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Author SHA1 Message Date
Arkadiusz Sygulski 0e3ced3bfa Pathfinding Refactor pt. 2 (#2866)
## Playtest

https://pf-pt-2.openfront.dev/

## Pathfinding Refactor pt. 2

<img width="1536" height="1024" alt="image"
src="https://github.com/user-attachments/assets/9477958e-54b7-4c83-b317-ba789e809e9e"
/>


This is a follow-up to a previous PR introducing pathfinding changes.
This time, it introduces a complete refactor of `pathfinding` directory
and breakdown into composable pieces.

### Unified PathFinder interface

`PathFinder<T>` and `SteppingPathFinder<T>` are introduced to unify
**all** pathfinding across the application. First one exposes complete
path, while stepping variant allows the callee to iterate over the path
by calling `.next`. All pathfinders share this one common interface,
which makes them easy to use in any scenario -
`PathFinding.Water(game).search(from, to)`.

`SteppingPathFinder<T>` extends `PathFinder<T>` with an ability to
iterate over the path. It handles caching, storing current index and
invalidation. This allows the units to not care about the inner workings
of the pathfinder and just call `pf.next(current, target)` and receive
instructions on what to do next.

### Common entry point

All pathfinders are now exposed from common `PathFinding` entrypoint:

- `PathFinding.Water`
- `PathFinding.Rail`
- `PathFinding.Stations`
- `PathFinding.Rail`

Additional entry point is introduced for pathfinders which need to work
both in the worker, but also on the frontend, which lacks `Game`
interface. Currently only `UniversalPathFinding.Parabola` is available.

### Spatial Query

New module has been introduced close to `pathfinding` - `SpatialQuery`.
It aims to resolve any questions game may have about finding tiles
meeting criteria. Currently `SpatialQuery.closestShore(player, target)`
and `SpatialQuery.closestShoreByWater(player, target)` are available -
they help answering questions about naval invasion: "What is the best
landing location from user's click?" and "Which our tile should be used
to launch the transport ship?". Under the hood they use very similar
mechanics to pathfinding, so it felt right to put them close by.

### Modular architecture

Pathfinders now support transformers: `MiniMapTransformer`,
`ShoreCoercingTransformer`, `ComponentCheckTransformer`,
`SmoothingTransformer`. Transformers functions like a middleware in the
pathfinding chain. They wrap around the pathfinder and provide
additional functionality. This allows the pathfinder to focus on
actually finding the path instead of doing unrelated things.

Example chain for simple (A*) water pathfinding:
```ts
static WaterSimple(game: Game): SteppingPathFinder<TileRef> {
  const miniMap = game.miniMap();
  const pf = new AStarWater(miniMap);

  return PathFinderBuilder.create(pf)
    .wrap((pf) => new ShoreCoercingTransformer(pf, miniMap))
    .wrap((pf) => new MiniMapTransformer(pf, game.map(), miniMap))
    .buildWithStepper(tileStepperConfig(game));
}
```

The Pathfinder - here `AStarWater` - does not care about the conversion
between minimap and main map tiles. It also does not care if the source
or destination is a land tile. The transformers take care of that. The
pathfinder gets a set of valid coordinates and produces the path -
that's it.

Modular approach makes working on a particular set of utilities much
easier - for example map upscaling is handled consistently across all
pathfinders. Additionally, the pathfinders are not tied to the
particular map resolution used. Pass them a different map and they will
work the same.

### Algorithms

Algorithms used are neatly organized inside
`src/core/pathfinding/algorithms`. They are prefixed with the algorithm
name and suffixed with the use case. File without suffix exposes generic
version ready to traverse any graph with adapters. Specialized versions
either use an adapter or inline logic when performance is critical -
using adapters leads to 20-30% performance loss.

The directory includes `A*` and `BFS` but also other useful utils, such
as `AbstractGraph` used to generate... an abstract graph on top of the
tile map and `ConnectedComponents` helping to identify whether two tiles
are connected by a path without actually computing the path.

### Playground

The playground have been updated with new algorithms, including tweaked
very greedy `A*`.

<img width="2175" height="1424" alt="image"
src="https://github.com/user-attachments/assets/1f833651-0024-4299-bf86-882f5368358c"
/>

### Tests

Yeah, there are some, a little too many if I say so myself. But there
are no useless tests. I had to ensure refactored code works somehow
reliably. This PR comes with trust me bro guarantee, but I would
appreciate someone confirming **naval invasions, nukes (esp. MIRV) and
warships**.

### Discord
`moleole`

GL & HF
2026-01-11 20:11:14 -08:00
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
g-santos-m 31381f67f4 Enable @typescript eslint/prefer nullish coalescing eslint rule (#1420)
## Description:

Fixes #952 
Enabled @typescript-eslint/prefer-nullish-coalescing rule and worked
through every error, introducing ?? and ??= operators or disabling
errors with inline comments where appropriate, to the best of my
ability.

