Commit Graph

995 Commits

Author SHA1 Message Date
evanpelle 28b2372ef5 shorten the control panel vertically a bit to increase center space for gameplay 2026-03-13 09:46:47 -07:00
Evan 37f4f606f6 reduce margin for player info & control panel (#3414)
## Description:

To give more space in the center of the screen remove the top & bottom
margin. Also make the control panel & player info panel slightly shorter
& longer.

<img width="1167" height="961" alt="Screenshot 2026-03-12 at 7 20 40 PM"
src="https://github.com/user-attachments/assets/15baf640-daf0-4394-9107-d175130e7754"
/>

## 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
2026-03-12 19:50:43 -07:00
evanpelle 36572b69b5 radial menu: make elements brighter on hover 2026-03-11 20:35:23 -07:00
Evan e922d336a1 update radial menu styling (#3404)
## Description:

Before:

<img width="215" height="239" alt="Screenshot 2026-03-10 at 10 29 12 PM"
src="https://github.com/user-attachments/assets/bb044425-eb2f-427c-afd6-6c9dd5d075aa"
/>

After:

<img width="240" height="207" alt="Screenshot 2026-03-10 at 10 27 33 PM"
src="https://github.com/user-attachments/assets/21ce4c3b-ab24-4af0-b608-6be5603320fb"
/>

## 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
2026-03-11 10:06:38 -07:00
FloPinguin 8329dd479e Mobile UI polish (#3401)
## Description:

### Fix attack percentage label causing slider width jitter on mobile by
setting a fixed width on the container


https://github.com/user-attachments/assets/41ea3b98-48fa-49f3-b22e-2a567f208dfb

### Reduce event panel max-height from 30vh to 15vh on mobile

Previous:

<img width="406" height="781" alt="Screenshot 2026-03-10 231050"
src="https://github.com/user-attachments/assets/ea83a75d-a0cb-4ce2-8714-99e822b028e9"
/>

After:

<img width="397" height="781" alt="Screenshot 2026-03-10 231414"
src="https://github.com/user-attachments/assets/153a4291-a3dc-4255-8a19-725bfdf6ff8b"
/>

### Change lobby buttons (Create/Ranked/Join) from `slate-700` to
`slate-600` for better contrast against the background

Previous:

<img width="411" height="387" alt="Screenshot 2026-03-10 232720"
src="https://github.com/user-attachments/assets/1fd8bc7a-dbaa-414a-8e74-a070c66c40c6"
/>

After:

<img width="408" height="495" alt="Screenshot 2026-03-10 232704"
src="https://github.com/user-attachments/assets/e7693a28-6560-4440-8581-91b1fd7a5cf5"
/>

## 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
2026-03-10 16:40:15 -07:00
Evan 3a195005d8 outgoing attacks (#3398)
## Description:

Show outgoing attacks on the PlayerInfoPanel. Also update the
AttacksDisplay so it uses the same icon for incoming & outgoing attacks

<img width="502" height="97" alt="Screenshot 2026-03-10 at 2 02 49 PM"
src="https://github.com/user-attachments/assets/de83bf4d-b1b9-4fec-a8c6-e25bbf82c942"
/>

<img width="483" height="167" alt="Screenshot 2026-03-10 at 2 03 02 PM"
src="https://github.com/user-attachments/assets/cf43106f-5f3a-4a78-abae-dff019de4fb4"
/>

<img width="509" height="203" alt="Screenshot 2026-03-10 at 2 03 28 PM"
src="https://github.com/user-attachments/assets/79db2081-dd93-4ff4-aaa7-75281c16c037"
/>


## 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
2026-03-10 14:08:31 -07:00
bijx 8eb879aff4 Fix: Coordinate Grid text is now white when dark mode is enabled (#3396)
## Description:

When the game was on dark mode, seeing the coordinate text on oceans
became impossible. Now we check for dark mode in the layer to change the
text color accordingly.

Light Mode:
<img width="3430" height="1669" alt="image"
src="https://github.com/user-attachments/assets/181d53f5-b218-4f85-9d06-7e80f5d20004"
/>

Dark Mode: 
<img width="3488" height="1706" alt="image"
src="https://github.com/user-attachments/assets/8a8e3951-31b4-448d-bc87-7fabd105e5fb"
/>


## 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:

bijx
2026-03-10 19:59:08 +00:00
Evan f61d2fb59f update control panel UI: larger text, troop colors (#3395)
## Description:

During the playtests people mentioned the UI was too small. Also change
the troop color because white & green was difficult to read.


<img width="559" height="196" alt="Screenshot 2026-03-10 at 12 42 58 PM"
src="https://github.com/user-attachments/assets/9ba5ccaa-3113-4998-a016-e9936269f5de"
/>

<img width="491" height="96" alt="Screenshot 2026-03-10 at 12 43 15 PM"
src="https://github.com/user-attachments/assets/54f7886f-b830-451e-9a7a-3a764efdfbcc"
/>

<img width="574" height="208" alt="Screenshot 2026-03-10 at 12 43 25 PM"
src="https://github.com/user-attachments/assets/2583b492-1844-4814-8fd8-b7216a1dad60"
/>

## 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
2026-03-10 12:59:53 -07:00
evanpelle aa24438edf Fix slider focus stealing keyboard shortcuts after interaction 2026-03-09 16:53:30 -07:00
evanpelle ce416f877c bugfix: don't show yellow alert frame when a bot is attacking 2026-03-09 12:41:27 -07:00
evanpelle ebd39e8ced cap attacks panel height and make it scrollable when overflow 2026-03-09 09:44:25 -07:00
Bartosz Woźniak 936928fed9 Enhance InputHandler to allow using NumPad (#3317)
## Description:

Adds **Enter** and **Numpad Enter** as confirmation for placing a ghost
structure after selecting a building with hotkeys (1–0 or numpad).
Players can cancel with Esc but previously had to click to confirm; they
can now confirm with Enter or Numpad Enter at the current cursor
position. This supports keyboard-only or mouse + numpad workflows (e.g.
one hand on numpad for select + confirm, one on mouse for aiming).

