Commit Graph

526 Commits

Author SHA1 Message Date
evanpelle 3e880a34ef v25 meta update (#1872)
## Description:

v25 meta update:

- Trade ship spawn rate is determined by number of ports players has and
total number of tradeships on the map
- Train spawn rate scales hyperbolically with number of factories owned
by player
- Factory & Port share the same early unit discount (eg building a port
makes the factory more expensive), this is to encourage more
specialization: become a naval economy or land based economy.
- Trains spawn from factories and arrive on cities
- Trains only give gold on cities
- Trains give 50k gold for allies, 25k for nonallies, and 10k for self
- Large players are given a 30% speed/attack debuff in sigmoid curve
- Reduced attack bonus for large players
- Nerf bot gold production from 1k/s => 500/s
- Nerf bot max troops

## 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
2025-08-19 18:53:42 -07:00
evanpelle 081735bf55 Improve alliance UX, prevent hung alliance requests (#1868)
## Description:

This PR does two things:

1. Allows you to send an alliance request to approve an existing
request, ex:
* player A sends req to player B
* now player B can send an ally request to player A, which accepts the
request from player A.

This way even if you lose or don't see the alliance notification, you
can still accept the alliance.

2. Have AllianceRequestExecution reject the request if not accepted or
rejected. There is a bug where sometimes the EventDisplay does not
trigger the delete() function, resulting in hung alliance requests. I
couldn't figure out why the delete() function is sometimes not called,
but I think it's better design to have core/ itself handle abandoned
alliance requests, this was UI bugs can't break the game state.


## 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
2025-08-19 12:52:54 -07:00
evanpelle 53fbde07dc increase MIRV warhead distance, after improved pseudorandom (#1839)
## Description:

seedrandom provides much better randomization
(https://github.com/openfrontio/OpenFrontIO/commit/77fd82b4b4b2b43e455d8db6100b64f10fdbb680)
causing MIRV warheads to cover the target much more efficiently, and
wiping out much more territory than in v24. This change makes the MIRV
more similar to v24.

## 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
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responsibility for any bugs introduced

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

evan
2025-08-16 18:36:07 -07:00
evanpelle 8ca4548e0a bugfix: SAMs targeting not updating owner after capture (#1838)
## Description:

After a SAM was captured, SAMTargetingSystem's player was not updated,
so it thought it was still owned by the original player. So it wouldn't
shoot down nukes launched from the original owner.

## 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

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

evan
2025-08-16 18:09:29 -07:00
evanpelle 7de962eb5b fix alternate view perf regression (#1734)
## Description:

Have the diplomacy view only draw border, not interior tiles. Drawing
the interior tiles is a very expensive operation and caused main thread
cpu usage to spike to close to 100%.

Also change the color scheme so that neutral players are gray, and
embargoed players are red. I think long term embargo should be more of a
war state.

Added embargo update and cleaned it up to use Player instead of
PlayerID. There's no reason to pass ids around.


<img width="493" height="466" alt="Screenshot 2025-08-07 at 6 25 55 PM"
src="https://github.com/user-attachments/assets/75552036-42f1-4103-9537-234ff1c0464f"
/>

## 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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- [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
2025-08-08 16:37:17 -07:00
VariableVince a71ac7a218 Fix oversight: non-human player never responds to alliance renewal request (#1536)
## Description:

**--Fix oversight in v24--**
In v24, alliance renewal was introduced. But a Bot or Nation never
answers to it. So the Event Panel expiration message + clicking to Renew
and waiting, is all in vain if the other player is not a human. Like in
Single player in all cases. The message after ~30 seconds is always
"Alliance with xxx expired". This feels illogical and there's no purpose
for showing a Request to Renew button if it then always expires.

Also reported by players like here:
https://discord.com/channels/1284581928254701718/1284581928833388619/1398249123093676094

This PR fixes it by having the non-human reciever of the request, say
yes to depending on attiude towards the human and chance. This feels
more realistic.

