## Description:
Trains are made of a primary unit (`TrainExecution.train`) followed by 6
cars (`TrainExecution.cars`). Currently when any of the units is
destroyed, a message "Your Train was destroyed" is shown. In worst case
scenario, when all cars are blasted by a nuke, 7 messages are displayed
to the user, but the train continues.
Since the actual logic is unaffected as long as the primary unit stays
alive, displaying messages is confusing. This PR fixes it. The message
is only displayed when the primary unit is destroyed. The following cars
are only there for fancy visuals.
## Screencast
##### Current - multiple messages for single train
https://github.com/user-attachments/assets/3df04c71-d899-4f68-af83-36c9d0ffa730
First nuke was a test.
Second nuke destroyed the entire train, prompting 7 messages.
Third nuke destroyed one full train and then some. Prompting many too
many messages.
##### Fixed - one message, only if train was fully destroyed
https://github.com/user-attachments/assets/1f3840a7-6c62-487d-af3a-82de39dad9e8
First train was only partially destroyed, no message was shown, delivery
mission completed A+.
Following 2 trains had the front engine destroyed and therefore were
promptly decommissioned.
## Please complete the following:
- [x] 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
- [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:
moleole
Resolves#2739
## Description:
Introduce language metadata handling and refactor existing language
checks to validate the existence of language JSON and corresponding SVG
files. Add tests to ensure the integrity of the new metadata structure
and its references.
The lang field is intentionally kept in each language file.
This is because the files are frequently regenerated by Crowdin, and the
field also serves as a hint for management and maintenance.
## 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
---------
Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com>
## Description:
This feature adds a troop count bar into the PlayerInfoOverlay that
visualizes how many troops a player/nation has, how big of an attack
they are sending, and in general the percentages of their overall troop
count. I originally added the toggling of this feature as a setting but
thought it might be too narrow to need it's own setting. Would
appreciate anyone's thoughts on adding it back in or not.
Inspired by [this
comment](https://discord.com/channels/1359946986937258015/1359949371956789289/1452559404401430674)
in the Dev Discord.
### Video Demo
https://github.com/user-attachments/assets/4a4397f7-c0a1-475a-867d-ef00b57661c4
## 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:
bijx
## Description:
A new map where you basically have to hop from island to island :)
We don't have such a map at the moment.
There is a special center island which isn't necessary to get 80% of the
map.
This map could be very interesting in team games. One hydro will destroy
an entire island.
Size: 1976 x 1976
Nations: 8
<img width="949" height="951" alt="Screenshot 2026-01-02 214219"
src="https://github.com/user-attachments/assets/7139bcc9-6a05-414d-90c1-33cc36dd94fb"
/>
## 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
## Description:
`MIRVExecution.separate` is consuming more resources than it needs to.
This PR introduces a series of minor performance changes which do not
alter the behavior of the selection algorithm. Assessing the code
initially, I was convinced there are multiple easy wins - starting with
the proximity check. However, after many hours of mostly math, no
alternative solution came close to the speed of current implementation.
Therefore this PR consists of only a few minor tweaks:
#### Removed `console.log`
This is by far the worst offender, in my test removing the three lines
of console log improved execution time from ~30ms down to ~10ms. The
logs are not very useful. I do not see a clear pattern in the logs
produced by the application therefore they were completely removed for
now. If there is a need for the log in production build, I suggest
adding single line with the number of destinations selected.
```diff
- console.log(`dsts: ${dsts.length}`);
- console.log(`got ${dsts.length} dsts!!`);
- console.log("couldn't find place, giving up");
```
#### Replaced multiple calls to `random.nextInt` with single call to
`random.next`
The flamechart shows calling pseudo random number generator is
expensive. Therefore instead of calling it twice, the code now generates
a single random number and derives further calculations from it. It
remains 100% deterministic and there should not be any noticeable change
to the enthrophy. This saves about ~1.5ms in my tests.
