Detailed changelog:
- keep persistent dynamic mover canvas rendering with overlap-safe conflict redraw groups backed by a spatial hash index
- maintain budgeted bucket passes while fixing round-robin starvation by advancing cursors with actual scanned items
- keep mover sampling + draw separation via cached samples and per-unit render rect tracking for precise clear/update paths
- render moving trade/transport ships as explicit 5x5 mask glyphs matching sprite geometry/color semantics (territory/border)
- optimize mask cross rendering by drawing the center cross with 2 rectangles and ring cells via mask iteration
- retain configurable dynamic mover supersampling and composition smoothing experiment hooks
- expose mover subpixel snap control tied to dynamic canvas scale for seam mitigation experiments
- preserve trail update integration and mover-state bookkeeping with the revised dynamic draw pipeline
## Description:
When multiple nukes detonated in the same tick, clearTrail was called
once per dying unit. Each call scanned all remaining units to repaint
overlapping trail tiles — O(dead × alive × trail_len) per tick.
Replace with a deferred batch: dying units are queued into
pendingTrailClears during drawUnitsCells, then flushTrailClears()
processes them all at once after the draw pass. All trail tiles are
cleared in a single loop (skipping duplicates), followed by one repaint
scan of surviving units — O((dead + alive) × trail_len).
Also fixes a minor bug in the original: the surviving unit's
relationship is now used when repainting its trail (previously the dying
unit's relationship was used, which gave wrong colors in alternate-view
mode).
## 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
Part of [#2661](https://github.com/openfrontio/OpenFrontIO/issues/2661)
(split into 3 PRs so they are not too large..)
## Description:
Part 3/3 of
[#2661](https://github.com/openfrontio/OpenFrontIO/issues/2661).
This PR adds the retreat control and override behavior for warships:
- Manual override: moving a warship manually cancels retreat and
suppresses auto-retreat for 5 seconds
- Aggro override: a retreating warship will aggro a nearby enemy
transport or warship before continuing retreat
- Heal-at-port command for sending a warship to a friendly port manually
- Friendly-port validation for HealAtPortExecution
- Regression tests for manual override, aggro override, and heal-at-port
behavior
## 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:
zixer._
---------
Co-authored-by: iamlewis <lewismmmm@gmail.com>
Co-authored-by: evanpelle <evanpelle@gmail.com>
Part of #2661 (split into 3 PRs so they are not too large..)
## Description:
Part 1/3 of #2661.
This PR adds warship retreat basics, a blue retreating UI state, and
updates target priority.
Added:
- Retreat state handling
- Blue visual for retreating warships
- Target priority: transport > warship > trade
- Tests for retreat and target priority
Example video:
https://youtu.be/2hE2qeOeY48
Ship retreating:
<img width="630" height="488" alt="image"
src="https://github.com/user-attachments/assets/56d3e6d5-08af-453d-afe5-ee21dd6f3414"
/>
Ship healing:
<img width="483" height="311" alt="image"
src="https://github.com/user-attachments/assets/aeaf2239-bb81-444f-84ef-62dbcb48fddf"
/>
Back to being deployed:
<img width="585" height="358" alt="image"
src="https://github.com/user-attachments/assets/875828a2-8a24-4593-ac76-26426bb81057"
/>
## 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:
zixer._
Resolves#3666
## Description:
Adds RTS-style box selection for warships. Hold Shift and drag (desktop)
or long-press and drag (touch/mobile) to draw a selection rectangle —
all player-owned warships inside get selected at once. A subsequent
click/tap on water sends them all to that location.
- `SelectionBoxLayer` — pixel-dashed rectangle in world-space, player
territory color; shared between desktop and touch
- `UILayer` — same pulsing selection outline on each box-selected
warship; clears correctly when switching between single/multi selection
- `UnitLayer` — finds warships in screen rect, filters inactive ships
before sending; touch support included
- `InputHandler` — Shift+drag and touch long-press+drag both emit
selection box events; cursor becomes crosshair on Shift; discards active
ghost structure on Shift press; configurable via `shiftKey` keybind
- `Transport` — single atomic `move_multiple_warships` intent (no split
on socket drop)
- `Schemas` + `ExecutionManager` + `MoveMultipleWarshipsExecution` —
server fans out atomic intent into individual `MoveWarshipExecution` per
ship
- `DynamicUILayer` — `MoveIndicatorUI` chevron animation on target tile
for both single and multi move
- `UnitDisplay` — warship tooltip Shift hint via `translateText`
- `HelpModal` — new hotkey row: Shift + drag → select multiple warships
