Commit Graph

18 Commits

Author SHA1 Message Date
evanpelle 0e0ec67dcd Have trains produce more gold (#1759)
During the play test, trains did not produce enough gold. So increase
gold, and give 4x bonus for allies.

- [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
- [x] I have read and accepted the CLA agreement (only required once).

regression is found:

evan
2025-08-17 21:54:14 -04:00
Scott Anderson 0a40bcebf0 Enable the sort-imports eslint rule (#1849)
## Description:

Enable the `sort-imports` eslint rule.

Fixes #1784

## 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
2025-08-17 20:53:44 -04:00
Scott Anderson 62c08e25c2 Enable the no-undef eslint rule (#1848)
## Description:

Enable the `no-undef` eslint rule.

Fixes #1786

## 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
2025-08-17 19:42:45 -04:00
DevelopingTom a05814a7fb Rework trains to encourage alliances (#1697)
## Description:

This update encourages alliances by modifying how train-based trading
works. Trading is now restricted to allied networks, and allied trades
offer better rewards than self-trades, incentivizing cooperation.

Changes:
- Train destinations are now limited to stations owned by the player or
their allies.
    - Delivering a train to one’s own station grants 4,000 gold.
- Delivering a train to an ally’s station grants 5,000 gold to both the
sender and the receiver.

This system encourages players to form alliances, especially with
factory-focused players.


## 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
- [x] I have read and accepted the CLA agreement (only required once).

## Please put your Discord username so you can be contacted if a bug or
regression is found:

IngloriousTom
2025-08-03 23:13:27 +00:00
DevelopingTom eeeb7e4b4e SAM smart targeting (#1618)
## Description:

Current SAM behavior is to shoot a missile as soon as a nuke is in
range.
Players can exploit it by overshooting behind the SAM, so the SAM
missile will take way longer to reach the nuke, usually too late to
prevent its explosion.

This PR introduces a "smart" targeting system that allows SAM to
calculate an optimal interception tile along the nuke's trajectory. They
can also preshot before the nuke becomes vulnerable, as long as the
interception tile will be within the vulnerable window.

This change makes SAM range enforcement much more strict.

Changes:
- Nukes now precompute their full trajectory on creation and update
their current position index every tick.
- SAMs use this trajectory data and their own missile speed to calculate
the ideal interception tile.
- SAM missiles now aim directly at that interception point rather than
chasing the nuke.

Small changes on the fly:
- `BezierCurve` now uses a provided increment so the curve LUT is the
optimal size
- Increased nuke opacity when untargetable: 0.4 → 0.5
- Slightly extended nuke vulnerability range to SAMs: 120 → 150


===

Preshot an incoming nuke still in the unfocusable state. Notice how the
nuke is destroyed as soon as becomes focusable:



https://github.com/user-attachments/assets/9fbf1ae4-33b4-4fa0-9b53-cb53f3adc17b


Shooting right at the range limit:


https://github.com/user-attachments/assets/d68793ac-b249-45fe-88bf-e20f70758449


Shooting behind the SAM:


https://github.com/user-attachments/assets/800cd7ff-d9d9-40f3-aba8-fa3ab526b3b2




## 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
- [x] I have read and accepted the CLA agreement (only required once).

## Please put your Discord username so you can be contacted if a bug or
regression is found:

IngloriousTom
2025-08-02 22:03:29 +00:00
Tyler Hanavan 0726449b6e Don't become traitor when betraying inactive player (#1610)
## Description:

Don't become traitor when betraying inactive player

This PR makes the following changes
- Do not mark the attacking player as a traitor, if they attack/betray
an ally who is disconnected from the game
- Do not send the attacking player the betrayal message (traitor debuff
applied message), if they attack/betray an ally who is disconnected from
the game
- Add test case for traitor debuff being applied if the attacking player
attacks an ally who is still connected to the game
- Add test case for traitor debuff NOT being applied if the attacking
player attacks an ally who is disconnected from the game


I also tested this manually with nuking an allied player who is
connected and nuking an allied player who is disconnected. The logic
worked as expected.

This PR was made in regards to the following issue: #1599 

## 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
- [x] I have read and accepted the CLA agreement (only required once).

## Please put your Discord username so you can be contacted if a bug or
regression is found:

slyty
2025-07-28 11:22:07 -07:00
evanpelle 65937b7e69 bugfix: when nuking nearby water, the attacker was not marked as a traitor on launch (#1574)
## Description:

There was a bug where we only checked for betrayals if the target tile
was owned.

