## Description:
Removes the check to break alliance after nuke is launched, and alliance
breaking is now determined before tiles are randomly chosen for
destruction. (It is now slightly stricter, I believe, as a weighted
average calculation is a little tricky)
## Please complete the following:
- [X] I have added screenshots for all UI updates
- [X] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [X] I have added relevant tests to the test directory
- [X] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
## Please put your Discord username so you can be contacted if a bug or
regression is found:
bibizu
If this PR fixes an issue, link it below. If not, delete these two
lines.
Resolves#2491
## Description:
Adds pause/unpause functionality for private multiplayer games. Only the
lobby creator can pause the game, and all players see a pause overlay
when the game is paused.
**Key features:**
- Lobby creator sees pause/play button in control panel (alongside
existing singleplayer/replay controls)
- Server validates that only lobby creator can toggle pause
- All players see "Game paused by Lobby Creator" overlay when paused
- Game state freezes (no turn execution) while paused
- Unpause resumes normal gameplay
**Implementation details:**
- Server-side pause state (`isPaused`) prevents turn execution during
pause
- Each client receives `isLobbyCreator` flag in `GameStartInfo` to
show/hide pause button
- Added `TogglePauseIntent` that broadcasts to all clients via
`NoOpExecution`
- New `PauseOverlay` component (shows in single player also)
## Please complete the following:
- [x] I have added screenshots for all UI updates
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [x] I have added relevant tests to the test directory
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
## Please put your Discord username so you can be contacted if a bug or
regression is found:
furo18
<img width="1459" height="861" alt="Screenshot 2025-12-20 at 15 16 33"
src="https://github.com/user-attachments/assets/f5a3222f-f54b-473c-b0f6-104ce4c1e7a8"
/>
## Description:
Replace BFS with DFS and eliminate GC pressure in calculateClusters():
- Switch from O(N) queue.shift() to O(1) stack.pop() operations
- Replace Set.has()/Set.add() with Uint8Array bitfield
- Add reusable buffer management to avoid repeated allocations
- Implement callback-based neighbor iteration to eliminate array
allocations
- Add forEachNeighborWithDiag() method to Game interface and GameImpl
- Remove now unused GameImpl import from PlayerExecution
Describe the PR.
## Please complete the following:
- [x] I have added screenshots for all UI updates
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [x] I have added relevant tests to the test directory
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
## Please put your Discord username so you can be contacted if a bug or
regression is found:
DISCORD_USERNAME
## Description:
- Removed the temporary UnitType.Construction and embedded construction
state into real units via isUnderConstruction().
- Centralized non-structure spawning to perform a single validation
right before unit creation/launch.
- Updated UI layers to render construction state without relying on the
removed enum.
- Adjusted and created tests to match the new flow and to cover the
no-refundscenarios.
# Tests updated
- tests/economy/ConstructionGold.test.ts: covers structure cost
deduction and income, tolerant of passive income; ensures no refunds
during construction.
- tests/nukes/HydrogenAndMirv.test.ts: accounts for single-check launch
flow; MIRV test targets a player-owned tile; ensures launch after
payment.
- tests/client/graphics/UILayer.test.ts: mocks now provide
isUnderConstruction and real type strings;
## 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:
CrackeRR1
---------
Co-authored-by: Evan <evanpelle@gmail.com>
## Description:
See PR https://github.com/openfrontio/OpenFrontIO/pull/2203
It was reverted. This unreverts it, with an added fix for boat troops
not getting returned to owner. And small comment updates. And a const
for boatOwner to re-use.
The added bugfix is check for this.sourceTile === null in the retreat()
function in AttackExecution. A boat attack always sets removeTroops to
false because the troops were already removed from owner troops when the
boat departed. They don't have to be removed again in AttackExecution
init, when the boat lands and the attack starts. But at the end of the
attack, in retreat() in AttackExecution, the starting/boat troops still
need to be returned to the owner. That's why even if removeTroops is
false, when sourceTile is not null (only when it's a boat attack) we add
back the troops to the owner.
