Commit Graph

67 Commits

Author SHA1 Message Date
scamiv 2429933bee hook into SmoothingWaterTransformer 2026-02-27 23:50:58 +01:00
scamiv 221406f212 v1 slob 2026-02-27 23:50:57 +01:00
scamiv 04d8998744 refactor(pathfinding): remove unused PathStatus.PENDING
Drop PENDING from PathStatus/PathResult and remove dead PENDING branches from
TradeShipExecution, TransportShipExecution, and WarshipExecution.
2026-02-27 23:40:54 +01:00
scamiv 82d4bd5978 core(game): derive plan-driven state from motion plans
- Remove `markUnitPlanDriven` from `Game`/`GameImpl`
- Centralize “maybe emit UnitUpdate” behind `GameImpl.onUnitMoved`
- Record trade ship motion plan before the first move to avoid redundant per-step unit updates
2026-02-27 23:40:37 +01:00
scamiv 0cfbd3bd0c Fix plan-driven unit tracking leaks and TradeShipExecution fallthrough
- Delete unit IDs from `planDrivenUnitIds` in `GameImpl.removeUnit`
- Return early on `PathStatus.COMPLETE`/`NOT_FOUND` in `TradeShipExecution.tick` to avoid post-delete motion-plan logic
2026-02-27 23:40:19 +01:00
scamiv 8292f2627d mark trade ships plan-driven on spawn
Add `Game.markUnitPlanDriven()` so executions can suppress per-step Unit updates
before the first motion plan is recorded.

Use it in TradeShipExecution to drop the spawn-time placeholder motion plan, and
align TransportShipExecution re-plan `startTick` with `ticksPerMove`.
2026-02-27 23:40:09 +01:00
scamiv 0c18ef4530 perf(core): plan-driven ships via packedMotionPlans
Send movement intent as packedMotionPlans for trade/transport ships and stop emitting per-tick movement UnitUpdates for plan-driven unit ids.
2026-02-27 23:40:01 +01:00
Evan 2b830e9fcd Update tradeship spawn & gold meta (#3232)
## Description:

Now that pathfinding is much more efficient with hpa*, we can add more
trade ships.

This PR does the following:

1. No gold bonus for additional ports, keeps the meta simple
2. cut the gold per trade ship roughly in half.
3. Use a "pity bonus", the more times a port has failed to spawn a
tradeship, the higher the likelyhood it will spawn one
4. Increase the sigmoid so the mid-point is 200, with a half life of 50.
In tests about ~400 trade ships max.

It's pretty difficult to balance on singleplayer so I'm sure the values
will be adjusted after playtests.

## 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
2026-02-17 21:40:20 -06:00
Arkadiusz Sygulski 0e3ced3bfa Pathfinding Refactor pt. 2 (#2866)
## 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
2026-01-11 20:11:14 -08:00
Aotumuri 8235da9335 Translate displayMessage events via events_display keys (#2847)
If this PR fixes an issue, link it below. If not, delete these two
lines.
Resolves #1225

## Description:

Replace all raw displayMessage strings with events_display.* keys +
params and add the new English translations in resources/
  lang/en.json so EventsDisplay can translate them.

## Please complete the following:

- [x] I have added screenshots for all UI updates
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [x] I have added relevant tests to the test directory
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced

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

aotumuri

---------

Co-authored-by: Ryan <7389646+ryanbarlow97@users.noreply.github.com>
Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com>
2026-01-10 20:10:03 -08:00
Arkadiusz Sygulski b090f2f624 HPA* Pathfinding (#2815)
## Pathfinding with HPA*

Hi! The primary objective of this PR is to replace per-tile A* with
hierarchical pathfinding - HPA*. In practice, this means we create an
abstract graph on top of the actual map with far fewer points and use it
to decide on general path structure. Only then we go back to tile-level
and build path between selected waypoints. This speeds up long distance
pathfinding by over 1000x in some cases. To make the review easier, it
comes with a benchmark and visual playground.

