Commit Graph
738 Commits
Author SHA1 Message Date
RickD004andGitHub 1cd36325ac Adds Irish Sea map (#4546)
## Description:

Adds map of the Irish Sea: https://en.wikipedia.org/wiki/Irish_Sea

A relatively small-medium size map of 970k tiles, centered around Isle
of Man (slightly modified to be more centered), surrounded in all sides
by land.

Since all trade will go around the island, this will create crazy strong
pirate players, which have become popular thanks to Youtubers and the
Tradeship buff in v32.

19 default nations, with 43 extra nations for a total of 62, for the
Humans vs Nations gamemode and Solo games.


https://github.com/user-attachments/assets/18e0ee2c-8d7f-4ce7-813c-2e7c64d75acc

## 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

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

tri.star1011
2026-07-10 14:19:55 -07:00
crunchybbbGitHubcoderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com>
c25f898809 Adds Scandinavia map (#4561)
> **Before opening a PR:** discuss new features on
[Discord](https://discord.gg/K9zernJB5z) first, and file bugs or small
improvements as
[issues](https://github.com/openfrontio/OpenFrontIO/issues/new/choose).
You must be assigned to an `approved` issue — unsolicited PRs will be
auto-closed.

**Add approved & assigned issue number here:**

Resolves #4543 

## Description:

Adds Map of Scandinavia. This is highly requested and I'm surprised this
map doesnt exist already. The layout is based on the Territorial
version.
Land area: 2.47M pixels
Nations: 24, with additional nations totaling to 62.

<img width="2006" height="2243" alt="image"
src="https://github.com/user-attachments/assets/a959acd3-7871-4d94-8722-b0b69defa9db"
/>
<img width="551" height="590" alt="Screenshot 2026-07-08 162324"
src="https://github.com/user-attachments/assets/e4a49073-04dc-416d-841a-ab945a40d260"
/>


## 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

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

DISCORD_USERNAME crunchybbbbb

---------

Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com>
2026-07-10 14:18:08 -07:00
SpeakIsntThereandGitHub 901b271acf Add Germany Map and state flags (#4513)
Resolves #4390 

## Description:

- Adds new map, Germany, filed under the New and Europe categories, for
use in Singleplayer and Custom lobbies.
- Adds map to lobby rotation.
- Adds new flags to represent all 16 Federal German states (including a
variant of Bavaria), all to the ISO standard (DE-XX)

Map Info:
Size: 1548x1519, 2,351,412 total. 451,764 water pixels (19.2%), 826,627
impassable pixels (35.2%)
Nations: 16, all of which are Federal German States

Yes, the size has changed and also has impassable terrain added now

<img width="652" height="887" alt="image"
src="https://github.com/user-attachments/assets/6499382e-f073-4ef8-956c-4e80ef09d4b8"
/>
<img width="917" height="905" alt="image"
src="https://github.com/user-attachments/assets/d9c7a532-c2fd-415a-a51d-709be3b43aae"
/>
<img width="922" height="1140" alt="image"
src="https://github.com/user-attachments/assets/fca34d84-414c-4b3f-91ec-f0a21883caa6"
/>

## 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

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

lengy_

Sorry if I've done anything wrong or the files are out of date, I made
the map a week ago, my fork is a mess and I'm still quite new to how
exactly GitHub works.
2026-07-08 15:26:53 -07:00
Zixer1andGitHub f5ef306d99 feat(client): highlight small players with a pulsing glow (#4525)
## Description:

Adds a **"Highlight small players"** client setting (in the in-game
Settings menu). When it's on, human players holding **0.2% or less of
the map** get a soft red glow that breathes (a pulsing aura) around
their territory, starting **one minute into the game**. This makes
near-eliminated players easy to spot on a busy map, even when their
territory is scattered in fragments or sitting under structures.

How it works:

- **Purely client-side**, no simulation or determinism impact.
`SmallPlayerGlowPass` renders a tile-space bloom: extract a sub-tile
mask of the small players' tiles, run a separable Gaussian blur, then
composite the soft aura over the map additively. It's camera-independent
(no shimmer when panning/zooming), so scattered tiles blur into one
clean halo. The aura breathes: its intensity fades fully to 0 at the
trough for clear contrast.
- The set is recomputed each tick in `WebGLFrameBuilder`: alive human
players with `tilesOwned / (landTiles - fallout) <= 0.002` (0.2%),
suppressed during the spawn phase and the first minute.
- Backed by a persisted `UserSettings` flag, toggleable live from the
in-game Settings modal (with a new, distinct icon).
- Drawn after the structure passes so buildings can't hide it.
- Mirrors the existing FalloutBloom pipeline and reuses the shared blur
shader and render-target helpers rather than duplicating them. Tunable
via `render-settings.json` (`smallPlayerGlow`: color / alpha /
pulseSpeed).

UI (glow fades in and out):
<img width="474" height="334" alt="image"
src="https://github.com/user-attachments/assets/2b94f292-2cbb-43d3-82fb-f274d1afdedf"
/>
<img width="976" height="400" alt="image"
src="https://github.com/user-attachments/assets/f1b972d7-e046-4f7a-ab43-da1eb758c7b5"
/>


## 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

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

zixer._
2026-07-08 12:30:37 -07:00
NotRocketfishandGitHub a375d77539 Adds new map Branching Paths. (#4526)
It's my first (now second lol) time doing this so let me know if there's
anything off and or wack with it.

<img width="2480" height="2150" alt="Maping3wayBranches"
src="https://github.com/user-attachments/assets/e4d4281d-8024-47ee-ae5d-7f5e6d8731bd"
/>


Resolves #4524 

## Description:


Fictional / Arcade fractal tree based map running in 3 ways using the
new wall / void tiles to form a triangle. Total playable volume is
~2.65M pixels with ~545K pixels of water. (For a land volume of ~2.1M.)
Walls / void occupies a large volume of the map with ~2.68M black
pixels. (total file volume is 5,332,000 pixels.)

19 Native nations with generic names and no flags. I'm bad at that :p

Thanks to PlaysBadly for help on this!

## 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

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

TheGamingFish
2026-07-07 19:46:50 -07:00
Zixer1andGitHub 4ce57efbe2 Rebalance Doomsday Clock: late-game stalemate-breaker (10min grace + wave squeeze), slower troop drain, gentler-but-steeper warship attrition (#4518)
Resolves #<add your approved & assigned issue number>

## Description:

Rebalances the Doomsday Clock so it acts as a **late-game
stalemate-breaker** rather than an early-game culler, softens how fast
it removes troops and warships, and makes the HUD countdown clearer.

**Clock schedule (all presets):**
- A flat **10-minute grace** at 0% required share — the early game is
decided by combat, not the clock.
- Then a 6-wave squeeze at accelerating levels (4 / 9 / 16 / 26 / 40 /
55%) with short pauses, reaching the final 55% at each preset's cap:
**45 / 35 / 25 / 15 min** for slow / normal / fast / veryfast.
- `WaveSchedule` `rampSeconds`/`pauseSeconds` are now **per-wave
arrays**, so the curve can be shaped (gentle early, steeper late)
instead of one uniform ramp. `requiredBasisPoints` and the HUD companion
`doomsdayClockWaveState` walk the per-wave segments in lockstep.

**Troop drain:** warn window `10s → 30s`, drain eased (`2%→5%` over
`90s`), so a caught side takes ~2 minutes to wipe instead of ~1.

**Warship attrition:** warships get their own gentler start plus a
**convex** decay curve — a ship caught when its side is first doomed
lasts about as long as troops, but the rate ramps up steeply so a side
at full attrition still loses its fleet in ~2s. Adds a `curveExponent`
argument to `doomsdayClockDrain` (1 = linear, used for troops; higher =
convex, used for ships).

**Determinism:** the drain curve is **integer-only** (fixed-point power,
no floats), so the floored per-tick loss is bit-identical on every
client in the lockstep sim. The linear troop path keeps its exact
existing integer form; only the convex warship path is reshaped.

**HUD countdown clarity:** the clock readout now shows a live countdown
in both states — `Will reach 16% in M:SS` while the bar is actively
climbing, and `Starts rising to 26% in M:SS` during a pause (previously
`Next 26% in …`, which read as if it jumped there instantly). Backed by
a new `secondsToTarget` field on the shared wave state so the sim and
HUD stay in agreement. All display text goes through `translateText()` /
`en.json`.
<img width="278" height="116" alt="image"
src="https://github.com/user-attachments/assets/e0be3d2c-bb88-46be-b344-34d63e4859bd"
/>
<img width="304" height="171" alt="image"
src="https://github.com/user-attachments/assets/da74bd05-0b9a-4aec-bbf5-e7380fbda88e"
/>

**Danger skull:** while a side is below the bar in the warn window, its
on-map skull now blinks progressively faster as the countdown runs out
(accelerating to the moment the drain begins), then holds steady once it
is actually draining — a clearer "you are about to be hit" cue.

Rationale: the previous schedule removed players heavily in the first
half of a match and could leave a drawn-out endgame. Holding the clock
at 0% early keeps the opening about fighting, and concentrating its
pressure in the back half reserves it for actually breaking stalemates.
Values are tuning starting points and easy to adjust in
`DoomsdayClock.ts` / the config defaults.

## 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

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

<add your Discord username>
2026-07-07 19:38:36 -07:00
RickD004andGitHub 1db65a1877 Big Map PR: Adds map of Russia (#4521)
## Description:

**Adds map of Russia, large map for the largest country:** 

Yet another country map that uses impassable terrain, to go along the
China and USA maps.

Huge map with 2.5M land pixels (so that it can reach the biggest lobby
ammount, 125 players). By total area this is also one of the largest
maps, this will create fun crazy matches with massive endgames.

80+ nations/NPCs representing russian Oblasts, Republics and more, each
with their own flag (2/3 of the files of the PR are the flags 😂)

<img width="1307" height="541" alt="image"
src="https://github.com/user-attachments/assets/38c71d1c-03ed-4a75-97a3-d061f46e1b04"
/>

## 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

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

tri.star1011
2026-07-07 09:33:11 -07:00
RickD004andGitHub 36aa38bcd0 Multiple terrain changes and fixes for maps (#4502)
## Description:

Multiple changes for maps:

Mississippi - Fix some landlocked lakes, near the main coast. Players
would sometimes accidentally put a port in the dead lakes

North America - Re-add the Azores and Cape verde (accidentally removed
when the map generator got updated to delete small islands)

Africa - Re-add Ascencion and Saint Helena Islands, same case as NA

Danish Straits - replace german empire flag , as agreed in the leads
channel

Giant World Map - Coast fixes, including adding Suez Canal which greatly
affected trade routes

Great Lakes - fix landlocked lake

Two Lakes - New Terrain combining both old and recent versions

World - Add strait of malacca

## 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

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

tri.star1011
2026-07-04 19:39:56 -07:00
7fa81c6bb9 perf: reduce core live-memory footprint by 45% on large maps (#4507)
## Summary

Reduces the simulation's steady-state memory footprint. On Giant World
Map at 20 game-minutes (12 000 ticks, 400 bots, seed `perf-default`),
live memory after a full GC drops **293 MB → 161 MB (−45%)**; unforced
peak heap drops **326 MB → 165 MB**. The simulation also runs ~10%
faster (85 → 94 ticks/s). The final game-state hash is **bit-identical**
(`57830793797434300`) — no behavior change.