```diff
- const x = this.random.nextInt(
- this.mg.x(ref) - this.mirvRange,
- this.mg.x(ref) + this.mirvRange,
- );
- const y = this.random.nextInt(
- this.mg.y(ref) - this.mirvRange,
- this.mg.y(ref) + this.mirvRange,
- );
+ const r1 = this.random.next();
+ const r2 = (r1 * 15485863) % 1;
+ const x = Math.round(r1 * this.range * 2 - this.range + this.baseX);
+ const y = Math.round(r2 * this.range * 2 - this.range + this.baseY);
```
#### Caching of destination coordinates
Since the target tile coordinates are used a lot, instead of retrieving
them every time with `this.mg.x` and `this.mg.y`, they get cached as
`baseX` and `baseY`. To reduce usage further, I also exposed `x` and `y`
to `isOverlapping` / `proximityCheck` directly instead of passing the
tile. Since available methods operate on `TileRef`, this change requires
the calculations - manhattan and euclidean distance - to be inlined. I
do not think this is a big issue, considering this code is responsible
for very specific task. This saves another ~1.5ms in my tests.
```diff
- if (this.mg.euclideanDistSquared(tile, ref) > mirvRange2) {
+ if ((x - this.baseX) ** 2 + (y - this.baseY) ** 2 > this.rangeSquared) {
```
## Benchmark:
**Before**
```
=== MIRV Performance Benchmark Results ===
MIRV target selection - sparse territory x 53.53 ops/sec ±0.48% (71 runs sampled)
MIRV target selection - dense territory x 53.39 ops/sec ±0.57% (70 runs sampled)
MIRV target selection - giant world map (350 targets) x 1,129 ops/sec ±0.98% (90 runs sampled)
```
**After**
```
=== MIRV Performance Benchmark Results ===
MIRV target selection - sparse territory x 198 ops/sec ±0.39% (85 runs sampled)
MIRV target selection - dense territory x 200 ops/sec ±0.28% (86 runs sampled)
MIRV target selection - giant world map (350 targets) x 1,409 ops/sec ±0.89% (92 runs sampled)
```
## 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*
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
\* Tests in separate PR, implemented against master:
https://github.com/openfrontio/OpenFrontIO/pull/2767
## Please put your Discord username so you can be contacted if a bug or
regression is found:
moleole
## Description:
Updates the instructions Help Menu to update the ally radial menu
screenshot to show the new gold and troop donation icons, as well as
what they do. Related to #2708
<img width="1656" height="974" alt="image"
src="https://github.com/user-attachments/assets/365e0fe5-6854-4cac-8288-039a05cf4905"
/>
## 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:
bijx
## Description:
Add {team_count} to public lobby team size translations so word order
stays correct across languages.
## 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
---------
Co-authored-by: iamlewis <lewismmmm@gmail.com>
## Description:
- Renamed "Difficulty" -> "Nation difficulty" to make clear that the
"difficulty" only changes the nations
- If nations are disabled, the difficulty gets blurred now. And a
"not-allowed" cursor is shown on hover.
<img width="819" height="572" alt="Screenshot 2026-01-01 225108"
src="https://github.com/user-attachments/assets/365d0c9c-5983-44bd-887c-4ed2b8c08fd6"
/>
- Also did a small CSS fix to allow word breaks
Before:
<img width="134" height="76" alt="Screenshot 2026-01-01 231332"
src="https://github.com/user-attachments/assets/caf56bab-77e8-4453-800d-aece0840f6ad"
/>
After:
<img width="130" height="97" alt="Screenshot 2026-01-01 231306"
src="https://github.com/user-attachments/assets/bd9e0c1d-4ed7-4416-a292-ef1c7d240752"
/>
## 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
closes#2678
## Description:
Update to enable bomb flip support by mobile users too
<img width="420" height="666" alt="image"
src="https://github.com/user-attachments/assets/eb2155a4-2012-4f40-8caa-bd23ebd28521"
/>
----------------------------------------------------------------------------------------------------------------------------------------------------
Also, I slightly updated the player panel to make it more even and take
up less space;
- removed the huge header bar which took up too much space
- fixed ui divider spacing
Before:
<img width="372" height="179" alt="image"
src="https://github.com/user-attachments/assets/2cf82cda-d466-4911-be4f-36eb6e788d5b"
/>
After:
<img width="383" height="134" alt="image"
src="https://github.com/user-attachments/assets/4d827221-f456-48fe-940b-a9ba84d1f4a5"
/>
## 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:
w.o.n
Fixes#2758
## Description:
This PR migrates lobby configuration updates from the HTTP PUT
`/game/:id` endpoint to a WebSocket-based intent flow.
