Commit Graph

81 Commits

Author SHA1 Message Date
scamiv 636fe2e68a this isnt getting good soon 2026-02-02 01:34:15 +01:00
FloPinguin 23e4bf6725 ☢️ Nations send much better nukes now (Part 1) ☢️ (#2756)
This is a very important PR for HumansVsNations (But also for
singleplayer).
Humans will throw lots of nukes onto nations, but nations didn't do
that. Until now :)

## Refactor

- Moved all the nuking logic to the new file `NationNukeBehavior.ts`
- Moved `randTerritoryTileArray()` and `randTerritoryTile()` to the new
file `NationUtils.ts` because we need that method in multiple places now
- Because we already have an `NationUtils.ts` (It contains the method
`createNationsForGame` for HumansVsNations) I renamed the old one to
`NationCreation.ts` to avoid confusion

## Bug fixed

- `allRelationsSorted()` in `PlayerImpl` returned dead players all the
time... Which caused nations to not attack / send nukes in some cases...

## Nuke-sending features / improvements

- On hard and impossible difficulty, nations no longer make sure that
nukes will only hit inside of their targets border. This logic very
often stopped nations from throwing nukes. Now their nukes are allowed
to hit TerraNullius (=> ocean!). And in team games, it's even allowed
that their nukes hit other non-friendly players as well! This is very
important for HumansVsNations.
- The basic check for SAMs now gets skipped if we are on easy difficulty
(easy nations are not smart enough to do that)
- I improved the basic check for SAMs (medium difficulty) a bit (nations
send less nukes into SAMs)
- On hard and impossible difficulty, we now use the new method
`isTrajectoryInterceptableBySam()` to avoid SAMs completely. It's
mirroring `NukeTrajectoryPreviewLayer.ts` logic a bit.
- I added "perceived cost" to simulate nations saving up for a MIRV
(Otherwise most hard/impossible nations will spend all their gold on
nukes). But if we are in a team game (MIRVs are not relevant) or if we
already saved up for a MIRV, the "perceived cost" gets ignored.
- Updated the "most hated player" selection in `findBestNukeTarget()` to
ignore very weak players. We don't need to throw nukes at players which
we can easily steamroll by land.
- Added `findFFACrownTarget()` to nuke the crown (based on difficulty).
- Added `findStrongestTeamTarget()` to nuke the strongest team.
- Updated `randTerritoryTile()` so that it has a higher chance of
returning the tiles of a
"leftover-nuked-to-death-player-with-some-tiles-left": `if
(p.numTilesOwned() <= 100) {return
random.randElement(Array.from(p.tiles()));}`.
- Changed `const range = nukeType === UnitType.HydrogenBomb ? 60 : 15`
to `config().nukeMagnitudes(nukeType).inner`. Should make more sense.
- Adjusted `nukeTileScore()` to search for units in
`this.mg.config().nukeMagnitudes(nukeType).inner` instead of fixed 25
- Adjusted `nukeTileScore()` to account for unit levels (levels got
ignored previously). Also increased score for ports from 10_000 to
15_000.
- I made sure that nations can nuke EVERY SINGLE TILE from an enemy,
even if the enemy has no structures ("Prefer tiles that are closer to a
silo" can no longer make the `nukeTileScore()` drop too much,
`bestValue` in `maybeSendNuke()` starts at -1 now)
- In the entire nuking logic, factories were missing. Now they are
added.

## Media

Nation team vs. nation team: They are nuking the very last pixels of
red, just like humans would do it 😀

<img width="915" height="683" alt="image"
src="https://github.com/user-attachments/assets/109c7921-b959-4aa9-a971-0d7742971686"
/>

Hard difficulty FFA game: Nations throwing much more nukes. And they are
nuking the crown.


https://github.com/user-attachments/assets/a6e43924-a6ca-4b1a-a578-4e4f8252e383

Lots of nukes flying:


https://github.com/user-attachments/assets/8fc4edad-a6e6-4476-8a86-08cdef58169e

## 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: iamlewis <lewismmmm@gmail.com>
2026-01-01 13:29:46 -08:00
FloPinguin f6412a5979 Re-Enable HumansVsNations 🎉 (#2689)
## Description:

**HumansVsNations is back!**

The original PR had an issue: only the nations listed in the map’s
`manifest.json` were being spawned, which resulted in completely
unbalanced games.

What did I change with this PR?

