Commit Graph

4054 Commits

Author SHA1 Message Date
Evan 661d96ba28 Fix structure cost double-counting units under construction (#4320)
## Problem

The ghost/build-menu price of a structure can show the wrong (inflated)
cost. Concretely: a player who owns a **captured** city and then starts
building their **first** city sees the 3rd-city price (**500k**) for
that build instead of the 2nd-city price (**250k**).

## Root cause

Structure cost scales as `2^(units built) × base` (city: 125k / 250k /
500k …), counted via:

```ts
Math.min(player.unitsOwned(type), player.unitsConstructed(type))
```

The `Math.min` is deliberate — it caps the count at how many you've
actually **built**, so **captured** units (owned but not built) don't
inflate the price.

`unitsConstructed()` defeated that by double-counting in-progress
builds:

```ts
const built = this.numUnitsConstructed[type] ?? 0;   // already includes the building unit
let constructing = 0;
for (const unit of this._units) {
  if (unit.type() !== type) continue;
  if (!unit.isUnderConstruction()) continue;
  constructing++;                                     // counts the SAME unit again
}
return constructing + built;                          // doubled
```

`recordUnitConstructed()` is called in `buildUnit()` the moment the unit
is created — while it is still under construction — so
`numUnitsConstructed` already accounts for in-progress builds. The extra
loop counted them a second time.

With one captured city + one city under construction: `unitsOwned = 2`,
double-counted `unitsConstructed = 2`, so `Math.min(2, 2) = 2` → 500k.
Without the double-count it's `Math.min(2, 1) = 1` → 250k. 

The redundant loop is a leftover from #2378, which removed the separate
`UnitType.Construction` unit. Back then in-progress builds were a
distinct unit type **not** recorded in `numUnitsConstructed`, so the
loop was needed; afterward it became a pure double-count. This is a
long-standing latent bug — present identically on `v31` — not a recent
regression.

## Fix

`unitsConstructed()` now just returns `numUnitsConstructed[type]`, which
already includes under-construction builds.

## Tests

`tests/economy/ConstructionCost.test.ts` covers both:
- pure case (first city under construction) → still 250k
- captured city + first city under construction → was 500k, now 250k
(fails without the fix with `expected 2 to be 1`)

All related suites (economy, PlayerImpl, nation structure behavior,
upgrades, MIRV pricing, stats) — 144 tests — pass.

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-authored-by: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-17 10:19:04 -07:00
Evan 305534cc65 Dispose WebGL renderer when a game stops 🧹 (#4295)
## Problem

`ClientGameRunner.stop()` tore down the worker, network, and sound, but
left the `MapRenderer` (and its WebGL context), the WebGL canvas, the
input overlay, and the self-driving RAF loop in place.

When you exit a game via the **Exit button** or browser **back**, the
page navigates to `/`, so the browser reclaims everything — that path is
fine. But you can start a new game **without** a reload: matchmaking and
joining another lobby go through `handleJoinLobby`, which calls
`lobbyHandle.stop(true)` then `joinLobby()` on the same document. The
old WebGL context stayed alive (the never-cancelled RAF kept it
referenced, so it wasn't even GC'd), and each new game stacked another
context. After a few games, mobile browsers hit their WebGL context
limit — matching the repro in #4267.

## Fix

`stop()` now disposes the renderer:

- cancels the self-driving RAF loop and disconnects the frame-loop
resize observer
- disposes the `MapRenderer` (frees all GPU resources)
- removes the WebGL canvas and the input overlay from the DOM

`GPURenderer.dispose()` additionally calls
`WEBGL_lose_context.loseContext()` so the context is released promptly
instead of waiting on unreliable GC. The territory-patterns settings
listener is wired to the existing graphics `AbortController` so it no
longer outlives the disposed view.

The cleanup runs unconditionally in `stop()` (a superseded join can stop
before the game becomes active) and is idempotent against repeated
`stop()` calls.

Fixes #4267

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-authored-by: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-17 09:05:12 -07:00
Evan 64409cae4d Animate HUD troop/population bars with transform instead of width (#4319)
## Problem

The troop and population ratio bars in `ControlPanel` and
`PlayerInfoOverlay` update their inline `width` on every game tick, with
a `transition-[width] duration-200` to smooth the change. But `width` is
a layout property — animating it forces the browser to **recalculate
layout for the surrounding HUD components every animation frame**. Since
the width changes every tick, this kept the whole HUD in a near-constant
relayout loop and showed up as jank.

## Fix

Keep the smooth animation, but drive it with `transform`
(GPU-composited, no layout) instead of `width`:

- Replace the two flex `width: %` segments with absolutely-positioned,
full-width bars.
- Segment 1: `transform: scaleX(green/100)` anchored to the left edge
(`origin-left`).
- Segment 2: `transform: translateX(green%) scaleX(orange/100)` so it
stays flush against the first segment.
- Animate with `transition-transform duration-200 ease-out`.

Because `transform` is composited rather than laid out, the bars animate
smoothly **without** triggering the per-frame HUD relayout.

The segments are now always mounted (`scaleX(0)` when empty) instead of
conditionally rendered, which also prevents the transition from
resetting as values cross zero.

Files:
- `src/client/hud/layers/ControlPanel.ts` (mobile + desktop troop bars:
malibu-blue / aquarius)
- `src/client/hud/layers/PlayerInfoOverlay.ts` (sky-700 / malibu-blue)

A grep confirmed these were the only `transition-[width]` usages in the
client.

## Testing

- `eslint --fix` / prettier ran clean via the pre-commit hook.
- CSS-only change; no sim/behavioral logic touched.

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-authored-by: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-17 08:56:50 -07:00
Evan 83cd864018 Show rail ghost for initial factory 🚂 (#4294)
## Problem

Fixes #4284. When you build a factory in an area with **no pre-existing
factory** (e.g. just a city nearby), no rail ghost preview appeared —
even though building the factory *would* lay rail lines connecting it to
that city.

## Root cause

`computeGhostRailPaths` in `RailNetworkImpl.ts` had two factory-hostile
assumptions:

1. It bailed out early unless a `Factory` was already in range
(`hasUnitNearby(..., UnitType.Factory)`).
2. It only matched neighbors that were *already* train stations
(`findStation(...)` → skipped if null).

But a **Factory** always becomes a station itself and *promotes* nearby
City/Port/Factory into the rail network (see `FactoryExecution`). So it
needs no pre-existing factory, and its neighbors won't be stations yet
on first build. A **City/Port** only joins the network when a factory
already exists (`CityExecution`/`PortExecution`) — so their behavior is
correctly left unchanged.

## Fix

- Skip the "factory must be nearby" gate when the placed unit is itself
a `Factory`.
- For a factory build, pathfind to nearby City/Port/Factory even if they
aren't stations yet. City/Port keep connecting only to existing
stations.

## Tests

Added two cases to `RailNetwork.test.ts` (factory connects with no
pre-existing factory; city still doesn't without one). All 25 tests
pass.

## Note on scope

As @Katokoda noted on the issue, a fully build-exact preview
(neighboring structures also connecting to *each other*, merging
existing networks, etc.) is larger and order-dependent. This PR resolves
the reported bug — the initial factory now shows its rail ghost — and
leaves the exact-match cascade as a separate follow-up.

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-authored-by: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-17 08:22:01 -07:00
Evan 678112492c Fix per-frame layout jank when focusing a toggle-input-card field (#4314)
## Problem

Focusing the number field of a `toggle-input-card` (Game Timer / Gold
Multiplier / Starting Gold, in both the single-player and host-lobby
modals) cost several ms of layout/paint **every tick** for as long as
the field stayed focused.