## PREPROCESSING

H part of HPA* means "hierarchical" and requires preprocessing.

This PR includes pre-processing as part inside `new Game()` constructor.
It takes about 135ms for `giantworldmap` on my machine, which increases
the effective initialization from ~95ms to ~230ms. This time could be
reduced in different ways, which are **out of scope** for this PR.

After confirming the initialization time is bearable on low-end devices,
I argue merging this PR as-is is acceptable tradeoff. It creates small
lag at the beginning of a round but pays for itself in the first minute
of the match.

## Nerdy details

**Architecture**
- HPA*-style hierarchical pathfinding
- 32×32 sectors on minimap with gateway nodes on borders
- Gateway graph built via BFS during preprocessing
- Water component optimization skips unreachable gateway pairs
- A* on gateway graph → local A* within sectors → Bresenham path
smoothing
- Minimap upscaling identical to currently used in MiniAStar

**Key Optimizations**
- Typed arrays instead of high-level primitives
- Stamp-based visited tracking (no need to recreate buffers, O(1)
clearing)
- Optional - enabled by default - caching of tile paths between gateways
- Line of sight smoothing for the final path

## Review Focus

Play with included tools, benchmark and visualization. Pathfinding
should be safe to merge as a black box - you do not need to understand
the details. Outcomes can be tested empirically in-game. Visualize (and
share!) edge cases with included playground. Confirm the 100x speedup is
real with benchmark.

If you plan to dive into the code, I suggest the following order:
- Pathfinding abstraction in `src/core/pathfinding/`
- Pathfinding tests in `tests/core/pathfinding/`
- NavMesh in `src/core/pathfinding/navmesh/` + integration with
`Game.ts`
- Benchmark in `tests/pathfinding/benchmark/`

Do not look at playground's code, it has been created with a clanker.
The design is 100% mine and I spent way too long polishing it, but I
haven't even once edited the code manually. There is probably no
abstraction whatsoever, just do not look at the code, let it play.

## Core Changes

#### Pathfinding (`src/core/pathfinding/navmesh/`)
- HPA* + refinement -> three phased pathfinding: A* over the graph ->
naive path -> refinement
- comes with A* and BFS optimized for for specific needs

#### Pre-Processing (`src/core/pathfinding/navmesh/`)
- identify water bodies to avoid pathfinding between disconnected nodes
- create high-level graph of gateways on top of tile map

#### Abstraction (`src/core/pathfinding/`)

- common `PathFinder` interface that can return full path and also act
as state machine (`.next()`)
- adapters for both new and legacy algorithm with fallback to legacy if
navigation mesh not available

#### Benchmark (`tests/pathfinding/benchmark/`)

- `npx tsx tests/pathfinding/benchmark/run.ts` - no guesswork, numbers
- `npx tsx tests/pathfinding/benchmark/run.ts --synthetic` - 1000s of
synthetic paths
- `npx tsc tests/pathfinding/benchmark/generate.ts` - generate more as
needed, test new maps
- includes ONE synthetic scenario to avoid PR bloat, generate more
locally / later

#### Playground (`tests/pathfinding/playground/`)

- `npx tsx tests/pathfinding/playground/server.ts` - visualize paths
with both new and legacy algorithm

## Benchmarks

### Compared with legacy in default - hand picked - scenario:
```
Initialization: 95.95ms -> 227.29ms
Pathfinding: 3038.43ms -> 6.45ms
Distance: 26972 -> 26810 tiles
```

