Commit Graph
41 Commits
Author SHA1 Message Date
DevelopingTom c38c25ab1e Add factory & train emojis (#2522)
## Description:

Add 🏭 & 🚂 emojis, which is commonly requested. Also 3 other emojis to
fill the new emoji line: 🫴🙏

To be discussed: this adds a new line in the emoji list: is it too much?
Eventually we could use categories to filter the emojis.

<img width="199" height="465" alt="image"
src="https://github.com/user-attachments/assets/cb6a44e9-30cd-48f7-90ab-8a7c32dcd180"
/>

## 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:

IngloriousTom
2025-11-26 16:39:52 -08:00
DevelopingTom d3c4cd6620 Record missing stats (#2407)
## Description:

Some stats are missing from the recorded game stats:
- Unit upgrade
- Gold from trade and from steal

The gold from trade/steal was introduced with [PR
784](https://github.com/openfrontio/OpenFrontIO/pull/784) but was
quickly reverted with [PR
927](https://github.com/openfrontio/OpenFrontIO/pull/927), probably
involuntarily.

## 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:

IngloriousTom
2025-11-06 15:38:15 -08:00
DevelopingTomandcoderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com> b7519ab9b1 Add new nuke preview FX (#2322)
## Description:

New FX played to preview the nuke explosion area (follow up of
https://github.com/openfrontio/OpenFrontIO/pull/2309)
Will prevent over-nuking the same area in team games



![nuke_area](https://github.com/user-attachments/assets/cbff20b0-3650-43ab-9d93-43211856f12e)

Visuals inspired from
https://github.com/openfrontio/OpenFrontIO/pull/1814 (@ryanbarlow97)

## 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:

IngloriousTom

---------

Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com>
2025-10-29 20:02:16 +00:00
DevelopingTom df8118e27d Resize structure sprites so they don't leave pixels behind when deleted (#2304)
## Description:

Reduce halloween sprites size so they don't leave pixel behinds when
deleted

## 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:

IngloriousTom
2025-10-26 23:05:30 +01:00
DevelopingTom b69adf70b3 Halloween Event (#2285)
## Description:

Changed theme colors for an "autumn" ambiance:

<img width="395" height="254" alt="image"
src="https://github.com/user-attachments/assets/67bd07d3-e74b-49e2-ba0b-c87958767d45"
/>

Changed structures pixel art:

<img width="756" height="605" alt="image"
src="https://github.com/user-attachments/assets/5158ae81-0641-413c-8862-367259496a9a"
/>


Change existing FX with new halloween-themed ones:


https://github.com/user-attachments/assets/fb99be49-43cd-4d85-ad77-8c153070edaf

Added new FX playing randomly on the map:


https://github.com/user-attachments/assets/16631113-77e6-4b8c-b1b6-c147f5f1d275

Added a couple of new emojis, which are used by the bots when attacked:
👻🎃

## 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:

IngloriousTom
2025-10-25 14:06:15 -07:00
DevelopingTomandEvan 4eaf3de5de Add destructed structure FX (#2210)
## Description:

New FX on building destruction

Icon level:

https://github.com/user-attachments/assets/0ba5e557-a5d7-436f-8a58-2843d4c99332

Pixel art level:

https://github.com/user-attachments/assets/12002df6-eb46-4853-b84f-4f81ce7c3528


## 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:

IngloriousTom

---------

Co-authored-by: Evan <evanpelle@gmail.com>
2025-10-16 19:58:13 -07:00
DevelopingTomandevanpelle 4f73548a4e Use larger responsive classes (#2167)
## Description:

Issue:
With low resolution screens, or simply by resizing the window, the build
menu can be drawn above the event logs:
<img width="513" height="180" alt="image"
src="https://github.com/user-attachments/assets/01c62002-467d-47c0-b3a1-b46446d4dbc9"
/>

Changes:
- use larger responsive Tailwind classes:


https://github.com/user-attachments/assets/e583b70e-235a-4f5b-b10d-d032ac621984


## 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:

IngloriousTom

Co-authored-by: evanpelle <evanpelle@gmail.com>
2025-10-09 19:26:53 -07:00
DevelopingTom fc38fed972 Fix target FX on retreating units (#2166)
## Description:

Retreating naval invasions spams the target FX each frames.
Changes: filter out retreating invasions.