## Root cause

The input was rendered **conditionally** — `${this.checked ?
html`…<input>…` : nothing}`. Enabling a toggle therefore **freshly
inserts** the `<input>` into the DOM, and **focusing a just-inserted
input** is what forced the per-frame layout/paint. An input that was
already present in the DOM doesn't do this.

## Fix

Keep the input **permanently mounted** and toggle a `hidden` class when
unchecked, instead of conditionally rendering it. Focusing it is then
always focusing an element that was already there. Because both modals
share `<toggle-input-card>`, this single change fixes both.

Also restores the **autofocus + select** of the field on enable (it had
been removed earlier while chasing this bug) — safe now that the input
isn't freshly inserted.

No other UX change: the toggle behavior, checkmark, styling, and all
three cards behave identically.

## Testing

Hard-reload, then in both the Solo and Host-lobby modals, enable each of
Game Timer / Gold Multiplier / Starting Gold, type a value, and keep the
field focused — smooth, no per-frame jank, and the field autofocuses on
enable.

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-authored-by: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-17 08:15:24 -07:00
Evan bb464538d0 Add Fallout effects toggle to graphics settings ☢️ (#4313)
## Summary

Adds a **"Fallout effects"** toggle to the *Effects* section of the
graphics settings modal, letting players disable the nuclear fallout
visuals (useful for performance).

Fallout is rendered by two passes — the broiling green **bloom** on
irradiated territory and its additive **light** contribution in
day/night mode. The bloom pass was already gated by
`passEnabled.falloutBloom`, but the light pass had no gate. This adds a
`passEnabled.falloutLight` flag and a single user-facing
`passEnabled.fallout` graphics override that drives both together.

## Changes

- **`RenderSettings.ts` / `render-settings.json`** — new
`passEnabled.falloutLight` flag (default `true`).
- **`LightmapPass.ts`** — gate the fallout light pass behind
`passEnabled.falloutLight`.
- **`GraphicsOverrides.ts`** — add `fallout: z.boolean()` to the
`passEnabled` override group.
- **`RenderOverrides.ts`** — apply `passEnabled.fallout` to both
`falloutBloom` and `falloutLight`.
- **`GraphicsSettingsModal.ts`** — `currentFallout()` /
`onToggleFallout()` + a toggle button (mirrors the existing Special
Effects toggle).
- **`en.json`** — `graphics_setting.fallout_label` / `fallout_desc`.

## Testing

- `tsc --noEmit` passes; JSON files validated.

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-authored-by: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-16 18:56:07 -07:00
Evan e6256e6269 Flip structure icon glyph to light on dark territory 🌑 (#4312)
## Problem

In the structure render pass, when **classic icons** are enabled the
inner icon glyph is tinted with a *darkened version of the player's fill
color* (`uIconDarken = 0.3`). When a player's territory color is already
dark, both the structure shape and its glyph render dark, so the icon
blends into the shape and the dark territory behind it — making it
effectively unreadable.

(With non-classic icons the glyph is already the light `uIconColor`, so
only the classic path was affected.)

## Fix

In `structure.frag.glsl`, when classic icons are active, compute the
fill's perceptual luminance and flip the glyph to the light icon color
(`uIconColor`, white by default) when the fill is too dark:

```glsl
vec3 glyphColor = uIconColor;
if (uIconDarken > 0.0) {
  float fillLum = dot(fillColor.rgb, vec3(0.299, 0.587, 0.114));
  glyphColor = fillLum < 0.25 ? uIconColor : darken(fillColor.rgb, uIconDarken);
}
```

The non-classic path is unchanged. The change is contained to the shader
— no new uniforms or plumbing.

## Notes

- The `0.25` luminance threshold is hardcoded in the shader to keep the
change surgical. It could be promoted to a `render-settings.json` knob
if preferred.

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-authored-by: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-16 18:27:40 -07:00
Evan 6c84919801 Smooth nuke point-light position per frame in ambient mode (#4311)
## Summary

Follow-up to #4255. That PR made nuke **sprites** glide per render frame
— `UnitPass.drawMissiles` lerps each nuke's `lastPos→pos` by wall-clock
progress through the current tick. But in ambient/night mode the glow
*behind* a nuke comes from a separate pass, `PointLightPass`, whose
instance buffer is packed once per tick in `updateLights()` from the raw
`unit.pos`. Its per-frame `draw()` (run every frame via `LightmapPass`)
only set uniforms and issued the instanced draw — it never repositioned
the lights. So the sprite moved at 60fps while its light jumped once per
100ms tick.

## Fix

Mirror `UnitPass`'s smoothing in `PointLightPass`:

- `updateLights()` records a `smoothSegs` tuple `(lightIdx, lastX,
lastY, x, y)` for each `SMOOTHED_NUKE_TYPES` unit whose `lastPos !==
pos`, and stamps `lastUnitsUpdateMs`.
- A new `applySmoothing()`, called at the top of `draw()`, lerps those
lights by wall-clock tick progress (`(now - lastUnitsUpdateMs) /
tickIntervalMs`, clamped to 1) and re-uploads **only** the affected
instances. Unlike `UnitPass` (which re-uploads its tiny missile buffer
wholesale), the light buffer can hold thousands of static structure
lights, so a full per-frame re-upload would be wasteful.
- `tickIntervalMs` comes from a new `config` constructor param, wired
through in `Renderer.ts` (the same `config` already passed to
`UnitPass`).

The light now uses the exact same `lastPos→pos` endpoints and alpha as
the sprite, so the two track together.

## Test plan

- `npx tsc --noEmit`, eslint, and prettier all clean.
- `npx vitest tests/client/render --run` — 40 passed.

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-authored-by: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-16 16:54:11 -07:00
FloPinguin 8a8079b979 Fix parallel bot boat attacks of nations 🐛 (#4297)
## Description:

When a nation attacked multiple bots via boat attacks in parallel, each
boat attack computed its troop allocation independently using
`player.troops() / 5` without subtracting `botAttackTroopsSent`. The
cumulative troop commitment could exceed the nation's actual troop
count, and when the queued `AttackExecution`s ran `init()`, they drained
the nation to zero.

Planetary Realignment found this bug by accident, here Russia has only
39 troops:

<img width="1189" height="654" alt="image"
src="https://github.com/user-attachments/assets/07b85e00-6734-4ddd-a16e-fe53309e0ef8"
/>

The land attack path already handled this correctly. The bug in
`sendBoatAttack` was introduced by #3786, which made nations see and
attack enemies across rivers via boats, and changed `attackBots()` from
`.neighbors()` to `.nearby()`.

So the bug was on prod for the entirety of v31.

This fix extracts the shared attack troop calculation (reserve,
bot-aware allocation, troopSendCap, isAttackTooWeak, emoji) into a new
`calculateAttackTroops` method, with a callback for the non-bot troop
default (land: `player.troops() - targetTroops`, boat: `player.troops()
/ 5`). Bot targets in both paths now go through the same reserve-aware
calculation.

## 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

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

FloPinguin
2026-06-16 10:22:06 -07:00
evanpelle 6833cef7bc Tweak render settings to look more like v31
Lower territory saturation, highlight thickness, and border darkening
to bring the rendered map closer to the v31 look.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-16 09:15:17 -07:00
Evan 1ad71b9cfa Fix hover-highlight inner border lagging during tile changes (#4303)
## Problem

When you hover over a territory, it highlights with a band that is
`highlightThicken` (default **2**) tiles deep — the edge plus 2 interior
rings, computed via a Chebyshev expansion in `border-compute.frag.glsl`.