## Measurement (first commit)

The full-game perf harness gains a footprint mode:

- `--footprint` — forces a full GC at every `--window` boundary and
records the live heap / ArrayBuffer / RSS curve across the game
(requires `NODE_OPTIONS=--expose-gc`).
- `--snapshot-at 0,2000,12000` — writes V8 `.heapsnapshot` files at
chosen ticks.
- `HeapSnapshotRetainers.ts` — attributes every heap node to its nearest
meaningfully-named retainer (e.g. `PlayerImpl._tiles`), plus prints
retainer chains for all nodes ≥128 KB. `HeapSnapshotSummary.ts` is a
streaming fallback for snapshots too large to `JSON.parse`.

Baseline attribution at tick 12 000: player `_tiles`/`_borderTiles` Sets
**83 MB**, GameMap `refToX`/`refToY` lookup tables **38 MB**, two
duplicate 30.5 MB visited-scratch arrays, trade-ship stepper paths **15
MB**, a construction-only flood-fill queue **9.5 MB**.

## Optimizations

**Map-sized buffers (second commit):**
- `GameMap.x()/y()` compute `ref % width` / `(ref / width) | 0` instead
of reading two per-tile Uint16 tables (−38 MB). The arithmetic is
cheaper than the tables' random-access cache misses — this is where the
speedup comes from.
- `PlayerExecution` and `SpatialQuery` each kept their own per-game
generation-stamped visited `Uint32Array`; both now share one via
`TileTraversalScratch` (−30 MB).
- `PathFinderStepper` stores numeric paths as `Uint32Array` (half the
bytes; steppers hold their full path for a unit's whole journey).
- `ConnectedComponents` frees its flood-fill queue after `initialize()`.

**Player tile sets (third commit):**
- New `TileSet`: insertion-ordered set of tile refs backed by a dense
`Uint32Array` plus an open-addressing hash index — ~12 bytes/element vs
~34 for a native `Set<number>`. Deletes tombstone; compaction is
deferred while iteration is in progress so positions never shift under
an iterator.
- Iteration semantics match `Set` exactly (insertion order, entries
added mid-iteration visited, deleted ones skipped, delete+re-add moves
to end) — the simulation relies on this order for determinism, and the
unchanged hash confirms it.
- `Player.borderTiles()` now returns `ReadonlyTileSet` (a native `Set`
still satisfies it structurally); `GameRunner.playerBorderTiles` copies
into a real `Set` since that result crosses the worker boundary via
structured clone.

## Footprint curve (giant world map, live MB after forced GC)

| checkpoint | before | after |
|---|---|---|
| spawn end | 20 + 100 buf | 20 + 55 buf |
| tick 6301 | 119 + 161 buf | 29 + 127 buf |
| tick 12301 | 130 + 161 buf | 32 + 129 buf |

## Validation

- Final hash `57830793797434300` identical across baseline / round 1 /
round 2 runs (12 000 ticks).
- Full suite passes (1798 + 126 tests), including new `TileSet` tests:
order semantics, mutation-during-iteration parity with `Set`, tombstone
compaction, and a 20 000-op randomized differential test against native
`Set`.
- Runs recorded in
`tests/perf/output/footprint-{baseline,round1,round2}-giant.txt`.

🤖 Generated with [Claude Code](https://claude.com/claude-code)

---------

Co-authored-by: Claude Fable 5 <noreply@anthropic.com>
2026-07-04 15:25:29 -07:00
20c81ca5f6 perf: cut core-sim GC churn another 36% (75% cumulative) (#4498)
## Summary

Round 3 of GC-churn reduction (follow-up to #4494 and #4496). All
changes are **behavior-preserving** — final game-state hash unchanged on
three seeded runs.

### Changes

| Site | Change | Churn target |
|---|---|---|
| `MiniMapTransformer` | Path upscaling works in pure numeric
coordinates and emits main-map `TileRef`s directly, replacing three
intermediate `Cell`-object arrays per path (cell path → scaled path →
smoothed path → final map). Identical arithmetic, so identical rounding
and identical tiles. | ~7.1 GB |
| `ShoreCoercingTransformer` | Reused neighbor buffers instead of
`neighbors()` arrays; no per-call `{water, original}` objects.
Tie-breaking preserved (helpers share the unified N,S,W,E order since
#4495). | ~1.5 GB |
| `diffPlayerUpdate` | Allocation-free all-equal fast path. Runs per
player per tick and usually returns `null` (gold/troops/tiles travel via
packed arrays), but previously allocated the diff object + a closure
first. Field list matches the diff exactly. | ~2.6 GB |
| Large-`Set` iteration | `for..of` over a `Set` allocates an
iterator-result object per element — significant on 100k-tile border
sets. `calculateClusters`, `calculateBoundingBox` (indexed fast path for
arrays too) and `getAttackFrontTiles` (also dropped its `neighbors()`
arrays) now use `Set.forEach`. | ~3.6 GB |

### Results (Giant World Map, 400 bots, 12,000 ticks, seed
`perf-default`)

| Metric | Before | After | vs. original (pre-#4494) |
|---|---|---|---|
| Sampled allocations (incl. collected) | 37.8 GB | **24.1 GB (−36%)** |
97.7 GB (**−75%**) |
| Ticks/sec | 82 | **88** | 66 (+33%) |
| Mean / p99 tick | 12.2 / 36.0 ms | 11.3 / 34.8 ms | 15.2 / 49.9 ms |
| Peak heap | 762 MB | 529 MB | 758 MB |

## Determinism

Final hash unchanged on all three reference runs:
- Giant World Map 12,000 ticks: `57830793797434300` ✓
- Giant World Map 2,000 ticks: `55125379638382860` ✓
- World 1,800 ticks: `32337437717390864` ✓

## Test plan

- [x] Full suite green (1,906 tests; the `getAttackFrontTiles` test stub
gained a `neighbors4` implementation to match the real interface)
- [x] Hash equality on 3 seeded headless runs (2 maps)
- [x] Before/after 20-min GC benchmarks

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-authored-by: Claude Fable 5 <noreply@anthropic.com>
2026-07-03 13:44:21 -07:00
9e9c608053 perf: cut core-sim GC churn another 36% (61% cumulative) (#4496)
## Summary

Round 2 of GC-churn reduction, attacking the next tier of allocation
sources found by the profiling harness from #4494. All changes are
**behavior-preserving** — the simulation is bit-identical (final hash
unchanged on three seeded runs).

### Changes

| Site | Change | Churn target |
|---|---|---|
| `Player.units()` / `Game.units()` | Rest parameter → fixed-arity +
array overloads (`units()`, `units(types[])`, `units(t1, t2?, t3?)`).
The rest array was allocated on **every call** of one of the hottest
functions in the sim. Spread call sites (`units(...Structures.types)`)
now pass the array directly. `GameImpl.units()` builds one flat array
instead of `Array.from().flatMap()` per-player intermediates. | ~18 GB |
| `PlayerExecution` cluster flood fill | Results are plain `TileRef[]`
in mark order instead of `Set<TileRef>` — the generation-stamped visited
array already deduplicates, and consumers only iterate/measure. DFS
stack reused across fills. | ~3.7 GB |
| `SpatialQuery.bfsNearest` | Fused generation-stamped BFS with per-game
scratch buffers (`WeakMap`-keyed, same pattern as `PlayerExecution`)
instead of materializing a `Set` of the entire search area per query.
Identical traversal and tie-breaking. | ~2.2 GB |
| `NationWarshipBehavior` ship tracking | Single-pass loops instead of
`filter().forEach()`; dropped defensive `Array.from(set)` copies
(deleting the current entry while iterating a `Set` is well-defined). |
~1.4 GB |

### Results (Giant World Map, 400 bots, 12,000 ticks ≈ 20 game-min, seed
`perf-default`)

| Metric | Before | After | vs. pre-#4494 |
|---|---|---|---|
| Sampled allocations (incl. collected) | 59.2 GB | **37.8 GB (−36%)** |
97.7 GB (**−61%**) |
| GC count / total pause | 1,076 / 1,830 ms | 772 / 1,442 ms | 1,682 /
3,313 ms |
| Ticks/sec | 73 | **82** | 66 (+24%) |
| Mean / p99 tick | 13.6 / 39.2 ms | 12.2 / 36.0 ms | 15.2 / 49.9 ms |

`units()` no longer appears in the top-30 allocator list at all. The
remaining leaders (possible round 3): the minimap pathfinding `Cell`
pipeline (~8.5 GB), `diffPlayerUpdate`/`toFullUpdate` per-tick
serialization (~4.6 GB), and iterator allocations (~3.3 GB).

## Determinism

Final game-state hash unchanged on all three reference runs:
- Giant World Map 12,000 ticks: `57830793797434300` ✓
- Giant World Map 2,000 ticks: `55125379638382860` ✓
- World 1,800 ticks: `32337437717390864` ✓

## Test plan

- [x] Full suite green (1,905 tests), including updated `units()`
semantics tests (array overload, snapshot isolation, insertion order)
- [x] Hash equality on 3 seeded headless runs (2 maps)
- [x] Before/after 20-min GC benchmarks on the same commit base

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-authored-by: Claude Fable 5 <noreply@anthropic.com>
2026-07-03 13:02:36 -07:00
blonandGitHub 3c196cb7e7 crit fix: indian subcontinent map crash (#4479)
Resolves #4401

NOTE: While this PR is an improvment, the Indian subcontinent crash IS
NOT caused by >253 water components, as the map only has ~15 water
components.

## Description:

Fixes a critical browser tab crash ("Aw, Snap! Something went wrong")
when loading the game on the new Indian Subcontinent map (or any map
with >= 253 water components) in Solo Mode.

### Technical Cause:
1. When a map contains >= 253 disconnected water components, the array
mapping tiles to component IDs is dynamically promoted from a Uint8Array
to a Uint16Array.
2. This promotion upgrades the land sentinel LAND_MARKER from 0xff (255)
to LAND_MARKER_WIDE (0xffff / 65535).
3. The BFS local search filter in AStarWaterHierarchical had a hardcoded
sentinel check: (t: TileRef) => this.graph.getComponentId(t) !==
LAND_MARKER (evaluating against 255).
4. On promoted maps, land tiles (65535) matched this check as water. The
local BFS then traversed the entire landmass of the map, resulting in
CPU exhaustion and memory/stack overflows that crashed the rendering
process.

### Solution:
Changed the hardcoded sentinel check to query the map's terrain directly
via this.map.isWater(t). This makes the check immune to any component ID
promotions or sentinel representation upgrades. Verified that the
existing water pathfinding test suite passes successfully.

## Please complete the following:

- [ ] I have added screenshots for all UI updates (N/A)
- [ ] I process any text displayed to the user through translateText()
and I've added it to the en.json file (N/A)
- [x] I have added relevant tests to the test directory (Existing tests
in tests/core/pathfinding/PathFinding.Water.test.ts cover water
pathfinding behavior and run successfully)

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

blontd6
2026-07-03 12:45:30 -07:00
22d5aba5ae refactor: standardize cardinal-neighbor iteration on neighbors() N,S,W,E order (#4495)
## Summary

Follow-up to #4494. That PR added `forEachNeighborNSWE` as a third
neighbor iterator because the existing allocation-free helpers
(`forEachNeighbor`, `neighbors4`) visit in W,E,N,S order while
`neighbors()` visits N,S,W,E — and substituting one for the other
changes simulation behavior at order-sensitive call sites.

This PR removes that duplication by standardizing on **one order
everywhere**: `forEachNeighbor` and `neighbors4` now visit in the same
N,S,W,E order as `neighbors()`, and `forEachNeighborNSWE` is deleted.

