## Description:
Added a red delete button with trash can icon to the right-click radial
menu that allows players to voluntarily delete their own units.
## Please complete the following:
- [x] I have added screenshots for all UI updates
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [x] I have added relevant tests to the test directory
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
- [x] I have read and accepted the CLA agreement (only required once).
## Please put your Discord username so you can be contacted if a bug or
regression is found:
Kipstz
<img width="286" height="209" alt="image"
src="https://github.com/user-attachments/assets/85142be3-2aa5-4c84-ab30-0c68289c8f85"
/>
---------
Co-authored-by: Drills Kibo <59177241+drillskibo@users.noreply.github.com>
## Description:
Team games have been too fast because teammates can create large
networks. Reduce the bonus from 50k=>25k
## Please complete the following:
- [x] I have added screenshots for all UI updates
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [x] I have added relevant tests to the test directory
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
## Please put your Discord username so you can be contacted if a bug or
regression is found:
evan
## Description:
When purchasing a territory pattern, set it after successful purchase
## Please complete the following:
- [x] I have added screenshots for all UI updates
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [x] I have added relevant tests to the test directory
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
## Please put your Discord username so you can be contacted if a bug or
regression is found:
evan
## Description:
Bug fix: cities and ports would only connect to factories owned by the
current player, ignoring those belonging to other players.
This update makes the player ID optional when searching for nearby
units: if no player ID is provided, unit ownership is disregarded,
allowing connections to all factories regardless of ownership.
## Please complete the following:
- [x] I have added screenshots for all UI updates
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [x] I have added relevant tests to the test directory
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
## Please put your Discord username so you can be contacted if a bug or
regression is found:
IngloriousTom
## Description:
This pr allows setting the pattern manually in using the dev console so
we can see how it looks before uploading.
To set it: set the b64 pattern in local storage with key: dev-pattern.
This will override set pattern. Only works in singleplayer mode.
## Please complete the following:
- [x] I have added screenshots for all UI updates
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [x] I have added relevant tests to the test directory
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
## Please put your Discord username so you can be contacted if a bug or
regression is found:
evan
## Description:
When emoji is sent to oneself, it triggers: Cannot send emoji to
oneself: ${this}, because the canSendEmoji wasn't checking if it was
itself.
## Please complete the following:
- [x] I have added screenshots for all UI updates
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [x] I have added relevant tests to the test directory
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
## Please put your Discord username so you can be contacted if a bug or
regression is found:
evan
## Description:
v25 meta update:
- Trade ship spawn rate is determined by number of ports players has and
total number of tradeships on the map
- Train spawn rate scales hyperbolically with number of factories owned
by player
- Factory & Port share the same early unit discount (eg building a port
makes the factory more expensive), this is to encourage more
specialization: become a naval economy or land based economy.
- Trains spawn from factories and arrive on cities
- Trains only give gold on cities
- Trains give 50k gold for allies, 25k for nonallies, and 10k for self
- Large players are given a 30% speed/attack debuff in sigmoid curve
- Reduced attack bonus for large players
- Nerf bot gold production from 1k/s => 500/s
- Nerf bot max troops
## Please complete the following:
- [x] I have added screenshots for all UI updates
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [x] I have added relevant tests to the test directory
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
## Please put your Discord username so you can be contacted if a bug or
regression is found:
evan
## Description:
This PR does two things:
1. Allows you to send an alliance request to approve an existing
request, ex:
* player A sends req to player B
* now player B can send an ally request to player A, which accepts the
request from player A.
This way even if you lose or don't see the alliance notification, you
can still accept the alliance.
2. Have AllianceRequestExecution reject the request if not accepted or
rejected. There is a bug where sometimes the EventDisplay does not
trigger the delete() function, resulting in hung alliance requests. I
couldn't figure out why the delete() function is sometimes not called,
but I think it's better design to have core/ itself handle abandoned
alliance requests, this was UI bugs can't break the game state.