The lobby creator is already authenticated via the game WebSocket, so
updating configuration through intents removes redundant authentication
and aligns with existing real-time lobby actions such as `kick_player`
and `toggle_pause`.
## Changes Made
- Added `update_game_config` WebSocket intent schema
- Wired client → transport → server intent handling
- Refactored `putGameConfig()` to emit WebSocket intent instead of HTTP
fetch
- Preserved all existing validation, partial-update semantics, and
client-side debouncing
- Left the REST endpoint untouched for backward compatibility
## Testing
- All existing automated tests pass
- Manual verification completed:
- Lobby creator can update all lobby settings
- Non-creators are rejected
- Updates are rejected after game start
- Bots slider debounce (300ms) remains intact
- No `PUT /api/game/:id` requests are made from the lobby UI
## Checklist:
- [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
## Description:
On the world map, if two teams of nations are fighting each other (left
side vs. right side), there is a possibility that an extreme warship
battle involving nearly 200 warships could occur. This PR helps resolve
that edge-case issue a bit.
<img width="623" height="647" alt="Screenshot 2025-12-31 155924"
src="https://github.com/user-attachments/assets/993c0b08-eccc-491f-aae9-7ea4fd8943f3"
/>
## 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
## Description:
WIth my other new PR "Nations send much better nukes now (Part 1)"
nations got smarter.
Because of that, and based on player feedback, my own tests and youtube
videos (pros like enzo can't beat impossible difficulty nations without
warship infestations) we need to turn down the cheating.
With this PR, I reduced the cheating by 50% (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
## Please put your Discord username so you can be contacted if a bug or
regression is found:
FloPinguin
This is a very important PR for HumansVsNations (But also for
singleplayer).
Humans will throw lots of nukes onto nations, but nations didn't do
that. Until now :)
## Refactor
- Moved all the nuking logic to the new file `NationNukeBehavior.ts`
- Moved `randTerritoryTileArray()` and `randTerritoryTile()` to the new
file `NationUtils.ts` because we need that method in multiple places now
- Because we already have an `NationUtils.ts` (It contains the method
`createNationsForGame` for HumansVsNations) I renamed the old one to
`NationCreation.ts` to avoid confusion
## Bug fixed
- `allRelationsSorted()` in `PlayerImpl` returned dead players all the
time... Which caused nations to not attack / send nukes in some cases...
## Nuke-sending features / improvements
- On hard and impossible difficulty, nations no longer make sure that
nukes will only hit inside of their targets border. This logic very
often stopped nations from throwing nukes. Now their nukes are allowed
to hit TerraNullius (=> ocean!). And in team games, it's even allowed
that their nukes hit other non-friendly players as well! This is very
important for HumansVsNations.
- The basic check for SAMs now gets skipped if we are on easy difficulty
(easy nations are not smart enough to do that)
- I improved the basic check for SAMs (medium difficulty) a bit (nations
send less nukes into SAMs)
- On hard and impossible difficulty, we now use the new method
`isTrajectoryInterceptableBySam()` to avoid SAMs completely. It's
mirroring `NukeTrajectoryPreviewLayer.ts` logic a bit.
- I added "perceived cost" to simulate nations saving up for a MIRV
(Otherwise most hard/impossible nations will spend all their gold on
nukes). But if we are in a team game (MIRVs are not relevant) or if we
already saved up for a MIRV, the "perceived cost" gets ignored.
