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better-turnstile-errors
325 Commits
| Author | SHA1 | Message | Date | |
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cdb7c18a2d |
Fix: CI Test failures because of too-long running test (#3861)
## Description: Set timeout to 30s instead of the default 5s for test "en.json keys stay in sync with source usage". It reads almost all files and therefor can take longer to complete its run, with the growing repository. This sometimes lead to error from vitest `Error: Test timed out in 5000ms. If this is a long-running test, pass a timeout value as the last argument or configure it globally with "testTimeout"`. A workaround was to re-run the test, sometimes it then ran fast enough to stay below the 5s timeout. But a more permanent fix is in this PR: set the timout to 30s specifically for this test. <img width="997" height="251" alt="image" src="https://github.com/user-attachments/assets/0efb138a-fd64-461a-8109-e9e0b3f57c7a" /> ## 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: tryout33 Co-authored-by: Copilot <copilot@github.com> |
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eca5794ebb |
Chore(deps): Update and remove dependencies (#3819)
## Description:
Only mentioning removals/major updates/notable changes below, not all
minor upgrades.
### Removed:
- "@aws-sdk/client-s3": not used anywhere (was used in Archive.ts
previously)
- chai, "@types/chai", sinon-chai: not used anywhere, probably leftover.
Vitest uses a bundled version of Chai for its expect asserations under
the hood too.
- protobufjs, "@types/google-protobuf": not used anywhere, probably left
from evan's experiment with it? Removed from vite.config.ts too.
- "@types/jquery": not used anywhere, probably leftover
- sinon, "@types/sinon": not used anywhere just like chai, probably
leftover. And Vitest provides us with the same functionality.
- "@types/systeminformation": dependency systeminformation was removed
last year, this is an unneeded, deprecated and unmaintained remainder.
- vite-tsconfig-paths: removed, and removed the import and usage in
vite.config.ts and replaced it by adding `tsconfigPaths: true` to the
`resolve` block. Because of this message displayed on running the tests:
"The plugin "vite-tsconfig-paths" is detected. Vite now supports
tsconfig paths resolution natively via the resolve.tsconfigPaths option.
You can remove the plugin and set resolve.tsconfigPaths: true in your
Vite config instead."
- vite-plugin-static-copy: removed, we don't use it anymore (was used in
our vite.config.ts once,, probably before Vite natively supported
copying static assets via its publicDir configuration)
### Updated:
- color.js: v0.5 > v0.6, no breaking change affecting us
- cross-env: v7 > v10. It's a publicly archived repo since Nov 2025. But
before that he got it up-to-date from June 2025, porting to TS, dropping
old Node versions, dependencies etc. Seems still good to use for some
amount of time to come.
- dotenv: v16 > v17, now logs an informational message by default when
it loads an environment file. Can be disabled by using
dotenv.config({quite: true}) if needed.
- ejs: v3 > v5: security patches mostly. Vite still uses v3 btw.
- eslint: v9 > v10. Newly enabled rules by default:
'no-unassigned-vars', 'no-useless-assignment' and
'preserve-caught-error'. Mostly faster and minimum support moved to
higher node versions, which shouldn't be a problem.
- "@eslint/compat": v1 > v2. Minimum supported Node versions, which
should not be a problem.
- intl-messageformat: v10 > v11 no breaking changes that affect us
- jdom: v27 > v29. Faster. Most notably minimum support moved to higher
node v22 version, which should not be a problem. Also, see types/node,
kind of expecting v24 to be installed now.
- nanoid: from v3 to v5, no breaking changes that affect us
- "@opentelemetry/sdk-logs": now that addLogRecordProcessor is removed,
changed Logger.ts to pass an (empty) provider array directly to the
LoggerProvider constructor. Follows the changes in
https://github.com/open-telemetry/opentelemetry-js/pull/5588
- "@tailwindcss/vite": supports vite v8 from 4.2.2, and a fix for it in
4.2.4
- tailwindcss: supports vite v8 from 4.2.2
-- in 4.1.15 (we were already above this version) break-words was
deprecated in favor of wrap-break-word. But break-words, which we use in
15 places, will still work as expected
(https://github.com/tailwindlabs/tailwindcss/pull/19157). Same goes for
also deprecated "order-none".
- "@types/node": from v22 to v24, assuming most now use node 24
- vite v7 > v8:
-- is now on 8.0.10 so first bugs are out of it, while v8 itself also
fixed a big number of bugs.
-- in vite.config.ts, fixed Ts error/compilation issue by changing the
manualChunks option in build.rollupOptions.output to use the function
syntax, which is required by the updated types instead of the object
syntax.
- zod: no changes that affect us
### Prettier:
Updated only because of (new because of update?) Prettier errors for
files untouched in this PR originally:
- PathFinder.Parabola.ts
- WorkerMessages.ts
- ClanModal.handlers.test.ts
- ClanModal.rendering.test.ts
- CONTRIBUTING.md
- README.md
### ESLint:
Fixes needed to silence errors coming from newly enabled recommended
rules 'no-useless-assignment' and 'preserve-caught-error':
For 'no-useless-assignment' (default assignment never used because of
unreachable code or they are guaranteed to get a value, so they can be
undefinedat the start. Exception was AttackExecution, so made the
default value of 0 the default case in the switch statement):
- ClientGameRunner
- GameModeSelector
- NameBoxCalculator
- StructureDrawingUtils
- TerritoryLayer
- Diagnostics
- GameRunner
- ColorAllocator
- DefaultConfig
- AttackExecution
- AiAttackBehavior
- Worker.worker
- GamePreviewBuilder
For 'preserve-caught-error', disabled the rule here because the possible
fix `{cause: error}` was introduced in ES2022 while we're still on
target ES2020 currently:
- GameServer
- Privilege
_Error: The value assigned to 'gameMap' is not used in subsequent
statements. (no-useless-assignment)
Error: The value assigned to 'timeDisplay' is not used in subsequent
statements. (no-useless-assignment)
Error: The value assigned to 'scalingFactor' is not used in subsequent
statements. (no-useless-assignment)
Error: The value assigned to 'radius' is not used in subsequent
statements. (no-useless-assignment)
Error: The value assigned to 'teamColor' is not used in subsequent
statements. (no-useless-assignment)
Error: The value assigned to 'gl' is not used in subsequent statements.
(no-useless-assignment)
Error: The value assigned to 'power' is not used in subsequent
statements. (no-useless-assignment)
Error: The value assigned to 'tickExecutionDuration' is not used in
subsequent statements. (no-useless-assignment)
Error: The value assigned to 'selectedIndex' is not used in subsequent
statements. (no-useless-assignment)
Error: The value assigned to 'mag' is not used in subsequent statements.