The requestor is always the human player because they click a button in
EventsDisplay. So there is always already an extension request which the
bot can react to with another extension request to have the alliance be
extended.

**--Add tests--** 
It adds tests for extending alliance between human and non-human player.
One for AllianceExtensionExecution simply testing if alliance between
human and non-human can be extended. And one in BotBehavior, testing if
it correctly handles an extension request by adding a new
AllianceExtensionExecution.

**--Fix silent bug in existing test--**
Adding the new test for human and non-human for
AllianceExtensionExecution, i ran into a bug in the existing test for
extending alliance between humans. Which made the test always pass
because expirationAt wasn't fetched correctly. Had to fix that too,
without intending that for this PR beforehand. And then had to include
the bugfix from PR #1582 (v25) in it too to have the alliance actually
extended. More details below:

(-- The existing test would always return 'all passed' because it did
not get the expiresAt() but got the createdAt +
config.AllianceDuration() for both expirationBefore and expirationAfter.
createdAt is immutable so before and after would be the same. And then
it did not test for toBeGreaterThan, which would have failed. But it
tested wrongfully for toBeGreaterThanOrEqual which was a pass even when
the expirationBefore and expirationAfter would be the same and no
extension had taken place.

-- The bugfix from PR 1582 needed to be included now too. Because only
with those changes, the existing test has its alliance truly extended
and only with that the expirationAt actually changed. Actually, checking
if extend() was called isn't needed anymore, since we now check the
expirationAt correctly which on its own tells us if extend() was
succesful. But left this addition from PR 1582 in since it can't do any
harm.)

## 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
- [ ] 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:

tryout33

---------

Co-authored-by: evanpelle <openfrontio@gmail.com>
Co-authored-by: Drills Kibo <59177241+drillskibo@users.noreply.github.com>
2025-08-06 06:14:34 -04:00
DevelopingTom a05814a7fb Rework trains to encourage alliances (#1697)
## Description:

This update encourages alliances by modifying how train-based trading
works. Trading is now restricted to allied networks, and allied trades
offer better rewards than self-trades, incentivizing cooperation.

Changes:
- Train destinations are now limited to stations owned by the player or
their allies.
    - Delivering a train to one’s own station grants 4,000 gold.
- Delivering a train to an ally’s station grants 5,000 gold to both the
sender and the receiver.

This system encourages players to form alliances, especially with
factory-focused players.


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

IngloriousTom
2025-08-03 23:13:27 +00:00
Antoine ad2598361b Fix remaining errors and enable strict mode (#1628)
## Description:

#1075 

Fixing all remaining type errors caused by strict mode and enable it.

## 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:

azlod

---------

Co-authored-by: Scott Anderson <662325+scottanderson@users.noreply.github.com>
2025-08-03 23:06:31 +00:00
Kipstz Avenger 0943b1544c Fix Race conditions on alliances (#1605)
## Description:

Players received "traitor" debuff when alliances were formed after
attacks started, creating an unfair race condition.

the problem was mentioned here
https://discord.com/channels/1284581928254701718/1399115120486912100

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

Kipstzz

---------

Co-authored-by: Scott Anderson <662325+scottanderson@users.noreply.github.com>
2025-08-02 22:12:23 +00:00
Kipstz Avenger 86a329f7cb Add random shell damage (#1665)
Closes #555 

## Description:

Added random damage for warship shells and defence posts.
Damage mapping: roll 1-5 → 200, 225, 250, 275, 300 damage respectively.

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

kipstzz
2025-08-02 22:08:17 +00:00
DevelopingTom eeeb7e4b4e SAM smart targeting (#1618)
## 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
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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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## Please put your Discord username so you can be contacted if a bug or
regression is found:

IngloriousTom
2025-08-02 22:03:29 +00:00
djmrFunnyMan 4626f4dc4a Remove gold from dead players (#1450)
Fixes #1519 

## Description:
Currently if a player is killed via a nuke, they keep their gold despite
being eliminated and other players have no way to access that gold as
there is no territory to conquer. This PR fixes this by removing gold
from dead players.