## ⚠️ Intentional behavior change

Callers of the flipped helpers that are order-sensitive now make
different (equally valid) decisions:

- `AttackExecution.addNeighbors` — PRNG values are drawn per neighbor
while building the conquest frontier, so attack expansion patterns
differ
- `AttackExecution.handleDeadDefender` — a dead defender's tiles go to
the *first-visited* adjacent player
- `WarshipExecution.bestNeighborToward` — distance ties break by visit
order
- `PlayerExecution` surrounded-cluster flood fill — set insertion order
propagates to conquer order

Game outcomes for a given seed differ from previous builds (verified:
the 12k-tick reference run ends with 31 players alive vs 24 before).
Determinism across clients *within* a build is unaffected — all clients
run the same code, so there is no desync risk. Replays/verification
pinned to old hashes will not match this build.

New reference hashes for the headless perf harness (seed
`perf-default`):

| Run | Final hash |
|---|---|
| giantworldmap, 12,000 ticks | `57830793797434300` |
| giantworldmap, 2,000 ticks | `55125379638382860` |
| world, 1,800 ticks | `32337437717390864` |

## Verification

- [x] Full suite green (1,901 tests), including new exact-order contract
tests: `forEachNeighbor` and `neighbors4` must match `neighbors()`
contents **and order** for every tile
- [x] 20-game-minute Giant World Map benchmark: no perf regression (73
ticks/sec, GC 1.2% of wall, allocation profile unchanged)
- [x] Order-sensitivity audit of every `forEachNeighbor`/`neighbors4`
call site (sensitive ones listed above; the rest are booleans, counts,
or min/max accumulations)

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-authored-by: Claude Fable 5 <noreply@anthropic.com>
2026-07-03 12:42:22 -07:00
5e4b2791aa perf: reduce core-sim GC churn 42% and add GC-churn profiling to the perf harness (#4494)
## Summary

Reduces core-simulation GC churn by **42%** on a 20-game-minute Giant
World Map run, and extends the headless full-game perf harness so churn
is measurable and regressions are visible.

### 1. GC-churn measurement (`tests/perf/fullgame/GcProfiler.ts`)

`npm run perf:game` now reports:

- **GC pauses** by kind (minor/major/incremental) via a
`PerformanceObserver` on `'gc'` entries, bucketed into tick windows by
timestamp (V8 only delivers these entries on a timer task, so they're
flushed after the run)
- **Allocation rate** per `--window N` ticks (default 1000) from
used-heap deltas sampled every tick, so churn can be tracked across game
phases
- **Top allocating functions** from the V8 sampling heap profiler with
`includeObjectsCollectedBy{Major,Minor}GC` — i.e. actual churn including
short-lived garbage, not live memory — plus a `.heapprofile` loadable in
Chrome DevTools (Memory → Allocation sampling)

New flags: `--window N`, `--no-gc-profile`, `--no-alloc-profile`.

### 2. Allocation reductions in the hot paths it found

| Site | Change |
|---|---|
| `GameMap.bfs` | inline neighbor enumeration instead of an array per
visited tile |
| `GameMap`/`Game` | new `forEachNeighborNSWE` — allocation-free
iterator matching `neighbors()` N,S,W,E order for order-sensitive
callers (`forEachNeighbor` visits W,E,N,S, so substituting it would
change sim behavior) |
| `PlayerImpl.nearby` / `sharesBorderWith` / `shoreReachableNeighbors` |
no per-call neighbor arrays; no materialized shore-tile array |
| `PlayerImpl.units(types)` | gather into a reusable scratch buffer,
return one exact-size slice (still a fresh snapshot array per call) |
| `AiAttackBehavior.maybeAttack` | single pass over border neighbors
replacing the `flatMap`/`filter`/`map` chain over every border tile |
| `AiAttackBehavior.isBorderingNukedTerritory` | reusable `neighbors4`
buffer with early exit |
| `SharedWaterCache.build` | allocation-free neighbor iteration |
| `SpatialQuery.bfsNearest` | first-minimum scan instead of
collect-then-stable-sort (identical result incl. tie-breaking) |

### Results (Giant World Map, 400 bots, 12,000 ticks ≈ 20 game-minutes,
seed `perf-default`)

| Metric | Before | After |
|---|---|---|
| Sampled allocations (incl. collected) | 97.7 GB | **56.9 GB (−42%)** |
| GC count / total pause | 1,682 / 3,313 ms (1.8% of wall) | 1,058 /
2,087 ms (1.2%) |
| Ticks/sec | 66 | 70 |
| p99 / max tick | 49.9 ms / 988 ms | 43.5 ms / 689 ms |
| Ticks over 100 ms budget | 31 | 19 |

## Determinism

Every rewrite preserves exact iteration order (the new NSWE iterator
exists precisely for the order-sensitive sites). Verified by identical
final game-state hashes on three runs: Giant World Map 12,000 ticks
(`67286276735690560`), Giant World Map 2,000 ticks, and World 1,800
ticks.

## Test plan

- [x] Full suite green (1,896 tests)
- [x] New tests: `forEachNeighborNSWE` order contract vs `neighbors()`
over every tile; `units()` filtering semantics (insertion order,
fresh-array guarantee, duplicate types, Set path)
- [x] Final-hash equality on 3 seeded headless runs (2 maps)

🤖 Generated with [Claude Code](https://claude.com/claude-code)

---------

Co-authored-by: Claude Fable 5 <noreply@anthropic.com>
2026-07-03 12:30:28 -07:00
Zixer1andGitHub 78ef7b56fd feat(doomsday-clock): battle-royale style zone gamemode (#4469)
Resolves Issue #4463

## Description:

An optional game mode that (almost) guarantees a finish instead of
letting late-game
stalemates drag on.
Originally called sudden death, renamed to Doomsday clock

Once enabled, every side (each player in FFA, each whole team in team
modes)
must hold a rising share of the map. A side below the bar is skulled;
after a
short warn its troops bleed to zero, forcing consolidation to a winner.

### How it works
- **Rising zone:** a grace period, then the required share ramps up
linearly to
each level with 30s pauses between (a battle-royale "zone"). Levels
track the
  ofstats FFA territory median (3/5/10/20/30%).
- **Four speed presets** (slow / normal / fast / very fast) change only
the pace:
  normal ends ~30 min, very fast ~15.
- **Troop decay:** a linear ramp as a % of max capacity, ~50s from
caught to zero
  (10s warn + ~50s ≈ 1 min total).
- **UI:** a HUD panel (live share vs target, wave/decay countdowns,
red/orange
cues) and an on-map skull above flagged players (blinks in danger,
steady while
  draining).

### Notes for review
- Off by default; no effect on existing games. However, as discussed we
can add it to the modifier pool for public games to see how popular the
gamemode is vs normal play.
- Sim is deterministic (integer-only, in `src/core`), covered by unit +
  integration tests.
- One-line addition to `GameServer.updateGameConfig` so the setting
survives the
  host → server → client round-trip.
- Status is packed into the existing name-pass data slot (`pd4.w`: 0/1/2
=
none/danger/draining); the skull is composited into the icon atlas at
load.

### Testing
`npm test`, `npm run lint`, `npx prettier --check .`, `npm run
build-prod` all pass.

### UI:
<img width="243" height="100" alt="Image"
src="https://github.com/user-attachments/assets/c4c9eeb0-4feb-437d-9aac-b2786a841b74"
/>

Dropdown between slow, normal, fast, very fast

Before zone:
<img width="302" height="175" alt="Image"
src="https://github.com/user-attachments/assets/7359a1ea-4951-446d-a23c-0711fe06cc5d"
/>

Zone started, player not affected the pannel also blinks orange for 10s:
<img width="297" height="175" alt="Image"
src="https://github.com/user-attachments/assets/fcc565a5-d5d0-47a7-97ea-d0ba9d9ad899"
/>

Player affected, grace period (Danger):
<img width="314" height="170" alt="Image"
src="https://github.com/user-attachments/assets/ff96d21e-96f3-4ef9-8190-48eecc7aac0f"
/>

Skull icon blinking over player (everyone sees it) - older screenshot,
the clipping has been fixed
<img width="462" height="145" alt="Image"
src="https://github.com/user-attachments/assets/53899211-33b1-40e1-83f2-77f2096f0cad"
/>

Player affected, grace period ended (Draining):
<img width="360" height="159" alt="Image"
src="https://github.com/user-attachments/assets/4b226d57-da4d-4866-ab5f-db48e4ed1ea2"
/>

Skull icon no longer blinking, everyone can see you are in a state of
decay, and troops are draining:
<img width="732" height="146" alt="image"
src="https://github.com/user-attachments/assets/cd10fedb-6e87-4dfc-9fbf-55d3945a7901"
/>


Skull is visible like alliances icon also on player tab
<img width="558" height="81" alt="Image"
src="https://github.com/user-attachments/assets/6acdbe91-bdd0-40c7-942b-3990d4dae87f"
/>

(just UI example, best way to see it is to hop on a solo game and play
against AI)

## 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

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

zixer._
2026-07-02 18:42:03 -07:00
crunchybbbandGitHub a7245518e2 Adds Map of China (#4468)
> **Before opening a PR:** discuss new features on
[Discord](https://discord.gg/K9zernJB5z) first, and file bugs or small
improvements as
[issues](https://github.com/openfrontio/OpenFrontIO/issues/new/choose).
You must be assigned to an `approved` issue — unsolicited PRs will be
auto-closed.

**Add approved & assigned issue number here:**

Resolves #4419

## Description:

- Adds a China Map. This is themed after Qing China from the late 19th
and early 20th centuries, which is why the map also includes Mongolia
and Taiwan.
- There are 32 nations themed after qing provinces, warlords, factions,
European colonies, rebellions.
- Also adds several new flags: EastTurkestan, Manchukuo,
BritishHongKong, TaipingHeavenlyKingdom, etc.
- Includes additional nations for a total of 62 nations.
- Size: 1892x2080
- Land area: approx. 1.86M
- Adds Caspian Sea and China to the new category (which i forgot
earlier)


https://youtu.be/ew9Qizo67cA

<img width="2082" height="1895" alt="image"
src="https://github.com/user-attachments/assets/d34fbb9e-fa93-4afe-a89f-8f11c5f9529b"
/>


## 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

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

DISCORD_USERNAME crunchybbbbb
2026-07-02 15:13:26 -07:00
6ff202afb5 feat: nuke-explosion cosmetic effects (per-bomb-type shockwave customization) (#4485)
## Description:

Adds a new `nukeExplosion` cosmetic effect type: when a bomb detonates,
every client renders the shockwave in the firing player's equipped
effect for that bomb type.

**Cosmetics / selection**
- New `nukeExplosion` effect schema (`CosmeticSchemas.ts`) with per-bomb
selection slots — a slot is the effectType for trails and the `nukeType`
for explosions (`atom` / `hydro` / `mirvWarhead`), so players can equip
a distinct explosion per bomb type.
- Slot resolution + validation is one shared helper
(`findEffectForSlot`) used by client selection, server privilege checks
(`Privilege.ts`), and the renderer; a compile-time guard keeps the
nukeType and effectType slot namespaces disjoint.
- Effects picker gains an Atom / Hydrogen / MIRV sub-tab bar when
browsing nuke explosions; selections persist per slot in UserSettings
and are validated/dropped like other cosmetics.

