mirror of
https://github.com/openfrontio/OpenFrontIO.git
synced 2026-07-25 02:12:18 +00:00
20bc311caf5d34349f25f77bccd08b536b4f411e
669
Commits
| Author | SHA1 | Message | Date | |
|---|---|---|---|---|
|
|
20bc311caf |
Add Graphics Settings modal with live name-label tuning (#4065)
## Description:
- Add a user-facing **Graphics Settings** modal accessible from the
in-game Settings menu, with live preview as sliders change.
- First two knobs: **Name Scale** and **Minimum Name Size** (the
name-cull threshold).
- Overrides stored as a single JSON blob in `localStorage` under
`settings.graphics`, validated by a Zod schema
(`GraphicsOverridesSchema`). Future graphics knobs just extend the
schema + slider list.
## How it fits together
- `generateRenderSettings(overrides)` (`RenderSettings.ts`) — pure
function: clones `render-settings.json` defaults, layers overrides on
top, returns a fresh `RenderSettings`.
- `UserSettings.graphicsOverrides()` / `setGraphicsOverrides()` —
read/write the blob; falls back to `{}` on a missing/corrupt entry.
- `ClientGameRunner` listens for
`USER_SETTINGS_CHANGED_EVENT:settings.graphics`, regenerates, and
`Object.assign`s each category into the live `view.getSettings()` slice
so passes pick up the new values on the next frame (no renderer
reconstruction).
- Modal reads defaults straight from `render-settings.json` so there's
no duplication.
<img width="599" height="515" alt="Screenshot 2026-05-28 at 11 18 43 AM"
src="https://github.com/user-attachments/assets/263d7d91-10d8-4a66-a069-10015c735d60"
/>
## 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
|
||
|
|
aa3959bffe |
feat: territory png based skins (#4006)
## Description: Add image-based territory skins as a new cosmetic type, rendered alongside the existing 1-bit patterns. Skins render a single PNG centered on each player's spawn tile — opaque pixels show the skin (multiplied by team color in team games, raw colors in FFA), transparent pixels and tiles outside the image bounds fall through to the regular player palette color. **Cosmetic plumbing** - `SkinSchema` in `CosmeticSchemas.ts`, optional `skins` map on `CosmeticsSchema` - `PlayerSkin`, `PlayerCosmetics.skin`, `PlayerCosmeticRefs.skinName` in `Schemas.ts` - Server-side resolution: `PrivilegeCheckerImpl.isSkinAllowed` (gated by `skin:*` / `skin:<name>` flares) - Client persistence: stored under `PATTERN_KEY` (`pattern:` and `skin:` share one slot — they're mutually exclusive) - `getPlayerCosmeticsRefs` only emits a `skinName` when cosmetics are loaded, the skin exists in the catalog, and the user has the right flare — otherwise drops the ref and clears storage **Renderer** - `SkinAtlasArray` — fixed `TEXTURE_2D_ARRAY`, 1024×1024 per layer, exact layer count allocated once at game start from the locked-in player set. No resize, no callbacks, no retained `HTMLImageElement`. Zero GPU cost when no players have skins (1×1 placeholder). - `skinLayerTex` (R8UI 4096×1) — per-player `layer + 1` (`0` = no skin) - `skinAnchorTex` (RG16UI 4096×1) — per-player spawn tile, so the PNG center anchors at each player's spawn (re-uploads when the player re-picks during spawn phase) - `WebGLFrameBuilder.syncPlayers` collects unique skin URLs on first sync and calls `view.initSkinAtlas(urls)` once; `clearCaches()` resets so seek/replay re-initializes - `territory.frag.glsl`: skin branch is mutually exclusive with patterns; bounds-checks UVs against `[0, 1]` so the image is a single stamp, not tiled; alpha-blends against the player palette color so transparent pixels and out-of-bounds tiles render as the regular player color **Hover highlight (global UX change, not skin-scoped)** - Existing hover highlight changed from "brighten toward white" to "saturation boost." Applies to all players regardless of skin/pattern/flat-color — looks better across the board. **UI** - `CosmeticButton` renders skins as a single `<img>` (object-contain) - `TerritoryPatternsModal` merges patterns + skins into one grid; single "default" tile clears both - Selecting a pattern clears the skin and vice versa (mutually exclusive) - `Store` pattern tab includes skin entries (purchasable, not-yet-owned) - `PatternInput` lobby button previews the active skin when one is set **Memory** - 0 skin players → ~4 bytes (placeholder) + ~40 KB fixed per-player tables - 1 skin player → ~5.6 MB GPU - 5 skin players → ~28 MB GPU - 10 skin players → ~56 MB GPU **Tests** - `tests/Privilege.test.ts`: 13 new cases covering `isSkinAllowed` (wildcard, exact-match, missing flare, missing skin, forged refs) and `isAllowed` integration (allowed/forbidden paths, short-circuit when invalid skin is paired with valid other cosmetics) ## Please complete the following: - [ ] I have added screenshots for all UI updates - [ ] I process any text displayed to the user through translateText() and I've added it to the en.json file - [x] I have added relevant tests to the test directory - [ ] 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 |
||
|
|
172113193f |
Add May Labyrinth (#4002)
## Description: Labyrinth is a maze type map. My attempt at making a more chess style board for play. Games with bots appear stable at over 45min average run times. The map has been setup for team spawn zones for 2, 3, 4, 5, 6, and 7 teams. Some of the team spawns for odd numbers are experimental and I would like to see how they play out with live players. Additional nation names included. There are other design factors like each of the large squares being within the blast radius of a hydro; small islands are within the blast radius of nukes. This is meant as a slower playing game. My intentions are to get some sort of literal rotation of the map in the future if easily implemented. That way every time players load the game there would be some randomization. As an additional note one of my last edit to the map was the "+" shape to the islands to allow train passage. Zooming out I can see now that the pattern is squares and + through out. Did not fully intend on that, but it felt like good vibes. https://discord.com/channels/1284581928254701718/1293201128858587207/threads/1497062552784605316 https://www.youtube.com/watch?v=e8c-TylT4hs https://www.youtube.com/watch?v=0-yqrfr3nv0 ## 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 PlaysBadly --------- Co-authored-by: RickD004 <realtacoco@gmail.com> |
||
|
|
b086881a4e |
Add Korea Map (#3977)
## Description: Add map of korean peninsula. Size 1092x2149 Nations: 35 based on provinces ## Please complete the following: - [x] I have added screenshots for all UI updates - [x] I process any text displayed to the user through translateText() and I've added it to the en.json file - [x] I have added relevant tests to the test directory - [x] I confirm I have thoroughly tested these changes and take full responsibility for any bugs introduced ## Please put your Discord username so you can be contacted if a bug or regression is found: DISCORD_USERNAME crunchybbbbb @crunchybbbbb_59469 <img width="1092" height="2149" alt="Korea-2" src="https://github.com/user-attachments/assets/874100e8-4a68-4f57-b2f7-49aa87b8194d" /> two teams nations war video https://www.youtube.com/watch?v=n4h7GAfAHTM --------- Co-authored-by: Ricky G.P. <realtacoco@gmail.com> |
||
|
|
5a2c0504eb |
adds map of the Balkans (using Additional nations feature) (#3998)
## Description: Adds map of the Balkan Peninsula and surroundings. Heavily requested map with multiple posts on the Discord all with over 10 or 20 upvotes. 23 NPC/Nations based on countries and relevant regions of the area. Adds an extra 39 nations for crowded Humans vs Nations gamemode for a total of 62 NPCs, based on regions of multiple countries. Also some flags for some regions. Source from NASA DEM, already credited Photo of base map, and 62 HvN: <img width="614" height="588" alt="Captura de pantalla 2026-05-24 030105" src="https://github.com/user-attachments/assets/5742a4c3-1b1f-4ca7-858d-91529861dd81" /> <img width="548" height="547" alt="image" src="https://github.com/user-attachments/assets/758d8ad0-1515-41b8-8d42-14e76cdd54ed" /> This map completes the quartet row of "polemic" maps for v32 <img width="678" height="119" alt="image" src="https://github.com/user-attachments/assets/9e6f4ef1-f0cc-48ea-a59f-b7ff69033b73" /> ## 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: tri.star1011 |
||
