Resolves#2719
- [X] Ran `npm run format`
- [X] Ran `npm run lint:fix`
- [X] Ran `npm test`
- [X] Manually tested fixes
## Description:
### What problem(s) was I solving?
On Mac, `Ctrl+Click` is commonly used as a substitute for right-click to
open context menus. However, in OpenFront, `Ctrl+Click` was triggering
both the context menu, AND causing an attack.
This effectively prevented Mac users from being able to ally with
bots/nations, as trying to ally would cause you to attack them.
### What changes did I make?
- `Ctrl+Click` on Mac no longer triggers an attack, allowing players to
properly interact with the alliance system
### How I implemented it
1. Added an `isMac()` method to `InputHandler` which encapsulates the
"is mac" logic, and lets it be mocked during tests
2. In the `onPointerUp` handler, added a check: if on Mac and
`ControlLeft` is held, emit a `ContextMenuEvent`, and then return
(instead of continuing to also create a `MouseUpEvent`)
3. Extracted magic numbers for mouse button checks into descriptive
helper methods (`isMiddleMouseButton`, `isNonLeftMouseButton`) for
improved code clarity
4. Added clarifying comments throughout the pointer event handlers
Last, alphabetized the `.gitignore` file and organized it into "Folders"
and "Files" sections to make it easier to read.
### How to verify it
#### Manual Testing
- [X] On a Mac, hold `Ctrl` and left-click on another nation - verify
the context menu opens (not an attack)
- [X] On a Mac, right-click should still open the context menu as
expected
- [X] On Windows/Linux, `Ctrl+Click` continue to work as before
(modifier key for build menu if configured)
- [X] Regular left-click still triggers attacks/interactions as expected
#### Automated Testing
- [x] New unit test added: `Mac Ctrl+Click Context Menu` - verifies that
`Ctrl+Click` on Mac emits `ContextMenuEvent` instead of `MouseUpEvent`
### Description for the changelog
Fixed `Ctrl+Click` on Mac to properly open the context menu instead of
triggering an attack, restoring the ability for Mac users to form
alliances with other nations.
## 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:
Terekhov
## Description:
Reduce size of factory chimneys so they dont stay when factory is
destroyed like that:
<img width="346" height="272" alt="image"
src="https://github.com/user-attachments/assets/4bcb2ceb-367a-4f93-bc38-3d1160acff91"
/>
## 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:
Mr. Box
## Description:
validate lobby IDs and sanitize logs
## 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: Ryan <7389646+ryanbarlow97@users.noreply.github.com>
## Description:
This PR adds the Two Lakes map, based on the irl area around lake Ohrid
and lake Prespa
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:
DISCORD_USERNAME
Nikola123
## 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>
## 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
## Description:
automatically open the browser when the server starts in vite
## 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
## Description:
- **Nations now specifically target AFK players, traitors, and players
who are already being attacked (they gang up on them).** Depends on the
difficulty.
- Added ally assistance directly to the attack order (instead of calling
it separately beforehand).
- Added ally assistance to `findBestNukeTarget`.
- Removed some checks from `findBestNukeTarget` (not necessary; better
checks will follow in a dedicated nuking PR).
- Relation updates on attack now depend on difficulty (makes Easy &
Medium nations a bit easier).
- On betrayal, every nation in the game previously received a –40
relation penalty toward the betrayer. That was too extreme, so now this
only applies only to neighbors.
- Nations send fewer alliance requests now; it felt like too many
before.
- In team games, nations may now reject alliance requests more often
(depending on difficulty).
- To ensure there are enough non-friendly players to stop the crown with
nukes, nations may now reject alliance requests if the other player has
too many alliances (on Hard and Impossible difficulty).
- Rebalanced nation emoji usage a bit.
- Nations may now send an emoji when they get MIRVed.
## Please complete the following:
- [X] I have added screenshots for all UI updates
- [X] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [X] I have added relevant tests to the test directory
- [X] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
## Please put your Discord username so you can be contacted if a bug or
regression is found:
FloPinguin
---------
Co-authored-by: iamlewis <lewismmmm@gmail.com>
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>
- Add scripts/ directory to build stage for sync-assets.mjs
- Add index.html to build stage for Vite entry point
- Move tsx to production dependencies for server runtime
- Copy src/ and tsconfig.json to production stage for tsx
These changes enable the Docker build to complete successfully and
allow the server to run TypeScript files directly in production.
- 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>
## Description:
**HumansVsNations is back!**
The original PR had an issue: only the nations listed in the map’s
`manifest.json` were being spawned, which resulted in completely
unbalanced games.
What did I change with this PR?
- The number of humans and nations is now always the same.
- If a map contains too many nations, we take a random subset.