**Rendering**
- `WebGLFrameBuilder` resolves each dead nuke's owner cosmetic onto the
dead-unit event; `FxShockwavePass` renders an EMP-style procedural ring
(jagged crackling front, rotating lightning arcs, inner energy fill)
from per-instance attributes. SAM interceptions and players with no
cosmetic keep the classic white ring.
- Catalog attributes have literal units:
- `size` — final ring width (diameter) in world tiles at fade-out,
absolute — independent of the bomb's blast radius
- `speed` — tiles/s the width grows; duration = size / speed, clamped to
0.1–15 s
- `thickness` (required) — ring band thickness in tiles, constant while
the ring expands
- `colors` — palette of up to 4 colors, cycled at `transitionSpeed`
steps/s (0 = static, negative = reverse; same semantics as trail
transitions)
- The shockwave quad is sized radius + thickness so the absolute-width
band isn't clipped into a box while the ring is young.

## Please complete the following:

- [ ] 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

🤖 Generated with [Claude Code](https://claude.com/claude-code)

---------

Co-authored-by: Claude Fable 5 <noreply@anthropic.com>
2026-07-02 14:21:01 -07:00
bijxandGitHub 006f1690a5 Warship veterancy (#4433)
## Description:

Warship veterancy! This is an idea inspired by the unit veterancy
feature of games like C&C: Red Alert 2 in which unit eliminations
increases the level of individual units. I've been trying to build this
mechanic for months with different ideas, and I finally landed on this
being one of the more balanced implementation.

Warships can earn up to three levels, represented by the gold bar
insignia in the bottom right of their warship sprite.

<img width="622" height="202" alt="image"
src="https://github.com/user-attachments/assets/a8c31a45-4ae9-41a9-b054-9c4a7f4ab1f1"
/>

A veterancy bar grants 20% health from the base amount, and a 20%
increase in shell damage applied _after_ the random damage roll. For
example, a level 3 warship will apply a 60% damage boost on top of the
random shell damage value (something between 200-325. If the random
value is 250, the final damage output will be `250 * 1.60 = 400`.

There are three ways to achieve a veteran level:

1. **Eliminate another warship:** any time a warship neutralizes another
warship, it immediately get's a veterancy increase.


https://github.com/user-attachments/assets/6a9e0958-5171-4ca3-94f6-9c2300a12f8b

2. **Eliminate transport boats:** Destroying 10 transport boats will
level a warship to the next veterancy bar.


https://github.com/user-attachments/assets/619ce0c0-033c-4e0b-9c64-b41eabaa791b

3. **Steal trade ships:** If the warship captures 25 trade ships, it
will earn a veterancy bar.


## 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

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

bijx
2026-07-01 21:38:09 -07:00
RickD004andGitHub ae0d9f8d5e Adds "Levant" map (#4456)
## Description:

Adds map of the Levant / Levantine Sea. This map is a square map with 3
sides being land, with an inner sea, which itself has a large island
(Cyprus, slightly moved and resized for balancing purposes).

After v32 added a trading buff, island players have been going crazy,
with a map like this we could have crazy strong pirate players, which
will make for fun and interesting gameplay.

Nations are based on medieval states from the Crusades. Also adds more
additional nations for a total of 62, for gamemodes like HumanVSNations
and Solo. Also adds flags for the map



https://github.com/user-attachments/assets/286432bd-011b-4716-85c9-20811777ff65


## 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

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

tri.star1011
2026-06-30 11:49:21 -07:00
RickD004andGitHub cd5f8a6998 Adds map "Tierra del Fuego" (featuring impassable terrain) (#4437)
## Description:

Adds map of Tierra del Fuego, the southernmost tip of South America:
https://en.wikipedia.org/wiki/Tierra_del_Fuego

This map uses impassable terrain to stylize the borders of this map into
a triangular shape, this zone is known as "end of the world" so i
thought it would be visually fitting if the borders converged at the
bottom of the map.

800k land tiles similar to Caucasus.

This map has a lot of islands, incluiding the Falklands for people who
enjoy island-plays, and also a chokepoint (the strait of Magallanes) for
piracy.

Also adds flags of Chilean and Argentinian provinces for the map and the
menu.

<img width="818" height="544" alt="image"
src="https://github.com/user-attachments/assets/59812868-7514-4e03-86a2-072cf4013aeb"
/>


https://github.com/user-attachments/assets/acc15020-bd7a-49e0-a504-8575a1e74f75

## 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

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

tri.star1011
2026-06-30 09:42:55 -07:00
TKTK123456andGitHub 0d2179f5f3 Input handler.ts rework (#4225)
> **Before opening a PR:** discuss new features on
[Discord](https://discord.gg/K9zernJB5z) first, and file bugs or small
improvements as
[issues](https://github.com/openfrontio/OpenFrontIO/issues/new/choose).
You must be assigned to an `approved` issue — unsolicited PRs will be
auto-closed.

**Add approved & assigned issue number here:**

Resolves #4193 

## Description:

Use activeKeys set in places where it is checking if a key is being
pressed in a different way, and it makes more sense to use the
activeKeys set. Make the overall code of the InputHandler.ts file more
consistent and to make it easier to add new keybinds in the future.

<img width="1920" height="1080" alt="Screenshot from 2026-06-13
20-49-56"
src="https://github.com/user-attachments/assets/94f6f81c-7278-4bca-845c-2442b6caea39"
/>


## 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

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

tktk1234567
2026-06-30 14:17:25 +00:00
bd9ef9a317 feat: effects cosmetic category (transport-ship trail) + UI (#4418)
## What

Adds a new **`effects`** cosmetic category alongside `skins`/`flags`.
Each effect is discriminated by **`effectType`** (only
`transportShipTrail` today), whose visual config lives in
**`attributes`** (`solid` / `rainbow` / `pulse` / `gradient`). Schema
matches the production cosmetics.json shape exactly (incl. the `url`
field).

**This PR is UI + taxonomy only — the in-game WebGL trail rendering is
intentionally deferred.**

## UI

- **Store** gains an **"Effects"** tab.
- **Home page** gains an **"Effects"** button opening a picker modal.
- Both render effects **grouped by `effectType` with a sub-header per
type**, via a shared `<effects-grid>` Lit element (`mode="select"` for
the picker, `mode="purchase"` for the store). The picker shows owned
effects + a Default tile and persists per-type; the store shows
purchasable effects.

## Data flow

- Ownership via `effect:*` / `effect:<name>` flares (reuses
`cosmeticRelationship`).
- Selection is a per-`effectType` map persisted in UserSettings
(`settings.effects`).
- Server validates in `isEffectAllowed`, wired into `isAllowed`.
- `getPlayerCosmeticsRefs` / `getPlayerCosmetics` resolve effects the
same way as skins/flags (kept-on-fetch-failure, server is authority).

## Tests

- `tsc --noEmit`, ESLint, Prettier clean; full suite green.
- New: `CosmeticSchemas` parse tests (incl. parsing the **real**
`read_transport_trail` entry), `UserSettings` per-type selection, and
`Privilege` effect validation.

## Notes / follow-ups

- The effect's display label shows **"Boat Trail"** for the
`transportShipTrail` type (friendlier than the id).
- Closed-source API gap: `/shop/purchase` (`purchaseWithCurrency`) needs
to learn `"effect"` for **currency** purchase of effects; the
**dollar/product** purchase path already works. Client types were
widened accordingly.
- In-game wake rendering can be ported from #4416.

🤖 Generated with [Claude Code](https://claude.com/claude-code)

---------

Co-authored-by: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-29 13:13:48 -07:00
FloPinguinandGitHub ccd0745ad4 Prevent AI from placing ports on small lakes 🚢 (#4429)
## Description:

AI nations were placing ports on small decorative ponds scattered across
maps (Missisipi for example), wasting structure slots on strategically
useless water bodies. This fix adds a water component size check to the
port placement logic so the AI skips lakes that are too small for
meaningful port use. We already had a check for available trade
partners, but trading in small lakes is usually stupid.

**How it works:**
- `ConnectedComponents` now tracks component sizes during its existing
flood-fill (zero extra cost - counts tiles as they're visited)
- `AbstractGraph`, `WaterManager`, and the `Game` interface expose
`getWaterComponentSize(tile)` so callers can query the size of any water
body
- `NationStructureBehavior.randCoastalTileArray()` filters out non-ocean
water components below `MIN_PORT_WATER_COMPONENT_SIZE` (3000 minimap
tiles, ~12000 full-map tiles)
- Ocean tiles bypass the check entirely since they're always large
enough

## 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

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

FloPinguin
2026-06-28 19:19:58 -07:00
FloPinguinandGitHub 23e05f0115 Fix nations always attacking nuked territory instead of waiting for the correct strategy 🤖 (#4422)
## Description:

Nations always rushed nuked (fallout) TerraNullius instead of
retaliating or attacking enemies. The bug needed two commits to compose:

**#3786** introduced `PlayerImpl.nearby()` (renamed from `neighbors()`)
and wired it into the early expansion gate in
`AiAttackBehavior.maybeAttack()` via a second disjunct:

```ts
const hasNonNukedTerraNullius =
  border.some((t) => !hasOwner(t) && !hasFallout(t)) ||  // already filtered
  playerNeighbors.some((n) => !n.isPlayer());             // via nearby()
```

The first disjunct correctly excludes fallout, but the second one went
through `nearby()`, whose direct-neighbor loop never filtered fallout
(unlike the `shoreReachableNeighbors()` sibling introduced in the same
commit). So a nation bordering directly-adjacent nuked TN reported it as
plain TerraNullius and set the gate true. The bug stayed **dormant**
because #3786 also introduced `hasLandBorderWithTerraNullius()` *with* a
fallout filter, so `sendAttack(terraNullius())` still rejected nuked TN
and the early `return` never fired.

**#3814** removed the fallout filter from
`hasLandBorderWithTerraNullius()` so the `nuked` strategy could capture
fallout tiles. That unblocked the land path of `sendAttack`: now the
early gate fired on nuked-only borders *and* `sendAttack` succeeded,
pre-empting every attack strategy (retaliate, bots, assist, ...) on
every difficulty.

Fix: filter nuked (fallout) unowned tiles in `nearby()`'s
direct-neighbor loop, making it consistent with
`shoreReachableNeighbors()`. The early gate now only fires for non-nuked
TerraNullius, and the `nuked` strategy still fires (and captures
territory) when the nation has nothing better to do, preserving the
behaviour #3814 intended.

Added `tests/AiAttackBehaviorNukedTerritory.test.ts` covering:

- `nearby()` excludes directly-adjacent nuked TerraNullius
- `maybeAttack` retaliates against an incoming attacker instead of nuked
TN
- the early gate is bypassed when only nuked TN borders the nation
- the `nuked` strategy still captures tiles when the nation is idle
(Impossible and Easy difficulties)
- `isUnitDisabled(MissileSilo)` short-circuits the `nuked` strategy

## 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

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

FloPinguin
2026-06-27 08:50:04 -07:00
crunchybbbandGitHub f83e768631 Adds map of the Caspian Sea (With Team Spawns) (#4408)
> **Before opening a PR:** discuss new features on
[Discord](https://discord.gg/K9zernJB5z) first, and file bugs or small
improvements as
[issues](https://github.com/openfrontio/OpenFrontIO/issues/new/choose).
You must be assigned to an `approved` issue — unsolicited PRs will be
auto-closed.