## 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:

IngloriousTom
2025-10-09 14:44:17 -07:00
DevelopingTom 6307a2702b Redesign target fx (#2143)
## Description:

Resize the target fx.
It's still a little too big in my opinion, but it becomes very blurry
when shrinked down.


https://github.com/user-attachments/assets/c3cda98d-ed57-4933-93b4-1cc7f1cb8e50

The UI Layer should probably not be bound to the zoom level so we can
have a sharper UI.

## 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:

IngloriousTom
2025-10-05 17:19:20 -07:00
DevelopingTom c2cf2ce65f Record player deaths (#2102)
## Description:

Record player death ticks and "conquests" (when a player has < 100
tiles).
Tournaments would be easier to manage with those information.

Related infra PR: https://github.com/openfrontio/infra/pull/196

Tested locally with docker/infra repo

## 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:

IngloriousTom
2025-09-27 15:52:50 -07:00
DevelopingTomandevanpelle 63a14738cd Redesign Player info overlay (#2000)
## Description:

Redesign the player info panel to match the bottom panel.

Changes:
- Added alliance timeout
- Various css restyling

Old:
<img width="180" height="276" alt="image"
src="https://github.com/user-attachments/assets/4ae8994b-868c-4eb8-b42a-85f0f0ec2f96"
/>


New:
<img width="179" height="239" alt="image"
src="https://github.com/user-attachments/assets/c29c34e5-5bfd-468e-9947-e0ac319fbccf"
/>


## 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:

IngloriousTom

---------

Co-authored-by: evanpelle <evanpelle@gmail.com>
2025-09-08 02:47:30 +00:00
DevelopingTom fc9eb2bec0 Build bridges to connect stations across water (#1961)
Derived from [LeviathanLevi
PR](https://github.com/openfrontio/OpenFrontIO/pull/1847)
Connect stations over water by automatically building bridges

Changes:
- Railroad construction to water is allowed from shore lines
- Railroad construction from water is allowed to shore lines too

This creates bridges a few tiles long.

<img width="1058" height="680" alt="image"
src="https://github.com/user-attachments/assets/493737b9-7aff-4ee2-88ea-7638f6af7c91"
/>

<img width="361" height="317" alt="image"
src="https://github.com/user-attachments/assets/24a71a7a-1ba1-4c88-a89e-876127024148"
/>

fixes #1837

- [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
regression is found:

IngloriousTom
2025-09-03 18:58:42 -07:00
DevelopingTom e027983f41 Cancel alliance requests if the recipient attacks (#1733)
Problem: attacking a player right before accepting an alliance request
is very effective since the requester can't fight back or reclaim his
territory without canceling the alliance and being penalized with the
traitor debuff.

Change:
- Attacking a player after he requested an alliance automatically
rejects the request
- No changes to existing attacks in both directions, only new attacks
affect the request

- [x] I have added screenshots for all UI updates
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [x] I have added relevant tests to the test directory
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
- [x] I have read and accepted the CLA agreement (only required once).

regression is found:

IngloriousTom
2025-09-03 16:08:50 -07:00
DevelopingTomandevanpelle 3f1efc624f Fix long-distance nuke interception (#1900)
## Description:

Fix a bug introduced by an optimization that caused some incoming nukes
to be ignored. As a result, long-distance nukes could evade in-range
SAM.

Changes:
Replaced the ignored nukes list with a list of precomputed nukes.
For incoming long-distance nukes, the interception tile is now computed
in advance.
When the nuke enters range, the precomputed interception tile is used
for interception.

## 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:

IngloriousTom

---------

Co-authored-by: evanpelle <evanpelle@gmail.com>
2025-08-25 01:28:36 -04:00
DevelopingTom 713db43f42 Create stations regardless of factory ownership (#1904)
## Description:

Bug fix: cities and ports would only connect to factories owned by the
current player, ignoring those belonging to other players.

This update makes the player ID optional when searching for nearby
units: if no player ID is provided, unit ownership is disregarded,
allowing connections to all factories regardless of ownership.
## 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:

IngloriousTom
2025-08-24 13:41:51 -04:00
DevelopingTom a05814a7fb Rework trains to encourage alliances (#1697)
## Description:

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

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

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


## Please complete the following:

- [x] I have added screenshots for all UI updates
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [x] I have added relevant tests to the test directory
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
- [x] I have read and accepted the CLA agreement (only required once).

