## Description:
Show nuke icons during replay too (when there's no localPlayer).
Show alliance request envelope icon, and duration in alliance icon
(weren't calculated yet).
Show ally and team mates' targets too (weren't calculated yet).
Remove unnecessary allocations. Nukes loop allocated two new sets,
transitive targets was a new set and now uses predicate with fallback to
localPlayer.targets, localPlayer.allies and localPlayer.embargoes were
both put in new set instead of using .includes directly.
## Please complete the following:
- [x] I have added screenshots for all UI updates
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [x] I have added relevant tests to the test directory
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
## Please put your Discord username so you can be contacted if a bug or
regression is found:
tryout33
The render/ tree was the only place in the client still using kebab-case
filenames. Brings ~80 files in line with the rest of src/client/
(BuildPreviewController, TransformHandler, etc.). Directories kept as
they were (name-pass/, fx-pass/, passes/, utils/, debug/) since the
codebase already mixes those.
Two collisions surfaced and got resolved: render/types/ is a directory,
not a file, so its imports kept the lowercase form; and the sed pass
incidentally normalized core/pathfinding imports, which had to be
reverted since that file is actually lowercase on disk despite some
imports having referenced it as ./Types under macOS case-insensitive
resolution.
The replay-path computePlayerStatus left alliance/target/embargo/
nukeTargetsMe at false, which meant the WebGL NamePass had no data
for those status icons after we switched names off canvas2D — they
just stopped appearing.
Add an opts param taking localPlayerID + tileState. When localPlayerID
is set, fill the relative flags by checking the local player's
allies/targets/embargoes against each other player's smallID;
embargo is bilateral (either side). nukeTargetsMe walks active nukes
and checks their targetTile's owner via the tileState buffer.
Plumb localPlayerID = myPlayer?.smallID() and tileState from
populateFrame so the live path uses the new mode. Emit an entry when
only a relative flag is true (previously could be dropped if no base
flag was set).
allianceReq and allianceFraction stay deferred (need local PlayerID
string for outgoing requests and current tick for fraction).
18 new tests covering both modes — replay (relative flags forced
false), and live (alliance one-way, target one-way, embargo bilateral,
self-flags suppressed, nukeTargetsMe with/without tileState,
relative-flag-alone emits, localPlayerID=0 falls back to replay,
allianceReq/allianceFraction stay deferred).