(no-useless-assignment)
Error: The value assigned to 'speed' is not used in subsequent
statements. (no-useless-assignment)
Error: The value assigned to 'matchesCriteria' is not used in subsequent
statements. (no-useless-assignment)
Error: The value assigned to 'shouldContinue' is not used in subsequent
statements. (no-useless-assignment)
Error: The value assigned to 'description' is not used in subsequent
statements. (no-useless-assignment)
Error: There is no `cause` attached to the symptom error being thrown.
(preserve-caught-error)
Error: There is no `cause` attached to the symptom error being thrown.
(preserve-caught-error)_
All tests pass. TypeScript and ESLint errors resolved.
## 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:
tryout33
---------
Co-authored-by: Copilot <copilot@github.com>
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b8a544a7d5 |
Fix off by one error (#3827)
## Description: Currently it is impossible to search for 2 letter clan tags (UN, FR, EU), this is because of an off by one error present in the API ## 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: Babyboucher |
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27e7a56f94 |
Disable build hotkeys after death (#3833)
## Description: Prevent number-key build shortcuts from opening the unit build ghost after the player has died. Keep build hotkeys available only while the player is alive and not in 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: aotumuri |
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94205426e7 |
Move turnstile check to api (#3845)
## Description
Re-enables Turnstile verification (was temporarily disabled in v31 to
diagnose intermittent `invalid-input-response` rejections) and moves the
verification call off the game servers.
Game servers no longer hold `TURNSTILE_SECRET_KEY` or hit
`challenges.cloudflare.com` directly. Instead they POST to
`${jwtIssuer}/turnstile` on the api-worker (authenticated with the
existing `apiKey`), which holds the secret and proxies to Cloudflare.
Shrinks blast radius and removes the secret from every game host + GH
Actions workflow.
Response from the api-worker is Zod-validated; null tokens short-circuit
to `rejected` locally.
## Please complete the following:
- [x] I have added screenshots for all UI updates (n/a — server only)
- [x] I process any text displayed to the user through translateText()
(n/a — no user-visible text)
- [ ] 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
## Discord:
evanpelle
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4cd6f50c03 |
Nations: Fix city farming + reactive defense posts + fix nuked territory capture 🛡️ (#3814)
## Description: Would be very good to get these fixes last minute into v31. - **Farming nations for cities is fixed**: Here you can see city farming in action, vari farms Finland: https://www.youtube.com/watch?v=J4J0ajlnSHs&t=137s - Lots of 125k gold cities... Now nations will build defense posts instead of cities: - **Nations now build defense posts reactively** instead of through the normal structure build order. When a nation is under significant land attack (incoming/own troops >= 35%), it places a defense post near the attack front -- skipped on Easy, capped at 1 on Medium, and scaled by the incoming troop ratio on Hard/Impossible. Posts spread along the front. The old `defensePostValue()` placement path is removed. - **Nations now capture nuked territory.** `hasLandBorderWithTerraNullius()` was incorrectly filtering out tiles with fallout, causing the `nuked` attack strategy to never dispatch a attack. Big bug . - [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 |
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f850bdb605 | fix(tests): update AttackStats to expect 50% war gold for human conquests | ||
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f90e73c2f7 |
conqueror receives 50% of gold when conquering a human player (#3818)
## Description: The motivation is to prevent snowballing players from also gaining too much gold by conquering other players - Adds `conquerGoldAmount` to `Config`/`DefaultConfig`: returns 100% of captured gold for bots/nations, 50% for human players - Updates `GameImpl.conquerPlayer` to use this amount for the conqueror's gold gain (the conquered player still loses their full gold) ## 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: evan |
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bcdc2126c6 |
bugfix: SAM was only reloading when not in cooldown (#3817)
## Description: reloadMissile() was inside the isInCooldown() block. For level-2+ SAMs, isInCooldown() returns queue.length === level, so after firing one of two missiles (queue.length = 1 < level = 2) the SAM is not in cooldown — meaning expired timers were never cleaned up. Stale queue entries caused subsequent shots to be treated as still-cooling even after the cooldown elapsed. SAM execution now mirrors the missile silo execution ## 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: evan |
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0cb17f8086 |
Fix build: add missing adfree field to ResolveCosmetics test mock 🔧 (#3816)
## Description: Commit `4d5b7c0` added `adfree: boolean` as a required field to `UserMeResponseSchema` in `ApiSchemas.ts`, but did not update the mock object in `tests/ResolveCosmetics.test.ts`. This caused `tsc --noEmit` to fail with a type overlap error, breaking the production build. **Fix:** Add `adfree: false` to the `player` mock inside `makeUserMe()` in the test file. ## 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 |
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df05d21fc2 |
Clan System Part 2 - UI (#3625)
## Description: Continuation from #3276 Adds the complete client-side clan UI as a Lit web component (`<clan-modal>`), a typed API client with Zod-validated responses, shared response schemas, and a reusable `<confirm-dialog>` component. ### New: `ClanModal.ts` | View | What it does | |------|-------------| | **My Clans** | Lists joined clans + pending join requests (built from `/users/@me`, no extra fetches) | | **Browse** | Search by tag (min 3 chars), paginated results, configurable per-page (10/25/50) | | **Clan Detail** | Stats, paginated + searchable member list, role badges, join/leave/request actions | | **Manage** | Edit name (max 35 chars) + description, toggle open/invite-only, disband | | **Transfer** | Leadership transfer with member selector + confirmation | | **Requests** | Approve/deny join requests (leader/officer) | | **Bans** | View and unban (leader/officer) | | **My Requests** | View and withdraw outgoing requests | ### New: `ConfirmDialog.ts` Reusable `<confirm-dialog>` Lit component — replaces native `confirm()`/`prompt()` which are blocked or broken on mobile and CrazyGames iframes. Supports danger/warning variants and an optional textarea (used for ban reasons). Fires `confirm`/`cancel` events. ### New: `ClanApi.ts` Typed API client covering all clan endpoints. Every response is Zod-validated. Auth header is always last in the spread (can't be overridden by callers). Unknown server error messages always fall back to a generic client-side string — never displayed verbatim. ### New: `ClanApiSchemas.ts` (in `src/core/`) Shared Zod schemas for clan API responses with max-length constraints on `name` (35) and `description` (200). Lives in `core/` so it can be consumed by both client code and the leaderboard table. ### Modified: `ApiSchemas.ts` - Added `clans` and `clanRequests` arrays to `UserMeResponseSchema` - Moved clan leaderboard schemas out to `ClanApiSchemas.ts` - Renamed `LeaderboardClanTagSchema` → `RequiredClanTagSchema` ### Modified: `Api.ts` - Added `invalidateUserMe()` to bust the cached `/users/me` response after mutations - Removed `fetchClanLeaderboard` (moved to `ClanApi.ts`) ### Tests - `ClanModal.test.ts` — rendering, view navigation, user actions - `ClanApiQueries.test.ts` — fetch functions, error handling, pagination - `ClanApiMutations.test.ts` — join, leave, kick, ban, promote, transfer, etc. - `ClanApiBans.test.ts` — ban/unban calls and error paths - `ClanApiSchemas.test.ts` — Zod schema validation edge cases - `LeaderboardModal.test.ts` — updated imports ## Notable design decisions - **Not-logged-in state** — shows "Sign in to join clans" instead of false "no clans" empty state - **Rate limit feedback** — reads `Retry-After` header and surfaces wait time to the user ## 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 --------- Co-authored-by: evanpelle <evanpelle@gmail.com> |
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ccb80f4245 |