- Updated the "most hated player" selection in `findBestNukeTarget()` to
ignore very weak players. We don't need to throw nukes at players which
we can easily steamroll by land.
- Added `findFFACrownTarget()` to nuke the crown (based on difficulty).
- Added `findStrongestTeamTarget()` to nuke the strongest team.
- Updated `randTerritoryTile()` so that it has a higher chance of
returning the tiles of a
"leftover-nuked-to-death-player-with-some-tiles-left": `if
(p.numTilesOwned() <= 100) {return
random.randElement(Array.from(p.tiles()));}`.
- Changed `const range = nukeType === UnitType.HydrogenBomb ? 60 : 15`
to `config().nukeMagnitudes(nukeType).inner`. Should make more sense.
- Adjusted `nukeTileScore()` to search for units in
`this.mg.config().nukeMagnitudes(nukeType).inner` instead of fixed 25
- Adjusted `nukeTileScore()` to account for unit levels (levels got
ignored previously). Also increased score for ports from 10_000 to
15_000.
- I made sure that nations can nuke EVERY SINGLE TILE from an enemy,
even if the enemy has no structures ("Prefer tiles that are closer to a
silo" can no longer make the `nukeTileScore()` drop too much,
`bestValue` in `maybeSendNuke()` starts at -1 now)
- In the entire nuking logic, factories were missing. Now they are
added.
## Media
Nation team vs. nation team: They are nuking the very last pixels of
red, just like humans would do it 😀
<img width="915" height="683" alt="image"
src="https://github.com/user-attachments/assets/109c7921-b959-4aa9-a971-0d7742971686"
/>
Hard difficulty FFA game: Nations throwing much more nukes. And they are
nuking the crown.
https://github.com/user-attachments/assets/a6e43924-a6ca-4b1a-a578-4e4f8252e383
Lots of nukes flying:
https://github.com/user-attachments/assets/8fc4edad-a6e6-4476-8a86-08cdef58169e
## 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: iamlewis <lewismmmm@gmail.com>
Resolves#2508
## Description:
Adds hover tooltips to the "Win Score" and "Loss Score" column headers
in the clan stats table to help players understand what these weighted
scores represent.
### Changes Made
- Added tooltip to **Win Score** column: "Weighted wins based on clan
participation and match difficulty"
- Added tooltip to **Loss Score** column: "Weighted losses based on clan
participation and match difficulty"
- Uses native HTML `title` attribute (follows existing codebase
patterns)
- Fully i18n-ready via `translateText()` - other languages will be
translated via Crowdin
### Implementation Details
- **Files Modified**: 2 files, 4 lines total
- `resources/lang/en.json`: Added 2 tooltip translation keys
- `src/client/StatsModal.ts`: Added `title` attributes to table headers
- No breaking changes
### Expected Behavior
When hovering over "Win Score" or "Loss Score" column headers, users see
a tooltip explaining the weighted scoring system based on clan
participation and match difficulty.
## 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

## Description:
Changes game lobbies into websockets instead of polling
## 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:
w.o.n
---------
Co-authored-by: Copilot <175728472+Copilot@users.noreply.github.com>
Co-authored-by: iamlewis <lewismmmm@gmail.com>
## Description:
Introduces the Strait of Hormuz section in the Persian Gulf as a map!
This map is actually crazy fun to play on because of how the water
narrows to a small strait where control is necessary otherwise enemies
can transport boat to you easily. I figured a strategic map based on
modern-ish day conflicts would fit the theme, but man it's a great map
to play on.
### Full Map
<img width="2739" height="1822" alt="image"
src="https://github.com/user-attachments/assets/f35bdefa-723a-4bb2-9dc9-fb42898528ce"
/>
### In game with nations
<img width="2218" height="1502" alt="image"
src="https://github.com/user-attachments/assets/00e350cf-8654-4638-8654-178accdf6a48"
/>
## 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:
bijx
## Description:
I believe this bug came after the introduction of the new donation
button in the radial menu (#2708) causing the rectangular SVGs to get
squished/skewed into square aspect ratios. This fix adds a little check
to fallback onto original image dimensions when an SVG's aspect ratio
isn't available. I tried a hardcoded fix earlier but if we ever decide
to add different scaled icons into the radial menu again, this will
automatically ensure the correct aspect ratio is used and the icon is
centered properly.