## 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
## UI update
### Mouse + Keyboard
https://github.com/user-attachments/assets/3f35ab5e-1f3c-4c5d-bc4f-aabccf64dc60
### Touch
https://github.com/user-attachments/assets/0d6aec3f-44fa-4fee-b5c6-b267b9b14d79
##
## Please put your Discord username so you can be contacted if a bug or
regression is found:
fghjk_60845
## Description:
- Widened port placement and warship spawn/patrol checks from
`isOcean`/`isOceanShore` to `isWater`/`isShore`, so ports can be built
on lake shores and ships can operate on lakes, we discussed it here:
<img width="996" height="423" alt="image"
src="https://github.com/user-attachments/assets/acf1e970-9631-4848-a0ed-6d0470616e1d"
/>
- Filtered `tradingPorts()` by water component so ports only attempt
trades with reachable ports - prevents silent path-not-found failures
across disconnected water bodies
- Applied the same water component filter when a captured trade ship
reroutes to its new owner's nearest port
- Removed the `WaterManager` fallback that force-marked isolated
water-nuked-tiles as ocean (no longer needed since lakes are now
navigable)
- Added a check to prevent nations from building ports on water bodies
that aren't accessible to other players
## 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>
## Description:
During spawn phase, disable Radial Menu further. Its options where
already greyed out or non-responding on purpose, except for the attack
button (middle button) which could only be used to select a spawn point
but two clicks for that is convoluted.
It was mostly a nuisance, especially on mobile where you where forced to
go through the Radial Menu, so tap and then tap again to pick a spawn
point.
- Now, left click directly places a spawn point. Even if "Left click
opens menu" is enabled.
- And right click does not open Radial menu anymore. Which had no use
anyway. And also makes touch screen and mouse players more alike in that
they now both have no access to the Radial Menu (which didn't have a
purpose anyway except picking spawn point in a convoluted way with two
clicks).
- On touch screen during spawn phase, the Radial Menu also doesn't open
anymore. Instead of two taps (open Radial Menu > tap attack button), now
one tap suffices to pick a spawn point just like one left mouse click
now does.
Fixes https://github.com/openfrontio/OpenFrontIO/issues/3609
Also from UnitLayer > onTouch:
- remove redundant isValidRef check. Since isValidCoord check was added
in PR 3226 above it, we know it is a correct coord and with that correct
ref, already.
- remove redundant comment about isValidCoord/Ref not being checked
there yet intentionally, because it is actually being checked there
since PR 3226.
## 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: iamlewis <lewismmmm@gmail.com>
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.
## 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
## 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
## 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
## Description:
This adds moving warships by tapping them on a touchscreen. Now you can
steer them just like you already could with a mouse.
Also has some earlier returns, doing checks only when needed, prevent as
much duplicate checks and a bugfix.
In onMouseUp:
- early return if no OceanTile. Before, function findWarshipsNearCell
would still go look for warships even if ocean wasn't clicked.
- Move const nearbyWarShips down. It isn't needed when this.selectedUnit
is true.
- Remove unnecessary const clickedWarship.
- Move getting clickRef from function findWarshipsNearCell into
onMouseUp. Because it is needed in case of this.selectedUnit too, within
onMouseUp.
Getting a valid clickRef for this.selectedUnit fixes: Runtime error when
clicking outside the map after selecting a warship. The isValidCoord/Ref
check was missing for this.selectedUnit.
For findWarshipsNearCell:
- moved the cell/tile checks out to onMouseUp, the only caller of the
function.
- did NOT rename findWarshipsNearCell. Although it now uses tileRef as
input. Renaming can cause merge issues so i only do this when needed.
Added onTouch:
- Tests if we need to look for warships to select/move or if we can open
Radial Menu.
- Prevent as much duplicated checks as possible. So if no there's no
Ocean Tile found, just send the radial menu event, which checks
isValidCoord anyway. isOceanTile itself works fine even if it's no valid
cell (proven by this.selectedUnit working all this time in onMouseUp
without an isValidCoord test).
Screencap on mobile, shows selecting and moving warships, no runtime
error when clicking outside the map after selecting a warship, while
radial menu still opens as normal:
https://github.com/user-attachments/assets/1300d557-ae2f-46e3-92bd-d434c523aae7
