Commit Graph

343 Commits

Author SHA1 Message Date
FloPinguin 4fef27d014 Fix WorldRotated enum value to match lang key 🌐 (#3553)
Fixes this display bug, says "WORLD ROTATED" now

<img width="235" height="140" alt="image"
src="https://github.com/user-attachments/assets/dc8bb97d-350a-4ced-a63d-f3564479ba41"
/>

- [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:

FloPinguin
2026-03-31 20:07:02 -07:00
Patrick Plays Badly bfb8a9447c Add multiple funny maps april fools day (#3538)
Requesting that these 4 maps be added temporarily for the April Fools
holiday. Included are:
- A wider version of the Amazon River to allow for larger ships.
- An edit of The Box with more varied terrain.
- A modification to The World which optimizes play for mobile users.
- A custom remix to Antarctica which re-adds ice to the map.
All maps are edits of existing work. All maps have been added as their
own individual map files rather than edits to existing files for ease of
management.

<img width="912" height="1067" alt="temp"
src="https://github.com/user-attachments/assets/089ef59f-8bdf-4c86-b479-620b8c220c3a"
/>
https://discord.com/channels/1284581928254701718/1483786939332169830

- [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

PlaysBadly
2026-03-31 20:01:40 -07:00
PGray be9ea14fe9 refactor: rename Bot to Tribe in internal execution code (#3372)
## Description

Follows up on #3290 which renamed the user-facing "Bots" to "Tribes".
This renames the internal implementation to match:

- `BotExecution` → `TribeExecution`
- `BotSpawner` → `TribeSpawner`
- `BotNames` → `TribeNames` (`BOT_NAME_*` → `TRIBE_NAME_*`)

All callers updated accordingly. `PlayerType.Bot` and `ColoredTeams.Bot`
are intentionally left unchanged as they are serialised wire-format
values.

Closes #3335

## Please complete the following:
- [x] My changes do not break existing functionality
- [x] I have tested my changes

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

---------

Co-authored-by: PGray <PGrayCS@users.noreply.github.com>
2026-03-09 21:31:18 -07:00
FloPinguin 3838de1d30 Option to disable alliances + 2 new modifiers for variety 😄 (#3392)
## Description:

Rex had this idea: "It would be funny to have an option in private
lobbies to disable alliances."
I added it as an option.
Now people can choose to live in constant fear of their neighbors 😆 

Also added two new public game modifiers for variety (only for the
special rotation):
- Alliances disabled (low probability)
- x2 gold multiplier (low probability)

Would be nice to squeeze this into v30, last minute?

## 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
2026-03-09 21:13:13 -07:00
RickD004 84ae5fc879 Adds Aegean map (#3384)
## Description:

Adds Aegean map, a map centered in the Aegean Sea and the aegean islands
between Greece and Turkey. Map has approx. 1M land tiles, size of
1600x2000.

Nations are named after Ancient Greece era city-states and tribes.
Elevation source from OpenTopography, already credited

<img width="1600" height="2000" alt="image"
src="https://github.com/user-attachments/assets/e4f52d6e-bba4-4641-9eac-31e3ddee354e"
/>
<img width="453" height="445" alt="Captura de pantalla 2026-03-08
141256"
src="https://github.com/user-attachments/assets/5d2bc8cf-1e54-461a-ae0f-9bb2dafc2db6"
/>

This has been a heavily requested map in the community, having
suggestions in the Discord, Subreddit and even in some videos (for
example i saw Ultimus Rex suggest an aegean map when asked what maps he
would like in his last stream)

The map is designed so that the greek and turkish main landmasses are
around 400,000 pixels in area, which combined account for around less or
equal to 80% of the map. This means players will have to cross the sea
to win, and to do so they will have to hop across the islands, which
means there will be heavy warship action, instead of having stalemates
like in most island maps where the gap between islands is too large and
players would rather bomb each other.

## 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:

tri.star1011
2026-03-08 22:05:09 -07:00
RickD004 df62251d3a Add San Francisco map (#3373)
## Description:

Adds San Francisco bay map. 21 nations based on cities and towns of the
area. 1.8M land pixels , size of 2000x1700
Elevation data from Opentopography, already credited. 
Map frequency of 3, as to mirror New York map.

<img width="2000" height="1700" alt="image"
src="https://github.com/user-attachments/assets/dc80a2db-6233-4b50-8f07-bd21c23c8b53"
/>

## 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:

tri.star1011
2026-03-07 20:51:59 -08:00
RickD004 6254cc0598 Add Arctic map (#3341)
## Description:

Adds Arctic map, a map centered about the Geographical North Pole using
an azimuthal equidistant projection. Features Cold War themed countries
and subdivisions as nations. Square map with 1.6M land tiles. Terrain
data from Opentopography and Arctic SDI real relief data

<img width="1830" height="1830" alt="image"
src="https://github.com/user-attachments/assets/0b8b1e42-f477-4ebf-a256-c07536db87d9"
/>

## 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:

tri.star1011
2026-03-05 20:43:34 -08:00
Evan 0733c680b9 homepage UI improvements (#3352)
## Description:

A bunch of small UI improvements:

* Make the content width a bit smaller so gutter ads fit
* remove the "duos" "trios" "quads" description on the game card since
it's redundant
* update UI in game card
* minor footer layout changes
* update z-index to ensure content appears above ads
* removed hasUnusualThumbnailSize, instead just check the map ratio
* Use "object cover" for non-irregular maps to the entire game card is
filed
* remove white ouline from the version
* changed solo button to sky blue
* make timer "s" lowercase


I think we may need to change the openfront logo color a bit too to
match the color palette, but we can do that in a follow up.

<img width="1591" height="969" alt="Screenshot 2026-03-05 at 2 04 48 PM"
src="https://github.com/user-attachments/assets/7bb9ea4c-5a17-47e1-bdad-9d6437b363b3"
/>


## 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
2026-03-05 15:17:28 -08:00
VariableVince e137fcaa6c Fix/Perf/Refactor: playerActions and buildableUnits, their callers and related types (#3220)
## Description:

TL;DR: it's faster.

buildableUnits is called via PlayerView.actions from UnitDisplay (each
tick without TileRef), BuildMenu (each tick when open), MainRadialMenu
(each tick when open), PlayerPanel (each tick when open),
StructureIconsLayer (when placing a building from build bar),
NukeTrajectoryPreviewLayer (when placing nuke, on tick when tile
changes), ClientGameRunner (on click to attack/auto-boat or hotkey B or
G).

After https://github.com/openfrontio/OpenFrontIO/pull/3213 got merged,
the change with largest impact in
https://github.com/openfrontio/OpenFrontIO/pull/3193 was done in such a
different way that a new PR was needed

The idea in 3193 was to not always ask for Transport Ship from
buildableUnits. In such a way that very little extra data was send to
the worker. This had the biggest impact on performance (the idea was
months older btw, see
https://github.com/openfrontio/OpenFrontIO/pull/2295). Now, we do it the
other way around, by telling buildableUnits all unit types we want. Or
we want them all (undefined). The downside is more data is send in the
worker message. The upside is we have more options and can add more in
this PR.

This PR implements some of the leftovers in 3193 on top of 3213 and adds
further improvements.

(Some unrelated refactor/perf changes where moved out of this PR and
into already merged
https://github.com/openfrontio/OpenFrontIO/pull/3233,
https://github.com/openfrontio/OpenFrontIO/pull/3234,
https://github.com/openfrontio/OpenFrontIO/pull/3235,
https://github.com/openfrontio/OpenFrontIO/pull/3236,
https://github.com/openfrontio/OpenFrontIO/pull/3237,
https://github.com/openfrontio/OpenFrontIO/pull/3238,
https://github.com/openfrontio/OpenFrontIO/pull/3239)

- **GameRunner**, **WorkerMessages**: _playerActions_ and
_PlayerActionsMessage ._ Option to ask for no buildable units (null). It
now has 3 modes: get all actions and all buildings (units undefined),
get all actions and no buildings (units null), or get all actions and
specific building (units contains Unit Types).

