Files
OpenFrontIO/tests/util/TestServerConfig.ts
T
FloPinguin ebcb654825 Added a public game modifier system 😮 For more variety (#2801)
## Description:

Added a public game modifier system. It causes that

5% of public games are played on the compact version of the map
10% of public games have "Random Spawn" activated

Percentages can easily get changed via `DefaultConfig`.
We can also easily add more modifiers.
Modifiers can stack, so in rare cases you will play on a compact map
with random spawn 😄
More variety!

### "Compact Map" modifier implementation

- With the "Compact Map" modifier the lobby max player count gets
reduced to 25% and only 25% of the regular bots and only 25% of the
regular nations will spawn (because the map has only 25% of its regular
size)
- In private lobbies and singleplayer the nation reduction happens too
(When "Compact Map" is enabled).

### Restrictions

- Duos/Trios/Quads team modes do not get Random Spawn (defeats the
purpose)
- Maps with smallest player count < 50 do not get Compact Map in team
games (not enough players after the reduction to 25%). I have calculated
all the possible max player counts.

### How it looks like

Random Spawn modifier:

<img width="528" height="183" alt="Screenshot 2026-01-06 194959"
src="https://github.com/user-attachments/assets/2f729da9-80c3-4548-8205-71129da2a76a"
/>

Very rare case: Two modifiers at the same time and only 10 max players
have been chosen from `[GameMapType.FaroeIslands]: [20, 15, 10]`.
Because of the 75% reduction in player count only 3 players are allowed
(3 is the minimum). I think its funny that you can play a 1v1v1 in rare
occasions 😄

<img width="526" height="184" alt="Screenshot 2026-01-06 194938"
src="https://github.com/user-attachments/assets/834326eb-df03-41b7-b1db-1efa3f1013b5"
/>

### Funny side-effect

Team games with random spawn. That will be interesting. No more "Who is
better in donating troops to the frontline". Instead you have to heavily
coordinate with your teammates.

## 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
2026-01-06 19:37:58 -08:00

92 lines
2.6 KiB
TypeScript

import { JWK } from "jose";
import { GameEnv, ServerConfig } from "../../src/core/configuration/Config";
import { GameMapType, PublicGameModifiers } from "../../src/core/game/Game";
import { GameID } from "../../src/core/Schemas";
export class TestServerConfig implements ServerConfig {
turnstileSiteKey(): string {
throw new Error("Method not implemented.");
}
turnstileSecretKey(): string {
throw new Error("Method not implemented.");
}
enableMatchmaking(): boolean {
throw new Error("Method not implemented.");
}
apiKey(): string {
throw new Error("Method not implemented.");
}
allowedFlares(): string[] | undefined {
throw new Error("Method not implemented.");
}
stripePublishableKey(): string {
throw new Error("Method not implemented.");
}
domain(): string {
throw new Error("Method not implemented.");
}
subdomain(): string {
throw new Error("Method not implemented.");
}
jwtAudience(): string {
throw new Error("Method not implemented.");
}
jwtIssuer(): string {
throw new Error("Method not implemented.");
}
jwkPublicKey(): Promise<JWK> {
throw new Error("Method not implemented.");
}
otelEnabled(): boolean {
throw new Error("Method not implemented.");
}
otelEndpoint(): string {
throw new Error("Method not implemented.");
}
otelAuthHeader(): string {
throw new Error("Method not implemented.");
}
turnIntervalMs(): number {
throw new Error("Method not implemented.");
}
gameCreationRate(): number {
throw new Error("Method not implemented.");
}
lobbyMaxPlayers(map: GameMapType): number {
throw new Error("Method not implemented.");
}
numWorkers(): number {
throw new Error("Method not implemented.");
}
workerIndex(gameID: GameID): number {
throw new Error("Method not implemented.");
}
workerPath(gameID: GameID): string {
throw new Error("Method not implemented.");
}
workerPort(gameID: GameID): number {
throw new Error("Method not implemented.");
}
workerPortByIndex(workerID: number): number {
throw new Error("Method not implemented.");
}
env(): GameEnv {
throw new Error("Method not implemented.");
}
adminToken(): string {
throw new Error("Method not implemented.");
}
adminHeader(): string {
throw new Error("Method not implemented.");
}
gitCommit(): string {
throw new Error("Method not implemented.");
}
getRandomPublicGameModifiers(): PublicGameModifiers {
return { isCompact: false, isRandomSpawn: false };
}
supportsCompactMapForTeams(map: GameMapType): boolean {
throw new Error("Method not implemented.");
}
}