125 Commits

Author SHA1 Message Date
evanpelle 1b113873d6 Revert "AFK team mate: better ship handling + tests + bugfix (#2203)"
This reverts commit 896a8ebe92.
2025-11-05 08:56:51 -08:00
Evan 4470c3d58a Discourage trading with nearby ports (#2381)
## Description:

The **proximityBonusPortsNb** function increased the likelihood a
tradeship would go to a nearby port. But now that trade gold is nerfed
from nearby ports, we shouldn't encourage trading with ports that are
too close. So now add another factor **tradeShipShortRangeDebuff** That
cancels out the proximity bonus if the port is too close.

Now tradeships are encouraged to go to ports that are close, but not too
close.

Also move tradingPorts method to the PortExecution class because that's
the only place it's used.

## Please complete the following:

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

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

evan
2025-11-04 11:52:52 -08:00
evanpelle 8e502f3f26 fix failing test in DeletUnitExecution.test.ts by setting delete unit cooldown and duration in setup 2025-11-04 11:28:29 -08:00
Vivacious Box e7c49d57d2 Add deletion duration and indicators (#2216)
Adds a timer before self deleting units
Adds a loading bar under deleting units
Adds a timer in radial menu for clarity purposes

![deletecd](https://github.com/user-attachments/assets/613bf742-ef90-42b5-a258-b928daae6aaa)

- [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:

Mr.Box

---------

Co-authored-by: Evan <evanpelle@gmail.com>
2025-11-01 11:02:32 -07:00
VariableVince 896a8ebe92 AFK team mate: better ship handling + tests + bugfix (#2203)
## Description:

Have AFK player's Warships not attack team members ships, like Transport
Ships boating in. If team mate conquers the AFK player, transfer over
Warships and Transport Ships to conqueror. The transfered Transport
ships attack in the name of the new owner when landing, and when they
are retreated they move back to a new owner shore tile if they have any.

Added tests. Expectation is this PR will be merged in v26 as the real
solution for the temporary workaround of deleting warships.

**Currently:**
- An AFK player can be attacked without troop loss by their team
members. For this purpose, isFriendly now returns false if the other
player isDisconnected
- But that meant Warships would get False from isFriendly too, and
attack the ships and boats of their team members.
- [Temporary workaround was to delete
warships](https://github.com/openfrontio/OpenFrontIO/commit/eea8db7a06aed50c005db35ad55ece026f7a3643)
as soon as the player was deemed AFK. But this is a disadvantage to the
team. For example the AFK player could have 6 warships in the waters,
either defending team land or helping the team cross over to the enemy
team.
- Transport Ships that were on the way to attack, were still deleted
after the AFK player was conquered. But this is also a disadvantage, if
say a transport ship has just managed to breach through to the enemy
lands despite warships all around. That could have made the win for the
team.

(Left to think about: do we want to transfer part of the defender troops
to the isOnSameTeam attacker? Defender looses less troops in the attack
from their team mate. You'd expect troops to lay down their arms mostly,
if the attacker is on the same team and doesn't loose troops themselves.
Those troops that they loose less than normal, are then added to the
attacker once they've been deemed conqueror. The enemy team can still
attack and do normal damage, and can still also be the conqueror so the
team members have to be fast.)

**Changes in this PR:**
- GameImpl > conquerPlayer: Transfer ownership of the warships to the
conquerer of their lands. If the conqueror is not a team member (other
team can still attack, in their case with troop loss), they won't get
the warships and the ships will be deleted like normal. If the conqueror
is a team member, have them capture the warships.
(Captures need to happen in conquerPlayer since this is right before the
last tiles are conquered and PlayerExecution finds out the player is
dead and deletes its units. Captures will be recorded in the stats just
like normal. Things like this add an extra incentive to be the fastest
to conquer the AFK player, next to getting their gold which is also
recorded in stats. The normal Event Box messages are also displayed.)