## Please complete the following:
- [x] I have added screenshots for all UI updates
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [x] I have added relevant tests to the test directory
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
## Please put your Discord username so you can be contacted if a bug or
regression is found:
tryout33
---------
Co-authored-by: Fx Morin <28154542+FxMorin@users.noreply.github.com>
Co-authored-by: Ryan <7389646+ryanbarlow97@users.noreply.github.com>
## Description:
Have AFK player's Warships not attack team members ships, like Transport
Ships boating in. If team mate conquers the AFK player, transfer over
Warships and Transport Ships to conqueror. The transfered Transport
ships attack in the name of the new owner when landing, and when they
are retreated they move back to a new owner shore tile if they have any.
Added tests. Expectation is this PR will be merged in v26 as the real
solution for the temporary workaround of deleting warships.
**Currently:**
- An AFK player can be attacked without troop loss by their team
members. For this purpose, isFriendly now returns false if the other
player isDisconnected
- But that meant Warships would get False from isFriendly too, and
attack the ships and boats of their team members.
- [Temporary workaround was to delete
warships](https://github.com/openfrontio/OpenFrontIO/commit/eea8db7a06aed50c005db35ad55ece026f7a3643)
as soon as the player was deemed AFK. But this is a disadvantage to the
team. For example the AFK player could have 6 warships in the waters,
either defending team land or helping the team cross over to the enemy
team.
- Transport Ships that were on the way to attack, were still deleted
after the AFK player was conquered. But this is also a disadvantage, if
say a transport ship has just managed to breach through to the enemy
lands despite warships all around. That could have made the win for the
team.
(Left to think about: do we want to transfer part of the defender troops
to the isOnSameTeam attacker? Defender looses less troops in the attack
from their team mate. You'd expect troops to lay down their arms mostly,
if the attacker is on the same team and doesn't loose troops themselves.
Those troops that they loose less than normal, are then added to the
attacker once they've been deemed conqueror. The enemy team can still
attack and do normal damage, and can still also be the conqueror so the
team members have to be fast.)
**Changes in this PR:**
- GameImpl > conquerPlayer: Transfer ownership of the warships to the
conquerer of their lands. If the conqueror is not a team member (other
team can still attack, in their case with troop loss), they won't get
the warships and the ships will be deleted like normal. If the conqueror
is a team member, have them capture the warships.
(Captures need to happen in conquerPlayer since this is right before the
last tiles are conquered and PlayerExecution finds out the player is
dead and deletes its units. Captures will be recorded in the stats just
like normal. Things like this add an extra incentive to be the fastest
to conquer the AFK player, next to getting their gold which is also
recorded in stats. The normal Event Box messages are also displayed.)
- GameImpl > conquerPlayer: Also transfer Transport Ships. As a note:
the limit of 3 transport ships concurrently out on water for one player,
can be exceeded in this specific case (the boatMaxNumber is only checked
for canBuild via TransportShipUtils, and in the init of a
TransportShipExecution, not for an existing TransportShipExecution with
a changing owner). This keeps the situation even for the team in terms
of ships that are already out to attack, which is fair.
captureUnit/setOwner won't do the full job here though, so changes in
TransportShipExecution are needed.
- TransportShipExecution: Added originalOwner. So we can check within
the execution itself if the Original owner disconnected, and if so if
the new owner is on the same team. Only in that case change private
this.attacker. This.attacker can still not be changed from the outside
in this way. Find new src of new owner to retreat boat to if needed, and
if new owner has no shore set it to null so the boat will be deleted
upon retreat. To find new src tile of new owner, use
bestTransportShipSpawn instead of canBuild because canBuild checks for
max boats = 3 etcera but the boat is already on its way so those checks
don't apply (we could get false back from canBuild because there's 3
ships out, while we only need to find the source tile so use
bestTransportShipSpawn).
- TransportShipUtils: to use bestTransportShipSpawn to find new owner
source tile to retreat to, we need to make sure it can handle a new
owner without shore tiles. When the new owner has no shore tiles
(candidates.length === 0), return false. This way it won't go on to call
MiniAStar which would have SerialAStar error on an empty this.sources
array.
- WarshipExecution: Changed isFriendly. This makes sure we have the
wanted behavior: allied/team ships should not attack each other once one
of their owners goes AFK.
- AttackExecution: added one more test specifically to check if attack
on AFK teammate is still witthout troop loss "Player can attack
disconnected team mate without troop loss". Also a bugfix that I left in
after removing a related change from this PR: Add a check for
removeTroops === false in the retreat() function, so at the end of the
attack we don't add troops back to owner troops if they were never
removed in the init. This check in retreat() is actually a bug fix
because removeTroops is in the constructor and can be set to True, but
in retreat() troops would then have been given back after not being
removed at init.