### 42,000 synthetic routes across all maps
```
Running 42 synthetic scenarios with hpa.cached adapter...

 synthetic/achiran                   | Init:    93.42ms | Path:    139.07ms | Dist: 1481630 tiles | Routes: 1000/1000
 synthetic/africa                    | Init:    87.14ms | Path:    155.08ms | Dist: 1829414 tiles | Routes: 1000/1000
 synthetic/asia                      | Init:    57.60ms | Path:    112.55ms | Dist: 1204082 tiles | Routes: 1000/1000
 synthetic/australia                 | Init:    78.18ms | Path:     77.12ms | Dist:  978375 tiles | Routes: 1000/1000
 synthetic/baikal                    | Init:    78.26ms | Path:    152.14ms | Dist: 1600016 tiles | Routes: 1000/1000
 synthetic/baikalnukewars            | Init:    81.44ms | Path:    165.90ms | Dist: 1699283 tiles | Routes: 1000/1000
 synthetic/betweentwoseas            | Init:    29.29ms | Path:    114.99ms | Dist: 1338075 tiles | Routes: 1000/1000
 synthetic/blacksea                  | Init:    30.66ms | Path:     93.14ms | Dist:  949217 tiles | Routes: 1000/1000
 synthetic/britannia                 | Init:    74.12ms | Path:     85.62ms | Dist:  866752 tiles | Routes: 1000/1000
 synthetic/deglaciatedantarctica     | Init:   105.49ms | Path:    192.93ms | Dist: 1574684 tiles | Routes: 1000/1000
 synthetic/didier                    | Init:    81.51ms | Path:    153.70ms | Dist: 1734876 tiles | Routes: 1000/1000
 synthetic/eastasia                  | Init:    49.29ms | Path:    128.63ms | Dist: 1410270 tiles | Routes: 1000/1000
 synthetic/europe                    | Init:    92.55ms | Path:    178.35ms | Dist: 1525216 tiles | Routes: 1000/1000
 synthetic/europeclassic             | Init:    33.50ms | Path:    104.40ms | Dist: 1209759 tiles | Routes: 1000/1000
 synthetic/falklandislands           | Init:    63.00ms | Path:    107.41ms | Dist: 1080251 tiles | Routes: 1000/1000
 synthetic/faroeislands              | Init:    71.91ms | Path:     49.52ms | Dist:  604613 tiles | Routes: 1000/1000
 synthetic/fourislands               | Init:    45.75ms | Path:     78.91ms | Dist:  937439 tiles | Routes: 1000/1000
 synthetic/gatewaytotheatlantic      | Init:    81.00ms | Path:    257.06ms | Dist: 2555551 tiles | Routes: 1000/1000
 synthetic/giantworldmap             | Init:   214.25ms | Path:    220.42ms | Dist: 1976693 tiles | Routes: 1000/1000
 synthetic/gulfofstlawrence          | Init:    45.16ms | Path:     96.05ms | Dist: 1014604 tiles | Routes: 1000/1000
 synthetic/halkidiki                 | Init:    74.68ms | Path:    149.39ms | Dist: 1546781 tiles | Routes: 1000/1000
 synthetic/iceland                   | Init:    58.72ms | Path:     78.16ms | Dist: 1001554 tiles | Routes: 1000/1000
 synthetic/italia                    | Init:    29.78ms | Path:    139.93ms | Dist: 1412024 tiles | Routes: 1000/1000
 synthetic/japan                     | Init:   161.07ms | Path:    118.65ms | Dist: 1154393 tiles | Routes: 1000/1000
 synthetic/lemnos                    | Init:    52.59ms | Path:    136.69ms | Dist: 1481101 tiles | Routes: 1000/1000
 synthetic/lisbon                    | Init:    49.27ms | Path:     86.53ms | Dist: 1032011 tiles | Routes: 1000/1000
 synthetic/manicouagan               | Init:    53.74ms | Path:    110.52ms | Dist: 1307630 tiles | Routes: 1000/1000
 synthetic/mars                      | Init:    29.39ms | Path:     80.55ms | Dist: 1091702 tiles | Routes: 1000/1000
 synthetic/mena                      | Init:    26.37ms | Path:    120.09ms | Dist: 1272751 tiles | Routes: 1000/1000
 synthetic/montreal                  | Init:    26.08ms | Path:    106.77ms | Dist: 1187736 tiles | Routes: 1000/1000
 synthetic/newyorkcity               | Init:    56.60ms | Path:    181.19ms | Dist: 1753875 tiles | Routes: 1000/1000
 synthetic/northamerica              | Init:    96.29ms | Path:    123.02ms | Dist: 1217221 tiles | Routes: 1000/1000
 synthetic/oceania                   | Init:    52.81ms | Path:     51.96ms | Dist:  482373 tiles | Routes: 1000/1000
 synthetic/pangaea                   | Init:    21.29ms | Path:     56.58ms | Dist:  716189 tiles | Routes: 1000/1000
 synthetic/pluto                     | Init:    53.89ms | Path:    141.62ms | Dist: 1304362 tiles | Routes: 1000/1000
 synthetic/southamerica              | Init:    85.19ms | Path:    123.03ms | Dist: 1301403 tiles | Routes: 1000/1000
 synthetic/straitofgibraltar         | Init:    76.68ms | Path:    108.30ms | Dist: 1304592 tiles | Routes: 1000/1000
 synthetic/straitofhormuz            | Init:    38.97ms | Path:     67.78ms | Dist:  754920 tiles | Routes: 1000/1000
 synthetic/surrounded                | Init:    95.35ms | Path:     90.18ms | Dist: 1017142 tiles | Routes: 1000/1000
 synthetic/svalmel                   | Init:    60.58ms | Path:    104.75ms | Dist: 1235501 tiles | Routes: 1000/1000
 synthetic/twolakes                  | Init:    62.05ms | Path:     94.54ms | Dist: 1140807 tiles | Routes: 1000/1000
 synthetic/world                     | Init:    41.43ms | Path:     93.42ms | Dist:  873406 tiles | Routes: 1000/1000

Completed 42 scenarios
Total Initialization Time: 2796.32ms
Total Pathfinding Time: 5026.64ms
Total Distance: 53160274 tiles
```

