Commit Graph
8 Commits
Author SHA1 Message Date
ad8d7e995a feat(client): verified-name toggle (play under your account name) (#4648)
## Summary

The client half of the verified-name plan: subscribers with a claimed
bare name can opt in to play under it, and the game renders a
**server-validated** blue verified check next to their name.

### Verified toggle (username row)
- Blue check-circle badge + "Verified" label act as a toggle button in
the play username row, shown to all users (hidden on CrazyGames via
`no-crazygames`); both turn blue when active and the input locks to the
bare account name — `getUsername()` feeds every join path.
- Non-subscribers (logged out, `unclaimed`, lapsed `claimed`) get a
subscribe-first dialog whose **View store** routes to
`#modal=store&tab=subscriptions`. Entitled players without a usable name
(never set, or `TEMPORARY####`) are routed to the account modal instead.
- The opt-in persists in localStorage but never auto-enables while
ineligible; unchecking restores the saved free-form name. Anonymity
stays a first-class option.
- After a successful username save the page reloads so every consumer
restarts from a fresh `/users/@me`.

### In-game badge (GL name pass)
- New `verified` boolean on `PlayerCosmeticRefsSchema` (client claim)
and `PlayerCosmeticsSchema` (resolved). `getPlayerCosmeticsRefs()` sets
it from the toggle state, covering both the multiplayer join and
locally-resolved singleplayer paths.
- **Server-validated at join, today**: the Worker already fetches
`/users/@me` with the client's token on every authenticated join
(flares/friends/clans), and that response carries the account username
since #4644 — so `verifiedBadgeAllowed` keeps the claim only when the
bare-name status is `premium`/`indefinite` AND the join name exactly
matches the account's resolved display name. Zero extra requests, no
token-claim staleness. Mismatches strip the badge rather than rejecting
the join; a pre-start rejoin identity change also drops it (that path
skips join-time validation). Anonymous persistent-ID joins exist only in
Dev and keep the claim for local testing.
- Rendering: 10th instanced slot in the name pass's `StatusIconProgram`,
anchored just right of the name text (`nameHalfWidth` was already in the
player data texture), slightly below the name line's center. The badge
art is a new cell (index 11) in `status-atlas.png`; the flag rides the
free `pd8.y` column. Anonymized viewers never see it (cosmetics are
already stripped for hidden players).

## Test plan

- Full suite passes (2,047 + 173), including new tests: cosmetics schema
`verified` (optional/boolean-only), `Privilege.isAllowed` pass-through,
and `verifiedBadgeAllowed` (exact match, case rejection, unentitled
statuses, missing name).
- Headless real-app verification of every toggle state (dialogs,
persistence, silent drops, store-tab routing, save→reload) with stubbed
API routes.
- Drove a real singleplayer game headless (WebGL via ANGLE Metal): the
blue check renders to the right of "Bob", scaled and tucked to the name;
bot/nation names show no badge. Screenshot-verified.

🤖 Generated with [Claude Code](https://claude.com/claude-code)

---------

Co-authored-by: Claude Fable 5 <noreply@anthropic.com>
2026-07-20 08:28:21 -07:00
Zixer1andGitHub 78ef7b56fd feat(doomsday-clock): battle-royale style zone gamemode (#4469)
Resolves Issue #4463

## Description:

An optional game mode that (almost) guarantees a finish instead of
letting late-game
stalemates drag on.
Originally called sudden death, renamed to Doomsday clock

Once enabled, every side (each player in FFA, each whole team in team
modes)
must hold a rising share of the map. A side below the bar is skulled;
after a
short warn its troops bleed to zero, forcing consolidation to a winner.

### How it works
- **Rising zone:** a grace period, then the required share ramps up
linearly to
each level with 30s pauses between (a battle-royale "zone"). Levels
track the
  ofstats FFA territory median (3/5/10/20/30%).
- **Four speed presets** (slow / normal / fast / very fast) change only
the pace:
  normal ends ~30 min, very fast ~15.
- **Troop decay:** a linear ramp as a % of max capacity, ~50s from
caught to zero
  (10s warn + ~50s ≈ 1 min total).
- **UI:** a HUD panel (live share vs target, wave/decay countdowns,
red/orange
cues) and an on-map skull above flagged players (blinks in danger,
steady while
  draining).

### Notes for review
- Off by default; no effect on existing games. However, as discussed we
can add it to the modifier pool for public games to see how popular the
gamemode is vs normal play.
- Sim is deterministic (integer-only, in `src/core`), covered by unit +
  integration tests.
- One-line addition to `GameServer.updateGameConfig` so the setting
survives the
  host → server → client round-trip.
- Status is packed into the existing name-pass data slot (`pd4.w`: 0/1/2
=
none/danger/draining); the skull is composited into the icon atlas at
load.