This doesn't affect gameplay itself, because that gold was already
inaccessible. It'll just be clearer to the remaining players now.

<img width="1566" height="827" alt="Zrzut ekranu 2025-07-16 210908"
src="https://github.com/user-attachments/assets/438081e5-c145-4691-a36c-92ceb1049469"
/>
^ This is what this PR fixes

## 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
- [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:
aceralex
2025-08-02 01:22:12 -04:00
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
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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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## 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 00dac0e22b Merge tag 'v0.24.11' into main 2025-08-01 00:27:29 -04:00
Scott Anderson c1f99c6bac Betray on MIRV launch (#1668)
## Description:

Betray on MIRV launch, instead of on separate.

## Please complete the following:

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responsibility for any bugs introduced
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2025-07-31 19:29:07 -07:00
Scott Anderson 2a3898043c Merge main into v25 2025-07-27 15:25:29 -04:00
djmrFunnyMan 67dea7c60f Temporarily increase iterations cap for transports & warships (#1589)
## Description:

This PR increases the iteration cap for warships & transports, until a
better solution can be found.

Fixes the issue where warships & transports break when pathfinding very
far away.

## 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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- [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:

aceralex
2025-07-26 10:04:51 -07:00
qunash 13a5349b21 Add Circassian nation (#1577)
## Description:

Adds Circassia as a nation to the `Black Sea` and `Between two seas`
maps. Circassia was a significant country and a historical region in the
North Caucasus that controlled the northeastern Black Sea coast. More
info on Wikipedia: https://en.wikipedia.org/wiki/Circassia

<img width="508" height="315" alt="image"
src="https://github.com/user-attachments/assets/3034c98c-5123-4e28-901f-b194a3f74c46"
/> <img width="504" height="378" alt="image"
src="https://github.com/user-attachments/assets/f63bd6c2-c44a-4620-aac5-c89f3694083a"
/>

## 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:

qunash
2025-07-26 17:44:39 +02:00
Aleksey Orekhovsky 4a38561583 Track gold obtained through eliminations in player stats (#1566)
## Description:
Currently, the game only recorded war gold statistics when a defender
was killed as part of a territory‑annexation sequence. Regular attack
eliminations did not trigger the war gold stat update.

This PR:
- Invokes `stats.goldWar(...)` in the standard elimination code path of
`AttackExecution`, so that any kill - whether by full annexation or
direct attack - correctly increments the attacker's war gold stat.
- A new integration test suite `AttackStats.test.ts` covering both
scenarios

## 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 aggreement (only required once).

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

aaa4xu
2025-07-26 04:23:29 +00:00
evanpelle 19274ac10a bugfix: transport ship was using start troops, not ship troops to determine attack (#1576)
## Description:

This caused an issue when getting nuked, the transport ships were not
decreasing

## 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
- [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
2025-07-25 20:40:55 -07:00
DevelopingTom 8cbba26ab8 Change how canceled attacks are recorded (#1480)
## Description:

Minor fix:
The `retreat()` function is called everytime the troops have to come
back home:
- alliance between the belligerents
- cluster / player conquest
- canceled attack

Each of those cases are recorded as "canceled" but only the actually
canceled attacks should be recorded as such.


## 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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- [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 aggreement (only required once).

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

IngloriousTom
2025-07-25 23:54:36 +00:00
DevelopingTom c738648460 Add conquest FX (#1390)
## Description:

Add an animation when the player conquer another one.
The FX consists of two parts: short animation, and the gold won.

It is only displayed to the conquering player, so everybody knows who
won the money if multiple people fighted over the last pixel of a
player.