## Playground

**That's the fun part**. Watch NavMesh running circles around legacy
`PathFinder.Mini` in real time. Debug inner workings, test edge cases,
share URLs for debugging.


https://github.com/user-attachments/assets/34e2e3f5-fbc1-4b1f-917d-820766e98d5d

## Discord Tag
`moleole`
2026-01-08 13:34:18 -08:00
DevelopingTom d3c4cd6620 Record missing stats (#2407)
## Description:

Some stats are missing from the recorded game stats:
- Unit upgrade
- Gold from trade and from steal

The gold from trade/steal was introduced with [PR
784](https://github.com/openfrontio/OpenFrontIO/pull/784) but was
quickly reverted with [PR
927](https://github.com/openfrontio/OpenFrontIO/pull/927), probably
involuntarily.

## Please complete the following:

- [x] I have added screenshots for all UI updates
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [x] I have added relevant tests to the test directory
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced

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

IngloriousTom
2025-11-06 15:38:15 -08:00
VariableVince b850a2f93d Tradeship performance (#1448)
## Description:

Small performance improvements for tradeship execution. With the new cap
of 100 tradeships in total, the impact is smaller but still there.

Also added jlrouillard's (Vivacious Box) test with permission from PR
#1449. Tests 100% passed.

- Save tradeship owner, destination port owner and tradeship current
tile in constants for re-use.
- Added check if wasCaptured was already set to true, before comparing
origOwner and tradeship owner and setting wasCaptured to true.
Currently, wasCaptured is set to true once and never back to false
again. This PR keeps it that way but a but faster.
- One less call to pathfinder needed: before calling pathfinder, check
if current tile is destination port tile, and if so call complete. This
is basically the same as pathfinder would do, but less complex without
need for e.g. manhattan distance.
- case PathFindResultType.Completed: isn't needed anymore because of the
above. Kept as fallback. But moved it down in the switch statement, as
there's a low(er) chance the case will ever be true.
- Test if we need to find a new destination port for captured ship:
currently, if this.wasCaptured is true, it will look for a new
destination port each tick again and again. With this PR, only do this
if destination port isn't owned by capturer, or if that port has become
inactive. In tests with thousands of tradeships, went down from 300K+
times setting 'new' port, to only 1250 calls.