- If a map doesn’t contain enough nations, we dynamically add additional
ones. These get random spawn locations, and their names are taken from
the new name generator `NationNames.ts`. The name generator was taken
from the closed PR #2245 (idea from @VariableVince).
These changes apply to private lobbies and singleplayer as well. In
singleplayer, you now simply play a 1-vs-1 against a nation.
For public lobbies, we use 50% of the regular team-game player count.
The remaining 50% are nations.
We are also using the Hard difficulty for HumansVsNations.
At the moment, it’s important that nations cheat a little because humans
can donate troops, whereas nations cannot, at least not yet. In the
future, we may make that work.
We might need to adjust the difficulty or do fine-tuning depending on
the humans’ win rate in production. Ideally, we want a ~50% win rate;
otherwise, the mode may become boring. Over time, humans will likely
develop strategies that nations can’t counter, in which case we’ll need
to improve the nation AI.
Here is a screenshot showing that the number of nations now matches the
number of humans in the private lobby UI:
<img width="806" height="304" alt="Screenshot 2025-12-25 004023"
src="https://github.com/user-attachments/assets/cb4ac6f6-13cc-452c-8cc5-7a500670d7f2"
/>
The `PuplicLobby` display was a bit bugged for HumansVsNations:
<img width="532" height="191" alt="Screenshot 2025-12-23 221832"
src="https://github.com/user-attachments/assets/3950bcd9-0072-4c28-b1a0-83c0a24e9b8e"
/>
So I fixed it to look like this;
<img width="532" height="195" alt="Screenshot 2025-12-23 224127"
src="https://github.com/user-attachments/assets/690fc554-b607-4c8a-8b22-0c2912ee671a"
/>
## Please complete the following:
- [X] I have added screenshots for all UI updates
- [X] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [X] I have added relevant tests to the test directory
- [X] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
## Please put your Discord username so you can be contacted if a bug or
regression is found:
FloPinguin
---------
Co-authored-by: iamlewis <lewismmmm@gmail.com>
Resolves#2702
## Description:
This fixes the issue reported in #2702 where certain shortcut keys
stopped working.
The root cause was the shortcut-guard logic introduced in #2528 to
prevent accidental shortcut activation while the quick chat is open.
That logic was also being applied to the attack rate bar
unintentionally, causing shortcuts to be blocked there as well.
This PR excludes the attack rate bar from the quick chat guard so
shortcuts behave correctly again.
## 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
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.
## Description:
- clarify the map generator readme size recommendation is for land tile
count, not px size (and that it is for performance, not a hard limit).
Add note about average map land tile count to provide more context.
- Add output files list to provide reference for where to find land tile
count (for some reason the script doesn't output it, will probably open
a new PR to add it to the output of the generator)
I must have missed some context when first documenting this, oops!
## 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:
tidwell
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
## 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
## Description:
Fixes 2 of the unconnected river tiles on the Lisbon map.
## 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:
DISCORD_USERNAME
Duwibi
## Description:
Updates the help modal text to reflect the removal of SAM RNG in #2665.
## 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
Co-authored-by: iamlewis <lewismmmm@gmail.com>
## Description:
Previously, nations just spammed these two rather toxic emojis: 🤡😡
They now send fewer emojis while attacking, and the clown emoji is
reserved for special cases.
They got the ability to send emojis in much more cases:
- Human didn't donate enough for relation update
- Human did donate an ok amount
- Human did donate a lot
- Responding to emojis that they get sent from a human
- Nuke sent
- MIRV sent
- Retaliation warship sent
- Traitor tries to ally
- Threat asks for / accepts an alliance request
- Disliked human tries to ally
- Friendly human tries to ally
- They are getting attacked by very much troops
- They are getting attacked by very little troops
- Congratulating the winner
- Bragging with their crown
- Charming their allies
- Clown-Emoting traitors
- Easteregg: Sending a rat emoji to very small humans
## Please complete the following:
- [X] I have added screenshots for all UI updates
- [X] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [X] I have added relevant tests to the test directory
- [X] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
## Please put your Discord username so you can be contacted if a bug or
regression is found:
FloPinguin
---------
Co-authored-by: iamlewis <lewismmmm@gmail.com>
## Description:
Removes the check to break alliance after nuke is launched, and alliance
breaking is now determined before tiles are randomly chosen for
destruction. (It is now slightly stricter, I believe, as a weighted
average calculation is a little tricky)
## 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
## Description:
Changes the end game discord win model by a few lines of code.... not
sure what else i need to say to shut up the code rabbit suggestion and
clear the check..... the weather is nice, bit cold tho
## 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:
Iamlewis
## Description:
Introduces the Greek island, Lemnos, as a map. The island is both fun
and challenging to play (because of the terrain and elevation) and this
addition was inspired by Altis from the game [Arma
3](https://armedassault.fandom.com/wiki/Altis). The nation names are set
based on the real landmarks, towns, and regions.