Fix warship diagonal chase and improve trade ship capture reliability (#3807)
## Description: The warship pathfinder operates on a 2x downscaled mini-map, and upscaling mini-map paths back to full coordinates produces diagonal interpolated steps. At close range (< 20 tiles), the entire path consists of these diagonal moves, causing the warship to approach the trade ship at an awkward angle and never converge cleanly. ## 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: evan |
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4f20d2b332 |
TypeScript update to 6.0.3 (#3806)
## Description: Updating TypeScript to 6.0.3. Updating TypeScript-eslint to 8.59.1 for TS6 support. Concurrently needed to get updated as well to remove deprecated warning. Most things deleted are now just defaults. ## 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: Babyboucher |
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742a544a69 |
2661 PR 3/3 Warship Manual Override, Aggro Override, and Heal-at-Port Command (#3501)
Part of [#2661](https://github.com/openfrontio/OpenFrontIO/issues/2661) (split into 3 PRs so they are not too large..) ## Description: Part 3/3 of [#2661](https://github.com/openfrontio/OpenFrontIO/issues/2661). This PR adds the retreat control and override behavior for warships: - Manual override: moving a warship manually cancels retreat and suppresses auto-retreat for 5 seconds - Aggro override: a retreating warship will aggro a nearby enemy transport or warship before continuing retreat - Heal-at-port command for sending a warship to a friendly port manually - Friendly-port validation for HealAtPortExecution - Regression tests for manual override, aggro override, and heal-at-port behavior ## 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: zixer._ --------- Co-authored-by: iamlewis <lewismmmm@gmail.com> Co-authored-by: evanpelle <evanpelle@gmail.com> |
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7654537a00 |
Much better river handling for nations and tribes! 🏞️ (#3786)
## Description: In this example, the two nations DONT see each other as neighbors, but as ISLANDERS. Because they dont have a direct border connection, there is water in between. <img width="526" height="329" alt="image" src="https://github.com/user-attachments/assets/cf2c15b5-7793-4445-afd2-920d6cd50a2a" /> This is a big problem, because most of the logic in AiAttackBehavior gets ignored. Only the "islander" strategy runs (late, because its a not-important strat). ### Summary - `PlayerImpl.neighbors()` now includes cross-water neighbors: a new `shoreReachableNeighbors()` helper samples every 10th shore border tile and looks up to 5 tiles in each cardinal direction across water, finding land owners on the other side (covers rivers up to 4 tiles wide). - `AiAttackBehavior.maybeAttack()` extends the `hasNonNukedTerraNullius` check to also trigger on TN detected via `player.neighbors()`, so nations notice and pursue TN that is only reachable across a river. - `sendAttack()` uses a new `hasLandBorderWithTerraNullius()` land-only adjacency check to decide between a land attack and a boat attack for TN, rather than `sharesBorderWith()` which includes water tiles. - Added `sendBoatAttackToNearbyTerraNullius()`: when no TN land is directly adjacent, the AI scans its shore border tiles for unowned land across water and dispatches a transport ship. ### Also works for Tribes! Tribes can boat rivers now, really cool. https://github.com/user-attachments/assets/382e85aa-c437-4e0c-afc2-0c381432da3d ## 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 |
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0c0f9c2a81 |
Update attack labels (#3784)
## Description: The motivation behind this PR is to standardize colors & icons for incoming and outgoing attacks. Outgoing attacks are always aquarious and incoming are red. This also makes it much easier to see which attacks are incoming vs outgoing at a glance, as previously the color changed depending on attack effictiveness. Instead, show a small bar on the left side that displays attack effectiveness. <img width="498" height="456" alt="Screenshot 2026-04-27 at 12 58 53 PM" src="https://github.com/user-attachments/assets/ea6928b3-5dfa-47fa-84d2-63e1e81ef6a4" /> Updates the in-game attack labels to match AttacksDisplay: a single soldier icon recolored via CSS filters, aquarius for outgoing and red-400 for incoming. Color is now purely directional — the previous attacker-vs-defender comparison (and the troopAttackColor / troopDefenceColor helpers that drove it) is gone, along with the defenderTroops plumbing. Also adds zoom-aware sizing via a new computeLabelScale(zoom) (full screen size when zoomed in, linear shrink with a floor so labels never disappear), bumps font/padding/snap-jump threshold for readability, and moves immutable per-label DOM writes (icon src/filter, color) into element creation so the per-tick path only updates the troop count. Also fixes a bug where the labels kept swapping when 2 clusters where similar size ## 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: evan |
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4aa726cfd8 |
Serve hashed assets from R2 via CDN_BASE (#3773)
## Description: Add an optional CDN_BASE env var that prefixes hashed asset URLs from asset-manifest.json, so the app can serve static assets from R2/CDN instead of the app origin. The value is determined at runtime via the EJS template (window.CDN_BASE) — empty string means "same origin," matching today's behavior. A hack to load the worker bundle: A same-origin Blob script that dynamic-import()s the cross-origin worker module and buffers early postMessage calls until the imported module's handler attaches, sidestepping the browser's refusal to construct a Worker directly from a cross-origin URL. ## 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: evan |
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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 |
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c0febacb8e |
2661 PR 2/3 Warship Port Healing, Docking Capacity, and Waiting Behavior (#3499)
Part of [#2661](https://github.com/openfrontio/OpenFrontIO/issues/2661) (split into 3 PRs so they are not too large..) ## Description: Part 2/3 of [#2661](https://github.com/openfrontio/OpenFrontIO/issues/2661). This PR adds port-based healing and docking behavior: - Passive healing near friendly ports - Active docked healing pool scaled by port level and shared across docked ships - Docking radius and capacity-by-port-level behavior - Waiting behavior near full ports until a slot opens - Auto-undock once fully healed For the active healing, it works like `ActiveHeal = (PortLevel * 5) / DockedShipsAtThatPort` Ex: 1 ship at level 1 port -> +5 HP/tick 1 ship at level 2 port → +10 HP/tick 2 ships at level 3 port → +7.5 HP/tick each Includes regression tests covering healing math and docking/waiting behavior. ## 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: zixer._ |
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4338d70420 |
flag-tweak (#3775)
## Description: Small server-side data handling adjustment with focused archive coverage. ## Checklist: - [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: apick |
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4ae1fa2ebe |
Remove small islands on compact maps with half threshold 🏝️ (#3762)
## Description: Small-island removal previously ran only on the full-size terrain. The compact (4x downscaled) map inherited that filtering before being downscaled, which meant islands that survived at full size could end up as tiny specks in the compact map. This PR runs `removeSmallIslands` on the 4x terrain as well, with half the threshold (15 vs 30 tiles), so very small islands are pruned in compact maps while the full-size map is unchanged. ## 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 |
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54604c4313 |
Remove directory-URL branch from buildAssetUrl (#3756)
## Description:
buildAssetUrl had a middle branch that, when called with a directory-ish
path (e.g. assetUrl("maps")), would check whether any manifest entry had
that prefix and return an unhashed /_assets/<path> URL. This was wrong:
* The /_assets/ prefix implies a managed, hashed asset — but the
returned URL is neither. It won't exist on R2 after the migration.