- **GameRunner**: _playerActions_. fixes wrong assumption in PR 3213:
that only if units was undefined, we have to know canAttack.
ClientGameRunner wants to know both, in case of a click on non-bordering
land, to decide if it should auto-boat using a Transport Ship. So units
is not undefined (we only ask for Transport Ship now which has a
positive effect on performance for each click/tap) but we need canAttack
still.
Solved by removing the unit === undefined check before _canAttack_ in
_playerActions_.

- **GameRunner**, **GameView**, **WorkerClient**, **WorkerMessages**,
**Worker.worker**: added _playerBuildables_ / _buildables_ next to
existing _playerActions_ / _actions_. With above solved, there was still
no option to only get buildable units when the actions are not needed.
While **StructureIconsLayer**, **NukeTrajectoryPreviewLayer**,
**BuildMenu** and **UnitDisplay** need only that. To not make
playerActions more convoluted with more params or so, i've added a new
function _playerBuildables_ in **GameView** to only get buildable units
(**GameRunner** _playerBuildables_). _playerBuildables_ has 2 modes: get
all buildings (units undefined) or get specific buildings (units
contains Unit Types). Also update some comments that mentioned .actions
in **NukeTrajectoryPreviewLayer**.

- **ClientGameRunner**, **PlayerPanel**, **BuildMenu**, **UnitDisplay**,
**StructureIconsLayer** and **NukeTrajectoryPreviewLayer**: Since PR
3213, **StructureIconsLayer** and **NukeTrajectoryPreviewLayer** ask for
specific types of units from **GameView** _actions_ (**GameRunner**
playerActions). Now have the other files do the same. For example
**BuildMenu** asks for the new _BuildMenuTypes_ when it calls
._buildables_ and **ClientGameRunner** asks for UnitType.TransportShip
when sending a boat

- **ClientGameRunner**: canBoatAttack now accepts BuildableUnit[]
instead of PlayerActions so we can send it either actions.buildableUnits
or just buildables. Have functions call myPlayer.buildables(tileRef,
[UnitType.TransportShip]) when we only need a buildable unit and no
actions. Or myPlayer.actions(tileRef, null) when we need actions but no
buildable units. Or myPlayer.actions(tileRef, [UnitType.TransportShip])
when we need both actions, like canAttack, and a buildable unit. Then if
needed send either actions.buildableUnits or buildables to to
_canAutoBoat_ / _canBoatAttack_.

- **MainRadialMenu**: needs all player buildable unit types including
Transport Ship, so the _actions_ call argument for unit types can stay
undefined (unchanged) there.

- **MainRadialMenu**: now that **BuildMenu** uses _playerBuildables_
instead of _playerActions_, we must put data in
_this.buildMenu.playerBuildables_. And since we're not putting the
(unneeded) full _actions_ in there anymore, we can now put only the
needed and expected _actions._buildableUnits_ in it.

- **Game**, **PlayerImpl**, **StructureIconsLayer**: Typesafety and some
added perf: new type _PlayerBuildableUnitType_ (see also the below point
for how it is formed). So callers of _buildableUnits_ can never ask for
the wrong type like e.g. UnitType.Train because it doesn't return data
for that type. This type is now used in **PlayerImpl**, **BuildMenu**,
**RadialMenuElements**, **StructureDrawingUtils** and **UnitDisplay**
for that reason. And **InputHandler**, **StructureIconsLayer** and
**UIState** (little more on that in point below).

- **InputHandler**, **StructureIconsLayer**, **UIState**: In order to
make type safety work for GhostUnit.buildableUnit.type too (line ~217 of
StructureIconsLayer), changed type of interface _BuildableUnit_ to
_PlayerBuildableType_. Which is only more accurate. Same for and
this.structures and uiState.ghostStructure and with the latter,
_renderUnitItem_ in **UnitDisplay** and _setGhostStructure_ in
**InputHandler**. All Structures are of PlayerBuildableType (there are
even some in PlayerBuildables that aren't Structures, but it is much
more confined than UnitType).

- **Game**: Typesafety and some added perf: added _BuildMenus_ and
_BuildableAttacks_ in the same fashion that the existing StructureTypes
was already used (simplified it a bit too, with it renamed
_StructureTypes_ to _Structures_ and removed _isStructureType_). They
can be used with .types or .has(). _BuildableAttacks_.has() is used in
**RadialMenuElements**. _BuildableAttacks_ and existing _Structures_ now
make up _BuildMenus_. Which is used in **BuildMenu**,
**StructureIconsLayer** and **UnitDisplay**. Then _BuildMenus_ together
with UnitType.TransportShip make up the _PlayerBuildables_. Which is
used in **PlayerImpl** _buildableUnits_ (see point below). And with
_PlayerBuildableUnits_ we get the new _PlayerBuildableUnitType_ (see
above point on Game / PlayerImpl).

- **RadialMenuElements**: replace non-central ATTACK_UNIT_TYPES in
**RadialMenuElements** with centralized _BuildableAttackTypes_ too. Use
_PlayerBuildableUnitType_ for more type safety (can't by mistake add
UnitType.Train to its build menu). Make use of _BuildableAttackTypes_
instead of adding items hardcoded line by line in _getAllEnabledUnits_,
just like we already did since PR 3239 with _StructureTypes_. And use
_BuildableAttacks.types_ in the same fashion that existing
_isStructureTypes_ (now Structures.types) was already used elsewhere.

- **PlayerImpl**: _buildableUnits_ 
-- would do Object.values(UnitTypes) on every call. Now for better perf
directly loop over player buildable units by using _PlayerBuildables_
(see above point). In this way we also exclude MIRVWarhead, TradeShip,
Train, SamMissile and Shell so there are less unit types to loop through
by default. Since a player doesn't build those by themselves, they are
only build by Executions which use _canBuild_ directly and not
_buildableUnits_.
-- for more performance, do for loop instead of using .map and .filter,
no intermediate array needed nor callback overhead. We just loop over
the given units (which if undefined will contain _PlayerBuildables_).
Also pre-allocate the results array to get the most out of it, even if
V8 might already be very good at this.
-- cache config, railNetwork and inSpawnPhase so they can be re-used
inside the for loop.
-- cache cost inside the loop
-- it would check twice for tile!==null to decide to call
findUnitToUpgrade and canBuild. Now once.
-- eliminated double/triple checks for the same thing. It called
_findUnitToUpgrade_ (and with that _canUpgradeUnit_) and then _canBuild_
which both check if player has enough gold for the cost of the unit
type. And they both check if the unit type is disabled. Now we call
private functions _canBuildUnitType_, _canUpgradeUnitType_ to first do
checks on unit type level for early returns, and
_findExistingUnitToUpgrade_ to find existing unit without doing anything
extra. in a specific order to check everything only once. The public
functions _findUnitToUpgrade_ and _canBuild_ have an unchanged
functionality and we don't call them from _buildableUnits_ anymore.
-- would get _overlappingRailRoads_ and _computeGhostRailPaths_ when
canBuild was true. But this data is only meant for
**StructureIconsLayer** and it logically only uses it when placing a new
unit, not when upgrading one. Which is also commented on line 351 of
**StructureIconsLayer**. So, we now only get overlapping railroads and
ghost rails if we're not hovering to upgrade an existing unit.

- **PlayerImpl**: _findUnitToUpgrade_: unchanged functionality, but have
it call new private function _findExistingUnitToUpgrade_ to find
existing unit.

