## Description:
Improve type safety and runtime correctness by:
1. Enabling TypeScript's
[strictNullChecks](https://www.typescriptlang.org/tsconfig/#strictNullChecks)
compiler option.
2. Replacing all loose equality operators (`==` and `!=`) with strict
equality operators (`===` and `!==`).
3. Cleaning up of type declarations, null handling logic, and equality
expressions throughout the project.
Currently, the code allows implicit assumptions that `null` and
`undefined` are interchangeable, and relies on type-coercing equality
checks that can introduce subtle bugs. These practices make it difficult
to reason about when values may be absent and hinder the effectiveness
of static analysis.
Migrating to strict null checks and enforcing strict equality
comparisons will clarify intent, reduce bugs, and make the codebase
safer and easier to maintain.
Fixes#466
## Please complete the following:
- [x] I have added screenshots for all UI updates
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
- [x] I understand that submitting code with bugs that could have been
caught through manual testing blocks releases and new features for all
contributors
---------
Co-authored-by: Scott Anderson <662325+scottanderson@users.noreply.github.com>
Co-authored-by: evanpelle <openfrontio@gmail.com>
## Description:
This PR does two things:
1. Allow pausing on replay
2. As part of the refactoring, in singleplayer games, LocalServer now
waits for the last turn to complete execution before sending the next
turn. Previously, low end devices would sometimes fall behind getting
the "playing the past" bug where commands were delayed. Now when a
devices cannot keep up, the entire game slows down.
## Please complete the following:
- [ ] I have added screenshots for all UI updates
- [ ] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
- [ ] I understand that submitting code with bugs that could have been
caught through manual testing blocks releases and new features for all
contributors
## Please put your Discord username so you can be contacted if a bug or
regression is found:
<DISCORD USERNAME>
Co-authored-by: evan <openfrontio@gmail.com>
## Description:
I've added the option to toggle the Territory highlighting focus from
the current behaviour where the focus set by the currently hovered
player, to "locked focus" which will always focus/highlight your player
territory.
While the highlighting is very helpful to identify your own borders,
especially if you share borders with a player with the same colors, I
find it very distracting, and makes the game feel laggy.
## Please complete the following:
- [x] I have added screenshots for all UI updates
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
- [x] I understand that submitting code with bugs that could have been
caught through manual testing blocks releases and new features for all
contributors
## Please put your Discord username so you can be contacted if a bug or
regression is found:
mrh0


It happens very frequently that I misclick (meant to click on neighbor,
mean to click modal, sensitive touchpad and many others) and ruin my
game (and another player's). So by default left click opens the menu. As
the attack button is in the middle you can just double click to attack.
You can also shift+click to attack.
I have updated the Help modal to document all that + the existing (just
discovered in the code) ctrl+click to open build menu.