- The number of humans and nations is now always the same.
- If a map contains too many nations, we take a random subset.
- If a map doesn’t contain enough nations, we dynamically add additional
ones. These get random spawn locations, and their names are taken from
the new name generator `NationNames.ts`. The name generator was taken
from the closed PR #2245 (idea from @VariableVince).

These changes apply to private lobbies and singleplayer as well. In
singleplayer, you now simply play a 1-vs-1 against a nation.

For public lobbies, we use 50% of the regular team-game player count.
The remaining 50% are nations.

We are also using the Hard difficulty for HumansVsNations.
At the moment, it’s important that nations cheat a little because humans
can donate troops, whereas nations cannot, at least not yet. In the
future, we may make that work.

We might need to adjust the difficulty or do fine-tuning depending on
the humans’ win rate in production. Ideally, we want a ~50% win rate;
otherwise, the mode may become boring. Over time, humans will likely
develop strategies that nations can’t counter, in which case we’ll need
to improve the nation AI.

Here is a screenshot showing that the number of nations now matches the
number of humans in the private lobby UI:

<img width="806" height="304" alt="Screenshot 2025-12-25 004023"
src="https://github.com/user-attachments/assets/cb4ac6f6-13cc-452c-8cc5-7a500670d7f2"
/>

The `PuplicLobby` display was a bit bugged for HumansVsNations:

<img width="532" height="191" alt="Screenshot 2025-12-23 221832"
src="https://github.com/user-attachments/assets/3950bcd9-0072-4c28-b1a0-83c0a24e9b8e"
/>

So I fixed it to look like this;

<img width="532" height="195" alt="Screenshot 2025-12-23 224127"
src="https://github.com/user-attachments/assets/690fc554-b607-4c8a-8b22-0c2912ee671a"
/>

## 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: iamlewis <lewismmmm@gmail.com>
2025-12-28 21:01:32 -08:00
YoussfeCantCode 1c52d20e83 Added pause functionality for private multiplayer games (#2657)
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"
/>
2025-12-26 10:21:18 -08:00
FloPinguin e554ffb1b0 Cleanup nations (Part 3) 🧹 Remove nation strength (#2649)
## Description:

This PR removes the nation strength. Reasoning:

- It is currently unused. The backstory can be found in #2498
- It forces map-makers to do balancing work, which is probably not a
good idea
- It increases map-making work
- It increases nation balancing complexity by a lot (we need to have all
the json files in mind)
- It makes humans avoid map areas completely because there is always
that one, same, strong nation
- The map lead Nikola123 wants to "not deal with the stupid nations and
their balancing"

If the goal of nation strength was to make them feel different I would
suggest a nation personality system. Nations that love to boat, love to
ally, love to nuke, love to fullsend, etc.

Link to a discord discussion about nation strength:


https://discord.com/channels/1359946986937258015/1360078040222142564/1450973197251117218

## 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
2025-12-19 19:10:01 -08:00
FloPinguin 4d5bb7a835 Cleanup nations (Part 1) 🧹 (#2637)
## Description:

1. Using the wording `"Nation"`, `"FakeHuman"` and `"NPC"` at the same
time is confusing.
So I renamed every mention of `"FakeHuman"` and `"NPC"` in the entire
project to `"Nation"`. Just like they are called ingame.

2. `BotBehavior.ts` was originally intended for sharing the logic
between nations and bots.
But at the moment, the logic there isn't really shared and it's
basically just about attacking.
So I renamed `BotBehavior.ts` to `AiAttackBehavior.ts`. I use "Ai" to
indicate that this file is used by bots AND nations.

3. Moved `execuction/utils/AllianceBehavior.ts` to
`execuction/nation/NationAllianceBehavior.ts` to make sure everybody
understands that this file is not about alliances in general. It's just
about nations and how they handle alliances.

4. Removed `difficultyModifier` from `DefaultConfig`. It's unused and I
think we usually want to finetune the difficulty instead of using that
method.

5. Added `assertNever` in all `switch (difficulty)` default cases.

## 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
2025-12-18 16:20:23 -08:00
Danny 58c7cdd46f Task: Unify username validation and remove username sanitation (#2622)
## Description:

This PR centralizes all username validation using UsernameSchema with a
set maximum, minimum, and a regex pattern,

It also removes sanitization, as all places where the username would be
sanitized on the server have been gatekept, so no unvalidated usernames
can get onto the server past the ClientMessageSchema safeParse in
GameServer's on message func.

