## Description:
Answering issue: #1017
[Cleanup] Pass Player into the execution constructor instead of PlayerID
I have tested the changes running and playing a full game. I do not know
other way to test the changes, please inform me ❤️
## Please complete the following:
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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:
Lele
---------
Co-authored-by: lva <lva@rovsing.dk>
## Description:
The method deciding whether bots should accept an alliance used to use
multiple variables with negated names (notTraitor, notMalice,
notTooManyAlliances). For readability, I have negated their value in
order to given them a positive name (isTraitor, hasMalice,
tooManyAlliances).
I have also added tests for the alliances acceptation/rejection behavior
of bots.
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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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Discord: nephty
## Description:
AI nukes avoid SAM launchers
## Please complete the following:
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Co-authored-by: Scott Anderson <662325+scottanderson@users.noreply.github.com>
Co-authored-by: evanpelle <evanpelle@gmail.com>
## 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:
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## Please put your Discord username so you can be contacted if a bug or
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IngloriousTom
**Closes Issue #1001.**
_Will require updates to translations for each language but English is
in place as are pointers to relevant map files and thumbnails._
## Description:
All assets and references to the Japan and Neighbors map have been
updated to reflect East Asia.
**New Behavior**

**Old Behavior**

Game test is functioning. Other languages will need to be updated for
their displayed text to align.
## Please complete the following:
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## Please put your Discord username so you can be contacted if a bug or
regression is found:
ajaxburger
_My git name is included in my nickname on the server._
---------
Co-authored-by: evanpelle <evanpelle@gmail.com>
## Description:
Changed from consolex to console
## Please complete the following:
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## Please put your Discord username so you can be contacted if a bug or
regression is found:
@qqkedsi
Fixes#1016
## Description:
Fix the zod user schema validation to make roles optional. This was
causing a validation error when looking up the user's roles.
## Please complete the following:
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Co-authored-by: Scott Anderson <662325+scottanderson@users.noreply.github.com>
## Description:
Fixes : https://github.com/openfrontio/OpenFrontIO/issues/958
Use the actual troop count on the boat unit when it lands, not the
original this.troops value.
Tested locally with all nukes type and it works fine.
## Please complete the following:
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## Please put your Discord username so you can be contacted if a bug or
regression is found:
.doo
---------
Co-authored-by: rldtech <r.le-disez+oplab@groupeonepoint.com>
Co-authored-by: tnhnblgl <51187395+tnhnblgl@users.noreply.github.com>
## Description:
Validate incoming API data with zod.
## Please complete the following:
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---------
Co-authored-by: Scott Anderson <662325+scottanderson@users.noreply.github.com>
## Description:
Only donate up to what the receiving player can get so we don't silently
loose troops
See the chat here :