### Testing
`npm test`, `npm run lint`, `npx prettier --check .`, `npm run
build-prod` all pass.

### UI:
<img width="243" height="100" alt="Image"
src="https://github.com/user-attachments/assets/c4c9eeb0-4feb-437d-9aac-b2786a841b74"
/>

Dropdown between slow, normal, fast, very fast

Before zone:
<img width="302" height="175" alt="Image"
src="https://github.com/user-attachments/assets/7359a1ea-4951-446d-a23c-0711fe06cc5d"
/>

Zone started, player not affected the pannel also blinks orange for 10s:
<img width="297" height="175" alt="Image"
src="https://github.com/user-attachments/assets/fcc565a5-d5d0-47a7-97ea-d0ba9d9ad899"
/>

Player affected, grace period (Danger):
<img width="314" height="170" alt="Image"
src="https://github.com/user-attachments/assets/ff96d21e-96f3-4ef9-8190-48eecc7aac0f"
/>

Skull icon blinking over player (everyone sees it) - older screenshot,
the clipping has been fixed
<img width="462" height="145" alt="Image"
src="https://github.com/user-attachments/assets/53899211-33b1-40e1-83f2-77f2096f0cad"
/>

Player affected, grace period ended (Draining):
<img width="360" height="159" alt="Image"
src="https://github.com/user-attachments/assets/4b226d57-da4d-4866-ab5f-db48e4ed1ea2"
/>

Skull icon no longer blinking, everyone can see you are in a state of
decay, and troops are draining:
<img width="732" height="146" alt="image"
src="https://github.com/user-attachments/assets/cd10fedb-6e87-4dfc-9fbf-55d3945a7901"
/>


Skull is visible like alliances icon also on player tab
<img width="558" height="81" alt="Image"
src="https://github.com/user-attachments/assets/6acdbe91-bdd0-40c7-942b-3990d4dae87f"
/>

(just UI example, best way to see it is to hop on a solo game and play
against AI)

## 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

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

zixer._
2026-07-02 18:42:03 -07:00
evanpelle 65e99b25e7 Add retreating warship indicator and warship 2-color treatment
Warships now render with a dedicated center accent band so their state
reads at a glance:
- Normal: center + outer ring share the territory color (2-color look),
  hull uses the border color.
- Angry (attacking): outer ring and center turn red.
- Retreating to repair: the center blinks black.

The warship sprite center moved to its own gray value (100) in the unit
atlas so the shader can drive it via a new fourth replacement band, with
no per-unit-type branching — the missiles' shared 130 blend band is
untouched.

Warship repair-retreat (warshipState.state === "retreating") now feeds
the existing UnitState.retreating boolean in UnitView, which UnitPass
maps to a FLAG_RETREATING instance flag.
2026-06-08 17:32:21 -07:00
evanpelle 99a20ac032 Shrink warship shell sprite to a single pixel
The shell (unit-atlas.png col 7) was a centered 3×3 white square, so it
rendered as a 3×3-world-tile block. Replace it with a single centered
white pixel so shells render as one pixel, matching the original
pixel-shell look. The atlas is sampled with NEAREST and unitSize is 13
(1 atlas px ≈ 1 world tile), so the lone pixel stays crisp.

Update the UnitPass header comments that described the shell as 3×3.
2026-06-08 14:31:02 -07:00
evanpelle 385b4dd686 Add steady glow effect beneath hydrogen bomb
Render a soft radial glow underneath the hydrogen bomb sprite in
UnitPass. H-bomb instances draw an enlarged quad (hBombGlowScale) so
there's room for the halo; a cell-space UV remap keeps the sprite at its
normal size while the margin becomes glow area. The glow is a steady
(non-pulsing) radial falloff in a warm amber, alpha-blended underneath
the sprite and suppressed in alt/affiliation view.

Detection uses a HYDROGEN_BOMB_COL shader define derived from
UNIT_ORDER, so it tracks the atlas layout rather than hard-coding the
column. All other units are unaffected (scale 1, same fillrate); this
stays a single program / two instanced draw calls.

Glow color, scale, strength, and falloff are exposed in
render-settings.json for live tuning via the debug GUI.
2026-06-05 19:47:07 -07:00
evanpelle 7c75df8426 bugfix: mirv skull eyes not showing 2026-05-29 10:50:00 -07:00
EvanandGitHub 19beab9a70 flags (#3985)
# Dynamic flag atlas (runtime TEXTURE_2D_ARRAY)

Replaces the build-time `flag-atlas.png` with a runtime
`TEXTURE_2D_ARRAY`
populated on demand from each player's server-resolved flag URL. Layers
are
deduped by URL (every "Mercia" bot shares one slot), so the per-game
working
set is bounded by unique flags, not player count.

## Why

The store will eventually ship hundreds of custom flags fetched from the
CDN,
which can't be baked into a static atlas. Moving to a runtime array also
lets
the catalog grow without bloating the client bundle.

## Side effect (bonus)

Human players' country flags (`country:US`, etc.) now display next to
their
names in-game. The old atlas only contained nation names, so non-nation
flags
were silently dropped.

## Notes

- Cell size is fixed at 128×85; loaded images are aspect-fit and
centered.
- Layer cap is 512 (clamped to `MAX_ARRAY_TEXTURE_LAYERS`). Past the
cap,
  further flag requests render no icon.
- Mipmaps are regenerated after each layer upload.
- Recommend store pipeline caps custom flag uploads at SVG or PNG ≤
256×170,
  ≤ 50 KB (decode-time RAM and bandwidth, not VRAM).


## 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
2026-05-22 13:19:22 +01:00
evanpelle 8a4b12c4d6 move WebGL atlases into resources/atlases/, route through assetUrl()
src/client/render/gl/assets/ held 11 atlas files (PNGs + JSON metadata)
that bypassed the asset-manifest pipeline — they were imported via
Vite's ?url query, bundled, and served same-origin instead of going
through the CDN like every other game asset. Moved them to
resources/atlases/, switched the PNG imports to assetUrl("atlases/...")
so they flow through the manifest, and updated the JSON metadata
imports to "resources/atlases/..." paths. Also dropped an orphan copy
of MissileSiloIconWhite.svg (no callers; resources/images/ already had
the canonical version).

render-settings.json stays in src/ — it's renderer tuning config
consumed at bundle time, not a URL-served asset.
2026-05-17 12:54:57 -07:00