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

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

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

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

This change makes SAM range enforcement much more strict.

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

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


===

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



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


Shooting right at the range limit:


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


Shooting behind the SAM:


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




## Please complete the following:

- [x] I have added screenshots for all UI updates
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [x] I have added relevant tests to the test directory
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
- [x] I have read and accepted the CLA agreement (only required once).

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

IngloriousTom
2025-08-02 22:03:29 +00:00
e8c6b93661 Improve UnitGrid performances by grouping units by type (#1592)
## Description:

Even with the internal grid, `UnitGrid::nearbyUnits` can consume a
significant amount of CPU, where it can account for ~5% of the rendering
thread. Most of this overhead comes from filtering units by type.

This PR improves performance by storing units in type-specific sets,
significantly reducing lookup time.

It reduces the usage to ~1% with this change:
![Sans
titre](https://github.com/user-attachments/assets/f206c2bb-4cdb-4b6e-a628-91b1ec7f56e3)

## Please complete the following:

- [x] I have added screenshots for all UI updates
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [x] I have added relevant tests to the test directory
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
- [x] I have read and accepted the CLA agreement (only required once).

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

IngloriousTom

---------

Co-authored-by: Tom Rouillard <trouilla@mathworks.com>
Co-authored-by: Scott Anderson <662325+scottanderson@users.noreply.github.com>
2025-07-28 00:51:02 -04:00
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:

- [x] I have added screenshots for all UI updates
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [x] I have added relevant tests to the test directory
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
- [x] I have read and accepted the CLA aggreement (only required once).

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

IngloriousTom
2025-07-25 23:54:36 +00:00
DevelopingTom c738648460 Add conquest FX (#1390)
## Description:

Add an animation when the player conquer another one.
The FX consists of two parts: short animation, and the gold won.

It is only displayed to the conquering player, so everybody knows who
won the money if multiple people fighted over the last pixel of a
player.

Changes:
  - Add new update `ConquestUpdate`
  - Add new fx `ConquestFx`
  - Merge conquest logic in `Game`


https://github.com/user-attachments/assets/9f985e41-baa4-48a6-927e-3216274f758c

## Please complete the following:

- [x] I have added screenshots for all UI updates
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [x] I have added relevant tests to the test directory
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
- [x] I understand that submitting code with bugs that could have been
caught through manual testing blocks releases and new features for all
contributors

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

IngloriousTom
2025-07-25 19:52:05 -04:00
DevelopingTom afc5709a1b Add missing factory in player info panel (#1507)
## Description:

The player info panel is missing the factory count. Also only displays
the units available in the current game.
 
Every unit:
<img width="185" height="238" alt="image"
src="https://github.com/user-attachments/assets/52eca7c8-99e0-4234-98d4-8efe1644a92c"
/>

City only:
<img width="186" height="142" alt="image"
src="https://github.com/user-attachments/assets/87aef9f8-697c-4aa0-8bc5-92f016886a9d"
/>


## Please complete the following:

- [x] I have added screenshots for all UI updates
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [x] I have added relevant tests to the test directory
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
- [x] I have read and accepted the CLA aggreement (only required once).

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

IngloriousTom
2025-07-25 23:47:54 +00:00
DevelopingTom 585cf8fdb8 Fix dead players sending alliance requests (#1508)
## Description:

Prevent unholly alliances with the undead.

## Please complete the following:

- [x] I have added screenshots for all UI updates
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [x] I have added relevant tests to the test directory
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
- [x] I have read and accepted the CLA aggreement (only required once).

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

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:

- [x] I have added screenshots for all UI updates
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [x] I have added relevant tests to the test directory
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
- [x] I have read and accepted the CLA aggreement (only required once).

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

IngloriousTom
2025-07-20 03:11:36 -04:00
DevelopingTom 7b2a204b8e Add close button to emoji table (#1479)
## Description:

Add a close button for the Emoji table, and switch the modal to
TailWind.