Starting a hover triggers a full border recompute, which paints the band
correctly. But while you keep hovering and tiles change owner (territory
growing/shrinking, combat at the front), only the cheap **incremental**
scatter path runs. `BorderScatterPass.pushWithNeighbors` repainted only
the changed tile **+ its 4 cardinal neighbors** (radius 1) — fine for
normal borders, but not for the highlight band. A changed tile affects
the thickening of *every* highlight-owner tile within `highlightThicken`
of it, and those interior tiles were never repainted, so the **inner
edge of the highlight band stayed stale** ("the inside border is not
getting updated"). This was a documented trade-off in the class comment.

## Fix

When a highlight is active, `pushWithNeighbors` now repaints a Chebyshev
**box of radius `highlightThicken`** around each changed tile (the box
subsumes the cardinal cross, so normal borders still update). With no
highlight active it stays on the cheap 5-point cross, preserving the
pass's O(dirty-tiles) scaling. The extra cost (~25 vs 5 points/tile at
default) only applies while actually hovering.

## Testing

Hover over a territory while it grows/shrinks (early-game expansion or a
war front) and confirm the inner edge of the highlight band now tracks
the moving border instead of lagging.

🤖 Generated with [Claude Code](https://claude.com/claude-code)

---------

Co-authored-by: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-16 08:58:29 -07:00
Evan 0639cdb29b Fix nuclear fallout covering UI overlays (#4302)
## Problem

Nuclear fallout was rendering on top of UI overlays (most visibly the
SAM launcher range circles), hiding them.

## Cause

In `renderOverlays()` (`src/client/render/gl/Renderer.ts`), the fallout
bloom pass was drawn near the end of the overlay sequence — after the
SAM radius, range circles, structures, bars, etc. — so it painted over
all of them.

## Fix

Moved `bloomPass.draw(...)` (fallout bloom) to draw right after the
ground units and before all UI overlays. Fallout is a
ground-contamination effect, so it now sits above the terrain/units but
below every UI overlay, which all render on top.

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-authored-by: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-15 21:35:53 -07:00
Evan 10ca2d1230 Restore gray in-game background to match v31 (#4301)
## Summary

The in-game map background changed from gray (v31) to near-black after
the WebGL renderer rewrite. This restores the gray.

The renderer rewrite hardcoded the base-layer clear color to `(0.04,
0.04, 0.06)` in `drawBaseLayer` (`src/client/render/gl/Renderer.ts`).
v31 set the background via `PastelTheme.backgroundColor()`, which
returned `rgb(60,60,60)`. This change sets the clear color back to that
gray.

## Notes

- The old theme-based `backgroundColor()` system was removed in the
rewrite, so this hardcoded clear color is now the single source for the
map background.

🤖 Generated with [Claude Code](https://claude.com/claude-code)
2026-06-15 20:47:06 -07:00
Evan 0904ad76d1 Fix per-frame render jank from toggle-input-card focus (#4300)
## Problem

Enabling **Starting Gold** (or **Game Timer** / **Gold Multiplier**) in
the single-player / host-lobby modal made the page spend several ms of
"Render" time **every frame** — for as long as the toggle stayed
enabled. Disabling the option made it stop.

## Root cause

Each `toggle-input-card`, on enable, auto-focused and selected its
number input so you could type immediately:

```ts
input.focus();
input.select();
```

A focused/selected editable inside the modal keeps the browser doing
layout/paint work every frame for as long as it stays focused. It
reproduces for any of the toggle-input cards because they all auto-focus
on enable, which is why Starting Gold, Game Timer, and Gold Multiplier
all triggered it.

> **Note on the earlier revision of this PR:** the first attempt passed
`{ preventScroll: true }` to `focus()`, on the theory that
scroll-into-view was the cause. It successfully stopped the scroll
(verified: modal scroll container `scrollTop 0 → 0`), but the per-frame
render cost remained. That ruled out scroll-into-view and proved the
focused editable itself — not the scroll — was the trigger.

## Fix

Remove the auto-focus entirely. Enabling a toggle no longer focuses its
number input, and the per-frame render cost is gone.

## Trade-off

You no longer get type-to-replace on enable — click the field before
typing the value. Worth it to eliminate the per-frame render.

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-authored-by: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-15 20:29:14 -07:00
Evan 5be72db060 Reapply graphics overrides on debug render GUI reset (#4287)
## Problem

The debug render GUI's **"Reset to Defaults"** restored bare
`createRenderSettings()` defaults, wiping the user's graphics overrides
(colorblind theme, ocean color, lighting, name scaling, etc.) from the
live render settings. The per-prop right-click "reset to default" and
the modified-indicators had the same flaw — their captured defaults were
raw, ignoring overrides.

## Fix

Thread the existing `resolveRenderSettings` (`createRenderSettings()` +
`applyGraphicsOverrides()`) into the debug GUI as the defaults provider,
so reset restores the same settings the renderer was actually built
with.

- **`debug/index.ts`** — added a `resolveDefaults` param (defaults to
`createRenderSettings` to keep the module decoupled). The captured
`defaults` now include overrides, fixing the per-prop reset and modified
indicators too.
- **`debug/Wiring.ts`** — `wireActions` takes `resolveDefaults`; the
reset handler `deepAssign`s `resolveDefaults()` instead of
`createRenderSettings()`.
- **`ClientGameRunner.ts`** — passes `resolveRenderSettings` into
`createDebugGui`, and extracts a `refreshDerivedGraphics` helper
(terrain rebuild + re-theme/palette) from `onGraphicsChanged`, wired as
the GUI's `onSettingsChanged` so the reapplied terrain/colorblind
overrides become *visible* after reset (they're baked into GPU textures
and aren't picked up per-frame).

Side benefit: editing terrain/theme settings in the debug GUI now
refreshes those textures live too (that callback was previously never
wired).

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-authored-by: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-14 19:44:20 -07:00
FloPinguin 094aa766ce Improve "Better troop management for nations 🤖" (#4278)
## Description:

**Allow Hard/Impossible nations to retaliate and expand freely**

Previously, nations on Hard/Impossible difficulty could be stuck unable
to fight back if their `troopSendCap` or `isAttackTooWeak` checks
blocked them from sending enough troops. **@legan320** on the main
discord noticed it. Now:

- `troopSendCap` raises the cap to at least the total incoming attack
troops, so nations can match the force being used against them
- `isAttackTooWeak` bypasses the 20% minimum check entirely when under
attack
- `troopSendCap` no longer applies when attacking Terra Nullius, so
nations can always expand into unowned land with full troops

All checks still apply normally for unprovoked attacks against other
players.

## 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

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

FloPinguin
2026-06-14 18:53:01 -07:00
evanpelle 5161d78d84 Fix nuke fallout embers flickering forever ☢️
The ember/particle flicker in the fallout effect was gated only by the
fallout bit, which is permanent on tiles that stay unowned. It also ramped
to full strength as the per-tile heat decayed to 0 and animated on the
global tick, so it kept flickering indefinitely after the blast had cooled —
visible both as the bloom dots and (more prominently) as the ambient ember
light when dynamic lighting is enabled.