<img width="2190" height="1791" alt="image"
src="https://github.com/user-attachments/assets/a7a6de54-f376-43ac-87da-f20aecfebbe0"
/>
<img width="1994" height="1608" alt="image"
src="https://github.com/user-attachments/assets/bc280780-298f-4342-8313-db6cc27ac188"
/>
## 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
## Description:
Changes the end game discord win model by a few lines of code.... not
sure what else i need to say to shut up the code rabbit suggestion and
clear the check..... the weather is nice, bit cold tho
## 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:
Iamlewis
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"
/>
## 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
## 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
## Description:
* Remove unused otel creds
* Remove unused R2 creds
* remove left-over BASIC_AUTH
* Generate an admin token on startup
* Removed kick_player since lobby creators already have ability to kick
player
## Please complete the following:
- [x] I have added screenshots for all UI updates
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [x] I have added relevant tests to the test directory
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
## Please put your Discord username so you can be contacted if a bug or
regression is found:
evan
## Description:
* Remove unused otel creds
* Remove unused R2 creds
* remove left-over BASIC_AUTH
* Generate an admin token on startup
* Removed kick_player since lobby creators already have ability to kick
player
## Please complete the following:
- [x] I have added screenshots for all UI updates
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [x] I have added relevant tests to the test directory
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
## Please put your Discord username so you can be contacted if a bug or
regression is found:
evan
## Description:
A small number of people are complaining that bots no longer attack them
and that "This has broken the factory farming strat".
In the old #2550 I somehow added that bots on easy difficulty don't
attack humans and nations anymore.
And public games are on easy difficulty now.
But I think the difficulty should actually only change nation behavior,
not bot behavior. Their attacks are harmless anyways.
So lets remove that little check.
Also let `shouldAttack()` return true for bots.
## Please complete the following:
- [X] I have added screenshots for all UI updates
- [X] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [X] I have added relevant tests to the test directory
- [X] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
## Please put your Discord username so you can be contacted if a bug or
regression is found:
FloPinguin
## Description:
A small number of people are complaining that bots no longer attack them
and that "This has broken the factory farming strat".
In the old #2550 I somehow added that bots on easy difficulty don't
attack humans and nations anymore.
And public games are on easy difficulty now.
But I think the difficulty should actually only change nation behavior,
not bot behavior. Their attacks are harmless anyways.
So lets remove that little check.
Also let `shouldAttack()` return true for bots.
## Please complete the following:
- [X] I have added screenshots for all UI updates
- [X] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [X] I have added relevant tests to the test directory
- [X] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
## Please put your Discord username so you can be contacted if a bug or
regression is found:
FloPinguin
## Description:
Switch to GHCR for faster pulls/pushes and increased rate limits
Use cache-builder driver for better caching, so npm ci is cached if
dependencies don't change.
## Please complete the following:
- [x] I have added screenshots for all UI updates
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [x] I have added relevant tests to the test directory
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
## Please put your Discord username so you can be contacted if a bug or
regression is found:
evan
## Description:
Reverts #49b01d8
Move cloudflare tunnel creation back into startup.sh. This keeps the
infra outside of the main app.
## 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
## Description:
1. eliminate redundant curls/downloads
2. better stage organization
3. only copy required dirs & files, (removed the COPY . .)
## Please complete the following:
- [x] I have added screenshots for all UI updates
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [x] I have added relevant tests to the test directory
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
## Please put your Discord username so you can be contacted if a bug or
regression is found:
evan
## Description:
This PR improves the public lobby join button UI by providing clearer,
state-aware feedback while a player is waiting to enter a match.
The button text now reflects two distinct phases of the join flow:
- **Waiting for players** while the lobby is filling
- **Starting game…** when the match is about to begin
This removes ambiguity caused by relying only on button color changes
and makes it immediately clear whether the join action has registered
and what stage the lobby is currently in.
### Demo

## How
- Replaces the static **“Join next game”** label with dynamic text based
on lobby state
- Shows **“Waiting for players”** with an animated three-dot indicator
while the lobby fills
- Switches to **“Starting game…”** shortly before the match begins
- Animation and state reset cleanly when leaving or cancelling
- Uses existing lobby timing and state, with no additional network calls
## Notes
- No CSS changes
- No behavioral changes to matchmaking logic
- Fully contained within `PublicLobby.ts`
- Added translation keys for the updated indicators to `en.json` (Rest
of language files will need to be updated)
## Testing notes
During local testing (single-player, local server), the button text
transitions as follows:
- Initial state (not clicked): **“Join next game”**
- After first click, the text briefly shows **“Starting game…”**
- It then switches to **“Waiting for players”** with the animated dots
- Shortly before the match starts, it switches back to **“Starting
game…”** and proceeds to start a solo game
Not sure why this flow happens in the testing environment:
**“Join next game”** ->**“Starting game…”** (brief) -> **“Waiting for
**players...”**** -> **“Starting game…”** (brief)
instead of just:
**“Join next game”** -> **“Waiting for **players...”**** -> **“Starting
game…”** (brief)
More testing is needed.