- DefaultConfig: small addition to comment.
- Disconnected.test.ts: added tests. Added useRealAttackLogic because at
least "Player can attack disconnected team mate without troop loss"
needs to use the real attackLogic.
- TestConfig: new class useRealAttackLogic extends TestConfig class, so
a test setup can use the real attackLogic from DefaultConfig instead of
the mock function in TestConfig.
- Setup.ts: for the test setup, add parameter to accept
useRealAttackLogic extension class. Defaults to TestConfig.
## Please complete the following:
- [x] I have added screenshots for all UI updates
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [x] I have added relevant tests to the test directory
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
## Please put your Discord username so you can be contacted if a bug or
regression is found:
tryout33
---------
Co-authored-by: Evan <evanpelle@gmail.com>
## Description:
Fixes: #676
This PR adds Players Vs Nations as a game mode in the menu.
For this change I have added two mutually exclusive option for this
mode:
1. Match number of nations to number of players who have joined
2. Set the number of nations to a fixed value
### Screenshots:
#### Options in Single player mode
<img width="1025" height="790" alt="image"
src="https://github.com/user-attachments/assets/c0685ea5-94f5-43c7-a9e5-390835fc94e9"
/>
<img width="1005" height="795" alt="image"
src="https://github.com/user-attachments/assets/dddba015-a424-40dd-a0fe-2571fd7b0fba"
/>
#### Options in lobby mode
<img width="1015" height="888" alt="image"
src="https://github.com/user-attachments/assets/45bc865b-c6a8-4b6a-9062-4eb499c1ea36"
/>
#### Example gameplay (1 Human Vs 90 Nations)
<img width="1888" height="912" alt="image"
src="https://github.com/user-attachments/assets/38faec75-171f-4358-a3be-93630cca1587"
/>
## 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:
saphereye
---------
Co-authored-by: Evan <evanpelle@gmail.com>
## Description:
Bug fix: cities and ports would only connect to factories owned by the
current player, ignoring those belonging to other players.
This update makes the player ID optional when searching for nearby
units: if no player ID is provided, unit ownership is disregarded,
allowing connections to all factories regardless of ownership.
## 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
## Description:
Have the diplomacy view only draw border, not interior tiles. Drawing
the interior tiles is a very expensive operation and caused main thread
cpu usage to spike to close to 100%.
Also change the color scheme so that neutral players are gray, and
embargoed players are red. I think long term embargo should be more of a
war state.
Added embargo update and cleaned it up to use Player instead of
PlayerID. There's no reason to pass ids around.
<img width="493" height="466" alt="Screenshot 2025-08-07 at 6 25 55 PM"
src="https://github.com/user-attachments/assets/75552036-42f1-4103-9537-234ff1c0464f"
/>
## Please complete the following:
- [x] I have added screenshots for all UI updates
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [x] I have added relevant tests to the test directory
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
- [x] I have read and accepted the CLA agreement (only required once).
## Please put your Discord username so you can be contacted if a bug or
regression is found:
evan
## Description:
#1075
Fixing all remaining type errors caused by strict mode and enable it.
## Please complete the following:
- [x] I have added screenshots for all UI updates
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [x] I have added relevant tests to the test directory
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
- [x] I have read and accepted the CLA agreement (only required once).
## Please put your Discord username so you can be contacted if a bug or
regression is found:
azlod
---------
Co-authored-by: Scott Anderson <662325+scottanderson@users.noreply.github.com>
## Description:
Don't become traitor when betraying inactive player
This PR makes the following changes
- Do not mark the attacking player as a traitor, if they attack/betray
an ally who is disconnected from the game
- Do not send the attacking player the betrayal message (traitor debuff
applied message), if they attack/betray an ally who is disconnected from
the game
- Add test case for traitor debuff being applied if the attacking player
attacks an ally who is still connected to the game
- Add test case for traitor debuff NOT being applied if the attacking
player attacks an ally who is disconnected from the game
I also tested this manually with nuking an allied player who is
connected and nuking an allied player who is disconnected. The logic
worked as expected.
This PR was made in regards to the following issue: #1599
## Please complete the following:
- [x] I have added screenshots for all UI updates
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [x] I have added relevant tests to the test directory
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
- [x] I have read and accepted the CLA agreement (only required once).