## 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:

.wozniakpl
2026-03-07 15:27:25 -08:00
FloPinguin fe89713f46 Fix UI (again) 🖌️ (#3379)
## Description:

 **Fix UI spacing and border radius across multiple screen sizes**

- Fix events panel missing right margin on wide screens
- Fix incorrect border radius on events panel and control panel at
various breakpoints
- Remove border radius from attack/boat elements on small screens
- Show running attacks above the events panel on mobile
- Add left/right margin to the homepage on tablet-sized screens
- Adjust lobby card spacing on mobile

Previous

<img width="410" height="124" alt="Screenshot 2026-03-07 203244"
src="https://github.com/user-attachments/assets/d3feb9fe-97a3-44d0-9aba-db04062f9911"
/>


After

<img width="417" height="117" alt="Screenshot 2026-03-07 203255"
src="https://github.com/user-attachments/assets/31b88145-8e92-40db-b9cc-f2a00754f900"
/>


Previous

<img width="828" height="123" alt="Screenshot 2026-03-07 203320"
src="https://github.com/user-attachments/assets/4e162cf5-7d82-4e87-9dd9-9ab1d3782f23"
/>


After

<img width="820" height="126" alt="Screenshot 2026-03-07 203337"
src="https://github.com/user-attachments/assets/a25121aa-603c-41c7-b335-406a38a62cf9"
/>


Previous

<img width="961" height="102" alt="Screenshot 2026-03-07 203353"
src="https://github.com/user-attachments/assets/22ba9770-88a3-4f49-aeb6-6d875006946b"
/>


After

<img width="954" height="78" alt="Screenshot 2026-03-07 203403"
src="https://github.com/user-attachments/assets/0d4e3b19-de1c-4211-b1e3-bd935025de33"
/>


Previous

<img width="557" height="154" alt="Screenshot 2026-03-07 203450"
src="https://github.com/user-attachments/assets/2cc8a747-3e68-4449-9746-62fcbca76510"
/>


After

<img width="602" height="146" alt="Screenshot 2026-03-07 203421"
src="https://github.com/user-attachments/assets/bae399a3-8969-4b7a-a77c-c73c4f775ca0"
/>


Previous

<img width="727" height="889" alt="Screenshot 2026-03-07 204707"
src="https://github.com/user-attachments/assets/bc53febf-9beb-4195-a994-858333f30f24"
/>


After

<img width="725" height="799" alt="Screenshot 2026-03-07 204714"
src="https://github.com/user-attachments/assets/9d600212-73ae-4566-b1c5-df83e8edb8e9"
/>


Previous

<img width="658" height="890" alt="Screenshot 2026-03-07 204633"
src="https://github.com/user-attachments/assets/6c935fcc-3e46-4706-8c9a-9840cc469b60"
/>


After

<img width="656" height="798" alt="Screenshot 2026-03-07 204639"
src="https://github.com/user-attachments/assets/8e490f29-cf50-4c1f-a97e-f550fd4f9a13"
/>

## 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
2026-03-07 13:01:18 -08:00
FloPinguin 3fca25f421 Skip multi-tab detection during replays 🛠️ (#3366)
## Description:

Multi-tab detection was incorrectly penalizing users watching replays.
Added `isReplay()` check to `MultiTabModal.tick()` so the detector is
never initialized when viewing a replay.

## 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
2026-03-06 20:02:03 -08:00
DevelopingTom 902a0b42ac Remove useless sprite setting (#3363)
## Description:

Redundant animated sprite setting: the sprite frame width can be
computed directly.

## 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
2026-03-06 19:58:14 -08:00
Evan 815f1de67b Update control panel UI (#3357)
Relates to #2260

## Description:

Inspired by https://github.com/openfrontio/OpenFrontIO/pull/3359

This PR centers the control panel and combines it with the units
display. The reasoning is that the control panel contains the most
critical info so it should be in the center of the screen. Combining it
with the units display reduces the number of UI components on screen.

Also made the attack ratio bar persistent on mobile

<img width="618" height="216" alt="Screenshot 2026-03-06 at 2 06 34 PM"
src="https://github.com/user-attachments/assets/34b041c1-d78b-46b5-a7ab-f2a44145a7e2"
/>


<img width="941" height="343" alt="Screenshot 2026-03-06 at 2 06 55 PM"
src="https://github.com/user-attachments/assets/1e3b026c-8eb2-407c-be38-0e71e1ae426c"
/>

<img width="562" height="228" alt="Screenshot 2026-03-06 at 4 11 20 PM"
src="https://github.com/user-attachments/assets/56eac49f-c8a4-4ac1-a60a-f1bcb2fad2d0"
/>

<img width="939" height="357" alt="Screenshot 2026-03-06 at 4 11 32 PM"
src="https://github.com/user-attachments/assets/eb5591d5-3cc2-4182-944b-3a4b0b76852a"
/>


## 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

Co-authored-by: hkio120 <111693579+hkio120@users.noreply.github.com>
2026-03-06 18:32:01 -08:00
VariableVince e137fcaa6c Fix/Perf/Refactor: playerActions and buildableUnits, their callers and related types (#3220)
## Description:

TL;DR: it's faster.

buildableUnits is called via PlayerView.actions from UnitDisplay (each
tick without TileRef), BuildMenu (each tick when open), MainRadialMenu
(each tick when open), PlayerPanel (each tick when open),
StructureIconsLayer (when placing a building from build bar),
NukeTrajectoryPreviewLayer (when placing nuke, on tick when tile
changes), ClientGameRunner (on click to attack/auto-boat or hotkey B or
G).

After https://github.com/openfrontio/OpenFrontIO/pull/3213 got merged,
the change with largest impact in
https://github.com/openfrontio/OpenFrontIO/pull/3193 was done in such a
different way that a new PR was needed

The idea in 3193 was to not always ask for Transport Ship from
buildableUnits. In such a way that very little extra data was send to
the worker. This had the biggest impact on performance (the idea was
months older btw, see
https://github.com/openfrontio/OpenFrontIO/pull/2295). Now, we do it the
other way around, by telling buildableUnits all unit types we want. Or
we want them all (undefined). The downside is more data is send in the
worker message. The upside is we have more options and can add more in
this PR.

This PR implements some of the leftovers in 3193 on top of 3213 and adds
further improvements.

(Some unrelated refactor/perf changes where moved out of this PR and
into already merged
https://github.com/openfrontio/OpenFrontIO/pull/3233,
https://github.com/openfrontio/OpenFrontIO/pull/3234,
https://github.com/openfrontio/OpenFrontIO/pull/3235,
https://github.com/openfrontio/OpenFrontIO/pull/3236,
https://github.com/openfrontio/OpenFrontIO/pull/3237,
https://github.com/openfrontio/OpenFrontIO/pull/3238,
https://github.com/openfrontio/OpenFrontIO/pull/3239)

- **GameRunner**, **WorkerMessages**: _playerActions_ and
_PlayerActionsMessage ._ Option to ask for no buildable units (null). It
now has 3 modes: get all actions and all buildings (units undefined),
get all actions and no buildings (units null), or get all actions and
specific building (units contains Unit Types).

- **GameRunner**: _playerActions_. fixes wrong assumption in PR 3213:
that only if units was undefined, we have to know canAttack.
ClientGameRunner wants to know both, in case of a click on non-bordering
land, to decide if it should auto-boat using a Transport Ship. So units
is not undefined (we only ask for Transport Ship now which has a
positive effect on performance for each click/tap) but we need canAttack
still.
Solved by removing the unit === undefined check before _canAttack_ in
_playerActions_.

- **GameRunner**, **GameView**, **WorkerClient**, **WorkerMessages**,
**Worker.worker**: added _playerBuildables_ / _buildables_ next to
existing _playerActions_ / _actions_. With above solved, there was still
no option to only get buildable units when the actions are not needed.
While **StructureIconsLayer**, **NukeTrajectoryPreviewLayer**,
**BuildMenu** and **UnitDisplay** need only that. To not make
playerActions more convoluted with more params or so, i've added a new
function _playerBuildables_ in **GameView** to only get buildable units
(**GameRunner** _playerBuildables_). _playerBuildables_ has 2 modes: get
all buildings (units undefined) or get specific buildings (units
contains Unit Types). Also update some comments that mentioned .actions
in **NukeTrajectoryPreviewLayer**.

