Commit Graph

890 Commits

Author SHA1 Message Date
Ryan 3e661752af UI refinements (#2859)
## Description:

UI Refinements requested by @evanpelle  check https://ui.openfront.dev

## 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:

w.o.n
2026-01-11 14:52:03 -08:00
Mattia Migliorini a4209912a7 Consolidate formatPercentage to Utils (#2852)
## Description:

Removes code duplication by consolidating the `formatPercentage` utility
function to the `Utils.ts` file, removing the two identical
implementations in `TeamStats.ts` and `Leaderboard.ts`.

This is an improvement upon #2838 which is the PR that aligned the two
mentioned implementations.

## 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
2026-01-10 10:01:06 -08:00
DevelopingTom a26590473c Fix small UI issues (#2845)
## Description:

Changes a few small UI issues:
- Player info text transparency made it less legible:
<img width="367" height="445" alt="image"
src="https://github.com/user-attachments/assets/a08b2808-74a5-4783-93f3-182d97b36055"
/>

- Fix naval invasion target end fade which didn't work previously


![ui_fade](https://github.com/user-attachments/assets/a4867257-0962-4c0d-9e1c-bcac7eba8089)


- Rename rendering function since the UI layer doesn't only handle
target

## 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
2026-01-09 20:39:04 -08:00
Ryan 5e6c90d9bb Main Menu UI Overhaul (#2829)
## Description:

Overhauls the Main Menu UI, visit https://menu.openfront.dev to see
everything.

## 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:

w.o.n
2026-01-09 20:26:34 -08:00
Mattia Migliorini cf1e67cd9c Fix team stats owned percentage 100% (#2838)
Resolves #2837

## Description:

This PR aligns the "Owned" percentage format in TeamStats to the same
data in Leaderboard, fixing the issue that currently happens when team
reaches 100%, and the percentage is displayed as "1.0e+2%".

Previous implementation to avoid this problem involved checking for the
"100" value, but we all know how floating point arithmetic works in
JS...

Before:

<img width="912" height="450" alt="image"
src="https://github.com/user-attachments/assets/a3ce03ab-53c6-4b7b-b3fd-7073a6095252"
/>

After:

<img width="441" height="233" alt="image"
src="https://github.com/user-attachments/assets/21b07834-e3ec-44c3-bd6f-3d5a5d6c851c"
/>

## 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
2026-01-09 10:46:46 -08:00
DevelopingTom 971e7f4a45 Move UI elements from the FX layer to a new UI layer (#2827)
## Description:

Some FX animations were previously used as UI elements (e.g. nuke area,
naval invasion target, gold text).
This PR moves those animations to a dedicated UI layer.

Those UI elements handle correctly the current zoom level and remain
sharply rendered at all zoom levels.

The new UI layer can be disabled using the same setting that disables
the FX layer.

Performance-wise, this layer is equivalent to the FX layer, as it reuses
the same animations.

### Naval target
Don't scale with the zoom level, but has a minimum zoom level so the
targeted tile can still be easily highlighted by zooming


![ui_naval_invasion](https://github.com/user-attachments/assets/43c36c80-ffba-4443-bd53-05617c793fc8)

### Nukes
Has to scale because the size is set, but the border radius is not so
the area is more visible from afar.


![ui_nukes](https://github.com/user-attachments/assets/7ca0685c-0432-4b72-8c6d-48a814a02326)


### Popup text
Scale with zoom level, and stop showing when zoomed-out:

![ui_text](https://github.com/user-attachments/assets/d92c085e-9e20-4cad-bf3a-ae5d320dde33)

## 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
2026-01-08 19:21:40 -08:00
bijx c769e4a99a Feat: SAM Radius arcs show when building cities (#2828)
## Description:

Simple PR, but adds the feature where using the hotkey to build a city
will show SAM radius layer to let user know safe areas to build.

<img width="2126" height="1398" alt="image"
src="https://github.com/user-attachments/assets/8aed5514-51c4-40f4-a446-e3c52346abc8"
/>

## 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
2026-01-09 01:10:22 +00:00
Mattia Migliorini 2dada6f516 Handle Nation win condition (#2824)
Resolves #2823

## Description:

When playing in single-player mode, if an NPC reaches 80% land control
before the player, the game enters a broken state where:

- The game clock stops
- Win checking stops permanently
- Even if the player later conquers 100% of land, victory is never
awarded
- The game becomes "stuck" in a zombie state.