## 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
## Description:
This PR addresses issue #2302: where there is no obvious information
about the self-player's team during the spawn phase of the game.
Currently, during TEAM games (where there is a set number of teams
defined), the self player's spawn highlight color is white, while all
other players are shown with a team-based spawn highlight color. This
makes it difficult to discern who is a teammate, especially since the
current live version (v0.26.7) uses green/yellow for other players to
depict teammate/other team, respectively.
Technically, the same is true for Duos, Trios, and Quads games, although
this has been addressed separately with PR #2298 by reverting to
green/yellow for teammate/other team players.
This PR changes the color of the self player's breathing spawn highlight
ring to match their assigned team color (with `alpha=0.5` for
transparency). The breathing ring is semi transparent on top of the
existing white static semi-transparent ring, giving the breathing ring a
**tint** of the team color instead of the exact team color.
This allows a player to immediately identify their assigned team and
maintains overall consistency with FFA, Duos, Trios, and Quads game
modes.
See below for example implementation. In this screenshot, the self
player is on the red team as shown by the red tint to the breathing
spawn highlight ring. The screenshot also shows some of the static white
semi-transparent ring around the spawn location. The self player's
teammate is to the top left of the image with a solid red spawn
highlight. The non-player (nation) opponent on the blue team is shown to
the bottom left. In online games, nations are not present in team games.
In single player or private lobby games they are shown as here, without
a spawn color highlight and only a territory color.
<img width="402" height="292" alt="Team Spawn Color Tint"
src="https://github.com/user-attachments/assets/5696a408-a633-4ec8-bf93-c8afa8e2e121"
/>
## 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:
GlacialDrift
## Description:
Add support for colored territory patterns/skins
* Refactored & updated territory pattern rendering to render colored
skins
* rename public from pattern to skin (keep pattern name internally, too
difficult to rename)
* Moved all territory color logic to PlayerView
* Updated WinModal to show colored skins
* Refactored decode logic into a separate function: decodePatternData
* Refactored/updated how cosmetics are sent to server. Players now send
a PlayerCosmeticRefsSchema in the ClientJoinMessage.
PlayerCosmeticRefsSchema just contains names of the cosmetics, and the
server replaces the names/references with actual cosmetic data
* Refactored PastelThemeDark: have it extend Pastel theme so duplicate
logic can be removed.
*
## 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
## Description:
Current SAM behavior is to shoot a missile as soon as a nuke is in
range.
Players can exploit it by overshooting behind the SAM, so the SAM
missile will take way longer to reach the nuke, usually too late to
prevent its explosion.
This PR introduces a "smart" targeting system that allows SAM to
calculate an optimal interception tile along the nuke's trajectory. They
can also preshot before the nuke becomes vulnerable, as long as the
interception tile will be within the vulnerable window.
This change makes SAM range enforcement much more strict.
Changes:
- Nukes now precompute their full trajectory on creation and update
their current position index every tick.
- SAMs use this trajectory data and their own missile speed to calculate
the ideal interception tile.
- SAM missiles now aim directly at that interception point rather than
chasing the nuke.
Small changes on the fly:
- `BezierCurve` now uses a provided increment so the curve LUT is the
optimal size
- Increased nuke opacity when untargetable: 0.4 → 0.5
- Slightly extended nuke vulnerability range to SAMs: 120 → 150
===
Preshot an incoming nuke still in the unfocusable state. Notice how the
nuke is destroyed as soon as becomes focusable:
https://github.com/user-attachments/assets/9fbf1ae4-33b4-4fa0-9b53-cb53f3adc17b
Shooting right at the range limit:
https://github.com/user-attachments/assets/d68793ac-b249-45fe-88bf-e20f70758449
Shooting behind the SAM:
https://github.com/user-attachments/assets/800cd7ff-d9d9-40f3-aba8-fa3ab526b3b2
## 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 have read and accepted the CLA agreement (only required once).
## Please put your Discord username so you can be contacted if a bug or
regression is found:
IngloriousTom
## 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:
Set a targetable status for units (specifically atom bomb and hydro)
A nuke is targetable near launch and target but is untargetable mid air.
An untargetable unit is half transparent to show that it cannot be
destroyed.