Here is how the errors look if that happens, Note that if the client is
funtioning correctly and the user doesn't manually send a WS message,
they should never see this. The screenshots are from a debug build where
client uname validation was disabled.
<img height="300" alt="error message too short"
src="https://github.com/user-attachments/assets/1b7ac32c-2f03-40fb-8ce9-1f4ab66100bd"
/>
<img height="300" alt="error message bad regex"
src="https://github.com/user-attachments/assets/c78b4114-7e4b-4d39-a135-4cab3ad52c0b"
/>

Profanity sanitization was not changed.

Additionally, the censor tests were updated to reflect the new
expectations.
Jose was added to the jest config as an allowed transform pattern, as it
didn't make sense to me to mock a zod schema.

The UsernameSchema pattern was set to `^[a-zA-Z0-9_ \[\]üÜ]+$`, I
personally think either we should allow all latin characters (regex has
a pattern for this, `\p{L}` or `\p{sc=Latin}`) and then we'd use some
kind of library to normalize all latin characters into regular ascii for
name filtering, or we should only keep ascii letters.

## Please complete the following:

- [x] I have added screenshots for all UI updates
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [x] I have added relevant tests to the test directory
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced

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

Lavodan


(I just realized sanitization isn't a word, it's supposed to be
sanitation, sorry.)
2025-12-15 10:07:15 -08:00
VariableVince 7d8c1c2822 Fix: prevent desync after clan team assignment for profane username (#2511)
## Description:

Clan tag was removed when overwriting profane username. The local player
still sees the name they put in though, and are assigned to a team based
on the clan tag. Other player's browsers don't assign them to their team
because the clan tag isn't visible to them.

**Fixes:**
- GameRunner.ts > username.ts: fetch clan tag before potentially
overwriting bad username. Prepend non-profane clan tag back to the name
string afterwards.

- Util.ts: added getClanTagOriginalCase; we can't use getClanTag in
censorNameWithClanTag because it returns all caps and we needed to
retain the orginal capitalization. Explained in code comment.

- Game.ts: no changes. By keeping the getClanTag in PlayerInfo
contructor, TeamAssignment still gets clan param to correctly assign
clan teams, other players get to see the clan tag of the "BeNicer"
player, and GameServer archivegame() and LocalServer endGame() can still
do getClanTag to have the same data at the end of the game, and test
files keep working.

**Screencap after fix:**

https://github.com/user-attachments/assets/564c0ffd-577e-4653-ba33-155d2135a9f0

## 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
2025-11-25 20:08:30 -08:00
VariableVince 9b125c8cfe Bugfix: nation strength undefined in only place it is used (#2498)
## Description:

In commit
https://github.com/openfrontio/OpenFrontIO/commit/bbf72bd14f7f31146c687523aea8fc0aff31bbe1#diff-ee2fcbca50d87cc09d2c7d2667210defe2e3e111239820c89c40283be5385b64
it was added that startManpower in DefaultConfig used
playerInfo.nation.strength to set the starting troops for a Nation. In
ExecutionManager, param nation of PlayerInfo was set during the
instantiation of a new FakeHumanExecution.

However in commit
https://github.com/openfrontio/OpenFrontIO/commit/d6a412aa50dd86d474d80c216fd9ba36e7426ef9#diff-2d0a5d8b171d8b504f934891025e42742e142ef0964d6e17712bfdcd30bf050c
the changes made it so that **param nation of PlayerInfo was never
set**. While startManpower in DefaultConfig still checked for
playerinfo.nation.strength. Since it was always undefined, it would use
a multiplier of 1 instead of the actual nation strength.

This PR fixes it by passing the nation strength to param nationStrength
in PlayerInfo. Removing param strength from class Nation. Strength isn't
used anywhere else so this isn't a problem and it also consolidates
human player info and nation player info even more. We could have also
used the Nation.strength directly, but that would have required more
code in addPlayers and addPlayer in GameImpl, especially for Teams
games. So this PR has the simplest solution.

- I did add a config setting useNationStrengthForStartManpower with a
comment that explains its reason for being. Namely that in the months
that startManpower didn't get to use nation strength because of the bug,
FakeHumans have become much harder to fight. Re-enabling higher starting
troops from this fix would make them even harder to fight, and i think
rebalancing is needed before that.

- Or we could decide to scrap Nation strength altogether, as it is only
ever used to set starting troops anyway. This would make map making a
little easier as a bycatch.


## 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
2025-11-24 10:30:18 -08:00
Mykola 25ea11114e Random spawn (#2375)
## Description:

https://github.com/openfrontio/OpenFrontIO/issues/2352

This is my first PR in this project, and I’ll continue refining it based
on feedback.

