Commit Graph

365 Commits

Author SHA1 Message Date
FloPinguin 46bbc8f296 New Map! "Four Islands" 🏝️ (#2482)
## Description:

Made a type of map we don't already have: Small square map, one Island
in each corner. Could be great for boat gameplay or maybe even nuke
wars.

The special thing is: **All islands are exactly 25% of the territory!**
Was a lot of work drawing that in GIMP...

<img width="1164" height="1168" alt="Screenshot 2025-11-20 000839"
src="https://github.com/user-attachments/assets/ad8345c7-562d-49e8-b367-12be9274f3e4"
/>

<img width="1227" height="1222" alt="Screenshot 2025-11-20 000633"
src="https://github.com/user-attachments/assets/f7e2c58a-fcb3-4e07-91f2-aead5f497fad"
/>

<img width="361" height="288" alt="Screenshot 2025-11-20 000655"
src="https://github.com/user-attachments/assets/120f82ef-2d19-497b-8a31-819e30013c89"
/>

<img width="756" height="282" alt="Screenshot 2025-11-20 005949"
src="https://github.com/user-attachments/assets/8ee04da3-d5fa-4ec9-9e99-9e30ebda2b78"
/>

## 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:

FloPinguin

---------

Co-authored-by: Evan <evanpelle@gmail.com>
2025-11-19 19:33:05 -08:00
evanpelle 807151b723 Revert "Improve random spawn (#2465)"
This reverts commit 2b2200c808.
2025-11-19 10:58:49 -08:00
Mykola 2b2200c808 Improve random spawn (#2465)
## Description:

After the v27 playtest, some players experienced instant death on spawn.
The issue was that the human random spawn occasionally coincided with a
bot’s spawn. Previously, bot spawns didn’t account for human spawn
locations and could appear on the same tile, now they don’t.

## Please complete the following:

- [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:

nikolaj_mykola

---------

Co-authored-by: Evan <evanpelle@gmail.com>
2025-11-18 15:07:25 -08:00
VariableVince 9c24d29824 AFK team mate v2: better ship handling + tests + bugfix (#2396)
## Description:

See PR https://github.com/openfrontio/OpenFrontIO/pull/2203

It was reverted. This unreverts it, with an added fix for boat troops
not getting returned to owner. And small comment updates. And a const
for boatOwner to re-use.

The added bugfix is check for this.sourceTile === null in the retreat()
function in AttackExecution. A boat attack always sets removeTroops to
false because the troops were already removed from owner troops when the
boat departed. They don't have to be removed again in AttackExecution
init, when the boat lands and the attack starts. But at the end of the
attack, in retreat() in AttackExecution, the starting/boat troops still
need to be returned to the owner. That's why even if removeTroops is
false, when sourceTile is not null (only when it's a boat attack) we add
back the troops to the owner.

## 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: Fx Morin <28154542+FxMorin@users.noreply.github.com>
Co-authored-by: Ryan <7389646+ryanbarlow97@users.noreply.github.com>
2025-11-18 14:57:33 -08:00
evanpelle d16a2485e3 Merge branch 'v26' 2025-11-07 19:54:27 -08:00
Mykola 25ea11114e Random spawn (#2375)
## Description:

https://github.com/openfrontio/OpenFrontIO/issues/2352

This is my first PR in this project, and I’ll continue refining it based
on feedback.

<img width="1088" height="859" alt="image"
src="https://github.com/user-attachments/assets/07f4f8b1-52fa-4136-add4-19b00aefd963"
/>

<img width="1157" height="783" alt="image"
src="https://github.com/user-attachments/assets/1c5be80d-72f8-4ead-8d4b-706a3a04fd73"
/>

<img width="1488" height="777" alt="image"
src="https://github.com/user-attachments/assets/4d743548-f0c3-4579-963b-43676f68fab1"
/>

<img width="1499" height="778" alt="image"
src="https://github.com/user-attachments/assets/f808e44f-ef97-467f-9e41-812e2857c36e"
/>


## 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:

nikolaj_mykola

---------

Co-authored-by: Evan <evanpelle@gmail.com>
2025-11-06 15:49:37 -08:00
Philipp Allweyer 5dde4cc16d Extend SAM Range to cover Hydros when stacked (#2351)
## Description:

Implements SAM range extension for stacked SAMs to cover hydros as
requested in #2347 and many times from users in discord.
This implementation is as simple as possible: At level 5 and higher,
SAMs extend their range to the range of a hydrogen bomb + 10 for a small
safety margin. Levels 2-4 are interpolated between.

