## Description:
- `AiAttackBehavior`: Because bots delete stolen structures now, nations
prioritize attacking bots with structures
- `NationMIRVBehavior`: Nations no longer MIRV enemies who already got
MIRVed in the last 30 seconds. Some humans complained about getting
double-MIRVed by nations. And in games with very high starting gold, ALL
nations MIRVed the same player (stop steamroll logic).
- `NationAllianceBehavior`: Fixes a comparison logic bug (Thanks to
Deshack)
- `NationNukeBehavior.ts`: Little atom bomb perceived cost balance
change
- `MIRVExecution`: To make sure the MIRVing nations are attacking the
MIRVed nations (even if they don't share a border), the relation gets
updated in both directions now.
- `SinglePlayerModal` & `HostLobbyModal`: Update the default difficulty
to "Medium" (to synchronize the defaults with the public game default)
## 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
## Playtest
https://pf-pt-2.openfront.dev/
## Pathfinding Refactor pt. 2
<img width="1536" height="1024" alt="image"
src="https://github.com/user-attachments/assets/9477958e-54b7-4c83-b317-ba789e809e9e"
/>
This is a follow-up to a previous PR introducing pathfinding changes.
This time, it introduces a complete refactor of `pathfinding` directory
and breakdown into composable pieces.
### Unified PathFinder interface
`PathFinder<T>` and `SteppingPathFinder<T>` are introduced to unify
**all** pathfinding across the application. First one exposes complete
path, while stepping variant allows the callee to iterate over the path
by calling `.next`. All pathfinders share this one common interface,
which makes them easy to use in any scenario -
`PathFinding.Water(game).search(from, to)`.
`SteppingPathFinder<T>` extends `PathFinder<T>` with an ability to
iterate over the path. It handles caching, storing current index and
invalidation. This allows the units to not care about the inner workings
of the pathfinder and just call `pf.next(current, target)` and receive
instructions on what to do next.
### Common entry point
All pathfinders are now exposed from common `PathFinding` entrypoint:
- `PathFinding.Water`
- `PathFinding.Rail`
- `PathFinding.Stations`
- `PathFinding.Rail`
Additional entry point is introduced for pathfinders which need to work
both in the worker, but also on the frontend, which lacks `Game`
interface. Currently only `UniversalPathFinding.Parabola` is available.
### Spatial Query
New module has been introduced close to `pathfinding` - `SpatialQuery`.
It aims to resolve any questions game may have about finding tiles
meeting criteria. Currently `SpatialQuery.closestShore(player, target)`
and `SpatialQuery.closestShoreByWater(player, target)` are available -
they help answering questions about naval invasion: "What is the best
landing location from user's click?" and "Which our tile should be used
to launch the transport ship?". Under the hood they use very similar
mechanics to pathfinding, so it felt right to put them close by.
### Modular architecture
Pathfinders now support transformers: `MiniMapTransformer`,
`ShoreCoercingTransformer`, `ComponentCheckTransformer`,
`SmoothingTransformer`. Transformers functions like a middleware in the
pathfinding chain. They wrap around the pathfinder and provide
additional functionality. This allows the pathfinder to focus on
actually finding the path instead of doing unrelated things.
Example chain for simple (A*) water pathfinding:
```ts
static WaterSimple(game: Game): SteppingPathFinder<TileRef> {
const miniMap = game.miniMap();
const pf = new AStarWater(miniMap);
return PathFinderBuilder.create(pf)
.wrap((pf) => new ShoreCoercingTransformer(pf, miniMap))
.wrap((pf) => new MiniMapTransformer(pf, game.map(), miniMap))
.buildWithStepper(tileStepperConfig(game));
}
```
The Pathfinder - here `AStarWater` - does not care about the conversion
between minimap and main map tiles. It also does not care if the source
or destination is a land tile. The transformers take care of that. The
pathfinder gets a set of valid coordinates and produces the path -
that's it.
Modular approach makes working on a particular set of utilities much
easier - for example map upscaling is handled consistently across all
pathfinders. Additionally, the pathfinders are not tied to the
particular map resolution used. Pass them a different map and they will
work the same.