**Q:** Will this code work for ships that are captured again, after
being captured already?
**A:** Yes. After wasCaptured is set to true once (after first capture),
we only need to check each tick if the destination port is owned by the
current tradeship owner, to know if we need to assign a new destination
port again.

## Please complete the following:

- [x] I have added screenshots for all UI updates
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [x] I have added relevant tests to the test directory
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
- [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:

tryout33
2025-07-16 19:27:28 -04:00
Scott Anderson 0d7c58d5b8 Unit count (#1402)
## Description:

Use an iterative approach to counting units to reduce array allocations.

## Please complete the following:

- [x] I have added screenshots for all UI updates
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [x] I have added relevant tests to the test directory
- [ ] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
- [x] I understand that submitting code with bugs that could have been
caught through manual testing blocks releases and new features for all
contributors
2025-07-12 09:24:44 -07:00
evanpelle f95f76a01a update meta (#1397)
## Description:

* cap trade ships at 100, instead have more ports increase gold per ship
* nerf defense post speed reduction. Sometimes attacks were so slow the
attacker could "store" troops in the attack.
* adjust trade ship spawn rate: increase spawn rate early game to speed
up game play
* nerf MIRVs by making blast radius smaller. This allows the territory
to stay continuous, allowing the attacker to conquer faster and speeding
up late game.

## 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
2025-07-10 10:37:20 -07:00
DevelopingTom 29170321e4 Add gold fx when a tradeship lands (#1322)
## Description:

Add a text popup FX when a tradeship lands in your port.
They are only displayed for the current player.


https://github.com/user-attachments/assets/586ded57-5311-4394-a322-903ecea89bd6


## Please complete the following:

- [x] I have added screenshots for all UI updates
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [x] I have added relevant tests to the test directory
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
- [x] I understand that submitting code with bugs that could have been
caught through manual testing blocks releases and new features for all
contributors

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

IngloriousTom

---------

Co-authored-by: Tom Rouillard <trouilla@mathworks.com>
Co-authored-by: evanpelle <evanpelle@gmail.com>
2025-07-03 19:26:36 -07:00
evanpelle be001d11a2 Add back the trade ship send stat (#1253)
## Description:

trade ship send stats was erroneously removed, add it back

## 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
2025-06-22 12:24:46 -04:00
DevelopingTom 43397779fa Add trains (#1159)
## Description:

Add a rail network to handle train stations/railroad between structures.

Changes:
- `RailNetwork` is responsible for the train station graph. Use it to
connect new `TrainStations`
- A `RailRoad` connects two `TrainStation`
- No loop possible in the rail network
- Train stations handles its railroads
- Added a layer to draw the railroads under the structures

#### Clusters
- To speed up computations, each `TrainStation` references its own
cluster
- A cluster is a list of `TrainStation` connected with each other,
created by the `RailNetwork` when connecting the station
- Train stations spawn trains randomly depending on its current cluster
size
- A `TrainStation` decides randomly of the train destination by picking
one from the cluster

#### Production building:
- Added a factory which has no gameplay impact currently. _To be
discussed._

#### Train stops:
- When a train reaches a factory, it's filled with a "cargo". The loaded
trains has no impact currently. _To be discussed._
- When a train reaches a city, the player earn 10k gold
- When a train reaches a port, it sends a new tradeship if possible
- If a destination/source is destroyed, the train & railroad are deleted
too


https://github.com/user-attachments/assets/42375c17-9e04-4a42-98d0-708c81ffd609


https://github.com/user-attachments/assets/fbecdb53-a516-4df8-87fb-1f9a62c4efa0



## Please complete the following:

- [x] I have added screenshots for all UI updates
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [x] I have added relevant tests to the test directory
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
- [x] I understand that submitting code with bugs that could have been
caught through manual testing blocks releases and new features for all
contributors