- **ClientGameRunner**, **PlayerPanel**, **BuildMenu**, **UnitDisplay**,
**StructureIconsLayer** and **NukeTrajectoryPreviewLayer**: Since PR
3213, **StructureIconsLayer** and **NukeTrajectoryPreviewLayer** ask for
specific types of units from **GameView** _actions_ (**GameRunner**
playerActions). Now have the other files do the same. For example
**BuildMenu** asks for the new _BuildMenuTypes_ when it calls
._buildables_ and **ClientGameRunner** asks for UnitType.TransportShip
when sending a boat

- **ClientGameRunner**: canBoatAttack now accepts BuildableUnit[]
instead of PlayerActions so we can send it either actions.buildableUnits
or just buildables. Have functions call myPlayer.buildables(tileRef,
[UnitType.TransportShip]) when we only need a buildable unit and no
actions. Or myPlayer.actions(tileRef, null) when we need actions but no
buildable units. Or myPlayer.actions(tileRef, [UnitType.TransportShip])
when we need both actions, like canAttack, and a buildable unit. Then if
needed send either actions.buildableUnits or buildables to to
_canAutoBoat_ / _canBoatAttack_.

- **MainRadialMenu**: needs all player buildable unit types including
Transport Ship, so the _actions_ call argument for unit types can stay
undefined (unchanged) there.

- **MainRadialMenu**: now that **BuildMenu** uses _playerBuildables_
instead of _playerActions_, we must put data in
_this.buildMenu.playerBuildables_. And since we're not putting the
(unneeded) full _actions_ in there anymore, we can now put only the
needed and expected _actions._buildableUnits_ in it.

- **Game**, **PlayerImpl**, **StructureIconsLayer**: Typesafety and some
added perf: new type _PlayerBuildableUnitType_ (see also the below point
for how it is formed). So callers of _buildableUnits_ can never ask for
the wrong type like e.g. UnitType.Train because it doesn't return data
for that type. This type is now used in **PlayerImpl**, **BuildMenu**,
**RadialMenuElements**, **StructureDrawingUtils** and **UnitDisplay**
for that reason. And **InputHandler**, **StructureIconsLayer** and
**UIState** (little more on that in point below).

- **InputHandler**, **StructureIconsLayer**, **UIState**: In order to
make type safety work for GhostUnit.buildableUnit.type too (line ~217 of
StructureIconsLayer), changed type of interface _BuildableUnit_ to
_PlayerBuildableType_. Which is only more accurate. Same for and
this.structures and uiState.ghostStructure and with the latter,
_renderUnitItem_ in **UnitDisplay** and _setGhostStructure_ in
**InputHandler**. All Structures are of PlayerBuildableType (there are
even some in PlayerBuildables that aren't Structures, but it is much
more confined than UnitType).

- **Game**: Typesafety and some added perf: added _BuildMenus_ and
_BuildableAttacks_ in the same fashion that the existing StructureTypes
was already used (simplified it a bit too, with it renamed
_StructureTypes_ to _Structures_ and removed _isStructureType_). They
can be used with .types or .has(). _BuildableAttacks_.has() is used in
**RadialMenuElements**. _BuildableAttacks_ and existing _Structures_ now
make up _BuildMenus_. Which is used in **BuildMenu**,
**StructureIconsLayer** and **UnitDisplay**. Then _BuildMenus_ together
with UnitType.TransportShip make up the _PlayerBuildables_. Which is
used in **PlayerImpl** _buildableUnits_ (see point below). And with
_PlayerBuildableUnits_ we get the new _PlayerBuildableUnitType_ (see
above point on Game / PlayerImpl).

- **RadialMenuElements**: replace non-central ATTACK_UNIT_TYPES in
**RadialMenuElements** with centralized _BuildableAttackTypes_ too. Use
_PlayerBuildableUnitType_ for more type safety (can't by mistake add
UnitType.Train to its build menu). Make use of _BuildableAttackTypes_
instead of adding items hardcoded line by line in _getAllEnabledUnits_,
just like we already did since PR 3239 with _StructureTypes_. And use
_BuildableAttacks.types_ in the same fashion that existing
_isStructureTypes_ (now Structures.types) was already used elsewhere.

- **PlayerImpl**: _buildableUnits_ 
-- would do Object.values(UnitTypes) on every call. Now for better perf
directly loop over player buildable units by using _PlayerBuildables_
(see above point). In this way we also exclude MIRVWarhead, TradeShip,
Train, SamMissile and Shell so there are less unit types to loop through
by default. Since a player doesn't build those by themselves, they are
only build by Executions which use _canBuild_ directly and not
_buildableUnits_.
-- for more performance, do for loop instead of using .map and .filter,
no intermediate array needed nor callback overhead. We just loop over
the given units (which if undefined will contain _PlayerBuildables_).
Also pre-allocate the results array to get the most out of it, even if
V8 might already be very good at this.
-- cache config, railNetwork and inSpawnPhase so they can be re-used
inside the for loop.
-- cache cost inside the loop
-- it would check twice for tile!==null to decide to call
findUnitToUpgrade and canBuild. Now once.
-- eliminated double/triple checks for the same thing. It called
_findUnitToUpgrade_ (and with that _canUpgradeUnit_) and then _canBuild_
which both check if player has enough gold for the cost of the unit
type. And they both check if the unit type is disabled. Now we call
private functions _canBuildUnitType_, _canUpgradeUnitType_ to first do
checks on unit type level for early returns, and
_findExistingUnitToUpgrade_ to find existing unit without doing anything
extra. in a specific order to check everything only once. The public
functions _findUnitToUpgrade_ and _canBuild_ have an unchanged
functionality and we don't call them from _buildableUnits_ anymore.
-- would get _overlappingRailRoads_ and _computeGhostRailPaths_ when
canBuild was true. But this data is only meant for
**StructureIconsLayer** and it logically only uses it when placing a new
unit, not when upgrading one. Which is also commented on line 351 of
**StructureIconsLayer**. So, we now only get overlapping railroads and
ghost rails if we're not hovering to upgrade an existing unit.

- **PlayerImpl**: _findUnitToUpgrade_: unchanged functionality, but have
it call new private function _findExistingUnitToUpgrade_ to find
existing unit.

- **PlayerImpl**: _canBuild_: unchanged functionality, but have it call
new private function _canBuildUnitType_ to do the checks it first did
itself. And then new private function _canSpawnUnitType_ for the rest of
the checks. This way we can call _canBuildUnitType_ and
_canSpawnUnitType_ from _buildableUnits_ in a specific order to prevent
double/triple checks.

- **PlayerImpl**: _canBuildUnitType_: new private function to be shared
by _buildableUnits_, _canBuild_ and _canUpgradeUnit_ to be able do unit
type level checks in a specific order to prevent double/triple checks.
Via parameter knownCost, _buildableUnits_ can send it the cost it
already fetched so that it doesn't have to be fetched again. For caller
_canUpgradeUnit_, the isAlive() check (which was previously only done in
canBuild) is new but harmless, maybe even better to have also check
isAlive() on upgrade now that Nations are also upgrading which might
prevent some edge case bugs.

