Commit Graph

104 Commits

Author SHA1 Message Date
evanpelle 3b8a36166a Remove workers & troop ratio bar, only have troops (#1676)
## Description:

The troop/worker ratio bar is almost never changed. so remove it and the
entire concept of workers. Now there is just troops.

Now players get a consistent 1k/s gold.

## 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:

evan
2025-08-01 16:06:59 -07:00
Scott Anderson 729cc6a500 Restore nation AI (#1440)
## Description:

Restore the nation AI that scaled with difficulty, while only allowing
one of the attack routines to attack.

## 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
2025-07-15 01:20:05 -04:00
Scott Anderson 2e442c9c29 Add expand ratio to bot behavior class (#1376)
## Description:

- Create a new expand ratio that allows AI players to expand with a much
lower reserve ratio than the normal attack reserve ratio.
- Unify the implementation of the first attack between bots and nations.
- Bugfix: Multiple attacks per tick could cause nations to full-send.
- Improve the chance of finding a place to boat to by allowing nations
to target non-shore land tiles.

## 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
2025-07-08 18:39:11 -07:00
DevelopingTom 6353a5d6f7 Automatic train stations (#1353)
## Description:

Train stations are now built automatically when a factory is
constructed.

Changes:
- When a factory is built, nearby structures are connected to the rail
network
- When a city is built near a factory, it is connected to the rail
network
    - All structures behave the same when a train stops: to be defined
    - Removed station badge
    - Gold income is now related to the structure's level

## Please complete the following:

- [x] I have added screenshots for all UI updates
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and I've added it to the en.json file
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responsibility for any bugs introduced
- [x] I understand that submitting code with bugs that could have been
caught through manual testing blocks releases and new features for all
contributors

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

IngloriousTom
2025-07-06 13:15:49 -07:00
evanpelle 7a3a3a59e8 validate coords in construction execution (#1339)
## Description:

Passing in invalidate coordinates in a BuildIntent can cause
ExecutionManager to throw an exception because the coords are not
validated.

## Please complete the following:

- [x] I have added screenshots for all UI updates
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and I've added it to the en.json file
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responsibility for any bugs introduced
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caught through manual testing blocks releases and new features for all
contributors

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

evan
2025-07-03 20:02:39 -07:00
DevelopingTom cfabdfebc7 Mark train stations and factories as experimental (#1309)
## Description:

Train stations and factories won't be ready for v24.
Disable them by default. They can be reactivated on private lobies and
solo games, allowing us to gather feedbacks.

Changes:
- added an "experimental" attribute for units. When set, they are hidden
entirely when disabled, rather than appearing grayed out.
 - disabled train stations and factories by default.

Default values:

![image](https://github.com/user-attachments/assets/ec91ef80-c0ef-45a7-8e6c-6628a836b593)

No factories:

![image](https://github.com/user-attachments/assets/a3e35607-aed5-401c-bc38-4ea742d057c6)


## Please complete the following:

- [x] I have added screenshots for all UI updates
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and I've added it to the en.json file
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responsibility for any bugs introduced
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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
2025-07-02 17:13:34 +00:00
Scott Anderson 5c4692bc29 Discounts can only be used one time (#892)
## Description:

Discounts on structures and warships can only be used one time.

## Please complete the following:

- [x] I have added screenshots for all UI updates
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and I've added it to the en.json file
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responsibility for any bugs introduced
- [x] I understand that submitting code with bugs that could have been
caught through manual testing blocks releases and new features for all
contributors

---------

Co-authored-by: Scott Anderson <scottanderson@users.noreply.github.com>
2025-06-22 21:23:20 -07:00
DevelopingTom 43397779fa Add trains (#1159)
## 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/42375c17-9e04-4a42-98d0-708c81ffd609


https://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
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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>
2025-06-22 08:14:08 -07:00
VariableVince 4317285b17 Fix Nations building more than allowed (#1176)
## Description:

According to the code, Nations aren't meant to build more than 1 port, 2
cities, 1 missile silo. Of course they may acquire more if they conquer
territory.

However they are seen to be building more than for example 1 missile
silo in-game. While the code checks how many of a type of unit they
have, it doesn't include units currently in construction.

This PR fixes that by using an existing function that includes units in
construction.