Screenshot to show the sizes compared to a hydro:
<img width="400" alt="image"
src="https://github.com/user-attachments/assets/a857d66c-e3d4-467f-855f-3539cc90b719"
/>

Everything works together with the new range UI, although I might need
to unify with / rebase on #2350. Not yet tested with #2348, but
shouldn't be an issue.

## Input needed:
- Should I add tests for this?
- This is in effect a massive buff to SAMs, might be too strong. Popular
ideas / suggestions from Discord to balance things:
  - Cap the SAM upgrade level at the maximum range (easy to do)
- Alternative, instead of capping the level, decrease the range when
missiles are reloading
- Increase the cost scaling for SAMs per stack, and scale way higher
(e.g. 1.5M > 3M > 4.5M > 6M or something like that) (UI integration
unclear, breaks with existing cost logic)
  - Decrease SAM hit probability for Hydros

I'm happy to implement any of these paths, or just roll with the simple
way it's set up now, just let me know.

## 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:

newyearnewphil

---------

Co-authored-by: Evan <evanpelle@gmail.com>
2025-11-05 11:15:00 -08:00
evanpelle 1b113873d6 Revert "AFK team mate: better ship handling + tests + bugfix (#2203)"
This reverts commit 896a8ebe92.
2025-11-05 08:56:51 -08:00
evanpelle c3f47d16c2 Revert "reduce lobby duration from 30s => 60s to reduce waiting for lobbies that don't fill up"
This reverts commit 4d1911ae1b.
2025-11-05 08:52:51 -08:00
evanpelle e8a04d9a72 Merge branch 'v26' 2025-11-04 16:08:15 -08:00
evanpelle d6f5ae7350 increase short range tradeship gold debuff from 200=>300 to discourage cheesing 2025-11-04 11:53:54 -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 4d1911ae1b reduce lobby duration from 30s => 60s to reduce waiting for lobbies that don't fill up 2025-11-04 11:30:46 -08:00
evanpelle 8fc1bf1c12 increased deletionamrkduration and deleteunitcooldown to 30 seconds 2025-11-04 09:32:53 -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
evanpelle 02b4702a11 Merge branch 'v26' 2025-11-01 10:49:35 -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
VariableVince 64e8733132 Delete unit: 5s > 15s cooldown and new location in Radial Menu (#2345)
## Description:

- Move the Delete button to where the Boat button is otherwise. The Boat
and Delete button already mutually exclude eachother anyway; boat button
is only visible on other's tiles, delete button is only visible on your
own tiles. Evan agreed to this new position:
https://discord.com/channels/1359946986937258015/1381293863712591872/1429147325049077860

- Increase the cooldown between deletions from 5 to 15 seconds. PR #2216
introduced a destruction time (deletionMarkDuration) making it take 15s
to delete a building. With the cooldown of 15s between clicking the
Delete button (deleteUnitCooldown) on top of that, you can actually only
delete a building every 15 seconds while it also takes that same time to
destruct it. Players have voiced between 10s to 30s or more so 15s is
still a reasonable time, keeping deletion of mistakenly placed buildings
still possible, while also keeping a small 'scorched earth' option
during an attack but probably only being able to delete 1-2 units in an
attack. Evan and Vivacious Box agreed with the mentioned 10-15s cooldown
too:
https://discord.com/channels/1359946986937258015/1381293863712591872/1429103999088459897


**Video: Delete button new location and 15s cooldown:**

https://github.com/user-attachments/assets/b0b13fc1-1e50-4a7a-8f32-55f7891f9945

**Delete button new location disabled:**
<img width="310" height="316" alt="Delete button disabled new location
radial menu"
src="https://github.com/user-attachments/assets/f65b88ad-5859-4982-be53-8f2f693f5767"
/>

**Delete button new location enabled:**
<img width="332" height="305" alt="Delete button enabled new location
radial menu"
src="https://github.com/user-attachments/assets/037f07c5-622a-4857-9ab8-fc20981de816"
/>

**Radial menu unchanged on others' tiles:**
<img width="346" height="307" alt="Radial menu unchanged on other
territory"
src="https://github.com/user-attachments/assets/085b2043-096f-4c44-8917-467adb8a7213"
/>


## 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: Vivacious Box <jon@rouillard.org>
2025-11-01 10:48:40 -07:00
evanpelle 6fd1576d7b use sigmoid function for trade ship gold to punish short trades 2025-10-30 20:15:18 -07:00
evanpelle 04c240da18 Merge branch 'v26' 2025-10-30 19:28:17 -07:00
Evan 1165126a65 meta update: use rational function to discourage short trades, buff trains (#2337)
## Description:

Use a rational function to strongly nerf short trades. At 50 tiles the
reward is halved.

