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19 Commits
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a7f992e9b0 |
refactor: convert to npm-workspaces monorepo (engine/core-public/shared/client/server)
Restructure the single src/ tree into an npm-workspaces monorepo under
packages/, rename core -> engine, extract a types-only core-public layer,
and break the pre-existing engine -> client dependency cycle.
Structure (packages/):
core-public public API/wire schemas + shared enums (clean leaf)
shared framework-agnostic helpers (clean leaf)
engine deterministic simulation (was src/core)
client rendering/UI (was src/client)
server coordination (was src/server)
Dependency DAG: engine -> {core-public, shared}; client -> {core-public,
shared, engine}; server -> {core-public, engine}.
- npm workspaces: root package.json workspaces + per-package package.json;
tsconfig.base.json holds shared options + path aliases
(core-public/* shared/* engine/* client/* server/*) resolved uniformly by
tsc, Vite (resolve.tsconfigPaths), Vitest, and tsx. Lockfile regenerated.
- core-public: moved Schemas/ApiSchemas/CosmeticSchemas/StatsSchemas/
ClanApiSchemas/WorkerSchemas/Base64/PatternDecoder; extracted the enums
(GameTypes), GameEvent type, emoji table, and GraphicsOverrides schema.
Engine re-exports the moved enums/types so existing imports keep working.
- Broke engine -> client cycle:
- renderNumber/renderTroops -> shared/format
- NameBoxCalculator moved into engine
- username validation returns translation key + params; client translates
- applyStateUpdate moved to client (operates on the render-only PlayerState)
- Config/UnitGrid/execution-Util/GameImpl now use structural read
interfaces (engine/game/ReadViews: PlayerLike/UnitLike/GameLike) instead
of importing client view classes; client imports view classes from a new
client/view barrel; deleted the engine/game/GameView re-export shim.
- Build/deploy updated: vite.config, index.html, eslint, Dockerfile
(copies packages/ + tsconfig.base.json before npm ci), .vscode, tests.
Verified: tsc --noEmit clean; 1364 + 65 tests pass; production vite build
succeeds; engine has zero client/server imports; core-public and shared are
dependency leaves.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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275fd0dccc |
refactor: collapse per-env Configs into ClientEnv + ServerEnv (#3906)
## Description: This is a refactor to simplify config handling. Replaces the per-environment DevConfig/PreprodConfig/ProdConfig class hierarchy with two static classes: ClientEnv (browser main thread, reads from window.BOOTSTRAP_CONFIG) and ServerEnv (Node server, reads from process.env). The four config classes are deleted, the abstract DefaultServerConfig is gone, and DefaultConfig is renamed to Config. The values that flow server → client (gameEnv, numWorkers, turnstileSiteKey, jwtAudience, instanceId) used to be baked into the hardcoded per-env classes. They're now real env vars on the server, embedded into a single window.BOOTSTRAP_CONFIG object in index.html at request time (alongside the existing gitCommit/assetManifest/cdnBase globals, which moved into the same object), and read back by ClientEnv on the client. The dev defaults previously hidden inside DevServerConfig are now explicit in start:server-dev (NUM_WORKERS=2, TURNSTILE_SITE_KEY=1x..., JWT_AUDIENCE=localhost, etc.) and in vite.config.ts's html plugin inject.data. Production deploys plumb NUM_WORKERS and TURNSTILE_SITE_KEY through deploy.yml (GitHub vars) into the remote env file; JWT_AUDIENCE is derived from DOMAIN in deploy.sh. The dynamic /api/instance endpoint is gone — INSTANCE_ID rides along in BOOTSTRAP_CONFIG now. ServerEnv is the only thing server code touches; ClientEnv is browser-only. The two classes have intentional overlap (env, numWorkers, jwtIssuer, gameCreationRate, workerIndex, etc.) since they derive identical logic from different sources — there's a TODO in each to consolidate via a shared helper later. The game-logic Config no longer stores a ServerConfig/ClientEnv reference and its serverConfig() getter is gone; the one caller (MultiTabModal) now reads ClientEnv.env() directly. Worker init no longer carries server-config values since nothing in the worker actually reads them. ## 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 |
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86e51ab790 |