This PR addresses this allowing Nations to be set as winners in single
mode, and in this case showing a "Nation {nation} has won" modal to the
user. This WinModal is the same as the "{player} has won", with the only
change being the title.

Nation wins in FFA, from the human player perspective:

<img width="1457" height="837" alt="image"
src="https://github.com/user-attachments/assets/1ce569bd-6616-4a23-b4a4-afedad2c64f8"
/>

## 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
2026-01-08 13:51:23 -08:00
bijx 5d9b834696 Feat: Infocard shows wilderness / irradiated terrain state (#2807)
If this PR fixes an issue, link it below. If not, delete these two
lines.
Resolves #2516

## Description:

Introduces a state to the Player Info Overlay which simply shows what
type of terrain the player is hovering on. This just builds on the
principles of continuous feedback when designing UX because players
react positively when the game responds to input action.

<img width="839" height="846" alt="image"
src="https://github.com/user-attachments/assets/4b2969e0-127d-4032-9c49-9cbff9bb2aeb"
/>

<img width="666" height="602" alt="image"
src="https://github.com/user-attachments/assets/5fd15ab1-98b1-472f-a83e-a1ee10338673"
/>



https://github.com/user-attachments/assets/7e39f53e-6d2e-479e-badd-b41484591b8b



## 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
2026-01-07 19:49:49 -08:00
aConifer effce3d14a add teammate pulse highlight during spawn phase in team games (#2768)
Adds a pulsing highlight effect for teammates during the spawn phase in
team games. This helps colorblind players identify their teammates on
the map more easily.

- Teammates show a subtle green/team-colored pulse (5-14px radius)
- Player's own pulse remains unchanged (8-24px white pulse)
- Only activates during spawn phase in team games
- Animation stays synchronized with player's own pulse

I didn't want to come empty handed with my request so I generated the
code
I do know python and a little rust, but don't have TypeScript experience
- I know you guys are probably getting flooded with AI slop so I hope
its okay.
Please implement the feature at the very least because its SO much
better not having to hunt around.
🤖 Generated with [Claude Code](https://claude.com/claude-code)

So the code calls drawTeammateHighlights() inside of
drawFocusedPlayerHighlight() so it can only occur where current
highlighting occurs
Then uses the existing isOnSameTeam() to find teammates
Then uses the existing drawBreathingRing() function 


- [x] I have added screenshots for all UI updates
I took a video since it best captures the feature
- [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
I'm not that good at coding formally, I tested it manually by loading
into team games, but I'm going to need help with the code being tested.
(Please help)
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
I did load into multiple lobbies and made sure the feature works, its a
really simple feature so I am confident there isn't any Lovecraftian bug
lurking in it. It also uses mostly existing functions and features
within the code base.




https://github.com/user-attachments/assets/857cce43-4fb2-4c5d-bc04-1a6617570dee

Co-authored-by: Daniel <daniel@mangoit.ca>
Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
Co-authored-by: iamlewis <lewismmmm@gmail.com>
2026-01-06 14:22:57 -08:00
Wraith e79c805804 refactor(ui): migrate tailwindcss v3 to v4 (#2735)
## Description:

migrate tailwindcss v3 to v4

## 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:

wraith4081

---------

Co-authored-by: iamlewis <lewismmmm@gmail.com>
Co-authored-by: Ryan <7389646+ryanbarlow97@users.noreply.github.com>
2026-01-06 14:21:52 -08:00
DevelopingTom af0b8a8d50 Configurable immunity timer (#2763)
## Description:

Resolve discussions about stalled PR
https://github.com/openfrontio/OpenFrontIO/pull/2460

<img width="724" height="348" alt="image"
src="https://github.com/user-attachments/assets/c2c9fa79-cace-431a-9ca4-b3656612fa9d"
/>

Changes:
- Added a `Player::canAttackPlayer(other)` function to determine whether
a player can be attacked.
- This function is now used in most places where a fight can occur:
    - AttackExecution (land attacks)
    - Naval invasion
    - Warship fight
- Nukes can't be thrown during the truce
- Immunity only affect human players. Nations and bot will fight as
usual, and can be fought against.
- The immunity timer uses minutes in the modal window.