Fade both with heat so they vanish along with the glow:
- extract.frag.glsl: bloom dots multiplied by the glow's opacity
- fallout-light.frag.glsl: ember light multiplied by heat

Heat decay timing is unchanged.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-14 18:45:29 -07:00
FloPinguin b997099dfe Add map search 🔍 (#4283)
## Description:

Add a search input field to the map picker section header, allowing
users to quickly filter maps by name.

- Place transparent search input on the right side of the "Maps" section
header
- Filter maps by translated name and map ID as the user types
- Hide Featured/All/Favourites tab buttons while search is active
- Show filtered results with a count heading, or a "no results" empty
state
- Clear button appears when search input has text

<img width="857" height="463" alt="Screenshot 2026-06-15 001415"
src="https://github.com/user-attachments/assets/35e1101a-177e-4923-bb1d-34eb683c6f80"
/>

No search results:

<img width="855" height="454" alt="Screenshot 2026-06-15 001433"
src="https://github.com/user-attachments/assets/bf27211d-5891-4739-a92f-0fc44b3c9c61"
/>

## 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

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

FloPinguin
2026-06-14 17:54:43 -07:00
FloPinguin 6c8ce958b2 Fix nations being blocked by PVP immunity 🛡️ (#4282)
## Description:

### Problem

PVP immunity (the extended spawn immunity setting) was incorrectly
preventing AI nations from attacking human players. The intent of PVP
immunity is to protect human-vs-human combat only, but nations were
subject to the same restriction.

### Root Cause

In `canAttackPlayer()`, only `PlayerType.Bot` was exempt from checking
target immunity. Nations fell through to the same path as humans, so
when a nation tried to attack an immune human, `player.isImmune()`
returned true and the attack was blocked.

### Fix

Changed the immunity bypass condition from `this.type() ===
PlayerType.Bot` to `this.type() !== PlayerType.Human`. Now only human
attackers check target immunity. Both bots and nations bypass it (they
only check alliance status).

This does not affect nation spawn immunity
(`nationSpawnImmunityDuration`), which is a separate mechanism that
protects newly spawned nations from all attackers and continues to work
independently.

## 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

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

FloPinguin
2026-06-14 17:54:08 -07:00
evanpelle f7ce58a49f Meta update: increase nuke speed from 10=>12 2026-06-14 16:10:44 -07:00
Aotumuri 6a8900fac2 feat: Support direct clan detail links (#3928)
## Description:

Add support for opening clan details directly with `clan=<tag>`

## Please complete the following:

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

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

aotumuri
2026-06-14 12:58:09 -07:00
Evan 769da27257 Fix railroad glowing green for non-snapping structures (#4281)
## Problem

When placing a building near a railroad, the railroad glows green to
show the building would snap to it. This should only apply to **City**,
**Port**, and **Factory** — but missile silos, SAMs, and defense posts
(which cannot be placed on railroads) were also triggering the green
highlight.

## Root cause

The core's `overlappingRailroads()` populated snap tiles for *every*
buildable type. In v31 the green highlight didn't leak because the
client renderer (`RailroadLayer.ts`) gated it with a
`SNAPPABLE_STRUCTURES = [Port, City, Factory]` allowlist:

```ts
if (!SNAPPABLE_STRUCTURES.includes(this.uiState.ghostStructure)) return;
```

That guard was lost when the rendering was rewritten into the WebGL
`RailroadPass`, which now unconditionally highlights every tile in
`overlappingRailroads`. The data was always there; only the renderer's
filter was protecting it.

## Fix

Filter by unit type inside `overlappingRailroads()`, mirroring the
existing guard in `computeGhostRailPaths()`. This keeps the
snap-eligible type list defined once in the core (`RailNetworkImpl`) and
fixes the leak regardless of which renderer consumes the data — rather
than re-adding a client-side allowlist a future rewrite could drop
again.

## Tests

Updated `tests/core/game/RailNetwork.test.ts` for the new signature and
added a case asserting `MissileSilo`/`DefensePost`/`SAMLauncher` return
`[]` (and don't even query the rail grid). All 23 tests pass.

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-authored-by: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-14 12:52:17 -07:00
Evan 52bcae5106 Replace dark mode with player-adjustable lighting (#4280)
## What

Removes the binary **dark mode** feature and replaces it with a
player-adjustable **Lighting** section in graphics settings.

### In-game settings
- Removed the Dark Mode toggle from both `SettingsModal` and
`UserSettingModal`, and `darkMode()`/`toggleDarkMode()`/`DARK_MODE_KEY`
from `UserSettings`.

### New Lighting section (Graphics Settings)
- **Ambient light** slider (1–3): mapped to the renderer's ambient as
`ambient = 1 / level`. **1.0 = no effect (unchanged look), 3.0 = darkest
with the strongest structure glow.**
- **Light falloff** slider (1–3): writes straight to
`lighting.falloffPower`.
- Lighting auto-enables only when ambient < 1, so the default (slider at
1) has zero GPU cost — off by default.

### Removed dark-mode overrides
- Deleted `applyDarkModeOverride()` + `DARK_AMBIENT` and their wiring in
`ClientGameRunner`, `gl/index.ts`, and the `DARK_MODE_KEY` listener.
- Removed the `.dark` HUD-class toggle in `Main.ts` and the
`userSettings.darkMode()` read in `PlayerIcons`.

### Train glow
- `UT_TRAIN` light reduced (intensity `2.0 → 0.5`, radius `8 → 6`) so
structures dominate the glow.

## Notes
- Removing the dark-mode setting also retires the HUD's Tailwind dark
theme (same setting). The dormant `dark:` CSS variants and unused
white-icon assets are left in place (out of scope).

🤖 Generated with [Claude Code](https://claude.com/claude-code)

---------

Co-authored-by: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-14 12:42:19 -07:00
evanpelle 44f5e14a0f Fix captured trade ships rendering yellow in alt-view
In alt-view, trade ships are colored by their owner's affiliation:
self green, ally yellow, enemy red. The FLAG_TRADE_FRIENDLY override
recolors an enemy ship red→yellow when it's heading to a self/allied
port. That flag was decided solely from the destination port's owner,
ignoring who owns the ship — so a captured trade ship (now owned by us,
heading to our port) got flagged yellow instead of keeping its green
affiliation color.

Gate FLAG_TRADE_FRIENDLY on the ship being enemy-owned, since self/allied
ships already render the correct color without the override. Also fixes
our own trade ships heading to an ally's port flipping green→yellow.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-14 12:16:42 -07:00
Evan bb5e7dc954 Apply perceptual curve to volume sliders (#4272)
## Problem

Players reported having to turn the volume slider down to ~20% before
noticing any change in loudness.

The sliders fed their linear 0–1 position straight to Howler's
`volume()`, which is linear amplitude gain. Human loudness perception is
roughly logarithmic, so the top ~80% of the slider all sounds nearly
identical — the classic linear-fader problem.

## Fix

Square the slider position into a perceptual (audio-taper) gain inside
`SoundManager`. The stored setting and the displayed `%` remain the
intuitive linear slider position; only the gain handed to Howler is
curved.

| Slider | Old gain (linear) | New gain (x²) |
|--------|-------------------|---------------|
| 100%   | 1.00              | 1.00          |
| 90%    | 0.90              | 0.81          |
| 80%    | 0.80              | 0.64          |
| 50%    | 0.50              | 0.25          |
| 20%    | 0.20              | 0.04          |

Lowering the slider from 100→80 now produces an audible drop instead of
nothing until ~20%.