- **PlayerImpl**: _canBuild_: unchanged functionality, but have it call
new private function _canBuildUnitType_ to do the checks it first did
itself. And then new private function _canSpawnUnitType_ for the rest of
the checks. This way we can call _canBuildUnitType_ and
_canSpawnUnitType_ from _buildableUnits_ in a specific order to prevent
double/triple checks.

- **PlayerImpl**: _canBuildUnitType_: new private function to be shared
by _buildableUnits_, _canBuild_ and _canUpgradeUnit_ to be able do unit
type level checks in a specific order to prevent double/triple checks.
Via parameter knownCost, _buildableUnits_ can send it the cost it
already fetched so that it doesn't have to be fetched again. For caller
_canUpgradeUnit_, the isAlive() check (which was previously only done in
canBuild) is new but harmless, maybe even better to have also check
isAlive() on upgrade now that Nations are also upgrading which might
prevent some edge case bugs.

- **PlayerImpl**: _canUpgradeUnitType_: new private function to be
shared by _buildableUnits_ and _canUpgradeUnit_ to be able do unit type
level checks in a specific order to prevent double/triple checks.

- **PlayerImpl**: _canSpawnUnitType_: new private function to be shared
by _buildableUnits_ and _canBuildUnit_ to be able do unit type level
checks in a specific order to prevent double/triple checks.

- **PlayerImpl**: _findExistingUnitToUpgrade_: new private function to
be shared by _buildableUnits_ and _findUnitToUpgrade_ to be able do unit
level checks in a specific order to prevent double/triple checks.

- **PlayerImpl**: _isUnitValidToUpgrade_: new private function to be
shared by _buildableUnits_ and _canUpgradeUnit_ to be able do unit level
checks in a specific order to prevent double/triple checks.

- **PlayerImpl.test.ts**: because of the isAlive() check in which is new
for _canUpgradeUnit_ (see above at _canBuildUnitType_), the tests needed
to have the players be alive at the start, in order to pass.

- **BuildMenu**: use .find instead of .filter in canBuildOrUpgrade, a
function we already needed to change. This is faster and prevents an
allocation.


**PERFORMANCE**
As for calling ._buildables_ instead of unnecessarily getting
._actions_, there is an obvious win because there's less to send
calculate and recieve.

Also asking for only the needed buildings helps a lot (especially if
TradeShip isn't needed, see the difference in benchmark in original
#3193).

But the real-world impact is hard to measure. gave it a try in #3193 and
those results should be even better now.

Now testing only _buildableUnits_ performance in a synthetic benchmark,
we get these results. This is after other performance improvments so the
base is already better than it was in original #3193:

**BEFORE** (only buildableUnits itself)
<img width="602" height="96" alt="image"
src="https://github.com/user-attachments/assets/7770c0fa-a35e-42fc-90de-1de83242ec23"
/>

**AFTER** (only buildableUnits itself)
<img width="603" height="91" alt="image"
src="https://github.com/user-attachments/assets/a1578382-7010-4160-937c-7117bad18beb"
/>


## 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: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com>
2026-03-04 11:32:45 -08:00
bijx c238af389a Feat: Passage Map 🚢 (#3304)
## Description:
Introduces Passage, an island filled thin map (like Amazon River but
inverted) which is a long, thin stretch of islands that makes for some
really fun gameplay. I playtested with 3 friends a number of times and
it's great in pretty much all the modes. Naval gameplay on this map is
particularly fun since some islands in the center basically hold the
choke points on trade ships passing from one side to another, making
them hotly contested territory.

<img width="6000" height="400" alt="long map"
src="https://github.com/user-attachments/assets/7904d6f8-e7b8-437d-852e-68a2f006d200"
/>


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:

bijx
2026-03-02 15:35:19 -08:00
gabigabogabu 9ca342e510 Add Nile Delta map (#3306)
## Description:
Add Nile Delta as a new regional map. Features 11 nations across the
delta region (Alexandria, Damietta, Faraskur, Sheremsah, El
Senbellawein, Aga, Mit Ghamr, Cairo, Heliopolis, Memphis, El Mansoura).
1.36M land tiles at 1556x1280, terrain generated from real relief data.
Includes the Suez Canal. Playlist frequency: 4.

![Nile Delta
thumbnail](https://raw.githubusercontent.com/gabigabogabu/OpenFrontIO/feature/nile-delta-map/resources/maps/niledelta/thumbnail.webp)

## 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
- [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

Source: https://commons.wikimedia.org/wiki/File:Niledelta_33.svg
Discord: gabigabogabu
2026-03-01 20:14:26 -08:00
FloPinguin 417fa0fe09 For v30: Add new modifiers (Hard nations and 25M Starting Gold) 🙂 (#3316)
## Description:

Adds two new public game modifiers for variety and improves compact map
eligibility for team games.

### New Modifiers

**Hard Nations (`isHardNations`)**
- We need this modifier for HvN, because medium nations are easier now
(will result in a much higher human winrate)
- In a discord discussion we concluded that HvN should generally be
easier (higher winrate than 50%, so players are less frustated)
- Thats why only 20% of HvN games have the hard nations modifier (for
now)
- For PvPvE enjoyers, the modifier is also active in FFA games => (Only
2.5% chance, and 1 ticket in `SPECIAL_MODIFIER_POOL`)

**25M Starting Gold (`startingGoldHigh`)**
- Some people in the main discord wanted this modifier, and it will
result in crazy games
- Rare special-only modifier (1 ticket in pool); mutually exclusive with
5M starting gold via `MUTUALLY_EXCLUSIVE_MODIFIERS`
- Disables nations (they lack PVP immunity, so 25M gold doesn't work
well with them)
- Excluded from HumansVsNations games (since it disables nations)
- Spawn immunity set to **2 minutes 30 seconds** (vs 30s for 5M gold),
so people can spend the gold and prepare

### Other Changes

- **Improved `supportsCompactMapForTeams`**: Replaced the hard `smallest
>= 50` land-tile cutoff with a per-team-config calculation that
simulates worst-case compact player count and checks every team gets at
least 2 players.
- **HvN spawn immunity**: Always 5 seconds in both regular and special
lobbies (to get rid of a confusing PVP immunity HeadsUpMessage in 5M
starting gold games)
- **Regular public lobby random spawn modifier probabilty**: Reduced
from 10% to 5% (Because of the new modifier, so there aren't too many
modifiers in non-special-lobbies, should only occur sometimes there)
- Rebalanced `SPECIAL_MODIFIER_POOL` a bit

## 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
2026-03-01 20:12:38 -08:00
TsProphet94 5542ac12e1 Add new map: Bosphorus Straits (#2927)
## Description:

Adds a new Bosphorus Map (Turkey). One of the key strategic locations in
the world and control access to the Black Sea. Smaller map that most to
facilitate smaller FFA and Team games. Added are a selection of nations
that correspond to the location.

<img width="1000" height="612" alt="image"
src="https://github.com/user-attachments/assets/27a6debc-a33b-4b54-b522-69ab814c39f0"
/>

![Image 16-01-2026 at 17
39](https://github.com/user-attachments/assets/9660de13-53b3-4a94-852f-95ba16e4bb73)
![Image 16-01-2026 at 17 39
(1)](https://github.com/user-attachments/assets/d3372919-da4e-4507-a3b8-4bfbdde1ccd4)


## 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:

TSProphet

---------

Co-authored-by: Ryan <7389646+ryanbarlow97@users.noreply.github.com>
Co-authored-by: iamlewis <lewismmmm@gmail.com>
2026-02-28 14:19:59 -08:00
TsProphet94 11d3228608 Adds Bering Strait map. (#2924)
## Description:

PR to add Bering Strait map. Produced using TOPO data from real world
location, rivers and lakes correct to real world location. The map is
slightly smaller than most so facilitates smaller FFA games or 2 team
game modes.