## Please put your Discord username so you can be contacted if a bug or
regression is found:
slyty
## Description:
Add an animation when the player conquer another one.
The FX consists of two parts: short animation, and the gold won.
It is only displayed to the conquering player, so everybody knows who
won the money if multiple people fighted over the last pixel of a
player.
Changes:
- Add new update `ConquestUpdate`
- Add new fx `ConquestFx`
- Merge conquest logic in `Game`
https://github.com/user-attachments/assets/9f985e41-baa4-48a6-927e-3216274f758c
## Please complete the following:
- [x] I have added screenshots for all UI updates
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [x] I have added relevant tests to the test directory
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
- [x] I understand that submitting code with bugs that could have been
caught through manual testing blocks releases and new features for all
contributors
## Please put your Discord username so you can be contacted if a bug or
regression is found:
IngloriousTom
## Description:
On Alliance extension, the key "events_display.alliance_renewed" is
displayed in the Event Panel. Reported in
https://discord.com/channels/1284581928254701718/1397197460085932184
Since displayMessage doesn't expect or do translations, just puts out
hardcoded English messages so far, it doesn't do anything with the
recieved key and just puts it in the Event Panel as is. This PR fixes it
as a follow-up of #1359.
With this, it also introduces a base which can be used to translate
hardcoded messages coming from other Executions. That is out of the
scope of this PR.
PRs #1532 and #1536 both fix issues with Alliance Renewal in v24. If
possible approve 1532 (this one) first and then 1536 not too far after
if github can indeed merge them.
BEFORE:
<img width="533" height="353" alt="alliancerenewbefore"
src="https://github.com/user-attachments/assets/b97f7279-8daf-4049-96fb-1d5a1e360ec4"
/>
AFTER:
(tested locally with Nations by not checking their answer; they normally
don't answer to alliance renewal request which is another issue)
<img width="787" height="406" alt="After fix"
src="https://github.com/user-attachments/assets/9fc3a0e2-b151-486f-b6ef-692177e387ad"
/>
## Please complete the following:
- [x] I have added screenshots for all UI updates
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [x] I have added relevant tests to the test directory
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
- [x] I have read and accepted the CLA aggreement (only required once).
## Please put your Discord username so you can be contacted if a bug or
regression is found:
tryout33
## Description:
GameView does not update its unit grid when units move, which can result
in memory leaks.
## Please complete the following:
- [x] I have added screenshots for all UI updates
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [x] I have added relevant tests to the test directory
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
- [x] I have read and accepted the CLA aggreement (only required once).
## Please put your Discord username so you can be contacted if a bug or
regression is found:
IngloriousTom
## Description:
Use an iterative approach to counting units to reduce array allocations.
## 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
- [ ] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
- [x] I understand that submitting code with bugs that could have been
caught through manual testing blocks releases and new features for all
contributors
## Description:
- Add trios and quads
- Add translations for duos, trios, quads
- Add duos, trios, quads to the public lobby rotation
- Increase the frequency of team games


## Please complete the following:
- [x] I have added screenshots for all UI updates
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [x] I have added relevant tests to the test directory
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
- [x] I understand that submitting code with bugs that could have been
caught through manual testing blocks releases and new features for all
contributors
## Description:
Train stations are now built automatically when a factory is
constructed.
Changes:
- When a factory is built, nearby structures are connected to the rail
network
- When a city is built near a factory, it is connected to the rail
network
- All structures behave the same when a train stops: to be defined
- Removed station badge
- Gold income is now related to the structure's level
## Please complete the following:
- [x] I have added screenshots for all UI updates
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [x] I have added relevant tests to the test directory
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
- [x] I understand that submitting code with bugs that could have been
caught through manual testing blocks releases and new features for all
contributors
## Please put your Discord username so you can be contacted if a bug or
regression is found:
IngloriousTom
## Description:
Extend the winner schema to support multi-player wins (vote for peace,
teams).
## Please complete the following:
- [x] I have added screenshots for all UI updates
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [x] I have added relevant tests to the test directory
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
- [x] I understand that submitting code with bugs that could have been
caught through manual testing blocks releases and new features for all
contributors
## Description:
About 30s before an alliance is about to expire, both players receive a
prompt to extend the alliance. If both players agree the alliance is
extended.