<img width="1088" height="859" alt="image"
src="https://github.com/user-attachments/assets/07f4f8b1-52fa-4136-add4-19b00aefd963"
/>

<img width="1157" height="783" alt="image"
src="https://github.com/user-attachments/assets/1c5be80d-72f8-4ead-8d4b-706a3a04fd73"
/>

<img width="1488" height="777" alt="image"
src="https://github.com/user-attachments/assets/4d743548-f0c3-4579-963b-43676f68fab1"
/>

<img width="1499" height="778" alt="image"
src="https://github.com/user-attachments/assets/f808e44f-ef97-467f-9e41-812e2857c36e"
/>


## 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:

nikolaj_mykola

---------

Co-authored-by: Evan <evanpelle@gmail.com>
2025-11-06 15:49:37 -08:00
Kerod Kibatu c371112e9e Add performance stats (#2338)
## Description:

Enhanced the performance overlay to display additional tick-related
performance metrics. The overlay now shows:

1. **Tick Execution Duration** - Average and maximum time (in
milliseconds) it takes to execute a game tick
2. **Tick Delay** - Average and maximum time (in milliseconds) between
receiving tick updates from the server

The server sends 10 updates per second (100ms interval), so these
metrics help identify:
- Client-side performance bottlenecks (tick execution duration)
- Network latency issues (tick delay)

**Additional improvements:**
- Renamed `FPSDisplay` component to `PerformanceOverlay` to better
reflect its expanded purpose
- Updated method names (`updateFPS` → `updateFrameMetrics`) and CSS
classes for consistency

All metrics are tracked over the last 60 ticks, providing rolling
averages and maximum values for performance analysis.

## Please complete the following:

- [x] I have added screenshots for all UI updates:
- <img width="495" height="227" alt="image"
src="https://github.com/user-attachments/assets/142b0313-61bf-46cc-b595-61fe73f6b54c"
/>


- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- Translation keys already exist in en.json for
"performance_overlay_label" and "performance_overlay_desc"

- [x] I have added relevant tests to the test directory
  - All existing tests pass (309/310 tests passed)
  - No new tests added as this is primarily a display enhancement

- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
  - Tested locally with npm test
  - Verified performance overlay displays all metrics correctly
  - Confirmed tick metrics are calculated and displayed accurately

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

Discord: kerverse

---------

Co-authored-by: Evan <evanpelle@gmail.com>
2025-11-03 13:25:54 -08:00
Abdallah Bahrawi 380eab5d12 Implement Stop/Start trading with all (#2278)
## Description:
fixes #2275 

Added global Start/Stop trading; use your **player panel** to trigger
it.

<img width="370" height="540" alt="Screenshot 2025-10-23 184447"
src="https://github.com/user-attachments/assets/c3b7967e-ffdd-4f37-ba67-b60a602278ce"
/>

## 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:

abodcraft1
2025-10-25 20:59:40 +00:00
Vivacious Box 311d43ab4f Build bar (#2059)
## Description:

Make the unit display bar a proper unit build bar
Add shortcuts for all structures and units
Add ranges for ranged structures and units
Changed the shortcuts to use the key instead of the code for
internationalization purposes


![buildbar](https://github.com/user-attachments/assets/6407dc9c-14b4-40cc-8faa-cdd9e88c9fd2)
<img width="285" height="517" alt="image"
src="https://github.com/user-attachments/assets/91bb01e6-e48c-4255-ace1-306af9cdc25b"
/>

## Please complete the following:

- [x] I have added screenshots for all UI updates
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [x] I have added relevant tests to the test directory
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced

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

Mr.Box

---------

Co-authored-by: evanpelle <evanpelle@gmail.com>
Co-authored-by: icslucas <carolinacarazolli@gmail.com>
Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com>
2025-10-02 12:38:28 -07:00
evanpelle 5d9b62da4d add compact map option (#2095)
## Description:

Create mini map option
<img width="741" height="234" alt="Screenshot 2025-09-25 at 4 47 47 PM"
src="https://github.com/user-attachments/assets/6c442698-8e3b-44d5-b07e-c4f0a916c3bc"
/>

## 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
2025-09-25 16:51:25 -07:00
Cameron Clark 1ecd6c4ee1 Private lobby toggle donation (#1752)
Resolve #1652

1. Add the ability to toggle **gold donations** and **troop donations**
for private lobbies
~2. Add relevant translations.~
3. Refactor `canDonate` to be specific to gold and troop donations
4. Add placeholders for singleplayer mode if this is to be extended to
support that too.
5. Add Tests for Donate logic
<img width="1643" height="1788" alt="image"
src="https://github.com/user-attachments/assets/82b93400-a1f0-45f0-8b2b-a7f78dc0c3e9"
/>