Note: this nerves Nations ever so slightly, so may be noticable in the
meta. Although it's a bug that's already present on v23 and before, and
it could be hotfixed into v23, there's something to say to leave it for
v24 testing including meta changes.

BEFORE:
![Before two silos constructed at same
time](https://github.com/user-attachments/assets/b44830f9-0063-49d5-b530-bb44f65b5719)

AFTER:

https://github.com/user-attachments/assets/9b1cc5ac-89f8-48d4-a399-04535e944e79

## Please complete the following:

- [x] I have added screenshots for all UI updates
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
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responsibility for any bugs introduced
- [x] I understand that submitting code with bugs that could have been
caught through manual testing blocks releases and new features for all
contributors

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

tryout33
2025-06-14 23:45:01 -04:00
Scott Anderson 40cd223d6b Fix bug in FakeHumanExecution (#1102)
## Description:

Fix a bug causing an exception to be thrown which crashes the game.

## Please complete the following:

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and I've added it to the en.json file
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responsibility for any bugs introduced
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caught through manual testing blocks releases and new features for all
contributors

Co-authored-by: Scott Anderson <662325+scottanderson@users.noreply.github.com>
2025-06-08 08:03:40 -07:00
Scott Anderson d40ec2f723 Nations can spawn cities without a port (#1072)
## Description:

Allow nations to spawn cities even if they do not have a port.

## Please complete the following:

- [x] I have added screenshots for all UI updates
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and I've added it to the en.json file
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responsibility for any bugs introduced
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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 <evanpelle@gmail.com>
2025-06-07 20:46:43 -07:00
Léo Joly 9c7e0ce32f [Cleanup] Pass Player into execution constructor instead of PlayerID (#1022)
## Description:
Answering issue:  #1017 
[Cleanup] Pass Player into the execution constructor instead of PlayerID

I have tested the changes running and playing a full game. I do not know
other way to test the changes, please inform me ❤️

## Please complete the following:

- [x] I have added screenshots for all UI updates
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and I've added it to the en.json file
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responsibility for any bugs introduced
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caught through manual testing blocks releases and new features for all
contributors

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

Lele

---------

Co-authored-by: lva <lva@rovsing.dk>
2025-06-06 11:58:15 -07:00
Scott Anderson 6d89431ef4 AI nukes avoid SAM launchers (#1045)
## Description:

AI nukes avoid SAM launchers

## Please complete the following:

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and I've added it to the en.json file
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responsibility for any bugs introduced
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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 <evanpelle@gmail.com>
2025-06-05 10:02:25 -07:00
falc 77f57207be Changed consolex to console logging (#1036)
## Description:
Changed from consolex to console
## Please complete the following:

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responsibility for any bugs introduced
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caught through manual testing blocks releases and new features for all
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## Please put your Discord username so you can be contacted if a bug or
regression is found:

@qqkedsi
2025-06-04 09:22:17 -07:00
Scott Anderson 73a6853fd7 Use bigint for gold (#1000)
## Description:

- Switch gold to bigint.
- Remove unused or untrusted values from event payloads.

## Please complete the following:

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and I've added it to the en.json file
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responsibility for any bugs introduced
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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: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com>
2025-06-02 12:48:24 -07:00
Scott Anderson 32f5723c72 Simplify bots retaliation logic (#946)
## Description:

Simplify bots retaliation logic. Do not counter-attack before reaching
the trigger ratio.

## Please complete the following:

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and I've added it to the en.json file
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responsibility for any bugs introduced
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caught through manual testing blocks releases and new features for all
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Co-authored-by: Scott Anderson <662325+scottanderson@users.noreply.github.com>
2025-05-29 17:53:18 -07:00
Scott Anderson 70745faac4 Enable strictNullChecks, eqeqeq (#436)
## 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
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responsibility for any bugs introduced
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contributors

---------

Co-authored-by: Scott Anderson <662325+scottanderson@users.noreply.github.com>
Co-authored-by: evanpelle <openfrontio@gmail.com>
2025-05-15 16:39:40 -07:00
Léo Kosman 1b286f5518 Feat : Auto remove embargoes that were automatically created (#707)
## Description:

Adds two fields to an Embargo : 
- `createdAt` : the tick at which it was created
- `willExpire` : whether the embargo will expire on its own

An embargo will remove itself only if the player didn't intentionally
set it. It expires either when an alliance is made, or if enough time
has passed (according to the `embargoDuration` config entry).