## Please complete the following:
- [ ] I have added screenshots for all UI updates
- [ ] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [ ] I have added relevant tests to the test directory
- [ ] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
## Please put your Discord username so you can be contacted if a bug or
regression is found:
evan
## Description:
Store pattern by name instead of value. The worker replaces the pattern
name with it's base64 when joining. This ensures the client & server are
never out of sync after patterns are updated.
* removed resizeObserver on the territory modal, it was causing some
race conditions, and the modal is not resizable so it's unnecessary.
* Moved PatternSchema to CosmeticSchema
## Please complete the following:
- [x] I have added screenshots for all UI updates
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [x] I have added relevant tests to the test directory
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
- [x] I have read and accepted the CLA agreement (only required once).
## Please put your Discord username so you can be contacted if a bug or
regression is found:
evan
## Description:
During the play test, trains did not produce enough gold. So increase
gold, and give 4x bonus for allies.
## Please complete the following:
- [x] I have added screenshots for all UI updates
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [x] I have added relevant tests to the test directory
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
- [x] I have read and accepted the CLA agreement (only required once).
## Please put your Discord username so you can be contacted if a bug or
regression is found:
evan
## Description:
Have the diplomacy view only draw border, not interior tiles. Drawing
the interior tiles is a very expensive operation and caused main thread
cpu usage to spike to close to 100%.
Also change the color scheme so that neutral players are gray, and
embargoed players are red. I think long term embargo should be more of a
war state.
Added embargo update and cleaned it up to use Player instead of
PlayerID. There's no reason to pass ids around.
<img width="493" height="466" alt="Screenshot 2025-08-07 at 6 25 55 PM"
src="https://github.com/user-attachments/assets/75552036-42f1-4103-9537-234ff1c0464f"
/>
## Please complete the following:
- [x] I have added screenshots for all UI updates
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [x] I have added relevant tests to the test directory
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
- [x] I have read and accepted the CLA agreement (only required once).
## Please put your Discord username so you can be contacted if a bug or
regression is found:
evan
## Description:
I think it makes sense to allow trains between non-allies, but give a
bonus to land trade between players who are allies.
## Please complete the following:
- [x] I have added screenshots for all UI updates
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [x] I have added relevant tests to the test directory
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
- [x] I have read and accepted the CLA agreement (only required once).
## Please put your Discord username so you can be contacted if a bug or
regression is found:
evan
## Description:
**--Fix oversight in v24--**
In v24, alliance renewal was introduced. But a Bot or Nation never
answers to it. So the Event Panel expiration message + clicking to Renew
and waiting, is all in vain if the other player is not a human. Like in
Single player in all cases. The message after ~30 seconds is always
"Alliance with xxx expired". This feels illogical and there's no purpose
for showing a Request to Renew button if it then always expires.
Also reported by players like here:
https://discord.com/channels/1284581928254701718/1284581928833388619/1398249123093676094
This PR fixes it by having the non-human reciever of the request, say
yes to depending on attiude towards the human and chance. This feels
more realistic.
The requestor is always the human player because they click a button in
EventsDisplay. So there is always already an extension request which the
bot can react to with another extension request to have the alliance be
extended.
**--Add tests--**
It adds tests for extending alliance between human and non-human player.
One for AllianceExtensionExecution simply testing if alliance between
human and non-human can be extended. And one in BotBehavior, testing if
it correctly handles an extension request by adding a new
AllianceExtensionExecution.
**--Fix silent bug in existing test--**
Adding the new test for human and non-human for
AllianceExtensionExecution, i ran into a bug in the existing test for
extending alliance between humans. Which made the test always pass
because expirationAt wasn't fetched correctly. Had to fix that too,
without intending that for this PR beforehand. And then had to include
the bugfix from PR #1582 (v25) in it too to have the alliance actually
extended. More details below:
(-- The existing test would always return 'all passed' because it did
not get the expiresAt() but got the createdAt +
config.AllianceDuration() for both expirationBefore and expirationAfter.
createdAt is immutable so before and after would be the same. And then
it did not test for toBeGreaterThan, which would have failed. But it
tested wrongfully for toBeGreaterThanOrEqual which was a pass even when
the expirationBefore and expirationAfter would be the same and no
extension had taken place.