UI:

- The immunity phase is displayed with a timer bar at the top. This is
from the original PR, to be discussed if it's not deemed visible enough:

<img width="632" height="215" alt="image"
src="https://github.com/user-attachments/assets/f5ab9aa0-bd4f-4503-b8d6-b40b121fba65"
/>


## 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

---------

Co-authored-by: newyearnewphil <git@nynp.dev>
2026-01-03 20:04:48 -08:00
Arkadiusz Sygulski ab5b044362 Fix train was destroyed message spam (#2774)
## Description:

Trains are made of a primary unit (`TrainExecution.train`) followed by 6
cars (`TrainExecution.cars`). Currently when any of the units is
destroyed, a message "Your Train was destroyed" is shown. In worst case
scenario, when all cars are blasted by a nuke, 7 messages are displayed
to the user, but the train continues.

Since the actual logic is unaffected as long as the primary unit stays
alive, displaying messages is confusing. This PR fixes it. The message
is only displayed when the primary unit is destroyed. The following cars
are only there for fancy visuals.



## Screencast

##### Current - multiple messages for single train


https://github.com/user-attachments/assets/3df04c71-d899-4f68-af83-36c9d0ffa730

First nuke was a test.
Second nuke destroyed the entire train, prompting 7 messages.
Third nuke destroyed one full train and then some. Prompting many too
many messages.

##### Fixed - one message, only if train was fully destroyed


https://github.com/user-attachments/assets/1f3840a7-6c62-487d-af3a-82de39dad9e8

First train was only partially destroyed, no message was shown, delivery
mission completed A+.
Following 2 trains had the front engine destroyed and therefore were
promptly decommissioned.

## Please complete the following:

- [x] 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
- [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:

moleole
2026-01-02 18:53:24 -08:00
bijx cdecdc5fa5 Feat: Add troop count bar to PlayerInfoOverlay (#2773)
## Description:

This feature adds a troop count bar into the PlayerInfoOverlay that
visualizes how many troops a player/nation has, how big of an attack
they are sending, and in general the percentages of their overall troop
count. I originally added the toggling of this feature as a setting but
thought it might be too narrow to need it's own setting. Would
appreciate anyone's thoughts on adding it back in or not.

Inspired by [this
comment](https://discord.com/channels/1359946986937258015/1359949371956789289/1452559404401430674)
in the Dev Discord.

### Video Demo


https://github.com/user-attachments/assets/4a4397f7-c0a1-475a-867d-ef00b57661c4



## 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
2026-01-02 16:19:51 -08:00
Ryan 72f8924a7f add mobile bomb flip support (#2737)
closes #2678 

## Description:

Update to enable bomb flip support by mobile users too

<img width="420" height="666" alt="image"
src="https://github.com/user-attachments/assets/eb2155a4-2012-4f40-8caa-bd23ebd28521"
/>


----------------------------------------------------------------------------------------------------------------------------------------------------

Also, I slightly updated the player panel to make it more even and take
up less space;
- removed the huge header bar which took up too much space
- fixed ui divider spacing

Before:
<img width="372" height="179" alt="image"
src="https://github.com/user-attachments/assets/2cf82cda-d466-4911-be4f-36eb6e788d5b"
/>
After:
<img width="383" height="134" alt="image"
src="https://github.com/user-attachments/assets/4d827221-f456-48fe-940b-a9ba84d1f4a5"
/>

## 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:

w.o.n
2026-01-02 08:48:24 -08:00
evanpelle f5f89e4aa7 Merge branch 'v28' 2026-01-01 14:25:45 -08:00
DevelopingTom ec694593a6 New Year's Eve FX (#2745)
## Description:

Happy new year! 

- Atom and hydro:


![test_firework](https://github.com/user-attachments/assets/892004fe-372d-4718-9b44-a311049dab20)

- Mirv:


![firework_mirv](https://github.com/user-attachments/assets/10ee4b64-7123-47e2-92d5-7d8fb6cbc992)

## 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
2025-12-30 16:10:00 -08:00
DevelopingTom 33deb66ba6 Remove christmas FX (#2744)
## Description:

Santa will be back.