I put 5 minutes for `embargoDuration` by default, which seems reasonable
to me.

closes #702 

## Please complete the following:

- [x] I have added screenshots for all UI updates
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responsibility for any bugs introduced
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## Please put your Discord username so you can be contacted if a bug or
regression is found:

leo21_
2025-05-15 10:09:27 -07:00
Scott Anderson 9029c6e281 bug: fix nuke tile score (#749)
## Description:

Fix a bug with nuke tile scoring.

## Please complete the following:

- [x] I have added screenshots for all UI updates
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responsibility for any bugs introduced
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caught through manual testing blocks releases and new features for all
contributors
2025-05-14 09:34:25 -07:00
Aotumuri cddcc681dd Added custom disable settings (#593)
## Description:
I will write an issue later as I don't have time.

![スクリーンショット 2025-04-23 22 04
24](https://github.com/user-attachments/assets/77754140-eee9-46bd-a98f-a3abec35ca6a)
<img width="735" alt="スクリーンショット 2025-04-23 22 04 40"
src="https://github.com/user-attachments/assets/24bb3461-8e05-418c-8dbf-2ba1a624fe27"
/>
<img width="790" alt="スクリーンショット 2025-04-23 22 04 47"
src="https://github.com/user-attachments/assets/33387200-d0af-4394-9d60-af1f88a036e9"
/>

## Please complete the following:

- [x] I have added screenshots for all UI updates
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responsibility for any bugs introduced
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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:
aotumuri
2025-05-07 06:14:54 -07:00
PilkeySEK ebc9e4877d Fix emoji exploit (#640)
## Description:
This should fix the exploit that allows players to send custom text as
an "emoji". It does this by introducing a emoji ID (index into the emoji
table) instead of sending the raw emoji as a string.

## 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
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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:
PilkeySEK
2025-05-02 07:37:29 -07:00
evanpelle d6a412aa50 implement duos (#630)
## Description:
Implement Duos team mode.
Also assign teams to nations at the start instead of assigning them
randomly on spawn. This gives more consistent team sizes

## 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
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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>
2025-04-30 13:47:35 -07:00
Scott Anderson d9e8984df5 Refactor Nations AI (#427)
## Description:

Refactor AI troop management and strategic behavior based around two key
values: a trigger ratio and a reserve ratio.
- Reserve ratio: This determines the portion of the population the AI
will keep in reserve and will not send on attacks.
- Trigger ratio: This is the threshold at which the bot will initiate an
attack.

Additionally, when an incoming attack is detected, bots will now
prioritize retaliating by switching targets to the largest incoming
attacker.

Fixes #470 

## Please complete the following:

- [x] I have added screenshots for all UI updates
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responsibility for any bugs introduced
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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:

fake.neo

---------

Co-authored-by: Scott Anderson <662325+scottanderson@users.noreply.github.com>
2025-04-27 14:15:45 -07:00
evanpelle 71849b47cd better transport ship spawn (#587)
## Description:

Taken from PR #506

Improve transport source tile by considering border extremums

Only calculate better spawn tile for humans, and have the sender
calculate it and send the src tile in the intent for better performance.

## Please complete the following:

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responsibility for any bugs introduced
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## Please put your Discord username so you can be contacted if a bug or
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<DISCORD USERNAME>
evan

Co-authored-by: evan <openfrontio@gmail.com>
2025-04-21 19:49:17 -07:00
Scott Anderson 1b672420b3 Combine Bot and Nation behaviors in to a shared class (#434)
This is the first move in the effort to combine the redundant logic that
exists between BotExecution and FakeHumonExecution.

This commit:
1. Combines the alliance request handler, moving bots to use the same
logic as nations for acceptance.
2. Combines the sendAttack() functions, which may later be reworked.
3. Introduces selectEnemy() function to wrap enemy selection logic that
nations use.
4. Blocks nations from nuking bots.
5. Alters enemy selection to prefer neighboring bots if there are any.