-- The bugfix from PR 1582 needed to be included now too. Because only
with those changes, the existing test has its alliance truly extended
and only with that the expirationAt actually changed. Actually, checking
if extend() was called isn't needed anymore, since we now check the
expirationAt correctly which on its own tells us if extend() was
succesful. But left this addition from PR 1582 in since it can't do any
harm.)
## Please complete the following:
- [x] I have added screenshots for all UI updates
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [x] I have added relevant tests to the test directory
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
- [ ] I have read and accepted the CLA agreement (only required once).
## Please put your Discord username so you can be contacted if a bug or
regression is found:
tryout33
---------
Co-authored-by: evanpelle <openfrontio@gmail.com>
Co-authored-by: Drills Kibo <59177241+drillskibo@users.noreply.github.com>
## Description:
Add option toggle for structure sprites
Add new icons
Add new shapes
Add scaling for text and bigger text
<img width="853" height="548" alt="image"
src="https://github.com/user-attachments/assets/2f3e0b3d-af34-485b-a897-11fd74f6c51a"
/>
<img width="690" height="375" alt="image"
src="https://github.com/user-attachments/assets/9dea3fc2-6054-473d-9530-0222e49948ac"
/>
## Please complete the following:
- [x] I have added screenshots for all UI updates
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [x] I have added relevant tests to the test directory
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
- [x] I have read and accepted the CLA aggreement (only required once).
## Please put your Discord username so you can be contacted if a bug or
regression is found:
Mr. Box
---------
Co-authored-by: evanpelle <evanpelle@gmail.com>
## Description:
This update encourages alliances by modifying how train-based trading
works. Trading is now restricted to allied networks, and allied trades
offer better rewards than self-trades, incentivizing cooperation.
Changes:
- Train destinations are now limited to stations owned by the player or
their allies.
- Delivering a train to one’s own station grants 4,000 gold.
- Delivering a train to an ally’s station grants 5,000 gold to both the
sender and the receiver.
This system encourages players to form alliances, especially with
factory-focused players.
## Please complete the following:
- [x] I have added screenshots for all UI updates
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [x] I have added relevant tests to the test directory
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
- [x] I have read and accepted the CLA agreement (only required once).
## Please put your Discord username so you can be contacted if a bug or
regression is found:
IngloriousTom
## Description:
#1075
Fixing all remaining type errors caused by strict mode and enable it.
## Please complete the following:
- [x] I have added screenshots for all UI updates
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [x] I have added relevant tests to the test directory
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
- [x] I have read and accepted the CLA agreement (only required once).
## Please put your Discord username so you can be contacted if a bug or
regression is found:
azlod
---------
Co-authored-by: Scott Anderson <662325+scottanderson@users.noreply.github.com>
## Description:
Current SAM behavior is to shoot a missile as soon as a nuke is in
range.
Players can exploit it by overshooting behind the SAM, so the SAM
missile will take way longer to reach the nuke, usually too late to
prevent its explosion.
This PR introduces a "smart" targeting system that allows SAM to
calculate an optimal interception tile along the nuke's trajectory. They
can also preshot before the nuke becomes vulnerable, as long as the
interception tile will be within the vulnerable window.
This change makes SAM range enforcement much more strict.
Changes:
- Nukes now precompute their full trajectory on creation and update
their current position index every tick.
- SAMs use this trajectory data and their own missile speed to calculate
the ideal interception tile.
- SAM missiles now aim directly at that interception point rather than
chasing the nuke.