The centre island has been increased in size to enable better warfare to
capture the strategic location.

<img width="1500" height="918" alt="image"
src="https://github.com/user-attachments/assets/bc9b2e69-cef1-4f21-92b5-4ffdce5812e1"
/>

![Image 16-01-2026 at 15
37](https://github.com/user-attachments/assets/f9377af5-d82a-41e0-9682-d8435fce686b)

## 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:

TSProphet

---------

Co-authored-by: Ryan <7389646+ryanbarlow97@users.noreply.github.com>
2026-02-28 22:12:03 +00:00
scamiv c911bfb2d8 Packed unit updates / MotionPlans (#3292)
## Description:

Reduce per-step `Unit` update traffic by shipping packed motion plans
and letting the client advance plan-driven units locally.

Changes:
- Add packed motion plan records (`packedMotionPlans?: Uint32Array`) to
game updates and transfer the buffer worker -> main.
- Introduce `src/core/game/MotionPlans.ts` (schema + pack/unpack) for
grid + train motion plans.
- Extend `Game` with `recordMotionPlan(...)` and
`drainPackedMotionPlans()`, and implement buffering/packing in
`GameImpl`.
- Treat units with motion plans as “plan-driven”: suppress per-tile
`Unit` updates on `move()` and advance positions client-side.
- Emit motion plans from executions:
- `TradeShipExecution`: record/update grid motion plans and `touch()`
when changing target after capture.
- `TransportShipExecution`: record initial plan and update it when
destination changes.
  - `TrainExecution`: record a train plan on init (engine + cars).
- Client: apply motion plans in `GameView` and ensure `UnitLayer`
updates sprites for motion-planned units even when no `Unit` updates
arrived.

## 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
2026-02-27 20:54:42 -08:00
FloPinguin 339ace0bd6 v30 nuke wars preparation: Disable boats & Team spawn zones (#3263)
## Description:

Preparation for nuke wars, for v30.
Next PR will be adding the nuke wars modifier for public games, but
Wonders https://github.com/openfrontio/OpenFrontIO/pull/3224 needs to be
merged first to avoid merge conflicts.

### 1. Disable boats setting

It's possible to disable `UnitType.TransportShip` now. Because they are
not needed in nuke wars and can even be annoying.

<img width="720" height="320" alt="image"
src="https://github.com/user-attachments/assets/661bc10d-b204-4b4f-b876-ee7c9b92de8c"
/>

### 2. Team spawn zones for random spawn

Maps can have `teamGameSpawnAreas` in their json file now.
Spawn areas are currently active if 
- a supported map is chosen (Baikal Nuke Wars or Four Islands)
- a supported team size is chosen (2 teams on Baikal Nuke Wars or 2/4
teams on Four Islands)
- random spawn is enabled

## 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
2026-02-23 16:12:24 -06:00
scamiv ea2a76609f perf(core): speed up packedTileUpdates (Uint32 pairs, no tile wrappers) (#3255)
## Description
Reduces CPU + GC pressure from tile update serialization.

**What changed**
- Switched `packedTileUpdates` from `BigUint64Array` (BigInt packing) to
`Uint32Array` `[tileRef, state]` pairs, updating `GameView` ingestion.
- Updated tile state to use `GameMap.tileState(tile)` and
`GameMap.updateTile(tile, state)`.
- Removed per-tile `GameUpdateType.Tile` wrapper allocations by
recording raw `(tile, state)` pairs in `GameImpl` and draining them via
`drainPackedTileUpdates()` in `GameRunner`.

**Why it’s faster**
- Avoids BigInt and pack/unpack.
- Avoids per-tile object allocations.

**Compatibility**
- Wire format change: `packedTileUpdates` is now `Uint32Array` pairs
instead of `BigUint64Array`.

## 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
2026-02-20 23:01:03 -06:00
Mattia Migliorini 90204f6628 Add alliance renewal action to Radial Menu (#3148)
## Description:

The following PR replaces the (disabled) alliance request button with an
alliance extension/renewal button when the alliance with the target
player is expiring.

Agreeing to renewal via radial menu also hides the message in the
EventsDisplay.

<img width="369" height="364" alt="image"
src="https://github.com/user-attachments/assets/d8040f5c-ad7b-47d0-852f-925ecbf273a8"
/>


https://github.com/user-attachments/assets/aa589edf-6505-46bf-88a3-aa4c2df9137f

Icon size adjusted:

<img width="294" height="252" alt="image"
src="https://github.com/user-attachments/assets/7ca63500-b1fb-427b-965c-cf121a5213da"
/>

## 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:

deshack_82603

---------

Co-authored-by: Claude Opus 4.6 <noreply@anthropic.com>
Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com>
2026-02-19 19:47:57 -06:00
VariableVince 8b66c8bd53 Perf/refactor: use StructureTypes, remove territoryBound (#3238)
## Description:

PR 6/x in effort to break up PR
https://github.com/openfrontio/OpenFrontIO/pull/3220. Follows on already
merged https://github.com/openfrontio/OpenFrontIO/pull/3237.

Please see if these can be merged for v30.

- **PlayerImpl**: validStructureSpawnTiles did a filter on unit types to
get isTerroritoryBound units, on every call again. It read this from
unit info in DefaultConfig. While having it centrally in DefaultConfig
unitInfo is good for maintainability, other code uses hardcoded
StructureTypes and isisStructureType from Game.ts. Which has the same
purpose and thus contains the same unit types. StructureTypes and
isisStructureType do need manual maintainance outside of DefaultConfig.
And are more bug prone/less type safe. But, using them gives more speed
compared to getting these unit types out of DefaultConfig unitInfo
centrally with some cached function in GameImpl for example (tested with
buildableUnits and MIRVPerf.ts). So I went with StructureTypes in
validStructureSpawnTiles too.

- **PlayerExecution**: now validStructureSpawnTiles no longer needs
isTerritoryBound (see the point above), PlayerExecution is the last
place where it was used. Replaced it for isStructureType here too (since
it has the same meaning and outcome).

- **Game.ts** and **DefaultConfig** unitInfo: remove the now unused
_territoryBound_. As it was only used in validStructureSpawnTiles and
PlayerExecution and has been replaced in both (see the two points
above).

## 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
2026-02-18 22:43:16 +00:00
VariableVince 4f08e57304 Small refactor: nearbyUnits readonly UnitType[] (#3236)
## Description:

PR 4/x in effort to break up PR
https://github.com/openfrontio/OpenFrontIO/pull/3220. Follows on already
merged https://github.com/openfrontio/OpenFrontIO/pull/3235.

Please see if these can be merged for v30.

- **Game**/**GameImpl**/**GameView**: nearbyUnits required "UnitType |
UnitType[]" for tiles, but calls UnitGrid nearbyUnits which requires
"UnitType | readonly UnitType[]". Made the requirement the same for
Game/GameImpl/GameView nearbyUnits. This way, we don't have make a
shallow copy of the StructureTypes array everytime we want to send it as
an argument. Other callers than listNukeBreakAlliance in Util.ts are
unaffected.
- **Util.ts**: listNukeBreakAlliance needs no shallow copy of
StructureTypes anymore as argument for NearbyUnits

## 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
2026-02-18 21:51:36 +00:00
Mattia Migliorini ba2a947061 Feat: Display ghost railways when building cities and ports (#3202)
## Description:

Based on [this suggestion on
Discord](https://discord.com/channels/1284581928254701718/1447110257196138577)
and feedback gathered in [this
thread](https://discord.com/channels/1359946986937258015/1469598906173227184).

Supersedes #3143 

This PR introduces "ghost railways": when you are going to place a city
or port, previews railway connections that will be made when actually
building the structure.