_Private Lobby_

![donatetroopsprivatelobby](https://github.com/user-attachments/assets/c6690bbc-958e-48a1-9cf1-e2b361dfb1b2)
_Testing Troop Send In Private Lobby_

![donatetroopsprivatelobby2](https://github.com/user-attachments/assets/698c7603-6b4b-4da7-91ab-7bdc38bb49a5)

_Troop Send Complete In Private Lobby_

![testtradepublicteams](https://github.com/user-attachments/assets/1010332c-3f38-4644-9218-46aa7141f578)
Confirming that public teams still works

- [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).
regression is found:

DISCORD_USERNAME: cool_clarky

---------

Co-authored-by: Scott Anderson <662325+scottanderson@users.noreply.github.com>
Co-authored-by: Drills Kibo <59177241+drillskibo@users.noreply.github.com>
2025-09-03 16:19:13 -07:00
Antoine ad2598361b Fix remaining errors and enable strict mode (#1628)
## 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>
2025-08-03 23:06:31 +00:00
Aleksey Orekhovsky ee459b7410 Reduce Docker image size by refactoring map loading (#1621)
## Description:

This PR implements a major refactoring of how map data is stored and
loaded, as described in #1242. Previously, map data (`.bin` files) was
bundled directly into the client-side JavaScript by Webpack using
`binary-loader`. This approach led to data duplication and increased
bundle/image sizes.

This refactoring changes the strategy entirely:
- `GameMapLoader` interface has been introduced to decouple the map
loading mechanism from the components that use it.
- New `FetchGameMapLoader` implementation loads map data by fetching it
from static server endpoint.
- Webpack configuration and `Dockerfile` have been updated to serve the
map files as static assets and to remove the source `resources/maps`
directory from the final image, thus eliminating data duplication.

This leads to several key improvements:
- Docker image size is reduced from ~750 MB to ~600 MB.
- Build time is decreased. On my local machine, the docker image build
time went from 48s to 43s.
Most of this speed-up comes from faster Webpack builds (reduced from 16s
to 11s), as it no longer needs to process large binary files. This
performance gain will be noticeable for all developers during local
development, not just in the CI workflow.

## 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:

aaa4xu
2025-08-01 04:49:07 +00:00
evanpelle 5b5ac7bfca allow alliance extension Fixes #491 (#1314)
## 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
2025-07-02 15:25:20 -07:00
evanpelle ca522a5937 refactor cosmetics out of PlayerInfo (#1299)
## Description:

Remove Cosmetics from PlayerInfo. The game engine should have no
knowledge of cosmetics since they shouldn't affect game play at all.
Instead pass player cosmetics into the GameView.

## 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
2025-06-28 12:33:19 -07:00
evanpelle 1ce282d41b Move map metadata to map manifest (#1262)
## Description:

To simply the map binary data, remove height & width data to the
manifest

## 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
2025-06-23 14:50:18 -07:00
Aotumuri b71acdc993 Patterned territory (#786)
## Description:
This is meant to give players more customization options.
Permission handling hasn’t really been implemented yet.
## 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:

aotumuri
2025-06-22 23:57:24 -04:00
evanpelle 2b1f2dca6e remove player id from Schemas, fix archive bug (#907)
## Description:

Remove all references to playerID in the archive schema, since we
reference players by client id.
Also fixed the game not archiving bug, due to invalid reference.

## 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>
2025-05-27 16:34:32 -07:00
Léo Kosman 2c4d2334dd Feat : focus attack average position and some movement camera fixes (#740)
## Description:

Makes so that when clicking on the attack warning message in chat, the
camera focuses on the "average position" of the attack, instead of just
the player.

The average position is calculated by taking the average position of all
attacking border cells. It makes the calculation for every AttackUpdate,
which adds some calculations every tick, but it shouldn't affect
performance that much, as it's just a sum of coordinates.
If you have a better way of getting the averagePosition information
(calculating it only when necessary instead of every tick), it would be
great.

closes #703 

## 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_

---------

Co-authored-by: Scott Anderson <scottanderson@users.noreply.github.com>
Co-authored-by: evanpelle <evanpelle@gmail.com>
2025-05-23 19:03:53 -07:00
tnhnblgl ca66656b5c Display alliance timer in player panel (#805)
## Description:
Below Traitor: , There will be Alliance Status. And will display timer,
after timer ends will show Alliance Expired. Also this Alliance Status
will only show if player had alliance.

