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## Description: Resolve discussions about stalled PR https://github.com/openfrontio/OpenFrontIO/pull/2460 <img width="724" height="348" alt="image" src="https://github.com/user-attachments/assets/c2c9fa79-cace-431a-9ca4-b3656612fa9d" /> Changes: - Added a `Player::canAttackPlayer(other)` function to determine whether a player can be attacked. - This function is now used in most places where a fight can occur: - AttackExecution (land attacks) - Naval invasion - Warship fight - Nukes can't be thrown during the truce - Immunity only affect human players. Nations and bot will fight as usual, and can be fought against. - The immunity timer uses minutes in the modal window. UI: - The immunity phase is displayed with a timer bar at the top. This is from the original PR, to be discussed if it's not deemed visible enough: <img width="632" height="215" alt="image" src="https://github.com/user-attachments/assets/f5ab9aa0-bd4f-4503-b8d6-b40b121fba65" /> ## 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: IngloriousTom --------- Co-authored-by: newyearnewphil <git@nynp.dev>
189 lines
4.6 KiB
TypeScript
189 lines
4.6 KiB
TypeScript
import { getServerConfigFromServer } from "../core/configuration/ConfigLoader";
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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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Quads,
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Trios,
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} from "../core/game/Game";
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import { PseudoRandom } from "../core/PseudoRandom";
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import { GameConfig, TeamCountConfig } from "../core/Schemas";
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import { logger } from "./Logger";
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const log = logger.child({});
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const config = getServerConfigFromServer();
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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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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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TwoLakes: 6,
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StraitOfHormuz: 4,
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Surrounded: 4,
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};
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interface MapWithMode {
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map: GameMapType;
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mode: GameMode;
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}
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const TEAM_COUNTS = [
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2,
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3,
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4,
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5,
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6,
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7,
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Duos,
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Trios,
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Quads,
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HumansVsNations,
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] as const satisfies TeamCountConfig[];
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export class MapPlaylist {
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private mapsPlaylist: MapWithMode[] = [];
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constructor(private disableTeams: boolean = false) {}
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public gameConfig(): GameConfig {
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const { map, mode } = this.getNextMap();
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const playerTeams =
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mode === GameMode.Team ? this.getTeamCount() : undefined;
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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: config.lobbyMaxPlayers(map, mode, playerTeams),
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gameType: GameType.Public,
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gameMapSize: GameMapSize.Normal,
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difficulty:
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playerTeams === HumansVsNations ? Difficulty.Hard : Difficulty.Easy,
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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: false,
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disableNations: mode === GameMode.Team && playerTeams !== HumansVsNations,
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gameMode: mode,
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playerTeams,
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bots: 400,
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spawnImmunityDuration: 5 * 10,
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disabledUnits: [],
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} satisfies GameConfig;
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}
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private getTeamCount(): TeamCountConfig {
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return TEAM_COUNTS[Math.floor(Math.random() * TEAM_COUNTS.length)];
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}
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private getNextMap(): MapWithMode {
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if (this.mapsPlaylist.length === 0) {
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const numAttempts = 10000;
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for (let i = 0; i < numAttempts; i++) {
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if (this.shuffleMapsPlaylist()) {
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log.info(`Generated map playlist in ${i} attempts`);
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return this.mapsPlaylist.shift()!;
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}
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}
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log.error("Failed to generate a valid map playlist");
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}
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// Even if it failed, playlist will be partially populated.
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return this.mapsPlaylist.shift()!;
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}
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private shuffleMapsPlaylist(): boolean {
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const maps: GameMapType[] = [];
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(Object.keys(GameMapType) as GameMapName[]).forEach((key) => {
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for (let i = 0; i < (frequency[key] ?? 0); i++) {
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maps.push(GameMapType[key]);
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}
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});
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const rand = new PseudoRandom(Date.now());
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const ffa1: GameMapType[] = rand.shuffleArray([...maps]);
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const team1: GameMapType[] = rand.shuffleArray([...maps]);
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const ffa2: GameMapType[] = rand.shuffleArray([...maps]);
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this.mapsPlaylist = [];
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for (let i = 0; i < maps.length; i++) {
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if (!this.addNextMap(this.mapsPlaylist, ffa1, GameMode.FFA)) {
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return false;
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}
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if (!this.disableTeams) {
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if (!this.addNextMap(this.mapsPlaylist, team1, GameMode.Team)) {
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return false;
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}
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}
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if (!this.addNextMap(this.mapsPlaylist, ffa2, GameMode.FFA)) {
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return false;
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}
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}
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return true;
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}
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private addNextMap(
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playlist: MapWithMode[],
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nextEls: GameMapType[],
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mode: GameMode,
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): boolean {
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const nonConsecutiveNum = 5;
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const lastEls = playlist
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.slice(playlist.length - nonConsecutiveNum)
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.map((m) => m.map);
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for (let i = 0; i < nextEls.length; i++) {
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const next = nextEls[i];
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if (lastEls.includes(next)) {
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continue;
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}
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nextEls.splice(i, 1);
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playlist.push({ map: next, mode: mode });
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return true;
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}
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return false;
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}
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}
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