**Add approved & assigned issue number here:**

Resolves #4389 

## Description:

It is basically a vertical version of Black Sea. This one is slighyly
smaller. It would be the first Central Asian map and it will also
complete all of the collection of caucasian maps that we will ever need.
There are 12 nations. (No additional nations, yet, possibly in a future
update i will add them for many maps.)
The map is split in half for team spawns.


https://www.youtube.com/watch?v=XSKXD6Qm6IQ

<img width="1008" height="1728" alt="image"
src="https://github.com/user-attachments/assets/0cbf6a29-6805-4089-9d42-ecdf265d23ab"
/>
<img width="334" height="463" alt="Screenshot 2026-06-24 174215"
src="https://github.com/user-attachments/assets/3549aa22-c828-45ea-a3f4-146f07e4a72d"
/>


## 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

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

DISCORD_USERNAME crunchybbbbb
2026-06-26 16:42:18 -07:00
RickD004andGitHub 4c55f82e87 Adds map of the USA (made for new impassable terrain feature) (#4405)
## Description:

Adds map of the continental USA. This map was made for the brand new
impassable terrain feature:
https://github.com/openfrontio/OpenFrontIO/pull/4340

Only the territory of the US is playable, with canada and mexico being
impassable terrain. Also, adds a new category called "countries" for
Country maps like this map, that use Impassable Terrain.

49 default nations (Lower 48 + D.C.) , with additional nations (native
nations and proposed states) for a total of 62, for private games and
Human Vs Nations gamemode.

Also standarizes many of the flags of the US states, since they did not
have the black border like the other flags in the game

<img width="857" height="567" alt="Captura de pantalla 2026-06-24
165158"
src="https://github.com/user-attachments/assets/70a8d760-851f-40ed-ad79-d3e210dadb90"
/>
<img width="872" height="510" alt="Captura de pantalla 2026-06-24
165510"
src="https://github.com/user-attachments/assets/c998cc10-ee89-41a7-b5e9-091be5e90da0"
/>

## 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

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

tri.star1011
2026-06-24 21:47:05 -07:00
TKTK123456andGitHub 904a407a35 Fixed rail network path length limit and readded tests for it (#4406)
> **Before opening a PR:** discuss new features on
[Discord](https://discord.gg/K9zernJB5z) first, and file bugs or small
improvements as
[issues](https://github.com/openfrontio/OpenFrontIO/issues/new/choose).
You must be assigned to an `approved` issue — unsolicited PRs will be
auto-closed.

**Add approved & assigned issue number here:**

Resolves #4396 

## Description:

Makes the max rail length 1.4142 * the max station radius to be minimum
amount outside of the factory effect radius.

Bug:
<img width="1921" height="1078" alt="image"
src="https://github.com/user-attachments/assets/91b3b3fa-037a-4d9a-b06b-afe2fe2c8ea8"
/>
Fixed:
<img width="1922" height="1079" alt="image"
src="https://github.com/user-attachments/assets/3719cf73-bc41-494f-9d86-548f308f5896"
/>


## 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

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

tktk1234567
2026-06-24 21:39:33 -07:00
AmanorsElliotandevanpelle 170f506200 Fix transport ship's troop count to update when a hydro hits the player. (#4381)
**Add approved & assigned issue number here:**

Resolves #4308 

## Description:

When nuclear damage reduces a player's troop count, it also affects any
transports ships in the water. This works well and is useful to avoid
exploiting tranports to avoid hydro damages.

`UnitImpl.setTroops()` changes the transports troop count without
queuing a unit update. the core value changes, but the client never
receives a fresh UnitUpdate unless something else touches the ship.

- UnitImpl.ts now emits a UnitUpdate when a unit troop count actually
changes.
- NukeExecution.ts batches transport ship nuke losses, then applies one
final troop update per ship.
- Attack.test.ts now asserts the nuke tick includes a transport
UnitUpdate with the reduced troop count.

## Please complete the following:

- [N/A] I have added screenshots for all UI updates
- [N/A] 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

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

elliotlepley
2026-06-22 13:20:01 -07:00
RickD004andGitHub b46476384d Take off the v32 maps from the "New" category to make room for v33 maps (#4378)
Resolves #4375

## Description:

Remove V32 maps from "new" to make way for v33 maps. This will allow map
makers to add their new maps for v33 into "new", with the v32 maps only
remaining in the continental and other categories like the rest of the
maps. This is a process we will make every update

## 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

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

tri.star1011
2026-06-22 11:40:43 +00:00
TKTK123456andGitHub 08af8470fa Fixed factory ghost radius (#4337)
> **Before opening a PR:** discuss new features on
[Discord](https://discord.gg/K9zernJB5z) first, and file bugs or small
improvements as
[issues](https://github.com/openfrontio/OpenFrontIO/issues/new/choose).
You must be assigned to an `approved` issue — unsolicited PRs will be
auto-closed.

**Add approved & assigned issue number here:**

Resolves #4323 

## Description:

Made stations use euclidean distance for radius for checking if other
stations are close enough, removed redundant if check and unneeded
config

<img width="1920" height="1080" alt="Screenshot from 2026-06-18
14-19-48"
src="https://github.com/user-attachments/assets/a84f29f8-0cc1-46ea-9b96-3d70d6b0b20a"
/>


## 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

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

tktk1234567
2026-06-19 19:27:54 -07:00
FloPinguinandGitHub 805f0968b1 Add impassable terrain 🗺️ (#4340)
## Description:

Relates to #3725

Adds a new **Impassable** terrain type that enables non-rectangular maps
and creates impassable barriers on the map. Painted with pure black
(`#000`) in the map editor's `image.png`.

**Encoding:** Impassable terrain is encoded in the binary format as
`isLand=1, magnitude=31` (previously unused). The Go map generator
detects `#000` pixels and produces this encoding. The map generator's
minimap downscaling gives impassable highest priority (Impassable >
Water > Land). Thumbnails render impassable as transparent so the map
picker background shows through.

**Rendering:** Impassable tiles render as the map background colour
(`rgb(60, 60, 60)`, matching `gl.clearColor` in `Renderer.ts`), making
them visually indistinguishable from the area outside the map quad. This
enables maps to appear non-rectangular.

**Gameplay restrictions:** Impassable terrain cannot be:
- Owned (`conquer()` throws)
- Attacked (`AttackExecution` skips impassable tiles in both `tick()`
and `addNeighbors()`)
- Nuked (targeting rejected in `nukeSpawn()`, blast radius filtered in
`tilesToDestroy()`)
- Spawned on (nations, human players, and structures all reject
impassable tiles)
- Converted to water (guarded in `WaterManager` and `setWater()`)

**Nuke trajectories:** Nuke trajectories cannot cross impassable
terrain, matching the existing map-border enforcement. This is checked
at launch time in `NukeExecution.tick()`. The client-side trajectory
preview turns red with a red X where the arc crosses impassable terrain
(reusing the existing SAM-intercept visual pipeline in
`NukeTrajectory.ts`). The nuke ghost preview is completely hidden when
hovering over impassable terrain (same as hovering outside the map).


https://github.com/user-attachments/assets/ff131146-9749-41e0-892a-617e5cd16c54

Impassable terrain is transparent on the thumbnail:

<img width="213" height="152" alt="Screenshot 2026-06-18 211640"
src="https://github.com/user-attachments/assets/ede16f8c-9239-4ab1-be5d-0ba81cce5e9e"
/>

Tested with water nukes, made sure there is no water depth gradient near
the impassable terrain, just like at the world border:

<img width="774" height="771" alt="Screenshot 2026-06-18 212348"
src="https://github.com/user-attachments/assets/4429069d-911b-48e8-91e3-7307d42c9397"
/>

Models used: GLM 5.2 and MiMo 2.5 Pro 😄

## 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

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

FloPinguin
2026-06-19 14:54:09 -07:00
Zixer1andGitHub 6e892839e8 Ofm tournament - Log Final standings and Per-Kill eliminations (#4350)
**Add approved & assigned issue number here:**

Resolves #4349

## Description:

The infra related PR is linked to this one and would need to be pushed
first (376)

Two changes for organized/tournament matches:

1. **Final standings.** `setWinner` snapshots each player's tiles owned
at game end into `PlayerStats` (`finalTiles`). It's a deterministic
integer captured in the sim, so it's replay-safe and rides into the
existing game record. This lets standings be derived directly (winner,
then surviving players by territory, then eliminated players by when
they died) without re-simulating, which matters because a domination win
ends with many players still alive.

2. **Per-kill log**. Records, per player, which humans they eliminated
and at what tick (kills on PlayerStats). This lets standings attribute
each kill to the victim's final placement, and gives a deterministic
kill graph for integrity review. Hooked once in conquerPlayer (the
single elimination funnel), humans only. Additive optional field that
rides the existing game record, no archive or wire changes.

These are off by default with no effect on normal play.

## Please complete the following:

- [x] I have added screenshots for all UI updates (no UI changes in this
PR)
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file (no new user-facing text)
- [x] I have added relevant tests to the test directory

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

zixer._
2026-06-19 12:27:20 -07:00
661d96ba28 Fix structure cost double-counting units under construction (#4320)
## Problem

The ghost/build-menu price of a structure can show the wrong (inflated)
cost. Concretely: a player who owns a **captured** city and then starts
building their **first** city sees the 3rd-city price (**500k**) for
that build instead of the 2nd-city price (**250k**).

## Root cause

Structure cost scales as `2^(units built) × base` (city: 125k / 250k /
500k …), counted via:

```ts
Math.min(player.unitsOwned(type), player.unitsConstructed(type))
```

The `Math.min` is deliberate — it caps the count at how many you've
actually **built**, so **captured** units (owned but not built) don't
inflate the price.

`unitsConstructed()` defeated that by double-counting in-progress
builds:

```ts
const built = this.numUnitsConstructed[type] ?? 0;   // already includes the building unit
let constructing = 0;
for (const unit of this._units) {
  if (unit.type() !== type) continue;
  if (!unit.isUnderConstruction()) continue;
  constructing++;                                     // counts the SAME unit again
}
return constructing + built;                          // doubled
```

`recordUnitConstructed()` is called in `buildUnit()` the moment the unit
is created — while it is still under construction — so
`numUnitsConstructed` already accounts for in-progress builds. The extra
loop counted them a second time.

With one captured city + one city under construction: `unitsOwned = 2`,
double-counted `unitsConstructed = 2`, so `Math.min(2, 2) = 2` → 500k.
Without the double-count it's `Math.min(2, 1) = 1` → 250k. 

The redundant loop is a leftover from #2378, which removed the separate
`UnitType.Construction` unit. Back then in-progress builds were a
distinct unit type **not** recorded in `numUnitsConstructed`, so the
loop was needed; afterward it became a pure double-count. This is a
long-standing latent bug — present identically on `v31` — not a recent
regression.

## Fix

`unitsConstructed()` now just returns `numUnitsConstructed[type]`, which
already includes under-construction builds.

## Tests

`tests/economy/ConstructionCost.test.ts` covers both:
- pure case (first city under construction) → still 250k
- captured city + first city under construction → was 500k, now 250k
(fails without the fix with `expected 2 to be 1`)

All related suites (economy, PlayerImpl, nation structure behavior,
upgrades, MIRV pricing, stats) — 144 tests — pass.

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-authored-by: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-17 10:19:04 -07:00
83cd864018 Show rail ghost for initial factory 🚂 (#4294)
## Problem

Fixes #4284. When you build a factory in an area with **no pre-existing
factory** (e.g. just a city nearby), no rail ghost preview appeared —
even though building the factory *would* lay rail lines connecting it to
that city.