- **PlayerImpl**: _canUpgradeUnitType_: new private function to be
shared by _buildableUnits_ and _canUpgradeUnit_ to be able do unit type
level checks in a specific order to prevent double/triple checks.

- **PlayerImpl**: _canSpawnUnitType_: new private function to be shared
by _buildableUnits_ and _canBuildUnit_ to be able do unit type level
checks in a specific order to prevent double/triple checks.

- **PlayerImpl**: _findExistingUnitToUpgrade_: new private function to
be shared by _buildableUnits_ and _findUnitToUpgrade_ to be able do unit
level checks in a specific order to prevent double/triple checks.

- **PlayerImpl**: _isUnitValidToUpgrade_: new private function to be
shared by _buildableUnits_ and _canUpgradeUnit_ to be able do unit level
checks in a specific order to prevent double/triple checks.

- **PlayerImpl.test.ts**: because of the isAlive() check in which is new
for _canUpgradeUnit_ (see above at _canBuildUnitType_), the tests needed
to have the players be alive at the start, in order to pass.

- **BuildMenu**: use .find instead of .filter in canBuildOrUpgrade, a
function we already needed to change. This is faster and prevents an
allocation.


**PERFORMANCE**
As for calling ._buildables_ instead of unnecessarily getting
._actions_, there is an obvious win because there's less to send
calculate and recieve.

Also asking for only the needed buildings helps a lot (especially if
TradeShip isn't needed, see the difference in benchmark in original
#3193).

But the real-world impact is hard to measure. gave it a try in #3193 and
those results should be even better now.

Now testing only _buildableUnits_ performance in a synthetic benchmark,
we get these results. This is after other performance improvments so the
base is already better than it was in original #3193:

**BEFORE** (only buildableUnits itself)
<img width="602" height="96" alt="image"
src="https://github.com/user-attachments/assets/7770c0fa-a35e-42fc-90de-1de83242ec23"
/>

**AFTER** (only buildableUnits itself)
<img width="603" height="91" alt="image"
src="https://github.com/user-attachments/assets/a1578382-7010-4160-937c-7117bad18beb"
/>


## Please complete the following:

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

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

tryout33

---------

Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com>
2026-03-04 11:32:45 -08:00
scamiv 28bbd933a4 Revert "fix: resolve drawImage scaling penalty on non-square sprite height" (#3337)
Reverts openfrontio/OpenFrontIO#3320

doesnt do what it says

The #3320 description claimed it “resolves a performance parsing
penalty” and fixes “non-square sprite” scaling/ghosting issues.
In reality, the code change was limited to:

* **clearRect**: switched from clearing a `clearsize x clearsize` square
(`clearsize = sprite.width + 1`) around `lastX/lastY` to clearing a
**(sprite.width+2) x (sprite.height+2)** rect around **rounded**
`clearX/clearY` (with an extra 1px pad via `-1/+2`).
* **drawImage**: changed a single call’s destination height from
`sprite.width` → `sprite.height`.

### Why revert

For unit rendering, sprites are square, so the drawImage change is a
no-op in practice, and the main effect was **clearing more pixels per
frame**. Any theoretical gain from rounding coordinates is speculative,
and is outweighed by the increased clear area/overdraw.
2026-03-03 11:30:22 -08:00
VariableVince 1d1b076672 Rename/fix: change Bots to Tribes (#3290)
## Description:

Resolves #3285. As discussed on Discord.

However, in at least one instance "Tribes" feels a bit off: in Humans vs
Nations, team "Tribes" feels as human too while they are just bots.

This PR changes Bots to Tribes outwardly by 
- Changing default EN translation.
- Changing (untranslated) alt text in PlayerPanel.
- To change "Team Bot" into "Team Tribes" too in PlayerInfoOverlay and
TeamStats (team leaderboard in-game), translate team names in there from
now on too.
- This way we also fix a bug where team names were not translated yet in
there. To add to that fix, also translate team names in LobbyPlayerView
in the same way. For this we re-use the existing
getTranslatedPlayerTeamLabel function from GameLeftSideBar by moving it
to Utils.
- No translation key was present yet for Humans and Nations teams, so
added those to now be used in PlayerInfoOverlay, LobbyPlayerView and
TeamStats for completeness.
- No internal code changes so nothing breaks.

**BEFORE (showing old team name Bot and also that team names weren't
translated yet in TeamStats)**
![No translation yet in
TeamStats](https://github.com/user-attachments/assets/38f465bc-ef82-4474-806c-015bb640d233)

![No translation yet in TeamStats
2](https://github.com/user-attachments/assets/a4387f1e-0e80-491d-b57d-e52b3c616e2b)


**AFTER** (translations in Dutch only shown as proof here, did not
include nl.json in the PR)
![AFTER translated in TeamStats for Humans vs Nations as an example in
NL
json](https://github.com/user-attachments/assets/1a7dcf4e-4263-4d6b-a992-58cb08a4fa7b)
![AFTER Tribe as player type in
PlayerInfoPanel](https://github.com/user-attachments/assets/6fd09686-320e-4fee-9c0d-397e581aa676)
![AFTER translated Team name PlayerInfoPanel as an
example](https://github.com/user-attachments/assets/1b4bc684-9ef4-47a9-b91c-4ed5cda65e9e)
![AFTER Tribes in EN now that it is translated in TeamStats so fetched
from EN
json](https://github.com/user-attachments/assets/5ea6528b-7e3c-4c6e-abeb-2769fb0aedee)
![AFTER Instructions example of changed text
](https://github.com/user-attachments/assets/6c7a7ab7-1dea-4f11-bacf-3e2edcdb074b)



## Please complete the following:

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

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

tryout33
2026-03-02 18:20:10 -08:00
Skigim 60f69a6408 perf: remove O(n) StructureIconsLayer render lookups (#3305)
Begins work on #3207

## Description:

This PR is the first optimization slice for #3207: it removes O(n)
render lookups in `StructureIconsLayer` by replacing array-first render
state with a unit-id keyed map, and tightens hot-path execution to
reduce per-tick allocations.

### What changed
- Refactored render state from array-first to `rendersByUnitId:
Map<number, StructureRenderInfo>`.
- Replaced O(n) lookup/delete paths with O(1) `Map#get` / `Map#delete`.
- Replaced `seenUnits` object-identity tracking with `seenUnitIds:
Set<number>`.
- Removed `tick()` array/closure chain (`map(...).forEach(...)`) and
switched to index-based loop.
- Reduced ghost-path allocation pressure by reusing a layer-level `Set`
for connected ally IDs instead of allocating `filter` + `map` + `new
Set` per ghost query.
- Added dirty-flag caching for structure visibility focus
(`visibilityStateDirty`) so expensive visibility-state scans recompute
only when toggles change.