Fix nation spawnkilling 🔧 (#3222)
## Description: As far as I can remember, in v28 the spawn immunity applied to both humans and nations. With the configurable spawn immunity (added for v29) the spawn immunity no longer applies to nations... Because its called PVP immunity now. So right now it's possible to spawnkill nations. This is a big problem for the 5M gold modifier games... And you can "cheat" in singleplayer. This PR changes two things: - Nations always have 5 seconds spawn immunity now, no matter whats configured for the PVP immunity - Nations attack TerraNullius earlier (Otherwise the easy nations would sometimes do their first attack after the 5 seconds are over, spawnkills would still be possible) ## 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: Ryan <7389646+ryanbarlow97@users.noreply.github.com> |
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b090f2f624 |
HPA* Pathfinding (#2815)
## Pathfinding with HPA*
Hi! The primary objective of this PR is to replace per-tile A* with
hierarchical pathfinding - HPA*. In practice, this means we create an
abstract graph on top of the actual map with far fewer points and use it
to decide on general path structure. Only then we go back to tile-level
and build path between selected waypoints. This speeds up long distance
pathfinding by over 1000x in some cases. To make the review easier, it
comes with a benchmark and visual playground.
## PREPROCESSING
H part of HPA* means "hierarchical" and requires preprocessing.
This PR includes pre-processing as part inside `new Game()` constructor.
It takes about 135ms for `giantworldmap` on my machine, which increases
the effective initialization from ~95ms to ~230ms. This time could be
reduced in different ways, which are **out of scope** for this PR.
After confirming the initialization time is bearable on low-end devices,
I argue merging this PR as-is is acceptable tradeoff. It creates small
lag at the beginning of a round but pays for itself in the first minute
of the match.
## Nerdy details
**Architecture**
- HPA*-style hierarchical pathfinding
- 32×32 sectors on minimap with gateway nodes on borders
- Gateway graph built via BFS during preprocessing
- Water component optimization skips unreachable gateway pairs
- A* on gateway graph → local A* within sectors → Bresenham path
smoothing
- Minimap upscaling identical to currently used in MiniAStar
**Key Optimizations**
- Typed arrays instead of high-level primitives
- Stamp-based visited tracking (no need to recreate buffers, O(1)
clearing)
- Optional - enabled by default - caching of tile paths between gateways
- Line of sight smoothing for the final path
## Review Focus
Play with included tools, benchmark and visualization. Pathfinding
should be safe to merge as a black box - you do not need to understand
the details. Outcomes can be tested empirically in-game. Visualize (and
share!) edge cases with included playground. Confirm the 100x speedup is
real with benchmark.
If you plan to dive into the code, I suggest the following order:
- Pathfinding abstraction in `src/core/pathfinding/`
- Pathfinding tests in `tests/core/pathfinding/`
- NavMesh in `src/core/pathfinding/navmesh/` + integration with
`Game.ts`
- Benchmark in `tests/pathfinding/benchmark/`
Do not look at playground's code, it has been created with a clanker.
The design is 100% mine and I spent way too long polishing it, but I
haven't even once edited the code manually. There is probably no
abstraction whatsoever, just do not look at the code, let it play.