* It defeats cache-busting, since no hash is applied.
* It encourages callers to reconstruct asset paths by hand via string
concatenation, bypassing the manifest as the single source of truth.
Renaming or reorganizing an asset directory would silently break callers
the manifest can't help locate.
## 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:
evan
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37079e6a05 |
2661 PR 1/3 Warship Retreat Core, Blue UI Signal, and Transport-First Target Priority (#3498)
Part of #2661 (split into 3 PRs so they are not too large..) ## Description: Part 1/3 of #2661. This PR adds warship retreat basics, a blue retreating UI state, and updates target priority. Added: - Retreat state handling - Blue visual for retreating warships - Target priority: transport > warship > trade - Tests for retreat and target priority Example video: https://youtu.be/2hE2qeOeY48 Ship retreating: <img width="630" height="488" alt="image" src="https://github.com/user-attachments/assets/56d3e6d5-08af-453d-afe5-ee21dd6f3414" /> Ship healing: <img width="483" height="311" alt="image" src="https://github.com/user-attachments/assets/aeaf2239-bb81-444f-84ef-62dbcb48fddf" /> Back to being deployed: <img width="585" height="358" alt="image" src="https://github.com/user-attachments/assets/875828a2-8a24-4593-ac76-26426bb81057" /> ## 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: zixer._ |
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29a1e8dfda |
feat: multi-warship selection with Shift+drag box (#3677)
Resolves #3666 ## Description: Adds RTS-style box selection for warships. Hold Shift and drag (desktop) or long-press and drag (touch/mobile) to draw a selection rectangle — all player-owned warships inside get selected at once. A subsequent click/tap on water sends them all to that location. - `SelectionBoxLayer` — pixel-dashed rectangle in world-space, player territory color; shared between desktop and touch - `UILayer` — same pulsing selection outline on each box-selected warship; clears correctly when switching between single/multi selection - `UnitLayer` — finds warships in screen rect, filters inactive ships before sending; touch support included - `InputHandler` — Shift+drag and touch long-press+drag both emit selection box events; cursor becomes crosshair on Shift; discards active ghost structure on Shift press; configurable via `shiftKey` keybind - `Transport` — single atomic `move_multiple_warships` intent (no split on socket drop) - `Schemas` + `ExecutionManager` + `MoveMultipleWarshipsExecution` — server fans out atomic intent into individual `MoveWarshipExecution` per ship - `DynamicUILayer` — `MoveIndicatorUI` chevron animation on target tile for both single and multi move - `UnitDisplay` — warship tooltip Shift hint via `translateText` - `HelpModal` — new hotkey row: Shift + drag → select multiple warships ## 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 ## UI update ### Mouse + Keyboard https://github.com/user-attachments/assets/3f35ab5e-1f3c-4c5d-bc4f-aabccf64dc60 ### Touch https://github.com/user-attachments/assets/0d6aec3f-44fa-4fee-b5c6-b267b9b14d79 ## ## Please put your Discord username so you can be contacted if a bug or regression is found: fghjk_60845 |
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c3d7d0373e |
Improve ingame moderation for admins (#3678)
## Description: Players with the `admin` flare can now kick players from any game (including public lobbies), not just the lobby creator in private lobbies. ## 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 |
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52033597ef |
Update Britannia and take its Classic version off rotation (#3710)
## Description: Similar to how Europe classic was taken off rotation, we do the same with Britannia. The newer Britannia was slightly updated to include the rivers of the classic version, this is because of feedback from players in the discord server who say the rivers in the classic version are an important part of gameplay. Map otherwise keeps same nations and size. ## 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: tri.star1011 |
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20f428d19e |
Fix middle-click SAM not upgrading other buildings when SAM is unaffo… (#3670)
Resolves #3511 ## Description: When middle-clicking a SAM launcher you own, the game calls findAndUpgradeNearestBuilding which queries all upgradeable structures near the clicked tile. If you can't afford the SAM upgrade, canUpgrade is false for the SAM (because canBuildUnitType returns false when gold < cost), so the SAM is excluded from the candidates list. If a nearby building (e.g. a Factory) can be upgraded, it gets picked as the "nearest" target and is upgraded instead — spending gold the player was saving for the SAM. The fix: after finding the best upgrade candidate, check if there's an owned SAM within the same search radius as the clicked tile. If there is, but the best candidate is not a SAM (meaning the SAM couldn't be afforded), do nothing instead of upgrading the other building. This ensures middle-clicking a SAM either upgrades it or takes no action. ##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: fghjk_60845 |
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12b06fa0b2 |
Pathfinding Fixes (Water Nukes / Lakes) 💧 (#3714)
## Description: Fixes water-pathfinding errors that started appearing after the first water nuke and persisted across the rest of the match. Users reported warships "getting stuck" (stopped moving). <img width="374" height="281" alt="image" src="https://github.com/user-attachments/assets/de38b8f1-c4d8-469e-b3a7-d0cef4dfb772" /> ### Summary - The new `AbstractGraphBuilder.buildClusterConnectionsFromCache` was buggy _(The cached edge costs reused by "clean" clusters were keyed by tile pair without their original `(clusterX, clusterY)`, so a boundary edge could be re-stamped with the wrong cluster and become untraversable by the query-time single-cluster bounded A*. The cache now stores `{ cost, clusterX, clusterY }` and `buildClusterConnectionsFromCache` preserves the original attribution when re-adding the edge.)_ - Warships: `findTargetUnit` now skips trade ships that are not in the warship's water component, avoiding pathfinding to provably unreachable targets. - Warships: On `patrol` `NOT_FOUND`, clear `targetTile` so the warship picks a new target. This is a defensive guard for the rare case where a water nuke splits the component between target selection and pathfinding - without it, the warship retries the same now-unreachable target every tick and spams the log forever. ### Test - Added a Warship test verifying that trade ships in a different water component are not targeted. ## 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 |
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e5e1211480 |
feat: add Shift+ modifier support for keybinds (#3679)