### Algorithms
Algorithms used are neatly organized inside
`src/core/pathfinding/algorithms`. They are prefixed with the algorithm
name and suffixed with the use case. File without suffix exposes generic
version ready to traverse any graph with adapters. Specialized versions
either use an adapter or inline logic when performance is critical -
using adapters leads to 20-30% performance loss.
The directory includes `A*` and `BFS` but also other useful utils, such
as `AbstractGraph` used to generate... an abstract graph on top of the
tile map and `ConnectedComponents` helping to identify whether two tiles
are connected by a path without actually computing the path.
### Playground
The playground have been updated with new algorithms, including tweaked
very greedy `A*`.
<img width="2175" height="1424" alt="image"
src="https://github.com/user-attachments/assets/1f833651-0024-4299-bf86-882f5368358c"
/>
### Tests
Yeah, there are some, a little too many if I say so myself. But there
are no useless tests. I had to ensure refactored code works somehow
reliably. This PR comes with trust me bro guarantee, but I would
appreciate someone confirming **naval invasions, nukes (esp. MIRV) and
warships**.
### Discord
`moleole`
GL & HF
## Description:
`MIRVExecution.separate` is consuming more resources than it needs to.
This PR introduces a series of minor performance changes which do not
alter the behavior of the selection algorithm. Assessing the code
initially, I was convinced there are multiple easy wins - starting with
the proximity check. However, after many hours of mostly math, no
alternative solution came close to the speed of current implementation.
Therefore this PR consists of only a few minor tweaks:
#### Removed `console.log`
This is by far the worst offender, in my test removing the three lines
of console log improved execution time from ~30ms down to ~10ms. The
logs are not very useful. I do not see a clear pattern in the logs
produced by the application therefore they were completely removed for
now. If there is a need for the log in production build, I suggest
adding single line with the number of destinations selected.
```diff
- console.log(`dsts: ${dsts.length}`);
- console.log(`got ${dsts.length} dsts!!`);
- console.log("couldn't find place, giving up");
```
#### Replaced multiple calls to `random.nextInt` with single call to
`random.next`
The flamechart shows calling pseudo random number generator is
expensive. Therefore instead of calling it twice, the code now generates
a single random number and derives further calculations from it. It
remains 100% deterministic and there should not be any noticeable change
to the enthrophy. This saves about ~1.5ms in my tests.
```diff
- const x = this.random.nextInt(
- this.mg.x(ref) - this.mirvRange,
- this.mg.x(ref) + this.mirvRange,
- );
- const y = this.random.nextInt(
- this.mg.y(ref) - this.mirvRange,
- this.mg.y(ref) + this.mirvRange,
- );
+ const r1 = this.random.next();
+ const r2 = (r1 * 15485863) % 1;
+ const x = Math.round(r1 * this.range * 2 - this.range + this.baseX);
+ const y = Math.round(r2 * this.range * 2 - this.range + this.baseY);
```
#### Caching of destination coordinates
Since the target tile coordinates are used a lot, instead of retrieving
them every time with `this.mg.x` and `this.mg.y`, they get cached as
`baseX` and `baseY`. To reduce usage further, I also exposed `x` and `y`
to `isOverlapping` / `proximityCheck` directly instead of passing the
tile. Since available methods operate on `TileRef`, this change requires
the calculations - manhattan and euclidean distance - to be inlined. I
do not think this is a big issue, considering this code is responsible
for very specific task. This saves another ~1.5ms in my tests.