- GameImpl > conquerPlayer: Also transfer Transport Ships. As a note:
the limit of 3 transport ships concurrently out on water for one player,
can be exceeded in this specific case (the boatMaxNumber is only checked
for canBuild via TransportShipUtils, and in the init of a
TransportShipExecution, not for an existing TransportShipExecution with
a changing owner). This keeps the situation even for the team in terms
of ships that are already out to attack, which is fair.
captureUnit/setOwner won't do the full job here though, so changes in
TransportShipExecution are needed.
- TransportShipExecution: Added originalOwner. So we can check within
the execution itself if the Original owner disconnected, and if so if
the new owner is on the same team. Only in that case change private
this.attacker. This.attacker can still not be changed from the outside
in this way. Find new src of new owner to retreat boat to if needed, and
if new owner has no shore set it to null so the boat will be deleted
upon retreat. To find new src tile of new owner, use
bestTransportShipSpawn instead of canBuild because canBuild checks for
max boats = 3 etcera but the boat is already on its way so those checks
don't apply (we could get false back from canBuild because there's 3
ships out, while we only need to find the source tile so use
bestTransportShipSpawn).
- TransportShipUtils: to use bestTransportShipSpawn to find new owner
source tile to retreat to, we need to make sure it can handle a new
owner without shore tiles. When the new owner has no shore tiles
(candidates.length === 0), return false. This way it won't go on to call
MiniAStar which would have SerialAStar error on an empty this.sources
array.


- WarshipExecution: Changed isFriendly. This makes sure we have the
wanted behavior: allied/team ships should not attack each other once one
of their owners goes AFK.

- AttackExecution: added one more test specifically to check if attack
on AFK teammate is still witthout troop loss "Player can attack
disconnected team mate without troop loss". Also a bugfix that I left in
after removing a related change from this PR: Add a check for
removeTroops === false in the retreat() function, so at the end of the
attack we don't add troops back to owner troops if they were never
removed in the init. This check in retreat() is actually a bug fix
because removeTroops is in the constructor and can be set to True, but
in retreat() troops would then have been given back after not being
removed at init.

- DefaultConfig: small addition to comment.

- Disconnected.test.ts: added tests. Added useRealAttackLogic because at
least "Player can attack disconnected team mate without troop loss"
needs to use the real attackLogic.
- TestConfig: new class useRealAttackLogic extends TestConfig class, so
a test setup can use the real attackLogic from DefaultConfig instead of
the mock function in TestConfig.
- Setup.ts: for the test setup, add parameter to accept
useRealAttackLogic extension class. Defaults to TestConfig.

## Please complete the following:

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

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

tryout33

---------

Co-authored-by: Evan <evanpelle@gmail.com>
2025-11-01 10:48:56 -07:00
Mike Harris b8fab0d359 Expand Clan Name Possibilities (#2178)
## Description:

**This PR expands clan name possibilities available to players.**
**Suggested Label:** Feature
**Suggested Milestone:** v26 or v27

The current clan name logic does not allow for all alphanumeric
characters (e.g. 0-9). Instead it only allows for uppercase and
lowercase letters (e.g. a-z and A-Z). This PR updates the logic to
include 0-9 in the allowable character set. This is in line with how
many other games utilize clan names.

Secondarily, the requirement for the clan name to occur at the start of
the player name has been relaxed. Now, the requirement is that the clan
name is matched with `\[([a-zA-Z0-9]{2,5})\]`. The pre-requisites for
clan regex matching have been updated so that both `[` and `]` must be
*included* in the player name (whereas previously the `[` was required
to appear at the start of the player name). This allows the clan name to
occur anywhere in the player name.

Finally, clan names (once matched by RegEx) are converted to Uppercase
so that clan names such as `[un]`, `[UN]`, `[Un]`, and `[uN]` are all
recognized as the *same* clan.

As a result, all existing clan names remain valid, but new clan names
are now possible. For example `[3M]MeanMrMustard` now has `3M`
recognized as the clan name and `T[UN]able` now has `UN` recognized as
the clan name. Test cases within the `tests/PlayerInfo.tests.ts` file
have been updated accordingly to accurately represent the full
alphanumeric character set.

This addresses issue #2267. 


## 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

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

GlacialDrift (GlacialDrift_)
2025-10-27 19:25:46 -07:00
evanpelle 9ab35a0436 bugfix: don't use bigint for zod schema as it causes json parsing issues 2025-10-14 19:05:53 -07:00
evanpelle 584fa9fb5d add support for custom colors (#2103)
## Description:

Added a colors tab in territory patterns modal so players can select
their color.

