## Description:
This PR does two things:
1. Allow pausing on replay
2. As part of the refactoring, in singleplayer games, LocalServer now
waits for the last turn to complete execution before sending the next
turn. Previously, low end devices would sometimes fall behind getting
the "playing the past" bug where commands were delayed. Now when a
devices cannot keep up, the entire game slows down.
## Please complete the following:
- [ ] I have added screenshots for all UI updates
- [ ] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
- [ ] 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>
Co-authored-by: evan <openfrontio@gmail.com>
## Description:
Fix the clipping issue when a warship does not move.
Add a move order to current position when warship has completed its
current path or is pending a new path.

## Please complete the following:
- [x] I have added screenshots for all UI updates
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contributors
## Please put your Discord username so you can be contacted if a bug or
regression is found:
<DISCORD USERNAME>
## 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:
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## 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>
## Description:
The borders near a defense post are currently colored differently, but
too discreetly for the user.
I suggest coloring them with a checkerboard pattern.


## 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 unnecessary parsing of inferred types.
- Remove unused persistentID from log message.
## Please complete the following:
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responsibility for any bugs introduced
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---------
Co-authored-by: Scott Anderson <662325+scottanderson@users.noreply.github.com>
## Description:
<img width="842" alt="スクリーンショット 2025-05-09 17 51 27"
src="https://github.com/user-attachments/assets/b9a2cb5b-74d2-4c07-aed2-01d719de6eb4"
/>
MLS
## Please complete the following:
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responsibility for any bugs introduced
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contributors
## Description:
This PR adds the "Baikal" map which is a cutout from the whole real life
lake, as the lake itself is very large vertically and wouldn't make as a
very good map by itself. This map has some rivers and a very big sort of
water body that seperates the map in two(it was kind of designed for the
teams gamemode). It's nations are some features around that region.
## 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:
Nikola123
## Description:
- Add more restrictive UUID validation for persistent ids.
## Please complete the following:
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responsibility for any bugs introduced
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contributors
Co-authored-by: Scott Anderson <662325+scottanderson@users.noreply.github.com>
## Description:
This PR adds the Falkland Islands map. It has 12 nations - most of the
regions of the islands. All use the Falkland Island flag as they don't
have their own.
## 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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Nikola123
## Description:
Restore the necessary fields to the join message.
## Please complete the following:
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Co-authored-by: Scott Anderson <662325+scottanderson@users.noreply.github.com>
## Description:
Fixes#480
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## Description:
Remove the devils `clientID`, `persistentID`, and `gameID` from
`ClientBaseMessageSchema`, as well as `gameID` from `TurnSchema`. These
values are already known through the `Client` object that is hoisted
into the relevant handler.
## Please complete the following:
- [x] I have added screenshots for all UI updates
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responsibility for any bugs introduced
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contributors
---------
Co-authored-by: Scott Anderson <662325+scottanderson@users.noreply.github.com>
## Description:
Fixes#552
## 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:
Discord Name: 1brucben
## Description:
For the first attack, just send 1/5 troops and don't wait until the bot
has sufficient reserves.
It looked weird because none of the bots moved at all for the first 5
seconds of the game.
## 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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Co-authored-by: evan <openfrontio@gmail.com>
## Description:
Changes the team order to Red, Blue, Yellow, Green, Orange, Purple, Teal
instead of what it originally was (Red, Blue, Teal, Purple, Yellow,
Orange, Green)
Teal and Blue look similar, so I think it's better to move them further
apart. Instead, the primary colors are chosen first.
Fixes#614
In the long run, I think it would be nice to have the teams randomly
chosen from available colors and not always in the same order - e.g. a
three-team game isn't always Red, Blue, and Yellow, it could be any mix
of the colors. However, my programming skills aren't great enough to do
that.
## 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:
Spartan Oligarchy/Loymdayddaud
## Description:
Precompute div/mod operations and store them in a lookup table.
## Please complete the following:
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---------
Co-authored-by: Scott Anderson <662325+scottanderson@users.noreply.github.com>
## Description:
This should fix the exploit that allows players to send custom text as
an "emoji". It does this by introducing a emoji ID (index into the emoji
table) instead of sending the raw emoji as a string.
## Please complete the following:
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- [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:
PilkeySEK
## Description:
## 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:
<DISCORD USERNAME>
Co-authored-by: evan <openfrontio@gmail.com>
## Description:
Implement Duos team mode.
Also assign teams to nations at the start instead of assigning them
randomly on spawn. This gives more consistent team sizes
## Please complete the following:
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Co-authored-by: evan <openfrontio@gmail.com>
## Description:
This PR adds the new Deglaciated Antarctica map(suggested by Backn). It
has 9 nations - most of the country territorial claims on the continent
and the "Penguin Empire".
fixes#545
## 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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Nikola123
---------
Co-authored-by: Loymdayddaud <145969603+TheGiraffe3@users.noreply.github.com>
## Description:
Refactor AI troop management and strategic behavior based around two key
values: a trigger ratio and a reserve ratio.
- Reserve ratio: This determines the portion of the population the AI
will keep in reserve and will not send on attacks.
- Trigger ratio: This is the threshold at which the bot will initiate an
attack.
Additionally, when an incoming attack is detected, bots will now
prioritize retaliating by switching targets to the largest incoming
attacker.
Fixes#470
## Please complete the following:
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regression is found:
fake.neo
---------
Co-authored-by: Scott Anderson <662325+scottanderson@users.noreply.github.com>
## Description:
Modify tile expansion logic, creates more consistent expansion.
## Please complete the following:
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evan
---------
Co-authored-by: evan <openfrontio@gmail.com>
## Description:
Samples border shore tiles and uses multi-a* for determining the
transport ship spawn cell.
## Please complete the following:
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evan
---------
Co-authored-by: evan <openfrontio@gmail.com>