Also made NukeExecution build in two separate steps (build then execute)
as for other execution. Otherwise it would instantly explode if I set
high speeds. high speeds in necessary for some tests.
It implied changing a bit some tests. This includes removing the test
that nukes.length == 0 in missile silo which had nothing to do there as
we are just checking cooldown. One test should test only one thing. Here
it was breaking because I changed the NukeExecution which made no sense.
## Description:
Teams are not sorted based on clans, clan members always stay on the
same team.
## Please complete the following:
- [x] I have added screenshots for all UI updates
- [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:
<DISCORD USERNAME>
## Description:
The server stores all players that have joined, and once the game starts
it sends a list of players to all clients. Players cannot join after the
game has started. Server now generated the PlayerID instead of the
client.
The is necessary for team mode, we need to know how who is playing the
game before it starts so we can properly assign teams based on clans.
## Please complete the following:
- [x] I have added screenshots for all UI updates
- [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
Bug report:
https://discord.com/channels/1284581928254701718/1355194642592694412
## Please complete the following:
- [X] I have added screenshots for all UI updates
- [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:
PilkeySEK
## Please complete the following:
- [X] I have added screenshots for all UI updates
- [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:
PilkeySEK
Bot team has over 80% of the map:

How it was before (the bug):

changed the sam cooldown to be a general cooldown function and added a
missilesilo cooldown
The function either adds the current tick as the starting point of the
cooldown or sets the cooldown to null and updates the unit. That way
getcooldown function can be used to get back the tick the cooldown was
started and can be compared to the cooldown set in the config.
changed the sam test / added a missilesilo test
---------
Co-authored-by: evanpelle <evanpelle@gmail.com>
Tried to implement feature to outline player under mouse cursor.
Intention is to improve gameplay and provide a way to estimate players
territories for strategic planning / avoid attacking wrong players with
confusingly similar colors.
When you stop cursor at the player - his borders will be drawn in white
color.
To focus on other player - click or move cursor to other player.
To hide outline - click on empty space (water, land).
"Focus" UI feature also triggers outline for the target player (easier
to see who exactly is that you are looking at).




Done via getting player under mouse cursor, setting it as global
focusedPlayer and painting borders in white color.
Tried to maintain minimal changes and utilize existing rendering queue.
Also added hover delays to avoid excessive redraws and provide better
experience. Redraws only happens when focusedPlayer changes - one time
for old focused player to clean outline and one time for new focused
player.
TITLE IS WRONG I meant 2s not 1s
Problem: two warship fight each other, if one back off he won't be hit
by the ennemy at all. he'll kill other warship, then all shells
dissapear so 0% damage are received. It's OP and unfair.
Solution: make warship's shells last 2s after its death so even if one
warship backs off he'll eventually receive some damages. 2s is enough to
get between 250-750 HP loss
---------
Co-authored-by: evanpelle <evanpelle@gmail.com>
## Please complete the following:
- [x] I have added screenshots for all UI updates
- [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:
<Diessel>
[Image](https://github.com/user-attachments/assets/e5106fbb-59b2-4d86-8ed8-c899adfa20b1)
## Please complete the following:
- [X] I have added screenshots for all UI updates
- [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:
PilkeySEK
## Please complete the following:
- [x] I have added screenshots for all UI updates
- [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:
Diessel


## Please complete the following:
- [X] I have added screenshots for all UI updates
- [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:
`PilkeySEK`
Before vs. After (there is no good translation for "FFA" and "Teams" is
the same):