## 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:
dovg
2025-05-19 15:29:40 -07:00
Scott Anderson 70745faac4 Enable strictNullChecks, eqeqeq (#436)
## 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>
2025-05-15 16:39:40 -07:00
evanpelle d6a412aa50 implement duos (#630)
## 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>
2025-04-30 13:47:35 -07:00
evanpelle 71849b47cd better transport ship spawn (#587)
## Description:

Taken from PR #506

Improve transport source tile by considering border extremums

Only calculate better spawn tile for humans, and have the sender
calculate it and send the src tile in the intent for better performance.

## 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>
evan

Co-authored-by: evan <openfrontio@gmail.com>
2025-04-21 19:49:17 -07:00
Evan 38b1845ed1 don't allow structures to spawn too close to each other. When choosing a spawn, canBuild() finds a suitable nearby tile if chosen tile is too close to an existing structure. 2025-04-18 11:51:54 -07:00
Evan 9fa3691c5c bugfix: SpawnExecution couldn't find existing player because Game.Players() only returns alive players. This caused SpawnExecution to respawn each human player. 2025-04-03 19:31:42 -07:00
Evan 8b6895d745 add prettier import plugin 2025-03-31 13:09:27 -07:00
evanpelle ab3f4fbac1 All players must join game before spawn (#380)
## 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
2025-03-30 17:04:29 -07:00
tropptr-torrptrop 72016f3dd4 Focused player border highlight (#304)
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).


![1](https://github.com/user-attachments/assets/f7bda876-4b20-456c-9463-d2cfbb53ad5a)

![2](https://github.com/user-attachments/assets/f5cd6d12-fd52-4890-b3ee-caba9ff17753)
![FUN 2025-03-20 23 06
23](https://github.com/user-attachments/assets/f0e6e343-9442-4d89-9b7a-4bd01c6e00d0)
![FUN 2025-03-20 23 07
51](https://github.com/user-attachments/assets/2cc748e1-bc66-4834-82ad-22a4184a3006)


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.
2025-03-29 14:41:28 -07:00
evanpelle 2c9fc7307e fix config circular dependency (#296) 2025-03-19 15:42:47 -07:00
evanpelle 974d606923 Merge pull request #159 from ilan-schemoul/save-stats
feat: save stats to local storage
2025-03-06 15:57:00 -08:00
Evan 4c8eeb0cc1 merge branch v0.17.3 2025-03-06 15:46:57 -08:00
ilan schemoul 398d354702 feat: save stats to local storage
Victory lose, player stats, lobby config are stored to local storage
(for later use)
2025-03-06 01:00:19 +01:00
Evan 2b26cfbbc9 update aws deployment, have client get env from server 2025-03-05 12:37:37 -08:00
ilan schemoul fc7b08402f feat: stats system to see number of nukes sent by a player in PlayerPanel 2025-03-02 21:41:00 +01:00
evanpelle 0a077ebf4d Merge pull request #100 from d3n0x8/scrollAttackRatio
add shift + scroll command in HelpModal hotkeys table
2025-03-02 18:34:04 +01:00
NewHappyRabbit 02d5060352 Customizable creative mode 2025-02-24 23:06:50 +02:00
Evan f8c5d29b36 bugfix: show updated cost when building a unit while another unit of same type is under construction 2025-02-20 10:45:58 -08:00
NewHappyRabbit adb1b9299b Made UserSettings nullable 2025-02-16 12:18:50 -08:00
NewHappyRabbit f44fd79568 Player can now disable emojis 2025-02-16 12:18:50 -08:00
Evan 40966ca3b9 format all files with prettier 2025-02-12 08:28:15 -08:00
NewHappyRabbit 684b0bb2e0 Added checkboxes to disable Bots and NPCs for single player and private lobbies 2025-02-11 03:29:56 +02:00
Evan 2fa576c841 sanitize profane usernames 2025-02-08 19:00:35 -08:00
Evan af0d6a289a rename cansendlliance request fix ally self bug 2025-02-01 20:18:57 -08:00
Evan 0969088dc9 actually call heartbeat, remove interval in GameRunner 2025-02-01 20:18:57 -08:00
Evan 4ee37323f9 format codebase with prettier 2025-02-01 12:05:11 -08:00
Evan 5f5f8ddf64 move methods from GameRunner to PlayerImpl 2025-02-01 12:05:11 -08:00