## Description: This PR adds support for `Shift+<key>` keybind combinations across the entire keybind system. Previously, keybinds only supported a single key (e.g. `KeyB` for boat attack). Now any keybind can be configured as `Shift+KeyB`, which will only trigger when Shift is held down simultaneously. Enables to use Shift + A for "select all" feature from #3677 **Changes:** - `InputHandler.ts`: Added `parseKeybind()` helper that parses `"Shift+KeyB"` → `{ shift: true, code: "KeyB" }`. Added `keybindMatchesEvent()` for consistent matching across all keyup/keydown handlers. Updated `resolveBuildKeybind()` and all keybind comparisons to respect the shift modifier. - `SettingKeybind.ts`: When recording a keybind, lone modifier keys (Shift, Ctrl, etc.) are skipped — the component waits for the actual key. If Shift is held when the key is pressed, the value is stored as `"Shift+<code>"`. - `Utils.ts`: `formatKeyForDisplay()` now handles the `Shift+` prefix, displaying e.g. `"Shift+B"`. - `tests/InputHandler.test.ts`: Added 6 tests covering Shift+ keybind matching, negative cases (plain key not triggering Shift-bound action), coexistence of `Digit1` and `Shift+Digit1` on different actions, and Numpad alias support with Shift. ## 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 ## UI changes: <img width="2255" height="2070" alt="CleanShot 2026-04-15 at 20 23 25@2x" src="https://github.com/user-attachments/assets/96c19fc3-6294-40b7-82eb-3fde52b71618" /> ## Please put your Discord username so you can be contacted if a bug or regression is found: fghjk_60845 |
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565060f346 | Merge branch 'v30' | ||
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76f8441b45 |
feat: add warning news type and Firefox performance notice (#3680)
## Description: Adds a new `warning` news type to the news banner system and uses it to display a Firefox performance notice. Changes: - Added `warning` type with red styling to `NewsBox.ts` - Added `news_box.warning` key (`"WARNING"`) to `en.json` - Added Firefox performance notice to `resources/news.json` using the new `warning` type - Added `news_box.*` dynamic key pattern to `TranslationSystem.test.ts` to fix unused key detection ## 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 ## UI change: <img width="2101" height="1770" alt="CleanShot 2026-04-16 at 15 04 35@2x" src="https://github.com/user-attachments/assets/7a8b9290-4216-4799-b271-606afd9b8723" /> ## Please put your Discord username so you can be contacted if a bug or regression is found: fghjk_60845 |
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1509bc9f13 |
Account Modal Bugfix (#3687)
## Description: Fix null stat values from LEFT JOIN causing Zod validation failure on player profiles https://github.com/openfrontio/infra/pull/316 switched playerStats from innerJoin to leftJoin so that sessions with no stats row (games that ended instantly on spawn) are still counted in wins/losses/total. ## 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 |
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b32b81c86c |
Censor slurs split across clan tag and username
Catches names like "[HIT]LER" where neither the clan tag nor the username is profane on its own, but concatenating them forms a slur. Detected by running the matcher against clan+name and checking whether any match spans the clan/name boundary. |
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1ebac8e854 |
Move brand images to proprietary/ and support multi-dir asset pipeline (#3662)
## Description: * Move proprietary brand images (logos, favicon) from resources/images/ to proprietary/images/ to separate open-source assets from proprietary ones * Extend the asset pipeline (PublicAssetManifest, vite.config.ts) to support multiple source directories (resources/ + proprietary/), so buildAssetUrl resolves assets from either location transparently * In dev, serve proprietary/ as a fallback middleware (registered after Vite's publicDir handler) so resources/ takes precedence when files exist in both. The idea is we could have placeholder assets placeholders that can be used by forks, and only the production build uses proprietary assets. ## 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: evan |
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9821e8e041 |
Add host cheats for streamers (Specifically Enzo) ⭐ (#3671)
## Description: - Adds a "Host Cheats" toggle in the private lobby options section that reveals a dedicated section with four host-only cheats: infinite gold, infinite troops, gold multiplier, and starting gold - Only the lobby creator receives the cheat effects in-game (checked via `isLobbyCreator` in DefaultConfig) - Joining players see active host cheats displayed as yellow badges in the lobby UI - Adds `hostCheats` optional object to `GameConfigSchema` and wires it through the server config update whitelist - Raises the intent size limit for `update_game_config` messages (lobby-only, not stored in turn history) to prevent rate-limiter kicks (I always got too-much-data-kicked after selecting "host cheats" lol) <img width="861" height="525" alt="image" src="https://github.com/user-attachments/assets/51e51ec4-c2e8-46ca-b258-11a93487964f" /> <img width="933" height="825" alt="image" src="https://github.com/user-attachments/assets/5acbd38d-2097-42e1-ba78-0fb17d6afe82" /> ## 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 |
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f32994fbc7 |
Account Modal Bugfix (#3687)
## Description: Fix null stat values from LEFT JOIN causing Zod validation failure on player profiles https://github.com/openfrontio/infra/pull/316 switched playerStats from innerJoin to leftJoin so that sessions with no stats row (games that ended instantly on spawn) are still counted in wins/losses/total. ## 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 |
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d05f5e748c |
Fix external train trade attribution in match results (#3589)
## Description: A player reported that income received from opponents' trains was missing from match result logs. Fix external train trade attribution to the station owner and add regression tests for train income stats. ## 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: aotumuri |
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318d1e2c44 |
Refactor/Fix(UserSettings): last localstorage calls now use UserSettings, and Keybinds fixes (#3619)