Refactored the PrivilegeChecker, removed custom flag checks since we no
longer support custom flags.

<img width="479" height="345" alt="Screenshot 2025-09-27 at 5 01 17 PM"
src="https://github.com/user-attachments/assets/ad96da65-f0eb-4731-a861-e6e5fcb4566a"
/>
## Please complete the following:

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

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

evan
2025-10-09 20:47:20 -07:00
Jeff 187ef1f2dd feat(PlayerExecution): downgrade defense posts on capture (#1957)
## Description:

Closes https://github.com/openfrontio/OpenFrontIO/issues/1619.

On capture, defense posts will be downgraded.

On the live version this means defense posts will be destroyed, as
defense posts can only be level 1.

Misc. changes:
- added `decreaserLevel` helper
- cleaned up if/else in tick unit loop for clarity to avoid yet another
nested layer

Continuation of the stale PR,
https://github.com/openfrontio/OpenFrontIO/pull/1622.

## 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

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

Discord username: `seekerreturns`
2025-10-08 17:31:56 -07:00
Tiago Santos Da Silva fa7b7fceb3 Enable the @typescript-eslint/no-unused-vars eslint rule (#2130)
## Description:

###  Summary of Changes

This PR enables the ESLint rule **`@typescript-eslint/no-unused-vars`**
as requested in the issue and applies the necessary code adjustments
across the project.

#### 🔧 What was done:
- Activated the rule `@typescript-eslint/no-unused-vars` in the ESLint
config.
- Updated ~70 files to comply with the rule:
  - Replaced unused variables with a `_` prefix where appropriate.
- Added inline ESLint disable comments (`eslint-disable-next-line`) for
specific cases where the variable or code block seemed important for
context, readability, or future use.
- Ensured no linting errors remain related to this rule.

---

###  Clarification

Some cases were handled with inline disable comments instead of removing
the variable entirely, to avoid accidental breaking changes or loss of
intent.
If a different approach is preferred (e.g., stricter removal or
alternative handling), I’m happy to adjust the implementation
accordingly — just let me know!

---

### 🙌 Next Steps

Please review and let me know if:
- Any file should be handled differently.
- You prefer removal instead of disabling in certain areas.
- Additional rules should be enforced or reverted.

I’m available to make any follow-up improvements needed.

---

### 🎃 Hacktoberfest Note

I'm participating in **Hacktoberfest**, so if this PR is accepted,
please add the label:

`hacktoberfest-accepted`

Thank you!

#1784 

## 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:

DISCORD_USERNAME
2025-10-06 13:26:43 -07:00
Aotumuri ed062c9dbc Add test for nation name length and fix names exceeding 27 chars (#2122)
## Description:

Added tests/NationNameLength.test.ts to enforce nation name length ≤27.
Updated manifest.json files in resources/maps with shorter names to pass
the test.
This fix ensures that names will no longer be truncated

Examples of country names that are too long and have their endings cut
off
<img width="231" height="331" alt="スクリーンショット 2025-10-01 10 51 40"
src="https://github.com/user-attachments/assets/8c4611ab-f97b-4606-9834-7816dbd1ee8d"
/>

### Changes
- Replaced overly long country names with shorter common forms:
  - "The Democratic Republic of the Congo" -> "DR Congo"
  - "Democratic Republic of the Congo" -> "DR Congo"
  - "Lao People's Democratic Republic" -> "Laos"
  - "Federated States of Micronesia" -> "Micronesia"
  - "People's Democratic Republic of Algeria" -> "Algeria"
  - "People's Republic of Algeria'" -> "Algeria"


## Please complete the following:

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

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

aotumuri
2025-10-02 12:58:02 -07:00
Vivacious Box 311d43ab4f Build bar (#2059)
## Description:

Make the unit display bar a proper unit build bar
Add shortcuts for all structures and units
Add ranges for ranged structures and units
Changed the shortcuts to use the key instead of the code for
internationalization purposes


![buildbar](https://github.com/user-attachments/assets/6407dc9c-14b4-40cc-8faa-cdd9e88c9fd2)
<img width="285" height="517" alt="image"
src="https://github.com/user-attachments/assets/91bb01e6-e48c-4255-ace1-306af9cdc25b"
/>