## Please complete the following:
- [x] I have added screenshots for all UI updates
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [x] I have added relevant tests to the test directory
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
- [x] I understand that submitting code with bugs that could have been
caught through manual testing blocks releases and new features for all
contributors
## Please put your Discord username so you can be contacted if a bug or
regression is found:
evan
## Description:
There was a regression on how sam targets nukes.
This fixes it
## Please complete the following:
- [x] I have added screenshots for all UI updates
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [x] I have added relevant tests to the test directory
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
- [x] I understand that submitting code with bugs that could have been
caught through manual testing blocks releases and new features for all
contributors
## Please put your Discord username so you can be contacted if a bug or
regression is found:
Vivacious Box
## Description:
Add a rail network to handle train stations/railroad between structures.
Changes:
- `RailNetwork` is responsible for the train station graph. Use it to
connect new `TrainStations`
- A `RailRoad` connects two `TrainStation`
- No loop possible in the rail network
- Train stations handles its railroads
- Added a layer to draw the railroads under the structures
#### Clusters
- To speed up computations, each `TrainStation` references its own
cluster
- A cluster is a list of `TrainStation` connected with each other,
created by the `RailNetwork` when connecting the station
- Train stations spawn trains randomly depending on its current cluster
size
- A `TrainStation` decides randomly of the train destination by picking
one from the cluster
#### Production building:
- Added a factory which has no gameplay impact currently. _To be
discussed._
#### Train stops:
- When a train reaches a factory, it's filled with a "cargo". The loaded
trains has no impact currently. _To be discussed._
- When a train reaches a city, the player earn 10k gold
- When a train reaches a port, it sends a new tradeship if possible
- If a destination/source is destroyed, the train & railroad are deleted
too
https://github.com/user-attachments/assets/42375c17-9e04-4a42-98d0-708c81ffd609https://github.com/user-attachments/assets/fbecdb53-a516-4df8-87fb-1f9a62c4efa0
## Please complete the following:
- [x] I have added screenshots for all UI updates
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [x] I have added relevant tests to the test directory
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
- [x] I understand that submitting code with bugs that could have been
caught through manual testing blocks releases and new features for all
contributors
## Please put your Discord username so you can be contacted if a bug or
regression is found:
IngloriousTom
---------
Co-authored-by: Scott Anderson <scottanderson@users.noreply.github.com>
## Description:
Sending invalid coords can cause game to crash. Make sure to validate
tile ref.
## Please complete the following:
- [x] I have added screenshots for all UI updates
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [x] I have added relevant tests to the test directory
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
- [x] I understand that submitting code with bugs that could have been
caught through manual testing blocks releases and new features for all
contributors
## Please put your Discord username so you can be contacted if a bug or
regression is found:
evan
## Description:
https://github.com/openfrontio/OpenFrontIO/issues/1035Fixes#1035
## Please complete the following:
- [x] I have added screenshots for all UI updates
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [x] I have added relevant tests to the test directory
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
- [x] I understand that submitting code with bugs that could have been
caught through manual testing blocks releases and new features for all
contributors
## Please put your Discord username so you can be contacted if a bug or
regression is found:
.w.
---------
Co-authored-by: Scott Anderson <scottanderson@users.noreply.github.com>
Co-authored-by: evanpelle <evanpelle@gmail.com>
## Description:
Big update to the EventsDisplay
- Style update for EventsDisplay, look & feel similar to other windows
- Component now hidden during spawn phase
- Adds new functionality for filtering events by category. Allows the
player to remove specific event types
- Displays latest gold amount, decays after 5 seconds
<img width="1147" alt="Screenshot 2025-06-07 at 20 18 55"
src="https://github.com/user-attachments/assets/11c39818-55ad-4ba1-a998-360057e2856c"
/>
<img width="422" alt="Screenshot 2025-06-07 at 19 01 55"
src="https://github.com/user-attachments/assets/09c0b998-6046-49fb-9fba-33b4f57f337b"
/>
<img width="444" alt="Screenshot 2025-06-07 at 20 20 25"
src="https://github.com/user-attachments/assets/022deadc-3a49-442a-85f5-f1cd128a5805"
/>

## Please complete the following:
- [X] I have added screenshots for all UI updates
- [X] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [X] I have added relevant tests to the test directory
- [X] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
- [X] I understand that submitting code with bugs that could have been
caught through manual testing blocks releases and new features for all
contributors
## Please put your Discord username so you can be contacted if a bug or
regression is found:
maxion_
Fixes#1025Fixes#1034
## Description:
Changed from consolex to console
## Please complete the following:
- [x] I have added screenshots for all UI updates
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [x] I have added relevant tests to the test directory
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
- [x] I understand that submitting code with bugs that could have been
caught through manual testing blocks releases and new features for all
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## Please put your Discord username so you can be contacted if a bug or
regression is found:
@qqkedsi
## Description:
1. Refactor WarshipExecution so that it takes either attrs or a warship
unit. This makes testing much simpler as the unit test can construct a
warship and then pass it into a warship execution
2. Have MoveWarshipExecution set the patrol tile, not the move tile so
warships stay in new location instead of moving back to original
location.