### Performance validation (before/after)
Benchmark added: `tests/perf/StructureIconsLayerLookupPerf.ts`

Command:
`npm run perf`

Observed result:
- `StructureIconsLayer BEFORE (array O(n) lookup/delete) x 0.33 ops/sec
±13.28%`
- `StructureIconsLayer AFTER (unit-id map O(1) lookup/delete) x 95.65
ops/sec ±2.46%`
- Fastest implementation: AFTER (unit-id map)

#### Profiler screenshots are too noisy to be useful for such a focused
change

### Verification
- `npx tsc --noEmit` 
- `npx eslint src/client/graphics/layers/StructureIconsLayer.ts
tests/perf/StructureIconsLayerLookupPerf.ts` 
- `npm run perf` 

## 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

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

skigim
2026-03-02 17:40:15 -08:00
Skigim 17f32a590c fix: resolve drawImage scaling penalty on non-square sprite height (#3320)
## Description:

This PR resolves a performance parsing penalty in the `UnitLayer`
rendering loop by fixing two issues with non-square sprites:
1. `drawImage` was incorrectly using `sprite.width` for both width and
height, causing aspect ratio squashing and forcing the browser to
perform a scaling operation on the image instead of hitting the canvas
fast-path. It now correctly uses `sprite.height` for the vertical
dimension.
2. `clearUnitsCells` was previously configured to only clear a square
grid (`clearsize`) based solely on width, meaning taller sprites would
leave visual artifact "ghosts" on the map. The clearing bounds have been
corrected to leverage discrete `sprite.width` and `sprite.height`.
Additionally, these values are wrapped in `Math.round()` prior to offset
calculation to prevent subpixel anti-aliasing CPU penalties during
`clearRect`.

## Please complete the following:

- [x] I have added screenshots for all UI updates (not needed)
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file (no new text)
- [x] I have added relevant tests to the test directory (existing tests
suffice, change was minuscule and non-breaking)
- [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:
skigim
2026-03-02 10:56:37 -08:00
Skigim f7598369ed refactor: consolidate platform detection across client components (#3325)
## Description:

This PR consolidates ad hoc platform/environment/viewport detection into
a single shared utility. It is scoped to this refactor only, and serves
as groundwork for the mobile-focused feature work planned for the v31
milestone.

### What changed
- Introduced a shared `Platform` utility centralising:
  - OS detection (with `userAgentData` + UA fallback)
  - Electron environment detection
- Viewport breakpoint helpers (`isMobileWidth`, `isTabletWidth`,
`isDesktopWidth`)
- Replaced duplicated inline checks across client files with the shared
API.
- Normalised Mac detection to derive from the consolidated OS logic
rather than a separate regex.

### Why
- Multiple client files each independently ran `navigator.userAgent`
regexes or copy-pasted `isElectron` logic — this unifies all of that.
- Puts a stable, tested abstraction in place before v31 mobile work
lands, so mobile feature branches have a consistent surface to build
against.

## Please complete the following:

- [x] I have added screenshots for all UI updates (N/A: refactor only,
no visible UI changes)
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file (N/A: no new user-facing strings)
- [x] I have added relevant tests to the test directory (N/A: refactor
only)
- [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:

skigim
2026-03-02 10:12:48 -08:00
scamiv 50197e7254 perf(PerformanceOverlay): reduce per-render overhead (#3295)
## Description:

Cache translated UI labels per language/translation load
Avoid per-frame layer breakdown sorting unless expanded
Use rolling sums instead of array reduce
Drop redundant requestUpdate() calls and object clones

## Please complete the following:

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

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

DISCORD_USERNAME
2026-03-01 20:15:31 -08:00
bijx 8754f5291f Feat: Alphanumeric Coordinate Grid on Alternate View (#2938)
## Description:

Adds a coordinate grid to the Alternate View (holding spacebar) using
numbers on the X-axis, and letters on the Y-axis. No more "he's
attacking you in that—well, the little peninsula thing... next to the
island! which island? uhh..." moments when playing with friends.
Optimally maps have letters A-J (just like in the Battleships board
game) but special maps like Amazon River dynamically resize to only have
2 letters so as to not have too many number columns. This feature
overall can be toggled via the settings menu.

Also saw it requested on the [official
discord](https://discord.com/channels/1359946986937258015/1457037351422263480)
a couple times, thought it was a neat idea.

### World Map
<img width="3809" height="1824" alt="image"
src="https://github.com/user-attachments/assets/dab56879-a34e-48ea-a588-2907d26feb45"
/>

### Scales correctly when zoomed in
<img width="3798" height="1874" alt="image"
src="https://github.com/user-attachments/assets/7e06a47f-d3d9-4f92-8e89-3eaf866e9b25"
/>

### Amazon River
<img width="3803" height="1595" alt="image"
src="https://github.com/user-attachments/assets/4797c576-20b2-4aa8-8b7a-107078ab6308"
/>

### Enable/Disable via settings


https://github.com/user-attachments/assets/ec9f4e07-70a1-4f9d-b137-c3c3d2a2540c

## 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:

bijx

---------

Co-authored-by: iamlewis <lewismmmm@gmail.com>
2026-02-28 20:28:47 -08:00
scamiv c911bfb2d8 Packed unit updates / MotionPlans (#3292)
## Description:

Reduce per-step `Unit` update traffic by shipping packed motion plans
and letting the client advance plan-driven units locally.

Changes:
- Add packed motion plan records (`packedMotionPlans?: Uint32Array`) to
game updates and transfer the buffer worker -> main.
- Introduce `src/core/game/MotionPlans.ts` (schema + pack/unpack) for
grid + train motion plans.
- Extend `Game` with `recordMotionPlan(...)` and
`drainPackedMotionPlans()`, and implement buffering/packing in
`GameImpl`.
- Treat units with motion plans as “plan-driven”: suppress per-tile
`Unit` updates on `move()` and advance positions client-side.
- Emit motion plans from executions:
- `TradeShipExecution`: record/update grid motion plans and `touch()`
when changing target after capture.
- `TransportShipExecution`: record initial plan and update it when
destination changes.
  - `TrainExecution`: record a train plan on init (engine + cars).
- Client: apply motion plans in `GameView` and ensure `UnitLayer`
updates sprites for motion-planned units even when no `Unit` updates
arrived.

## Please complete the following:

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

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

DISCORD_USERNAME
2026-02-27 20:54:42 -08:00
evanpelle f09177f8fe Merge branch 'v29' 2026-02-26 17:40:57 -06:00
Mattia Migliorini 7b785ea79a Fix alliance renewal prompt incorrectly dismissed for both players (#3297)
## Description:

NOTE: Applies to current main / beta version. Needs to be included in
v30.

When a player clicked "Renew Alliance", the `AllianceExtensionUpdate`
broadcast caused both players' renewal prompts to be removed, even the
one who hadn't yet acted. This happened because
`onAllianceExtensionEvent` called `removeAllianceRenewalEvents`
unconditionally on every client.

This PR fixes the behavior by calling `removeAllianceRenewalEvents` only
for the player that executed the action.