Small changes on the fly:
- `BezierCurve` now uses a provided increment so the curve LUT is the
optimal size
- Increased nuke opacity when untargetable: 0.4 → 0.5
- Slightly extended nuke vulnerability range to SAMs: 120 → 150
===
Preshot an incoming nuke still in the unfocusable state. Notice how the
nuke is destroyed as soon as becomes focusable:
https://github.com/user-attachments/assets/9fbf1ae4-33b4-4fa0-9b53-cb53f3adc17b
Shooting right at the range limit:
https://github.com/user-attachments/assets/d68793ac-b249-45fe-88bf-e20f70758449
Shooting behind the SAM:
https://github.com/user-attachments/assets/800cd7ff-d9d9-40f3-aba8-fa3ab526b3b2
## Please complete the following:
- [x] I have added screenshots for all UI updates
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [x] I have added relevant tests to the test directory
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
- [x] I have read and accepted the CLA agreement (only required once).
## Please put your Discord username so you can be contacted if a bug or
regression is found:
IngloriousTom
## Description:
This PR removes the unused `processName` utility function from `Util.ts`
and its dependency, the `twemoji` package.
The `processName` function has been commented out and non-operational
for approximately 9 months. This cleanup removes the dead code. As a
result, the `twemoji` npm package is no longer needed and has been
removed from the project's dependencies, which slightly reduces the
overall dependency footprint.
## Please complete the following:
- [X] I have added screenshots for all UI updates
- [X] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [X] I have added relevant tests to the test directory
- [X] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
- [X] I have read and accepted the CLA agreement (only required once).
## Please put your Discord username so you can be contacted if a bug or
regression is found:
aaa4xu
## Description:
The troop/worker ratio bar is almost never changed. so remove it and the
entire concept of workers. Now there is just troops.
Now players get a consistent 1k/s gold.
## Please complete the following:
- [x] I have added screenshots for all UI updates
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [x] I have added relevant tests to the test directory
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
- [x] I have read and accepted the CLA agreement (only required once).
## Please put your Discord username so you can be contacted if a bug or
regression is found:
evan
## Description:
This PR implements a major refactoring of how map data is stored and
loaded, as described in #1242. Previously, map data (`.bin` files) was
bundled directly into the client-side JavaScript by Webpack using
`binary-loader`. This approach led to data duplication and increased
bundle/image sizes.
This refactoring changes the strategy entirely:
- `GameMapLoader` interface has been introduced to decouple the map
loading mechanism from the components that use it.
- New `FetchGameMapLoader` implementation loads map data by fetching it
from static server endpoint.
- Webpack configuration and `Dockerfile` have been updated to serve the
map files as static assets and to remove the source `resources/maps`
directory from the final image, thus eliminating data duplication.
This leads to several key improvements:
- Docker image size is reduced from ~750 MB to ~600 MB.
- Build time is decreased. On my local machine, the docker image build
time went from 48s to 43s.
Most of this speed-up comes from faster Webpack builds (reduced from 16s
to 11s), as it no longer needs to process large binary files. This
performance gain will be noticeable for all developers during local
development, not just in the CI workflow.
## Please complete the following:
- [X] I have added screenshots for all UI updates
- [X] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [X] I have added relevant tests to the test directory
- [X] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
- [X] I have read and accepted the CLA agreement (only required once).
## Please put your Discord username so you can be contacted if a bug or
regression is found:
aaa4xu
## Description:
Display an FPS monitor to track performance on each new feature.
It only appears in the development environment, positioned at the top
center to remain visible—especially on mobile.
The display can be closed via a close button.
I already use it to evaluate my other PR on low end device.
<img width="1126" height="845" alt="image"
src="https://github.com/user-attachments/assets/a7197572-6aea-47df-9dd2-e84947c7aee0"
/>
## Please complete the following:
- [x] I have added screenshots for all UI updates
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [x] I have added relevant tests to the test directory
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
- [x] I have read and accepted the CLA aggreement (only required once).