## Root cause

`computeGhostRailPaths` in `RailNetworkImpl.ts` had two factory-hostile
assumptions:

1. It bailed out early unless a `Factory` was already in range
(`hasUnitNearby(..., UnitType.Factory)`).
2. It only matched neighbors that were *already* train stations
(`findStation(...)` → skipped if null).

But a **Factory** always becomes a station itself and *promotes* nearby
City/Port/Factory into the rail network (see `FactoryExecution`). So it
needs no pre-existing factory, and its neighbors won't be stations yet
on first build. A **City/Port** only joins the network when a factory
already exists (`CityExecution`/`PortExecution`) — so their behavior is
correctly left unchanged.

## Fix

- Skip the "factory must be nearby" gate when the placed unit is itself
a `Factory`.
- For a factory build, pathfind to nearby City/Port/Factory even if they
aren't stations yet. City/Port keep connecting only to existing
stations.

## Tests

Added two cases to `RailNetwork.test.ts` (factory connects with no
pre-existing factory; city still doesn't without one). All 25 tests
pass.

## Note on scope

As @Katokoda noted on the issue, a fully build-exact preview
(neighboring structures also connecting to *each other*, merging
existing networks, etc.) is larger and order-dependent. This PR resolves
the reported bug — the initial factory now shows its rail ghost — and
leaves the exact-match cascade as a separate follow-up.

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-authored-by: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-17 08:22:01 -07:00
FloPinguinandGitHub 6c8ce958b2 Fix nations being blocked by PVP immunity 🛡️ (#4282)
## Description:

### Problem

PVP immunity (the extended spawn immunity setting) was incorrectly
preventing AI nations from attacking human players. The intent of PVP
immunity is to protect human-vs-human combat only, but nations were
subject to the same restriction.

### Root Cause

In `canAttackPlayer()`, only `PlayerType.Bot` was exempt from checking
target immunity. Nations fell through to the same path as humans, so
when a nation tried to attack an immune human, `player.isImmune()`
returned true and the attack was blocked.

### Fix

Changed the immunity bypass condition from `this.type() ===
PlayerType.Bot` to `this.type() !== PlayerType.Human`. Now only human
attackers check target immunity. Both bots and nations bypass it (they
only check alliance status).

This does not affect nation spawn immunity
(`nationSpawnImmunityDuration`), which is a separate mechanism that
protects newly spawned nations from all attackers and continues to work
independently.

## 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

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

FloPinguin
2026-06-14 17:54:08 -07:00
769da27257 Fix railroad glowing green for non-snapping structures (#4281)
## Problem

When placing a building near a railroad, the railroad glows green to
show the building would snap to it. This should only apply to **City**,
**Port**, and **Factory** — but missile silos, SAMs, and defense posts
(which cannot be placed on railroads) were also triggering the green
highlight.

## Root cause

The core's `overlappingRailroads()` populated snap tiles for *every*
buildable type. In v31 the green highlight didn't leak because the
client renderer (`RailroadLayer.ts`) gated it with a
`SNAPPABLE_STRUCTURES = [Port, City, Factory]` allowlist:

```ts
if (!SNAPPABLE_STRUCTURES.includes(this.uiState.ghostStructure)) return;
```

That guard was lost when the rendering was rewritten into the WebGL
`RailroadPass`, which now unconditionally highlights every tile in
`overlappingRailroads`. The data was always there; only the renderer's
filter was protecting it.

## Fix

Filter by unit type inside `overlappingRailroads()`, mirroring the
existing guard in `computeGhostRailPaths()`. This keeps the
snap-eligible type list defined once in the core (`RailNetworkImpl`) and
fixes the leak regardless of which renderer consumes the data — rather
than re-adding a client-side allowlist a future rewrite could drop
again.

## Tests

Updated `tests/core/game/RailNetwork.test.ts` for the new signature and
added a case asserting `MissileSilo`/`DefensePost`/`SAMLauncher` return
`[]` (and don't even query the rail grid). All 23 tests pass.

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-authored-by: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-14 12:52:17 -07:00
52bcae5106 Replace dark mode with player-adjustable lighting (#4280)
## What

Removes the binary **dark mode** feature and replaces it with a
player-adjustable **Lighting** section in graphics settings.

### In-game settings
- Removed the Dark Mode toggle from both `SettingsModal` and
`UserSettingModal`, and `darkMode()`/`toggleDarkMode()`/`DARK_MODE_KEY`
from `UserSettings`.

### New Lighting section (Graphics Settings)
- **Ambient light** slider (1–3): mapped to the renderer's ambient as
`ambient = 1 / level`. **1.0 = no effect (unchanged look), 3.0 = darkest
with the strongest structure glow.**
- **Light falloff** slider (1–3): writes straight to
`lighting.falloffPower`.
- Lighting auto-enables only when ambient < 1, so the default (slider at
1) has zero GPU cost — off by default.

### Removed dark-mode overrides
- Deleted `applyDarkModeOverride()` + `DARK_AMBIENT` and their wiring in
`ClientGameRunner`, `gl/index.ts`, and the `DARK_MODE_KEY` listener.
- Removed the `.dark` HUD-class toggle in `Main.ts` and the
`userSettings.darkMode()` read in `PlayerIcons`.

### Train glow
- `UT_TRAIN` light reduced (intensity `2.0 → 0.5`, radius `8 → 6`) so
structures dominate the glow.

## Notes
- Removing the dark-mode setting also retires the HUD's Tailwind dark
theme (same setting). The dormant `dark:` CSS variants and unused
white-icon assets are left in place (out of scope).

🤖 Generated with [Claude Code](https://claude.com/claude-code)

---------

Co-authored-by: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-14 12:42:19 -07:00
RickD004andGitHub e494f83e8e New and updated categories for maps (#4254)
Resolves #4250

## Description:

Huge update for the map categories:


https://github.com/user-attachments/assets/b7dc6344-efdc-4073-b15a-92b6dccdcc19

**New Categories**

- Re-adds Continental category, with the 7 traditional continents

- Re-adds the category of Arcade along all its maps.

- Renames "Other" to "Fictional", so that tag is more specific and feels
more in-theme with the others. The info.json's of the maps that had the
Other category got changed to Fictional

**Map Category changes**

- **achiran**: adds Europe (while the map is fictional, it is made up of
real islands from ireland. (Since world includes Dyslexdria and
Antarctica has Deglaciated Antarctica, both fictional , i figured for
consistency we could include these mash-up maps too)
- **aegean**: adds Asia category (Turkey is in Asia)
- **arctic**: adds Asia category 
- **choppingblock**: updated "other" to "fictional", added to "new"
- **deglaciatedantarctica**: updated "other" to "fictional"
- **didier**: re-added to Arcade
- **didierfrance**: re-added to Arcade
- **dyslexdria**: updated "other" to "fictional"
- **fourislands**: updated "other" to "fictional"
- **hawaii**: remove north_america tag (while part of the US, hawaii is
geographically only in Oceania)
- **labyrinth**: added to new, re-added to Arcade
- **marenostrum**: added africa and asia tags, the continents which the
mediterranean borders
- **onion**: re-added to Arcade
- **pangaea**: updated "other" to "fictional"
- **passage**: updated "other" to "fictional"
- **sierpinski** re-added to Arcade
- **surrounded**: updated "other" to "fictional"
- **svalmel**: updated "other" to "fictional", added to europe and
north_america (same logic as achiran)
- **thebox**: re-added to Arcade
- **tradersdream**: updated "other" to "fictional"
- **worldinverted**: updated "other" to "fictional", added to "new"
- **africa**: added to Continental
- **antarctica**: added to Continental
- **asia**: added to Continental
- **europe**: added to Continental
- **northamerica**: added to Continental
- **southamerica**: added to Continental
- **oceania**: added to Continental
- **mississippiriver**: added to "new"
- **korea**: added to "new"
- **middleeast**: added to "new"
- **balkans**: added to "new"
- **indiansubcontinent**: added to "new"
- **taiwanstrait**: added to "new"
- **northwestpassage**: added to "new"
- **southeastasia**: added to "new"
- **venice**: added to "new"
- **yellowsea**: added to "new"
- **hongkong**: added to "new"
- **titan**: added to "new"
- **caribbean**: added to "new"
- **juandefucastrait**: added to "new"
- **danishstraits**: added to "new"

## 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

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

tri.star1011
2026-06-13 13:42:24 -07:00
crunchybbbandGitHub 5102805d77 Adds Warship Warship map (with additional nations and team spawn) (#4261)
> **Before opening a PR:** discuss new features on
[Discord](https://discord.gg/K9zernJB5z) first, and file bugs or small
improvements as
[issues](https://github.com/openfrontio/OpenFrontIO/issues/new/choose).
You must be assigned to an `approved` issue — unsolicited PRs will be
auto-closed.

**Add approved & assigned issue number here:**

Resolves #4259 

## Description:

2 Warship shaped islands next to each other. Trade ships and land
attacks can go through the corners. This can be either a 2 teams or a
ffa map. Size is 3000x1396 with 29% land. This will complete the 20th
map for v32 before it releases in 2 days.
There are 10 nations with 23 additional nations (with ai generated
names). The nations are made up similarly to the ones in traders dream
but they are piracy themed and theres also a meme "Evil island man"
nation (rex reference)

It is based on a meme when Ultimus-Rex says "warship warship" when
deploying warships and now people spam "warship warship" in the
comments, especially this user named @warshipwarship who comments
warship warship on every video.


[https://youtu.be/DGMIji0bQQM](https://github.com/openfrontio/OpenFrontIO/issues/url)
<img width="3000" height="1396" alt="image"
src="https://github.com/user-attachments/assets/4bf6d708-afbc-41ea-be7c-cf43fdf69cbc"
/>


## 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

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

DISCORD_USERNAME crunchybbbbb
2026-06-13 08:38:18 -07:00
evanpelle f4840a1cfd Add Giant World Map to the multiplayer queue after recent performance improvements. I'm hitting 40fps on a 10 year old chromebook 2026-06-12 17:08:32 -07:00
bca980f572 Shrink the per-tick worker → main update payload by ~90% (#4244)
Stacked on #4243 (the `perf:client` harness) — first step of fixing the
every-100ms main-thread stutter: make the per-tick burst small before
spreading what remains across frames.

## Problem

The harness showed the main-thread burst was dominated by
`structuredClone` of the `updates` object, and the clone was dominated
by two kinds of per-tick churn that re-sent object payloads every tick:

- `gold` / `troops` / `tilesOwned` change for nearly every alive player
every tick → ~278 partial `PlayerUpdate` objects per tick (world/400
bots), ~508 on giantworldmap.
- Attack troop counts tick down every tick → whole
`outgoingAttacks`/`incomingAttacks` arrays re-cloned for every fighting
player every tick.
- `playerNameViewData` (an all-players record) was cloned every tick but
only recomputed every 30 ticks.

## Change

Three additions to the worker → main protocol (all transferable,
zero-clone):

1. **`packedPlayerUpdates`** — `[smallID, tilesOwned, gold, troops]`
float64 quads for players whose stats changed. These fields no longer
appear in `PlayerUpdate` diffs (first emissions still carry the full
snapshot). Gold is exact in a float64 (game values ≪ 2^53).
2. **`packedAttackUpdates`** — `[ownerSmallID, direction, index,
troops]` quads. Attack arrays are only resent when
membership/order/retreating changes — which is exactly the condition
that keeps the patch indexes valid (a tick either resends an array or
patches it, never both).
3. **`playerNameViewData` is now optional** — attached only on
placement-rebuild ticks (spawn ticks, first ticks, every 30th, spawn
end). The client keeps the last applied values; dead players' name
placements freeze at death (matching the previous effective behavior).