## Description:

Fixes #467 

## Please complete the following:

- [x] I have added screenshots for all UI updates
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responsibility for any bugs introduced
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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:

fake.neo

---------

Co-authored-by: Scott Anderson <662325+scottanderson@users.noreply.github.com>
2025-04-17 19:37:16 -07:00
Scott Anderson ccadd7f6a8 Nations target structures with nukes (#393)
## Description:

Nations will prefer to target their nukes at structures. This updates
the existing logic, which attempts ten times to randomly select a
coordinate 15 tiles inside the border, to instead generate a list of ten
random tiles in addition to a list of all of the tiles of relevant
structures. The two lists are concatenated to create a set of tile
candidates. These candidates are scored, and the tile with the highest
score, if one is found, is nuked.

The scoring function considers three factors:
1. Damage potential: values of structures with 25 tiles of the target
tile.
2. Distance from silo to target (hang time).
3. Recently nuked locations.


![image](https://github.com/user-attachments/assets/10c7bd96-ad51-404c-84c9-c0840dc8250c)

Fixes #471 

## Please complete the following:

- [x] I have added screenshots for all UI updates
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responsibility for any bugs introduced
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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:

fake.neo

---------

Co-authored-by: Scott Anderson <662325+scottanderson@users.noreply.github.com>
2025-04-17 19:22:35 -07:00
Evan 0dbc246a63 reduce transport frequency for fakehumanexecution, make transport render more efficient 2025-04-05 17:14:56 -07:00
Evan 2cb8c239cf make sendBoat() more efficient: find random tiles instead of doing a breadth first search 2025-04-04 16:04:57 -07:00
Scott Anderson 10c411b1ee bug: lastEmojiSet is never used (#406)
## Description:

In the existing code, lastEmojiSent can only ever be set if it is
already set, causing it to never be used. This change updates the logic
to work as intended.

## 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
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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:

fake.neo

Co-authored-by: Scott Anderson <662325+scottanderson@users.noreply.github.com>
2025-04-03 16:12:07 -07:00
Evan 8b6895d745 add prettier import plugin 2025-03-31 13:09:27 -07:00
PilkeySEK d6e596f7d8 fix: Make bots not attack teammates (#368)
Bug report:
https://discord.com/channels/1284581928254701718/1355194642592694412
## Please complete the following:

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responsibility for any bugs introduced
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## Please put your Discord username so you can be contacted if a bug or
regression is found:
PilkeySEK
2025-03-30 10:43:24 -07:00
evanpelle d8fe41de7a teams (#349) 2025-03-27 20:43:56 -07:00
Readixyee e02361c2f4 Disable nukes option (#237)
This makes it possible to disable all nukes as well as missile silos
from the game in privat lobbies and singleplayer games
2025-03-21 13:52:36 -07:00
Ilan Schemoul 70c3c43a5f feat: handle embargo fake human (#240) 2025-03-13 14:53:27 -07:00
Evan 3dd02ec4df remove max boat distance 2025-03-07 10:38:26 -08:00
Evan e3896127d5 bugfix: full sending with boat makes you lose troops 2025-02-18 18:55:26 -08:00
Evan 64d13a46bd bugfix: bots were not losing troops in attack. rebalanced difficulties. 2025-02-13 11:50:15 -08:00
Evan 40966ca3b9 format all files with prettier 2025-02-12 08:28:15 -08:00
Evan 8d690c0130 NPCs break alliances less frequently 2025-02-09 10:37:10 -08:00
Evan 4182eaa449 rebalance difficulties 2025-02-08 20:59:44 -08:00
Evan 1594a45dac have buildings take time to construct 2025-02-08 13:53:58 -08:00
Evan bbf72bd14f simply start population calculation 2025-02-03 12:37:04 -08:00
Evan c109d23f9f combine battleship + destroyer => warship. 2025-02-02 14:31:30 -08:00
Evan af0d6a289a rename cansendlliance request fix ally self bug 2025-02-01 20:18:57 -08:00
Evan 4ee37323f9 format codebase with prettier 2025-02-01 12:05:11 -08:00
evanpelle 2af3c2a115 fix rebase errors 2025-02-01 12:05:11 -08:00
evanpelle de1dbff570 combine Game & MutableGame 2025-02-01 12:05:11 -08:00
evanpelle 7d15c0c065 combine Player & MutablePlayer interfaces 2025-02-01 12:05:11 -08:00
Evan b91d9d4148 fix bugs from using tilerefs 2025-02-01 12:05:11 -08:00
Evan f0f5bae79f thread_split: convert all tile to tileref 2025-02-01 12:05:11 -08:00