Reverted all FX to the regular theme.

## 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
2025-12-30 13:57:35 -08:00
Abdallah Bahrawi 09a1cf885f Add red warning circle when nuke would break alliance (#2728)
## Description:

When placing a nuke (Atom Bomb or Hydrogen Bomb), the range circle now
turns red to warn players when the attack would break an alliance.

<img width="456" height="333" alt="Screenshot 2025-12-28 211927"
src="https://github.com/user-attachments/assets/dfe6f874-3f8b-4662-8877-0af30aa20139"
/>


## 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:

abodcraft1

---------

Co-authored-by: iamlewis <lewismmmm@gmail.com>
2025-12-30 17:55:15 +00:00
Evan 4f3d9df46a vite: fix docker build (#2738)
## Description:

The sync-assets wasn't executing on docker-build. so instead just import
it from resources/ directory, vite logs a warning but I think that's
okay for now.

## 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
2025-12-29 18:37:51 -08:00
Ryan f1561df470 Bomb Direction (#2435)
Resolves #2434 

## Description:

Allows bomb direction to be inverted by pressing a hotkey - currently
"U".

**Check the issue for screenshots / videos.**

## 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:

w.o.n

---------

Co-authored-by: Evan <evanpelle@gmail.com>
Co-authored-by: iamlewis <lewismmmm@gmail.com>
2025-12-29 09:03:46 -08:00
Wraith 26f5d40819 build: migrate build system to Vite and test runner to Vitest & Remove depracated husky usage (#2703)
- Replace Webpack with Vite for faster client bundling and HMR.
- Migrate tests from Jest to Vitest and update configuration.
- Update Web Worker instantiation to standard ESM syntax.
- Implement Env utility in `src/core` for safe, hybrid environment
variable access (Vite vs Node).
- Refactor configuration loaders to remove direct `process.env`
dependencies in shared code.
- Update TypeScript environment definitions and project scripts for the
new toolchain.
- Remove the [depracated usage of the
husky](https://github.com/typicode/husky/releases/tag/v9.0.1).

## Description:

migrate build system to Vite and test runner to Vitest & Remove
depracated husky usage

## 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
- [ ] 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:

wraith4081

---------

Co-authored-by: evanpelle <evanpelle@gmail.com>
2025-12-28 22:10:26 -08:00
Achim Marius 5a065d71c5 Fix alliance renewal popup not being removed when alliance is broken (#2722)
Resolves #2464

## Description

This PR fixes a bug where the alliance renewal popup remained visible
after an alliance was broken or betrayed.
The issue occurred because renewal UI events were tied to player
identifiers instead of the unique allianceId.
When a player had multiple alliances, breaking one alliance did not
correctly remove the associated renewal popup.
This change ensures that renewal popups are correctly removed only for
the specific alliance that was broken.


### What was wrong
Alliance renewal UI events were previously associated implicitly with
players.
This caused incorrect behavior when a player had **multiple alliances**,
because **players are not unique identifiers of an alliance**.

As a result, breaking one alliance could leave stale renewal popups
visible.

### What was changed
- Alliance break logic now relies on **allianceId**, not player IDs
- Renewal popups are removed **only for the specific broken alliance**
- Alliances involving the same player but different allianceIds are
unaffected
- Added tests to ensure this bug cannot reappear

### Result
- Renewal popup disappears immediately when an alliance is
betrayed/broken
- No unintended removal of other alliance renewal popups
- Correct behavior even when a player is involved in multiple alliances

## 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:

assessin.
2025-12-28 13:35:05 -08:00
bijx 7284ded290 Feat: Quick donate troops via radial menu (#2708)
If this PR fixes an issue, link it below. If not, delete these two
lines.
Resolves #2705 

## Description:

Introduces a quick donation feature in games where the `canDonateTroops`
option is enabled. It works by converting the center button in the
radial menu from a disabled attack button to a troop donate button when
the player right clicked on is friendly (teammate or ally).

Also adds donate gold button to Attack slot on radial menu when right
clicking friendly troops.