## 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:

deshack_82603
2026-02-25 21:12:58 -06:00
Evan 7f03072e9b revert skin trials (#3293)
## Description:

Skin trials has been a failure, very low fill rate and cause a major
drop in sales.

reverts 


https://github.com/openfrontio/OpenFrontIO/commit/97d0a05d58e926e3de4ba46d8dd14a04d60d6698

## 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
2026-02-24 15:47:21 -06:00
scamiv 4b917c4153 Performance Overlay rework/redesign (#3274)
## Description:
updates the Performance Overlay to be more usable
(draggable/resizable/scrollable), adds tick-level metrics (TPS +
per-layer tick timings), and reduces overhead when the overlay is
hidden.

### UI/UX
- Overlay layout updated to a fixed, pixel-positioned panel (default
near top-left) with a dedicated drag handle.
- Overlay is touch-draggable (pointer events) and remains usable on
small viewports via internal scrolling.
- Overlay width is resizable with a right-edge handle; width is clamped
to viewport bounds.
- Render/tick layer breakdown sections are collapsible, with headers and
“last tick” summaries.

### New metrics
- Adds TPS reporting:
  - Current TPS (ticks in the last 1s).
- Average TPS over the last ~60s, computed using elapsed time so it’s
accurate before a full 60s passes.
- Adds per-layer tick profiling (“Tick Layers”) alongside render
profiling (“Render Layers”).
- Adds “render-per-tick” metrics so render-layer costs can be understood
per simulation tick (frames + per-layer totals).

### Performance / overhead
- Avoids profiling overhead when the overlay is hidden:
- `GameRenderer` only calls `FrameProfiler.clear()/consume()` and
per-layer `start/end` when profiling is enabled.
- Tick-layer duration tracking is only collected when profiling is
enabled.

### Settings plumbing
- `UserSettings` now dispatches a `user-settings-changed` `CustomEvent`
on `set()` / `setFloat()`.
- The overlay listens for `settings.performanceOverlay` changes so
visibility stays in sync even when toggled outside the overlay.

## Implementation notes (by file)

- `src/client/graphics/layers/PerformanceOverlay.ts`
  - Adds TPS tracking using a timestamp ring + moving heads (1s / 60s).
- Adds UI state for collapsibles, drag + resize pointer tracking, and
new breakdown models:
    - Render layers: EMA avg/max + per-tick render aggregation.
    - Tick layers: EMA avg/max + last-tick durations.
- Copy-to-clipboard snapshot now includes TPS, tick layers, and
render-per-tick last-tick details.

- `src/client/graphics/GameRenderer.ts`
  - Gates render-layer profiling behind `FrameProfiler.isEnabled()`.
- Accumulates per-render-layer timings across frames and publishes them
once per tick via `updateRenderPerTickMetrics(...)`.
- Measures tick-layer durations (per layer `tick()` call) and publishes
them via `updateTickLayerMetrics(...)`.

- `src/core/game/UserSettings.ts`
- Adds `emitChange(key, value)` to dispatch `user-settings-changed` to
`globalThis` (best-effort).

- `resources/lang/en.json`
- Adds/updates `performance_overlay.*` strings for TPS and the new
render/tick layer sections.

## Please complete the following:

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

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

DISCORD_USERNAME

---------

Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com>
2026-02-23 14:22:56 -06:00
Mattia Migliorini 90204f6628 Add alliance renewal action to Radial Menu (#3148)
## Description:

The following PR replaces the (disabled) alliance request button with an
alliance extension/renewal button when the alliance with the target
player is expiring.

Agreeing to renewal via radial menu also hides the message in the
EventsDisplay.

<img width="369" height="364" alt="image"
src="https://github.com/user-attachments/assets/d8040f5c-ad7b-47d0-852f-925ecbf273a8"
/>


https://github.com/user-attachments/assets/aa589edf-6505-46bf-88a3-aa4c2df9137f

Icon size adjusted:

<img width="294" height="252" alt="image"
src="https://github.com/user-attachments/assets/7ca63500-b1fb-427b-965c-cf121a5213da"
/>

## 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:

deshack_82603

---------

Co-authored-by: Claude Opus 4.6 <noreply@anthropic.com>
Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com>
2026-02-19 19:47:57 -06:00
VariableVince 2a7db43db3 Small refactor/cleanup: RadialMenuElements and PlayerImpl (#3239)
## Description:

PR 7/x in effort to break up PR #3220. Follows on already merged #3238.

Please see if these can be merged for v30.

-**RadialMenuElements**: 
- _getAllEnabledUnits_: use camelCase instead of PascalCase so change
Units into units.
- _getAllEnabledUnits_: use StructureTypes to loop through instead of
having 6 individual lines of code to check if a structure is enabled.
StructureTypes contains and will keep containing the same structures as
those that are checked here. PR 3220 will later on also replace the
individual lines for the attack type units into a loop with a newly
introduced Types array, in the same way as we do in this PR with
StructureTypes.
- _getAllEnabledUnits_: rename the long named const
addStructureIfEnabled to just addIfEnabled, which is clear enough from
the context it is used in.

-**PlayerImpl**
- _buildableUnits_: removed unnecessary "as BuildableUnit" after the
in-loop return; the function itself already says it returns
BuildableUnit[].

## Please complete the following:

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

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

tryout33
2026-02-19 00:27:12 +00:00
Mattia Migliorini ba2a947061 Feat: Display ghost railways when building cities and ports (#3202)
## Description:

Based on [this suggestion on
Discord](https://discord.com/channels/1284581928254701718/1447110257196138577)
and feedback gathered in [this
thread](https://discord.com/channels/1359946986937258015/1469598906173227184).

Supersedes #3143 

This PR introduces "ghost railways": when you are going to place a city
or port, previews railway connections that will be made when actually
building the structure.

Ghost railways are skipped if the structure is going to be snapped to
existing railways (as in railway snapping functionality introduced in
#3156 ).

### Video


https://github.com/user-attachments/assets/ff8cf325-6501-4df8-801d-c8ae3ced3d0e


### Ghost rails color revisited

black with 40% opacity

<img width="695" height="430" alt="image"
src="https://github.com/user-attachments/assets/272efbcc-4185-426a-921c-7fae61f6c462"
/>


## 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:

deshack_82603
2026-02-18 21:44:08 +00:00
VariableVince f1cd478970 Cleanup/refactor: Remove some redundant checks (#3235)
## Description:

PR 3/x in effort to break up PR
https://github.com/openfrontio/OpenFrontIO/pull/3220. Follows on already
merged https://github.com/openfrontio/OpenFrontIO/pull/3233 and
https://github.com/openfrontio/OpenFrontIO/pull/3234.

Please see if these can be merged for v30.

- **ClientGameRunner**: removed two redundant myPlayer===null checks
since that was already done right above, instead use !.
- **BuildMenu**: just like in UnitDisplay, assign public PlayerActions
default value of null. So that in canCreateOrBuild, where we already do
a === null check on it btw, we can safely skip the assignment to const
buildableUnits and just directly loop over
this.playerActions.buildableUnits.
- **RadialMenuElements**: don't call canBuildOrUpgrade 3x in
CreateMenuElements for the .map on flattenedBuildTable, instead do it
once and re-use outcome.

