"),
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createPlayer("5", "CLANB"),
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createPlayer("6", "CLANB"),
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];
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const result = assignTeams(players, teams);
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// Check that players are kicked when teams are full
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expect(result.get(players[0])).toEqual(ColoredTeams.Red);
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expect(result.get(players[1])).toEqual(ColoredTeams.Red);
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expect(result.get(players[2])).toEqual(ColoredTeams.Red);
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expect(result.get(players[3])).toEqual("kicked");
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expect(result.get(players[4])).toEqual(ColoredTeams.Blue);
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expect(result.get(players[5])).toEqual(ColoredTeams.Blue);
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});
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it("should handle empty player list", () => {
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const result = assignTeams([], teams);
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expect(result.size).toBe(0);
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});
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it("should handle single player", () => {
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const players = [createPlayer("1")];
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const result = assignTeams(players, teams);
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expect(result.get(players[0])).toEqual(ColoredTeams.Red);
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});
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it("should handle multiple clans with different sizes", () => {
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const players = [
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createPlayer("1", "CLANA"),
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createPlayer("2", "CLANA"),
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createPlayer("3", "CLANA"),
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createPlayer("4", "CLANB"),
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createPlayer("5", "CLANB"),
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createPlayer("6", "CLANC"),
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];
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const result = assignTeams(players, teams);
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// Check that larger clans are assigned first
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expect(result.get(players[0])).toEqual(ColoredTeams.Red);
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expect(result.get(players[1])).toEqual(ColoredTeams.Red);
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expect(result.get(players[2])).toEqual(ColoredTeams.Red);
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expect(result.get(players[3])).toEqual(ColoredTeams.Blue);
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expect(result.get(players[4])).toEqual(ColoredTeams.Blue);
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expect(result.get(players[5])).toEqual(ColoredTeams.Blue);
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});
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it("should distribute players among a larger number of teams", () => {
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const players = [
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createPlayer("1", "CLANA"),
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createPlayer("2", "CLANA"),
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createPlayer("3", "CLANA"),
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createPlayer("4", "CLANB"),
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createPlayer("5", "CLANB"),
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createPlayer("6", "CLANC"),
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createPlayer("7"),
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createPlayer("8"),
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createPlayer("9"),
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createPlayer("10"),
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createPlayer("11"),
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createPlayer("12"),
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createPlayer("13"),
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createPlayer("14"),
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];
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const result = assignTeams(players, [
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ColoredTeams.Red,
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ColoredTeams.Blue,
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ColoredTeams.Yellow,
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ColoredTeams.Green,
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ColoredTeams.Purple,
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ColoredTeams.Orange,
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ColoredTeams.Teal,
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]);
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expect(result.get(players[0])).toEqual(ColoredTeams.Red);
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expect(result.get(players[1])).toEqual(ColoredTeams.Red);
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expect(result.get(players[2])).toEqual("kicked");
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expect(result.get(players[3])).toEqual(ColoredTeams.Blue);
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expect(result.get(players[4])).toEqual(ColoredTeams.Blue);
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expect(result.get(players[5])).toEqual(ColoredTeams.Yellow);
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expect(result.get(players[6])).toEqual(ColoredTeams.Green);
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expect(result.get(players[7])).toEqual(ColoredTeams.Purple);
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expect(result.get(players[8])).toEqual(ColoredTeams.Orange);
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expect(result.get(players[9])).toEqual(ColoredTeams.Teal);
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expect(result.get(players[10])).toEqual(ColoredTeams.Yellow);
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expect(result.get(players[11])).toEqual(ColoredTeams.Green);
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expect(result.get(players[12])).toEqual(ColoredTeams.Purple);
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expect(result.get(players[13])).toEqual(ColoredTeams.Orange);
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});
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it("should keep two friends on the same team", () => {
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const players = [
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createPlayerWithFriends("1", ["2"]),
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createPlayerWithFriends("2", ["1"]),
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createPlayerWithFriends("3", []),
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createPlayerWithFriends("4", []),
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];
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const result = assignTeams(players, teams);
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expect(result.get(players[0])).toEqual(result.get(players[1]));
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expect(result.get(players[2])).not.toEqual(result.get(players[0]));
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expect(result.get(players[3])).not.toEqual(result.get(players[0]));
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});
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it("should group a chain of friends transitively", () => {
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// 6 players, 2 teams → maxTeamSize = 3 (enough room for a 3-friend chain)
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const players = [
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createPlayerWithFriends("1", ["2"]),
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createPlayerWithFriends("2", ["3"]),
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createPlayerWithFriends("3", []),
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createPlayerWithFriends("4", []),
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createPlayerWithFriends("5", []),
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createPlayerWithFriends("6", []),
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];
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const result = assignTeams(players, teams);
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const teamOf1 = result.get(players[0]);
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expect(result.get(players[1])).toEqual(teamOf1);
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expect(result.get(players[2])).toEqual(teamOf1);
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});
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it("should treat one-directional friendship as a group", () => {
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const players = [
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createPlayerWithFriends("1", ["2"]),
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createPlayerWithFriends("2", []), // doesn't list 1 back
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createPlayerWithFriends("3", []),
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createPlayerWithFriends("4", []),
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];
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const result = assignTeams(players, teams);
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expect(result.get(players[0])).toEqual(result.get(players[1]));
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});
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it("should merge friend and clan groups when they overlap", () => {
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// 1 and 2 share clan CLANA, 2 is friends with 3 (no clan)
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// → all three end up on the same team. 6 players, maxTeamSize = 3.