### Video Example


https://github.com/user-attachments/assets/d9b2c3f7-b6c0-482a-9dbd-b3841676cbe5

### New Icon
<img width="1310" height="931" alt="image"
src="https://github.com/user-attachments/assets/85225858-6971-470d-92f6-db68a5d05bb2"
/>

### Donate Gold


https://github.com/user-attachments/assets/b116bc06-d53d-47c7-9504-871eada6a21e


## 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
2025-12-27 13:05:02 -08:00
YoussfeCantCode 7339c968c9 uniformed HeadsUpMessage text (#2710)
## Description:

Moves pause-related translation keys from their own object into
```heads_up_message``` to keep all heads-up message text in one place.

## 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:

furo18
2025-12-27 11:52:11 -08:00
YoussfeCantCode 1c52d20e83 Added pause functionality for private multiplayer games (#2657)
If this PR fixes an issue, link it below. If not, delete these two
lines.
Resolves #2491

## Description:
Adds pause/unpause functionality for private multiplayer games. Only the
lobby creator can pause the game, and all players see a pause overlay
when the game is paused.

  **Key features:**
- Lobby creator sees pause/play button in control panel (alongside
existing singleplayer/replay controls)
  - Server validates that only lobby creator can toggle pause
  - All players see "Game paused by Lobby Creator" overlay when paused
  - Game state freezes (no turn execution) while paused
  - Unpause resumes normal gameplay

  **Implementation details:**
- Server-side pause state (`isPaused`) prevents turn execution during
pause
- Each client receives `isLobbyCreator` flag in `GameStartInfo` to
show/hide pause button
- Added `TogglePauseIntent` that broadcasts to all clients via
`NoOpExecution`
  - New `PauseOverlay` component (shows in single player also)

## 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:

furo18

<img width="1459" height="861" alt="Screenshot 2025-12-20 at 15 16 33"
src="https://github.com/user-attachments/assets/f5a3222f-f54b-473c-b0f6-104ce4c1e7a8"
/>
2025-12-26 10:21:18 -08:00
scamiv 7f3ca3c97e Update GameRenderer to disable alpha channel in GameRenderer 2D context (#2699)
## Description:

Updated the main onscreen canvas context to opaque: 
Impact: avoids alpha compositing for the main canvas (we already paint a
full opaque background each frame), which can slightly reduce GPU work.

## 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
2025-12-26 10:11:05 -08:00
scamiv 6ce6e16837 make TerrainLayer opaque (alpha:false) (#2700)
## Description:

Make the terrain backing canvas explicitly opaque by requesting a 2D
context with alpha: false.
Remove confusing latent alpha support in TerrainLayer

Current themes always generate opaque terrain colors, but the code
previously looked like it supported per-tile alpha (via
terrainColor.rgba.a), which is misleading.
Being explicit about opacity can avoid unnecessary alpha compositing
work and clarifies intent.

No visual change expected with current themes (terrain was already
effectively opaque).

## 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
2025-12-26 10:09:57 -08:00
evanpelle fcabf49a74 Merge branch 'v28' 2025-12-25 12:49:12 -08:00
Evan a810e0ad34 crazy games integrations (#2675)
## Description:

Integrate with crazy games SDK

## 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:

evan
2025-12-23 09:11:00 -08:00
DevelopingTom 3612667bcd Improve SAM Radius layer rendering and performances (#2667)
## Description:

This PR updates the SAM radius layer to render sharply at all zoom
levels instead of pixelated.


![cleam_sam](https://github.com/user-attachments/assets/9e1a23e1-ea47-428f-a3a5-635874b3029c)

The radius is now drawn using primitives directly on the parent
rendering context, rather than via an intermediary canvas and
`drawImage`.

### Performance improvement:

Since the radius computation is quite heavy, it could lead to bad
performances previously because radii were recomputed and redrawn on
every frame.
With 1k SAM:

<img width="559" height="33" alt="image"
src="https://github.com/user-attachments/assets/207e4fca-2b30-4a32-a69b-be3aacc3d7cf"
/>


This PR separates radius computation from rendering:
- radius values are now recomputed only on the first frame after a SAM
changes.
- subsequent frames reuse the cached results and only handle rendering.

Now with 1k SAM:

<img width="624" height="67" alt="image"
src="https://github.com/user-attachments/assets/9facdf04-1dc2-4908-8ebc-fd80933f0232"
/>



## 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
2025-12-21 14:59:38 -08:00
bijx 4ee3319397 Feat: Added cursor price option to user and basic settings (#2655)
## Description:

Following the hotkey cursor price textbox addition of #2650, this
feature adds the option to enable and disable the visual feature via the
User Settings menu or the Basic Settings modal in game. Also added a
[new icon](https://thenounproject.com/icon/pay-per-click-2586454/) for
the Basic Settings modal from the Noun Project and added credit for it
