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1e5db18885
## Description: This PR changes the ranked 1vs1 config to use the original format (tournaments and openfront 1vs1 club): https://discord.com/channels/1359946986937258015/1463178945108246757 (Reasoning in the discord thread) But I still think we need a **1vs1 "party mode"**. With nations, ALL our small maps, and sometimes compact maps. Maybe even sometimes with 5M starting gold. - Offering it to all 1vs1 players below a specific ELO count is probably not the best idea: Some people will avoid getting too much ELO, others will hate it until they have enough ELO. - Offering another matchmaking queue might be an idea, but might cause too much complexity (needs its own ELO system and its own leaderboard). - A solution could be: Offer 1vs1 party games without ELO in the upcoming new "special" rotation (Collect 20 players and put them into 10 games) ## 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
407 lines
11 KiB
TypeScript
407 lines
11 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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} 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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// 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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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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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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};
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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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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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constructor() {}
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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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// TODO: consider moving modifier to special lobby.
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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() : undefined;
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const modifiers = this.getRandomPublicGameModifiers();
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const { startingGold } = modifiers;
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let { isCompact, isRandomSpawn, isCrowded } = 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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// Maps with smallest player count (third number of calculateMapPlayerCounts) < 50 don't support compact map in team games
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// (not enough players after 75% player reduction for compact maps)
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if (
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mode === GameMode.Team &&
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!(await this.supportsCompactMapForTeams(map))
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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 125 (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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startingGold,
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},
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startingGold,
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difficulty: 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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disableNations: mode === GameMode.Team && playerTeams !== HumansVsNations,
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gameMode: mode,
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playerTeams,
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bots: isCompact ? 100 : 400,
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spawnImmunityDuration: startingGold ? 30 * 10 : 5 * 10,
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disabledUnits: [],
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} satisfies GameConfig;
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}
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private getSpecialConfig(): GameConfig {
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// TODO: create better special configs.
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const map = this.getNextMap("special");
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return {
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donateGold: true,
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donateTroops: true,
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gameMap: map,
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maxPlayers: 2,
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gameType: GameType.Public,
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gameMapSize: GameMapSize.Normal,
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difficulty: Difficulty.Easy,
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rankedType: RankedType.OneVOne,
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infiniteGold: false,
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infiniteTroops: false,
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instantBuild: false,
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randomSpawn: false,
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disableNations: true,
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gameMode: GameMode.Team,
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playerTeams: HumansVsNations,
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bots: 100,
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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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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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disableNations: true,
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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());
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}
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return playlist.shift()!;
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}
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private generateNewPlaylist(): GameMapType[] {
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const maps = this.buildMapsList();
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const rand = new PseudoRandom(Date.now());
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const shuffledSource = rand.shuffleArray([...maps]);
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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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const source = [...shuffledSource];
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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(): GameMapType[] {
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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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return maps;
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}
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private getTeamCount(): TeamCountConfig {
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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(): PublicGameModifiers {
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return {
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isRandomSpawn: Math.random() < 0.1, // 10% 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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};
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}
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// Maps with smallest player count (third number of calculateMapPlayerCounts) < 50 don't support compact map in team games
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// (not enough players after 75% player reduction for compact maps)
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private async supportsCompactMapForTeams(map: GameMapType): Promise<boolean> {
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const landTiles = await getMapLandTiles(map);
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const [, , smallest] = this.calculateMapPlayerCounts(landTiles);
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return smallest >= 50;
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}
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private async getCrowdedMaxPlayers(
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map: GameMapType,
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isCompact: boolean,
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): Promise<number | undefined> {
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const landTiles = await getMapLandTiles(map);
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const [firstPlayerCount] = this.calculateMapPlayerCounts(landTiles);
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if (firstPlayerCount <= 60) {
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return isCompact ? 60 : 125;
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}
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return undefined;
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}
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private async lobbyMaxPlayers(
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map: GameMapType,
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mode: GameMode,
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numPlayerTeams: TeamCountConfig | undefined,
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isCompactMap?: boolean,
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): Promise<number> {
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const landTiles = await getMapLandTiles(map);
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const [l, m, s] = this.calculateMapPlayerCounts(landTiles);
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const r = Math.random();
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const base = r < 0.3 ? l : r < 0.6 ? m : s;
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let p = Math.min(mode === GameMode.Team ? Math.ceil(base * 1.5) : base, l);
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// Apply compact map 75% player reduction
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if (isCompactMap) {
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p = Math.max(3, Math.floor(p * 0.25));
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}
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return this.adjustForTeams(p, numPlayerTeams);
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}
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private adjustForTeams(
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playerCount: number,
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numPlayerTeams: TeamCountConfig | undefined,
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): number {
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if (numPlayerTeams === undefined) return playerCount;
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let p = playerCount;
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switch (numPlayerTeams) {
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case Duos:
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p -= p % 2;
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break;
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case Trios:
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p -= p % 3;
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break;
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case Quads:
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p -= p % 4;
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break;
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case HumansVsNations:
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// Half the slots are for humans, the other half will get filled with nations
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p = Math.floor(p / 2);
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break;
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default:
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p -= p % numPlayerTeams;
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break;
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}
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return p;
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}
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/**
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* Calculate player counts from land tiles
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* For every 1,000,000 land tiles, take 50 players
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* Limit to max 125 players for performance
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* Second value is 75% of calculated value, third is 50%
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* All values are rounded to the nearest 5
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*/
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private calculateMapPlayerCounts(
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landTiles: number,
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): [number, number, number] {
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const roundToNearest5 = (n: number) => Math.round(n / 5) * 5;
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const base = roundToNearest5((landTiles / 1_000_000) * 50);
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const limitedBase = Math.min(Math.max(base, 5), 125);
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return [
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limitedBase,
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roundToNearest5(limitedBase * 0.75),
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roundToNearest5(limitedBase * 0.5),
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];
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}
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}
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