## 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:

Mr.Box

---------

Co-authored-by: evanpelle <evanpelle@gmail.com>
Co-authored-by: icslucas <carolinacarazolli@gmail.com>
Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com>
2025-10-02 12:38:28 -07:00
Daniel Popsuevich d16accafef Revoking alliances request during nuke (#2101)
Closes #2071 


## Description:

- Created Functional Test for scenario
- Added an alliance revoker function to 'NukeExection'

## Please complete the following:

- [ ] I have added screenshots for all UI updates
- [ ] 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
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responsibility for any bugs introduced

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

dpop
2025-09-28 17:56:09 -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
evanpelle 5d9b62da4d add compact map option (#2095)
## Description:

Create mini map option
<img width="741" height="234" alt="Screenshot 2025-09-25 at 4 47 47 PM"
src="https://github.com/user-attachments/assets/6c442698-8e3b-44d5-b07e-c4f0a916c3bc"
/>

## Please complete the following:

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

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

evan
2025-09-25 16:51:25 -07:00
evanpelle d2314941fe Merge branch 'v25' 2025-09-18 11:26:53 -07:00
Abdallah Bahrawi 0a6ab07d2e fix: traitor bug when attacking immediately after initiating an alliance (#2044)
## Description:

This PR fixes a critical race condition bug where players could
unintentionally receive the traitor debuff when alliance requests were
accepted mid-attack.


Critical Bug Fixes #1866

**Root Cause:** 
Players could bypass UI alliance checks ( isFriendly() ) by accepting
alliances and immediately attacking after that, causing the server to
treat the attack as betrayal
Solution: Added server-side alliance validation in
AttackExecution.init()
This ensures attacks on allies are blocked at the server level.

- Once Bots and Nations decide to attack, they breaks the alliance. I
added maybeConsiderBetrayal(), which currently always returns true. I’ll
add proper logic for alliance-breaking soon on another PR; this didn’t
exist in the code before.

## 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:

abodcraft1

---------

Co-authored-by: evanpelle <evanpelle@gmail.com>
2025-09-13 09:21:21 -07:00
evanpelle 043462e28a Archive games by using the api service endpoint instead of R2 (#2030)
## Description:

This removes the dependencies on R2, and allows contributors to replay
games without R2 access.

## Please complete the following:

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

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

evan
2025-09-08 16:36:20 -07:00
evanpelle 8bb3e64cb8 Move map generator into main repo (#2006)
## Description:

Move the MapGenerator repo into OpenFrontIO so we don't need to copy
generated map files over.

## Please complete the following:

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

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

evan
2025-09-04 18:45:41 -07:00
Cameron Clark 1ecd6c4ee1 Private lobby toggle donation (#1752)
Resolve #1652

1. Add the ability to toggle **gold donations** and **troop donations**
for private lobbies
~2. Add relevant translations.~
3. Refactor `canDonate` to be specific to gold and troop donations
4. Add placeholders for singleplayer mode if this is to be extended to
support that too.
5. Add Tests for Donate logic
<img width="1643" height="1788" alt="image"
src="https://github.com/user-attachments/assets/82b93400-a1f0-45f0-8b2b-a7f78dc0c3e9"
/>

_Private Lobby_

![donatetroopsprivatelobby](https://github.com/user-attachments/assets/c6690bbc-958e-48a1-9cf1-e2b361dfb1b2)
_Testing Troop Send In Private Lobby_

![donatetroopsprivatelobby2](https://github.com/user-attachments/assets/698c7603-6b4b-4da7-91ab-7bdc38bb49a5)

_Troop Send Complete In Private Lobby_

![testtradepublicteams](https://github.com/user-attachments/assets/1010332c-3f38-4644-9218-46aa7141f578)
Confirming that public teams still works

- [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:

DISCORD_USERNAME: cool_clarky

---------

Co-authored-by: Scott Anderson <662325+scottanderson@users.noreply.github.com>
Co-authored-by: Drills Kibo <59177241+drillskibo@users.noreply.github.com>
2025-09-03 16:19:13 -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
Kipstz 4b129a2f7f Add button for remove building (#1609)
## Description:

Added a red delete button with trash can icon to the right-click radial
menu that allows players to voluntarily delete their own units.