```diff
- if (this.mg.euclideanDistSquared(tile, ref) > mirvRange2) {
+ if ((x - this.baseX) ** 2 + (y - this.baseY) ** 2 > this.rangeSquared) {
```
## Benchmark:
**Before**
```
=== MIRV Performance Benchmark Results ===
MIRV target selection - sparse territory x 53.53 ops/sec ±0.48% (71 runs sampled)
MIRV target selection - dense territory x 53.39 ops/sec ±0.57% (70 runs sampled)
MIRV target selection - giant world map (350 targets) x 1,129 ops/sec ±0.98% (90 runs sampled)
```
**After**
```
=== MIRV Performance Benchmark Results ===
MIRV target selection - sparse territory x 198 ops/sec ±0.39% (85 runs sampled)
MIRV target selection - dense territory x 200 ops/sec ±0.28% (86 runs sampled)
MIRV target selection - giant world map (350 targets) x 1,409 ops/sec ±0.89% (92 runs sampled)
```
## Please complete the following:
- [ ] I have added screenshots for all UI updates
- [ ] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [x] I have added relevant tests to the test directory*
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
\* Tests in separate PR, implemented against master:
https://github.com/openfrontio/OpenFrontIO/pull/2767
## Please put your Discord username so you can be contacted if a bug or
regression is found:
moleole
## Description:
> [!IMPORTANT]
> Try here: https://mirv-test.openfront.dev/
> [!NOTE]
> Blocks PRs:
> - #2244
> - #2263
### Summary
Implements intelligent MIRV usage for fakehuman players, enabling them
to make strategic nuclear strikes based on game state analysis.
### Changes
#### Core FakeHuman Strategy (`FakeHumanExecution.ts`)
- **MIRV Decision System**: Added `considerMIRV()` method that evaluates
game state and determines optimal MIRV usage
- **Three Strategic Targeting Modes**:
1. **Counter-MIRV**: Retaliatory strikes against players actively
launching MIRVs at the fakehuman
2. **Victory Denial**: Preemptive strikes against players approaching
win conditions
- Team threshold: n% of total land (configurable)
- Individual threshold: n% of total land (configurable)
3. **Steamroll Prevention**: Strikes against players with dominant city
counts (n% ahead of next competitor)
#### FakeHuman Behavior Tuning
- **Cooldown System**: n-minute cooldown between MIRV attempts
(configurable)
- **Failure Rate**: ~n% chance of cooldown trigger without launch
(simulates human hesitation/resource management; configurable)
- **Territory Targeting**: Centers MIRV strikes on enemy territory
center-of-mass for maximum impact
#### Technical Improvements
- **Type Safety**: Updated `UnitParamsMap` to include `targetTile`
parameter for MIRV units
- **Execution Flow**: Integrated MIRV consideration into fakehuman tick
cycle outside of standard attack logic, due to its holistic strategic
nature
### Game Balance Impact
- **FakeHuman Threat Level**: Increases late-game fakehuman
competitiveness
- **Endgame Dynamics**: Prevents runaway victories, extends game tension
### Breaking Changes
None - purely additive feature
### Related GitHub Issues:
- #2205
------
## Other
- [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: samsammiliah
---------
Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com>
Co-authored-by: Evan <evanpelle@gmail.com>
## Description:
seedrandom provides much better randomization
(https://github.com/openfrontio/OpenFrontIO/commit/77fd82b4b4b2b43e455d8db6100b64f10fdbb680)
causing MIRV warheads to cover the target much more efficiently, and
wiping out much more territory than in v24. This change makes the MIRV
more similar to v24.
## 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:
Betray on MIRV launch, instead of on separate.
## 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
- [ ] I have read and accepted the CLA agreement (only required once).
This reverts commit 185fcb5fb0.
## Description:
This change made the MIRV way too powerful. If two players MIRV each
other it creates a stalemate because it takes so long to recover.
## 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:
Have MIRVs first target enemy 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 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:
Big update to the EventsDisplay
- Style update for EventsDisplay, look & feel similar to other windows
- Component now hidden during spawn phase
- Adds new functionality for filtering events by category. Allows the
player to remove specific event types
- Displays latest gold amount, decays after 5 seconds
<img width="1147" alt="Screenshot 2025-06-07 at 20 18 55"
src="https://github.com/user-attachments/assets/11c39818-55ad-4ba1-a998-360057e2856c"
/>
<img width="422" alt="Screenshot 2025-06-07 at 19 01 55"
src="https://github.com/user-attachments/assets/09c0b998-6046-49fb-9fba-33b4f57f337b"
/>
<img width="444" alt="Screenshot 2025-06-07 at 20 20 25"
src="https://github.com/user-attachments/assets/022deadc-3a49-442a-85f5-f1cd128a5805"
/>

## 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:
maxion_
Fixes#1025Fixes#1034
## Description:
Answering issue: #1017
[Cleanup] Pass Player into the execution constructor instead of PlayerID
I have tested the changes running and playing a full game. I do not know
other way to test the changes, please inform me ❤️
## 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:
Lele
---------
Co-authored-by: lva <lva@rovsing.dk>
## Description:
Changed from consolex to console
## 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:
@qqkedsi
## Description:
Record player stats for the analytics worker to import in to to
postgres. This changes defines a new Analytics schema version, `v0.0.2`,
containing additional metadata about each player.