|
|
db501c68d2 |
Put friends on the same team (#3994)
Fixes #3911 ## Description: - Server captures `publicId` and `friends` from `getUserMe()` and includes each player's in-game friend `clientID`s in `PlayerSchema` on game start - Team assignment treats friends as a **soft preference** (best-effort): a non-clan player goes to the team where the most of their friends already are; if that team is full they spill to the next-emptiest team rather than getting kicked - Clans remain strict (kick overflow) since clan membership is an explicit opt-in; friends are implicit, so a friend-of-friend chain that doesn't fit shouldn't bench anyone - Friendship is symmetric — an edge from either direction counts, which keeps things working when one side's `getUserMe` is stale - Lobby preview unchanged — friend grouping only takes effect once the game actually starts (avoids exposing friend lists in the lobby payload) ## 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 |
||
|
|
b1ec3ac70f |
Adds Indian Subcontinent map (#3975)
## Description: Adds Map of the Indian Subcontinent, with indian and pakistani states and surrounding countries, important rivers like the Ganges, Brahmaputra and Indus, and Tibet/ theHimalayas 2M land pixels and 52 Nations (i think its fitting that India has the most nations of a regional map, only continental maps have more) Should be nice to boost whatever indian playerbase this game might have. This region also doesnt have any representation aside from continental maps <img width="584" height="598" alt="image" src="https://github.com/user-attachments/assets/4089049a-800b-4e37-ab34-2afc5de821e8" /> <img width="418" height="462" alt="image" src="https://github.com/user-attachments/assets/a68e2424-5972-4105-86c9-0312ab095024" /> Elevation data from NASA DEM, already credited in CREDITS.md No reference test is needed, the test suite automatically iterates over all GameMapType enum values — no map is hardcoded by name in the tests ## 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: tri.star1011 |
||
|
|
2ee2fb97e3 |
WebGL: return of factory/defence post radii, and railroad highlighting when placing city/port right on top (#3981)
## Description: Show factory and defence post radius for ghost structure when placing structures from build bar (unitdisplay). Show when city/port is placed directly over existing railroad, by highlighting the railroad green. The railroad is not highlighted when instead a city/port nearby the ghost structure will be upgraded instead of placing it on the railroad. This works with the existing code in buildableUnits in PlayerImpl: it would already return an empty array [] for overlappingRailroads and for ghostRailPaths when canUpgrade is false. So the old checks for uiState for Canvas2D in BuildPreviewController weren't even needed per se, they followed the same logic as buildableUnits in PlayerImpl already did. Both changes emulate how it worked before the move to WebGL. - OverlappingRailroads now returns TileRefs instead of a railroad ID, and it does so with less allocations than the previous code. It's a determistic outcome, sorted and deduplicated. In doubt about this a bit, because it's better also in case we ever do desync checks using this data, but for the rendering it isn't needed per se and could be more performant without allocations. - Also: Cleanup obsolete Canvas2D rail highlighting state (UIState) that was superseded by GhostPreviewData. ## 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: tryout33 |
||
|
|
41ef675e98 |
Improve Notification Panel (#3913)
Resolves #3910 ## Description: - Split the events HUD into two components: a new **`<actionable-events>`** that owns alliance prompts (request / renew) and a slimmed-down **`<events-display>`** for everything else. - Reworked `<events-display>` into two visual tiers: dim/scrolling tier 2 on top (trade results, unit losses, donations, alliance status), prominent tier 1 anchored at the bottom (inbound nukes, naval invasion, attack requests, alliance broken, conquered player, chat). Tier 2 caps at the 4 newest entries; events expire after 8s. - Added a transient **+gold pip** above the gold pill in `<control-panel>`, animated with a small fade-in. Fires for trade ships, trains, donations, and conquest. Trade-ship and train arrivals are removed from the events scroll since they're surfaced here instead. - New `MessageType.NUKE_DETONATED` and a server-side emission in `NukeExecution.detonate` — once an inbound nuke lands or gets intercepted, the inbound warning vanishes and a "detonated" entry takes its place. - `displayMessage` gained optional `unitID` and `focusPlayerID` params so events can link to a unit or a player. Unit captures and destructions now navigate to the unit's last tile when clicked; donations navigate to the other player. - ActionableEvents card width matches `<events-display>`; cards persist until the user clicks Accept/Reject/Renew/Ignore or the server-side request timeout expires. - Removed the in-events category filter UI and the gold-amount banner — `<events-display>` is now a lightweight log that hides entirely when empty. <img width="570" height="444" alt="Screenshot 2026-05-21 at 1 42 30 PM" src="https://github.com/user-attachments/assets/f103efb3-0e11-4b72-a11b-91ff6896177c" /> <img width="430" height="296" alt="Screenshot 2026-05-21 at 1 41 34 PM" src="https://github.com/user-attachments/assets/ae58475a-b252-4aa6-9ce5-99dea7575ce3" /> ## 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 |
||
|
|
6591b055c3 |
Adds map of Venice 🛶 (#3935)
## Description: Adds map of Venice. A relatively small map (similar land area to World) for heavy trade and lots of boating. Because of the very low difference of elevation of the zone, terrain is instead used to show buildings. Map source from OpenStreetMap, already credited in CREDITS.md Very requested map, with 2 discord posts suggesting it with +15 upvotes each <img width="794" height="569" alt="image" src="https://github.com/user-attachments/assets/ca7d44f2-cfc9-4e93-b7d4-43dbe62f74d4" /> ## 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: tri.star1011 |
||
|
|
17e3ac4b05 |
make spawn glow follow the player's currently selected spawn tile
Plumb spawnTile through PlayerUpdate / PlayerState / applyStateUpdate so the WebGL spawn overlay can read it directly. The glow was reading nameData.x/y (territory centroid for label placement) which only recomputes every 2 ticks and only when largestClusterBoundingBox has been updated by PlayerExecution — both lag the player's actual spawn click. Using spawnTile updates the same tick setSpawnTile() fires. Also adds spawnTile to diffPlayerUpdate / applyStateUpdate so changes after the initial full snapshot actually propagate (the recent diff-only PlayerUpdate path silently dropped any field not enumerated in those helpers). |
||
|
|
62e15d2794 |
Cut worker→main bandwidth ~3.3× by switching PlayerUpdate to deltas (#3967)
## Description: Cut worker→main bandwidth ~3.3× by switching PlayerUpdate from a full per-tick snapshot to a field-level diff. PlayerImpl.toUpdate() now caches the last sent update and returns only changed fields, or null if nothing changed. The client-side applyStateUpdate() merges instead of overwriting. Per-tick total dropped from ~297 KB to ~89 KB; the Player bucket alone went from 258 KB/tick to 50 KB/tick. Diff/apply logic lives in a new GameUpdateUtils.ts module with unit tests. ## 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 |
||
|
|
5b663fae14 |