The problem with the file check, was it only checked if a file was
missing and not if it changed.
## Please complete the following:
- [x] I have added screenshots for all UI updates
- [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
## Please complete the following:
just a compilation bug fix. npm run dev is how i test
## Please put your Discord username so you can be contacted if a bug or
regression is found:
respectful pinguin
## Responsibility Acknowledgment
- [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 basic manual testing:
- Significantly slows down the entire development process
- Blocks releases and new features for all contributors
- Harms the project's reliability and reputation
- Places additional debugging burden on maintainers who already have
limited time
- Diverts valuable resources away from new development and improvements
- Makes me seen as a loser
- Makes me more likely to go to hell
when an building is taken over by another player the execution for it
doesnt change its owner this makes it so when a sam is captured it tries
to intercept your own nukes and doesnt intercept the ones by the
previous player
this change makes executions of buildings automaticly switch their owner
I have minify images and convert them to webp format that reduce size
and keep quality.
Reduce size of bg image since its already blured by css so no need to
have it that big.
Reduce size of thumbs and helper images in helper modals should be fine
since they will not exceed the container size. Even that make them
larger than containter just to be safe
added a unitgrid instead of a defensepostgrid for all units to be able
to see if a tile is inside the range of a unit by a custom distance
this is used for the sam launcher to draw a circle around the area it
protects
removed all parts that use the defensepostgrid and made it use the
unitgrid instead
This PR adds the strings for "enemy panel", "iceland" and "pangaea". It
also organises the json file in a different way due to the start of use
of Crowdin (it doesn't interfere in any way with the functionality of
the translations). It also edits the existing translations for the
languages.
Credits:
- Bulgarian - Nikola123
- Dutch - cldprv, tryout33
This map was made by mashing up the world map and putting it in the
general shape of the super-continent
[Pangaea](https://en.wikipedia.org/wiki/Pangaea) It's not super accurate
but the continents are generally in the right places and the nations are
more or less the same as on World, placed in the general location where
they would have been. Hope this is good enough to be added into the
game; even if only among custom lobby maps!
Create css strucure, clean up the index html and use proper tags.
Visualy minor changes, but this allow us maint better visuals and start
the css standards that will help us future
### Summary
Investigated and resolved slow execution time of this script since the
addition of the thumbnail generation functionality. Determined that
thumbnail generation was not the source of the increased execution time,
likely due instead to change from bun back to npm. Some other minor
improvements made.
### Execution Time Optimizations
Investigated which components of the process were taking the most time
and determined the longest running component to be the
`removeSmallLakes()` function. Research determined that the `.forEach`
looping method to be significantly slower than the `for (const var of
vars)` method and replaced all instances of the former with the latter.
Further review identified possibility to reduce the number of calls to
the getArea() function by combining the `removeSmallLakes()` with the
`processOcean()` function, which was already determining the size of all
bodies of water.
After revision to the `forEach` loops and inclusion of
`removeSmallLakes()` within `processOcean()`, the next slowest executing
component was the `processDistToLand()` function. Aside from being slow
this function was also difficult to understand. Revised function perform
Manhattan distance calculations against the `shorelineWaters[]` array
and identify the minimum value rather than walking out from the
shoreline using the `neighbors()`. This change yielded between ~35% -
~45% faster execution times for this function (~275 seconds -> ~150
seconds; ~225 seconds -> ~165 seconds).
The change to `processDistToLand()` was tested by running the new
version of the function alongside the old version of the function and
having any differences in the calculated distance to land printed to the
console. Initially the test identified errors arising from a reference
to an x coordinate value that should have been a y coordinate value.
Once resolved no further differences were found.
### Other Minor Changes
Changes to `processOcean()` now also explicitly prevent the largest body
of water from being removed, regardless of what value is passed in for
`removeSmall`, and additionally nest the calls to `processShore()` and
`processDistToLand()` within this function rather than within
`generateMap()` for better comprehensibility. `processOcean()` renamed
to `processWater`.
Also inserted additional console.log lines to better communicate state
of the scripts during runtime, removed unnecessary export statement from
`createMiniMap()` function which requires parameters not readily
available from outside contexts (and which was not called externally
anyways). Revised multiple instances where `terrain` was used to refer
to a single item of a Terrain[][] array to instead use `tile` for
comprehensibility, and consistency with the terminology used elsewhere
in the application.
Added an explicit variable declaration of `removeSmall` to the
generateTerrainMaps.ts file and included it in the call to
`generateMap()` to make toggling this option easier in the future. Moved
the `min_lake_size` constant out of the relevant function and to the top
of the TerrainMapGenerator.ts file for better visibility and consistency
with where `min_island_size` is being declared.
Adding the base bulgarian language json file and making it usable in
game. This PR is building on top of the multi language support PR. Note:
Needs PR #316 to work!
This PR adds full translation support for all out-of-game UI elements,
including the start screen, public/private lobby modals, and other
pre-game interfaces.
All static text has been externalized to en.json and ja.json for future
language support.
If you find any spots that are not yet translated (missing from the
JSON), please let me know.
Thanks a lot!
This is a follow-up to PR
[#305](https://github.com/openfrontio/OpenFrontIO/pull/305).
---------
Co-authored-by: Cldprv <dubois.cnm@tutanota.com>
Co-authored-by: jacks0n <rosty.west89@gmail.com>