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Commits
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1a34321ac8 |
Fix transport ships targeting unreachable inland-lake shores (#4577)
Resolves #4555 ## Description: Fixes the bug where transport boats could not be sent to certain targets (e.g. between the arrows on the Four Islands map) when the attacker's territory was far enough away that it approached the target from its inland-lake side. **Root cause:** The transport landing tile was selected purely by distance. `targetTransportTile()` called `SpatialQuery.closestShore()`, which returns the nearest shore owned by the target using a Manhattan-distance BFS and only checks `isShore && isLand && owned` — it never considers whether that shore is reachable by water. Water bodies are tracked as connected components (an inland lake is a separate component from the surrounding ocean), and the *source* selection (`closestShoreByWater()`) correctly requires the attacker to have a shore in the same water component as the destination. So when the nearest owned shore happened to face a disconnected inland lake, the source search found no shore in the lake's component and the transport silently failed — even though the same target had an ocean-facing shore that the attacker's boats could actually reach. **Fix:** Make destination selection reachability-aware so a lake-facing shore is never chosen when a reachable one exists. - Added `SpatialQuery.closestReachableShore(targetOwner, attacker, tile)`: it first collects the set of water components adjacent to the attacker's own shoreline, then returns the nearest target-owned shore whose water component is in that reachable set. Shores that only border a disconnected water body (an inland lake) are skipped. It returns `null` only when the target has no reachable shore at all. - `targetTransportTile()` now takes the attacker and delegates to `closestReachableShore()` instead of `closestShore()`. Its two callers — `canBuildTransportShip()` and `TransportShipExecution.init()` — already have the attacker in hand and pass it through, so both the build-time check and the actual execution agree on the same reachable destination. - `closestShore()` is left unchanged; this adds a reachability-aware variant rather than altering existing behavior. **Testing performed:** Reproduced the bug first on a generated map with an inland lake enclosed by a thick land moat (confirmed the lake resolves to a separate water component and that `closestShoreByWater()` returns `null` for the lake-facing destination while a reachable ocean shore exists). Added unit tests for `closestReachableShore()` (picks the reachable ocean shore; returns `null` when every target shore is in an unreachable water body) and a `canBuildTransportShip()` regression test for the lake scenario. Full suite: 1878 tests pass; `tsc --noEmit`, ESLint, and Prettier are all clean. ## Please complete the following: - [x] I have added screenshots for all UI updates — no UI changes in this PR - [x] I process any text displayed to the user through translateText() and I've added it to the en.json file — no user-facing text added in this PR - [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: Navaneeth Prabha#0825 |
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f1d162825e |
feat: remove spawn timer on singleplayer (#3199)
Resolves #1041 ## Description: Remove the singleplayer spawn countdown so the game starts when the player spawns, spawn nations immediately after player spawn, and align game timer/max-timer timing with the new start point. Added a singleplayer regression test for spawn-immunity timing (GameImpl.test.ts) and updated spawn-phase loop tests to use gameType: GameType.Public where singleplayer behavior is not under test (e.g. MIRV/AI/Spawn/WinCheck-related suites), eliminating inSpawnPhase() timeout hangs after the new singleplayer start logic. https://github.com/user-attachments/assets/c07a585f-1153-490e-88ca-a91fc7ae5756 ## 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 |
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0e3ced3bfa |
Pathfinding Refactor pt. 2 (#2866)
## Playtest https://pf-pt-2.openfront.dev/ ## Pathfinding Refactor pt. 2 <img width="1536" height="1024" alt="image" src="https://github.com/user-attachments/assets/9477958e-54b7-4c83-b317-ba789e809e9e" /> This is a follow-up to a previous PR introducing pathfinding changes. This time, it introduces a complete refactor of `pathfinding` directory and breakdown into composable pieces. ### Unified PathFinder interface `PathFinder<T>` and `SteppingPathFinder<T>` are introduced to unify **all** pathfinding across the application. First one exposes complete path, while stepping variant allows the callee to iterate over the path by calling `.next`. All pathfinders share this one common interface, which makes them easy to use in any scenario - `PathFinding.Water(game).search(from, to)`. `SteppingPathFinder<T>` extends `PathFinder<T>` with an ability to iterate over the path. It handles caching, storing current index and invalidation. This allows the units to not care about the inner workings of the pathfinder and just call `pf.next(current, target)` and receive instructions on what to do next. ### Common entry point All pathfinders are now exposed from common `PathFinding` entrypoint: - `PathFinding.Water` - `PathFinding.Rail` - `PathFinding.Stations` - `PathFinding.Rail` Additional entry point is introduced for pathfinders which need to work both in the worker, but also on the frontend, which lacks `Game` interface. Currently only `UniversalPathFinding.Parabola` is available. ### Spatial Query New module has been introduced close to `pathfinding` - `SpatialQuery`. It aims to resolve any questions game may have about finding tiles meeting criteria. Currently `SpatialQuery.closestShore(player, target)` and `SpatialQuery.closestShoreByWater(player, target)` are available - they help answering questions about naval invasion: "What is the best landing location from user's click?" and "Which our tile should be used to launch the transport ship?". Under the hood they use very similar mechanics to pathfinding, so it felt right to put them close by. ### Modular architecture Pathfinders now support transformers: `MiniMapTransformer`, `ShoreCoercingTransformer`, `ComponentCheckTransformer`, `SmoothingTransformer`. Transformers functions like a middleware in the pathfinding chain. They wrap around the pathfinder and provide additional functionality. This allows the pathfinder to focus on actually finding the path instead of doing unrelated things. Example chain for simple (A*) water pathfinding: ```ts static WaterSimple(game: Game): SteppingPathFinder<TileRef> { const miniMap = game.miniMap(); const pf = new AStarWater(miniMap); return PathFinderBuilder.create(pf) .wrap((pf) => new ShoreCoercingTransformer(pf, miniMap)) .wrap((pf) => new MiniMapTransformer(pf, game.map(), miniMap)) .buildWithStepper(tileStepperConfig(game)); } ``` The Pathfinder - here `AStarWater` - does not care about the conversion between minimap and main map tiles. It also does not care if the source or destination is a land tile. The transformers take care of that. The pathfinder gets a set of valid coordinates and produces the path - that's it. Modular approach makes working on a particular set of utilities much easier - for example map upscaling is handled consistently across all pathfinders. Additionally, the pathfinders are not tied to the particular map resolution used. Pass them a different map and they will work the same. ### Algorithms Algorithms used are neatly organized inside `src/core/pathfinding/algorithms`. They are prefixed with the algorithm name and suffixed with the use case. File without suffix exposes generic version ready to traverse any graph with adapters. Specialized versions either use an adapter or inline logic when performance is critical - using adapters leads to 20-30% performance loss. The directory includes `A*` and `BFS` but also other useful utils, such as `AbstractGraph` used to generate... an abstract graph on top of the tile map and `ConnectedComponents` helping to identify whether two tiles are connected by a path without actually computing the path. ### Playground The playground have been updated with new algorithms, including tweaked very greedy `A*`. <img width="2175" height="1424" alt="image" src="https://github.com/user-attachments/assets/1f833651-0024-4299-bf86-882f5368358c" /> ### Tests Yeah, there are some, a little too many if I say so myself. But there are no useless tests. I had to ensure refactored code works somehow reliably. This PR comes with trust me bro guarantee, but I would appreciate someone confirming **naval invasions, nukes (esp. MIRV) and warships**. ### Discord `moleole` GL & HF |