to the `CREDITS.md` file.

### Video Demo


https://github.com/user-attachments/assets/1667081e-45e3-4b11-9bda-3f00c341e03c

### User Settings Menu
<img width="1029" height="1436" alt="image"
src="https://github.com/user-attachments/assets/e4e6bf6d-db59-463a-81fb-f622ef6e3931"
/>

### Basic Settings Menu
<img width="964" height="1545" alt="image"
src="https://github.com/user-attachments/assets/6b083655-b96e-4937-95d6-f3458858f03d"
/>



## 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
2025-12-20 11:09:44 -08:00
bijx 4e8aa1f066 Feat: Add cost to ghost structure icon when using keyboard shortcuts (#2650)
## Description:

Introduces a dynamic textbox under the cursor and populates it with
price when a keyboard hotkey is pressed. Prices update correctly based
on current value of the structure or strike being purchased, even if the
value is 0 (during `Infinite Gold` mode). Price value updates live even
if the price box is currently being shown (for example, when voluntarily
removing a structure causes the price to change. See video below).

### Video Demo 


https://github.com/user-attachments/assets/3f974268-c14b-4129-9629-5a0f7db8b30c


The more in depth demo was too big for GitHub, but I uploaded it on the
Discord

https://discord.com/channels/1284581928254701718/1447907175522504704/1451483322260914297

### Live price updates on tooltip


https://github.com/user-attachments/assets/0d98739c-6f24-4fcd-a047-cc304e7e86aa

### Works with `Infinite Gold` mode


https://github.com/user-attachments/assets/25bd2919-77cd-4735-8c3f-043306f53b8f




## 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
2025-12-19 19:06:21 -08:00
Mateusz Żołdak b63744834d fix: area right from control-panel is clickable (#2640)
If this PR fixes an issue, link it below. If not, delete these two
lines.
Resolves #[2638](https://github.com/openfrontio/OpenFrontIO/issues/2638)

## Description:

Describe the PR.

## 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:

Not on discord yet, but this bug makes me crazy. :)

Edit:
Also, I wasn't sure from which branch to start from.
2025-12-18 16:21:27 -08:00
FloPinguin 4d5bb7a835 Cleanup nations (Part 1) 🧹 (#2637)
## Description:

1. Using the wording `"Nation"`, `"FakeHuman"` and `"NPC"` at the same
time is confusing.
So I renamed every mention of `"FakeHuman"` and `"NPC"` in the entire
project to `"Nation"`. Just like they are called ingame.

2. `BotBehavior.ts` was originally intended for sharing the logic
between nations and bots.
But at the moment, the logic there isn't really shared and it's
basically just about attacking.
So I renamed `BotBehavior.ts` to `AiAttackBehavior.ts`. I use "Ai" to
indicate that this file is used by bots AND nations.

3. Moved `execuction/utils/AllianceBehavior.ts` to
`execuction/nation/NationAllianceBehavior.ts` to make sure everybody
understands that this file is not about alliances in general. It's just
about nations and how they handle alliances.

4. Removed `difficultyModifier` from `DefaultConfig`. It's unused and I
think we usually want to finetune the difficulty instead of using that
method.

5. Added `assertNever` in all `switch (difficulty)` default cases.

## 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
2025-12-18 16:20:23 -08:00
evanpelle f4ed2a932f remove ofm advert in winmodal 2025-12-18 11:06:28 -08:00
evanpelle 85bfdbc066 reduce in-game ad frequency 2025-12-18 08:12:35 -08:00
bijx c9f00a5eb8 feat: Factory Railway Tracks become more visible in Alternate View (#2626)
## Description:

Adds network bright green highlighting to Railway tracks connecting
_your_ factories and buildings together when in the alternate view
(spacebar view). It is sometimes hard to see your own tracks on certain
areas of the map (mountain terrains for example), so this change will
highlight the tracks the same color as your border outline in the
alternate view (#00FF00). Also suggested by [this
comment](https://discord.com/channels/1284581928254701718/1445984695752855562/1445984695752855562)
in the Discord.

### Normal Railway Connection
<img width="1009" height="872" alt="image"
src="https://github.com/user-attachments/assets/31c028a8-13d8-4d82-ba4a-385b8372c9ac"
/>

### Alternative View (spacebar)
<img width="1124" height="956" alt="image"
src="https://github.com/user-attachments/assets/f4f3bb38-7233-4f2c-9bbf-a407196b0124"
/>

### Other nation colors remain unchanged
<img width="1566" height="1447" alt="image"
src="https://github.com/user-attachments/assets/c4dde970-20f1-480b-959d-876d4eb0f32b"
/>


## 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
2025-12-17 19:46:32 -08:00
evanpelle 2a294d93df have events display retaliate button send counter troops based on the attack ratio 2025-12-17 12:35:58 -08:00
FloPinguin 8b9bed0e0b Hotfix: Max troops instead of troops for team stats 📊 (#2631)
## Description:

Missing i18n key because I forgot to add maxTroops to the team
leaderboard...
I completely forgot that troops are also shown on the team leaderboard

Before:

<img width="905" height="309" alt="Screenshot 2025-12-17 022043"
src="https://github.com/user-attachments/assets/c2f95c0b-86a5-4447-bbfc-1925d70005f6"
/>

After:

<img width="778" height="309" alt="Screenshot 2025-12-17 025028"
src="https://github.com/user-attachments/assets/fe6c968a-7867-4be9-8ee1-65f2baa26190"
/>

## 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
2025-12-16 19:16:03 -08:00
DevelopingTom 648ae1943f Christmas Themed FX (#2624)
## Description:

### Santa:
- spawn randomly on the map every minute:


![santa_is_coming](https://github.com/user-attachments/assets/0c40f983-7c5e-4fd9-93cd-5601008cb2ef)

### Nuke changes:
- Atom: small gift
- Hydro: big gift
- MIRV: shooting star


![all_christmas_nukes](https://github.com/user-attachments/assets/db80d765-6292-44e0-a5a3-fe08c0516993)

### Nuke fallout FX:
- melting snowman
- happy elves
- elves needing assistance


![christmastroph](https://github.com/user-attachments/assets/92270357-a0f6-43bf-9b95-cc5b2427a542)

## 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
2025-12-15 20:24:23 -08:00
FloPinguin f96fd6dc12 Show max troops in PlayerInfoOverlay and leaderboard 🖌️ (#2625)
## Description:

In the main discord, people seem to be divided in their opinions about
this.
But lets see what the playtest-people are saying, we can easily roll
this back.

<img width="197" height="312" alt="Screenshot 2025-12-15 220648"
src="https://github.com/user-attachments/assets/c6acd1f8-03b1-4949-b15e-6a32f8460e18"
/>
<img width="405" height="323" alt="Screenshot 2025-12-15 220623"
src="https://github.com/user-attachments/assets/21190a6f-1a0b-4db3-b6d0-c0722e98902a"
/>

## 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
2025-12-15 20:22:59 -08:00
FloPinguin b4ec54113d Fixed events panel scroll position not staying at the bottom 🛠️ (#2613)
## Description:

Common issue reported by several people (many times by Enzo) now finally
fixed.
If you scroll to the bottom of the events panel the scroll position now
always stays there.
This behavior was previously implemented with CSS only, which apparently
did not work properly. Now we use javascript.

## 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
2025-12-13 19:35:55 -08:00
evanpelle 04370eda17 Merge branch 'v27' 2025-12-12 16:20:43 -08:00
Evan a09f0c67f1 Update auth & login to follow best practices (#2559)
## Description:

The previous login system used long lived jwts which could be stolen by
XSS. The current system uses long lived refresh tokens that are stored
as http-only cookies. Then the client calls /refresh to get a short
lived jwt using the refresh token. The jwt is stored in memory only so
it's discarded on page close. This way a XSS can only steal the
short-lived jwt.

It also updates how accounts work: players get an account automatically
when they join the webpage. They can see their stats even if not logged
in. If a player wants to keep their account, they can tie it to their
Discord or email, allowing them to log in if cookies are lost.

## 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
2025-12-11 11:25:27 -08:00
Roan 8dde30ebb6 Update game timer UI (#2577)
## Description:

- use hh:mm:ss for timer format or mm:ss if no hours are present
- refactor classes and code to be simpler
- move timer inline with the buttons so the whole ui is smaller for more
game space
- update fast forward icon to better represent what it does
- move replay controls below game time ui

### Before:

<img width="218" height="155" alt="image"
src="https://github.com/user-attachments/assets/bfdbe571-3ec5-4c02-840b-112e8e3caab1"
/>
<img width="360" height="171" alt="image"
src="https://github.com/user-attachments/assets/ceee2923-fec8-4ebc-b9de-4b30a47b38a8"
/>
<img width="192" height="136" alt="image"
src="https://github.com/user-attachments/assets/8f8f464c-48e4-42c1-b378-51be2b1fc405"
/>


### After:

<img width="287" height="106" alt="image"
src="https://github.com/user-attachments/assets/30246189-9795-4822-b857-0af524cacb92"
/>
<img width="294" height="180" alt="image"
src="https://github.com/user-attachments/assets/065285ca-ae46-4481-9dd5-00d3bb4fcfb3"
/>
<img width="290" height="182" alt="image"
src="https://github.com/user-attachments/assets/c1b3da39-0785-4d50-8105-c028fa496963"
/>
<img width="213" height="88" alt="image"
src="https://github.com/user-attachments/assets/41e0a84c-2f68-4d24-9923-dd92bb70d161"
/>


## 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:

`rovi.`
2025-12-10 14:51:14 -08:00
Aotumuri 089d9ab402 Fix: update renderSprites based on user settings in SpriteFactory (#2574)
Resolves #2573
 
## Description:
Fixed an issue where structure icons became smaller after upgrading a
building.
In StructureDrawingUtils.ts, renderSprites was always set to true and
never updated, which caused the code to consistently select the
scaled-down icon. This appears to have been the root cause of the
problem. Since StructureIconsLayer (the caller of StructureDrawingUtils)
updates renderSprites based on settings, I aligned the behavior
accordingly.