## 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
- [x] I have read and accepted the CLA aggreement (only required once).

## Please put your Discord username so you can be contacted if a bug or
regression is found:

evan
2025-07-25 18:39:28 -04:00
VariableVince b850a2f93d Tradeship performance (#1448)
## Description:

Small performance improvements for tradeship execution. With the new cap
of 100 tradeships in total, the impact is smaller but still there.

Also added jlrouillard's (Vivacious Box) test with permission from PR
#1449. Tests 100% passed.

- Save tradeship owner, destination port owner and tradeship current
tile in constants for re-use.
- Added check if wasCaptured was already set to true, before comparing
origOwner and tradeship owner and setting wasCaptured to true.
Currently, wasCaptured is set to true once and never back to false
again. This PR keeps it that way but a but faster.
- One less call to pathfinder needed: before calling pathfinder, check
if current tile is destination port tile, and if so call complete. This
is basically the same as pathfinder would do, but less complex without
need for e.g. manhattan distance.
- case PathFindResultType.Completed: isn't needed anymore because of the
above. Kept as fallback. But moved it down in the switch statement, as
there's a low(er) chance the case will ever be true.
- Test if we need to find a new destination port for captured ship:
currently, if this.wasCaptured is true, it will look for a new
destination port each tick again and again. With this PR, only do this
if destination port isn't owned by capturer, or if that port has become
inactive. In tests with thousands of tradeships, went down from 300K+
times setting 'new' port, to only 1250 calls.

**Q:** Will this code work for ships that are captured again, after
being captured already?
**A:** Yes. After wasCaptured is set to true once (after first capture),
we only need to check each tick if the destination port is owned by the
current tradeship owner, to know if we need to assign a new destination
port again.

## 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
- [x] I understand that submitting code with bugs that could have been
caught through manual testing blocks releases and new features for all
contributors

## Please put your Discord username so you can be contacted if a bug or
regression is found:

tryout33
2025-07-16 19:27:28 -04:00
Scott Anderson be01b90b25 Eslint (#998)
## Description:

Enable a few eslint rules:
- `@typescript-eslint/no-empty-object-type`
- `@typescript-eslint/no-require-imports`
- `no-useless-escape`

## 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
- [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 <scottanderson@users.noreply.github.com>
2025-07-15 00:41:24 -04:00
DevelopingTom 6353a5d6f7 Automatic train stations (#1353)
## Description:

Train stations are now built automatically when a factory is
constructed.

Changes:
- When a factory is built, nearby structures are connected to the rail
network
- When a city is built near a factory, it is connected to the rail
network
    - All structures behave the same when a train stops: to be defined
    - Removed station badge
    - Gold income is now related to the structure's level

## 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
- [x] I understand that submitting code with bugs that could have been
caught through manual testing blocks releases and new features for all
contributors

## Please put your Discord username so you can be contacted if a bug or
regression is found:

IngloriousTom
2025-07-06 13:15:49 -07:00
DevelopingTom 29170321e4 Add gold fx when a tradeship lands (#1322)
## Description:

Add a text popup FX when a tradeship lands in your port.
They are only displayed for the current player.


https://github.com/user-attachments/assets/586ded57-5311-4394-a322-903ecea89bd6


## 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
- [x] I understand that submitting code with bugs that could have been
caught through manual testing blocks releases and new features for all
contributors

## Please put your Discord username so you can be contacted if a bug or
regression is found:

IngloriousTom

---------

Co-authored-by: Tom Rouillard <trouilla@mathworks.com>
Co-authored-by: evanpelle <evanpelle@gmail.com>
2025-07-03 19:26:36 -07:00
evanpelle ca522a5937 refactor cosmetics out of PlayerInfo (#1299)
## Description:

Remove Cosmetics from PlayerInfo. The game engine should have no
knowledge of cosmetics since they shouldn't affect game play at all.
Instead pass player cosmetics into the GameView.