## Please complete the following:
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## Please put your Discord username so you can be contacted if a bug or
regression is found:
theodoreleon.aetarax
---------
Co-authored-by: tnhnblgl <51187395+tnhnblgl@users.noreply.github.com>
## Description:
- Switch gold to bigint.
- Remove unused or untrusted values from event payloads.
## Please complete the following:
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---------
Co-authored-by: Scott Anderson <662325+scottanderson@users.noreply.github.com>
Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com>
## Description:
Ensure that team sizes are equal.
Closes#841
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---------
Co-authored-by: Scott Anderson <662325+scottanderson@users.noreply.github.com>
## Description:
## Please complete the following:
- [x] I have added screenshots for all UI updates
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## Please put your Discord username so you can be contacted if a bug or
regression is found:
<DISCORD USERNAME>
---------
Co-authored-by: 1brucben <1benjbruce@gmail.com>
## Description:
This update does the following:
slight nerf to gold production by large players
Speed boost for very large attacks
5% speed buff for mountains
Defense post boost
small trade ship spawn rate increase
attack losses up 20% for all attacks
small speed effect boost for defense posts
20% population growth decrease for large players
nerfed worker growth boost slightly
nerfed troop/worker conversion rate
## Please complete the following:
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## Please put your Discord username so you can be contacted if a bug or
regression is found:
1brucben
## Description:
I believe many of the complains of the game being too slow in the
beginning is due to bots being stronger in v23 than v22. This PR weakens
bots significants and it feels much closer to v22.
## Please complete the following:
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## Please put your Discord username so you can be contacted if a bug or
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<DISCORD USERNAME>
## Description:
Reduces attack speed for large attacks. A further 10% increase in
attacker losses. minor 5% decrease in pop growth. Attacks against Terra
Nullius fade away as in v22.
This addresses the community poll finding that many players consider
current troop movements to be too fast. The latter two changes help nerf
attacking and slowdown snowballing.
## Please complete the following:
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## Please put your Discord username so you can be contacted if a bug or
regression is found:
1brucben
## Description:
Currenly, it's possible for the World map to reach 225 players. This PR
caps it at just 150.
## Please complete the following:
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## Please put your Discord username so you can be contacted if a bug or
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<DISCORD USERNAME>
Nikola123
## Description:
This PR assigns a small cost (1% of population) to creating each new
attack. This nerfs the strategy of spamming 1% size attacks against an
enemy to max pop growth and encourages more normal >10% attack sizes.
## Please complete the following:
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## Please put your Discord username so you can be contacted if a bug or
regression is found:
1brucben
## Description:
Original playtests mainly focused on balancing speed. This PR adjusts
attack losses further upwards for all terrain types by around 10%. Pop
growth is decreased by around 10% to slightly slow game tempo. Worker
growth boost is also weakened a bit to nerf super low troop meta
beginning. Slight 10% speed nerf at higher attack sizes. Port spawn rate
boosted.
## Please complete the following:
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## Please put your Discord username so you can be contacted if a bug or
regression is found:
1brucben
## Description:
Update the discord user zod schema to address login failures for users
without avatars.
## Please complete the following:
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and I've added it to the en.json file
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Co-authored-by: Scott Anderson <662325+scottanderson@users.noreply.github.com>
## Description:
Changes default target troop ratio and attack size to reflect better
early game strategies in v23
## Please complete the following:
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## Please put your Discord username so you can be contacted if a bug or
regression is found:
1brucben
## Description:
- Validate that user tokens are accepted by the API server, in case of
token revoked / remote logout.
- Lookup user roles by their token.
- Sets the groundwork for validating custom flag codes, patterns, etc.
## Please complete the following:
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Co-authored-by: Scott Anderson <662325+scottanderson@users.noreply.github.com>
## Description:
Simplify bots retaliation logic. Do not counter-attack before reaching
the trigger ratio.
## Please complete the following:
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Co-authored-by: Scott Anderson <662325+scottanderson@users.noreply.github.com>
## Description:
Set singleplayer gitCommit in the client
## Please complete the following:
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---------
Co-authored-by: Scott Anderson <662325+scottanderson@users.noreply.github.com>
Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com>
## Description:
Added XorShift algo for better random number generation
## Please complete the following:
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## Please put your Discord username so you can be contacted if a bug or
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@qqkedsi

---------
Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com>
## Description:
A warship refactor caused a regressions where warships could attack at
any distance. Also refactored & simplified the trade ship logic.
## Please complete the following:
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## Please put your Discord username so you can be contacted if a bug or
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<DISCORD USERNAME>
## Description:
The changes seem necessary to reduce snowballing in v23 and strengthen
ports.
## Please complete the following:
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## Please put your Discord username so you can be contacted if a bug or
regression is found:
1brucben
## Description:
The path caching was causing bugs, sometimes they wouldn't get removed,
sometimes they would go in circles. Deleting the cache so we can deploy
v23.
## Please complete the following:
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## Please put your Discord username so you can be contacted if a bug or
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<DISCORD USERNAME>
## Description:
- JSON serialization, bigint to string handling
- JSON deserialization, string to bigint handling
## 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
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contributors
---------
Co-authored-by: Scott Anderson <662325+scottanderson@users.noreply.github.com>
Fixes#912
## Description:
Always delete tradeship on pathfinding fail
## Please complete the following:
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Co-authored-by: Scott Anderson <662325+scottanderson@users.noreply.github.com>
## 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:

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:

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

Instead, after retrieving the proper data directly:

## Please complete the following:
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## Please put your Discord username so you can be contacted if a bug or
regression is found:
IngloriousTom
## Description:
Remove known world map to avoid copyright infringement.
## Please complete the following:
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## Please put your Discord username so you can be contacted if a bug or
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<DISCORD USERNAME>
## Description:
Floor values before converting to bigint.
## Please complete the following:
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Co-authored-by: Scott Anderson <662325+scottanderson@users.noreply.github.com>
Fixes#880
## Description:
Convert numeric stat types to bigint, and serialize those values as
strings.
## Please complete the following:
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---------
Co-authored-by: Scott Anderson <662325+scottanderson@users.noreply.github.com>
## Description:
We are adding a modal to display information about a unit.

In the future, this modal will likely include buttons for upgrading or
dismantling the unit.
## Please complete the following:
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- [x] I confirm I have thoroughly tested these changes and take full
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## Please put your Discord username so you can be contacted if a bug or
regression is found:
aotumuri
## Description:
Remove all references to playerID in the archive schema, since we
reference players by client id.
Also fixed the game not archiving bug, due to invalid reference.
## Please complete the following:
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## Please put your Discord username so you can be contacted if a bug or
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<DISCORD USERNAME>
## Description:
Use array index access instead of `.at` to try to fix a user-reported
erorr.
## Please complete the following:
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Co-authored-by: Scott Anderson <662325+scottanderson@users.noreply.github.com>
## 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
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## Please put your Discord username so you can be contacted if a bug or
regression is found:
IngloriousTom
## Description:
The MoveWarshipExecution now verifies that the player who requested to
move owns the warship. This prevents players from moving other players'
warships.
## Please complete the following:
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- [x] I confirm I have thoroughly tested these changes and take full
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## Please put your Discord username so you can be contacted if a bug or
regression is found:
evan
## Description:
Add full path to caches
Fix A* to always start and end at given start and end
Remove pathfinder from tradeshipexecution
Should fix tradeship looping and getting stuck at ports
Fix#843
Dont know what to add so that description check is happy
[More lines to lines to make it happy]
## Please complete the following:
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## Please put your Discord username so you can be contacted if a bug or
regression is found:
Vivacious Box
---------
Co-authored-by: evanpelle <evanpelle@gmail.com>
## Description:
Added possibility to use lowercase letters in clan name.
See issue #876
## Please complete the following:
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## Please put your Discord username so you can be contacted if a bug or
regression is found:
theodoreleon.aetarax
## Description:
Update to zod 3.25, and use zod's built in JWT validator.
## 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
Co-authored-by: Scott Anderson <662325+scottanderson@users.noreply.github.com>
Co-authored-by: evanpelle <evanpelle@gmail.com>
## Description:
1. Refactor WarshipExecution so that it takes either attrs or a warship
unit. This makes testing much simpler as the unit test can construct a
warship and then pass it into a warship execution
2. Have MoveWarshipExecution set the patrol tile, not the move tile so
warships stay in new location instead of moving back to original
location.
3. Warships no longer target trade ships outside of its patrol range.
this prevents warships from wandering
4. Refactored & simplified WarshipExecution
5. Added more tests for warships
6. Move health modification from PlayerExecution to WarshipExecution
since Warships are the only unit that have health
7. Move fields from WarshipExecution to the Warship unit itself, this
allows other executions & components to see more data about the warship.
## Please complete the following:
- [x] I have added screenshots for all UI updates
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
- [x] I understand that submitting code with bugs that could have been
caught through manual testing blocks releases and new features for all
contributors
## Please put your Discord username so you can be contacted if a bug or
regression is found:
<DISCORD USERNAME>
## Description:
The borderSize in #740 was not properly computed (incrementing it even
if the tile to add to the border was already in the border)
## 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:
leo21_
## Description:
Refactor various types across the project to use WinnerSchema.
## 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
Co-authored-by: Scott Anderson <662325+scottanderson@users.noreply.github.com>