Ghost railways are skipped if the structure is going to be snapped to
existing railways (as in railway snapping functionality introduced in
#3156 ).

### Video


https://github.com/user-attachments/assets/ff8cf325-6501-4df8-801d-c8ae3ced3d0e


### Ghost rails color revisited

black with 40% opacity

<img width="695" height="430" alt="image"
src="https://github.com/user-attachments/assets/272efbcc-4185-426a-921c-7fae61f6c462"
/>


## 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:

deshack_82603
2026-02-18 21:44:08 +00:00
VariableVince 52036cc20c Cleanup: remove unused code from four files (#3234)
## Description:

PR 2/x in effort to break up PR
https://github.com/openfrontio/OpenFrontIO/pull/3220.

Removes unused code and properties.

- **Game.ts** and **DefaultConfig** unitInfo: removed
_canBuildTrainStation_ and _expirimental_ properties, as they weren't
used anywhere anymore.

- **PlayerActionHandler**: remove unused getPlayerActions, the only
potential caller MainRadialMenu already just calls myPlayer.actions via
GameView directly.

- **StructureIconsLayer**: remove unused PlayerActions

## 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
2026-02-18 20:17:46 +00:00
TsProphet94 0b46f90d81 Feature add alps clean (#3229)
## Description:

Fixes closed PR and adds the new “Alps” map and register it in the
game/map playlist. With 7 geographically accurate nations. Pure large
land map for land warfare only.

<img width="2564" height="1400" alt="Untitled"
src="https://github.com/user-attachments/assets/2c51fad3-7345-46a8-9256-2874d1c4211b"
/>

<img width="2000" height="1837"
alt="551068953-fe4445cd-c0b2-4a5a-b652-1e480e38cdb6"
src="https://github.com/user-attachments/assets/1c466262-e20b-46bc-b782-944cbf6ee62a"
/>


![551068657-3125718d-9bf2-44d5-8e3b-a5073df5b785](https://github.com/user-attachments/assets/1abf131a-2e3e-4acf-b205-2bf56f229ed1)

## 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:

TsProphet
2026-02-17 17:22:23 +00:00
FloPinguin 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>
2026-02-17 00:19:36 +00:00
Vivacious Box 040766d417 Add units filter on playeractions for performance (#3213)
## Description:

The ghost structure calls player actions each frame, which is costly
since it's checking for all possible actions.
This add a unit list filter in actions so if there are units it only
checks for buildability of those units.

Before:
![WhatsApp Image 2026-02-14 at 23 25
25](https://github.com/user-attachments/assets/beda6142-9dc7-4a9c-a702-cee3b6ea043c)
Player actions takes 20-30% of the worker

After:
<img width="825" height="342" alt="image"
src="https://github.com/user-attachments/assets/36e47547-5028-4dc9-bc42-e17df4a87200"
/>
Player actions takes 1-3% of the worker


Both performances are relevant only when a ghost structure is selected

## 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
2026-02-14 19:54:12 -08:00
gabigabogabu 6e557c52db Add Hawaii map (#3187)
## Description:
Add Hawaii as a new regional map. Features 9 nations across the Hawaiian
island chain (Niihau, Kauai, Oahu, Molokai, Lanai, Kahoolawe, Maui,
Kona, Hilo). ~~612K land tiles at 3920x2544~~ 408K land tiles at
3200x2076, terrain generated from real relief data with accurate
volcanic peaks and coastal lowlands. Playlist frequency: 4.

![Hawaii
thumbnail](https://raw.githubusercontent.com/gabigabogabu/OpenFrontIO/feature/hawaii-map/resources/maps/hawaii/thumbnail.webp)

## 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
- [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

Source:
https://commons.wikimedia.org/wiki/File:USA_Hawaii_relief_location_map.svg
Discord: gabigabogabu
2026-02-14 17:28:42 +00:00
VariableVince 07e13b3479 Fix: remove alliances on death (#3168)
## Description:

- Remove alliances on death: after death, alliances would stay active
including countdown timers and (when dead player kept spectating) icons.
Now remove them when player becomes inActive.

- Moved code to private method within PlayerExecution + added comments
in NationExecution and BotExecution for more clarity as to where
removals are performed from at death

- Remove renewal request from Events Display when Alliance doesn't exist
anymore (after death or otherwise).

- Also cleanup this.alliancesCheckedAt when alliance doesn't exist
anymore. Before, old/broken alliance id's would accumulate in it during
a game.

- Removed now-redundant isAlive check in EventsDisplay. Both the
alliances array as the isAlive are updated in the same tick from
PlayerUpdates so now alliance is removed from alliances array on player
death, the other.isAlive() check is no longer needed. Of course we could
keep it in just to be very safe, so just let me know when you're
doubtful about this.

- Attack.test.ts: fix failing test. Player B dies because of the attack,
meaning the alliance now gets removed. Prevent this by gving both a
different, adjecent, starting tile. And to be more clear about what is
needed for the test to pass, add isAlive check for both of them after
the attacks.

## 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
2026-02-12 11:01:08 -08:00
FloPinguin c44130cf32 New map! "Traders Dream" 🏝️ (#3177)
## Description:

A redditor posted this, got quite a few upvotes

<img width="753" height="667" alt="image"
src="https://github.com/user-attachments/assets/9cd6664f-6afa-428a-b85e-4c335dbe1699"
/>


https://www.reddit.com/r/Openfront/comments/1qlrqro/these_maps_are_so_fun_i_want_more/

So I thought why not make another one, this time a bit focused on
traders (tiny islands to trademaxx)
And two big islands (about 50% of the map land tiles). So its big
islands vs small islands.

<img width="1098" height="959" alt="Screenshot 2026-02-10 231024"
src="https://github.com/user-attachments/assets/32368223-bef4-4ba1-a203-29d9afd5b762"
/>

13 nations :)
2200 × 1920

## 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
2026-02-10 16:33:09 -08:00
DevelopingTom c6c793f6b3 Highlight hovering railroad (#3156)
## Description:


![rail_snap](https://github.com/user-attachments/assets/1dc66dc8-5df8-4826-8a8e-521d72a1f8aa)

The `RailroadLayer` simply displays tiles as instructed by the core
worker. While it's practical for the layer to only care about the tiles,
it also means it has no understanding of railroads as entities (their
paths, connections, or identities).

It also means that the core worker is responsible for rendering tasks
such as tile orientation and construction animation, which is not
expected.

To support ID-based events and better separation of concerns, the
rendering layer needs to be aware of complete railroads. With this
change, the core worker can send the tiles once and subsequently
reference railroads only by ID for all other events.

#### Changes:
- `RailroadLayer` now stores full railroad data instead of only
individual tiles
- `RailroadLayer` is responsible for animating newly built railroads
- Add a new `RailroadSnapUpdate` sent when a new structure is built over
an existing railroad. This event is used by `RailroadLayer` to keep
railroad ID in sync.

- When hovering over a railroad, the render worker is querying the core
worker about overlapping railroads.
Alternatively, RailroadLayer could compute overlaps itself now that it
has full railroad knowledge, but this logic would need to be duplicated
and kept in sync across workers. Keeping a single source of truth in the
core worker is preferred.


#### Edgecases:
- When a structure snaps over a railroad, the original railroad is split
into two new railroads. If the construction animation is still in
progress, instead of resuming the animation at the correct point on the
new railroads, all remaining tiles are rendered immediately
- Previously, `RailroadUpdate` handled both construction and
destruction. This no longer works with `RailroadSnapUpdate`, as event
ordering is now pretty important and IDs may be lost before they are
consumed.
To address this, RailroadUpdate is split in two:
`RailroadConstructionUpdate` and `RailroadDestructionUpdate`.