## Core Changes
#### Pathfinding (`src/core/pathfinding/navmesh/`)
- HPA* + refinement -> three phased pathfinding: A* over the graph ->
naive path -> refinement
- comes with A* and BFS optimized for for specific needs
#### Pre-Processing (`src/core/pathfinding/navmesh/`)
- identify water bodies to avoid pathfinding between disconnected nodes
- create high-level graph of gateways on top of tile map
#### Abstraction (`src/core/pathfinding/`)
- common `PathFinder` interface that can return full path and also act
as state machine (`.next()`)
- adapters for both new and legacy algorithm with fallback to legacy if
navigation mesh not available
#### Benchmark (`tests/pathfinding/benchmark/`)
- `npx tsx tests/pathfinding/benchmark/run.ts` - no guesswork, numbers
- `npx tsx tests/pathfinding/benchmark/run.ts --synthetic` - 1000s of
synthetic paths
- `npx tsc tests/pathfinding/benchmark/generate.ts` - generate more as
needed, test new maps
- includes ONE synthetic scenario to avoid PR bloat, generate more
locally / later
#### Playground (`tests/pathfinding/playground/`)
- `npx tsx tests/pathfinding/playground/server.ts` - visualize paths
with both new and legacy algorithm
## Benchmarks
### Compared with legacy in default - hand picked - scenario:
```
Initialization: 95.95ms -> 227.29ms
Pathfinding: 3038.43ms -> 6.45ms
Distance: 26972 -> 26810 tiles
```
### 42,000 synthetic routes across all maps
```
Running 42 synthetic scenarios with hpa.cached adapter...
✅ synthetic/achiran | Init: 93.42ms | Path: 139.07ms | Dist: 1481630 tiles | Routes: 1000/1000
✅ synthetic/africa | Init: 87.14ms | Path: 155.08ms | Dist: 1829414 tiles | Routes: 1000/1000
✅ synthetic/asia | Init: 57.60ms | Path: 112.55ms | Dist:
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af0b8a8d50 |
Configurable immunity timer (#2763)
## Description: Resolve discussions about stalled PR https://github.com/openfrontio/OpenFrontIO/pull/2460 <img width="724" height="348" alt="image" src="https://github.com/user-attachments/assets/c2c9fa79-cace-431a-9ca4-b3656612fa9d" /> Changes: - Added a `Player::canAttackPlayer(other)` function to determine whether a player can be attacked. - This function is now used in most places where a fight can occur: - AttackExecution (land attacks) - Naval invasion - Warship fight - Nukes can't be thrown during the truce - Immunity only affect human players. Nations and bot will fight as usual, and can be fought against. - The immunity timer uses minutes in the modal window. UI: - The immunity phase is displayed with a timer bar at the top. This is from the original PR, to be discussed if it's not deemed visible enough: <img width="632" height="215" alt="image" src="https://github.com/user-attachments/assets/f5ab9aa0-bd4f-4503-b8d6-b40b121fba65" /> ## Please complete the following: - [x] I have added screenshots for all UI updates - [x] I process any text displayed to the user through translateText() and I've added it to the en.json file - [x] I have added relevant tests to the test directory - [x] I confirm I have thoroughly tested these changes and take full responsibility for any bugs introduced ## Please put your Discord username so you can be contacted if a bug or regression is found: IngloriousTom --------- Co-authored-by: newyearnewphil <git@nynp.dev> |
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7db8d51bf7 |
Remove RNG from SAM launchers (#2665)
## Description: SAMs will now always hit their target instead of missing sometimes. 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: Lavodan |
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9c24d29824 |
AFK team mate v2: better ship handling + tests + bugfix (#2396)
## Description: See PR https://github.com/openfrontio/OpenFrontIO/pull/2203 It was reverted. This unreverts it, with an added fix for boat troops not getting returned to owner. And small comment updates. And a const for boatOwner to re-use. The added bugfix is check for this.sourceTile === null in the retreat() function in AttackExecution. A boat attack always sets removeTroops to false because the troops were already removed from owner troops when the boat departed. They don't have to be removed again in AttackExecution init, when the boat lands and the attack starts. But at the end of the attack, in retreat() in AttackExecution, the starting/boat troops still need to be returned to the owner. That's why even if removeTroops is false, when sourceTile is not null (only when it's a boat attack) we add back the troops to the owner. ## 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: tryout33 --------- Co-authored-by: Fx Morin <28154542+FxMorin@users.noreply.github.com> Co-authored-by: Ryan <7389646+ryanbarlow97@users.noreply.github.com> |
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d16a2485e3 | Merge branch 'v26' | ||
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5dde4cc16d |
Extend SAM Range to cover Hydros when stacked (#2351)