### Before Fix
<img width="1133" height="473" alt="image"
src="https://github.com/user-attachments/assets/5f06b19c-7072-4650-a1b7-4cb2bf1200dc"
/>
### After Fix
<img width="840" height="421" alt="image"
src="https://github.com/user-attachments/assets/176f1e7b-84bf-4b06-9ad6-4031e516d4ff"
/>
## 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:
bijx
Resolves#2719
- [X] Ran `npm run format`
- [X] Ran `npm run lint:fix`
- [X] Ran `npm test`
- [X] Manually tested fixes
## Description:
### What problem(s) was I solving?
On Mac, `Ctrl+Click` is commonly used as a substitute for right-click to
open context menus. However, in OpenFront, `Ctrl+Click` was triggering
both the context menu, AND causing an attack.
This effectively prevented Mac users from being able to ally with
bots/nations, as trying to ally would cause you to attack them.
### What changes did I make?
- `Ctrl+Click` on Mac no longer triggers an attack, allowing players to
properly interact with the alliance system
### How I implemented it
1. Added an `isMac()` method to `InputHandler` which encapsulates the
"is mac" logic, and lets it be mocked during tests
2. In the `onPointerUp` handler, added a check: if on Mac and
`ControlLeft` is held, emit a `ContextMenuEvent`, and then return
(instead of continuing to also create a `MouseUpEvent`)
3. Extracted magic numbers for mouse button checks into descriptive
helper methods (`isMiddleMouseButton`, `isNonLeftMouseButton`) for
improved code clarity
4. Added clarifying comments throughout the pointer event handlers
Last, alphabetized the `.gitignore` file and organized it into "Folders"
and "Files" sections to make it easier to read.
### How to verify it
#### Manual Testing
- [X] On a Mac, hold `Ctrl` and left-click on another nation - verify
the context menu opens (not an attack)
- [X] On a Mac, right-click should still open the context menu as
expected
- [X] On Windows/Linux, `Ctrl+Click` continue to work as before
(modifier key for build menu if configured)
- [X] Regular left-click still triggers attacks/interactions as expected
#### Automated Testing
- [x] New unit test added: `Mac Ctrl+Click Context Menu` - verifies that
`Ctrl+Click` on Mac emits `ContextMenuEvent` instead of `MouseUpEvent`
### Description for the changelog
Fixed `Ctrl+Click` on Mac to properly open the context menu instead of
triggering an attack, restoring the ability for Mac users to form
alliances with other nations.
## 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:
Terekhov
## Description:
Happy new year!
- Atom and hydro:

- Mirv:

## 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
## Description:
Santa will be back.
Reverted all FX to the regular theme.
## 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
## Description:
validate lobby IDs and sanitize logs
## 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:
wraith4081
Co-authored-by: Ryan <7389646+ryanbarlow97@users.noreply.github.com>
## Description:
This PR adds the Two Lakes map, based on the irl area around lake Ohrid
and lake Prespa
Describe the PR.
## 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
## Description:
When placing a nuke (Atom Bomb or Hydrogen Bomb), the range circle now
turns red to warn players when the attack would break an alliance.
<img width="456" height="333" alt="Screenshot 2025-12-28 211927"
src="https://github.com/user-attachments/assets/dfe6f874-3f8b-4662-8877-0af30aa20139"
/>
## 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: iamlewis <lewismmmm@gmail.com>
## Description:
The sync-assets wasn't executing on docker-build. so instead just import
it from resources/ directory, vite logs a warning but I think that's
okay for now.
## 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
## Description:
- **Nations now specifically target AFK players, traitors, and players
who are already being attacked (they gang up on them).** Depends on the
difficulty.
- Added ally assistance directly to the attack order (instead of calling
it separately beforehand).