3. Warships no longer target trade ships outside of its patrol range.
this prevents warships from wandering
4. Refactored & simplified WarshipExecution
5. Added more tests for warships
6. Move health modification from PlayerExecution to WarshipExecution
since Warships are the only unit that have health
7. Move fields from WarshipExecution to the Warship unit itself, this
allows other executions & components to see more data about the warship.
## Please complete the following:
- [x] I have added screenshots for all UI updates
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
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caught through manual testing blocks releases and new features for all
contributors
## Please put your Discord username so you can be contacted if a bug or
regression is found:
<DISCORD USERNAME>
## Description:
Refactor various types across the project to use WinnerSchema.
## Please complete the following:
- [x] I have added screenshots for all UI updates
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
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contributors
Co-authored-by: Scott Anderson <662325+scottanderson@users.noreply.github.com>
## Description:
Record player stats for the analytics worker to import in to to
postgres. This changes defines a new Analytics schema version, `v0.0.2`,
containing additional metadata about each player.
## Please complete the following:
- [x] I have added screenshots for all UI updates
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
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caught through manual testing blocks releases and new features for all
contributors
## Description:
Improve type safety and runtime correctness by:
1. Enabling TypeScript's
[strictNullChecks](https://www.typescriptlang.org/tsconfig/#strictNullChecks)
compiler option.
2. Replacing all loose equality operators (`==` and `!=`) with strict
equality operators (`===` and `!==`).
3. Cleaning up of type declarations, null handling logic, and equality
expressions throughout the project.
Currently, the code allows implicit assumptions that `null` and
`undefined` are interchangeable, and relies on type-coercing equality
checks that can introduce subtle bugs. These practices make it difficult
to reason about when values may be absent and hinder the effectiveness
of static analysis.
Migrating to strict null checks and enforcing strict equality
comparisons will clarify intent, reduce bugs, and make the codebase
safer and easier to maintain.
Fixes#466
## Please complete the following:
- [x] I have added screenshots for all UI updates
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
- [x] I understand that submitting code with bugs that could have been
caught through manual testing blocks releases and new features for all
contributors
---------
Co-authored-by: Scott Anderson <662325+scottanderson@users.noreply.github.com>
Co-authored-by: evanpelle <openfrontio@gmail.com>
## Description:
Adds two fields to an Embargo :
- `createdAt` : the tick at which it was created
- `willExpire` : whether the embargo will expire on its own
An embargo will remove itself only if the player didn't intentionally
set it. It expires either when an alliance is made, or if enough time
has passed (according to the `embargoDuration` config entry).
I put 5 minutes for `embargoDuration` by default, which seems reasonable
to me.
closes#702
## Please complete the following:
- [x] I have added screenshots for all UI updates
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
- [x] I understand that submitting code with bugs that could have been
caught through manual testing blocks releases and new features for all
contributors
## Please put your Discord username so you can be contacted if a bug or
regression is found:
leo21_
## Description:
Enables you to click on the `Naval invasion incoming from X` or `X -
atom bomb inbound` messages to focus the camera on the incoming unit
(boat or nuke). Works for boats, atom bombs, hydrogen bombs and MIRVs.