## Please put your Discord username so you can be contacted if a bug or
regression is found:
devalnor
## Description:
Don't become traitor when betraying inactive player
This PR makes the following changes
- Do not mark the attacking player as a traitor, if they attack/betray
an ally who is disconnected from the game
- Do not send the attacking player the betrayal message (traitor debuff
applied message), if they attack/betray an ally who is disconnected from
the game
- Add test case for traitor debuff being applied if the attacking player
attacks an ally who is still connected to the game
- Add test case for traitor debuff NOT being applied if the attacking
player attacks an ally who is disconnected from the game
I also tested this manually with nuking an allied player who is
connected and nuking an allied player who is disconnected. The logic
worked as expected.
This PR was made in regards to the following issue: #1599
## Please complete the following:
- [x] I have added screenshots for all UI updates
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [x] I have added relevant tests to the test directory
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
- [x] I have read and accepted the CLA agreement (only required once).
## Please put your Discord username so you can be contacted if a bug or
regression is found:
slyty
## Description:
Even with the internal grid, `UnitGrid::nearbyUnits` can consume a
significant amount of CPU, where it can account for ~5% of the rendering
thread. Most of this overhead comes from filtering units by type.
This PR improves performance by storing units in type-specific sets,
significantly reducing lookup time.
It reduces the usage to ~1% with this change:

## Please complete the following:
- [x] I have added screenshots for all UI updates
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [x] I have added relevant tests to the test directory
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
- [x] I have read and accepted the CLA agreement (only required once).
## Please put your Discord username so you can be contacted if a bug or
regression is found:
IngloriousTom
---------
Co-authored-by: Tom Rouillard <trouilla@mathworks.com>
Co-authored-by: Scott Anderson <662325+scottanderson@users.noreply.github.com>
## Description:
This is a map of the Yenisei Bay in Russia. It contains 6 nations and
should be all compatable with all of the new map stuff. It has a size of
2000x2500 (which also means that it's larger vertically)
Describe the PR.
## Please complete the following:
- [x] I have added screenshots for all UI updates
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [x] I have added relevant tests to the test directory
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
- [ ] I have read and accepted the CLA aggreement (only required once).
## Please put your Discord username so you can be contacted if a bug or
regression is found:
DISCORD_USERNAME
Nikola123
## Description:
This PR increases the iteration cap for warships & transports, until a
better solution can be found.
Fixes the issue where warships & transports break when pathfinding very
far away.
## Please complete the following:
- [x] I have added screenshots for all UI updates
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [x] I have added relevant tests to the test directory
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
- [x] I have read and accepted the CLA agreement (only required once).
## Please put your Discord username so you can be contacted if a bug or
regression is found:
aceralex
## Description:
Added an eye icon to the lobby ID button so users can hide/show their
lobby ID for privacy. When hidden, it shows dots (••••••••) instead of
the actual ID. Also added a setting in the user settings to control the
default behavior.
**Fixes #1091**
### What's new:
- Click the eye icon to toggle lobby ID visibility
- Global preference in User Settings modal
- Creating a new Lobby will take the set preference from User Settings
- Copy function still works when hidden



## Please complete the following:
- [x] I have added screenshots for all UI updates
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [ ] I have added relevant tests to the test directory
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
- [x] I understand that submitting code with bugs that could have been
caught through manual testing blocks releases and new features for all
contributors
## Please put your Discord username so you can be contacted if a bug or
regression is found:
[UN]nvm
## Description:
Redoing this PR because the previous one was just a mess. ~~Now
everything is in 1 commit.~~ not anymore
I have added the map of Pluto, based on the discord suggestion that has
41 upvotes.
<img width="2100" height="1300" alt="pluto_final_clean"
src="https://github.com/user-attachments/assets/9eaa44f9-c18e-48ca-89e4-ac59273859f7"
/>
The map looks like this ^
The map doesn't cover all of Pluto, because we simply don't have the
data about the other side. Instead this map covers most of the mapped
area which has high quality height data.