## Notes

- Quadratic (x²) was chosen as a balanced, conservative taper. Cubic
(x³) would make the top-end drop-off even more immediate if preferred.
- Existing saved settings are unaffected; the same slider position will
simply sound slightly quieter, which is the intended correction.

## Tests

Updated `SoundManager.test.ts` to assert the curved gain and added a
dedicated test locking in the top-of-range behavior. All 18 tests pass.

Co-authored-by: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-14 09:12:26 -07:00
crunchybbb 1c5122e2d2 [Fix] Pathfinding bug in Warship Warship (#4274)
> **Before opening a PR:** discuss new features on
[Discord](https://discord.gg/K9zernJB5z) first, and file bugs or small
improvements as
[issues](https://github.com/openfrontio/OpenFrontIO/issues/new/choose).
You must be assigned to an `approved` issue — unsolicited PRs will be
auto-closed.

**Add approved & assigned issue number here:**

Resolves #4273 

## Description:

Minor pathfinding bugs to do with the weird corners in Warship Warship.
Boats are unable to exit some of the corners for no reason.
This bugfix simply adds 2 blue pixels to all the glitched corners.
Credit to @RickD004 for adding the pixels


<img width="1265" height="674" alt="Screenshot 2026-06-13 223641"
src="https://github.com/user-attachments/assets/5802d5ae-14cb-4159-ab70-454e1c73dfae"
/>
<img width="1262" height="688" alt="Screenshot 2026-06-13 223702"
src="https://github.com/user-attachments/assets/c3d5c1d5-98f6-4322-87b0-134cfc916d1d"
/>

## 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

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

DISCORD_USERNAME crunchybbbbb
2026-06-14 15:49:17 +00:00
Evan 8b9bda1c8b Add ocean color override to graphics settings (#4269)
## What

Adds a **Terrain** section to the graphics settings modal with a color
picker and a hex-code text field (paste a `#rrggbb` code) for the
**ocean** (deep water) color.

## Details

- The picked color sets the *shallow-water base*; the existing per-depth
brightness gradient is preserved (deeper water still darkens).
- Only deep water is affected — shoreline water and land are untouched.
- Follows the same override pattern as every other graphics setting: the
default lives in `render-settings.json` (`terrain.oceanColor`), the
override is a field in `GraphicsOverrides`, and `applyGraphicsOverrides`
copies it into the live `RenderSettings`.
- Rebased on #4271 (settings resolved before renderer construction): the
terrain texture **bakes the resolved ocean color at construction**, so a
saved override shows on load with no special-casing. Terrain is baked
into a GPU texture rather than read per-frame, so a *live* change still
triggers an explicit `view.rebuildTerrain()`.
- Resetting graphics overrides clears it back to the default ocean
color.

## Testing
Verified live in a headless singleplayer game:
- A **saved** ocean override renders green deep-water on load, baked at
construction with no settings-change event fired.
- A mid-game color change recolors the deep ocean instantly, gradient
preserved, shoreline/land untouched.

`tsc` and ESLint clean.

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-authored-by: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-13 21:13:46 -07:00
Evan 54a7042303 Resolve render settings before renderer construction (#4271)
## What

The client now resolves render settings (defaults + user overrides) **up
front** and passes the result into the renderer, instead of the renderer
constructing defaults itself and the client re-applying overrides
afterward.

```
before:  new GPURenderer(...)         // this.settings = createRenderSettings()  (defaults)
         view.getSettings() → deepAssign(defaults) → applyGraphicsOverrides(...)  // patch after the fact

after:   const settings = createRenderSettings(); applyGraphicsOverrides(settings, ...); applyDarkModeOverride(settings, ...)
         new GPURenderer(..., settings)   // built with the final values
```

## Why

- **Removes the construct-with-defaults / re-apply-overrides dance.**
Every pass — including texture-baking ones like terrain that read their
settings *once* at build time rather than every frame — is now built
with the final values on the first try. (This is the cleanup that
motivated the change, surfaced while adding a terrain color override in
a separate PR.)
- **Fixes a latent context-restore bug.** On WebGL context loss/restore
the renderer was rebuilt via `createRenderSettings()` → fresh
**defaults**, silently dropping any user overrides until the next
settings change. `MapRenderer` now holds the resolved settings object
and hands the same one to the recreated `GPURenderer`, so overrides
survive a restore.

Live setting changes still work exactly as before:
`regenerateRenderSettings()` re-resolves and `deepAssign`s onto the
renderer's live settings object in place (passes hold a reference, so
they pick it up next frame).

## Changes
- `Renderer.ts` (`GPURenderer`) — constructor takes a `settings:
RenderSettings`; drops the internal `createRenderSettings()` call.
- `MapRenderer.ts` — holds the resolved settings and passes it through
on construction and on context-restore re-init.
- `ClientGameRunner.ts` — new `resolveRenderSettings()` helper used both
at construction and by `regenerateRenderSettings()`; `createWebGLView`
takes the resolved settings; the now-redundant initial
`regenerateRenderSettings()` call is removed.

## Testing
Verified live in a headless singleplayer game:
- A saved `nameScaleFactor` override is present in `getSettings()`
immediately after game start, with no settings-change event fired
(construction path).
- A mid-game override change is reflected in the live settings
(regenerate/in-place path).
- The map renders correctly through spawn phase.

`tsc` and ESLint clean.

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-authored-by: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-13 20:22:08 -07:00
Evan 3a8249dfd1 Add structure icon size graphics override (#4270)
## Summary

Adds a new **Structure icon size** option to `GraphicsOverrides`,
exposed as a slider in the Graphics Settings modal. Players can now
scale how large structure icons are drawn on the map.

## Changes

- **`GraphicsOverrides.ts`** — add `iconSize: z.number()` to the
`structure` override schema.
- **`RenderOverrides.ts`** — apply the override onto
`settings.structure.iconSize` (consumed by
`StructurePass`/`StructureLevelPass` shaders).
- **`GraphicsSettingsModal.ts`** — add a slider (range 20–120, step 5)
in the "Structure Icons" section, with getter/handler following the
existing pattern. Falls back to the `render-settings.json` default of 60
when unset.
- **`resources/lang/en.json`** — add `icon_size_label` /
`icon_size_desc` (English only, per i18n rules).
- **`tests/GraphicsOverrides.test.ts`** — schema-validation cases plus
application tests (override sets the value; absence keeps the default).

The setting persists via the existing `userSettings.graphicsOverrides()`
localStorage flow and takes effect live through the existing
`regenerateRenderSettings` wiring.

## Testing

- `npx vitest tests/GraphicsOverrides.test.ts --run` — 35 passed
- `tsc --noEmit` — no new type errors

🤖 Generated with [Claude Code](https://claude.com/claude-code)

---------

Co-authored-by: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-13 20:09:59 -07:00
Evan f76f133589 Structure level numbers: classic bitmap font by default + graphics toggle (#4264)
## What

Structure **level numbers** now render in the **`round_6x6_modified`**
bitmap font by default (matching the old PIXI-based `StructureLayer` /
`v31`), with a graphics setting to switch back to the smooth
`overpass-bold` MSDF font.

Two commits:

1. **Default to the classic bitmap font** — `StructureLevelPass` drew
level digits from the `overpass-bold` MSDF atlas (the one `NamePass`
uses for player names); switch the default to the `round_6x6_modified`
pixel font (white digits with a baked-in dark outline).
2. **Add a runtime toggle** — load both fonts and switch between them
live via a new `Classic level numbers` graphics setting.