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const players = [
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createPlayerWithFriends("1", [], "CLANA"),
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createPlayerWithFriends("2", ["3"], "CLANA"),
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createPlayerWithFriends("3", [], undefined),
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createPlayerWithFriends("4", [], undefined),
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createPlayerWithFriends("5", [], undefined),
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createPlayerWithFriends("6", [], undefined),
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];
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const result = assignTeams(players, teams);
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const teamOf1 = result.get(players[0]);
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expect(result.get(players[1])).toEqual(teamOf1);
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expect(result.get(players[2])).toEqual(teamOf1);
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});
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it("should spill friend-group overflow to other teams (no kicks)", () => {
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// 4-player friend group + 2 strangers, maxTeamSize = ceil(6/2) = 3.
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// Friend overflow spills to the other team rather than getting kicked.
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const players = [
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createPlayerWithFriends("1", ["2", "3", "4"]),
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createPlayerWithFriends("2", []),
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createPlayerWithFriends("3", []),
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createPlayerWithFriends("4", []),
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createPlayerWithFriends("5", []),
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createPlayerWithFriends("6", []),
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];
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const result = assignTeams(players, teams);
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expect(result.get(players[0])).toEqual(ColoredTeams.Red);
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expect(result.get(players[1])).toEqual(ColoredTeams.Red);
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expect(result.get(players[2])).toEqual(ColoredTeams.Red);
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expect(result.get(players[3])).toEqual(ColoredTeams.Blue);
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expect(result.get(players[4])).toEqual(ColoredTeams.Blue);
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expect(result.get(players[5])).toEqual(ColoredTeams.Blue);
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});
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it("should key friend grouping on clientID, not PlayerInfo.id", () => {
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// clientID and PlayerInfo.id are distinct. The friends list references
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// clientIDs ("client-2", "client-1"). If grouping ever regressed to
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// keying on PlayerInfo.id ("player-1"/"player-2"), no edges would form
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// and these two would land on opposite teams.
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const players = [
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createPlayerWithFriends("player-1", ["client-2"], undefined, "client-1"),
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createPlayerWithFriends("player-2", ["client-1"], undefined, "client-2"),
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createPlayerWithFriends("player-3", [], undefined, "client-3"),
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createPlayerWithFriends("player-4", [], undefined, "client-4"),
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];
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const result = assignTeams(players, teams);
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expect(result.get(players[0])).toEqual(result.get(players[1]));
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expect(result.get(players[2])).not.toEqual(result.get(players[0]));
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expect(result.get(players[3])).not.toEqual(result.get(players[0]));
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});
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it("should still kick when every team is at capacity", () => {
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// 5 friends in a clique, 2 teams, maxTeamSize = ceil(5/2) = 3.
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// Total capacity is 6, so we have slack — nobody should get kicked.
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// But if we force capacity below player count, kicks resume.
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const players = [
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createPlayerWithFriends("1", ["2", "3", "4", "5"]),
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createPlayerWithFriends("2", []),
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createPlayerWithFriends("3", []),
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createPlayerWithFriends("4", []),
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createPlayerWithFriends("5", []),
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];
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const result = assignTeams(players, teams, 2);
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// maxTeamSize=2, 2 teams → capacity 4, 5 players → 1 must be kicked.
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const kicked = players.filter((p) => result.get(p) === "kicked");
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expect(kicked.length).toBe(1);
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});
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});
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