Commit Graph

1036 Commits

Author SHA1 Message Date
evanpelle 034b4725f0 update meta 2025-07-26 19:49:12 -07:00
evanpelle 0f2089c9d0 fix mirv damage scaling (#1590)
## Description:


https://github.com/openfrontio/OpenFrontIO/commit/932d4f3be2cded197e5ed4712a9e9e35963b86a6
made the curve way too steep, so just one MIRVWarhead caused enormous
population damage, so receiving crossfire from a nuke could cause
extensive damage

This PR Makes the curve much more linear, so the first explosions aren't
as deadly. Also change the asymptote to 3%, in practice it ends up being
around 5%.



## Please complete the following:

- [x] I have added screenshots for all UI updates
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and I've added it to the en.json file
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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:

evan
2025-07-26 11:23:26 -07:00
djmrFunnyMan 67dea7c60f Temporarily increase iterations cap for transports & warships (#1589)
## Description:

This PR increases the iteration cap for warships & transports, until a
better solution can be found.

Fixes the issue where warships & transports break when pathfinding very
far away.

## Please complete the following:

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responsibility for any bugs introduced
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regression is found:

aceralex
2025-07-26 10:04:51 -07:00
Aleksey Orekhovsky 4a38561583 Track gold obtained through eliminations in player stats (#1566)
## Description:
Currently, the game only recorded war gold statistics when a defender
was killed as part of a territory‑annexation sequence. Regular attack
eliminations did not trigger the war gold stat update.

This PR:
- Invokes `stats.goldWar(...)` in the standard elimination code path of
`AttackExecution`, so that any kill - whether by full annexation or
direct attack - correctly increments the attacker's war gold stat.
- A new integration test suite `AttackStats.test.ts` covering both
scenarios

## Please complete the following:

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and I've added it to the en.json file
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responsibility for any bugs introduced
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regression is found:

aaa4xu
2025-07-26 04:23:29 +00:00
evanpelle 19274ac10a bugfix: transport ship was using start troops, not ship troops to determine attack (#1576)
## Description:

This caused an issue when getting nuked, the transport ships were not
decreasing

## Please complete the following:

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and I've added it to the en.json file
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responsibility for any bugs introduced
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## Please put your Discord username so you can be contacted if a bug or
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evan
2025-07-25 20:40:55 -07:00
DevelopingTom 8cbba26ab8 Change how canceled attacks are recorded (#1480)
## Description:

Minor fix:
The `retreat()` function is called everytime the troops have to come
back home:
- alliance between the belligerents
- cluster / player conquest
- canceled attack

Each of those cases are recorded as "canceled" but only the actually
canceled attacks should be recorded as such.


## Please complete the following:

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and I've added it to the en.json file
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responsibility for any bugs introduced
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## Please put your Discord username so you can be contacted if a bug or
regression is found:

IngloriousTom
2025-07-25 23:54:36 +00:00
evanpelle 932d4f3be2 Have MIRV damage asymptote to 5% of total population (#1570)
## Description:

Decreasing MIRV warhead blast radius nerfed them too much, so have them
destroy 95% of population.

## Please complete the following:

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

evan
2025-07-25 15:44:32 -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:

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evan
2025-07-25 18:39:28 -04:00
tnhnblgl 8dedb15ce1 Fix troop exploit (#1556)
## Description:
Fixes #1554 (short description)

## Please complete the following:

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dovg
2025-07-24 11:03:40 -07:00
iamlewis f958f0f473 Alliance Time to 5 minutes (#1535)
## Description:

Changes Alliance time to 5 minutes from 10 as per manager meeting

## Please complete the following:

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Iamlewis
2025-07-24 00:30:00 +00:00
evanpelle 5273450526 reduce traitor debuff 2025-07-23 17:01:35 -07:00
VariableVince ff17d321c7 Fix: display actual Alliance extension message instead of translation key (#1532)
## Description:

On Alliance extension, the key "events_display.alliance_renewed" is
displayed in the Event Panel. Reported in
https://discord.com/channels/1284581928254701718/1397197460085932184

Since displayMessage doesn't expect or do translations, just puts out
hardcoded English messages so far, it doesn't do anything with the
recieved key and just puts it in the Event Panel as is. This PR fixes it
as a follow-up of #1359.