refactor: share renderer state shapes between game and WebGL renderer
PlayerView/UnitView now wrap renderer-shaped state objects (PlayerState, PlayerStatic, UnitState) directly instead of holding engine wire types. GameView owns a long-lived FrameData object kept in sync each tick: players/units/tiles/trail/railroad are mutated in place; derived buffers (playerStatus, relationMatrix, allianceClusters, nukeTelegraphs, attackRings) and events are recomputed in a final populateFrame() pass. The renderer reads gameView.frameData() and the same byte-identical state objects PlayerView/UnitView wrap. WebGLFrameBuilder shrinks from ~270 to ~70 LOC: palette management + a single uploadFrameData() call, no per-frame UnitState allocation on the hot path. Wiring: maxPlayers=1024 on RendererConfig (pre-sizes NamePass/palette/ relation matrix textures); NamePass disabled so HTML NameLayer remains the only on-screen player names. Also: 39 new tests covering PlayerView/GameView/FrameData behavior; replace .data field access in three layer call sites with accessor methods (betrayals(), type(), getTraitorRemainingTicks()). |
||
|
|
53cf2d43f8 | migrate away from canvas | ||
|
|
7dc5d472a7 |
Change name of map "The Straits" into "Danish Straits" (#3929)
## Description: Renames TheStraits map. The people that suggested this map told me they would prefer a more specific name for the map, rather than the generic one it has right now. So im renaming it into Danish Straits This map is for v32, it has not been released, it should be fine to rename ## 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: tri.star1011 |
||
|
|
7359e2bc3b |
Adds Northwest Passage map (using new additionalNations feature) (#3920)
## Description: Adds map "Northwest Passage", map of the Canadian Arctic Archipelago , Greenland and surroundings. "Northwest Passage" (NWP) is the sea lane between the Atlantic and Pacific oceans (https://en.wikipedia.org/wiki/Northwest_Passage) . 21 default nations, based on the towns of the region. This map uses the brand new additionalNations feature made by FloPinguin https://github.com/openfrontio/OpenFrontIO/pull/3902 . Adds 39 extra nations for a total of 60 nations (so that in gamemodes like Humans vs Nations all the nations have names of real places) Comparison: - Map with default nations - Map with extra named nations, tested by raising the number of nations in Solo <img width="1050" height="412" alt="image" src="https://github.com/user-attachments/assets/12ed94f1-0615-4fb3-b0d0-dcecb65006ea" /> <img width="1089" height="436" alt="image" src="https://github.com/user-attachments/assets/6e7c11bf-7382-4e36-9433-229a9d463b68" /> Terrain source from OpenTopography, already credited in CREDITS.md ## 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: tri.star1011 |
||
|
|
834a9757d7 |
Adds map "The Straits" (#3896)
## Description: **Adds "The Straits" map:** A map located around Denmark and the many surrounding straits: Kattegat, Skagerrak and the Danish straits (thus the name, meant to be a creative name like "Between Two Seas" and "Gateway to the Atlantic"). This map is themed in the early 1900s, the nations/NPCs are traditional and historical regions of Sweden-Norway, Denmark and the Germany. Relatively small map with ~700k land tiles, similar to World Inspired by this Discord thread with nearly 20 upvotes: https://canary.discord.com/channels/1284581928254701718/1482089104110911634/1482089104110911634 <img width="365" height="506" alt="image" src="https://github.com/user-attachments/assets/5ee16218-34c0-4b8b-9f9b-d33f219760b0" /> ## 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: tri.star1011 |
||
|
|
89d330cf64 |
Make setting for go to player on spawn (default on) (#3874)
If this PR fixes an issue, link it below. If not, delete these two lines. Resolves #3847 ## Description: Makes a setting to turn off go to player on spawn. Most players i have played with are really annoyed about this feature. I understand that some people like it, which is why i have made it default on. But i feel like we should be able to turn it off. ## 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 - [ ] 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: FrederikJA |
||
|
|
19280c0b37 |
Allow mappers to define additionalNations 🗺️ (#3902)
## Description: Adds an optional `additionalNations` array to map manifests (info.json / manifest.json), used as a name pool when a game requests more nations than the map defines (HvN, private lobbies, solo games). Suggested by mapmaker PatrickPlaysBadly. When the requested nation count exceeds `nations.length`: 1. The deficit is filled by random picks from `additionalNations` (collisions with manifest names are skipped). 2. If `additionalNations` still does not cover the deficit, the remainder is generated procedurally as before. Each entry supports `name`, optional `flag` and optional `coordinates`. If `coordinates` are provided, the picked nation gets a spawn cell (otherwise it spawns like the procedurally generated ones, with no fixed location). `Nation.flag` is also relaxed to optional, since many existing manifest entries already omit 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 ## Please put your Discord username so you can be contacted if a bug or regression is found: FloPinguin |
||
|
|
f1d162825e |
feat: remove spawn timer on singleplayer (#3199)
Resolves #1041 ## Description: Remove the singleplayer spawn countdown so the game starts when the player spawns, spawn nations immediately after player spawn, and align game timer/max-timer timing with the new start point. Added a singleplayer regression test for spawn-immunity timing (GameImpl.test.ts) and updated spawn-phase loop tests to use gameType: GameType.Public where singleplayer behavior is not under test (e.g. MIRV/AI/Spawn/WinCheck-related suites), eliminating inSpawnPhase() timeout hangs after the new singleplayer start logic. https://github.com/user-attachments/assets/c07a585f-1153-490e-88ca-a91fc7ae5756 ## Please complete the following: - [x] I have added screenshots for all UI updates - [x] I process any text displayed to the user through translateText() and I've added it to the en.json file - [x] I have added relevant tests to the test directory - [x] I confirm I have thoroughly tested these changes and take full responsibility for any bugs introduced ## Please put your Discord username so you can be contacted if a bug or regression is found: aotumuri |
||
|
|
36c8fc0394 |
Add map of Taiwan Strait (#3878)
## Description: Map of the Taiwan and the Chinese Mainland. Team heavy map like Baikal and Hormuz. Terrain Source from OpenTopography, already credited <img width="1800" height="1511" alt="image" src="https://github.com/user-attachments/assets/45954469-8199-4882-9efe-899c5df87ce4" /> I also took the chance to standarize and sort alphabetically the map lists in main.go and MapPlaylist.ts. ## 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: tri.star 1011 NOTE: If the map gets added, please give contributor to crunchybbbbb_59469 for this map on Discord. Every file was made by him, his PR just had weird bugs that didnt allow the PR to be review automatically Original PR: https://github.com/openfrontio/OpenFrontIO/pull/3853 by crunchybbb2-hash |
||
|
|
38cb3027cb |
Feature Add retaliate keybind (#3801)