<img width="2438" height="1219" alt="image"
src="https://github.com/user-attachments/assets/c5adfd52-0e92-4cb9-b97b-afd7df822588"
/>
## Please complete the following:
- [x] I have added screenshots for all UI updates
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [x] I have added relevant tests to the test directory
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
- [x] I understand that submitting code with bugs that could have been
caught through manual testing blocks releases and new features for all
contributors
## Please put your Discord username so you can be contacted if a bug or
regression is found:
aceralex
## Description:
Add an animation when the player conquer another one.
The FX consists of two parts: short animation, and the gold won.
It is only displayed to the conquering player, so everybody knows who
won the money if multiple people fighted over the last pixel of a
player.
Changes:
- Add new update `ConquestUpdate`
- Add new fx `ConquestFx`
- Merge conquest logic in `Game`
https://github.com/user-attachments/assets/9f985e41-baa4-48a6-927e-3216274f758c
## Please complete the following:
- [x] I have added screenshots for all UI updates
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [x] I have added relevant tests to the test directory
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
- [x] I understand that submitting code with bugs that could have been
caught through manual testing blocks releases and new features for all
contributors
## Please put your Discord username so you can be contacted if a bug or
regression is found:
IngloriousTom
## Description:
On Alliance extension, the key "events_display.alliance_renewed" is
displayed in the Event Panel. Reported in
https://discord.com/channels/1284581928254701718/1397197460085932184
Since displayMessage doesn't expect or do translations, just puts out
hardcoded English messages so far, it doesn't do anything with the
recieved key and just puts it in the Event Panel as is. This PR fixes it
as a follow-up of #1359.
With this, it also introduces a base which can be used to translate
hardcoded messages coming from other Executions. That is out of the
scope of this PR.
PRs #1532 and #1536 both fix issues with Alliance Renewal in v24. If
possible approve 1532 (this one) first and then 1536 not too far after
if github can indeed merge them.
BEFORE:
<img width="533" height="353" alt="alliancerenewbefore"
src="https://github.com/user-attachments/assets/b97f7279-8daf-4049-96fb-1d5a1e360ec4"
/>
AFTER:
(tested locally with Nations by not checking their answer; they normally
don't answer to alliance renewal request which is another issue)
<img width="787" height="406" alt="After fix"
src="https://github.com/user-attachments/assets/9fc3a0e2-b151-486f-b6ef-692177e387ad"
/>
## Please complete the following:
- [x] I have added screenshots for all UI updates
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [x] I have added relevant tests to the test directory
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
- [x] I have read and accepted the CLA aggreement (only required once).
## Please put your Discord username so you can be contacted if a bug or
regression is found:
tryout33
## Description:
When someone loses their structures they get their bonus back. Also keep
the structures built, it's nice to still get the bonus after capturing
someone's city.
## Please complete the following:
- [x] I have added screenshots for all UI updates
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [x] I have added relevant tests to the test directory
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
- [x] I have read and accepted the CLA aggreement (only required once).
## Please put your Discord username so you can be contacted if a bug or
regression is found:
evan
## Description:
Prevent unholly alliances with the undead.
## Please complete the following:
- [x] I have added screenshots for all UI updates
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [x] I have added relevant tests to the test directory
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
- [x] I have read and accepted the CLA aggreement (only required once).
## Please put your Discord username so you can be contacted if a bug or
regression is found:
IngloriousTom
## Description:
GameView does not update its unit grid when units move, which can result
in memory leaks.
## Please complete the following:
- [x] I have added screenshots for all UI updates
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [x] I have added relevant tests to the test directory
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
- [x] I have read and accepted the CLA aggreement (only required once).
## Please put your Discord username so you can be contacted if a bug or
regression is found:
IngloriousTom
## Description:
Task: #1075 Enable typescript strict mode
First (out of many) PR in order to enable typescript Strict mode in the
project.