## Please complete the following:
- [x] I have added screenshots for all UI updates
- [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:
There is a bug in the proximity check in the mirvhead destination
This fixes it.
## Please complete the following:
- [x] I have added screenshots for all UI updates
- [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:
Vivacious Box
## Description:
Improve type safety and runtime correctness by:
1. Enabling TypeScript's
[strictNullChecks](https://www.typescriptlang.org/tsconfig/#strictNullChecks)
compiler option.
2. Replacing all loose equality operators (`==` and `!=`) with strict
equality operators (`===` and `!==`).
3. Cleaning up of type declarations, null handling logic, and equality
expressions throughout the project.
Currently, the code allows implicit assumptions that `null` and
`undefined` are interchangeable, and relies on type-coercing equality
checks that can introduce subtle bugs. These practices make it difficult
to reason about when values may be absent and hinder the effectiveness
of static analysis.
Migrating to strict null checks and enforcing strict equality
comparisons will clarify intent, reduce bugs, and make the codebase
safer and easier to maintain.
Fixes#466
## Please complete the following:
- [x] I have added screenshots for all UI updates
- [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 <662325+scottanderson@users.noreply.github.com>
Co-authored-by: evanpelle <openfrontio@gmail.com>
## Description:
Enables you to click on the `Naval invasion incoming from X` or `X -
atom bomb inbound` messages to focus the camera on the incoming unit
(boat or nuke). Works for boats, atom bombs, hydrogen bombs and MIRVs.
Nothing changes in looks, only the fact that the messages are clickable.
closes#641
## Please complete the following:
- [x] I have added screenshots for all UI updates
- [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:
leo21_
## Description:
Change nuke trajectory to follow a curve, and add a trail behind them.

### Details:
- Use a look-up table to approximate the distance travelled, so the
speed remains constant along the curve
- The nuke speed is higher than a single pixel, so draw a line behind
for the trail
- Added a new "utility" file for the Bresenham/Bezier algorith: please
tell me if that's ok
### Edge cases (literally the edges):
The control points remains in the map so the curve can never go outside:

## Please complete the following:
- [x] I have added screenshots for all UI updates
- [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:
<DISCORD USERNAME>
---------
Co-authored-by: Scott Anderson <scottanderson@users.noreply.github.com>
## Description:
By using a type union we get better type safety, enforcing each unit
type have the appropriate params when initializing
## Please complete the following:
- [x] I have added screenshots for all UI updates
- [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
---------
Co-authored-by: evan <openfrontio@gmail.com>
## Description:
Samples border shore tiles and uses multi-a* for determining the
transport ship spawn cell.
## Please complete the following:
- [x] I have added screenshots for all UI updates
- [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:
<DISCORD USERNAME>
evan
---------
Co-authored-by: evan <openfrontio@gmail.com>
Fixes#483
## Please complete the following:
- [x] I have added screenshots for all UI updates
- [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:
respectful pinguin
## Description:
In most cases we do not need to solve for the hypotenuse length and can
do math directly on the square of the hypotenuse. For example, the
common use case for calculating euclidean distance is to check if two
points are within a certain distance of each other. In this case,
`Math.sqrt(x*x + y*y) < d` can be rewritten as `x*x + y*y < d*d`.
## Please complete the following:
- [x] I have added screenshots for all UI updates
- [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:
fake.neo
---------
Co-authored-by: Scott Anderson <662325+scottanderson@users.noreply.github.com>