## Checklist
- [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
- [ ] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
## Description:
Relevant for singleplayer and HumansVsNations:
Humans sometimes try to flood the entire ocean with warships. The goal
is to dominate the trade and to block transport ships.
The already existing `trackTransportShipsAndRetaliate` and
`trackTradeShipsAndRetaliate` methods can't stop these large scale
infestations, the nations are completely helpless.
The new `counterWarshipInfestation` method checks if a nation is one of
the top 3 richest players (Enough money for warships) and if any enemy
(or enemy team) has accumulated more than 10 (for teams total 15)
warships, then builds a counter-warship targeting that threat.
This feature only activates on Hard or Impossible difficulty.
Thats how it can look, nations send out a warship every couple of
seconds, until the infestation threat is gone:
<img width="779" height="670" alt="Screenshot 2025-12-20 160600"
src="https://github.com/user-attachments/assets/25040077-e7db-4720-aea4-7c230afe05ea"
/>
## Please complete the following:
- [X] I have added screenshots for all UI updates
- [X] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [X] I have added relevant tests to the test directory
- [X] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
## Please put your Discord username so you can be contacted if a bug or
regression is found:
FloPinguin
## Description:
Currently the instructions page not only has hardcoded keybinds for the
hotkeys section, but they're also not updated (`1` and `2` are written
as decreasing and increasing attack ratio instead of `T` and `Y`). This
fix introduces a function in the `HelpModal` to get the keybinds from
the local storage and render the keys in the instructions section
dynamically. Special keys (like Arrow keys and Shift) are handled, as
well as support for the keys on a Mac computer (i.e. `⌘`).
### Video Demo
https://github.com/user-attachments/assets/2d6c6ee9-5e5d-4c7e-83df-363a345afe4d
## 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
## Description:
After 2 months of vacancy(my bad sorry), i have returned to end this
mess of a PR stain that i left to the codebase.
The issue is fixed, my written tests are passing, and i hand-tested and
it worked out.
Also I had to transforms Lit's ES modules into commonJS format so jest
can execute for my test,
which will indirectly enable other Lit components to be able for
testing(only my test for now)
refer to #2148 for UI stuff, nothing changed there.
## 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:
jackochess
Resolves#2673
## Description:
- This PR unifies difficulty naming by switching all difficulty
identifiers to a single lowercase set of keys (`easy`, `medium`, `hard`,
`impossible`) and aligning UI + translation keys (`en.json`) to match.
- The old UI labels (`"Relaxed"`, `"Balanced"`, `"Intense"`) have been
removed and replaced with the standardized difficulty terms (`Easy`,
`Medium`, `Hard`).
<img width="1312" height="306" alt="image"
src="https://github.com/user-attachments/assets/a59c5fae-f435-427d-b851-eef179a1e94f"
/>
## 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.
## Description:
1. Players complained that they have problems allying with nations in
the earlygame. So I added an `isEarlygame()` check to
`AllianceBehavior`. This should make the easier difficulties much easier
:)
2. The attack order of nations now depends on the difficulty. Easy and
medium nations got dumbed down, they now take nuked territory before
retaliating against attacks again.
3. The attack rate now depends on the difficulty. Easy nations are
reacting slower than impossible nations (to make sure the number of sent
alliance requests stays the same I removed the difficulty check in
`maybeSendAllianceRequests()`).
4. On easy and medium difficulty nations will sometimes just skip an
attack if the enemy is a human (`shouldAttack()`). But this did not
apply for the nuking logic. Now it does, which makes the easier
difficulties a bit easier.
5. I tuned the `getBotAttackMaxParallelism()` method a bit. The nations
are doing a bit less parallel bot attacks now, which makes the easier
difficulties a bit easier.
6. The settings in MIRVBehavior now depend on the difficulty. On easy
difficulty, nations will only send MIRVs very rarely.
7. Unrelated MIRVBehavior Cleanup: There was a 2 second cooldown and
cache logic. But it was completely useless because `considerMIRV()` is
only called every 4-8 seconds by NationExecution. So I removed it.
8. Unrelated little cleanup: I made a couple of methods `private`
## Please complete the following:
- [X] I have added screenshots for all UI updates
- [X] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [X] I have added relevant tests to the test directory
- [X] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
## Please put your Discord username so you can be contacted if a bug or
regression is found:
FloPinguin
## Description:
Returned code that spawns nations around predefined coordinates from the
map manifest.
## 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:
nikolaj_mykola