On the client, `GameView.populateFrame` now also rebuilds `names` /
`relationMatrix` / `allianceClusters` only when their inputs changed
that tick — field presence on a partial `PlayerUpdate` marks them dirty.
(`playerStatus`, nuke telegraphs, and attack rings still recompute every
tick; they're tick- or unit-dependent.)

## Results (perf:client, this machine; low-end devices ~5–20× slower)

Default run (world, 400 bots, 1800 ticks):

| stage | before | after |
|---|---|---|
| clone (serialize+deserialize) | 1.02ms | **0.09ms** |
| GameView.update | 0.62ms | **0.29ms** |
| WebGLFrameBuilder.update | 0.04ms | 0.04ms |
| **TOTAL burst mean** | **1.67ms** | **0.42ms** |
| TOTAL p99 / max | 3.47 / 10.3ms | **1.21 / 3.92ms** |

giantworldmap/600t: 2.54 → 0.68ms mean. Player update objects: 278 → 6.5
per tick (world), 508 → 12 (giant). The remaining burst is mostly tile
apply + per-tick derivations — the part that frame-spreading (next step)
addresses.

## Verification

- **Sim final hash unchanged** on all three reference configs
(`5607618202213430`, `29309648281599524`, `39945089450032050`) — no
simulation behavior change.
- **View hash unchanged** on all three configs (`942106e9`, `a3aae227`,
`cbaaf265`) — the rendered view state is provably identical
tick-for-tick, including the name-freeze semantics.
- New tests: `tests/PackedPlayerUpdates.test.ts` (drain + GameRunner
cadence), packed-channel and freeze-at-death cases in
`tests/client/view/GameView.test.ts`, `packAttackTroopDeltas` unit tests
and updated diff contract in `tests/GameUpdateUtils.test.ts` /
`tests/PlayerUpdateDiff.test.ts`.
- `npm test` (1490 tests), `eslint`, `prettier`, `tsc --noEmit` all
pass.

🤖 Generated with [Claude Code](https://claude.com/claude-code)

---------

Co-authored-by: Claude Fable 5 <noreply@anthropic.com>
2026-06-12 16:50:56 -07:00
aa4b490e68 Simplify WebGL renderer integration: remove dead extension code, untangle GameView naming (#4240)
## Summary

The WebGL renderer was adapted from an external extension and carried a
lot of machinery this integration never uses (replay playback, its own
input/event system, a GL radial menu). This PR is two mechanical cleanup
passes with **no behavior change**: delete the dead code, then untangle
the `GameView` naming collision.

**78 files, +142 / −2,197.**

### Pass 1 — remove dead extension baggage

- **Replay/copy mode**: `FrameData.tileMode` was hard-coded `"live"`;
the copy branches in `frame/Upload.ts`, `UploadOptions` (never passed),
`applyFullFrame`/`applyFullTiles`/`applyDelta` on the facade and
`GPURenderer`, `HeatManager.resetForSeek`, and the seek-upload methods
on `TerritoryPass`/`TrailPass` were all unreachable. Also deletes
`types/Replay.ts`, `types/FrameSource.ts`, `types/GameUpdates.ts`,
`types/Game.ts` (imported only by the types barrel).
- **FrameEvents**: trimmed from 14 fields to the 3 actually populated
and read (`deadUnits`, `conquestEvents`, `bonusEvents`). The other 11
fed the extension's stats system and were never written or read here.
- **GL radial menu**: `RadialMenuPass`, its 4 shaders, and ~10 API
methods on facade + renderer had zero callers — the game uses the DOM/d3
radial menu in `hud/layers/RadialMenu.ts`. The pass was constructed and
drawn every frame for nothing.
- **Facade event system**: `GameViewEventMap` defined 10 event types
(`click`, `hover`, `scroll`, …) but only `contextrestored` was ever
emitted — input actually flows through `InputHandler` → EventBus →
controllers. Replaced the listener map with a single `onContextRestored`
callback and deleted `Events.ts`. Also fixed the stale header comment
claiming the facade handles user interaction.
- **Unused API surface**: removed ~20 facade/renderer methods with zero
callers (camera passthroughs like
`panTo`/`zoomTo`/`fitMap`/`screenToWorld`, hit-testing queries, SAM
replay setters, `setSelectedUnit`, `clearFx`/`setFxTimeFn`,
`onFrame`/`afterRender`/fps tracking).

Deliberately left alone: `Camera`'s pan/zoom primitives (building blocks
for a possible future camera unification) and the `timeFn` plumbing
inside the FX passes (deeply embedded as defaults; only the dead
renderer-level wrappers were removed).

### Pass 2 — untangle the three GameViews

- `render/gl/GameView.ts` → **`MapRenderer.ts`** (class `MapRenderer`).
Every importer was already aliasing it as `WebGLGameView` to dodge the
collision with the simulation-mirror `GameView` in `client/view/`, so
this removes aliasing rather than adding churn. `render/CLAUDE.md`
updated.
- Deleted the `src/core/game/GameView.ts` back-compat shim (its own TODO
asked for this). All 51 importers now import from `src/client/view/`
directly via a new 3-line barrel `view/index.ts`.

## Test plan

- `tsc --noEmit` clean, `eslint` clean
- Full test suite passes (1,385 + 65 server tests)
- Manual verification via headless Chromium: started a singleplayer game
and confirmed the renderer works end-to-end — terrain draws, spawn-phase
overlay shows, territories fill with borders after spawning, player
names/flags render, no renderer console errors

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-authored-by: Claude Fable 5 <noreply@anthropic.com>
2026-06-12 14:21:24 -07:00
2e6f70c098 Speed up the core sim: inline sfc32 PRNG and allocation-free player updates (#4233)
## Summary

Follow-up to #4230. Two more core-sim optimizations — these are
**behavior-affecting in controlled ways** (unlike #4230, which was
hash-identical), so both come with dedicated test coverage written
before the change.

Combined results (`npm run perf:game`, same machine, before → after):

| run | mean tick | ticks/sec | p99 | peak heap |
|---|---|---|---|---|
| default (world, 400 bots, 1800 ticks) | 7.98 → **6.96 ms** | 125 →
**144** | 21.2 → **19.0 ms** | 438 → **294 MB** |
| giantworldmap, 600 ticks | 17.4 → **15.2 ms** | 58 → **66** | 32.6 →
30.5 ms | |

Cumulative with #4230 vs. the original baseline: default run mean 9.04 →
6.96 ms (111 → 144 ticks/sec); giantworldmap 22.5 → 15.2 ms (44 → 66
ticks/sec, max tick 52.8 → 40.1 ms).

### 1. `PseudoRandom`: seedrandom ARC4 → inline sfc32

- ARC4 was ~4% of profiled self time. The new engine is sfc32 with
splitmix32 seed expansion and a warmup, using only 32-bit integer ops —
sequences are identical across platforms. The class API is unchanged.
- This **removes the `seedrandom` dependency entirely**, making
`src/core` actually dependency-free (the import was the only violation
of that rule).
- ⚠️ **The random stream differs, so the deterministic game-state hash
changes.** All clients run the same code, so cross-client sync is
unaffected; the harness reproduces the same hash on repeated runs per
seed. New reference hashes:
  - `--map world --ticks 200 --bots 100` → `5607618202213430`
  - default run → `29309648281599524`
  - `--map giantworldmap --ticks 600` → `39945089450032050`
- New `tests/PseudoRandom.test.ts` (15 tests) pins the engine-agnostic
contract: per-seed determinism, ranges, uniformity, adjacent-seed
decorrelation, and every API method. The tests were verified green
against the old engine first, then the swap.
- The stream change exposed a test that passed **by RNG luck**: in
`AiAttackBehavior.test.ts`, "nation cannot attack allied player" was
actually being blocked by the difficulty dice gate in `shouldAttack`,
not the alliance check — hiding that the test's `AiAttackBehavior` was
constructed without its `NationEmojiBehavior`. The test now supplies one
and verifies the real protection layer (`AttackExecution`'s alliance
check), robust to any dice outcome.

### 2. `PlayerImpl.toFullUpdate`: allocation-free empty collections

- `toFullUpdate` runs for every player every tick and allocated ~10
collections each (allies, embargoes Set, attacks, alliance views, …)
even when all were empty — the common case for most of 472 players.
Because `lastSentUpdate` retains each snapshot for a full tick, these
objects survived minor GC, got promoted, and accumulated as old-space
garbage between major GCs — that's the peak-heap drop.
- Empty collections now reuse shared **frozen** module-level singletons,
so `diffPlayerUpdate`'s existing `a === b` fast paths skip structural
comparison entirely. Non-empty collections build in single passes.
Freezing makes accidental in-worker mutation throw loudly instead of
silently corrupting every player; consumers across the worker boundary
get mutable structured clones as before. (`Set` cannot be frozen —
`EMPTY_EMBARGOES` is documented as never-mutate.)
- Value-identical: the game-state hash is unchanged by this part
(verified against the post-PRNG baseline).
- New `tests/PlayerUpdateDiff.test.ts` (8 tests): full-snapshot shape,
null-when-unchanged, embargo/alliance/target/attack diffs through the
real tick pipeline, and the freeze contract.

### Verification

- Full suite passes: 124 files / 1408 tests (23 new) + server tests;
lint and prettier clean.
- Hash reproducibility confirmed: repeated runs with identical args
produce identical hashes on all three configs.

🤖 Generated with [Claude Code](https://claude.com/claude-code)

---------

Co-authored-by: Claude Fable 5 <noreply@anthropic.com>
2026-06-12 08:15:01 -07:00
182d008ddd Generate a single MapInfo list; move SPECIAL_TEAM_MAPS and en.json map names into info.json (#4231)
**Add approved & assigned issue number here:**

N/A — maintainer follow-up to #4227.

## Description:

Follow-up to #4227, finishing the "info.json is the single source of
truth" refactor.

**Maps.gen.ts now generates one `MapInfo` interface and a `maps` list**
instead of parallel lookup records. `mapCategories`,
`mapTranslationKeys`, and `multiplayerFrequency` are gone — consumers
read the list directly (`map.categories`, `map.translationKey`,
`map.multiplayerFrequency`). MapPicker got simpler in the process: it
renders from `MapInfo` objects, so the reverse
`Object.entries(GameMapType)` lookup to recover the enum key is gone.
The featured-rank sort moved out of the Go codegen into the picker,
where the presentation concern belongs.

**`SPECIAL_TEAM_MAPS` moves into info.json** as an optional
`special_team_count` field (set on the same 17 maps with the same
values). MapPlaylist derives its map from the generated list;
`SPECIAL_TEAM_FORCE_CHANCE` and the frequency multiplier behavior are
unchanged.

**The en.json `map` section is now generated.** A new optional
`display_name` field in info.json (defaulting to `name`) is written to
`resources/lang/en.json` by the generator, preserving the section's
non-map UI keys (`map`, `featured`, `all`, `favorites`, `random`). The 8
maps whose English display name intentionally differs from the frozen
enum value (e.g. `MENA`, `Milky Way`, `Europe (Classic)`, `Baikal (Nuke
Wars)`) declare it via `display_name`, so no display text changes. The
section is emitted alphabetically; since #4232 already sorted en.json
and every value matches, regeneration is byte-identical and this PR has
no en.json diff. Other languages remain Crowdin-managed.