With this, it also introduces a base which can be used to translate
hardcoded messages coming from other Executions. That is out of the
scope of this PR.

PRs #1532 and #1536 both fix issues with Alliance Renewal in v24. If
possible approve 1532 (this one) first and then 1536 not too far after
if github can indeed merge them.

BEFORE:
<img width="533" height="353" alt="alliancerenewbefore"
src="https://github.com/user-attachments/assets/b97f7279-8daf-4049-96fb-1d5a1e360ec4"
/>

AFTER: 
(tested locally with Nations by not checking their answer; they normally
don't answer to alliance renewal request which is another issue)

<img width="787" height="406" alt="After fix"
src="https://github.com/user-attachments/assets/9fc3a0e2-b151-486f-b6ef-692177e387ad"
/>

## Please complete the following:

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## Please put your Discord username so you can be contacted if a bug or
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tryout33
2025-07-23 18:44:57 +00:00
evanpelle d7993e192a transport ship execution: don't refund troops when max boat limit hit (#1537)
## Description:

The TransportShipExecution was refunding the troops when max boat limit
was hit, but the troops were never deducted in the first place, giving
extra troops.

## Please complete the following:

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## Please put your Discord username so you can be contacted if a bug or
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evan
2025-07-23 08:43:47 -07:00
evanpelle ad01714323 use grafana cloud (#1518)
## Description:

Self hosted grafana has maintenance burden, so migrate to grafana cloud 

## Please complete the following:

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

evan
2025-07-21 16:05:35 -07:00
evanpelle 98420ccf97 allow reuse of structure discounts (#1513)
## Description:

When someone loses their structures they get their bonus back. Also keep
the structures built, it's nice to still get the bonus after capturing
someone's city.

## Please complete the following:

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

evan
2025-07-20 20:28:03 -07:00
Scott Anderson 0489c63f4b Validate spawn tile (#1512)
## Description:

Enforce valid tile during spawn, to prevent the game from crashing for
all players.

## Please complete the following:

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2025-07-20 20:17:29 -07:00
DevelopingTom 585cf8fdb8 Fix dead players sending alliance requests (#1508)
## Description:

Prevent unholly alliances with the undead.

## Please complete the following:

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IngloriousTom
2025-07-20 04:13:36 -04:00
DevelopingTom fdbe8c6490 Fix memory leak (#1502)
## Description:

GameView does not update its unit grid when units move, which can result
in memory leaks.

## Please complete the following:

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IngloriousTom
2025-07-20 03:11:36 -04:00
Scott Anderson 123787e299 Attempt to fix bigint serialization issue (#1501)
## Description:

Attempt to fix bigint serialization issue

## Please complete the following:

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2025-07-19 18:35:57 -07:00
evanpelle 741d627644 reduce regen rate for bots (#1503)
## Description:

in v24 they are have become stronger due to new behavior, so reduce
regen rate to compensate.

## Please complete the following:

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

evan
2025-07-19 18:08:10 -07:00
evanpelle b39fe625cc increase MIRV to 35M (#1487)
## Description:

The new MIRV leaves land contiguous making targets much easier to
invade. So increase price to 35M to compensate.

## Please complete the following:

- [x] I have added screenshots for all UI updates
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## Please put your Discord username so you can be contacted if a bug or
regression is found:

evan
2025-07-18 10:53:49 -07:00
evanpelle 267fcfc147 meta: reduce port gold multiplier & trade ship frequency (#1486)
## Description:

The port bonus was too high causing too many MIRVs, reduce the port
bonus & reduce trade ship spawn chances slightly

## Please complete the following:

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## Please put your Discord username so you can be contacted if a bug or
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evan
2025-07-18 09:27:03 -07:00
evanpelle 02d66b7885 fix squad allocator color palette (#1483)
## Description:

We were just doing a simple hash of the team id, causing them to be
random. now we use the the color delta function for squads as well.