## 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:

g_santos_m
2025-07-15 03:00:06 +00:00
DevelopingTom e8834e15e6 Add naval combat animations (#858)
## Description:


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

Add a couple animations for naval combat:

- shell hit
- ship explosion
- ship sinking

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

## Please complete the following:

- [x] I have added screenshots for all UI updates
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
- [x] I understand that submitting code with bugs that could have been
caught through manual testing blocks releases and new features for all
contributors

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

IngloriousTom
2025-05-26 19:59:11 -04:00
Scott Anderson 5aa8356513 Record player stats during the game (#784)
## Description:

Record player stats for the analytics worker to import in to to
postgres. This changes defines a new Analytics schema version, `v0.0.2`,
containing additional metadata about each player.

## 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
2025-05-21 00:10:29 -04:00
Scott Anderson 70745faac4 Enable strictNullChecks, eqeqeq (#436)
## Description:

Improve type safety and runtime correctness by:
1. Enabling TypeScript's
[strictNullChecks](https://www.typescriptlang.org/tsconfig/#strictNullChecks)
compiler option.
2. Replacing all loose equality operators (`==` and `!=`) with strict
equality operators (`===` and `!==`).
3. Cleaning up of type declarations, null handling logic, and equality
expressions throughout the project.

Currently, the code allows implicit assumptions that `null` and
`undefined` are interchangeable, and relies on type-coercing equality
checks that can introduce subtle bugs. These practices make it difficult
to reason about when values may be absent and hinder the effectiveness
of static analysis.

Migrating to strict null checks and enforcing strict equality
comparisons will clarify intent, reduce bugs, and make the codebase
safer and easier to maintain.

Fixes #466 

## 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 <openfrontio@gmail.com>
2025-05-15 16:39:40 -07:00
evanpelle 1d0732d3d9 Refactor UnitSpecific info => AllUnitParams type union (#701)
## Description:

By using a type union we get better type safety, enforcing each unit
type have the appropriate params when initializing

## 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:
evan

---------

Co-authored-by: evan <openfrontio@gmail.com>
2025-05-10 11:40:47 -07:00
evan 1f890396ab update ShellExecution to use AirPathFinder 2025-04-23 17:22:37 -07:00
evanpelle 84287b8dfa Multi src astar (#594)
## Description:
Samples border shore tiles and uses multi-a* for determining the
transport ship spawn cell.

## 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>
evan

---------

Co-authored-by: evan <openfrontio@gmail.com>
2025-04-23 10:16:43 -07:00
APuddle210 f713254081 Address-River-Criticisms (#536)
## Description:

Please see description on: #535 

fixes #535 

## 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:

aPuddle

---------

Co-authored-by: Scott Anderson <662325+scottanderson@users.noreply.github.com>
2025-04-18 18:05:27 -07:00
Evan 8b6895d745 add prettier import plugin 2025-03-31 13:09:27 -07:00
Ilan Schemoul 849d612314 increase shell lifetime to 1s after death of target (#354)
TITLE IS WRONG I meant 2s not 1s

Problem: two warship fight each other, if one back off he won't be hit
by the ennemy at all. he'll kill other warship, then all shells
dissapear so 0% damage are received. It's OP and unfair.
Solution: make warship's shells last 2s after its death so even if one
warship backs off he'll eventually receive some damages. 2s is enough to
get between 250-750 HP loss

---------

Co-authored-by: evanpelle <evanpelle@gmail.com>
2025-03-29 14:10:31 -07:00
Readixyee 665a8c3823 Executions dont switch owner (#326)
when an building is taken over by another player the execution for it
doesnt change its owner this makes it so when a sam is captured it tries
to intercept your own nukes and doesnt intercept the ones by the
previous player

this change makes executions of buildings automaticly switch their owner
2025-03-27 16:03:15 -07:00
Evan 4ee37323f9 format codebase with prettier 2025-02-01 12:05:11 -08:00
evanpelle 75fe718f16 Combine Unit & MutableUnit 2025-02-01 12:05:11 -08:00
evanpelle de1dbff570 combine Game & MutableGame 2025-02-01 12:05:11 -08:00
evanpelle 7d15c0c065 combine Player & MutablePlayer interfaces 2025-02-01 12:05:11 -08:00
Evan f0f5bae79f thread_split: convert all tile to tileref 2025-02-01 12:05:11 -08:00
evanpelle b22532d41f use TileRef instead of TerrainTile for astar 2025-02-01 12:05:11 -08:00
Evan c9c10ccfa8 shell does not attack friendly units 2024-12-27 10:02:00 -08:00
Evan 5307285d8b give Battleships & Destroyers health, make shells more frequent & larger 2024-12-20 20:31:41 -08:00
evanpelle ff02d9d8b6 have core/ directory use consolex for remote logging 2024-12-18 12:00:00 -08:00
Evan 2816ba1807 don't alert on delete trade ship or shell 2024-12-12 21:12:29 -08:00
Evan 1a9170d10b fix shellexecution deleting already inactive unit 2024-12-10 20:28:39 -08:00
evanpelle e6fa108eaa use mini a star for all pathfinding 2024-12-03 15:06:55 -08:00
evanpelle 4edd66dc1f AStar returns cell instead of path 2024-12-03 14:35:09 -08:00
Evan 020d193667 create async path finder, trade ships use async when captured 2024-11-29 15:41:13 -08:00
Evan 3e4f4e42cf created path finding web worker 2024-11-29 11:34:03 -08:00
Evan 8abc5e4aed implement battleship 2024-11-26 10:15:54 -08:00