The generator also now validates `translation_key` is exactly
`map.<folder>` and `special_team_count >= 2`. MapConsistency tests
compare info.json directly against the generated list and the en.json
section, and fail with a "run `npm run gen-maps`" message on drift. No
behavior changes: enum values, playlist frequencies, special-team
counts, featured order, and display names are all byte-identical.

## Please complete the following:

- [x] I have added screenshots for all UI updates (no UI changes —
internal refactor, rendering output identical)
- [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

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

evanpelle

🤖 Generated with [Claude Code](https://claude.com/claude-code)

---------

Co-authored-by: Claude Fable 5 <noreply@anthropic.com>
2026-06-11 21:06:48 -07:00
2789db8b96 Optimize core simulation hot paths (no behavior change) (#4230)
## Summary

Pure performance optimizations to the attack/conquer/cluster hot paths
in `src/core`, driven by the full-game perf harness from #4228. **No
behavior change**: the final game-state hash is identical before/after
on every config tested — world quick run (2 different seeds),
giantworldmap, and the default 1800-tick run.

### Changes

- **Flat-arithmetic neighbor iteration**: `forEachNeighbor` /
`forEachNeighborWithDiag` / `isBorder` / `isOceanShore` are now
implemented inside `GameMapImpl` using raw `ref±1` / `ref±width` index
math, skipping the per-neighbor `ref()` coordinate validation
(`Number.isInteger` etc.). `GameImpl` and `GameView` delegate.
- **New `neighbors4(ref, out)`**: zero-allocation, callback-free
neighbor query for hot loops (W, E, N, S — same order as
`forEachNeighbor`).
- **`AttackExecution`**: the per-tile closures in `tick()` /
`addNeighbors()` are replaced with reusable neighbor buffers, a cached
`GameMap` reference, and integer `smallID()` owner comparisons instead
of owner-object lookups.
- **`GameImpl`**: the per-conquer `updateBorders` closure is hoisted to
a method with a reusable buffer; `removeInactiveExecutions` compacts the
executions array in place instead of allocating a new ~4200-element
array every tick.
- **`PlayerExecution`**: `surroundedBySamePlayer` / `isSurrounded` /
`getCapturingPlayer` de-closured (`neighbors4` + integer compares;
neighbor visit order preserved, so `getCapturingPlayer`'s
Map-insertion-order tie-breaking is unchanged); flood-fill visit closure
hoisted out of the while loop.
- **`FlatBinaryHeap.dequeue`**: returns the tile directly instead of
allocating a `[tile, priority]` tuple per dequeued tile (AttackExecution
is the only caller).

### Performance (`npm run perf:game`, same machine, before → after)

| run | mean tick | ticks/sec | max tick |
|---|---|---|---|
| default (world, 400 bots, 1800 ticks) | 9.04 → **7.98 ms** | 111 →
**125** | 31.7 → 35.7 ms |
| giantworldmap, 600 ticks | 22.5 → **17.4 ms** | 44 → **58** | 52.8 →
**36.2 ms** |

The giantworldmap tail improvement (max tick −31%) is the most relevant
for the 100 ms tick budget.

### Determinism verification

Identical `Final hash` before and after on all configs:

| config | hash |
|---|---|
| `--map world --ticks 200 --bots 100` | `5455008589403520` |
| same + `--seed second-seed-check` | `5580840142777488` |
| `--map giantworldmap --ticks 600` | `37373734953428430` |
| default run | `26773450321979388` |

### Tests

- New `tests/NeighborIteration.test.ts` pins the exact neighbor
iteration orders (W,E,N,S cardinal; dx-major diagonal — conquest order
and RNG consumption depend on them) and conquer/border-tile invariants
checked mid-battle.
- New `tests/FlatBinaryHeap.test.ts` covers heap ordering, clear, and
growth.
- Full suite passes (122 files / 1386 tests + server tests); lint and
prettier clean.

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-authored-by: Claude Fable 5 <noreply@anthropic.com>
2026-06-11 19:58:42 -07:00
3de5fb4204 Move map metadata into info.json and generate map TypeScript from it (#4227)
**Add approved & assigned issue number here:**

N/A — maintainer refactor.

## Description:

Makes each map's `info.json` the single source of truth for map metadata
— adding a map is now a folder with `image.png` + `info.json`, a
`gen-maps` run, and an en.json display name.

**info.json / manifest.json carry full map metadata.** Every
`map-generator/assets/maps/<map>/info.json` declares `id` (the
`GameMapType` enum key), `name` (the enum value — wire format, unchanged
for all 94 maps), `translation_key`, `categories`, and
`multiplayer_frequency` (the public-playlist weight that used to be the
`FREQUENCY` record in MapPlaylist.ts). The generator validates
everything and mirrors it into `resources/maps/<map>/manifest.json`. 23
stale info.json `name` values were normalized to the canonical enum
value; enum values are byte-identical, so replays and stored game
configs are unaffected.

**The generator emits the TypeScript and discovers maps itself.** New
`map-generator/codegen.go` generates `src/core/game/Maps.gen.ts`
(`GameMapType`, `GameMapName`, `mapCategories`, `mapTranslationKeys`,
`multiplayerFrequency` — now a full `Record<GameMapName, number>`,
killing the old `Partial`) on every run; `Game.ts` re-exports it. The
hardcoded map registry in `main.go` is gone — maps are auto-discovered
from the `assets/maps` / `assets/test_maps` directories. MapConsistency
tests fail with a "run `npm run gen-maps`" message if info.json,
manifest.json, and Maps.gen.ts drift. The tracked
`map-generator/map-generator` binary is rebuilt to match.

**New categories: continents + world/cosmic/tournament/other,
multi-category support.** `continental`/`regional`/`fantasy`/`arcade`
are replaced by `featured`, `world`, `europe`, `asia`, `north_america`,
`africa`, `south_america`, `oceania`, `antarctica`, `cosmic`,
`tournament`, and `other`. Maps can list multiple categories, so
straddlers (Black Sea, Bosphorus, Caucasus, Between Two Seas, Bering
Sea/Strait, Mena, Strait of Gibraltar, Hawaii, Arctic) appear under both
regions. Featured is itself a category (same 7 maps as before).
MapPlaylist keeps its arcade exclusion via an explicit set.

**Map picker UI.** Two tabs: **Featured** (default — featured maps plus
a Favorites section when maps are starred) and **All** (one prominent
collapsible bar per category with a map count, collapsed by default).
The selected map is prepended to the featured grid when it lives
elsewhere. `getMapName()` resolves through the generated
`mapTranslationKeys`, which also fixes tourney maps never resolving a
valid translation key.

## Please complete the following:

- [ ] I have added screenshots for all UI updates (maintainer change —
picker described above)
- [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

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

evanpelle

🤖 Generated with [Claude Code](https://claude.com/claude-code)

---------

Co-authored-by: Claude Fable 5 <noreply@anthropic.com>
2026-06-11 19:36:53 -07:00
7405339ea7 Add Titan map with random spawn nations - along new Cosmic map category (#4183)
Resolves #4182

## Description:

Adds "Titan" (real moon of Saturn with methane seas) map . Uses new
random spawn nation feature by FloPinguin.
https://github.com/openfrontio/OpenFrontIO/pull/4156

Also adds new Cosmic map category. The "Other" map category has become a
wastebasket of unrelated maps, and with increasing number of maps, i
think its a good addition to have better categories for these maps.

I figured these 2 changes should go together since im adding a cosmic
map, and a cosmic category.

proof of nations spawning randomly and how the cosmic category looks in
the menu:


https://github.com/user-attachments/assets/b84bd3ef-6b8f-46fe-a6ea-ea5e79c6dc00

## 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

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

tri.star1011

---------

Co-authored-by: Evan <evanpelle@gmail.com>
2026-06-11 10:55:46 -07:00
RickD004andGitHub af2849a2d7 Adds "Juan De Fuca Strait" map - 3 way team map (#4215)
Resolves #4148

## Description:

Adds "Juan de Fuca Strait" map. This is the Strait in Washington and
British Columbia: https://en.wikipedia.org/wiki/Strait_of_Juan_de_Fuca

This map is meant to be a brand new 3-team way map, since all the team
maps we have are either made for 2 or 4 teams.
The map is bumped towards this gamemode similar to how Baikal is bumped
to 2 teams.

Map also has Additional Nations, for a total fof 62, for Human vs
Nations and solo games
<img width="1365" height="602" alt="image"
src="https://github.com/user-attachments/assets/9cb86727-db06-4fcb-bee4-85e7b5d47d15"
/>
<img width="1319" height="488" alt="image"
src="https://github.com/user-attachments/assets/13fd9a01-7ec6-49ab-81c3-40b566cbf6e0"
/>
data from OpenTopography, already credited

## 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

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

tri.star1011
2026-06-10 20:00:53 -07:00
FloPinguinandGitHub b0e7d04f6e Add help notification system to control panel ℹ️ (#4212)
Resolves https://github.com/openfrontio/OpenFrontIO/issues/3445

## Description:

I copied the PR #3743 from @luctrate (Add army limit warning indicator
for team games) to this PR because he didn't respond to requested
changes but I thought it's important.

I expanded on it, now its a full help message system:

**Warnings (orange):**
- Army limit: shown in team games with donations when troops exceed 80%
of max
- Low troops: shown when troops drop below 1k (=> new noob player who
clicks too much)

<img width="764" height="251"
alt="582494157-cf19b13e-a0a9-44e4-8de8-86c007fe9c79"
src="https://github.com/user-attachments/assets/6b4996d9-1993-4d2c-98ba-afba17a5ca4d"
/>

**Info messages (blue):**
- Borders a traitor ally: "You can betray traitors without becoming a
traitor yourself" (Because its not obvious for new players)
- Borders an allied AFK player: "You can attack disconnected players
even if you are allied with them" (Because its not obvious for new
players)
- Borders an AFK teammate: "You can attack disconnected teammates"
(Because its not obvious for new players)

Info messages only appear when the player has not attacked the relevant
neighbor for at least 15 seconds, so they do not show up without reason.

<img width="524" height="141" alt="image"
src="https://github.com/user-attachments/assets/88d74661-d47e-45a7-9f91-d4f5361114b7"
/>

New "Help Messages" toggle in settings (default: on)

<img width="409" height="105" alt="image"
src="https://github.com/user-attachments/assets/24bc8bed-777b-4f72-9451-02116ac39db0"
/>

Implementation details:
- Border detection uses async borderTiles() refreshed every 1s, cached
in a Set of nearby player smallIDs
- Outgoing attacks are tracked per-target to compute the 15-second idle
threshold
- New armyLimitWarningThreshold() on Config (returns 0.8)
- All user-facing strings go through translateText() with en.json
entries

AI Model used: MiMo 2.5 Pro

## 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

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

FloPinguin
2026-06-10 17:00:24 -07:00
evanpelle 5cb155267d Only notify on warship and transport ship destruction
displayMessageOnDeleted fired a "Your {unit} was destroyed" message for
nearly every unit type (denylisting only MIRV warheads and train cars),
which spammed the event feed with low-stakes losses like ports, cities,
and trade ships.

Flip it to an allowlist: only surface destruction of warships and
transport ships, the two losses with real tactical weight (lost naval
control, lost army at sea). Everything else is either visible on the map
or not worth a notification.
2026-06-10 16:00:29 -07:00