If this PR fixes an issue, link it below. If not, delete these two lines. Resolves #3174 ## Description: This PR implements a keybind for retaliation against incoming non-bot attacks (Players and Nations). It currently will target the most recent (last in array) incoming attack when the keybind is pressed, choosing the minimum of attack ratio or incoming attack troop size to retaliate with. This correlates with the last displayed incoming attack on the bottom modal. It works when there are multiple attacks (press multiple times to retaliate against each consecutive attack). If the retaliation size is smaller than the attack, the keybind can be pressed multiple times to repeatedly blunt the incoming troop count. Due to the current keybind logic KeyR cannot be used but Shift+KeyR can so it is set to that until refactor. <img width="867" height="121" alt="image" src="https://github.com/user-attachments/assets/56e80810-4900-4db0-8ce7-1856e13529e5" /> No tests have been added as the retaliation feature doesn't seem to have any to begin with since it is just an attack intent. The keybind is not configured any differently than others. I did run all current tests and was all good. ## 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: n1ghtingal3 |
||
|
|
3744027e94 |
Adds map of the Middle East (#3829)
## Description: Starting v32 maps right now! Adds map of the Middle East. Probably one of the most highly requested maps. Very large map (3.4M land pixels, similar to Two Lakes, would become the 2nd or 3rd largest map by land area) of the arabian peninsula and surrounding regions. This map has both huge areas of land without water access full of desert terrain, and massive trade chokepoints, which combined will result in crazy endgames. The theme of this map are historical, based on the end of WW1. Historical flags have been added for the nation NPCs to use. (High map rotation of 8 since this is probably going to become one of the most popular maps given the relevancy of the region in real life.) Terrain source from NASA DEM, already credited. https://github.com/user-attachments/assets/6a1b345f-fd92-42c2-8f92-154fac4c9733 ## Please complete the following: - [x] I have added screenshots for all UI updates - [x] I process any text displayed to the user through translateText() and I've added it to the en.json file - [x] I have added relevant tests to the test directory - [x] I confirm I have thoroughly tested these changes and take full responsibility for any bugs introduced ## Please put your Discord username so you can be contacted if a bug or regression is found: DISCORD_USERNAME tri.star1011 |
||
|
|
f90e73c2f7 |
conqueror receives 50% of gold when conquering a human player (#3818)
## Description: The motivation is to prevent snowballing players from also gaining too much gold by conquering other players - Adds `conquerGoldAmount` to `Config`/`DefaultConfig`: returns 100% of captured gold for bots/nations, 50% for human players - Updates `GameImpl.conquerPlayer` to use this amount for the conqueror's gold gain (the conquered player still loses their full 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 ## Please put your Discord username so you can be contacted if a bug or regression is found: evan |
||
|
|
4f20d2b332 |
TypeScript update to 6.0.3 (#3806)
## Description: Updating TypeScript to 6.0.3. Updating TypeScript-eslint to 8.59.1 for TS6 support. Concurrently needed to get updated as well to remove deprecated warning. Most things deleted are now just 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 - [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: Babyboucher |
||
|
|
742a544a69 |
2661 PR 3/3 Warship Manual Override, Aggro Override, and Heal-at-Port Command (#3501)
Part of [#2661](https://github.com/openfrontio/OpenFrontIO/issues/2661) (split into 3 PRs so they are not too large..) ## Description: Part 3/3 of [#2661](https://github.com/openfrontio/OpenFrontIO/issues/2661). This PR adds the retreat control and override behavior for warships: - Manual override: moving a warship manually cancels retreat and suppresses auto-retreat for 5 seconds - Aggro override: a retreating warship will aggro a nearby enemy transport or warship before continuing retreat - Heal-at-port command for sending a warship to a friendly port manually - Friendly-port validation for HealAtPortExecution - Regression tests for manual override, aggro override, and heal-at-port behavior ## 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: zixer._ --------- Co-authored-by: iamlewis <lewismmmm@gmail.com> Co-authored-by: evanpelle <evanpelle@gmail.com> |
||
|
|
3476bfc674 | Changed the default in UserSettings.ts:386 from 1 to 0. New users (or anyone who hasn't touched the slider) will now start with sound effects muted. | ||
|
|
a989bcbeb0 |
Rename Mediterranean to Mare Nostrum 🏛️ (#3768)
## Description: Change inspired by Territorial.io . Renames the Mediterranean sea map to Mare Nostrum, the ancient name of the sea given by the Romans. The NPCs of the map are already roman provinces, so this change is more thematic and also adds a creative name like "Gateway to the Atlantic" and "Between Two Seas" ## 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: tri.star1011 |
||
|
|
7654537a00 |
Much better river handling for nations and tribes! 🏞️ (#3786)
## Description: In this example, the two nations DONT see each other as neighbors, but as ISLANDERS. Because they dont have a direct border connection, there is water in between. <img width="526" height="329" alt="image" src="https://github.com/user-attachments/assets/cf2c15b5-7793-4445-afd2-920d6cd50a2a" /> This is a big problem, because most of the logic in AiAttackBehavior gets ignored. Only the "islander" strategy runs (late, because its a not-important strat). ### Summary - `PlayerImpl.neighbors()` now includes cross-water neighbors: a new `shoreReachableNeighbors()` helper samples every 10th shore border tile and looks up to 5 tiles in each cardinal direction across water, finding land owners on the other side (covers rivers up to 4 tiles wide). - `AiAttackBehavior.maybeAttack()` extends the `hasNonNukedTerraNullius` check to also trigger on TN detected via `player.neighbors()`, so nations notice and pursue TN that is only reachable across a river. - `sendAttack()` uses a new `hasLandBorderWithTerraNullius()` land-only adjacency check to decide between a land attack and a boat attack for TN, rather than `sharesBorderWith()` which includes water tiles. - Added `sendBoatAttackToNearbyTerraNullius()`: when no TN land is directly adjacent, the AI scans its shore border tiles for unowned land across water and dispatches a transport ship. ### Also works for Tribes! Tribes can boat rivers now, really cool. https://github.com/user-attachments/assets/382e85aa-c437-4e0c-afc2-0c381432da3d ## Please complete the following: - [X] I have added screenshots for all UI updates - [X] I process any text displayed to the user through translateText() and I've added it to the en.json file - [X] I have added relevant tests to the test directory - [X] I confirm I have thoroughly tested these changes and take full responsibility for any bugs introduced ## Please put your Discord username so you can be contacted if a bug or regression is found: FloPinguin |
||
|
|
79ac66df3c |
Add map los angeles (with roads) (#3708)
## Description: Add Map - Los Angeles (With Roads) Whats NY without LA? What is LA without its roads? Here is a larger map where I have turned LAs road network into rivers. Nations named to areas of the city or surrounding area. Map geo data is from OpenTopography. I stenciled the highways from screenshots of online maps and some artistic choice. https://discord.com/channels/1284581928254701718/1482605671697613081/1482605671697613081 https://www.youtube.com/watch?v=6td9wiQKE9s ## 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 ##Discord username PlaysBadly --------- Co-authored-by: evanpelle <evanpelle@gmail.com> |
||
|
|
c0febacb8e |
2661 PR 2/3 Warship Port Healing, Docking Capacity, and Waiting Behavior (#3499)
Part of [#2661](https://github.com/openfrontio/OpenFrontIO/issues/2661) (split into 3 PRs so they are not too large..) ## Description: Part 2/3 of [#2661](https://github.com/openfrontio/OpenFrontIO/issues/2661). This PR adds port-based healing and docking behavior: - Passive healing near friendly ports - Active docked healing pool scaled by port level and shared across docked ships - Docking radius and capacity-by-port-level behavior - Waiting behavior near full ports until a slot opens - Auto-undock once fully healed For the active healing, it works like `ActiveHeal = (PortLevel * 5) / DockedShipsAtThatPort` Ex: 1 ship at level 1 port -> +5 HP/tick 1 ship at level 2 port → +10 HP/tick 2 ships at level 3 port → +7.5 HP/tick each Includes regression tests covering healing math and docking/waiting behavior. ## 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: zixer._ |
