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70745faac4
## Description: Improve type safety and runtime correctness by: 1. Enabling TypeScript's [strictNullChecks](https://www.typescriptlang.org/tsconfig/#strictNullChecks) compiler option. 2. Replacing all loose equality operators (`==` and `!=`) with strict equality operators (`===` and `!==`). 3. Cleaning up of type declarations, null handling logic, and equality expressions throughout the project. Currently, the code allows implicit assumptions that `null` and `undefined` are interchangeable, and relies on type-coercing equality checks that can introduce subtle bugs. These practices make it difficult to reason about when values may be absent and hinder the effectiveness of static analysis. Migrating to strict null checks and enforcing strict equality comparisons will clarify intent, reduce bugs, and make the codebase safer and easier to maintain. Fixes #466 ## Please complete the following: - [x] I have added screenshots for all UI updates - [x] I confirm I have thoroughly tested these changes and take full responsibility for any bugs introduced - [x] I understand that submitting code with bugs that could have been caught through manual testing blocks releases and new features for all contributors --------- Co-authored-by: Scott Anderson <662325+scottanderson@users.noreply.github.com> Co-authored-by: evanpelle <openfrontio@gmail.com>
75 lines
2.0 KiB
TypeScript
75 lines
2.0 KiB
TypeScript
import { PlayerInfo, Team } from "./Game";
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export function assignTeams(
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players: PlayerInfo[],
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teams: Team[],
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): Map<PlayerInfo, Team | "kicked"> {
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const result = new Map<PlayerInfo, Team | "kicked">();
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const teamPlayerCount = new Map<Team, number>();
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// Group players by clan
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const clanGroups = new Map<string, PlayerInfo[]>();
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const noClanPlayers: PlayerInfo[] = [];
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// Sort players into clan groups or no-clan list
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for (const player of players) {
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if (player.clan) {
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if (!clanGroups.has(player.clan)) {
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clanGroups.set(player.clan, []);
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}
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clanGroups.get(player.clan)!.push(player);
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} else {
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noClanPlayers.push(player);
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}
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}
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const maxTeamSize = Math.ceil(players.length / teams.length);
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// Sort clans by size (largest first)
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const sortedClans = Array.from(clanGroups.entries()).sort(
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(a, b) => b[1].length - a[1].length,
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);
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// First, assign clan players
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for (const [_, clanPlayers] of sortedClans) {
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// Try to keep the clan together on the team with fewer players
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let team: Team | null = null;
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let teamSize = 0;
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for (const t of teams) {
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const p = teamPlayerCount.get(t) ?? 0;
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if (team !== null && teamSize <= p) continue;
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teamSize = p;
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team = t;
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}
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if (team === null) continue;
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for (const player of clanPlayers) {
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if (teamSize < maxTeamSize) {
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teamSize++;
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result.set(player, team);
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} else {
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result.set(player, "kicked");
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}
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}
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teamPlayerCount.set(team, teamSize);
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}
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// Then, assign non-clan players to balance teams
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for (const player of noClanPlayers) {
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let team: Team | null = null;
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let teamSize = 0;
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for (const t of teams) {
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const p = teamPlayerCount.get(t) ?? 0;
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if (team !== null && teamSize <= p) continue;
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teamSize = p;
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team = t;
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}
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if (team === null) continue;
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teamPlayerCount.set(team, teamSize + 1);
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result.set(player, team);
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}
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return result;
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}
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