```ts
    if (type === "icon") {
      const s =
        scale >= ZOOM_THRESHOLD && !this.renderSprites
          ? Math.max(1, scale / ICON_SCALE_FACTOR_ZOOMED_IN)
          : Math.min(1, scale / ICON_SCALE_FACTOR_ZOOMED_OUT);
      parentContainer.scale.set(s);
    }
```

Here is the video demonstrating the behavior after the fix.
Please see the linked issue for the pre-fix behavior.


https://github.com/user-attachments/assets/24c11a39-667e-49eb-adfe-f0c400d91e54

## 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:
aotumuri
2025-12-09 19:43:48 -08:00
Roan e104614a85 Consistent border radius and padding from edge of screen for in game UI (#2576)
## Description:

Moves all the in game ui to have a fixed padding around the edge of the
screen and also makes all the in game ui have the same border radius.


Before:

<img width="569" height="802" alt="image"
src="https://github.com/user-attachments/assets/2d51b66c-26bb-4835-abef-a646565280ba"
/>

<img width="2559" height="1238" alt="image"
src="https://github.com/user-attachments/assets/00723649-bfc7-4e92-bee9-6cff0c2d688c"
/>


After: 

<img width="2559" height="1240" alt="image"
src="https://github.com/user-attachments/assets/8dda98e3-8836-4363-8f33-5b699303ee4f"
/>

<img width="686" height="1122" alt="image"
src="https://github.com/user-attachments/assets/a3820d1c-0579-4b2b-b2a8-7eb790e3ec39"
/>




## 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:

`rovi.`
2025-12-09 19:37:52 -08:00
bibizu 0861bbfad5 Enhance: missile silo shows SAM previews (#2578)
## Description:

Missile silos should also show SAM previews for placement consideration.

## 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:

bibizu
2025-12-09 16:26:12 -08:00
Ahmet Dedeler 327d425fd5 Fix obvious typos (#2585)
## Summary
- fix obvious spelling typos flagged by codespell across docs, tests,
comments
- no functional changes

## Testing
- pre-commit hooks (eslint/prettier) ran during commit
2025-12-09 16:12:00 -08:00