## Please complete the following:

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

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

tryout33
2026-02-18 21:09:24 +00:00
VariableVince f4f7ae3929 Cleanup: comments in BuildMenu and error messages in worker.worker (#3233)
## Description:

PR 1/x in effort to break up PR
https://github.com/openfrontio/OpenFrontIO/pull/3220.
Please see if these can be merged for v30.

- **BuildMenu**: remove one redundant comment about replacing an icon
(which has been done long ago already). And fix typo in one other
comment.
- **Worker.worker**: correct some existing error messages.

## Please complete the following:

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

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

tryout33
2026-02-18 20:21:19 +00:00
VariableVince 52036cc20c Cleanup: remove unused code from four files (#3234)
## Description:

PR 2/x in effort to break up PR
https://github.com/openfrontio/OpenFrontIO/pull/3220.

Removes unused code and properties.

- **Game.ts** and **DefaultConfig** unitInfo: removed
_canBuildTrainStation_ and _expirimental_ properties, as they weren't
used anywhere anymore.

- **PlayerActionHandler**: remove unused getPlayerActions, the only
potential caller MainRadialMenu already just calls myPlayer.actions via
GameView directly.

- **StructureIconsLayer**: remove unused PlayerActions

## Please complete the following:

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

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

tryout33
2026-02-18 20:17:46 +00:00
FloPinguin f276a72635 Remove win modal animation 🖌️ (#3230)
## Description:

Win modal animation looks bugged (https://youtu.be/fmR4nZL5RLg?t=3839)
Just remove it, make the game feel snappier
Reported by Wonder

## Please complete the following:

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

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

FloPinguin

Co-authored-by: Ryan <7389646+ryanbarlow97@users.noreply.github.com>
2026-02-17 20:35:38 +00:00
FloPinguin 18f52c01bb Improve moble UI again (#3226)
## Description:

- Fix HeadsUpMessage appearing above Settings modal
- Fix HeadsUpMessage appearing above Leaderboard
- Remove PlayerInfoOverlay show/hide animation (we need quick access to
the data!)

- Close PlayerInfoOverlay on tap outside the map (gray area)

- Fix error when tapping gray area outside the map
- Close PlayerInfoOverlay on click/tap on itself


## Please complete the following:

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

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

FloPinguin
2026-02-16 23:28:43 +00:00
FloPinguin 4c44da4940 Adjust styling for attack ratio popup and event display button (#3225)
## Description:

Before:

<img width="445" height="501" alt="Screenshot 2026-02-16 205903"
src="https://github.com/user-attachments/assets/3add2b1c-f108-4138-9066-ce16ce9fb76d"
/>

After:

<img width="484" height="515" alt="Screenshot 2026-02-16 210819"
src="https://github.com/user-attachments/assets/cb7ba559-535e-4e87-a4b2-4bf744b98e6e"
/>

## 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
2026-02-16 20:56:50 +00:00
VariableVince 5e2930075a Fix: console error stemming from WinModal (#3221)
## Description:

Fix console error triggered by this.game being undefined but WinModal
render() still tries to get this.game.myPlayer?.

There is no guard needed in tick() or show() (the latter only called by
tick). Because when this.game is undefined tick() won't be called
anyway.

![undefined in WinModal reading myPlayer in console at game
start](https://github.com/user-attachments/assets/0c399516-f6a1-418d-916b-2633413eb241)

![undefined in WinModal reading myPlayer in console at game start
B](https://github.com/user-attachments/assets/28986383-596a-4a64-bc26-b00f28828bb7)

## Please complete the following:

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

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

tryout33
2026-02-16 11:19:06 -08:00
Mattia Migliorini f362e47413 Cancel nukes when accepting alliance via radial menu (#3155)
Resolves #3154

## Description:

#2716 introduced nuke cancellation logic on alliance acceptance via
`AllianceRequestReplyExecution`. The radial menu action, though, calls
`AllianceRequestExecution` instead, which accepts the alliance if a
request has already been made by the other player.

This PR moves the nuke cancellation logic to `GameImpl`, hooking into
the `acceptAllianceRequest` method, therefore accounting for every
alliance acceptance, regardless of the specific action that brought to
that.

## 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:

deshack_82603
2026-02-16 11:10:26 -08:00
FloPinguin d0bb3a016e "Catching up..." HeadsUpMessage 🏃‍♀️ (#3194)
## Description:

After an internet problem or page reload the game catches up, replaying
the ticks.

But especially new players might be confused what is happening. The game
runs fast???
And you can't easily tell when its finished catching up. You need to
spot when it stops running faster than usual.

So add a HeadsUpMessage to tell people what is happening.


https://github.com/user-attachments/assets/6fcdd85f-c58e-4549-89d0-5ba51df39339

## Please complete the following:

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

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

FloPinguin

---------

Co-authored-by: iamlewis <lewismmmm@gmail.com>
2026-02-16 11:08:11 -08:00
FloPinguin 086a7e9000 Improve mobile UI (#3217)
## Description:

### Leaderboard cut off

Previous:

<img width="285" height="255" alt="Screenshot 2026-02-15 171617"
src="https://github.com/user-attachments/assets/affb7559-3885-4cc3-bc1a-f653dcb13fb2"
/>

Now: 

<img width="302" height="299" alt="Screenshot 2026-02-15 171603"
src="https://github.com/user-attachments/assets/623fe424-d744-46f7-99aa-710b010c4084"
/>

### Attack ratio popup cut off

Previous:

<img width="276" height="806" alt="Screenshot 2026-02-15 171542"
src="https://github.com/user-attachments/assets/2ac0ec19-feea-465a-b04b-323a18309d4d"
/>

Now: 

<img width="278" height="807" alt="Screenshot 2026-02-15 171533"
src="https://github.com/user-attachments/assets/7e06aa96-04ba-4454-ba0e-cdaad74f79be"
/>

Also fixed this text overlap problem on boat retreat:

<img width="359" height="192" alt="Screenshot 2026-02-15 172603"
src="https://github.com/user-attachments/assets/e4cef05c-5dc3-4960-ab21-a2f0740e3380"
/>

## 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
2026-02-16 18:00:25 +00:00
Vivacious Box 040766d417 Add units filter on playeractions for performance (#3213)
## Description:

The ghost structure calls player actions each frame, which is costly
since it's checking for all possible actions.
This add a unit list filter in actions so if there are units it only
checks for buildability of those units.