||
|
|
32a254b375 |
add Baja California map 🏜️ (#3759)
## Description: Adds map of the Baja California peninsula in Mexico. Majority of this map is brown terrain to simulate the (Sonora) desert Mexican and American states as NPCs. The peninsula while having little landmass is balanced by the fact it will be very easy to pirate from it <img width="503" height="583" alt="Captura de pantalla 2026-04-18 151337" src="https://github.com/user-attachments/assets/b1acd93a-fbe4-4d17-95b6-5f4c86ec872f" /> Relief 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 - [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: tri.star1011 |
||
|
|
37079e6a05 |
2661 PR 1/3 Warship Retreat Core, Blue UI Signal, and Transport-First Target Priority (#3498)
Part of #2661 (split into 3 PRs so they are not too large..) ## Description: Part 1/3 of #2661. This PR adds warship retreat basics, a blue retreating UI state, and updates target priority. Added: - Retreat state handling - Blue visual for retreating warships - Target priority: transport > warship > trade - Tests for retreat and target priority Example video: https://youtu.be/2hE2qeOeY48 Ship retreating: <img width="630" height="488" alt="image" src="https://github.com/user-attachments/assets/56d3e6d5-08af-453d-afe5-ee21dd6f3414" /> Ship healing: <img width="483" height="311" alt="image" src="https://github.com/user-attachments/assets/aeaf2239-bb81-444f-84ef-62dbcb48fddf" /> Back to being deployed: <img width="585" height="358" alt="image" src="https://github.com/user-attachments/assets/875828a2-8a24-4593-ac76-26426bb81057" /> ## 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: zixer._ |
||
|
|
aa70d6742a |
add Archipelago Sea map ⚓ (#3749)
## Description: Adds Archipelago Sea map. The island map to end all island maps. This is a real location in Southwest Finland, famous for being the archipelago with the most islands in the world. This map is made for the very loud playerbase who enjoys naval maps. This is probably the most heavy naval map we are gonna get. Given this is a very experimental and unorthodox map like amazon or 4islands, it has a rotation of 3 , low but still should pop in for people who prefer island maps. https://github.com/user-attachments/assets/19b32a4f-825b-4b82-aec3-b24c387b9cdd ## 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: tri.star1011 |
||
|
|
ec6e14051a |
Add an Antarctica map 🐧 (#3740)
## Description: (re-submission of older PR because the old one had too many merge conflicts) Re-adds and reworks the previously April Fools "Reglaciated Antarctica" as a new map, this time with proper elevation data: Map of Antarctica centered in the South Pole. The "appeal" of this a map is that it has no green terrain. (As such it has a really low rotation number (of 1). ) This also completes the Continental map category (antarctica was the only continent out of the traditional 7 missing). https://github.com/user-attachments/assets/28302464-c533-483e-8a1b-2699093921ff The base map image is a composite of 2 relief maps from 2 different sources, both properly 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 - [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: tri.star1011 Co-authored-by: iamlewis <lewismmmm@gmail.com> |
||
|
|
0801798fbd |
Feat: Alliance and betrayal hotkeys (#3110)
Original Feature request by @FloPinguin Resolves #3077 ## Description: Adds hotkeys for Requesting alliances and breaking alliances. This allows for players to send or break alliances whose tile is under the cursor, without opening the radial menu. Keybinds: New "Ally Keybinds" section in Settings -> Keybinds Request alliance: Default: K - sends an alliance request to the player/bot/nation under the cursor Break alliance: Default: L - breaks the alliance with the player at the cursor Behavior: - Cursor must be over a tile owned by the target player. The action runs only when the game allows it, following the same logic as the radial menu. (canSendAllianceRequest and canBreakAlliance) - When an alliance request is sent, the events log shows: "Alliance request sent to [target]" for confirmation. No extra message for breaking an alliance (betrayal/debuff message already exists and is sent upon breaking an alliance) ## Screenshots: Keybind menu: <img width="739" height="595" alt="image" src="https://github.com/user-attachments/assets/ee958eab-fd50-4971-85c5-dfd49c6f0bdc" /> In game logs: <img width="373" height="232" alt="image" src="https://github.com/user-attachments/assets/2cf6bb07-5f0d-425a-82d3-65a44fef99c5" /> ## 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 Discord username: _Dave9595_ |
||
|
|
29a1e8dfda |
feat: multi-warship selection with Shift+drag box (#3677)
Resolves #3666 ## Description: Adds RTS-style box selection for warships. Hold Shift and drag (desktop) or long-press and drag (touch/mobile) to draw a selection rectangle — all player-owned warships inside get selected at once. A subsequent click/tap on water sends them all to that location. - `SelectionBoxLayer` — pixel-dashed rectangle in world-space, player territory color; shared between desktop and touch - `UILayer` — same pulsing selection outline on each box-selected warship; clears correctly when switching between single/multi selection - `UnitLayer` — finds warships in screen rect, filters inactive ships before sending; touch support included - `InputHandler` — Shift+drag and touch long-press+drag both emit selection box events; cursor becomes crosshair on Shift; discards active ghost structure on Shift press; configurable via `shiftKey` keybind - `Transport` — single atomic `move_multiple_warships` intent (no split on socket drop) - `Schemas` + `ExecutionManager` + `MoveMultipleWarshipsExecution` — server fans out atomic intent into individual `MoveWarshipExecution` per ship - `DynamicUILayer` — `MoveIndicatorUI` chevron animation on target tile for both single and multi move - `UnitDisplay` — warship tooltip Shift hint via `translateText` - `HelpModal` — new hotkey row: Shift + drag → select multiple warships ## 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 ## UI update ### Mouse + Keyboard https://github.com/user-attachments/assets/3f35ab5e-1f3c-4c5d-bc4f-aabccf64dc60 ### Touch https://github.com/user-attachments/assets/0d6aec3f-44fa-4fee-b5c6-b267b9b14d79 ## ## Please put your Discord username so you can be contacted if a bug or regression is found: fghjk_60845 |
||
|
|
ec8884410c |
Add new Bering Sea map, reduce Strait rotation (#3706)
## Description: Re-submission of older PR: https://github.com/openfrontio/OpenFrontIO/pull/3617 <img width="612" height="396" alt="image" src="https://github.com/user-attachments/assets/955a0b2e-1df9-4fa3-a389-235f46a90f69" /> Regarding Bering Sea and Bering strait maps: <img width="576" height="87" alt="image" src="https://github.com/user-attachments/assets/f57031eb-f9c0-4e1e-83ff-204df51bb6c2" /> <img width="589" height="93" alt="image" src="https://github.com/user-attachments/assets/629e71ba-489f-41cf-b67e-2476af8704f2" /> Because of mixed opinions about replacing the maps, i propose at least this temporary compromise: Bering Sea gets added as a new map and Bering Strait gets its rotation lowered to a small number. Since the classic maps are probably being taken off rotation, we should have some small breathing space for the 2 maps. In the near future we should discuss between mapmakers in the dev server whether we keep, replace or completely take Bering Strait off rotation, and/or a community poll. ## 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: tri.star1011 |
||