## 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:
Vivacious Box
## Description:
GameView provides a `myPlayer()` implementation.
## 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
## Description:
when pressing space for alternate view, the ships did not change color.
This was cased by incorrect sprite caching.
## Please complete the following:
- [x] I have added screenshots for all UI updates
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
- [x] I understand that submitting code with bugs that could have been
caught through manual testing blocks releases and new features for all
contributors
## Please put your Discord username so you can be contacted if a bug or
regression is found:
<DISCORD USERNAME>
## Description:
Fix regression on unite sprites drawing, the old code which used 2 for
loops on the same object looked like there was an oversight.
By splitting it in 2 function calls and adding a comment the intent
should be clearer.
Before:

After:

## Please complete the following:
- [x] I have added screenshots for all UI updates
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
- [x] I understand that submitting code with bugs that could have been
caught through manual testing blocks releases and new features for all
contributors
## Please put your Discord username so you can be contacted if a bug or
regression is found:
<DISCORD USERNAME>
## Description:
* Merged similar fields so they can be reused (eg warshipTarget =>
targetUnit)
* simplified isCooldown api
* added "touch" method to send update to UI layer
* standardized on "undefined"
## Please complete the following:
- [ ] I have added screenshots for all UI updates
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
- [x] I understand that submitting code with bugs that could have been
caught through manual testing blocks releases and new features for all
contributors
## Please put your Discord username so you can be contacted if a bug or
regression is found:
<DISCORD USERNAME>
evan
<!-- This is an auto-generated comment: release notes by coderabbit.ai
-->
## Summary by CodeRabbit
- **Refactor**
- Unified and simplified how unit targets and cooldowns are managed
across all unit types, resulting in more consistent in-game behavior for
nukes, warships, trade ships, and SAM launchers.
- Updated naming and logic for unit targeting and cooldowns, improving
clarity in status displays and interactions.
- Reorganized unit interface and streamlined cooldown handling for
smoother gameplay experience.
- **Bug Fixes**
- Corrected visual indicators for nukes and warships to accurately
reflect their targets.
- **Tests**
- Updated automated tests to align with the new cooldown and targeting
logic.
<!-- end of auto-generated comment: release notes by coderabbit.ai -->
## 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:
Change nuke trajectory to follow a curve, and add a trail behind them.

### Details:
- Use a look-up table to approximate the distance travelled, so the
speed remains constant along the curve
- The nuke speed is higher than a single pixel, so draw a line behind
for the trail
- Added a new "utility" file for the Bresenham/Bezier algorith: please
tell me if that's ok
### Edge cases (literally the edges):
The control points remains in the map so the curve can never go outside:

## Please complete the following:
- [x] I have added screenshots for all UI updates
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
- [x] I understand that submitting code with bugs that could have been
caught through manual testing blocks releases and new features for all
contributors
## Please put your Discord username so you can be contacted if a bug or
regression is found:
<DISCORD USERNAME>
---------
Co-authored-by: Scott Anderson <scottanderson@users.noreply.github.com>
## Description:
Split the clearRect from the drawImage in a first loop so that moving
units don't erase other units. There should not be a perfomance
lowering.
There is still an issue of unit erasing other units when the other unit
is not updated (unit didn't move) but it's a rare case and the fix would
be to update all units regardless of their activity, so I think this
might be a good compromise, performance wise.
before:

after:

## Please complete the following:
- [x] I have added screenshots for all UI updates
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
- [x] I understand that submitting code with bugs that could have been
caught through manual testing blocks releases and new features for all
contributors
## Please put your Discord username so you can be contacted if a bug or
regression is found:
Vivacious Box
## Description:
fixes issue #563 and optimizes clearrect and the cachekeys for sprites
## 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:
Readix
## Description:
This adds the spriteLoader that loads and caches sprites to be used in
the unitlayer for rendering units as well as sprites for all units and
an alternative mirv sprite to show what can be done using sprites
color codes for grayscaled sprites:
b4b4b4 = territory color
464646 = border color
828282 = spawnhighlight color
The sprites are grayscaled and recolored to have a single base png for
all units
Fixes#505
## 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:
Readix