## Description: 1) Have last localstorage calls for keybinds and attack ratio also use UserSettings cache instead, after #3481. Remaining calls to localstorage are for different things than user settings, so they are left as is. 2) Consolidate and centralize keybinds logic. And three fixes for it. - **UnitDisplay** and **UserSettingsModal**: _parsedUserKeybinds_ is introduced in **UserSettings** to centralize their logic. It is also used by _normalizedUserKeybinds_, see point below. - **UserSettingsModal** -- replaced unwanted cast `as SettingKeybind` by a typed QuerySelector. -- renamed this.keybinds to this.userKeybinds for more clarity, and distinction from defaultKeybinds. -- state private _userKeybinds_: remove type string[] since loadKeybindsFromStorage replaces a value array by its first string element, so it can not contain string[] anymore. -- _handleKeybindChange_ and _getKeyValue_: no need to check for Array.isArray anymore, see above reason. -- **Fix**: checks after calling _parsedUserKeybinds_ are improved a bit: don't delete all keybinds and print a console warning when finding just one invalid keybind and (i think i have seen people complaining about things being removed). Instead it now migrates or throws out the invalid ones but keeps the valid ones. Also works with the "Null" value expected and removed within **UserSettingsModal**._handleyKeybindChange_() and in **HelpModal**. When legacy value is an array and key is empty, don't put value as key but get first array element or empty string as key name. So that check on line 68 is true. - **HelpModal** and **InputHandler**: Also centralize/consolidate their logic more, by having __keybinds()_ from **UserSettings** perform fetching _getDefaultKeybinds_ and _normalizedUserKeybinds_. -- Functionality in _normalizedUserKeybinds_ is the same: Where HelpModal did return [k, v.value] if typeof (v as any).value === "string", this is now handled by lines 309-310 of normalizedKeybinds still the same but with less lines. Same for old HelplModal if (typeof v === "string") return [k, v], this is stil returned by line 112 of normalizedKeybinds. And return [k, undefined] when (typeof val !== "string") as was done in InputHandler, isn't needed as values that weren't strings were already filtered out right after which we still do on line 314 of normalizedKeybinds. -- **Fix** in _normalizedUserKeybinds_: added one extra thing that was a discrepancy between **HelpModal**/**InputHandler** and **UserSettingsModal** before: **UserSettingsModal** would handle array values, and normalize them by picking only the first value if it is a string. Now have _normalizedKeybinds_ do the same. Otherwise it would have thrown those values out while **UserSettingsModal** would have kept the first value. This may still help a returning player who hasn't played in the last version (i think i have seen people complaining about things being removed, but that may not have been about this). And makes the logic more consistent between **UserSettingsModal** and **HelpModal**/**InputHandler**. - **UserSettings**: -- _getDefaultKeybinds_: centralized/consolidated logic, accepts Platform.isMac parameter. In **HelpModal**, **InputHandler** and **UserSettingsModal** the same list with default keybinds was hardcoded. Now they all read from _getDefaultKeybinds_. The list of default keybinds in **HelpModal** was a little shorter, but that doesn't matter since its _render_() function has hardcoded which of the hotkeys **HelpModal** shows. Have thought about putting default keybinds in **DefaultConfig** but with all the logic handled through **UserSettings**, this seemed the better place in the current refactor. -- _removeCached_: make public, now that **InputHandler.test.ts** needs to be able to call it. We could instead make a public function like removeKeybinds() and keep removeCached() private, but went with this for now. -- _parsedUserKeybinds_: centralized/consolidated logic for **UserSettingsModal**/**UserDisplay**. Always returns an object, even an empty one if the JSON wasn't parsable. -- _normalizedKeybinds_: centralized/consolidated logic. Used by _keybinds_() which is now called by **HelpModal**/**InputHandler**. -- _keybinds_: now uses getDefaultKeybinds() and normalizedKeybinds() to get the default and user changed keybinds. -- **Fix** in _keybinds_: it now removes a key if it is Unbound by the user in **UserSettingsModal**. Instead of first loading the parsedUserKeybinds, removing "Null" keys from it, and then merging that with defaultKeybinds (so default key would overwrite an unbound key), we now merge parsedUserKeybinds with defaultKeybinds and after that remove "Null" keys from it (so that unbound key stays removed). For example if Boat Attack Up is set to "None" ("Null") by clicking Unbind, there is now no hotkey working for it anymore. Even when the default is "B". Why? This prevents the user from being confused, they have deliberately Unbound it, they don't understand why it still works (have seen bug reports and game feedback about this)? Also more importantly: they used to now be able to bind "B" to another action. Effectively making key "B" bound to two actions: the user choosen one and Boat Attack. This also makes the logic more consistent. Because building hotkeys in **UnitDisplay** already didn't work when unbound, eg. when Build Missile Silo was Unbound, the "5" key did not do anything anymore (there is a fallback in **UnitDisplay** in case the key is actually null, but it does respect "Null" as it should). -- _setKeybinds_: have it accept an object, it stringifies it itself. Callers UserSettingsModal and InputHandler.test.ts now just send either a string or an object. - **InputHandler.test.ts**: -- use **UserSettings** functions instead of localStorage for more real-world testing. -- change test "ignores non-string values and preserves defaults, removes 'Null' for unbound keys". As explained above, as a fix we no longer preserve unbound ("Null") keys within InputHandler. UserSettings.keybinds() now removes "Null" keys as explained above. - ControlPanel: use UserSettings to fetch initial attack ratio. ## 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: tryout33 |
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616ba1c794 |
Add support to purchase cosmetics with in-game currency (#3648)
## Description: Caps & Plutonium can be used to purchase different cosmetics. * The cosmetic button can display pluto/caps/dollars * Create a "purchaseCosmetic" helper function that handles purchase logic ## 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: evan |
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17c1a6300f |
Trading in lakes 🚤 (#3653)
## Description: - Widened port placement and warship spawn/patrol checks from `isOcean`/`isOceanShore` to `isWater`/`isShore`, so ports can be built on lake shores and ships can operate on lakes, we discussed it here: <img width="996" height="423" alt="image" src="https://github.com/user-attachments/assets/acf1e970-9631-4848-a0ed-6d0470616e1d" /> - Filtered `tradingPorts()` by water component so ports only attempt trades with reachable ports - prevents silent path-not-found failures across disconnected water bodies - Applied the same water component filter when a captured trade ship reroutes to its new owner's nearest port - Removed the `WaterManager` fallback that force-marked isolated water-nuked-tiles as ocean (no longer needed since lakes are now navigable) - Added a check to prevent nations from building ports on water bodies that aren't accessible to other 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 ## Please put your Discord username so you can be contacted if a bug or regression is found: FloPinguin --------- Co-authored-by: Evan <evanpelle@gmail.com> |
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95d7895740 |