## How

- `StructureLevelPass` loads both atlases up front and selects one per
frame from `settings.structureLevel.classicFont`, re-laying-out the
digits when the toggle flips (digit advances differ between the fonts).
The fragment shader is a single program with a `uClassic` branch: direct
bitmap sample (white fill + baked outline) vs. MSDF median + synthesized
outline.
- New override `structure.classicNumbers` in `GraphicsOverrides`
(default `true` = classic), applied onto
`settings.structureLevel.classicFont` in `applyGraphicsOverrides` — so
it switches live, like the existing colorblind/classic-icons toggles.
- `GraphicsSettingsModal` gets a `Classic level numbers` toggle next to
`Classic icons` (with `en.json` strings).

## Testing

- `tsc --noEmit`, ESLint, Prettier, and `npm run build-prod` all pass.
- Ran the game headless, built/upgraded cities to level 2–3, and
confirmed: the classic toggle renders the pixel font, flipping it
renders the smooth MSDF font, and flipping back restores the pixel font
— switching live with no shader errors.

🤖 Generated with [Claude Code](https://claude.com/claude-code)

---------

Co-authored-by: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-13 19:07:17 -07:00
Evan f4db4a33c8 Send nukes as motion plans and render them smoothly per frame (#4255)
## Summary

Follow-up to #4244's payload work: nukes were the last per-tick movers
flooding the worker → main update stream.

- **Core**: nuke trajectories are fully determined at launch
(precomputed parabola), so `NukeExecution` now records a `GridPathPlan`
when the nuke is built — same mechanism trade ships use — and the client
derives the position each tick. Per-tick `UnitUpdate`s for nukes in
flight are suppressed; only targetable flips and deletion
(interception/detonation) still emit. This covers atom bombs, hydrogen
bombs, and MIRV warheads (dozens of per-tick movers per MIRV
separation).
- The plan path replays a separate pathfinder rather than reusing the
stored trajectory array: the curve's cached points don't advance exactly
one index per tick, and the plan must match the movement pathfinder's
exact per-tick tile sequence.
  - `startTick` accounts for MIRV warheads' staggered `waitTicks`.
- **Render**: `UnitPass.drawMissiles` now lerps each nuke's instance
position `lastPos→pos` by wall-clock progress through the current tick,
so nukes glide along their arc at render framerate instead of jumping
once per 100ms tick. Both endpoints are real simulated positions — the
rendered nuke trails the sim by at most one tick and settles exactly on
it when ticks stop. Plan-driven units sync `lastPos` on path-stall ticks
so the lerp never replays a segment. Shells keep their existing
two-instance trail; SAM missiles are unchanged.

## Test plan

- New `tests/nukes/NukeMotionPlan.test.ts`: tick-exact alignment between
the recorded plan and core nuke position over the whole flight
(mirroring `GameView.advanceMotionPlannedUnits` math), `waitTicks`
offset, and that no per-tick unit updates are emitted in flight except
targetable flips and deletion.
- Full suite passes (1452 + 65), tsc/eslint/prettier clean.
- Verified in-game (headless Chromium, real WebGL): atom bomb arcs from
silo to target with the client position driven by the plan, missile
sprite renders intact while the smoothing rewrites the instance buffer
every frame, detonation FX land at the target.

🤖 Generated with [Claude Code](https://claude.com/claude-code)

---------

Co-authored-by: Claude Fable 5 <noreply@anthropic.com>
2026-06-13 13:59:03 -07:00
RickD004 e494f83e8e New and updated categories for maps (#4254)
Resolves #4250

## Description:

Huge update for the map categories:


https://github.com/user-attachments/assets/b7dc6344-efdc-4073-b15a-92b6dccdcc19

**New Categories**

- Re-adds Continental category, with the 7 traditional continents

- Re-adds the category of Arcade along all its maps.

- Renames "Other" to "Fictional", so that tag is more specific and feels
more in-theme with the others. The info.json's of the maps that had the
Other category got changed to Fictional

**Map Category changes**

- **achiran**: adds Europe (while the map is fictional, it is made up of
real islands from ireland. (Since world includes Dyslexdria and
Antarctica has Deglaciated Antarctica, both fictional , i figured for
consistency we could include these mash-up maps too)
- **aegean**: adds Asia category (Turkey is in Asia)
- **arctic**: adds Asia category 
- **choppingblock**: updated "other" to "fictional", added to "new"
- **deglaciatedantarctica**: updated "other" to "fictional"
- **didier**: re-added to Arcade
- **didierfrance**: re-added to Arcade
- **dyslexdria**: updated "other" to "fictional"
- **fourislands**: updated "other" to "fictional"
- **hawaii**: remove north_america tag (while part of the US, hawaii is
geographically only in Oceania)
- **labyrinth**: added to new, re-added to Arcade
- **marenostrum**: added africa and asia tags, the continents which the
mediterranean borders
- **onion**: re-added to Arcade
- **pangaea**: updated "other" to "fictional"
- **passage**: updated "other" to "fictional"
- **sierpinski** re-added to Arcade
- **surrounded**: updated "other" to "fictional"
- **svalmel**: updated "other" to "fictional", added to europe and
north_america (same logic as achiran)
- **thebox**: re-added to Arcade
- **tradersdream**: updated "other" to "fictional"
- **worldinverted**: updated "other" to "fictional", added to "new"
- **africa**: added to Continental
- **antarctica**: added to Continental
- **asia**: added to Continental
- **europe**: added to Continental
- **northamerica**: added to Continental
- **southamerica**: added to Continental
- **oceania**: added to Continental
- **mississippiriver**: added to "new"
- **korea**: added to "new"
- **middleeast**: added to "new"
- **balkans**: added to "new"
- **indiansubcontinent**: added to "new"
- **taiwanstrait**: added to "new"
- **northwestpassage**: added to "new"
- **southeastasia**: added to "new"
- **venice**: added to "new"
- **yellowsea**: added to "new"
- **hongkong**: added to "new"
- **titan**: added to "new"
- **caribbean**: added to "new"
- **juandefucastrait**: added to "new"
- **danishstraits**: added to "new"

## 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

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

tri.star1011
2026-06-13 13:42:24 -07:00
evanpelle ccec87943f Update GraphicsOverrides tests for classic-icons-by-default
Commit 49a12519d made classic icon styling the default in
applyGraphicsOverrides (classicIcons ?? true), but three tests still
assumed empty/absent structure overrides left the structure slice
untouched. Align them with the new behavior:

- "empty overrides" now asserts the default classic structure styling
  is applied, with everything outside the structure slice still matching
  createRenderSettings().
- "settings outside the name slice" baselines against gen({}) so it
  isolates name-override leakage rather than the classic default.
- Split the false/absent case: classicIcons=false keeps the JSON
  defaults; an absent flag applies classic styling.

Test-only change; no production code touched.
2026-06-13 13:02:13 -07:00
FloPinguin 82b68d16a1 Fix "Better troop management for nations 🤖" (#4265)
## Description:

There was a check missing...
The troop management stuff should be disabled for team games because
nations can expect donations in that case, and its mainly relevant for
FFAs.

## 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

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

FloPinguin
2026-06-13 12:57:44 -07:00
evanpelle 49a12519d7 Tune structure rendering to match the previous version's look
Bring the WebGL structure renderer closer to the old canvas render:
larger icons, classic icon styling by default, and more prominent,
better-positioned level numbers.
2026-06-13 09:29:03 -07:00
Aotumuri de84f0e867 mls (v5.5) (#4263)
## Description:

Version identifier within MLS: v5.5

[Changed languages]
- eo
- fa
- fr
- hu
- ja
- ru
- uk

[Change volume]
- Changed languages: 7
- Changed files: 7
- Changed lines: 17353
- metadata.json: unchanged

Final reviewer: name

This PR was generated by the PR sender tool, then checked and submitted
by the final reviewer.