<img width="698" height="1161" alt="image"
src="https://github.com/user-attachments/assets/45c998d8-e584-4d83-9177-036679828586"
/>




https://github.com/user-attachments/assets/999baf1b-1cdb-409c-a1f0-12d8298dc638



## Please complete the following:

- [x] I have added screenshots for all UI updates
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [x] I have added relevant tests to the test directory
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
- [x] I have read and accepted the CLA aggreement (only required once).

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

IngloriousTom
2025-07-18 13:46:30 -04:00
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
DevelopingTom e4e17ffb13 Redraw existing railroads when redrawing the complete layer (#1410)
## Description:

Fix bug that made railroads disappear when switching to dark mode.

## Please complete the following:

- [x] I have added screenshots for all UI updates
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [x] I have added relevant tests to the test directory
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
- [x] I understand that submitting code with bugs that could have been
caught through manual testing blocks releases and new features for all
contributors

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

IngloriousTom
2025-07-11 20:19:47 -07:00
DevelopingTom 6353a5d6f7 Automatic train stations (#1353)
## Description:

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

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

## Please complete the following:

- [x] I have added screenshots for all UI updates
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [x] I have added relevant tests to the test directory
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
- [x] I understand that submitting code with bugs that could have been
caught through manual testing blocks releases and new features for all
contributors

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

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

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


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


## Please complete the following:

- [x] I have added screenshots for all UI updates
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [x] I have added relevant tests to the test directory
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
- [x] I understand that submitting code with bugs that could have been
caught through manual testing blocks releases and new features for all
contributors

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

IngloriousTom

---------

Co-authored-by: Tom Rouillard <trouilla@mathworks.com>
Co-authored-by: evanpelle <evanpelle@gmail.com>
2025-07-03 19:26:36 -07:00
DevelopingTom cfabdfebc7 Mark train stations and factories as experimental (#1309)
## Description:

Train stations and factories won't be ready for v24.
Disable them by default. They can be reactivated on private lobies and
solo games, allowing us to gather feedbacks.

Changes:
- added an "experimental" attribute for units. When set, they are hidden
entirely when disabled, rather than appearing grayed out.
 - disabled train stations and factories by default.

Default values:

![image](https://github.com/user-attachments/assets/ec91ef80-c0ef-45a7-8e6c-6628a836b593)

No factories:

![image](https://github.com/user-attachments/assets/a3e35607-aed5-401c-bc38-4ea742d057c6)


## Please complete the following:

- [x] I have added screenshots for all UI updates
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [x] I have added relevant tests to the test directory
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
- [x] I understand that submitting code with bugs that could have been
caught through manual testing blocks releases and new features for all
contributors

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

IngloriousTom
2025-07-02 17:13:34 +00:00
DevelopingTom c1bf01d3ba Allow railroad loops (#1274)
## Description:

This change enables loop formation in the station network, allowing for
enhanced connectivity. However, it can sometimes result in clustered
areas as a trade-off. To mitigate excessive clustering, loops are only
permitted when there are at least 5 intermediary stations between the
source and destination stations.


![image](https://github.com/user-attachments/assets/720fa4f9-a634-49e8-8027-fe4e244d5ae5)

Also a few fixes for `.dev` players.

## Please complete the following:

- [x] I have added screenshots for all UI updates
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [x] I have added relevant tests to the test directory
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
- [x] I understand that submitting code with bugs that could have been
caught through manual testing blocks releases and new features for all
contributors
2025-06-27 20:00:11 +00:00
DevelopingTomandScott Anderson 43397779fa Add trains (#1159)
## Description:

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

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

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

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

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


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


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



## Please complete the following:

- [x] I have added screenshots for all UI updates
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [x] I have added relevant tests to the test directory
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
- [x] I understand that submitting code with bugs that could have been
caught through manual testing blocks releases and new features for all
contributors

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

IngloriousTom

---------

Co-authored-by: Scott Anderson <scottanderson@users.noreply.github.com>
2025-06-22 08:14:08 -07:00
DevelopingTom bd820425ba SAMs should target only nukes aimed at nearby targets (#1038)
## Description:

Currently, SAMs target any nuke within range. This can be frustrating
when a random SAM from another player intercepts your nuke, especially
since nukes follow a curved trajectory, leaving little room to adjust
their path.