Nothing changes in looks, only the fact that the messages are clickable.
closes#641
## Please complete the following:
- [x] I have added screenshots for all UI updates
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
- [x] I understand that submitting code with bugs that could have been
caught through manual testing blocks releases and new features for all
contributors
## Please put your Discord username so you can be contacted if a bug or
regression is found:
leo21_
## Description:
<img width="842" alt="スクリーンショット 2025-05-09 17 51 27"
src="https://github.com/user-attachments/assets/b9a2cb5b-74d2-4c07-aed2-01d719de6eb4"
/>
MLS
## Please complete the following:
- [x] I have added screenshots for all UI updates
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
- [x] I understand that submitting code with bugs that could have been
caught through manual testing blocks releases and new features for all
contributors
## Description:
Changes the team order to Red, Blue, Yellow, Green, Orange, Purple, Teal
instead of what it originally was (Red, Blue, Teal, Purple, Yellow,
Orange, Green)
Teal and Blue look similar, so I think it's better to move them further
apart. Instead, the primary colors are chosen first.
Fixes#614
In the long run, I think it would be nice to have the teams randomly
chosen from available colors and not always in the same order - e.g. a
three-team game isn't always Red, Blue, and Yellow, it could be any mix
of the colors. However, my programming skills aren't great enough to do
that.
## Please complete the following:
- [x] I have added screenshots for all UI updates
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
- [x] I understand that submitting code with bugs that could have been
caught through manual testing blocks releases and new features for all
contributors
## Please put your Discord username so you can be contacted if a bug or
regression is found:
Spartan Oligarchy/Loymdayddaud
## Description:
Implement Duos team mode.
Also assign teams to nations at the start instead of assigning them
randomly on spawn. This gives more consistent team sizes
## Please complete the following:
- [x] I have added screenshots for all UI updates
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
- [x] I understand that submitting code with bugs that could have been
caught through manual testing blocks releases and new features for all
contributors
## Please put your Discord username so you can be contacted if a bug or
regression is found:
<DISCORD USERNAME>
Co-authored-by: evan <openfrontio@gmail.com>
## Description:
- Allow up to seven teams for players, and one for bots.
- Add team count selection to the single player dialog.
- Select random number of teams in server rotation.
Fixes#456
## Please complete the following:
- [x] I have added screenshots for all UI updates
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
- [x] I understand that submitting code with bugs that could have been
caught through manual testing blocks releases and new features for all
contributors


## Please put your Discord username so you can be contacted if a bug or
regression is found:
fake.neo
---------
Co-authored-by: Scott Anderson <662325+scottanderson@users.noreply.github.com>
## Description:
In most cases we do not need to solve for the hypotenuse length and can
do math directly on the square of the hypotenuse. For example, the
common use case for calculating euclidean distance is to check if two
points are within a certain distance of each other. In this case,
`Math.sqrt(x*x + y*y) < d` can be rewritten as `x*x + y*y < d*d`.
## Please complete the following:
- [x] I have added screenshots for all UI updates
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
- [x] I understand that submitting code with bugs that could have been
caught through manual testing blocks releases and new features for all
contributors
## Please put your Discord username so you can be contacted if a bug or
regression is found:
fake.neo
---------
Co-authored-by: Scott Anderson <662325+scottanderson@users.noreply.github.com>
## Description:
Fixes a number of ESLint violations. Although I have tested these
changes through the local dev server, I don't have a high confidence
that the testing is sufficient, as I am new to this codebase. This
change would benefit from heightened scrutiny.
## Please complete the following:
- [x] I have added screenshots for all UI updates
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
- [x] I understand that submitting code with bugs that could have been
caught through manual testing blocks releases and new features for all
contributors
## Please put your Discord username so you can be contacted if a bug or
regression is found:
fake.neo
---------
Co-authored-by: Scott Anderson <662325+scottanderson@users.noreply.github.com>
## Description:
Teams are not sorted based on clans, clan members always stay on the
same team.
## Please complete the following:
- [x] I have added screenshots for all UI updates
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
- [x] I understand that submitting code with bugs that could have been
caught through manual testing blocks releases and new features for all
contributors
## Please put your Discord username so you can be contacted if a bug or
regression is found:
<DISCORD USERNAME>
## Description:
The server stores all players that have joined, and once the game starts
it sends a list of players to all clients. Players cannot join after the
game has started. Server now generated the PlayerID instead of the
client.
The is necessary for team mode, we need to know how who is playing the
game before it starts so we can properly assign teams based on clans.
## Please complete the following:
- [x] I have added screenshots for all UI updates
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
- [x] I understand that submitting code with bugs that could have been
caught through manual testing blocks releases and new features for all
contributors
## Please put your Discord username so you can be contacted if a bug or
regression is found:
evan