|
|
bcd9cd6af5 |
Cache shared-water computation for nation port placement 💧 (#3696)
## Description: - Cache `sharedWaterComponents` globally with a 30-tick (~3s) TTL so all nations share one `O(total_border_tiles)` pass instead of each nation re-scanning every other player's border on every call. - Treat ocean as always-shared: any ocean neighbor short-circuits as a valid port site, skipping the `getWaterComponent` lookup in both the build pass and the per-tile port check. - Exclude bots and mutually-embargoed players from the trade-partner candidate set, so nations no longer avoid port sites that only "share" water with a player they can never trade with. Port placement is not time-critical, so the 3-second staleness is acceptable and lets the expensive build amortize across many attack cycles. ### Performance Benchmarked on World map (2000×1000, 61 nations) with the realistic call pattern of ~3 nations invoking `sharedWaterComponents` per tick: - **Before (main):** ~414 μs per tick - **After:** ~8 μs per tick amortized (29/30 ticks hit the warm cache; 1/30 rebuilds) - **~50× faster** on this AI hot path ## Please complete the following: - [X] I have added screenshots for all UI updates - [X] I process any text displayed to the user through translateText() and I've added it to the en.json file - [X] I have added relevant tests to the test directory - [X] I confirm I have thoroughly tested these changes and take full responsibility for any bugs introduced ## Please put your Discord username so you can be contacted if a bug or regression is found: FloPinguin |
||
|
|
0801cad0b5 |
Fix NaN coordinates in Warship patrol logic 🚢 (#3697)
## Description: This PR fixes the `Invalid coordinates: NaN,NaN` crash during Warship patrol execution. ### Root cause `WarshipExecution.randomTile` picks a patrol destination inside `warshipPatrolRange / 2` of the current patrol tile. When a search fails to find a valid tile, the range expands by 50% per retry (`100 → 150 → 225 → 337`) and becomes odd. Once odd, `warshipPatrolRange / 2` is a float (e.g. `112.5`), which is handed straight to `PseudoRandom.nextInt`: ```ts Math.floor(this.rng() * (max - min)) + min; ``` With a float `min`, this returns `integer + float` - a float. Despite its name, `nextInt` was silently returning a non-integer. From there: - `x = mg.x(patrolTile) + floatOffset` → float - `mg.isValidCoord(floatX, floatY)` → `true` (only bounds were checked) - `mg.ref(floatX, floatY)` → `yToRef[floatY] + floatX` → `undefined + float` → `NaN` - `hasWaterComponent(NaN, …)` → `miniMap.ref(NaN, NaN)` → **throw** ### Why this only started crashing recently The float‑leaking `nextInt` bug has been latent since at least the pathfinding refactor (#2866, January), which introduced the `hasWaterComponent` check. It was invisible because the guard directly above it short‑circuited on `NaN`: ```ts if (!this.mg.isOcean(tile) || (!allowShoreline && this.mg.isShoreline(tile))) continue; ``` For a `NaN` tile ref, `terrain[NaN]` is `undefined`, so: - `isOcean(NaN)` → `Boolean(undefined & OCEAN_BIT)` → **`false`** - `isLand(NaN)` → **`false`** - `isWater(NaN)` → `!isLand(NaN)` → **`true`** Before: `!isOcean(NaN)` was `true`, execution hit `continue`, and the poisoned ref never reached `hasWaterComponent`. The "Trading in lakes" PR (#3653) relaxed that single line to allow patrol on lakes: ```diff - if (!this.mg.isOcean(tile) || ...) continue; + if (!this.mg.isWater(tile) || ...) continue; ``` Because `isWater(NaN)` is `true`, `!isWater(NaN)` is now `false` - execution falls through to `hasWaterComponent(NaN, …)` and crashes. #3653 didn't introduce the bug; it just happened to remove the accidental NaN filter that was hiding it. ### Changes - **`PseudoRandom.nextInt`** - root‑cause fix. Floors both `min` and `max` so `nextInt` always returns an integer regardless of what callers pass. Future callers can't re‑trip this trap. - **`WarshipExecution.randomTile`** - replaced the unsafe `this.warship.patrolTile()!` non‑null assertion with a proper `undefined` guard that returns early. - **`GameMap.isValidCoord`** - defense in depth: also requires `Number.isInteger(x)` and `Number.isInteger(y)`. Non‑integer coords can still be produced outside `nextInt` (trig, arithmetic); this makes `ref()` fail loudly at the boundary instead of silently producing `NaN` refs. ### Original stacktrace Please paste the following in your bug report in Discord: Game crashed! game id: gGicMpDh client id: wXE5SpT2 Error: Invalid coordinates: NaN,NaN Message: Error: Invalid coordinates: NaN,NaN at at.ref (https://nightly.openfront.dev/assets/Worker.worker-DL_guV2P.js:31:64853) at r_.hasWaterComponent (https://nightly.openfront.dev/assets/Worker.worker-DL_guV2P.js:31:243326) at l_.hasWaterComponent (https://nightly.openfront.dev/assets/Worker.worker-DL_guV2P.js:31:260740) at b1.randomTile (https://nightly.openfront.dev/assets/Worker.worker-DL_guV2P.js:31:92634) at b1.patrol (https://nightly.openfront.dev/assets/Worker.worker-DL_guV2P.js:31:91728) at b1.tick (https://nightly.openfront.dev/assets/Worker.worker-DL_guV2P.js:31:89996) at https://nightly.openfront.dev/assets/Worker.worker-DL_guV2P.js:31:251463 at Array.forEach (<anonymous>) at l_.executeNextTick (https://nightly.openfront.dev/assets/Worker.worker-DL_guV2P.js:31:251383) at p_.executeNextTick (https://nightly.openfront.dev/assets/Worker.worker-DL_guV2P.js:31:271256) Discord: https://discord.com/channels/1284581928254701718/1494336024740888667 ## Please complete the following: - [X] I have added screenshots for all UI updates - [X] I process any text displayed to the user through translateText() and I've added it to the en.json file - [X] I have added relevant tests to the test directory - [X] I confirm I have thoroughly tested these changes and take full responsibility for any bugs introduced ## Please put your Discord username so you can be contacted if a bug or regression is found: FloPinguin |
||
|
|
ae96eb7e98 |
Fix nation nuke crash when attacker has no remaining tiles 🛡️ (#3703)
## Description: Fixes a game crash (`Error: array must not be empty`) thrown from `PseudoRandom.randElement` when a nation tries to pick a nuke target whose territory no longer exists. ## Root cause `NationNukeBehavior.findBestNukeTarget` calls `findIncomingAttackPlayer`, which iterates the player's `_incomingAttacks`. `AttackImpl` instances can linger in this array past the point where the attacker has lost all tiles — the attack is only removed on explicit `delete()` and `removeOnDeath` cleanup isn't guaranteed to run before other executions tick within the same turn. A dead attacker gets returned as the nuke target, `randTerritoryTileArray` samples their (empty) territory, and `randElement` throws on the empty array. ## Fix - `Player.incomingAttacks()` now filters out attacks whose attacker is no longer alive, so consumers can't observe stale references from mid-tick deaths. - `randTerritoryTile` guards against `numTilesOwned() === 0` before falling back to `randElement(p.tiles())` as a defense-in-depth safeguard at the util level. - `PlayerImpl.toUpdate()` now uses the `incomingAttacks()` / `outgoingAttacks()` accessors (rather than the raw `_` arrays) so serialized client state stays consistent with the server-side view. `outgoingAttacks()` is intentionally left unfiltered, the engine relies on seeing in-flight attacks during their retreat phase after a target is conquered (attack merging/cancellation in `AttackExecution.init`). ### Bug report from discord Please paste the following in your bug report in Discord: Game crashed! game id: LQDSWbh6 client id: JjwysSLN Error: array must not be empty Message: Error: array must not be empty at sa.randElement (https://main.openfront.dev/assets/Worker.worker-DoPM94lr.js:28:39166) at H1 (https://main.openfront.dev/assets/Worker.worker-DoPM94lr.js:31:116429) at Jc (https://main.openfront.dev/assets/Worker.worker-DoPM94lr.js:31:116135) at G1.maybeSendNuke (https://main.openfront.dev/assets/Worker.worker-DoPM94lr.js:31:117597) at n5.tick (https://main.openfront.dev/assets/Worker.worker-DoPM94lr.js:31:171764) at https://main.openfront.dev/assets/Worker.worker-DoPM94lr.js:31:251463 at Array.forEach (<anonymous>) at c.executeNextTick (https://main.openfront.dev/assets/Worker.worker-DoPM94lr.js:31:251383) at b.executeNextTick (https://main.openfront.dev/assets/Worker.worker-DoPM94lr.js:31:271256) at S_ (https://main.openfront.dev/assets/Worker.worker-DoPM94lr.js:31:366356) ## Please complete the following: - [X] I have added screenshots for all UI updates - [X] I process any text displayed to the user through translateText() and I've added it to the en.json file - [X] I have added relevant tests to the test directory - [X] I confirm I have thoroughly tested these changes and take full responsibility for any bugs introduced ## Please put your Discord username so you can be contacted if a bug or regression is found: FloPinguin |
||