Update Europe map and remove its Classic version off rotation (#3647)
## Description: This was a proposal in the map channel of the dev discord server: **Updates the Europe map to include Iceland, and removes Classic Europe off rotation.** Classic Europe will remain in custom private map list The only thing the new europe map didnt have from the classic version was iceland, so i figured we should update the europe map to contain it, since Iceland is a popular spawn in the classic version. Iceland is in the same position as the classic map The classic europe is frankly a lesser version of the new map as it doesnt contain rivers , is smaller and the terrain has less quality, and with the updated version, classic would just take up very needed space in the lobby queue. We currently have a very large number of maps, which results in players having to wait for a long time for an specific map in public lobbies. This should help the issue a little at the very least. <img width="2905" height="1674" alt="image" src="https://github.com/user-attachments/assets/da98d935-b927-4e04-9383-9a1f2b794f97" /> ## 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: tri.star1011 |
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d5a2cc0fca |
cosmetic refactor (#3628)
## Description: The motivation is to have a single "cosmetic-button" element, so we can abstract out the cosmetic types. This will make it much easier to add new cosmetic types in the future. Unifies PatternButton and FlagButton into a single CosmeticButton component. Extracts a resolveCosmetics() function that flattens patterns × color palettes + flags into a ResolvedCosmetic[] with relationship status pre-computed, replacing duplicated resolution logic across four callers. * New CosmeticButton — renders patterns or flags based on ResolvedCosmetic.type * New resolveCosmetics() — centralizes ownership/purchase/blocked resolution * Extracted PatternPreview — canvas rendering split into its own module * Added type: "pattern" | "flag" discriminator to Zod cosmetic schemas * Deleted FlagButton.ts and PatternButton.ts * Added 320-line test suite for resolveCosmetics ## 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: evan |
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7f7cbba12f |
Water-Nukes 💧 (#3604)
## Description: Adds a new `waterNukes` game config option that causes nuclear detonations to convert land tiles into water instead of just leaving fallout. When enabled, nuked land tiles are batched and converted to water each tick, with full terrain metadata updates including: - Ocean bit propagation from adjacent ocean tiles (BFS flood fill) - Magnitude recomputation via BFS from remaining coastlines - Shoreline bit fix-up in a 2-ring neighborhood around converted tiles - Minimap terrain sync (majority-rule downsampling) - Throttled water navigation graph rebuild (every 20 ticks) for ship pathfinding - Ship executions detect graph rebuilds and refresh their pathfinders - TransportShips auto-retreat if their destination becomes water - Water nuke craters use a smoothed angular noise ring with a bounding-box scan instead of the regular per-tile random coin flip with BFS, producing clean blob-shaped craters without scattered land pixels that players would have to boat to individually The `TerrainLayer` now incrementally repaints tiles that changed terrain type, and tile update packets encode the terrain byte alongside tile state so clients can reflect water conversions in real time. When `waterNukes` is disabled, behavior is unchanged (fallout only). Includes a new test suite (WaterNukes.test.ts) covering the conversion pipeline, ocean propagation, magnitude recalculation, shoreline updates, and minimap sync. Also adds a new public game modifier for the special rotation. ### The only problem A bit of lag on impact. But otherwise it works great and is fun. Maybe needs some followup improvements if it gets merged. I think its very cool in baikal / four islands team games. Chip away the territory of your opponents. Its also fun to turn The Box / Alps into a water map (its actually possible to boat-trade then) ### Media Video does not show the updated craters https://github.com/user-attachments/assets/aed8bf08-0e94-4484-b997-4de11ae313d9 Updated craters (no tiny islands after impact): <img width="1920" height="1080" alt="image" src="https://github.com/user-attachments/assets/e896870b-bc9d-493d-8bc8-b3a5427d69d3" /> <img width="1472" height="920" alt="image" src="https://github.com/user-attachments/assets/677065aa-0159-48cd-af44-a91b0f57adfc" /> <img width="1296" height="892" alt="image" src="https://github.com/user-attachments/assets/886ffaba-541f-4e46-97c6-ce963f632fe0" /> ## 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 |
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646d7ecaf6 |
Disable Radial Menu during spawn phase, just left click or tap to pick spawn point (#3611)
## Description: During spawn phase, disable Radial Menu further. Its options where already greyed out or non-responding on purpose, except for the attack button (middle button) which could only be used to select a spawn point but two clicks for that is convoluted. It was mostly a nuisance, especially on mobile where you where forced to go through the Radial Menu, so tap and then tap again to pick a spawn point. - Now, left click directly places a spawn point. Even if "Left click opens menu" is enabled. - And right click does not open Radial menu anymore. Which had no use anyway. And also makes touch screen and mouse players more alike in that they now both have no access to the Radial Menu (which didn't have a purpose anyway except picking spawn point in a convoluted way with two clicks). - On touch screen during spawn phase, the Radial Menu also doesn't open anymore. Instead of two taps (open Radial Menu > tap attack button), now one tap suffices to pick a spawn point just like one left mouse click now does. Fixes https://github.com/openfrontio/OpenFrontIO/issues/3609 Also from UnitLayer > onTouch: - remove redundant isValidRef check. Since isValidCoord check was added in PR 3226 above it, we know it is a correct coord and with that correct ref, already. - remove redundant comment about isValidCoord/Ref not being checked there yet intentionally, because it is actually being checked there since PR 3226. ## 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: tryout33 --------- Co-authored-by: iamlewis <lewismmmm@gmail.com> |
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55e8a4edb7 |
feat: add NewsBox component and integrate news items into PlayPage (#3545)