This change modifies how SAMs intercept nukes: they will now only target
those whose impact points are near the SAM.
The “target range” is still generous, allowing players to defend against
Hydrogen bombs, while preventing random SAMs to intercept your valued
nukes.

In this example, the target was the opponent missile silo:


https://github.com/user-attachments/assets/0d8be2ac-e04d-44a4-a67e-54836cce8899



## Please complete the following:

- [x] I have added screenshots for all UI updates
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [x] I have added relevant tests to the test directory
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
- [x] I understand that submitting code with bugs that could have been
caught through manual testing blocks releases and new features for all
contributors

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

IngloriousTom
2025-06-04 10:18:51 -07:00
DevelopingTom b6596c88ee Improve territory drawing performances (#696)
## Description:
Territory drawing are computing the same information for each pixel
drawn.
A few fixes can noticably improve the performances:
### Caching colors
some colors are computed each time they are retrieved, and according to
the profiler the border color is the most expensive to compute each
frame:


![image](https://github.com/user-attachments/assets/147c2e9d-0ce2-4859-92de-c6f99b763642)


This PR adds a cache for this color. The other colors have almost no
impact on performance, so there's no need to cache them.

After caching:

![image](https://github.com/user-attachments/assets/7b2601b2-19c9-4535-8315-6b2fe328731f)

### Retrieving player info
Drawing the player territory leads to unecessary and expensive data
gathering, such as the anonymous name list:

![442410324-2e7dbcc9-e7ba-4051-b38f-3ae57cb072e8](https://github.com/user-attachments/assets/67894616-ecec-4748-85f9-9f665c58aab1)

Instead, after retrieving the proper data directly:

![442410386-0eaffd72-045d-40b7-96c3-e04030de3d40](https://github.com/user-attachments/assets/ff59f988-9f80-4f52-b972-a155d6ae94dd)


## 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:

IngloriousTom
2025-05-28 00:43:33 -04:00
DevelopingTom e8834e15e6 Add naval combat animations (#858)
## Description:


https://github.com/user-attachments/assets/b46f949a-eb50-4656-8492-216cf820ac46

Add a couple animations for naval combat:

- shell hit
- ship explosion
- ship sinking

Added a simple `Timeline` class to spread FX animations over time.
Added a `ColoredAnimatedSprite` similar to the existing `ColoredSprite`.
Refactored the latter to avoid code duplication.

## 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:

IngloriousTom
2025-05-26 19:59:11 -04:00
DevelopingTom 256ac3b1b8 SAM not working against MIRV warhead (#818)
## Description:

The nukes are setting a `detonationDst` that is never used in UnitImpl.

Without the target tile, SAM launchers ignore the MIRV warheads.

Illustration with 50 SAM vs 2 warhead:

![image](https://github.com/user-attachments/assets/cac20dc6-9a28-4801-a834-364fa36b612d)



The nuke icon is also staying white while being nuked:

![image](https://github.com/user-attachments/assets/badf6630-9a5e-4491-b1b7-1008d32f5efc)


## 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:

IngloriousTom
2025-05-22 23:47:06 -04:00
DevelopingTom 7520bc8352 Add ruins and desolation FX on nuke explosions (#847)
## Description:

Add a few animations after a nuke exploded:
- small fire
- big fire
- small smoke
- big smokes


https://github.com/user-attachments/assets/6ef7c1e3-ae3e-4420-aab2-3a3a3630ad98

## 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:

IngloriousTom
2025-05-22 19:27:07 -04:00
DevelopingTom 85c03d659c Add SAM interception FX (#830)
## Description:
Add SAM interception animation:


https://github.com/user-attachments/assets/5bfae4f2-f040-41cb-8fba-790538091807

Previously an intercepted nuke detonated with the regular nuke
explosion, which was confusing.