|
|
f1f63ec9b4 |
Partial Pathfinding Rebuild 💧 (#3689)
## Description: Another big water nukes performance improvement. Performance measurements (water-nuke-detonation on GWM): <img width="203" height="103" alt="image" src="https://github.com/user-attachments/assets/b3d62575-d4bd-43c9-a5af-af127d73a9c5" /> I did a lot of testing with throwing water nukes and sending boats in the area, paths are looking clean & correct! ## Please complete the following: - [X] I have added screenshots for all UI updates - [X] I process any text displayed to the user through translateText() and I've added it to the en.json file - [X] I have added relevant tests to the test directory - [X] I confirm I have thoroughly tested these changes and take full responsibility for any bugs introduced ## Please put your Discord username so you can be contacted if a bug or regression is found: FloPinguin |
||
|
|
9821e8e041 |
Add host cheats for streamers (Specifically Enzo) ⭐ (#3671)
## Description: - Adds a "Host Cheats" toggle in the private lobby options section that reveals a dedicated section with four host-only cheats: infinite gold, infinite troops, gold multiplier, and starting gold - Only the lobby creator receives the cheat effects in-game (checked via `isLobbyCreator` in DefaultConfig) - Joining players see active host cheats displayed as yellow badges in the lobby UI - Adds `hostCheats` optional object to `GameConfigSchema` and wires it through the server config update whitelist - Raises the intent size limit for `update_game_config` messages (lobby-only, not stored in turn history) to prevent rate-limiter kicks (I always got too-much-data-kicked after selecting "host cheats" lol) <img width="861" height="525" alt="image" src="https://github.com/user-attachments/assets/51e51ec4-c2e8-46ca-b258-11a93487964f" /> <img width="933" height="825" alt="image" src="https://github.com/user-attachments/assets/5acbd38d-2097-42e1-ba78-0fb17d6afe82" /> ## Please complete the following: - [X] I have added screenshots for all UI updates - [X] I process any text displayed to the user through translateText() and I've added it to the en.json file - [X] I have added relevant tests to the test directory - [X] I confirm I have thoroughly tested these changes and take full responsibility for any bugs introduced ## Please put your Discord username so you can be contacted if a bug or regression is found: FloPinguin |
||
|
|
d05f5e748c |
Fix external train trade attribution in match results (#3589)
## Description: A player reported that income received from opponents' trains was missing from match result logs. Fix external train trade attribution to the station owner and add regression tests for train income stats. ## Please complete the following: - [x] I have added screenshots for all UI updates - [x] I process any text displayed to the user through translateText() and I've added it to the en.json file - [x] I have added relevant tests to the test directory - [x] I confirm I have thoroughly tested these changes and take full responsibility for any bugs introduced ## Please put your Discord username so you can be contacted if a bug or regression is found: aotumuri |
||
|
|
35a64fa0d9 |
Big Water-Nukes Performance Improvements 💧 (#3668)
## Description: ### 1. Water Magnitude Calculation Optimization (WaterManager.ts) * Boxed BFS Approach: Refactored the water magnitude recomputation to use "Dirty" and "Seed" boxes. Instead of a global update, the system now only recalculates magnitudes within a specific radius of the affected area, significantly reducing CPU load after water-nuke-explosions * Shoreline Bit Optimization: Narrowed the scope for updating shoreline bits to a 2-ring neighborhood around converted tiles, avoiding unnecessary checks across the entire map. Performance test on the world map: - AtomBomb (r=30): 24ms (was 344ms with global BFS), 2,993 changed tiles (was 630k) - Massive (r=200): 178ms (was 378ms), 130k changed tiles (was 654k) ### 2. Pathfinding Rebuild Staggering (PathFinder.ts, TradeShipExecution.ts, TransportShipExecution.ts) * Distributed Rebuilds: Introduced a staggering mechanism in WaterPathFinder. Ship pathfinders now wait a randomized/distributed number of ticks (0 - 5 seconds) before rebuilding after a water graph change. * CPU Spike Mitigation: By spreading out these expensive A* rebuilds over time, we prevent lag when hundreds of ships attempt to re-path simultaneously * Like Mole said it: "Pretty realistic I;d say the capitan needs a second to realize the big nuke on the left opened a new path" From a performance test on the big new Luna map: Graph rebuild: 256.4ms Pathfinder-Rebuild of 329 ships (Including other Executions): 1564.4ms (No longer noticeable, spread over 5s) ### 3. Performance Refinements * Simplified deep ocean magnitude logic within the optimized BFS flow. * Improved memory efficiency by utilizing clipped BFS wavefronts. ## Please complete the following: - [X] I have added screenshots for all UI updates - [X] I process any text displayed to the user through translateText() and I've added it to the en.json file - [X] I have added relevant tests to the test directory - [X] I confirm I have thoroughly tested these changes and take full responsibility for any bugs introduced ## Please put your Discord username so you can be contacted if a bug or regression is found: FloPinguin |
||
|
|
897a3a3566 |
adds map of the Caucasus (#3661)
## Description: Adds map of the Caucasus. This map is made especifically because of the new update that allows ports to be placed on smaller bodies of water, rather than just the largest one. This map has 2 disconnected, large bodies of water of similar size (Black and Caspian seas), which would create 2 independent trade systems, creating a more dynamic economy. <img width="667" height="541" alt="Captura de pantalla 2026-04-13 195810" src="https://github.com/user-attachments/assets/d980b831-d920-4a2e-9d92-40a7be96ead6" /> <img width="539" height="439" alt="Captura de pantalla 2026-04-13 200005" src="https://github.com/user-attachments/assets/e973a66a-8796-40dc-b8b3-39b49f687609" /> ## 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: tri.star1011 |
||
|
|
318d1e2c44 |
Refactor/Fix(UserSettings): last localstorage calls now use UserSettings, and Keybinds fixes (#3619)