Before:
![WhatsApp Image 2026-02-14 at 23 25
25](https://github.com/user-attachments/assets/beda6142-9dc7-4a9c-a702-cee3b6ea043c)
Player actions takes 20-30% of the worker

After:
<img width="825" height="342" alt="image"
src="https://github.com/user-attachments/assets/36e47547-5028-4dc9-bc42-e17df4a87200"
/>
Player actions takes 1-3% of the worker


Both performances are relevant only when a ghost structure is selected

## 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:

Mr. Box
2026-02-14 19:54:12 -08:00
FloPinguin 0c7da790f1 Improve Ingame UI (#3212)
## Description:

- **Dynamic sidebar offset for top bars** - GameLeftSidebar,
GameRightSidebar, and PlayerInfoOverlay now shift down when SpawnTimer
and/or ImmunityTimer bars are visible (7px per bar). Implemented via
events.
- **Fixed text overflow** in HeadsUpMessage.ts (Random spawn message is
long)
- **Fixed inconsistent text sizing** in EventsDisplay 
- **Alliance icon horizontal** in PlayerInfoOverlay so the size of the
overlay doesn't change if there is an alliance
- **Nation relation coloring** - Nation player names are now colored
based on their relation
- **Background & Blur Unification**
- **Border Radius & Page Edge Gap Standardization**
- **EventsDisplay collapsed button:** Fixed badge hidden / inline-block
CSS conflict (conditional rendering), added gap-2 between text and badge
- **Right panel spacing:** Changed right container from sm:w-1/2 to
sm:flex-1 to fill remaining space
- **Leaderboard**: Rounded grid corners (rounded-lg overflow-hidden),
removed last-row border, added `willUpdate` for auto-refresh on
hide/show click, plus button styled to match toggle buttons
- Other little CSS fixes (margins etc)

Showcase:
(Note the red mexico name on betrayal)


https://github.com/user-attachments/assets/f0ed91de-3a07-4564-a209-3d7723edee55

Two progress bars at the top, mobile UI not cut off:


https://github.com/user-attachments/assets/83f1fd64-ceab-4a74-8d16-6e1eeea1709d

HeadsUpMessage text overflow fixed, SpawnTimer does not cut off the
PlayerInfoOverlay:

<img width="516" height="929" alt="Screenshot 2026-02-14 214410"
src="https://github.com/user-attachments/assets/74f0edea-8c01-4394-a3d0-a3245922e0da"
/>

Previous:

<img width="306" height="118" alt="Screenshot 2026-02-14 213705"
src="https://github.com/user-attachments/assets/a7c7e8f3-f0e8-4213-8a8f-4f3677e9fc98"
/>

Smaller event panel text:

<img width="594" height="975" alt="Screenshot 2026-02-14 215738"
src="https://github.com/user-attachments/assets/33e80570-9260-40b0-b810-c71eda4861fc"
/>

## 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
2026-02-14 19:48:43 -08:00
evanpelle 8e889fe857 Merge branch 'v29' 2026-02-14 12:14:19 -08:00
VariableVince 07e13b3479 Fix: remove alliances on death (#3168)
## Description:

- Remove alliances on death: after death, alliances would stay active
including countdown timers and (when dead player kept spectating) icons.
Now remove them when player becomes inActive.

- Moved code to private method within PlayerExecution + added comments
in NationExecution and BotExecution for more clarity as to where
removals are performed from at death

- Remove renewal request from Events Display when Alliance doesn't exist
anymore (after death or otherwise).

- Also cleanup this.alliancesCheckedAt when alliance doesn't exist
anymore. Before, old/broken alliance id's would accumulate in it during
a game.

- Removed now-redundant isAlive check in EventsDisplay. Both the
alliances array as the isAlive are updated in the same tick from
PlayerUpdates so now alliance is removed from alliances array on player
death, the other.isAlive() check is no longer needed. Of course we could
keep it in just to be very safe, so just let me know when you're
doubtful about this.

- Attack.test.ts: fix failing test. Player B dies because of the attack,
meaning the alliance now gets removed. Prevent this by gving both a
different, adjecent, starting tile. And to be more clear about what is
needed for the test to pass, add isAlive check for both of them after
the attacks.

## Please complete the following:

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

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

tryout33
2026-02-12 11:01:08 -08:00
FloPinguin 6cc0ef7d14 Add PVP immunity to 5M starting gold modifier games 🔧 (#3180)
## Description:

Adds 30 seconds of PVP immunity to 5M starting gold modifier games.
So you cannot insta-nuke other players.

Because I'm sure people would be confused "I cannot attack!!!!" I added
a HeadsUpMessage which informs about the PVP immunity.
We already have a ImmunityTimer progress bar but I don't think its
enough.

<img width="1270" height="745" alt="image"
src="https://github.com/user-attachments/assets/0ee23dc4-1c7b-4d62-8b3d-8de214f03c2b"
/>

I had a second count in the HeadsUpMessage (seconds until PVP immunity
is over) but it felt too busy. So I removed it. You can tell when PVP
immunity is over by looking at the progress bar.

## Please complete the following:

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

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

FloPinguin

---------

Co-authored-by: Evan <evanpelle@gmail.com>
2026-02-12 10:57:18 -08:00
Evan 97d0a05d58 Rewarded videos ads to test a skin (#3120)
## Description:

Added rewarded video ads for skin trials via Playwire's
manuallyCreateRewardUi API. Users can now click "Try me" to watch a
video ad and receive a temporary skin trial. Upon completion a temporary
flare is granted to the player so they have ~5 minutes to use the skin.

added getPlayerCosmeticsRefs and getPlayerCosmetics to Cosmetics.ts to
centralize cosmetic retrieval & validation.

<img width="801" height="534" alt="Screenshot 2026-02-10 at 7 58 14 PM"
src="https://github.com/user-attachments/assets/51cc378c-2feb-4692-8cf2-20ee54cea3b8"
/>

## 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
2026-02-11 20:52:48 -08:00
Evan 79330af2b2 attack panel (#3114)
Relates #2260

## Description:

Move outgoing & incoming boat & land attacks to a new "AttacksDisplay"
layer that sits on top of the ControlPanel. The idea is to break up
EventsDisplay so it's easier to find information. It's also more mobile
friendly.

It still needs more styling, but this just a first pass.

<img width="356" height="199" alt="Screenshot 2026-02-09 at 4 44 38 PM"
src="https://github.com/user-attachments/assets/c8e32972-be3b-469b-b7c7-982197c1d572"
/>

<img width="750" height="436" alt="Screenshot 2026-02-09 at 4 44 18 PM"
src="https://github.com/user-attachments/assets/5359459b-015e-432f-81bf-1561cc64babe"
/>

<img width="537" height="537" alt="Screenshot 2026-02-09 at 4 43 33 PM"
src="https://github.com/user-attachments/assets/edc7a07e-3589-4107-b017-38e00768c5cf"
/>

<img width="487" height="283" alt="Screenshot 2026-02-09 at 4 44 05 PM"
src="https://github.com/user-attachments/assets/1a3886c7-57e3-4247-92c5-3a13876c2a71"
/>

## 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
2026-02-09 21:06:08 -08:00
FloPinguin c212735f09 Orange betrayal button for no-debuff-betrayals 🖌️ (#3161)
Resolves #1276

## Description:

Orange betrayal button if the player is a traitor or disconnected.
So people can easier tell that this is a betrayal without consequences.
The color changes back to red without reopening the menu (live) when the
traitor debuff ends or the player reconnects.

<img width="268" height="257" alt="image"
src="https://github.com/user-attachments/assets/276e91ce-e49d-474c-afaa-ffa18d45a2c7"
/>

## Please complete the following:

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

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

FloPinguin

---------

Co-authored-by: Ryan <7389646+ryanbarlow97@users.noreply.github.com>
2026-02-09 23:23:20 +00:00