## Please complete the following:

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## Please put your Discord username so you can be contacted if a bug or
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evan
2025-07-18 08:49:10 -07:00
evanpelle a221fee921 Have port destination likelihood scale with level (#1473)
## Description:

Having a high level port would increase the number of outgoing
tradeships, but not the number of incoming tradeships. Now the the
chances of a tradeship landing on a port is scaled with the port's level

## Please complete the following:

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

evan
2025-07-17 19:21:27 -07:00
floriankilian ad642bc0ab Fix Regex to allow Umlaute "üÜ" in username (#1466)
## Description:

Modified the regex pattern & full unicode support (/u)

1) Allow Umlaute "üÜ" in usernames on client-side
2) Allow Umlaute "üÜ" in usernames on server-side

Before only the name "üÜüÜ" would have been possible as the pattern was
|üÜ -> or "üÜ" as a combined sequence
|[üÜ] -> or either one of these letters



## Please complete the following:

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responsibility for any bugs introduced
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Not 100% sure what/where else to test. I started couple of private
lobbies with various names.

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

[UN nvm]
2025-07-17 17:56:30 -07:00
evanpelle b5c1ae1bbf Increase traitor punishment (#1456)
During playtesting the traitor punishment still wasn't harsh enough.
2025-07-17 08:01:53 -07:00
evanpelle 87678b7969 Increase trade ship spawn rate (#1455)
## Description:

During play testing not enough trade ships were spawning in the mid-late
game. This increases their spawn rate and max number of ships.

## Please complete the following:

- [x] I have added screenshots for all UI updates
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and I've added it to the en.json file
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responsibility for any bugs introduced
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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
2025-07-16 20:24:01 -07:00
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
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and I've added it to the en.json file
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responsibility for any bugs introduced
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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
evanpelle 712e824ffc Revert MIRV attacks enemy units (#1452)
This reverts commit 185fcb5fb0.

## Description:

This change made the MIRV way too powerful. If two players MIRV each
other it creates a stalemate because it takes so long to recover.

## Please complete the following:

- [x] I have added screenshots for all UI updates
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and I've added it to the en.json file
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responsibility for any bugs introduced
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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
2025-07-16 15:50:15 -07:00
VariableVince af3dcb77bd Fix: anonymized name isn't used in chat message (#1265)
## Description:

Bugfix:
- Anonymized name isn't used in Event Panel message, instead actual
player name is displayed even if "Hidden names" is enabled. Neither for
the 'P1' name in the chat message, nor for the name in "From name:
message" and "Sent name: message". Fix: in QuickChatExecution, instead
of sender.name() and recipient.name(), send their id(). In
EventsDisplay, from that PlayerID get their displayName.

- There was more in this PR to try to improve readibility and remove
some unused/uncommented code. This was moved later to #1275, which may
be re-opened and brought up-to-date after this PR is merged.

Example screenshot of the bug before the fix, send chat to anonymized
name 'Norwegian Sisterhood' but in Event Panel real name 'Mister Goo'
was displayed:
![Sent Mister Goo instead of anonymous Norwegian
Brotherhood](https://github.com/user-attachments/assets/197e2808-aa85-4271-9c96-c53fe10f6546)

## Please complete the following:

- [x] I have added screenshots for all UI updates
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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
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caught through manual testing blocks releases and new features for all
contributors
2025-07-15 19:43:31 -04:00
Scott Anderson 729cc6a500 Restore nation AI (#1440)
## Description:

Restore the nation AI that scaled with difficulty, while only allowing
one of the attack routines to attack.

## Please complete the following:

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and I've added it to the en.json file
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responsibility for any bugs introduced
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caught through manual testing blocks releases and new features for all
contributors
2025-07-15 01:20:05 -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
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and I've added it to the en.json file
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responsibility for any bugs introduced
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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
g-santos-m 31381f67f4 Enable @typescript eslint/prefer nullish coalescing eslint rule (#1420)
## Description:

Fixes #952 
Enabled @typescript-eslint/prefer-nullish-coalescing rule and worked
through every error, introducing ?? and ??= operators or disabling
errors with inline comments where appropriate, to the best of my
ability.

