Bug report:
https://discord.com/channels/1284581928254701718/1355194642592694412
## 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:
PilkeySEK
## 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:
PilkeySEK
Bot team has over 80% of the map:

How it was before (the bug):

changed the sam cooldown to be a general cooldown function and added a
missilesilo cooldown
The function either adds the current tick as the starting point of the
cooldown or sets the cooldown to null and updates the unit. That way
getcooldown function can be used to get back the tick the cooldown was
started and can be compared to the cooldown set in the config.
changed the sam test / added a missilesilo test
---------
Co-authored-by: evanpelle <evanpelle@gmail.com>
Tried to implement feature to outline player under mouse cursor.
Intention is to improve gameplay and provide a way to estimate players
territories for strategic planning / avoid attacking wrong players with
confusingly similar colors.
When you stop cursor at the player - his borders will be drawn in white
color.
To focus on other player - click or move cursor to other player.
To hide outline - click on empty space (water, land).
"Focus" UI feature also triggers outline for the target player (easier
to see who exactly is that you are looking at).




Done via getting player under mouse cursor, setting it as global
focusedPlayer and painting borders in white color.
Tried to maintain minimal changes and utilize existing rendering queue.
Also added hover delays to avoid excessive redraws and provide better
experience. Redraws only happens when focusedPlayer changes - one time
for old focused player to clean outline and one time for new focused
player.
TITLE IS WRONG I meant 2s not 1s
Problem: two warship fight each other, if one back off he won't be hit
by the ennemy at all. he'll kill other warship, then all shells
dissapear so 0% damage are received. It's OP and unfair.
Solution: make warship's shells last 2s after its death so even if one
warship backs off he'll eventually receive some damages. 2s is enough to
get between 250-750 HP loss
---------
Co-authored-by: evanpelle <evanpelle@gmail.com>
## 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:
PilkeySEK
## Please complete the following:
just a compilation bug fix. npm run dev is how i test
## Please put your Discord username so you can be contacted if a bug or
regression is found:
respectful pinguin
## Responsibility Acknowledgment
- [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 basic manual testing:
- Significantly slows down the entire development process
- Blocks releases and new features for all contributors
- Harms the project's reliability and reputation
- Places additional debugging burden on maintainers who already have
limited time
- Diverts valuable resources away from new development and improvements
- Makes me seen as a loser
- Makes me more likely to go to hell
when an building is taken over by another player the execution for it
doesnt change its owner this makes it so when a sam is captured it tries
to intercept your own nukes and doesnt intercept the ones by the
previous player
this change makes executions of buildings automaticly switch their owner
added a unitgrid instead of a defensepostgrid for all units to be able
to see if a tile is inside the range of a unit by a custom distance
this is used for the sam launcher to draw a circle around the area it
protects
removed all parts that use the defensepostgrid and made it use the
unitgrid instead
This map was made by mashing up the world map and putting it in the
general shape of the super-continent
[Pangaea](https://en.wikipedia.org/wiki/Pangaea) It's not super accurate
but the continents are generally in the right places and the nations are
more or less the same as on World, placed in the general location where
they would have been. Hope this is good enough to be added into the
game; even if only among custom lobby maps!
This PR adds full translation support for all out-of-game UI elements,
including the start screen, public/private lobby modals, and other
pre-game interfaces.
All static text has been externalized to en.json and ja.json for future
language support.
If you find any spots that are not yet translated (missing from the
JSON), please let me know.
Thanks a lot!
This is a follow-up to PR
[#305](https://github.com/openfrontio/OpenFrontIO/pull/305).
---------
Co-authored-by: Cldprv <dubois.cnm@tutanota.com>
Co-authored-by: jacks0n <rosty.west89@gmail.com>
Updated structure icon border rendering to improve legibility, I often
find that I miss important enemy structures like SAM launchers as they
share a similar icon to many other structures.
Supported shapes:
- Square (SAM, Missile)
- Round (City, Port)
- Hexagon (Defense post)
- Diamond (not used, square rotated 45deg)

This is a map of the Australian country. It has 7 bots - the 7 states of
the country. This is my first time making a pull request, so I'm sorry
if i messed something up or something doesn't work.
Fixing issues #282 where players can bypass max username length by
editing their storage. I added a sanitization on the server side to
avoid all kind of cheat on the username as we can't trust clients
Previous patch modified largeModifier to increase it. It boosted
attacker loss but also increased speed a lot (not intentional). We now
declare two different modifier for speed and for attacker loss. Attacker
loss should remain the same.
Speed was brought as before (to slow down a bit huge players). Except
instead of sqrt (exponent 1/2) we do exponent 0.6. So the speed modifier
decreases a bit faster with size (to disadvantage a bit huge players who
are invincible right now)
Co-authored-by: ilan schemoul <ilanschemoul@gmail.com>
More costly (start at 1.5M), increase cost cap (4.5M), biggest timeout
(5s->10s), much lower chance to stop hydrogen (70%->10%), triple
construction time (10s->30s) otherwise it's trivial to build a SAM right
before a nuke hits
Slightly decrease flat land advantage (in certain cases it feels almost
instataneous otherwise)
To calculate speed bonus use 4*attackTroops instead of 5 (people keep
complaining than small numbers of troops take crazy amount of lands
veryn quick)
Slightly increase minimum multiplier for attacker loss, to make
snowballing a little bit slower.
I only slightly modified numbers because the meta is fun it's just too
quick on certain cases.
We previously had a system where lobbyLifetime = gameCreationRate * 2
It was to always have one lobby ready.
With dynamic timer (start if enough player or timer's over) we cannot
rely on this system (which used setInterval) so we have one lobby and
check every 100ms if we need to create another lobby.
Might add 100ms+time of creating a lobby ms latency. Which is fine I
guess.