## 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: jrouillard <jon@rouillard.org>
2026-02-09 13:37:27 -08:00
Duwibi e97f4650b7 Readd Yenisei (#3145)
## Description:
This PR readds the Yenisei map, with it being about 3 times smaller than
before. I haven't updated the en.json file, as it still has the string
for the map, which was probably forgotten when the map got removed from
the repo.
## 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
2026-02-07 12:55:58 -08:00
Sardi 13117251af Add new map “The Box” (#3054)
<img width="1670" height="200" alt="banner"
src="https://github.com/user-attachments/assets/b6561231-71dc-46dd-a521-453d4e97931f"
/>

## Description:

This proposal adds a new, completely flat map called "The Box," where
players will find themselves on a completely flat landmass and will only
be able to trade by land using trains and factories.

- Map size: 2048×2048 pixels
- Binaries generated with MapGenerator (map.bin, map4x.bin, map16x.bin)
- Integrated into arcade category and multiplayer playlist
- English and Spanish translations added
- 13 nations/bots with unique and thematic names:
 
> - **Middle Defender (located in the center)**
> - **King of the Corner (located in the top-left corner)**
> - Suspicious Ally
> - Punch Merchant
> - Nuke Thrower
> - Fullsender
> - Factory Builder
> - Front Manager
> - Box Fighter
> - Cage Liberator
> - Train Trader
> - Non-peaceful Bot
> - **Evan The Dev** (special mention)

All other bots are distributed to cover the map evenly.

<img width="838" height="835" alt="Screenshot 2026-01-28 at 17 39 45"
src="https://github.com/user-attachments/assets/4665088d-cb94-4db3-8602-8a22b63bfee2"
/>

## 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:

sardidefcon
2026-01-29 19:49:10 -08:00
FloPinguin 7942990037 Crowded modifier 😄 (#3023)
## Description:

To increase variety a bit more I present: The "crowded" public game
modifier :)
It basically simulates a crazy youtuber lobby. Cramp a lot of players on
a small map 😄
I think its fun, exciting and you actually need skill to manage the
chaos.
5% of public games get this modifier, but because we remove the modifier
for big maps its more like 2.5% (should be something special)

| <img width="321" height="269" alt="Screenshot 2026-01-25 200427"
src="https://github.com/user-attachments/assets/7d2e90c1-e6bc-40a8-a19e-a0849612f472"
/> | <img width="317" height="264" alt="Screenshot 2026-01-25 200554"
src="https://github.com/user-attachments/assets/8b4bd5da-bed1-4743-a107-9ce07fce3040"
/> | <img width="317" height="244" alt="Screenshot 2026-01-25 200521"
src="https://github.com/user-attachments/assets/16293de3-0fc4-431f-8151-31b4e11040fe"
/> |
|---|---|---|






## 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
2026-01-27 00:29:52 +00:00
FloPinguin f7d3c2e0bc Nations donate troops now 💀 (In team games) (#2984)
## Description:

For v29, balances the HvN winrate.

In team games, nations now donate troops to their weakest team members
(if they have no attack options available).
How often they donate depends on the difficulty.

This PR also has some other little fixes:
- For HvN games, always return true in `shouldAttack()` (make nations a
bit more aggressive).
- Early exit in `attackWithRandomBoat()` for performance
- Early exit in `findNearestIslandEnemy()` for performance AND to make
sure nations which are encircled by friends don't run into this method
(=> no donation happening!)

## 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
2026-01-23 12:33:04 -08:00
FloPinguin a4a41ac9f4 Fix map name formatting for Baikal Nuke Wars 🔧 (#2922)
## Description:

Fixes this little i18n problem:

<img width="732" height="172" alt="Screenshot 2026-01-16 050833"
src="https://github.com/user-attachments/assets/65fe27a6-f77a-49d9-94a9-145b4e719a88"
/>

## 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>
2026-01-19 09:55:06 +00:00
FloPinguin fb910cbff5 Lobby Gold Options (Starting Gold, Gold Multiplier) 💰 (#2915)
## Description:

We might want to add this to v29 to have a third possible public game
modifier from the beginning on 😄 Would be fun

- Add starting gold option (0 to 1_000_000_000 allowed, also applies to
nations)
- Add gold multiplier option (0.1 to 1000 allowed, also applies to
nations and bots)
- Add third public game modifier (3% chance of starting with 5M gold)
- Why 5M? It's enough gold to massively change the game start but not
enough to insta-hydro someone (launcher + hydro is 6M)

<img width="357" height="140" alt="image"
src="https://github.com/user-attachments/assets/72acc15c-e788-4e04-8590-ac72dd9657c7"
/>


## 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
2026-01-16 10:19:41 -08:00
Evan 42c944c9cc Create ranked type enum, last person not afk wins in 1v1 (#2892)
## Description:

* Add RankedType enum, for now it's just 1v1
* Add new method to MapPlaylist to create 1v1 game config
* Update WinCheck so the last player is declared a winner on 1v1.

## 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
2026-01-13 19:48:14 -08:00
FloPinguin 35b7213c5c Enhance nuke alliance breaking logic to account for allied structures in blast radius 💣 (#2887)
## Description:

Doesn't need a description :D


https://github.com/user-attachments/assets/8de576fd-050b-4b35-8526-e4c88d1a9f25


https://github.com/user-attachments/assets/c99147a1-efdf-426b-96d1-e996e01f89aa

## 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
2026-01-13 12:30:25 -08:00
Arkadiusz Sygulski 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
2026-01-11 20:11:14 -08:00
FloPinguin e130574c5c Very small UI fix 🔧 (#2862)
## Description:

Didier map name had a little UI problem.

And unrelated change: Because Lewis today said "it should be super low"
I turned down the frequency of this map from 2 to 1.

Previous:

<img width="1916" height="1312" alt="image2"
src="https://github.com/user-attachments/assets/0a84160b-91a8-4d02-b707-fa9eea1a15fd"
/>

Fixed:

<img width="562" height="476" alt="image"
src="https://github.com/user-attachments/assets/31fed7b5-c128-45cd-a63d-0aab3345cea3"
/>

## 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
2026-01-10 19:21:17 -08:00
FloPinguin dc118708c0 Second Didier Map for Fuze 🧸 (#2846)
## Description:

Discussed that with Lewis.
Fuze liked the Didier map without the real france more...
So here it is. It won't get added to the playlist, the france version
stays in the playlist.
(Unrelated: Also quickly changed "Europe (classic)" to Europe (Classic)"
to match with "Britannia (Classic)")

<img width="934" height="839" alt="Screenshot 2026-01-10 005646"
src="https://github.com/user-attachments/assets/64925635-c15a-4167-a5bc-5cf7b3b140f8"
/>
<img width="1064" height="961" alt="Screenshot 2026-01-10 003335"
src="https://github.com/user-attachments/assets/9b6aa936-2c33-4a24-8076-a74a4704adc4"
/>
<img width="635" height="427" alt="Screenshot 2026-01-10 003316"
src="https://github.com/user-attachments/assets/e2b46db8-ef0b-4b45-8ea7-711b9b8f7524"
/>


## 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
2026-01-09 20:38:22 -08:00
bijx 8b6dfeaf4a Feat: Sierpinski map - live play-tested (#2819)
## Description:

Map requested by creator on [dev
discord](https://discord.com/channels/1359946986937258015/1458638914012315741/1458638914012315741)
and playtested by 42 players on [Rex's
stream](https://www.youtube.com/watch?v=r9w9nr5Toso), adds map
Sierpinski, which is a sierpinski carpet shape. The map is a "party map"
great for private matches, but is not part of the public map rotation.