## 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:

Kipstz

<img width="286" height="209" alt="image"
src="https://github.com/user-attachments/assets/85142be3-2aa5-4c84-ab30-0c68289c8f85"
/>

---------

Co-authored-by: Drills Kibo <59177241+drillskibo@users.noreply.github.com>
2025-09-03 16:06:07 -07:00
Aotumuri 209de56ae6 Add comprehensive test for lang resource and flag existence (#1643)
## Description:

Checks that each lang file’s lang_code matches its filename and that the
flag SVG exists.
Reports all errors in a single test run for easier debugging.

## 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:

aotumuri

Co-authored-by: Drills Kibo <59177241+drillskibo@users.noreply.github.com>
2025-09-03 16:06:00 -07:00
Kipstz c3576a50b9 Add auto-upgrade buildings feature with middle mouse click (#1597)
## Description:

This PR implements a new feature allowing automatic upgrade of the
nearest building using the middle mouse button. This feature greatly
simplifies the upgrade process that previously required a right-click +
building recreation.

## 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:

Kipstzz

---------

Co-authored-by: Scott Anderson <662325+scottanderson@users.noreply.github.com>
2025-09-03 16:00:22 -07:00
evanpelle 3e880a34ef v25 meta update (#1872)
## Description:

v25 meta update:

- Trade ship spawn rate is determined by number of ports players has and
total number of tradeships on the map
- Train spawn rate scales hyperbolically with number of factories owned
by player
- Factory & Port share the same early unit discount (eg building a port
makes the factory more expensive), this is to encourage more
specialization: become a naval economy or land based economy.
- Trains spawn from factories and arrive on cities
- Trains only give gold on cities
- Trains give 50k gold for allies, 25k for nonallies, and 10k for self
- Large players are given a 30% speed/attack debuff in sigmoid curve
- Reduced attack bonus for large players
- Nerf bot gold production from 1k/s => 500/s
- Nerf bot max troops

## Please complete the following:

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

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

evan
2025-08-19 18:53:42 -07:00
evanpelle 081735bf55 Improve alliance UX, prevent hung alliance requests (#1868)
## Description:

This PR does two things:

1. Allows you to send an alliance request to approve an existing
request, ex:
* player A sends req to player B
* now player B can send an ally request to player A, which accepts the
request from player A.

This way even if you lose or don't see the alliance notification, you
can still accept the alliance.

2. Have AllianceRequestExecution reject the request if not accepted or
rejected. There is a bug where sometimes the EventDisplay does not
trigger the delete() function, resulting in hung alliance requests. I
couldn't figure out why the delete() function is sometimes not called,
but I think it's better design to have core/ itself handle abandoned
alliance requests, this was UI bugs can't break the game state.


## Please complete the following:

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

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

evan
2025-08-19 12:52:54 -07:00
evanpelle 754db60a00 Have trains produce more gold (#1759)
## Description:

During the play test, trains did not produce enough gold. So increase
gold, and give 4x bonus for allies.

## 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:

evan
2025-08-08 18:38:16 -07:00
VariableVince a71ac7a218 Fix oversight: non-human player never responds to alliance renewal request (#1536)
## Description:

**--Fix oversight in v24--**
In v24, alliance renewal was introduced. But a Bot or Nation never
answers to it. So the Event Panel expiration message + clicking to Renew
and waiting, is all in vain if the other player is not a human. Like in
Single player in all cases. The message after ~30 seconds is always
"Alliance with xxx expired". This feels illogical and there's no purpose
for showing a Request to Renew button if it then always expires.

Also reported by players like here:
https://discord.com/channels/1284581928254701718/1284581928833388619/1398249123093676094

This PR fixes it by having the non-human reciever of the request, say
yes to depending on attiude towards the human and chance. This feels
more realistic.

The requestor is always the human player because they click a button in
EventsDisplay. So there is always already an extension request which the
bot can react to with another extension request to have the alliance be
extended.