Changes:
  - Add new update `ConquestUpdate`
  - Add new fx `ConquestFx`
  - Merge conquest logic in `Game`


https://github.com/user-attachments/assets/9f985e41-baa4-48a6-927e-3216274f758c

## 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
2025-07-25 19:52:05 -04:00
evanpelle 932d4f3be2 Have MIRV damage asymptote to 5% of total population (#1570)
## Description:

Decreasing MIRV warhead blast radius nerfed them too much, so have them
destroy 95% of population.

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

evan
2025-07-25 15:44:32 -07:00
evanpelle 65937b7e69 bugfix: when nuking nearby water, the attacker was not marked as a traitor on launch (#1574)
## Description:

There was a bug where we only checked for betrayals if the target tile
was owned.

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

evan
2025-07-25 18:39:28 -04:00
VariableVince ff17d321c7 Fix: display actual Alliance extension message instead of translation key (#1532)
## Description:

On Alliance extension, the key "events_display.alliance_renewed" is
displayed in the Event Panel. Reported in
https://discord.com/channels/1284581928254701718/1397197460085932184

Since displayMessage doesn't expect or do translations, just puts out
hardcoded English messages so far, it doesn't do anything with the
recieved key and just puts it in the Event Panel as is. This PR fixes it
as a follow-up of #1359.

With this, it also introduces a base which can be used to translate
hardcoded messages coming from other Executions. That is out of the
scope of this PR.

PRs #1532 and #1536 both fix issues with Alliance Renewal in v24. If
possible approve 1532 (this one) first and then 1536 not too far after
if github can indeed merge them.

BEFORE:
<img width="533" height="353" alt="alliancerenewbefore"
src="https://github.com/user-attachments/assets/b97f7279-8daf-4049-96fb-1d5a1e360ec4"
/>

AFTER: 
(tested locally with Nations by not checking their answer; they normally
don't answer to alliance renewal request which is another issue)

<img width="787" height="406" alt="After fix"
src="https://github.com/user-attachments/assets/9fc3a0e2-b151-486f-b6ef-692177e387ad"
/>

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

tryout33
2025-07-23 18:44:57 +00:00
evanpelle d7993e192a transport ship execution: don't refund troops when max boat limit hit (#1537)
## Description:

The TransportShipExecution was refunding the troops when max boat limit
was hit, but the troops were never deducted in the first place, giving
extra troops.

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

evan
2025-07-23 08:43:47 -07:00
Scott Anderson 0489c63f4b Validate spawn tile (#1512)
## Description:

Enforce valid tile during spawn, to prevent the game from crashing for
all players.

## 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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2025-07-20 20:17:29 -07:00
VariableVince b850a2f93d Tradeship performance (#1448)
## Description:

Small performance improvements for tradeship execution. With the new cap
of 100 tradeships in total, the impact is smaller but still there.

Also added jlrouillard's (Vivacious Box) test with permission from PR
#1449. Tests 100% passed.

- Save tradeship owner, destination port owner and tradeship current
tile in constants for re-use.
- Added check if wasCaptured was already set to true, before comparing
origOwner and tradeship owner and setting wasCaptured to true.
Currently, wasCaptured is set to true once and never back to false
again. This PR keeps it that way but a but faster.
- One less call to pathfinder needed: before calling pathfinder, check
if current tile is destination port tile, and if so call complete. This
is basically the same as pathfinder would do, but less complex without
need for e.g. manhattan distance.
- case PathFindResultType.Completed: isn't needed anymore because of the
above. Kept as fallback. But moved it down in the switch statement, as
there's a low(er) chance the case will ever be true.
- Test if we need to find a new destination port for captured ship:
currently, if this.wasCaptured is true, it will look for a new
destination port each tick again and again. With this PR, only do this
if destination port isn't owned by capturer, or if that port has become
inactive. In tests with thousands of tradeships, went down from 300K+
times setting 'new' port, to only 1250 calls.

**Q:** Will this code work for ships that are captured again, after
being captured already?
**A:** Yes. After wasCaptured is set to true once (after first capture),
we only need to check each tick if the destination port is owned by the
current tradeship owner, to know if we need to assign a new destination
port again.

