Commit Graph

7 Commits

Author SHA1 Message Date
FloPinguin 8099b9fad7 Massive nation improvement 🤖 (#3761)
## Description:

- Hard / Impossible nations in team games auto-stop trading with all
enemies
- If there are a LOT of nations on the map (Enzo stream with 400 nation
HvN private games) they no longer start with a city, they start with eco
(port / factory) because they cannot gain much gold from bot-killing
- Impossible nations built way too many missile silos sometimes, caused
by the SAM overwhelming logic. Fixed now.
- In public HvN games with 5M starting gold, nations placed their
structures way too fast, which slowed down their expansion. And humans
could easily cause a lot of damage with one atom bomb. Now their first
structure is a SAM (on hard / impossible) and they wait between their
earlygame structure placements.
- Nations now spread out their port placements more evenly
- Nations are now able to attack much stronger enemies in team games
(They can expect donations)
- Improve performance a bit by adding more early-returns (Dont run any
nuking logic if nukes are disabled, no alliance logic if alliances are
disabled, no boating logic if transport boats are disabled, ...)
- Fix some of the "cannot send troops" messages in the console
(DonateTroopExecution)
- Nations build their first missile silo sooner, they should also build
more SAMs
- Nations spend their gold better after reaching the save-up-target
(previously they stopped nuking)
- Optimized save-up-targets for team games
- The richest impossible nation is nuking very dense players now (lot of
structure levels on a small island)

### How does a 5M gold HvN start look like now?


https://github.com/user-attachments/assets/e9da89c3-c0d4-4144-a741-3101746b16da

## 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
2026-04-26 18:43:45 -06:00
Mattia Migliorini e1125e0c37 Fix: Nations reject alliance requests created pre-spawn (#3314)
## Description:

This PR fixes an exploit that allows the player to request alliances to
Nations, mostly in impossible mode, during spawn phase, with high
chances for it to be accepted due to troop count parity.

Nations now reject alliance requests during the spawn phase.

`GameImpl.executeNextTick()` initializes ALL pending `unInitExecs` in
one batch on the first post-spawn tick ( `numSpawnPhaseTurns() + 1` ).
So every alliance request submitted during spawn phase is guaranteed to
be created with `createdAt = numSpawnPhaseTurns() + 1` on the very first
post-spawn tick.
Therefore, we check for alliance requests created on the very first
post-spawn tick and reject those.

## 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:

deshack_82603

---------

Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com>
2026-03-01 21:33:41 +00:00
Ryan 802cc7f16d Revert "Fix: Nations reject alliance requests during spawn phase" (#3313)
## Description:

Reverts openfrontio/OpenFrontIO#3312


## 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:

w.o.n
2026-03-01 12:11:00 +00:00
Mattia Migliorini a9c89e4f15 Fix: Nations reject alliance requests during spawn phase (#3312)
## Description:

This PR fixes an exploit that allows the player to request alliances to
Nations, mostly in impossible mode, during spawn phase, with high
chances for it to be accepted due to troop count parity.

Nations now reject alliance requests during the spawn phase.

## 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:

deshack_82603
2026-03-01 11:20:19 +00:00
Wraith 26f5d40819 build: migrate build system to Vite and test runner to Vitest & Remove depracated husky usage (#2703)
- Replace Webpack with Vite for faster client bundling and HMR.
- Migrate tests from Jest to Vitest and update configuration.
- Update Web Worker instantiation to standard ESM syntax.
- Implement Env utility in `src/core` for safe, hybrid environment
variable access (Vite vs Node).
- Refactor configuration loaders to remove direct `process.env`
dependencies in shared code.
- Update TypeScript environment definitions and project scripts for the
new toolchain.
- Remove the [depracated usage of the
husky](https://github.com/typicode/husky/releases/tag/v9.0.1).

## Description:

migrate build system to Vite and test runner to Vitest & Remove
depracated husky usage

## 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
- [ ] 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:

wraith4081

---------

Co-authored-by: evanpelle <evanpelle@gmail.com>
2025-12-28 22:10:26 -08:00
FloPinguin 5d52f73278 The clown is gone! 🤡 Nations send much better emojis now (#2696)
## Description:

Previously, nations just spammed these two rather toxic emojis: 🤡😡

They now send fewer emojis while attacking, and the clown emoji is
reserved for special cases.

They got the ability to send emojis in much more cases:
- Human didn't donate enough for relation update
- Human did donate an ok amount
- Human did donate a lot
- Responding to emojis that they get sent from a human
- Nuke sent
- MIRV sent
- Retaliation warship sent
- Traitor tries to ally
- Threat asks for / accepts an alliance request
- Disliked human tries to ally
- Friendly human tries to ally
- They are getting attacked by very much troops
- They are getting attacked by very little troops
- Congratulating the winner
- Bragging with their crown
- Charming their allies
- Clown-Emoting traitors
- Easteregg: Sending a rat emoji to very small humans

## 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

---------

Co-authored-by: iamlewis <lewismmmm@gmail.com>
2025-12-26 13:07:31 -08:00
FloPinguin 86d1ac6c62 Nations now counter warship infestations 🚢 (#2658)
## Description:

Relevant for singleplayer and HumansVsNations: 
Humans sometimes try to flood the entire ocean with warships. The goal
is to dominate the trade and to block transport ships.

The already existing `trackTransportShipsAndRetaliate` and
`trackTradeShipsAndRetaliate` methods can't stop these large scale
infestations, the nations are completely helpless.

The new `counterWarshipInfestation` method checks if a nation is one of
the top 3 richest players (Enough money for warships) and if any enemy
(or enemy team) has accumulated more than 10 (for teams total 15)
warships, then builds a counter-warship targeting that threat.

This feature only activates on Hard or Impossible difficulty.

Thats how it can look, nations send out a warship every couple of
seconds, until the infestation threat is gone:

<img width="779" height="670" alt="Screenshot 2025-12-20 160600"
src="https://github.com/user-attachments/assets/25040077-e7db-4720-aea4-7c230afe05ea"
/>

## 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
2025-12-24 10:07:44 -08:00