## Please complete the following:

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and I've added it to the en.json file
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responsibility for any bugs introduced
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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:

g_santos_m
2025-07-15 03:00:06 +00:00
evanpelle ac9a9ec253 fix unit upgrade not considering cost (#1434)
## Description:

bugfix: The price was not considered when checking it upgrading a unit
was allowed.
Also refacted and cleaned up the code a bit.

## Please complete the following:

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- [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
2025-07-14 16:32:05 -07:00
DevelopingTom 29b587cdae Factory spawns trains (#1408)
## Description:

- Change trains so it spawns from factories only
- Increase train frequency as they will now spawn from a single
structure.
- Factory will spawn more trains depending on its level
- Fix port to connect to nearby railroads
- Add factory description

## 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>
2025-07-14 08:59:51 -07:00
evanpelle 185fcb5fb0 have mirv attack enemy units (#1419)
## Description:

Have MIRVs first target enemy units. 

## Please complete the following:

- [x] I have added screenshots for all UI updates
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and I've added it to the en.json file
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responsibility for any bugs introduced
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## Please put your Discord username so you can be contacted if a bug or
regression is found:

evan
2025-07-13 13:34:40 -07:00
evanpelle b07a59685e fix color allocator not selecting distinct colors (#1404)
## Description:

The color allocator only checked if DeltaE met a threshold of 25, but
most colors met that threshold, so it wasn't much better than random.
Now it goes down the list of assigned colors to find the most unique
color to add.

Also changed algorithms from deltaE76 to deltaE2000 as that seemed to
produce better results.

The algorithm is O(n^2) so we cap distinct check at 50 colors, after
that fall back to random selection. After 50 colors our color palette is
pretty much exhausted anyways.

Moved ColorAllocator to its own file

## Please complete the following:

- [x] I have added screenshots for all UI updates
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and I've added it to the en.json file
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responsibility for any bugs introduced
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caught through manual testing blocks releases and new features for all
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## Please put your Discord username so you can be contacted if a bug or
regression is found:

evan
2025-07-12 09:30:29 -07:00
Scott Anderson 0d7c58d5b8 Unit count (#1402)
## Description:

Use an iterative approach to counting units to reduce array allocations.

## Please complete the following:

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responsibility for any bugs introduced
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caught through manual testing blocks releases and new features for all
contributors
2025-07-12 09:24:44 -07:00
evanpelle 67445d8d4d port execution bugfixes (#1400)
## Description:

fixes 2 bugs with port execution:

1. scale tradeship spawn chance with port level
2. pass in number of tradeships instead of total number of ports to the
config

## Please complete the following:

- [x] I have added screenshots for all UI updates
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and I've added it to the en.json file
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## Please put your Discord username so you can be contacted if a bug or
regression is found:

evan
2025-07-10 11:41:08 -07:00
evanpelle f95f76a01a update meta (#1397)
## Description:

* cap trade ships at 100, instead have more ports increase gold per ship
* nerf defense post speed reduction. Sometimes attacks were so slow the
attacker could "store" troops in the attack.
* adjust trade ship spawn rate: increase spawn rate early game to speed
up game play
* nerf MIRVs by making blast radius smaller. This allows the territory
to stay continuous, allowing the attacker to conquer faster and speeding
up late game.

## Please complete the following:

- [x] I have added screenshots for all UI updates
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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
2025-07-10 10:37:20 -07:00
evanpelle 488ffc5c9e Improve unit updates & reloading (#1394)
## Description:

Previously upgrading a unit would have it reload immediately, eg
upgrading missile silo 1=>2 gives it 2 missiles immediately. With this
change it must reload the missile. Same with SAMs. This prevents users
from spamming upgrades as missiles are coming in.