Resolves #2998 ## Description: Adds a news box to the lobby homepage that advertises upcoming clan tournaments, weekly tournaments, and new player tutorials. The component sits above the username input and cycles through items automatically. <img width="1138" height="591" alt="screenshot-2026-03-31_00-48-33" src="https://github.com/user-attachments/assets/4b79287d-6aca-4c81-9bfe-36aad043f381" /> <img width="1107" height="595" alt="screenshot-2026-03-31_00-48-24" src="https://github.com/user-attachments/assets/598e6b8b-e0f2-4864-a5fb-a00c0cc98f37" /> <img width="1367" height="599" alt="screenshot-2026-03-31_00-48-04" src="https://github.com/user-attachments/assets/14f74e70-9dc0-4d67-af6e-c4708e539490" /> ## 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: deathllotus --------- Co-authored-by: Evan <evanpelle@gmail.com> |
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ea7af50b25 | fix Privilege check after bad merge | ||
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18da7134c8 |
Implement FX sound effects (#3394)
## Description: Adds sound effects for approved events from the [sound asset pack](https://drive.google.com/drive/folders/1KpGYJkmLxipy8XmTeyHf40XDC4P--Ck8?usp=sharing). 15 new sound effects triggered from `FxLayer`, `EventsDisplay`, and `RadialMenu`. Sounds play even when visual FX are off, so disabling explosions doesn't kill audio. Unapproved sounds are included as assets but not wired up yet. ### SoundManager architecture Reworked `SoundManager` per [maintainer feedback](https://github.com/openfrontio/OpenFrontIO/issues/1893#issuecomment-4184649434) and [follow-up review](https://github.com/openfrontio/OpenFrontIO/pull/3394): - No more singleton. `SoundManager` is instantiated in `createClientGame()` with `EventBus` and `UserSettings` - Layers emit events (`PlaySoundEffectEvent`, `SetBackgroundMusicVolumeEvent`, `SetSoundEffectsVolumeEvent`) via EventBus instead of holding a `SoundManager` reference - `SoundManager` subscribes to these events in its constructor - `SoundEffect` is a type union (not an enum), per project convention - All sound configuration (type, URL mapping, events) lives in `Sounds.ts` - Sound effects are lazy-loaded on first play - Channel limit of 8 concurrent sounds. New sounds always play; when at the limit, the oldest active sound gets stopped - `SoundManager` bootstraps volume from `UserSettings` in its constructor - All Howler calls are wrapped in try/catch with error logging, so sound failures never crash the game - `dispose()` method unsubscribes from EventBus and unloads all Howl instances on game shutdown - Sound code stays entirely in `src/client/`, nothing in `core/` touches it ## Sound approval status (per [spreadsheet](https://drive.google.com/drive/folders/1KpGYJkmLxipy8XmTeyHf40XDC4P--Ck8?usp=sharing)) ### Approved, wired up in this PR | Event | Sound file | Trigger location | |-------|-----------|-----------------| | Message sent/received | `message.mp3` | EventsDisplay | | Menu open/select | `click.mp3` | RadialMenu | | Atom bomb launch | `atom-launch.mp3` | FxLayer (unit created) | | Atom bomb / MIRV hit | `atom-hit.mp3` | FxLayer (reached target) | | Hydrogen launch | `hydrogen-launch.mp3` | FxLayer (unit created) | | Hydrogen hit | `hydrogen-hit.mp3` | FxLayer (reached target) | | MIRV launch | `mirv-launch.mp3` | FxLayer (unit created) | | Alliance suggested | `alliance-suggested.mp3` | EventsDisplay | | Alliance broken | `alliance-broken.mp3` | EventsDisplay | | Port built | `build-port.mp3` | FxLayer (construction complete) | | City built | `build-city.mp3` | FxLayer (construction complete) | | Defense post built | `build-defense-post.mp3` | FxLayer (construction complete) | | Warship built | `build-warship.mp3` | FxLayer (unit created) | | SAM built | `sam-built.mp3` | FxLayer (construction complete) | ### Waiting for approval, sound files included but NOT wired up | Event | Sound file | Notes | |-------|-----------|-------| | Missile Silo built | `silo-built.mp3` | Waiting for Approval | | SAM shoot | `sam-shoot.mp3` | Waiting for Approval | | SAM hit | - | Waiting for Approval, no sound file assigned | | Warship sunk | - | Waiting for Approval, no sound file assigned | | Warship shoot | - | Waiting for Approval, no sound file assigned | ### Not done, no sound files exist yet | Event | Notes | |-------|-------| | Looted player | "Not sure if needed" | | Invaded | - | | Ship invasion incoming | - | | Ship sent | - | | Menu theme song | - | | Ambience | "Not sure if needed" | ## Test plan - [x] Start a private game and launch atom/hydrogen/MIRV nukes, verify launch and detonation sounds - [x] Build structures (city, port, defense post, SAM), verify build completion sounds - [x] Build a warship, verify warship built sound - [x] Receive an alliance request, verify alliance suggested sound - [x] Break an alliance, verify alliance broken sound - [ ] Receive a chat message, verify message sound - [x] Open the radial menu and click items, verify click sound - [x] Disable visual FX in settings, verify sounds still play - [x] Adjust SFX volume slider, verify it affects all new sounds - [x] Verify no audio issues with rapid/overlapping events - [x] Verify SoundManager responds to EventBus events and unsubscribes cleanly on dispose - [x] Verify SoundManager swallows Howler errors without crashing the game - [x] Verify channel limit of 8, oldest sound stopped when at cap ## Checklist - [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 Resolves #1893 ## Please put your Discord username so you can be contacted if a bug or regression is found: cool_clarky |
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f170f034a7 | Merge branch 'v30' | ||
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2f95314dce |
Update name censor to check for certain substrings (#3603)
## Description: The deduper was converting profane words like "kkk" => "k" and then censoring all usernames with the letter "k", so instead we just hardcode and check for substrings for profane phrases like that. ## 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: evan |
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2d28bfcd01 |
Add Rarity to cosmetic items (#3587)
## Description: https://github.com/user-attachments/assets/f2216dec-72aa-497a-89cc-169c2a40021e * Fortnite-style rarity system for cosmetics: New CosmeticContainer component applies tier-based visual styling (gradient backgrounds, glowing borders, hover effects) to flag and pattern cards across 5 rarity tiers: Common, Uncommon, Rare, Epic, and Legendary * Legendary hover effects: Scale-up animation, pulsing orange glow, shimmer sweep, rotating border sweep, corner sparkles, and screen dimming backdrop * Epic hover effects: Purple shimmer sweep glint on hover * Purchase button overhaul: Green ember particles on container hover (non-common only), 40-particle burst stream on button hover, pulsating green glow, shimmer streak animation, and loading spinner on click * Clickable cosmetic cards: Clicking anywhere on a purchasable card (not just the purchase button) triggers the purchase flow * Refactored components: ArtistInfo renamed to CosmeticInfo (now shows rarity and color palette in tooltip), * Forward-compatible rarity schema: rarity field uses .or(z.string()) so unknown backend values won't break the client ## 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: evan |