To compensate, increase gold given by trains by 20%.

## 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
2025-10-30 19:27:46 -07:00
Duwibi fbb818bab1 Add Nuke Wars Baikal Map (#2306)
## Description:
This PR adds the Nuke Wars Baikal map (more balanced out than the
original). This is made for the upcoming Nuke Wars gamemode.

## 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
Nikola123
2025-10-29 16:41:40 -07:00
Adarsh Das 0789f0d7f8 Add Nations Vs Players Game Mode (#2233)
## Description:
Fixes: #676 
This PR adds Players Vs Nations as a game mode in the menu.

For this change I have added two mutually exclusive option for this
mode:
1. Match number of nations to number of players who have joined
2. Set the number of nations to a fixed value

### Screenshots:
#### Options in Single player mode
<img width="1025" height="790" alt="image"
src="https://github.com/user-attachments/assets/c0685ea5-94f5-43c7-a9e5-390835fc94e9"
/>
<img width="1005" height="795" alt="image"
src="https://github.com/user-attachments/assets/dddba015-a424-40dd-a0fe-2571fd7b0fba"
/>

#### Options in lobby mode
<img width="1015" height="888" alt="image"
src="https://github.com/user-attachments/assets/45bc865b-c6a8-4b6a-9062-4eb499c1ea36"
/>

#### Example gameplay (1 Human Vs 90 Nations)
<img width="1888" height="912" alt="image"
src="https://github.com/user-attachments/assets/38faec75-171f-4358-a3be-93630cca1587"
/>


## 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:

saphereye

---------

Co-authored-by: Evan <evanpelle@gmail.com>
2025-10-28 16:40:30 -07:00
Abdallah Bahrawi 0a2b6ed9a6 Implement Stop/Start trading with all (#2278)
fixes #2275

Added global Start/Stop trading; use your **player panel** to trigger
it.

<img width="370" height="540" alt="Screenshot 2025-10-23 184447"
src="https://github.com/user-attachments/assets/c3b7967e-ffdd-4f37-ba67-b60a602278ce"
/>

- [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:

abodcraft1
2025-10-26 13:42:30 -07:00
Duwibi 6b696685b5 Add Achiran (#2280)
## Description:

Describe the PR.
Adds the Halloween Special Map - Achiran. It has 4 nations and will be
playable in game for a period of around 2 weeks during the Halloween
event.

## 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
Nikola123
2025-10-25 14:29:49 -07:00
Abdallah Bahrawi 380eab5d12 Implement Stop/Start trading with all (#2278)
## Description:
fixes #2275 

Added global Start/Stop trading; use your **player panel** to trigger
it.

<img width="370" height="540" alt="Screenshot 2025-10-23 184447"
src="https://github.com/user-attachments/assets/c3b7967e-ffdd-4f37-ba67-b60a602278ce"
/>

## 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
2025-10-25 20:59:40 +00:00
Duwibi 39c65d6245 Add Achiran (#2280)
## Description:

Describe the PR.
Adds the Halloween Special Map - Achiran. It has 4 nations and will be
playable in game for a period of around 2 weeks during the Halloween
event.

## 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
Nikola123
2025-10-24 15:38:28 -07:00
Evan 4ada4c7375 feature: basic matchmaking (#2227)
## Description:

Implement a basic matchmaking modal that connects to the api service and
waits for a game id. It then waits until the game starts and connects to
it.

Workers use long polling to check in with the matchmaking server and
receive player assignments.

## 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

---------

Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com>
2025-10-21 14:08:07 -07:00
Vivacious Box dddf54be0b Add deletion duration and indicators (#2216)
## Description:

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)

## 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: Evan <evanpelle@gmail.com>
2025-10-21 10:07:14 -07:00
evanpelle 469a14d62a Allow attacking allies or teammates if player is disconnected (#2144)
## Description:

This will allow players to conquer land from afk teammates in team
games.