<img width="1400" height="1400" alt="image"
src="https://github.com/user-attachments/assets/8eead359-73d5-497f-8fee-40f413a22d0e"
/>



https://github.com/user-attachments/assets/3a726343-18e4-4f91-9f5c-1fff459d5a5f



## 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

---------

Co-authored-by: iamlewis <lewismmmm@gmail.com>
2026-01-08 20:01:43 -08:00
DevelopingTom 971e7f4a45 Move UI elements from the FX layer to a new UI layer (#2827)
## Description:

Some FX animations were previously used as UI elements (e.g. nuke area,
naval invasion target, gold text).
This PR moves those animations to a dedicated UI layer.

Those UI elements handle correctly the current zoom level and remain
sharply rendered at all zoom levels.

The new UI layer can be disabled using the same setting that disables
the FX layer.

Performance-wise, this layer is equivalent to the FX layer, as it reuses
the same animations.

### Naval target
Don't scale with the zoom level, but has a minimum zoom level so the
targeted tile can still be easily highlighted by zooming


![ui_naval_invasion](https://github.com/user-attachments/assets/43c36c80-ffba-4443-bd53-05617c793fc8)

### Nukes
Has to scale because the size is set, but the border radius is not so
the area is more visible from afar.


![ui_nukes](https://github.com/user-attachments/assets/7ca0685c-0432-4b72-8c6d-48a814a02326)


### Popup text
Scale with zoom level, and stop showing when zoomed-out:

![ui_text](https://github.com/user-attachments/assets/d92c085e-9e20-4cad-bf3a-ae5d320dde33)

## 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
2026-01-08 19:21:40 -08:00
Arkadiusz Sygulski 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: 1204082 tiles | Routes: 1000/1000
 synthetic/australia                 | Init:    78.18ms | Path:     77.12ms | Dist:  978375 tiles | Routes: 1000/1000
 synthetic/baikal                    | Init:    78.26ms | Path:    152.14ms | Dist: 1600016 tiles | Routes: 1000/1000
 synthetic/baikalnukewars            | Init:    81.44ms | Path:    165.90ms | Dist: 1699283 tiles | Routes: 1000/1000
 synthetic/betweentwoseas            | Init:    29.29ms | Path:    114.99ms | Dist: 1338075 tiles | Routes: 1000/1000
 synthetic/blacksea                  | Init:    30.66ms | Path:     93.14ms | Dist:  949217 tiles | Routes: 1000/1000
 synthetic/britannia                 | Init:    74.12ms | Path:     85.62ms | Dist:  866752 tiles | Routes: 1000/1000
 synthetic/deglaciatedantarctica     | Init:   105.49ms | Path:    192.93ms | Dist: 1574684 tiles | Routes: 1000/1000
 synthetic/didier                    | Init:    81.51ms | Path:    153.70ms | Dist: 1734876 tiles | Routes: 1000/1000
 synthetic/eastasia                  | Init:    49.29ms | Path:    128.63ms | Dist: 1410270 tiles | Routes: 1000/1000
 synthetic/europe                    | Init:    92.55ms | Path:    178.35ms | Dist: 1525216 tiles | Routes: 1000/1000
 synthetic/europeclassic             | Init:    33.50ms | Path:    104.40ms | Dist: 1209759 tiles | Routes: 1000/1000
 synthetic/falklandislands           | Init:    63.00ms | Path:    107.41ms | Dist: 1080251 tiles | Routes: 1000/1000
 synthetic/faroeislands              | Init:    71.91ms | Path:     49.52ms | Dist:  604613 tiles | Routes: 1000/1000
 synthetic/fourislands               | Init:    45.75ms | Path:     78.91ms | Dist:  937439 tiles | Routes: 1000/1000
 synthetic/gatewaytotheatlantic      | Init:    81.00ms | Path:    257.06ms | Dist: 2555551 tiles | Routes: 1000/1000
 synthetic/giantworldmap             | Init:   214.25ms | Path:    220.42ms | Dist: 1976693 tiles | Routes: 1000/1000
 synthetic/gulfofstlawrence          | Init:    45.16ms | Path:     96.05ms | Dist: 1014604 tiles | Routes: 1000/1000
 synthetic/halkidiki                 | Init:    74.68ms | Path:    149.39ms | Dist: 1546781 tiles | Routes: 1000/1000
 synthetic/iceland                   | Init:    58.72ms | Path:     78.16ms | Dist: 1001554 tiles | Routes: 1000/1000
 synthetic/italia                    | Init:    29.78ms | Path:    139.93ms | Dist: 1412024 tiles | Routes: 1000/1000
 synthetic/japan                     | Init:   161.07ms | Path:    118.65ms | Dist: 1154393 tiles | Routes: 1000/1000
 synthetic/lemnos                    | Init:    52.59ms | Path:    136.69ms | Dist: 1481101 tiles | Routes: 1000/1000
 synthetic/lisbon                    | Init:    49.27ms | Path:     86.53ms | Dist: 1032011 tiles | Routes: 1000/1000
 synthetic/manicouagan               | Init:    53.74ms | Path:    110.52ms | Dist: 1307630 tiles | Routes: 1000/1000
 synthetic/mars                      | Init:    29.39ms | Path:     80.55ms | Dist: 1091702 tiles | Routes: 1000/1000
 synthetic/mena                      | Init:    26.37ms | Path:    120.09ms | Dist: 1272751 tiles | Routes: 1000/1000
 synthetic/montreal                  | Init:    26.08ms | Path:    106.77ms | Dist: 1187736 tiles | Routes: 1000/1000
 synthetic/newyorkcity               | Init:    56.60ms | Path:    181.19ms | Dist: 1753875 tiles | Routes: 1000/1000
 synthetic/northamerica              | Init:    96.29ms | Path:    123.02ms | Dist: 1217221 tiles | Routes: 1000/1000
 synthetic/oceania                   | Init:    52.81ms | Path:     51.96ms | Dist:  482373 tiles | Routes: 1000/1000
 synthetic/pangaea                   | Init:    21.29ms | Path:     56.58ms | Dist:  716189 tiles | Routes: 1000/1000
 synthetic/pluto                     | Init:    53.89ms | Path:    141.62ms | Dist: 1304362 tiles | Routes: 1000/1000
 synthetic/southamerica              | Init:    85.19ms | Path:    123.03ms | Dist: 1301403 tiles | Routes: 1000/1000
 synthetic/straitofgibraltar         | Init:    76.68ms | Path:    108.30ms | Dist: 1304592 tiles | Routes: 1000/1000
 synthetic/straitofhormuz            | Init:    38.97ms | Path:     67.78ms | Dist:  754920 tiles | Routes: 1000/1000
 synthetic/surrounded                | Init:    95.35ms | Path:     90.18ms | Dist: 1017142 tiles | Routes: 1000/1000
 synthetic/svalmel                   | Init:    60.58ms | Path:    104.75ms | Dist: 1235501 tiles | Routes: 1000/1000
 synthetic/twolakes                  | Init:    62.05ms | Path:     94.54ms | Dist: 1140807 tiles | Routes: 1000/1000
 synthetic/world                     | Init:    41.43ms | Path:     93.42ms | Dist:  873406 tiles | Routes: 1000/1000