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

IngloriousTom

---------

Co-authored-by: Scott Anderson <scottanderson@users.noreply.github.com>
2025-06-22 08:14:08 -07:00
Max Lundgren 4170aca548 Add filters tabs to EvensDisplay to let users filter events (#1080)
## 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"
/>

![Screen Shot 2025-06-07 at 20 32
07](https://github.com/user-attachments/assets/d8575ea0-109d-4841-b661-b233201a304a)



## 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 #1025 
Fixes #1034
2025-06-08 12:16:23 +03:00
Max Lundgren 9cfbd80d12 Add back #646 - trade ship gold by travelled distance (#1085)
## Description:
Return #646 - gold from tradeships by travelled distance

https://github.com/openfrontio/OpenFrontIO/pull/646/

## 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_
2025-06-07 12:05:12 -07:00
Léo Joly 9c7e0ce32f [Cleanup] Pass Player into execution constructor instead of PlayerID (#1022)
## 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>
2025-06-06 11:58:15 -07:00
falc 77f57207be Changed consolex to console logging (#1036)
## 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
2025-06-04 09:22:17 -07:00
evanpelle 5446620788 fix null vs undefined trade ship check 2025-05-28 11:40:37 -07:00
evanpelle 4fa31acc51 Revert tradeship path caching (#927)
## Description:
The path caching was causing bugs, sometimes they wouldn't get removed,
sometimes they would go in circles. Deleting the cache so we can deploy
v23.

## 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>
2025-05-28 11:17:37 -07:00
Scott Anderson 7926267791 Always delete tradeship on pathfinding fail (#921)
Fixes #912

## Description:

Always delete tradeship on pathfinding fail

## Please complete the following:

- [x] I have added screenshots for all UI updates
- [ ] 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>
2025-05-28 10:32:22 -07:00
Vivacious Box 27792428a0 Fix cache pathfinding (#848)
## Description:
Add full path to caches
Fix A* to always start and end at given start and end
Remove pathfinder from tradeshipexecution

Should fix tradeship looping and getting stuck at ports
Fix #843


Dont know what to add so that description check is happy

[More lines to lines to make it happy]

## 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

---------

Co-authored-by: evanpelle <evanpelle@gmail.com>
2025-05-25 12:39:55 -07:00
evanpelle d35d0f38cb refactor & update warships (#796)
## Description:
1. Refactor WarshipExecution so that it takes either attrs or a warship
unit. This makes testing much simpler as the unit test can construct a
warship and then pass it into a warship execution
2. Have MoveWarshipExecution set the patrol tile, not the move tile so
warships stay in new location instead of moving back to original
location.
3. Warships no longer target trade ships outside of its patrol range.
this prevents warships from wandering
4. Refactored & simplified WarshipExecution
5. Added more tests for warships
6. Move health modification from PlayerExecution to WarshipExecution
since Warships are the only unit that have health
7. Move fields from WarshipExecution to the Warship unit itself, this
allows other executions & components to see more data about the warship.



## 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>
2025-05-24 13:42:56 -07:00
Scott Anderson 5aa8356513 Record player stats during the game (#784)
## 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
2025-05-21 00:10:29 -04:00
evanpelle 500b5fcfde Clean up and refactor the Unit class (#769)
## Description:

* Merged similar fields so they can be reused (eg warshipTarget =>
targetUnit)
* simplified isCooldown api
* added "touch" method to send update to UI layer
* standardized on "undefined"


## Please complete the following:

- [ ] 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

<!-- This is an auto-generated comment: release notes by coderabbit.ai
-->
## Summary by CodeRabbit

- **Refactor**
- Unified and simplified how unit targets and cooldowns are managed
across all unit types, resulting in more consistent in-game behavior for
nukes, warships, trade ships, and SAM launchers.
- Updated naming and logic for unit targeting and cooldowns, improving
clarity in status displays and interactions.
- Reorganized unit interface and streamlined cooldown handling for
smoother gameplay experience.
- **Bug Fixes**
- Corrected visual indicators for nukes and warships to accurately
reflect their targets.
- **Tests**
- Updated automated tests to align with the new cooldown and targeting
logic.
<!-- end of auto-generated comment: release notes by coderabbit.ai -->
2025-05-17 17:45:10 -07:00
Scott Anderson 6517f80f68 Add path cache (#763)
Based on #753