**--Add tests--** 
It adds tests for extending alliance between human and non-human player.
One for AllianceExtensionExecution simply testing if alliance between
human and non-human can be extended. And one in BotBehavior, testing if
it correctly handles an extension request by adding a new
AllianceExtensionExecution.

**--Fix silent bug in existing test--**
Adding the new test for human and non-human for
AllianceExtensionExecution, i ran into a bug in the existing test for
extending alliance between humans. Which made the test always pass
because expirationAt wasn't fetched correctly. Had to fix that too,
without intending that for this PR beforehand. And then had to include
the bugfix from PR #1582 (v25) in it too to have the alliance actually
extended. More details below:

(-- The existing test would always return 'all passed' because it did
not get the expiresAt() but got the createdAt +
config.AllianceDuration() for both expirationBefore and expirationAfter.
createdAt is immutable so before and after would be the same. And then
it did not test for toBeGreaterThan, which would have failed. But it
tested wrongfully for toBeGreaterThanOrEqual which was a pass even when
the expirationBefore and expirationAfter would be the same and no
extension had taken place.

-- The bugfix from PR 1582 needed to be included now too. Because only
with those changes, the existing test has its alliance truly extended
and only with that the expirationAt actually changed. Actually, checking
if extend() was called isn't needed anymore, since we now check the
expirationAt correctly which on its own tells us if extend() was
succesful. But left this addition from PR 1582 in since it can't do any
harm.)

## 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
- [ ] 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:

tryout33

---------

Co-authored-by: evanpelle <openfrontio@gmail.com>
Co-authored-by: Drills Kibo <59177241+drillskibo@users.noreply.github.com>
2025-08-06 06:14:34 -04:00
evanpelle 00668dd924 Remove role based perms, fetch cosmetics.json from api (#1640)
## Description:

* Fetch cosmetics.json from api
* Remove all role based perms, we are only using flares now
* Created Priviledge refresher which periodically polls /cosmetics.json
endpoint.

## 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:

evan
2025-08-04 16:48:41 -07:00
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
Antoine ad2598361b Fix remaining errors and enable strict mode (#1628)
## Description:

#1075 

Fixing all remaining type errors caused by strict mode and enable it.

## 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:

azlod

---------

Co-authored-by: Scott Anderson <662325+scottanderson@users.noreply.github.com>
2025-08-03 23:06:31 +00:00
Kipstz Avenger 0943b1544c Fix Race conditions on alliances (#1605)
## Description:

Players received "traitor" debuff when alliances were formed after
attacks started, creating an unfair race condition.

the problem was mentioned here
https://discord.com/channels/1284581928254701718/1399115120486912100

## 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:

Kipstzz

---------

Co-authored-by: Scott Anderson <662325+scottanderson@users.noreply.github.com>
2025-08-02 22:12:23 +00:00
Kipstz Avenger 86a329f7cb Add random shell damage (#1665)
Closes #555 

## Description:

Added random damage for warship shells and defence posts.
Damage mapping: roll 1-5 → 200, 225, 250, 275, 300 damage respectively.

## 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:

kipstzz
2025-08-02 22:08:17 +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
Scott Anderson 3a703b0b4b Fix broken test (#1688)
## Description:

Due to a bad merge resolution, a test is failing.

## 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
- [ ] I have read and accepted the CLA agreement (only required once).
2025-08-02 14:58:35 -04:00
Scott Anderson 487401bc55 Merge tag 'v0.24.13' into main 2025-08-02 14:50:42 -04:00
Kipstz Avenger cf662bc1bc Add Split radial menu into separate attack and build buttons (#1598)
## Description:

This PR implements a new radial menu system that separates attack and
construction functionalities into distinct buttons. Previously, all
units (both attack and construction) were grouped together in a single
orange button, making the interface confusing and inefficient.

## 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:

Kipstzz

<img width="420" height="345" alt="image"
src="https://github.com/user-attachments/assets/73d67fe1-d5d2-4c7e-8894-360877fa7004"
/>
<img width="422" height="345" alt="image"
src="https://github.com/user-attachments/assets/e576d543-4156-48f4-81ac-e7a06d26b25b"
/>
2025-08-01 18:38:16 -04:00
Aleksey Orekhovsky ee459b7410 Reduce Docker image size by refactoring map loading (#1621)
## Description:

This PR implements a major refactoring of how map data is stored and
loaded, as described in #1242. Previously, map data (`.bin` files) was
bundled directly into the client-side JavaScript by Webpack using
`binary-loader`. This approach led to data duplication and increased
bundle/image sizes.