Completed 42 scenarios
Total Initialization Time: 2796.32ms
Total Pathfinding Time: 5026.64ms
Total Distance: 53160274 tiles
```

## Playground

**That's the fun part**. Watch NavMesh running circles around legacy
`PathFinder.Mini` in real time. Debug inner workings, test edge cases,
share URLs for debugging.


https://github.com/user-attachments/assets/34e2e3f5-fbc1-4b1f-917d-820766e98d5d

## Discord Tag
`moleole`
2026-01-08 13:34:18 -08:00
TsProphet94 516d268c88 Restructured PR for Britannia Remastered Addition (#2813)
## Description:

Adds a new detailed Britannia map featuring modern UK, Ireland, and
northern France regions. The previous Britannia map has been preserved
as "Britannia Classic".

<img width="4096" height="5031" alt="United Kingdom"
src="https://github.com/user-attachments/assets/8a6ca3ab-bc91-438f-8ca7-7fdf7c5260b8"
/>

<img width="4096" height="5031" alt="United Kingdom_debug"
src="https://github.com/user-attachments/assets/a9a7bcd2-1dc5-40c6-a547-a7a79e636060"
/>



Changes
Added new Britannia map with modern county/region divisions
Renamed existing Britannia map to "Britannia Classic"
Added map-generator source assets for both maps
Updated GameMapType enum with BritanniaClassic
Configured player counts: 50/30/20 for both maps
Added playlist frequencies: Britannia (5), Britannia Classic (4)
Updated language translations

New Britannia Nations (partial list)
Ireland: Mayo, Kerry, Clare, Meath, and more
Scotland: Highland, Argyll and Bute, and more
England: North Yorkshire, and more
France: Pas-de-Calais
Britannia Classic

The original Britannia map with historical kingdoms (Dumnonia, Dyfed,
Gwent, Gwynedd, Powys, Strathclyde, Dalriata, Wessex, Sussex, Kent,
etc.) is now available as "Britannia Classic".

## 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:

TSProphet

---------

Co-authored-by: Harry <Harry.bath94@gmail.com>
Co-authored-by: iamlewis <lewismmmm@gmail.com>
2026-01-07 19:29:35 -08:00
FloPinguin ebcb654825 Added a public game modifier system 😮 For more variety (#2801)
## Description:

Added a public game modifier system. It causes that

5% of public games are played on the compact version of the map
10% of public games have "Random Spawn" activated

Percentages can easily get changed via `DefaultConfig`.
We can also easily add more modifiers.
Modifiers can stack, so in rare cases you will play on a compact map
with random spawn 😄
More variety!

### "Compact Map" modifier implementation

- With the "Compact Map" modifier the lobby max player count gets
reduced to 25% and only 25% of the regular bots and only 25% of the
regular nations will spawn (because the map has only 25% of its regular
size)
- In private lobbies and singleplayer the nation reduction happens too
(When "Compact Map" is enabled).

### Restrictions

- Duos/Trios/Quads team modes do not get Random Spawn (defeats the
purpose)
- Maps with smallest player count < 50 do not get Compact Map in team
games (not enough players after the reduction to 25%). I have calculated
all the possible max player counts.

### How it looks like

Random Spawn modifier:

<img width="528" height="183" alt="Screenshot 2026-01-06 194959"
src="https://github.com/user-attachments/assets/2f729da9-80c3-4548-8205-71129da2a76a"
/>

Very rare case: Two modifiers at the same time and only 10 max players
have been chosen from `[GameMapType.FaroeIslands]: [20, 15, 10]`.
Because of the 75% reduction in player count only 3 players are allowed
(3 is the minimum). I think its funny that you can play a 1v1v1 in rare
occasions 😄

<img width="526" height="184" alt="Screenshot 2026-01-06 194938"
src="https://github.com/user-attachments/assets/834326eb-df03-41b7-b1db-1efa3f1013b5"
/>

### Funny side-effect

Team games with random spawn. That will be interesting. No more "Who is
better in donating troops to the frontline". Instead you have to heavily
coordinate with your teammates.

## 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
2026-01-06 19:37:58 -08:00
FloPinguin 387190b916 New map! "Amazon River" 🏞️ (#2798)
## Description:

We didn't have a river map and we didn't have a map with a crazy size.
So I made a "Amazon River" map with a crazy size.
280 x 5536!
21 nations based on real locations.
Should be interesting gameplay because you don't have many attack
options, your only escape is the river.
The land tiles size is similar to the achiran and iceland map.

<img width="2442" height="147" alt="Screenshot 2026-01-06 150831"
src="https://github.com/user-attachments/assets/91c4142d-c1e3-4aee-ac49-529b8d9f60c4"
/>

<img width="2324" height="139" alt="Screenshot 2026-01-06 150957"
src="https://github.com/user-attachments/assets/5e049ae5-f32a-495f-afde-9e20257b3676"
/>

Because the map is so wide, it looked really ugly stretched in the
thumbnails. So I added some CSS which removes the thumbnail stretching
of the Amazon River map. We can also use this logic for other thumbnails
which shouldn't get stretched.

In `Maps.ts`, `PublicLobby.ts` and `GameInfoModal.ts`.

## 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
2026-01-06 19:34:02 -08:00
FloPinguin ecc174d248 New map! "Didier" 🧸 (#2794)
## Description:

Didier map for the big french youtuber Fuze which already published
several OpenFront videos.
I took the real france, cut away the bordering countries and made it
look like Didier 😄
Gave it eyes, hands and feet.
Made sure we have some rivers, also put Corsica in the right bottom
corner!
It's quite large. Similar to the europe map. Has 42 nations (38 french
cities and 4 funny custom nations for the youtuber).
Made with [TsProphets map
generator](https://github.com/TsProphet94/OpenFrontMapGenerator), QGIS
and GIMP.
For public games I put a rare map frequenzy of 2 because most people
probably don't know Fuze.

@ibnhalwa from discord gave some insider knowledge about Fuze (He's
french, I'm not).

<img width="2100" height="2250" alt="image"
src="https://github.com/user-attachments/assets/5d1c3c45-4b2e-4f60-a02f-89b26f938652"
/>

<img width="1278" height="1218" alt="Screenshot 2026-01-05 184540"
src="https://github.com/user-attachments/assets/6e300bb0-6e9f-4b0f-bad8-94f031d250b1"
/>


![1_1200x1200_crop_center](https://github.com/user-attachments/assets/09b2aca7-32be-4ddc-9638-de7fe8c9f30c)

## 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
2026-01-05 16:19:13 -08:00
DevelopingTom 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>
2026-01-03 20:04:48 -08:00
Arkadiusz Sygulski ab5b044362 Fix train was destroyed message spam (#2774)
## Description:

Trains are made of a primary unit (`TrainExecution.train`) followed by 6
cars (`TrainExecution.cars`). Currently when any of the units is
destroyed, a message "Your Train was destroyed" is shown. In worst case
scenario, when all cars are blasted by a nuke, 7 messages are displayed
to the user, but the train continues.

Since the actual logic is unaffected as long as the primary unit stays
alive, displaying messages is confusing. This PR fixes it. The message
is only displayed when the primary unit is destroyed. The following cars
are only there for fancy visuals.



## Screencast

##### Current - multiple messages for single train


https://github.com/user-attachments/assets/3df04c71-d899-4f68-af83-36c9d0ffa730

First nuke was a test.
Second nuke destroyed the entire train, prompting 7 messages.
Third nuke destroyed one full train and then some. Prompting many too
many messages.

##### Fixed - one message, only if train was fully destroyed


https://github.com/user-attachments/assets/1f3840a7-6c62-487d-af3a-82de39dad9e8

First train was only partially destroyed, no message was shown, delivery
mission completed A+.
Following 2 trains had the front engine destroyed and therefore were
promptly decommissioned.

## Please complete the following:

- [x] 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
- [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:

moleole
2026-01-02 18:53:24 -08:00
FloPinguin 1eee8b4ddb New Map! "Surrounded" 🏝️ (#2770)
## Description:

A new map where you basically have to hop from island to island :) 
We don't have such a map at the moment.
There is a special center island which isn't necessary to get 80% of the
map.
This map could be very interesting in team games. One hydro will destroy
an entire island.
Size: 1976 x 1976
Nations: 8

<img width="949" height="951" alt="Screenshot 2026-01-02 214219"
src="https://github.com/user-attachments/assets/7139bcc9-6a05-414d-90c1-33cc36dd94fb"
/>

## 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
2026-01-02 13:09:59 -08:00