No troop loss if attacking afk teammate.

Also remove the team check in attack execution because we already do an
isFriendly check.

## 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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responsibility for any bugs introduced

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

evan
2025-10-06 14:25:46 -07:00
Aotumuri 623d6557e3 Add Japan map (#2106)
## Description:

This PR adds a new Japan map.

<img width="975" height="967" alt="スクリーンショット 2025-09-28 18 06 11"
src="https://github.com/user-attachments/assets/5ef06c1a-f020-4109-a5df-3cba7a9a074f"
/>

## 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
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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:

aotumuri
2025-09-28 17:50:22 -07:00
Duwibi 3f4f5b195b Add Montreal (#2081)
## Description:
This PR adds the Montreal map that was used in OFM with some revisions,
including adding some river and changing the overall topography.

Describe the PR.

## 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:

DISCORD_USERNAME
Nikola123
2025-09-22 09:40:38 -07:00
evanpelle d2314941fe Merge branch 'v25' 2025-09-18 11:26:53 -07:00
Restart 648b5427f1 New Lobby Values (#2040)
## Description:

New lobby values based on the average amount of tiles a player owns once
all the bots are dead, per map.

## 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:

bingbing567_27231
2025-09-10 14:52:02 -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
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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:

evan
2025-09-08 16:36:20 -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
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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
- [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
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
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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:

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
evanpelle 42f0b5cf69 Reduce train gold from 50k->25k for teammates (#1933)
## Description:

Team games have been too fast because teammates can create large
networks. Reduce the bonus from 50k=>25k

## 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

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

evan
2025-08-25 16:35:15 -07:00
evanpelle 0f60825b9f reduce number of trade ships by 50%, double gold per trade ship (#1934)
## Description:

v25 increased the number of trade ships from v24, causing lag
complaints. On my chromebook pathfinding is using over 60% of cpu.

So reduced the number of trade ships roughly by half, but double the
gold per trade ship so it should balance out,

World v25: 
* 2 mins: ~ 60 trade ships 
* 5 mins: ~ 140 trade ships

World on this branch:
* 2 mins: ~ 35 trade ships
* 5 mins: ~ 70 trade ships


Also increased the probably of trade ship spawn for players with under 2
tradeships to prevent larger players from starving out smaller 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
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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:

evan
2025-08-25 16:13:54 -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
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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:

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
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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:

evan
2025-08-08 18:38:16 -07:00
evanpelle a7ba112309 reduce train frequency (#1722)
## Description:

I played a few games and the number of trains was distracting. Cut the
number of trains roughly in half, we will probably need to adjust train
gold to compensate.

## Please complete the following:

- [ ] 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
2025-08-06 20:54:20 -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
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
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## 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
evanpelle 3b8a36166a Remove workers & troop ratio bar, only have troops (#1676)
## Description:

The troop/worker ratio bar is almost never changed. so remove it and the
entire concept of workers. Now there is just troops.

Now players get a consistent 1k/s gold.

## 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
2025-08-01 16:06:59 -07:00
Scott Anderson 2a3898043c Merge main into v25 2025-07-27 15:25:29 -04:00
djmrFunnyMan 53a8354e32 Fix and update Pluto map (#1587)
## Description:

I've made a mistake and accidentally uploaded the v23 binary instead of
v24. My apolocheese

I also updated the map based on Duwibi's feedback

## 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:

aceralex
2025-07-27 14:25:47 -04:00
Duwibi fb1e0585ab Yenisei map (#1517)
## Description:
This is a map of the Yenisei Bay in Russia. It contains 6 nations and
should be all compatable with all of the new map stuff. It has a size of
2000x2500 (which also means that it's larger vertically)

Describe the PR.

## 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
- [ ] 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:

DISCORD_USERNAME
Nikola123
2025-07-26 14:24:55 -04:00
evanpelle 0f2089c9d0 fix mirv damage scaling (#1590)
## Description:


https://github.com/openfrontio/OpenFrontIO/commit/932d4f3be2cded197e5ed4712a9e9e35963b86a6
made the curve way too steep, so just one MIRVWarhead caused enormous
population damage, so receiving crossfire from a nuke could cause
extensive damage

This PR Makes the curve much more linear, so the first explosions aren't
as deadly. Also change the asymptote to 3%, in practice it ends up being
around 5%.



## 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
2025-07-26 11:23:26 -07:00