This refactoring changes the strategy entirely:
- `GameMapLoader` interface has been introduced to decouple the map
loading mechanism from the components that use it.
- New `FetchGameMapLoader` implementation loads map data by fetching it
from static server endpoint.
- Webpack configuration and `Dockerfile` have been updated to serve the
map files as static assets and to remove the source `resources/maps`
directory from the final image, thus eliminating data duplication.

This leads to several key improvements:
- Docker image size is reduced from ~750 MB to ~600 MB.
- Build time is decreased. On my local machine, the docker image build
time went from 48s to 43s.
Most of this speed-up comes from faster Webpack builds (reduced from 16s
to 11s), as it no longer needs to process large binary files. This
performance gain will be noticeable for all developers during local
development, not just in the CI workflow.

## 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:

aaa4xu
2025-08-01 04:49:07 +00:00
Tyler Hanavan 0726449b6e Don't become traitor when betraying inactive player (#1610)
## Description:

Don't become traitor when betraying inactive player

This PR makes the following changes
- Do not mark the attacking player as a traitor, if they attack/betray
an ally who is disconnected from the game
- Do not send the attacking player the betrayal message (traitor debuff
applied message), if they attack/betray an ally who is disconnected from
the game
- Add test case for traitor debuff being applied if the attacking player
attacks an ally who is still connected to the game
- Add test case for traitor debuff NOT being applied if the attacking
player attacks an ally who is disconnected from the game


I also tested this manually with nuking an allied player who is
connected and nuking an allied player who is disconnected. The logic
worked as expected.

This PR was made in regards to the following issue: #1599 

## 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
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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:

slyty
2025-07-28 11:22:07 -07:00
Scott Anderson 2a3898043c Merge main into v25 2025-07-27 15:25:29 -04:00
Brandon Yi 86a06821a5 Ensuring that MutableAlliance::extend is called in test case (#1582)
## Description:

A test case for AllianceExtensionExecution was not actually checking if
the alliance was extended correctly. The method to extend the alliance,
MutableAlliance::extend, was never called during execution of
AllianceExtensionExecution.

The reason the extend() method was not being called is because both mock
players were not alive. This PR spies on the MutableAlliance object to
verify that extend() is correctly called.

Related: https://github.com/openfrontio/OpenFrontIO/pull/1536

## 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:

bypie5
2025-07-26 04:10:47 -04:00
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:

- [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:

aaa4xu
2025-07-26 04:23:29 +00:00
sidneyprins 79c638c1ca Players on the same team get a distinct color based on the team color (#1297)
## Description:

Instead of all teams having the same color, they get a different color.

### 2 teams


![blue-red](https://github.com/user-attachments/assets/7ec88d25-af1d-42de-8cda-f0ffdc7029d5)

### All teams


![all-teams](https://github.com/user-attachments/assets/97f8a51b-b5a4-40ec-8a96-f749547d354c)

## 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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- [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:

pineappleprince

---------

Co-authored-by: Drills Kibo <59177241+drillskibo@users.noreply.github.com>
Co-authored-by: Scott Anderson <662325+scottanderson@users.noreply.github.com>
2025-07-25 19:00:57 -04:00
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:

- [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:

evan
2025-07-25 18:39:28 -04:00
evanpelle ad01714323 use grafana cloud (#1518)
## Description:

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

## 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
2025-07-21 16:05:35 -07:00
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
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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
2025-07-20 04:13:36 -04:00
Aotumuri 13f94ed36e test lang_code and filename mismatch (#1441)
## Description:

Ensure that each lang_code matches its corresponding filename in
language JSON files.

## 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
2025-07-19 09:04:15 +00:00
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:

- [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 aggreement (only required once).

## 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
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
- [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:

tryout33
2025-07-16 19:27:28 -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
- [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

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Co-authored-by: Scott Anderson <scottanderson@users.noreply.github.com>
2025-07-15 00:41:24 -04:00