## Description:
Show factory and defence post radius for ghost structure when placing
structures from build bar (unitdisplay).
Show when city/port is placed directly over existing railroad, by
highlighting the railroad green. The railroad is not highlighted when
instead a city/port nearby the ghost structure will be upgraded instead
of placing it on the railroad. This works with the existing code in
buildableUnits in PlayerImpl: it would already return an empty array []
for overlappingRailroads and for ghostRailPaths when canUpgrade is
false. So the old checks for uiState for Canvas2D in
BuildPreviewController weren't even needed per se, they followed the
same logic as buildableUnits in PlayerImpl already did.
Both changes emulate how it worked before the move to WebGL.
- OverlappingRailroads now returns TileRefs instead of a railroad ID,
and it does so with less allocations than the previous code. It's a
determistic outcome, sorted and deduplicated. In doubt about this a bit,
because it's better also in case we ever do desync checks using this
data, but for the rendering it isn't needed per se and could be more
performant without allocations.
- Also: Cleanup obsolete Canvas2D rail highlighting state (UIState) that
was superseded by GhostPreviewData.
## 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
Resolves#3910
## Description:
- Split the events HUD into two components: a new
**`<actionable-events>`** that owns alliance prompts (request / renew)
and a slimmed-down **`<events-display>`** for everything else.
- Reworked `<events-display>` into two visual tiers: dim/scrolling tier
2 on top (trade results, unit losses, donations, alliance status),
prominent tier 1 anchored at the bottom (inbound nukes, naval invasion,
attack requests, alliance broken, conquered player, chat). Tier 2 caps
at the 4 newest entries; events expire after 8s.
- Added a transient **+gold pip** above the gold pill in
`<control-panel>`, animated with a small fade-in. Fires for trade ships,
trains, donations, and conquest. Trade-ship and train arrivals are
removed from the events scroll since they're surfaced here instead.
- New `MessageType.NUKE_DETONATED` and a server-side emission in
`NukeExecution.detonate` — once an inbound nuke lands or gets
intercepted, the inbound warning vanishes and a "detonated" entry takes
its place.
- `displayMessage` gained optional `unitID` and `focusPlayerID` params
so events can link to a unit or a player. Unit captures and destructions
now navigate to the unit's last tile when clicked; donations navigate to
the other player.
- ActionableEvents card width matches `<events-display>`; cards persist
until the user clicks Accept/Reject/Renew/Ignore or the server-side
request timeout expires.
- Removed the in-events category filter UI and the gold-amount banner —
`<events-display>` is now a lightweight log that hides entirely when
empty.
<img width="570" height="444" alt="Screenshot 2026-05-21 at 1 42 30 PM"
src="https://github.com/user-attachments/assets/f103efb3-0e11-4b72-a11b-91ff6896177c"
/>
<img width="430" height="296" alt="Screenshot 2026-05-21 at 1 41 34 PM"
src="https://github.com/user-attachments/assets/ae58475a-b252-4aa6-9ce5-99dea7575ce3"
/>
## 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
The contents (Lit web components for in-game chat, build menu, leaderboard,
attack displays, etc.) are HUD, not graphics — the actual graphics is in
client/render/.