## 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
- [x] I understand that submitting code with bugs that could have been
caught through manual testing blocks releases and new features for all
contributors

## Please put your Discord username so you can be contacted if a bug or
regression is found:

evan
2025-06-28 12:33:19 -07:00
Vivacious Box ad42dc0ee8 Fix sam targetting everything (#1280)
## Description:

There was a regression on how sam targets nukes.
This fixes it

## 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
- [x] I understand that submitting code with bugs that could have been
caught through manual testing blocks releases and new features for all
contributors

## Please put your Discord username so you can be contacted if a bug or
regression is found:

Vivacious Box
2025-06-26 16:47:16 -07:00
evanpelle b48770faf0 Move maps generation out of repo, new map structure (#1256)
## Description:

Move map generation outside of main repo, it has been rewritten in Go
and is much faster. Also refactor how maps are stored, one dir per map.
The map binaries are basically identical to before. Some maps like
Africa have 1% difference in bytes, but playing it looks exactly the
same.

Use lazy loading for map data access so only needed files are accessed.

Unit tests now load map binary instead of regenerating it from scratch,
speeding them up.

## 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
- [x] I understand that submitting code with bugs that could have been
caught through manual testing blocks releases and new features for all
contributors

## Please put your Discord username so you can be contacted if a bug or
regression is found:
evan
2025-06-23 11:23:56 -07:00
Aotumuri b71acdc993 Patterned territory (#786)
## Description:
This is meant to give players more customization options.
Permission handling hasn’t really been implemented yet.
## 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
- [x] I understand that submitting code with bugs that could have been
caught through manual testing blocks releases and new features for all
contributors

## Please put your Discord username so you can be contacted if a bug or
regression is found:

aotumuri
2025-06-22 23:57:24 -04:00
DevelopingTom 43397779fa Add trains (#1159)
## Description:

Add a rail network to handle train stations/railroad between structures.

Changes:
- `RailNetwork` is responsible for the train station graph. Use it to
connect new `TrainStations`
- A `RailRoad` connects two `TrainStation`
- No loop possible in the rail network
- Train stations handles its railroads
- Added a layer to draw the railroads under the structures

#### Clusters
- To speed up computations, each `TrainStation` references its own
cluster
- A cluster is a list of `TrainStation` connected with each other,
created by the `RailNetwork` when connecting the station
- Train stations spawn trains randomly depending on its current cluster
size
- A `TrainStation` decides randomly of the train destination by picking
one from the cluster

#### Production building:
- Added a factory which has no gameplay impact currently. _To be
discussed._

#### Train stops:
- When a train reaches a factory, it's filled with a "cargo". The loaded
trains has no impact currently. _To be discussed._
- When a train reaches a city, the player earn 10k gold
- When a train reaches a port, it sends a new tradeship if possible
- If a destination/source is destroyed, the train & railroad are deleted
too


https://github.com/user-attachments/assets/42375c17-9e04-4a42-98d0-708c81ffd609


https://github.com/user-attachments/assets/fbecdb53-a516-4df8-87fb-1f9a62c4efa0



## 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
- [x] I understand that submitting code with bugs that could have been
caught through manual testing blocks releases and new features for all
contributors

## Please put your Discord username so you can be contacted if a bug or
regression is found:

IngloriousTom

---------

Co-authored-by: Scott Anderson <scottanderson@users.noreply.github.com>
2025-06-22 08:14:08 -07:00
Vivacious Box 7fa11ed035 Set a targetable status for nukes (#1174)
## Description:

Set a targetable status for units (specifically atom bomb and hydro)
A nuke is targetable near launch and target but is untargetable mid air.
An untargetable unit is half transparent to show that it cannot be
destroyed.


![targetable](https://github.com/user-attachments/assets/cc6769ff-95ab-4294-9a8e-10f909711f68)

## 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
- [x] I understand that submitting code with bugs that could have been
caught through manual testing blocks releases and new features for all
contributors

## Please put your Discord username so you can be contacted if a bug or
regression is found:

Vivacious Box
2025-06-15 06:23:13 +00:00
Vivacious Box 52ecaea06c Redraw stacked buildings sprites (#1170)
## Description:

When buildings are stacked on each other, the buildings under are not
redrawn when the stacked building is destroyed.
A simple outer range + sprite radius check triggers a touch which
redraws the buildings.
Sprite radius is set to 16 (dont forget to change it if it ever changes)

### Before:

![image](https://github.com/user-attachments/assets/08acd6e2-a45f-4cc1-b263-89be1d994a12)

### After:

![nukeredraw](https://github.com/user-attachments/assets/c972cb26-03bd-4f74-a960-63f6145fb85d)

## 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
- [x] I understand that submitting code with bugs that could have been
caught through manual testing blocks releases and new features for all
contributors

## Please put your Discord username so you can be contacted if a bug or
regression is found:

Vivacious Box
2025-06-14 05:48:15 +00:00