## Description: Implements SAM range extension for stacked SAMs to cover hydros as requested in #2347 and many times from users in discord. This implementation is as simple as possible: At level 5 and higher, SAMs extend their range to the range of a hydrogen bomb + 10 for a small safety margin. Levels 2-4 are interpolated between. Screenshot to show the sizes compared to a hydro: <img width="400" alt="image" src="https://github.com/user-attachments/assets/a857d66c-e3d4-467f-855f-3539cc90b719" /> Everything works together with the new range UI, although I might need to unify with / rebase on #2350. Not yet tested with #2348, but shouldn't be an issue. ## Input needed: - Should I add tests for this? - This is in effect a massive buff to SAMs, might be too strong. Popular ideas / suggestions from Discord to balance things: - Cap the SAM upgrade level at the maximum range (easy to do) - Alternative, instead of capping the level, decrease the range when missiles are reloading - Increase the cost scaling for SAMs per stack, and scale way higher (e.g. 1.5M > 3M > 4.5M > 6M or something like that) (UI integration unclear, breaks with existing cost logic) - Decrease SAM hit probability for Hydros I'm happy to implement any of these paths, or just roll with the simple way it's set up now, just let me know. ## 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: newyearnewphil --------- Co-authored-by: Evan <evanpelle@gmail.com> |
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1b113873d6 |
Revert "AFK team mate: better ship handling + tests + bugfix (#2203)"
This reverts commit
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e7c49d57d2 |
Add deletion duration and indicators (#2216)
Adds a timer before self deleting units Adds a loading bar under deleting units Adds a timer in radial menu for clarity purposes  - [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 regression is found: Mr.Box --------- Co-authored-by: Evan <evanpelle@gmail.com> |
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02b4702a11 | Merge branch 'v26' | ||
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896a8ebe92 |
AFK team mate: better ship handling + tests + bugfix (#2203)
## Description: Have AFK player's Warships not attack team members ships, like Transport Ships boating in. If team mate conquers the AFK player, transfer over Warships and Transport Ships to conqueror. The transfered Transport ships attack in the name of the new owner when landing, and when they are retreated they move back to a new owner shore tile if they have any. Added tests. Expectation is this PR will be merged in v26 as the real solution for the temporary workaround of deleting warships. **Currently:** - An AFK player can be attacked without troop loss by their team members. For this purpose, isFriendly now returns false if the other player isDisconnected - But that meant Warships would get False from isFriendly too, and attack the ships and boats of their team members. - [Temporary workaround was to delete warships](https://github.com/openfrontio/OpenFrontIO/commit/eea8db7a06aed50c005db35ad55ece026f7a3643) as soon as the player was deemed AFK. But this is a disadvantage to the team. For example the AFK player could have 6 warships in the waters, either defending team land or helping the team cross over to the enemy team. - Transport Ships that were on the way to attack, were still deleted after the AFK player was conquered. But this is also a disadvantage, if say a transport ship has just managed to breach through to the enemy lands despite warships all around. That could have made the win for the team. (Left to think about: do we want to transfer part of the defender troops to the isOnSameTeam attacker? Defender looses less troops in the attack from their team mate. You'd expect troops to lay down their arms mostly, if the attacker is on the same team and doesn't loose troops themselves. Those troops that they loose less than normal, are then added to the attacker once they've been deemed conqueror. The enemy team can still attack and do normal damage, and can still also be the conqueror so the team members have to be fast.) **Changes in this PR:** - GameImpl > conquerPlayer: Transfer ownership of the warships to the conquerer of their lands. If the conqueror is not a team member (other team can still attack, in their case with troop loss), they won't get the warships and the ships will be deleted like normal. If the conqueror is a team member, have them capture the warships. (Captures need to happen in conquerPlayer since this is right before the last tiles are conquered and PlayerExecution finds out the player is dead and deletes its units. Captures will be recorded in the stats just like normal. Things like this add an extra incentive to be the fastest to conquer the AFK player, next to getting their gold which is also recorded in stats. The normal Event Box messages are also displayed.) - GameImpl > conquerPlayer: Also transfer Transport Ships. As a note: the limit of 3 transport ships concurrently out on water for one player, can be exceeded in this specific case (the boatMaxNumber is only checked for canBuild via TransportShipUtils, and in the init of a TransportShipExecution, not for an existing TransportShipExecution with a changing owner). This keeps the situation even for the team in terms of ships that are already out to attack, which is fair. captureUnit/setOwner won't do the full job here though, so changes in TransportShipExecution are needed. - TransportShipExecution: Added originalOwner. So we can check within the execution itself if the Original owner disconnected, and if so if the new owner is on the same team. Only in that case change private this.attacker. This.attacker can still not be changed from the outside in this way. Find new src of new owner to retreat boat to if needed, and if new owner has no shore set it to null so the boat will be deleted upon retreat. To find new src tile of new owner, use bestTransportShipSpawn instead of canBuild because canBuild checks for max boats = 3 etcera but the boat is already on its way so those checks don't apply (we could get false back from canBuild because there's 3 ships out, while we only need to find the source tile so use bestTransportShipSpawn). - TransportShipUtils: to use bestTransportShipSpawn to find new owner source tile to retreat to, we need to make sure it can handle a new owner without shore tiles. When the new owner has no shore tiles (candidates.length === 0), return false. This way it won't go on to call MiniAStar which would have SerialAStar error on an empty this.sources array. - WarshipExecution: Changed isFriendly. This makes sure we have the wanted behavior: allied/team ships should not attack each other once one of their owners goes AFK. - AttackExecution: added one more test specifically to check if attack on AFK teammate is still witthout troop loss "Player can attack disconnected team mate without troop loss". Also a bugfix that I left in after removing a related change from this PR: Add a check for removeTroops === false in the retreat() function, so at the end of the attack we don't add troops back to owner troops if they were never removed in the init. This check in retreat() is actually a bug fix because removeTroops is in the constructor and can be set to True, but in retreat() troops would then have been given back after not being removed at init. - DefaultConfig: small addition to comment. - Disconnected.test.ts: added tests. Added useRealAttackLogic because at least "Player can attack disconnected team mate without troop loss" needs to use the real attackLogic. - TestConfig: new class useRealAttackLogic extends TestConfig class, so a test setup can use the real attackLogic from DefaultConfig instead of the mock function in TestConfig. - Setup.ts: for the test setup, add parameter to accept useRealAttackLogic extension class. Defaults to TestConfig. ## 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: tryout33 --------- Co-authored-by: Evan <evanpelle@gmail.com> |
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dddf54be0b |
Add deletion duration and indicators (#2216)
## Description: Adds a timer before self deleting units Adds a loading bar under deleting units Adds a timer in radial menu for clarity purposes  ## 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 --------- Co-authored-by: Evan <evanpelle@gmail.com> |
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ad42dc0ee8 |
Fix sam targetting everything (#1280)
## Description: There was a regression on how sam targets nukes. This fixes it ## Please complete the following: - [x] I have added screenshots for all UI updates - [x] I process any text displayed to the user through translateText() and I've added it to the en.json file - [x] I have added relevant tests to the test directory - [x] I confirm I have thoroughly tested these changes and take full responsibility for any bugs introduced - [x] I understand that submitting code with bugs that could have been caught through manual testing blocks releases and new features for all contributors ## Please put your Discord username so you can be contacted if a bug or regression is found: Vivacious Box |
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11791719e4 |
nukes now reduce attacking troops and transport ships (same as rest of pop) (#350)
Co-authored-by: Evan <evanpelle@gmail.com> |
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f2193edc7c |
priortize ally ports and close ports (#335)
2x more likely to trade with ports belonging to an ally OR close. 3x more likely to trade with ports belonging to an ally AND close. Add trading tests |
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68621f326a | sam do not target twice same nuke (#270) | ||
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cd1f8b9586 | add testing infrastructure and example test (#276) |