## Please complete the following:

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

tryout33
2025-07-16 19:27:28 -04:00
evanpelle 712e824ffc Revert MIRV attacks enemy units (#1452)
This reverts commit 185fcb5fb0.

## Description:

This change made the MIRV way too powerful. If two players MIRV each
other it creates a stalemate because it takes so long to recover.

## Please complete the following:

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

evan
2025-07-16 15:50:15 -07:00
VariableVince af3dcb77bd Fix: anonymized name isn't used in chat message (#1265)
## Description:

Bugfix:
- Anonymized name isn't used in Event Panel message, instead actual
player name is displayed even if "Hidden names" is enabled. Neither for
the 'P1' name in the chat message, nor for the name in "From name:
message" and "Sent name: message". Fix: in QuickChatExecution, instead
of sender.name() and recipient.name(), send their id(). In
EventsDisplay, from that PlayerID get their displayName.

- There was more in this PR to try to improve readibility and remove
some unused/uncommented code. This was moved later to #1275, which may
be re-opened and brought up-to-date after this PR is merged.

Example screenshot of the bug before the fix, send chat to anonymized
name 'Norwegian Sisterhood' but in Event Panel real name 'Mister Goo'
was displayed:
![Sent Mister Goo instead of anonymous Norwegian
Brotherhood](https://github.com/user-attachments/assets/197e2808-aa85-4271-9c96-c53fe10f6546)

## Please complete the following:

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2025-07-15 19:43:31 -04:00
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:

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2025-07-15 01:20:05 -04:00
Scott Anderson be01b90b25 Eslint (#998)
## Description:

Enable a few eslint rules:
- `@typescript-eslint/no-empty-object-type`
- `@typescript-eslint/no-require-imports`
- `no-useless-escape`

## 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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---------

Co-authored-by: Scott Anderson <scottanderson@users.noreply.github.com>
2025-07-15 00:41:24 -04:00
g-santos-m 31381f67f4 Enable @typescript eslint/prefer nullish coalescing eslint rule (#1420)
## Description:

Fixes #952 
Enabled @typescript-eslint/prefer-nullish-coalescing rule and worked
through every error, introducing ?? and ??= operators or disabling
errors with inline comments where appropriate, to the best of my
ability.

## Please complete the following:

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

g_santos_m
2025-07-15 03:00:06 +00:00
evanpelle ac9a9ec253 fix unit upgrade not considering cost (#1434)
## Description:

bugfix: The price was not considered when checking it upgrading a unit
was allowed.
Also refacted and cleaned up the code a bit.

## Please complete the following:

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

evan
2025-07-14 16:32:05 -07:00
DevelopingTom 29b587cdae Factory spawns trains (#1408)
## Description:

- Change trains so it spawns from factories only
- Increase train frequency as they will now spawn from a single
structure.
- Factory will spawn more trains depending on its level
- Fix port to connect to nearby railroads
- Add factory description

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

IngloriousTom

---------

Co-authored-by: Tom Rouillard <trouilla@mathworks.com>
Co-authored-by: evanpelle <evanpelle@gmail.com>
2025-07-14 08:59:51 -07:00
evanpelle 185fcb5fb0 have mirv attack enemy units (#1419)
## Description:

Have MIRVs first target enemy units. 

## Please complete the following:

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## Please put your Discord username so you can be contacted if a bug or
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evan
2025-07-13 13:34:40 -07:00
Scott Anderson 0d7c58d5b8 Unit count (#1402)
## Description:

Use an iterative approach to counting units to reduce array allocations.