## Please complete the following:

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

## Please put your Discord username so you can be contacted if a bug or
regression is found:
aotumuri
2026-06-13 08:39:35 -07:00
Patrick Plays Badly 03b1e0e5e7 Update Map Dyslexdria (#4257)
**Add approved & assigned issue number here:**
Resolves #4217

## Description:
- Add addition nations. All world nations with flags and funny names.
- Minor changes to map. Please do not notate this publicly. Continuous
changes to Dyslexdria per its theme.

## 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

## Please put your Discord username so you can be contacted if a bug or
regression is found:
PlaysBadly
2026-06-13 08:39:18 -07:00
crunchybbb 5102805d77 Adds Warship Warship map (with additional nations and team spawn) (#4261)
> **Before opening a PR:** discuss new features on
[Discord](https://discord.gg/K9zernJB5z) first, and file bugs or small
improvements as
[issues](https://github.com/openfrontio/OpenFrontIO/issues/new/choose).
You must be assigned to an `approved` issue — unsolicited PRs will be
auto-closed.

**Add approved & assigned issue number here:**

Resolves #4259 

## Description:

2 Warship shaped islands next to each other. Trade ships and land
attacks can go through the corners. This can be either a 2 teams or a
ffa map. Size is 3000x1396 with 29% land. This will complete the 20th
map for v32 before it releases in 2 days.
There are 10 nations with 23 additional nations (with ai generated
names). The nations are made up similarly to the ones in traders dream
but they are piracy themed and theres also a meme "Evil island man"
nation (rex reference)

It is based on a meme when Ultimus-Rex says "warship warship" when
deploying warships and now people spam "warship warship" in the
comments, especially this user named @warshipwarship who comments
warship warship on every video.


[https://youtu.be/DGMIji0bQQM](https://github.com/openfrontio/OpenFrontIO/issues/url)
<img width="3000" height="1396" alt="image"
src="https://github.com/user-attachments/assets/4bf6d708-afbc-41ea-be7c-cf43fdf69cbc"
/>


## 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

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

DISCORD_USERNAME crunchybbbbb
2026-06-13 08:38:18 -07:00
evanpelle f4840a1cfd Add Giant World Map to the multiplayer queue after recent performance improvements. I'm hitting 40fps on a 10 year old chromebook 2026-06-12 17:08:32 -07:00
Evan 7ec26df4b4 Fix three high-impact renderer performance issues (#4251)
## Summary

A performance review of `src/client/render/` found three issues where
per-tick work silently defeated existing optimizations. All three are
surgical fixes with no behavior change.

### 1. Relation matrix forced a full-map border recompute every tick

`buildRelationMatrix` ran unconditionally every tick and
`updateRelations` was pushed unconditionally, so every tick paid:
- a 1 MB `fill(0)` + rebuild on the CPU,
- a 1 MB `texSubImage2D` upload (~10 MB/s steady-state),
- a **full map-resolution border fragment pass** via `globalDirty` —
which also called `scatter.clear()`, making the incremental
`BorderScatterPass`/`patchTile` path dead code during live play.

Now the matrix is rebuilt and uploaded only when alliances/embargoes
actually change. `PlayerUpdate`s are delta-encoded (`diffPlayerUpdate`
content-compares `allies`/`embargoes`), so field presence is a reliable
change signal. The WebGL context-restore path force-pushes relations,
matching the existing structures/railroads pattern.

### 2. Heat decay pass + full-map blit ran every frame, forever

`HeatManager.decayHeat()` set `heatActive = true` on every tick
regardless of whether any fallout existed. With `heatDecayPerTick: 1`
the drain window (255 ticks) was always re-armed before expiring, so the
map-sized decay/transition fragment pass **plus a full-map R16UI
`blitFramebuffer`** ran at 60 Hz for the entire game — even if no nuke
was ever fired. On large maps this was likely the biggest fixed GPU cost
in the renderer.

Now `TerritoryPass` flags FALLOUT-bit flips at GPU-write time (delta,
drip-drain, and conservatively on full uploads), and the renderer
activates the heat pipeline only then. While inactive, `updateHeat()`
does no GL work at all. Skipping the prev-tile blit while inactive is
safe because the transition shader only reads the fallout bit, and every
fallout flip activates the pipeline before its tile flush reaches the
GPU.

### 3. `computePlayerStatus` was O(players × units) per tick

The per-player loop scanned **all units** looking for that player's
nukes (~1M+ iterations/tick at scale). Inverted to a single pass over
units building per-owner `nukeActive`/`nukeTargetsMe` sets, then O(1)
lookups in the player loop.

## Testing

- Full suite passes (1386 + 65 tests), including the 19 existing
`computePlayerStatus` behavior tests; `tsc --noEmit` and ESLint clean.
- Verified in a live singleplayer game (headless Chromium): territory
fill, borders, names/troop counts, and leaderboard all render correctly.
- Fallout path verified end-to-end: built a missile silo, launched an
atom bomb (1235 fallout tiles in tile state), and the fallout glow
rendered at the impact site — under the new gating that glow can only
appear if the `falloutTouched → activate()` chain works.

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-authored-by: Claude Fable 5 <noreply@anthropic.com>
2026-06-12 17:06:53 -07:00
Evan bca980f572 Shrink the per-tick worker → main update payload by ~90% (#4244)
Stacked on #4243 (the `perf:client` harness) — first step of fixing the
every-100ms main-thread stutter: make the per-tick burst small before
spreading what remains across frames.

## Problem

The harness showed the main-thread burst was dominated by
`structuredClone` of the `updates` object, and the clone was dominated
by two kinds of per-tick churn that re-sent object payloads every tick:

- `gold` / `troops` / `tilesOwned` change for nearly every alive player
every tick → ~278 partial `PlayerUpdate` objects per tick (world/400
bots), ~508 on giantworldmap.
- Attack troop counts tick down every tick → whole
`outgoingAttacks`/`incomingAttacks` arrays re-cloned for every fighting
player every tick.
- `playerNameViewData` (an all-players record) was cloned every tick but
only recomputed every 30 ticks.

## Change

Three additions to the worker → main protocol (all transferable,
zero-clone):

1. **`packedPlayerUpdates`** — `[smallID, tilesOwned, gold, troops]`
float64 quads for players whose stats changed. These fields no longer
appear in `PlayerUpdate` diffs (first emissions still carry the full
snapshot). Gold is exact in a float64 (game values ≪ 2^53).
2. **`packedAttackUpdates`** — `[ownerSmallID, direction, index,
troops]` quads. Attack arrays are only resent when
membership/order/retreating changes — which is exactly the condition
that keeps the patch indexes valid (a tick either resends an array or
patches it, never both).
3. **`playerNameViewData` is now optional** — attached only on
placement-rebuild ticks (spawn ticks, first ticks, every 30th, spawn
end). The client keeps the last applied values; dead players' name
placements freeze at death (matching the previous effective behavior).

On the client, `GameView.populateFrame` now also rebuilds `names` /
`relationMatrix` / `allianceClusters` only when their inputs changed
that tick — field presence on a partial `PlayerUpdate` marks them dirty.
(`playerStatus`, nuke telegraphs, and attack rings still recompute every
tick; they're tick- or unit-dependent.)