## 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:

IngloriousTom
2025-05-22 17:11:31 -04:00
DevelopingTom bb24f18285 Add new FX layer and a nuke animation (#807)
## Description:

Changes:
- Added an AnimatedSprite class to handle spritesheets
- New FX layer, displaying cosmectics effects
- New Nuke FX: an animated sprite explosion, and a shockwave effect
- New "Special effects" setting, toggle to deactivate the FX layer for
lower-end hardware / personal taste


#### Note that the animation is a placeholder. It should be replaced
when a better looking one is available.

- Nuke:


https://github.com/user-attachments/assets/6eff1d0d-5081-47ad-932f-2bfcda72cb3c


- Mirv:


https://github.com/user-attachments/assets/3bc891b4-449c-4acb-8e24-e237b423c2a9


- SAM are also using the same Nuke animation. To be improved with a
custom FX:


https://github.com/user-attachments/assets/d65addce-5890-42c2-81e0-3eaa79ed87f3

## Performances:

Excellent since it's not manipulating the underlying imagedata directly.
Profiling during a MIRV with 100's of animations:

![image](https://github.com/user-attachments/assets/3477c963-d10f-493b-bcb1-93b7990d3edb)



### New settings:

- main menu:


![image](https://github.com/user-attachments/assets/5b1127bb-3b89-4c06-b519-fb173301d9fd)

- In game:


![image](https://github.com/user-attachments/assets/ba899253-a7cf-4d1c-8801-da41d2b1536b)


## 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:

IngloriousTom
2025-05-18 12:43:12 -07:00
DevelopingTom 3b9e94ddb9 Improve border drawing performances (#751)
## Description:
When drawing the border colors, the territory layer is using the generic
`nearbyUnit` function to check if any allied outpost is nearby.
But `nearbyUnit` is uselesly computing the distance with all units,
which is very costly specially in late games with plenty of units.

Early game (<1 min):


![image](https://github.com/user-attachments/assets/faa90c82-a7dd-43db-b2ff-1f6cd24b24cd)

Late game (> 10 min):


![image](https://github.com/user-attachments/assets/863d4d1a-6d5e-4971-a66c-461a876ca53f)

This PR adds another function tailored for this requirement.
## Improvements:
- New `hasNearbyUnit()` function stopping at the first correct unit,
rather than computing the distance with every unit
- Check the unit type before computing its distance
- Selecting the correct cells:
The previous algorithm was very generous and looking at cells uselessly.
Admittedly this is marginal but since it is called on every border pixel
change, we should squeeze the most performances out of it.



![overflow](https://github.com/user-attachments/assets/22b26c49-ba9d-4050-8ccd-9dde48913720)


Performances after (with bots):
Early:

![image](https://github.com/user-attachments/assets/f78d08d4-938c-466b-b8b3-9d1ad57b5dfb)

Late:

![image](https://github.com/user-attachments/assets/c12a8793-4039-4278-9413-07b2af5c8f3d)

Both Chrome and Firefox seems to benefit from it:
Previous behavior on chrome:
![Sans
titre](https://github.com/user-attachments/assets/e10256f7-dcc0-47c7-8878-fa0ce8a02b39)
After:
![Sans
titre-1](https://github.com/user-attachments/assets/15747e02-69fd-45a2-90f8-389250f261cd)


## 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:

IngloriousTom
2025-05-15 11:25:12 -07:00
DevelopingTomandScott Anderson 7c163e2361 Curved nuke trajectory (#734)
## Description:

Change nuke trajectory to follow a curve, and add a trail behind them.


![image](https://github.com/user-attachments/assets/f0fac8a0-d173-4e13-a889-3d19c36f85b8)

### Details:
- Use a look-up table to approximate the distance travelled, so the
speed remains constant along the curve
- The nuke speed is higher than a single pixel, so draw a line behind
for the trail
- Added a new "utility" file for the Bresenham/Bezier algorith: please
tell me if that's ok

### Edge cases (literally the edges):
The control points remains in the map so the curve can never go outside:


![image](https://github.com/user-attachments/assets/bb3a02fd-d76d-4643-a123-8bbc48c0ca87)



## 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>

---------

Co-authored-by: Scott Anderson <scottanderson@users.noreply.github.com>
2025-05-13 01:30:31 -04:00
DevelopingTom 890972cb0c Add checkered colors for defended borders (#691)
## Description:

The borders near a defense post are currently colored differently, but
too discreetly for the user.

I suggest coloring them with a checkerboard pattern.


![image](https://github.com/user-attachments/assets/8f414976-bada-4793-812a-10f28da911f5)

![image](https://github.com/user-attachments/assets/81261148-88e3-4498-9f29-27a6a201b6c5)


## 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:

IngloriousTom
2025-05-10 06:17:51 -07:00