This PR fixes all type issues present under the `/server` path.
## Specifics
Most changes are just basic type fixes, however here are some further
explanation for some of the more complex changes:
1. `PatternDecoder.ts` used to accept `Uint8Array` as an input, however
this was never used, so to simplify the typing and avoid casting in
various places, I just removed support for it.
2. `MapPlaylist.ts` has a `frequency` object with map names, used to
specify how often each map should appear in the playlist. However this
list is not in sync with the actual map list, so some maps were missing
from that list. I fixed that while adding stronger typing for the
future. Also removed an un-necessary call to `parseInt`.
## Please complete the following:
- [x] I have added screenshots for all UI updates
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [x] I have added relevant tests to the test directory
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
- [x] I have read and accepted the CLA aggreement (only required once).
## Please put your Discord username so you can be contacted if a bug or
regression is found:
azlod
## Description:
Having a high level port would increase the number of outgoing
tradeships, but not the number of incoming tradeships. Now the the
chances of a tradeship landing on a port is scaled with the port's level
## Please complete the following:
- [x] I have added screenshots for all UI updates
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [x] I have added relevant tests to the test directory
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
- [x] I have read and accepted the CLA aggreement (only required once).
## Please put your Discord username so you can be contacted if a bug or
regression is found:
evan
## Description:
Enable a few eslint rules:
- `@typescript-eslint/no-empty-object-type`
- `@typescript-eslint/no-require-imports`
- `no-useless-escape`
## Please complete the following:
- [x] I have added screenshots for all UI updates
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [x] I have added relevant tests to the test directory
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
- [x] I understand that submitting code with bugs that could have been
caught through manual testing blocks releases and new features for all
contributors
---------
Co-authored-by: Scott Anderson <scottanderson@users.noreply.github.com>
## Description:
Fixes#952
Enabled @typescript-eslint/prefer-nullish-coalescing rule and worked
through every error, introducing ?? and ??= operators or disabling
errors with inline comments where appropriate, to the best of my
ability.
## Please complete the following:
- [x] I have added screenshots for all UI updates
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [x] I have added relevant tests to the test directory
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
- [x] I understand that submitting code with bugs that could have been
caught through manual testing blocks releases and new features for all
contributors
## Please put your Discord username so you can be contacted if a bug or
regression is found:
g_santos_m
## Description:
bugfix: The price was not considered when checking it upgrading a unit
was allowed.
Also refacted and cleaned up the code a bit.
## Please complete the following:
- [x] I have added screenshots for all UI updates
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [x] I have added relevant tests to the test directory
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
- [x] I understand that submitting code with bugs that could have been
caught through manual testing blocks releases and new features for all
contributors
## Please put your Discord username so you can be contacted if a bug or
regression is found:
evan
## Description:
- Change trains so it spawns from factories only
- Increase train frequency as they will now spawn from a single
structure.
- Factory will spawn more trains depending on its level
- Fix port to connect to nearby railroads
- Add factory description
## Please complete the following:
- [x] I have added screenshots for all UI updates
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [x] I have added relevant tests to the test directory
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
- [x] I understand that submitting code with bugs that could have been
caught through manual testing blocks releases and new features for all
contributors
## Please put your Discord username so you can be contacted if a bug or
regression is found:
IngloriousTom
---------
Co-authored-by: Tom Rouillard <trouilla@mathworks.com>
Co-authored-by: evanpelle <evanpelle@gmail.com>
## Description:
Use an iterative approach to counting units to reduce array allocations.
## 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
- [ ] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
- [x] I understand that submitting code with bugs that could have been
caught through manual testing blocks releases and new features for all
contributors
## Description:
Previously upgrading a unit would have it reload immediately, eg
upgrading missile silo 1=>2 gives it 2 missiles immediately. With this
change it must reload the missile. Same with SAMs. This prevents users
from spamming upgrades as missiles are coming in.