## Please complete the following:

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2025-07-12 09:24:44 -07:00
evanpelle 67445d8d4d port execution bugfixes (#1400)
## Description:

fixes 2 bugs with port execution:

1. scale tradeship spawn chance with port level
2. pass in number of tradeships instead of total number of ports to the
config

## Please complete the following:

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## Please put your Discord username so you can be contacted if a bug or
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evan
2025-07-10 11:41:08 -07:00
evanpelle f95f76a01a update meta (#1397)
## Description:

* cap trade ships at 100, instead have more ports increase gold per ship
* nerf defense post speed reduction. Sometimes attacks were so slow the
attacker could "store" troops in the attack.
* adjust trade ship spawn rate: increase spawn rate early game to speed
up game play
* nerf MIRVs by making blast radius smaller. This allows the territory
to stay continuous, allowing the attacker to conquer faster and speeding
up late game.

## Please complete the following:

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and I've added it to the en.json file
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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:

evan
2025-07-10 10:37:20 -07:00
evanpelle 488ffc5c9e Improve unit updates & reloading (#1394)
## Description:

Previously upgrading a unit would have it reload immediately, eg
upgrading missile silo 1=>2 gives it 2 missiles immediately. With this
change it must reload the missile. Same with SAMs. This prevents users
from spamming upgrades as missiles are coming in.

Fix the progress reloading bar. Previously it only showed the SAM/silo
as reloading when it was completely out of missiles. Now it shows
roughly how many missiles are available (eg level 5 fires 3 missiles,
now progress bar is at 40%). It also shows progress of missiles
reloading. If no missiles are available, progress bar is empty

There was a bug where if a silo of SAM was in cooldown it would be
updated each tick, causing the sprite/icon to be rerendered each tick.

## Please complete the following:

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and I've added it to the en.json file
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## Please put your Discord username so you can be contacted if a bug or
regression is found:

evan
2025-07-10 10:06:05 -07:00
Scott Anderson 739399b5a5 bugfix: Crash (#1381)
## Description:

Resolve a crash caused by un-sanitized user inputs.

Fixes #1380.

## Please complete the following:

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caught through manual testing blocks releases and new features for all
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Co-authored-by: evanpelle <evanpelle@gmail.com>
2025-07-08 18:41:38 -07:00
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:

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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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2025-07-08 18:39:11 -07:00
evanpelle e661c8b773 alliance renewal: fix request to renew when ally is dead, fix translation keys (#1359)
## Description:

The EventsDisplay now checks if your ally is alive before sending a
"request to renew" event. Also fixed so incorrect translation keys.

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

evan
2025-07-07 09:28:59 -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:

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and I've added it to the en.json file
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## 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 fc2da5e077 Disable trains in public games (#1342)
## Description:

1. Disable trains in public games
2. add more checks so people can't build trains by bypass the UI.

## Please complete the following:

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## Please put your Discord username so you can be contacted if a bug or
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evan
2025-07-04 13:13:38 -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:

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## 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 29170321e4 Add gold fx when a tradeship lands (#1322)
## Description:

Add a text popup FX when a tradeship lands in your port.
They are only displayed for the current player.


https://github.com/user-attachments/assets/586ded57-5311-4394-a322-903ecea89bd6


## Please complete the following:

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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:

IngloriousTom

---------

Co-authored-by: Tom Rouillard <trouilla@mathworks.com>
Co-authored-by: evanpelle <evanpelle@gmail.com>
2025-07-03 19:26:36 -07:00
evanpelle 513fcb0944 upgrade unit when building a unit of same type (#1328)
## Description:

When building a structure in the same location as a nearby structure, it
will update the existing structure instead of creating a new one.

Also fix ctrl+click shortcut to bring up the build menu.

## Please complete the following:

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## Please put your Discord username so you can be contacted if a bug or
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evan
2025-07-03 18:34:18 -07:00
evanpelle 5b5ac7bfca allow alliance extension Fixes #491 (#1314)
## Description:

About 30s before an alliance is about to expire, both players receive a
prompt to extend the alliance. If both players agree the alliance is
extended.

## Please complete the following:

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## Please put your Discord username so you can be contacted if a bug or
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evan
2025-07-02 15:25:20 -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:

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## Please put your Discord username so you can be contacted if a bug or
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IngloriousTom
2025-07-02 17:13:34 +00:00