## Description: 1) Have last localstorage calls for keybinds and attack ratio also use UserSettings cache instead, after #3481. Remaining calls to localstorage are for different things than user settings, so they are left as is. 2) Consolidate and centralize keybinds logic. And three fixes for it. - **UnitDisplay** and **UserSettingsModal**: _parsedUserKeybinds_ is introduced in **UserSettings** to centralize their logic. It is also used by _normalizedUserKeybinds_, see point below. - **UserSettingsModal** -- replaced unwanted cast `as SettingKeybind` by a typed QuerySelector. -- renamed this.keybinds to this.userKeybinds for more clarity, and distinction from defaultKeybinds. -- state private _userKeybinds_: remove type string[] since loadKeybindsFromStorage replaces a value array by its first string element, so it can not contain string[] anymore. -- _handleKeybindChange_ and _getKeyValue_: no need to check for Array.isArray anymore, see above reason. -- **Fix**: checks after calling _parsedUserKeybinds_ are improved a bit: don't delete all keybinds and print a console warning when finding just one invalid keybind and (i think i have seen people complaining about things being removed). Instead it now migrates or throws out the invalid ones but keeps the valid ones. Also works with the "Null" value expected and removed within **UserSettingsModal**._handleyKeybindChange_() and in **HelpModal**. When legacy value is an array and key is empty, don't put value as key but get first array element or empty string as key name. So that check on line 68 is true. - **HelpModal** and **InputHandler**: Also centralize/consolidate their logic more, by having __keybinds()_ from **UserSettings** perform fetching _getDefaultKeybinds_ and _normalizedUserKeybinds_. -- Functionality in _normalizedUserKeybinds_ is the same: Where HelpModal did return [k, v.value] if typeof (v as any).value === "string", this is now handled by lines 309-310 of normalizedKeybinds still the same but with less lines. Same for old HelplModal if (typeof v === "string") return [k, v], this is stil returned by line 112 of normalizedKeybinds. And return [k, undefined] when (typeof val !== "string") as was done in InputHandler, isn't needed as values that weren't strings were already filtered out right after which we still do on line 314 of normalizedKeybinds. -- **Fix** in _normalizedUserKeybinds_: added one extra thing that was a discrepancy between **HelpModal**/**InputHandler** and **UserSettingsModal** before: **UserSettingsModal** would handle array values, and normalize them by picking only the first value if it is a string. Now have _normalizedKeybinds_ do the same. Otherwise it would have thrown those values out while **UserSettingsModal** would have kept the first value. This may still help a returning player who hasn't played in the last version (i think i have seen people complaining about things being removed, but that may not have been about this). And makes the logic more consistent between **UserSettingsModal** and **HelpModal**/**InputHandler**. - **UserSettings**: -- _getDefaultKeybinds_: centralized/consolidated logic, accepts Platform.isMac parameter. In **HelpModal**, **InputHandler** and **UserSettingsModal** the same list with default keybinds was hardcoded. Now they all read from _getDefaultKeybinds_. The list of default keybinds in **HelpModal** was a little shorter, but that doesn't matter since its _render_() function has hardcoded which of the hotkeys **HelpModal** shows. Have thought about putting default keybinds in **DefaultConfig** but with all the logic handled through **UserSettings**, this seemed the better place in the current refactor. -- _removeCached_: make public, now that **InputHandler.test.ts** needs to be able to call it. We could instead make a public function like removeKeybinds() and keep removeCached() private, but went with this for now. -- _parsedUserKeybinds_: centralized/consolidated logic for **UserSettingsModal**/**UserDisplay**. Always returns an object, even an empty one if the JSON wasn't parsable. -- _normalizedKeybinds_: centralized/consolidated logic. Used by _keybinds_() which is now called by **HelpModal**/**InputHandler**. -- _keybinds_: now uses getDefaultKeybinds() and normalizedKeybinds() to get the default and user changed keybinds. -- **Fix** in _keybinds_: it now removes a key if it is Unbound by the user in **UserSettingsModal**. Instead of first loading the parsedUserKeybinds, removing "Null" keys from it, and then merging that with defaultKeybinds (so default key would overwrite an unbound key), we now merge parsedUserKeybinds with defaultKeybinds and after that remove "Null" keys from it (so that unbound key stays removed). For example if Boat Attack Up is set to "None" ("Null") by clicking Unbind, there is now no hotkey working for it anymore. Even when the default is "B". Why? This prevents the user from being confused, they have deliberately Unbound it, they don't understand why it still works (have seen bug reports and game feedback about this)? Also more importantly: they used to now be able to bind "B" to another action. Effectively making key "B" bound to two actions: the user choosen one and Boat Attack. This also makes the logic more consistent. Because building hotkeys in **UnitDisplay** already didn't work when unbound, eg. when Build Missile Silo was Unbound, the "5" key did not do anything anymore (there is a fallback in **UnitDisplay** in case the key is actually null, but it does respect "Null" as it should). -- _setKeybinds_: have it accept an object, it stringifies it itself. Callers UserSettingsModal and InputHandler.test.ts now just send either a string or an object. - **InputHandler.test.ts**: -- use **UserSettings** functions instead of localStorage for more real-world testing. -- change test "ignores non-string values and preserves defaults, removes 'Null' for unbound keys". As explained above, as a fix we no longer preserve unbound ("Null") keys within InputHandler. UserSettings.keybinds() now removes "Null" keys as explained above. - ControlPanel: use UserSettings to fetch initial attack ratio. ## 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: tryout33 |
||
|
|
3704914676 |
Add map conakry (#3656)
## Description: Add Map - Conakry Dataset from OpenTopography. Map rotated 45 degrees from north. This is a 'long' map in a similar catagory as Amazon River with public rotation adjusted to match. Different than Amazon in that its stubbier, one sided, and has various terrain obstacles. Also its a really cool looking piece of geography. https://www.youtube.com/watch?v=OsMDbnnOOko https://discord.com/channels/1284581928254701718/1481689305960288477/1481689305960288477 I removed an additional bot from the far left to help balance the map. Some rivers were extended past realism to help section off the map in areas. Size of map kept below average intentionally. ## 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 PlaysBadly |
||
|
|
17c1a6300f |
Trading in lakes 🚤 (#3653)
## Description: - Widened port placement and warship spawn/patrol checks from `isOcean`/`isOceanShore` to `isWater`/`isShore`, so ports can be built on lake shores and ships can operate on lakes, we discussed it here: <img width="996" height="423" alt="image" src="https://github.com/user-attachments/assets/acf1e970-9631-4848-a0ed-6d0470616e1d" /> - Filtered `tradingPorts()` by water component so ports only attempt trades with reachable ports - prevents silent path-not-found failures across disconnected water bodies - Applied the same water component filter when a captured trade ship reroutes to its new owner's nearest port - Removed the `WaterManager` fallback that force-marked isolated water-nuked-tiles as ocean (no longer needed since lakes are now navigable) - Added a check to prevent nations from building ports on water bodies that aren't accessible to other 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 ## Please put your Discord username so you can be contacted if a bug or regression is found: FloPinguin --------- Co-authored-by: Evan <evanpelle@gmail.com> |
||
|
|
51716e9dc4 |
Add map luna (the moon) (#3635)
## Description: Add map Luna (The Moon). https://youtu.be/6L6vS9VvD8k https://discord.com/channels/1284581928254701718/1490394299785805944/1490394299785805944 ## 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 ## Discord username PlaysBadly --------- Co-authored-by: FloPinguin <25036848+FloPinguin@users.noreply.github.com> |