Fix the progress reloading bar. Previously it only showed the SAM/silo
as reloading when it was completely out of missiles. Now it shows
roughly how many missiles are available (eg level 5 fires 3 missiles,
now progress bar is at 40%). It also shows progress of missiles
reloading. If no missiles are available, progress bar is empty
There was a bug where if a silo of SAM was in cooldown it would be
updated each tick, causing the sprite/icon to be rerendered each tick.
## Please complete the following:
- [x] I have added screenshots for all UI updates
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [x] I have added relevant tests to the test directory
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
- [x] I understand that submitting code with bugs that could have been
caught through manual testing blocks releases and new features for all
contributors
## Please put your Discord username so you can be contacted if a bug or
regression is found:
evan
## Description:
Add strait of Gibraltar and Italia maps
## Please complete the following:
- [x] I have added screenshots for all UI updates
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [x] I have added relevant tests to the test directory
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
- [x] I understand that submitting code with bugs that could have been
caught through manual testing blocks releases and new features for all
contributors
## Please put your Discord username so you can be contacted if a bug or
regression is found:
evan
## Description:
Upgrading units was not being counted towards building discounts
## Please complete the following:
- [x] I have added screenshots for all UI updates
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [x] I have added relevant tests to the test directory
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
- [x] I understand that submitting code with bugs that could have been
caught through manual testing blocks releases and new features for all
contributors
## Please put your Discord username so you can be contacted if a bug or
regression is found:
evan
## Description:
- Add trios and quads
- Add translations for duos, trios, quads
- Add duos, trios, quads to the public lobby rotation
- Increase the frequency of team games


## Please complete the following:
- [x] I have added screenshots for all UI updates
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [x] I have added relevant tests to the test directory
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
- [x] I understand that submitting code with bugs that could have been
caught through manual testing blocks releases and new features for all
contributors
## Description:
Train stations are now built automatically when a factory is
constructed.
Changes:
- When a factory is built, nearby structures are connected to the rail
network
- When a city is built near a factory, it is connected to the rail
network
- All structures behave the same when a train stops: to be defined
- Removed station badge
- Gold income is now related to the structure's level
## Please complete the following:
- [x] I have added screenshots for all UI updates
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [x] I have added relevant tests to the test directory
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
- [x] I understand that submitting code with bugs that could have been
caught through manual testing blocks releases and new features for all
contributors
## Please put your Discord username so you can be contacted if a bug or
regression is found:
IngloriousTom
## Description:
Add a text popup FX when a tradeship lands in your port.
They are only displayed for the current player.
https://github.com/user-attachments/assets/586ded57-5311-4394-a322-903ecea89bd6
## Please complete the following:
- [x] I have added screenshots for all UI updates
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [x] I have added relevant tests to the test directory
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
- [x] I understand that submitting code with bugs that could have been
caught through manual testing blocks releases and new features for all
contributors
## Please put your Discord username so you can be contacted if a bug or
regression is found:
IngloriousTom
---------
Co-authored-by: Tom Rouillard <trouilla@mathworks.com>
Co-authored-by: evanpelle <evanpelle@gmail.com>
## Description:
forgot to push these changes to the branch before merging
513fcb0944
## Please complete the following:
- [x] I have added screenshots for all UI updates
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [x] I have added relevant tests to the test directory
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
- [x] I understand that submitting code with bugs that could have been
caught through manual testing blocks releases and new features for all
contributors
## Please put your Discord username so you can be contacted if a bug or
regression is found:
evan
## Description:
When building a structure in the same location as a nearby structure, it
will update the existing structure instead of creating a new one.
Also fix ctrl+click shortcut to bring up the build menu.
## Please complete the following:
- [x] I have added screenshots for all UI updates
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [x] I have added relevant tests to the test directory
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
- [x] I understand that submitting code with bugs that could have been
caught through manual testing blocks releases and new features for all
contributors
## Please put your Discord username so you can be contacted if a bug or
regression is found:
evan