- 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
- 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
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`.
## 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
## 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
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>
## 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`
## 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
## 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
## Description:
Use an iterative approach to counting units to reduce array allocations.
## Please complete the following:
- [x] I have added screenshots for all UI updates
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [x] I have added relevant tests to the test directory
- [ ] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
- [x] I understand that submitting code with bugs that could have been
caught through manual testing blocks releases and new features for all
contributors
## Description:
* 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
## Description:
Add a text popup FX when a tradeship lands in your port.
They are only displayed for the current player.
https://github.com/user-attachments/assets/586ded57-5311-4394-a322-903ecea89bd6
## Please complete the following:
- [x] I have added screenshots for all UI updates
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [x] I have added relevant tests to the test directory
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
- [x] I understand that submitting code with bugs that could have been
caught through manual testing blocks releases and new features for all
contributors
## Please put your Discord username so you can be contacted if a bug or
regression is found:
IngloriousTom
---------
Co-authored-by: Tom Rouillard <trouilla@mathworks.com>
Co-authored-by: evanpelle <evanpelle@gmail.com>
## Description:
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
## 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/42375c17-9e04-4a42-98d0-708c81ffd609https://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>
## 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:
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_
## 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
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responsibility for any bugs introduced
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regression is found:
@qqkedsi
## 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:
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## Please put your Discord username so you can be contacted if a bug or
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Fixes#912
## Description:
Always delete tradeship on pathfinding fail
## Please complete the following:
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Co-authored-by: Scott Anderson <662325+scottanderson@users.noreply.github.com>
## 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]
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Vivacious Box
---------
Co-authored-by: evanpelle <evanpelle@gmail.com>
## 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:
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## Please put your Discord username so you can be contacted if a bug or
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## 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:
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## 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:
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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 -->
## 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
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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:
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:
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responsibility for any bugs introduced
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## Please put your Discord username so you can be contacted if a bug or
regression is found:
Koranir
## 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:
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## 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:
Please see description on: #535fixes#535
## Please complete the following:
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regression is found:
aPuddle
---------
Co-authored-by: Scott Anderson <662325+scottanderson@users.noreply.github.com>
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
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.