Fix the progress reloading bar. Previously it only showed the SAM/silo
as reloading when it was completely out of missiles. Now it shows
roughly how many missiles are available (eg level 5 fires 3 missiles,
now progress bar is at 40%). It also shows progress of missiles
reloading. If no missiles are available, progress bar is empty

There was a bug where if a silo of SAM was in cooldown it would be
updated each tick, causing the sprite/icon to be rerendered each tick.

## 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
2025-07-10 10:06:05 -07:00
Aotumuri 9421327a63 fixed Custom Flags via Path Traversal (#1384)
## Description:

[issue](https://github.com/openfrontio/OpenFrontIO/issues/1367)
<img width="466" alt="スクリーンショット 2025-07-09 21 19 07"
src="https://github.com/user-attachments/assets/e1a1ffcf-2440-4b27-b540-242044fbd002"
/>
<img width="926" alt="スクリーンショット 2025-07-09 21 08 27"
src="https://github.com/user-attachments/assets/2f7d4edd-62db-478f-8756-e59e693b1354"
/>


## 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
2025-07-09 19:05:07 +00:00
Scott Anderson 74f6ed4851 Fix local development (#1388)
## Description:

Remove the erroneous login requirement for local development.

## 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
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- [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
2025-07-09 11:59:03 -07:00
Scott Anderson d8d5220948 Require login to connect to staging (#1360)
## Description:

Complete:
- Add support for cookie-based auth (ref
https://github.com/openfrontio/infra/pull/83)
- Restrict game server API access to users with a specific flare
- Restrict join game to users with a valid token and an allowed flare
- Unauthorized landing page
- Token cache
- Destroy token cookie on logout

## 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
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caught through manual testing blocks releases and new features for all
contributors
2025-07-09 03:57:08 -04:00
Scott Anderson 739399b5a5 bugfix: Crash (#1381)
## Description:

Resolve a crash caused by un-sanitized user inputs.

Fixes #1380.

## Please complete the following:

- [x] I have added screenshots for all UI updates
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and I've added it to the en.json file
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responsibility for any bugs introduced
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caught through manual testing blocks releases and new features for all
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Co-authored-by: evanpelle <evanpelle@gmail.com>
2025-07-08 18:41:38 -07:00
Scott Anderson 2e442c9c29 Add expand ratio to bot behavior class (#1376)
## Description:

- Create a new expand ratio that allows AI players to expand with a much
lower reserve ratio than the normal attack reserve ratio.
- Unify the implementation of the first attack between bots and nations.
- Bugfix: Multiple attacks per tick could cause nations to full-send.
- Improve the chance of finding a place to boat to by allowing nations
to target non-shore land tiles.

## 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
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responsibility for any bugs introduced
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caught through manual testing blocks releases and new features for all
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2025-07-08 18:39:11 -07:00
evanpelle 56dd582002 add domain and subdomain for dev env (#1379)
## Description:

env variables DOMAIN and SUBDOMAIN were not found in the env, so have
DevServerConfig override the methods.

## Please complete the following:

- [x] I have added screenshots for all UI updates
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and I've added it to the en.json file
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responsibility for any bugs introduced
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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
2025-07-08 14:04:08 -07:00
Scott Anderson d18908bb68 Add domain, subdomain to GameRecord (#1370)
## Description:

Add domain, subdomain to GameRecord.

## Please complete the following:

- [x] I have added screenshots for all UI updates
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and I've added it to the en.json file
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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: evanpelle <evanpelle@gmail.com>
2025-07-08 12:45:27 -07:00
evanpelle 1a7c1074f4 Add strait of Gibraltar and Italia maps (#1363)
## Description:

Add strait of Gibraltar and Italia maps

## Please complete the following:

- [x] I have added screenshots for all UI updates
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and I've added it to the en.json file
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responsibility for any bugs introduced
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## Please put your Discord username so you can be contacted if a bug or
regression is found:

evan
2025-07-07 13:00:20 -07:00
evanpelle d3dbda4598 upgrades not counting towards building discount bugfix (#1361)
## Description:

Upgrading units was not being counted towards building discounts

## Please complete the following:

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## Please put your Discord username so you can be contacted if a bug or
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evan
2025-07-07 10:56:31 -07:00