- Added ally assistance to `findBestNukeTarget`.
- Removed some checks from `findBestNukeTarget` (not necessary; better
checks will follow in a dedicated nuking PR).
- Relation updates on attack now depend on difficulty (makes Easy &
Medium nations a bit easier).
- On betrayal, every nation in the game previously received a –40
relation penalty toward the betrayer. That was too extreme, so now this
only applies only to neighbors.
- Nations send fewer alliance requests now; it felt like too many
before.
- In team games, nations may now reject alliance requests more often
(depending on difficulty).
- To ensure there are enough non-friendly players to stop the crown with
nukes, nations may now reject alliance requests if the other player has
too many alliances (on Hard and Impossible difficulty).
- Rebalanced nation emoji usage a bit.
- Nations may now send an emoji when they get MIRVed.
## 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: iamlewis <lewismmmm@gmail.com>
Resolves#2434
## Description:
Allows bomb direction to be inverted by pressing a hotkey - currently
"U".
**Check the issue for screenshots / videos.**
## 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:
w.o.n
---------
Co-authored-by: Evan <evanpelle@gmail.com>
Co-authored-by: iamlewis <lewismmmm@gmail.com>
- Replace Webpack with Vite for faster client bundling and HMR.
- Migrate tests from Jest to Vitest and update configuration.
- Update Web Worker instantiation to standard ESM syntax.
- Implement Env utility in `src/core` for safe, hybrid environment
variable access (Vite vs Node).
- Refactor configuration loaders to remove direct `process.env`
dependencies in shared code.
- Update TypeScript environment definitions and project scripts for the
new toolchain.
- Remove the [depracated usage of the
husky](https://github.com/typicode/husky/releases/tag/v9.0.1).
## Description:
migrate build system to Vite and test runner to Vitest & Remove
depracated husky usage
## 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
- [ ] 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:
wraith4081
---------
Co-authored-by: evanpelle <evanpelle@gmail.com>
## Description:
**HumansVsNations is back!**
The original PR had an issue: only the nations listed in the map’s
`manifest.json` were being spawned, which resulted in completely
unbalanced games.
What did I change with this PR?
- The number of humans and nations is now always the same.
- If a map contains too many nations, we take a random subset.
- If a map doesn’t contain enough nations, we dynamically add additional
ones. These get random spawn locations, and their names are taken from
the new name generator `NationNames.ts`. The name generator was taken
from the closed PR #2245 (idea from @VariableVince).
These changes apply to private lobbies and singleplayer as well. In
singleplayer, you now simply play a 1-vs-1 against a nation.
For public lobbies, we use 50% of the regular team-game player count.
The remaining 50% are nations.
We are also using the Hard difficulty for HumansVsNations.
At the moment, it’s important that nations cheat a little because humans
can donate troops, whereas nations cannot, at least not yet. In the
future, we may make that work.
We might need to adjust the difficulty or do fine-tuning depending on
the humans’ win rate in production. Ideally, we want a ~50% win rate;
otherwise, the mode may become boring. Over time, humans will likely
develop strategies that nations can’t counter, in which case we’ll need
to improve the nation AI.
Here is a screenshot showing that the number of nations now matches the
number of humans in the private lobby UI:
<img width="806" height="304" alt="Screenshot 2025-12-25 004023"
src="https://github.com/user-attachments/assets/cb4ac6f6-13cc-452c-8cc5-7a500670d7f2"
/>
The `PuplicLobby` display was a bit bugged for HumansVsNations:
<img width="532" height="191" alt="Screenshot 2025-12-23 221832"
src="https://github.com/user-attachments/assets/3950bcd9-0072-4c28-b1a0-83c0a24e9b8e"
/>
So I fixed it to look like this;
<img width="532" height="195" alt="Screenshot 2025-12-23 224127"
src="https://github.com/user-attachments/assets/690fc554-b607-4c8a-8b22-0c2912ee671a"
/>
## 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: iamlewis <lewismmmm@gmail.com>