Co-authored-by: Scott Anderson <662325+scottanderson@users.noreply.github.com>
2025-05-15 19:12:02 -07:00
Scott Anderson 70745faac4 Enable strictNullChecks, eqeqeq (#436)
## 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>
2025-05-15 16:39:40 -07:00
Daniel 1fce721d3e Use trade ship travelled distance instead of Manhattan distance when calculating value (#646)
## Description:

This PR makes trade ships actually use their traveled distance when
calculating their monetary value, instead of the the Manhattan distance
from port to port.

## 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:

Koranir
2025-05-15 11:52:58 -07:00
evanpelle 1d0732d3d9 Refactor UnitSpecific info => AllUnitParams type union (#701)
## 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>
2025-05-10 11:40:47 -07:00
APuddle210 f713254081 Address-River-Criticisms (#536)
## Description:

Please see description on: #535 

fixes #535 

## 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:

aPuddle

---------

Co-authored-by: Scott Anderson <662325+scottanderson@users.noreply.github.com>
2025-04-18 18:05:27 -07:00
Evan 190a67b72a delete tradeship if path not found 2025-04-04 12:11:10 -07:00
Evan 8b6895d745 add prettier import plugin 2025-03-31 13:09:27 -07:00
Readixyee 665a8c3823 Executions dont switch owner (#326)
when an building is taken over by another player the execution for it
doesnt change its owner this makes it so when a sam is captured it tries
to intercept your own nukes and doesnt intercept the ones by the
previous player

this change makes executions of buildings automaticly switch their owner
2025-03-27 16:03:15 -07:00
Ilan Schemoul cb3f36a74f fix: update dst port when ship captured (#217) 2025-03-13 06:31:41 -07:00
Ilan Schemoul 3ce5785d1e nuke icon (#207)
- **feat: white nuke icon next to name if player nukes you**
![Capture d'écran 2025-03-10
220439](https://github.com/user-attachments/assets/1b717b2d-bffb-45fc-96ea-2feb57d25de0)
- **feat: red nuke icon if player sends nuke towards you**
- 
![Capture d'écran 2025-03-10
220358](https://github.com/user-attachments/assets/b755fa06-9510-4bd1-8312-7180dc681d85)
2025-03-11 15:44:45 -07:00
Ilan Schemoul c4b8d6b92e cancel trade if port is captured (no trade inside same country) (#194)
If the port of destination and of source have same owner it means a
player captures port of another player, we cease all trade that happens
inside same country.
Also added a check in the canTrade code to be more reliable and correct
even outside of the specific case of capturing a port.
2025-03-11 12:33:45 -07:00
Evan 399cf4aab0 optimize trade ships 2025-03-03 14:37:24 -08:00
evanpelle 0a077ebf4d Merge pull request #100 from d3n0x8/scrollAttackRatio
add shift + scroll command in HelpModal hotkeys table
2025-03-02 18:34:04 +01:00
Evan 4ee37323f9 format codebase with prettier 2025-02-01 12:05:11 -08:00
evanpelle 75fe718f16 Combine Unit & MutableUnit 2025-02-01 12:05:11 -08:00
evanpelle de1dbff570 combine Game & MutableGame 2025-02-01 12:05:11 -08:00
evanpelle 7d15c0c065 combine Player & MutablePlayer interfaces 2025-02-01 12:05:11 -08:00
Evan f0f5bae79f thread_split: convert all tile to tileref 2025-02-01 12:05:11 -08:00
Evan 8616e9bfcb game runs in seperate thread 2025-02-01 12:05:11 -08:00
evanpelle ff02d9d8b6 have core/ directory use consolex for remote logging 2024-12-18 12:00:00 -08:00
Evan 722165c401 adding persistent id 2024-12-17 14:30:16 -08:00