## Results (perf:client, this machine; low-end devices ~5–20× slower)

Default run (world, 400 bots, 1800 ticks):

| stage | before | after |
|---|---|---|
| clone (serialize+deserialize) | 1.02ms | **0.09ms** |
| GameView.update | 0.62ms | **0.29ms** |
| WebGLFrameBuilder.update | 0.04ms | 0.04ms |
| **TOTAL burst mean** | **1.67ms** | **0.42ms** |
| TOTAL p99 / max | 3.47 / 10.3ms | **1.21 / 3.92ms** |

giantworldmap/600t: 2.54 → 0.68ms mean. Player update objects: 278 → 6.5
per tick (world), 508 → 12 (giant). The remaining burst is mostly tile
apply + per-tick derivations — the part that frame-spreading (next step)
addresses.

## Verification

- **Sim final hash unchanged** on all three reference configs
(`5607618202213430`, `29309648281599524`, `39945089450032050`) — no
simulation behavior change.
- **View hash unchanged** on all three configs (`942106e9`, `a3aae227`,
`cbaaf265`) — the rendered view state is provably identical
tick-for-tick, including the name-freeze semantics.
- New tests: `tests/PackedPlayerUpdates.test.ts` (drain + GameRunner
cadence), packed-channel and freeze-at-death cases in
`tests/client/view/GameView.test.ts`, `packAttackTroopDeltas` unit tests
and updated diff contract in `tests/GameUpdateUtils.test.ts` /
`tests/PlayerUpdateDiff.test.ts`.
- `npm test` (1490 tests), `eslint`, `prettier`, `tsc --noEmit` all
pass.

🤖 Generated with [Claude Code](https://claude.com/claude-code)

---------

Co-authored-by: Claude Fable 5 <noreply@anthropic.com>
2026-06-12 16:50:56 -07:00
evanpelle 4149b3e4cb Pulse spawn ring white→team color for self in team games
In team games the local player's spawn breathing ring now pulses
white→own team color (matching teammates' rings) instead of
white→gold. Gold pulse is unchanged for teamless games (singleplayer/FFA).
Self ring stays larger than teammates' via existing self/mate radii.
2026-06-12 16:05:04 -07:00
evanpelle 81c5fcfb16 Fix events display showing troop donation amounts 10x too high
Troops are stored internally at 10x their displayed value, but the
donation event message formatted the raw amount with renderNumber
instead of renderTroops. Gold is unscaled and was already correct.
2026-06-12 15:49:14 -07:00
evanpelle ac6d8d739a Make attack ring size tunable and increase it to 30px
The transport-target ring size was hardcoded as RING_SCREEN_PX in
attack-ring.vert.glsl. Promote it to a uRingScreenPx uniform fed from
a new fx.attackRingScreenPx entry in render-settings.json, with an
"Attack Ring Size (px)" slider in the debug GUI's FX folder.

Also bump the size from 20 to 30 screen px so the ring is easier
to spot. The inner/outer ring fractions (0.5/0.8 of the quad) stay
shader constants.
2026-06-12 15:41:03 -07:00
evanpelle 03b405eea7 Color nuke telegraph circles by launcher relation (self/ally/enemy)
The blast-radius warning circle was always red, so players couldn't
tell who launched an incoming nuke. Now it's green for your own
nukes, yellow for ally/teammate nukes, and red for everyone else's.

Each telegraph carries a relation (0=self, 1=friendly, 2=enemy),
classified from the per-tick relation matrix — the same friend/foe
logic alt-view uses — and passed to the shader as a per-instance
attribute. Replay/spectator mode (no local player) stays all red.
Colors are tunable via the nukeTelegraph slice in render-settings.json.
2026-06-12 15:32:25 -07:00
RickD004 32011d2ed2 Fix a river in Balkans not connecting to the sea (#4249)
Resolves #4248

## Description:

Fix river not connected in Balkans map along the map border. The map
generator accidentally deleted some columns of pixels along the map
limits, and it disconnected a river.

<img width="588" height="482" alt="image"
src="https://github.com/user-attachments/assets/2c78b6bd-d669-4aef-bc1d-c69d4aeed162"
/>

Updated version

<img width="290" height="311" alt="image"
src="https://github.com/user-attachments/assets/f315bdfc-bcca-400d-95a7-876c14e47400"
/>

## 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

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

tri.star1011
2026-06-12 15:21:39 -07:00
Evan b85d1fc372 Fix alt-view coloring teammates as enemies in team games (#4247)
## Problem

In team games, alternate view (space-hold) colored teammates' units red
(enemy color) instead of yellow (ally color). Teammates' territory
borders had the same problem.

## Root cause

`buildRelationMatrix()` in
`src/client/render/frame/derive/RelationMatrix.ts` already supports an
optional `teams` map that marks same-team pairs as `RELATION_FRIENDLY`,
but the call site in `GameView.populateFrame()` never passed it (the
companion `buildTeamMap` helper was dead code). Only explicit alliances
were marked friendly, so a teammate without a formal alliance read as
neutral — and the alt-view unit palette maps neutral to the enemy color.

## Fix

- `GameView` now tracks a `smallID → team` map, populated when each
`PlayerView` is first created (team is a static field, so once per
player is enough).
- The map is passed through to `buildRelationMatrix()`, which feeds both
the `AffiliationPalette` (unit colors) and `BorderComputePass` (border
colors).

## Testing

- New regression test in `tests/client/view/GameView.test.ts`: same-team
players are `RELATION_FRIENDLY` in `frame.relationMatrix`, cross-team
players stay neutral.
- All 36 GameView tests pass; typecheck clean.

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-authored-by: Claude Fable 5 <noreply@anthropic.com>
2026-06-12 15:05:37 -07:00
evanpelle 9e2648f80c increase nuke trajectory line width from 1.25=>2.5 so it's more visible 2026-06-12 15:05:06 -07:00
Evan 5648a37317 Classic icons: darken player color for icon glyph instead of black (#4246)
## Summary

The "classic icons" graphics setting currently renders structure icon
glyphs as flat black. In the v0.31 canvas renderer, classic icons used
`structureColors().dark` — a darkened version of the owning player's
territory color. This PR restores that look in the WebGL renderer.

- New `structure.iconDarken` render setting (HSV value multiplier on the
player fill color; `0` = off, default).
- New `uIconDarken` uniform in `structure.frag.glsl`: when > 0, the
glyph color is `darken(playerFill, uIconDarken)` instead of the flat
`uIconColor`.
- Classic mode (`classicIcons: true`) now sets `iconDarken = 0.45`
instead of `iconR/G/B = 0`. Border darken, fill, and the 0.75
translucency are unchanged.
- Default (non-classic) icons are unaffected (white glyph, `iconDarken =
0`).

Under-construction structures keep the gray fill, so their glyph darkens
to a darker gray — matching v31's construction styling.

## Verification

Drove a solo game headlessly with classic icons on and built structures:
glyphs render as darkened versions of each player's color (dark purple
on a purple player, per-bot hues on bot structures). Pixel-sampled the
screenshot: glyph measured `rgb(89,58,142)` vs `rgb(84,50,139)`
predicted for the 0.45-darkened player color at 0.75 alpha (flat black
would measure `rgb(38,26,60)`). Control run with classic off shows the
unchanged white glyph. `tests/GraphicsOverrides.test.ts` updated; all
pass.

🤖 Generated with [Claude Code](https://claude.com/claude-code)

---------

Co-authored-by: Claude Fable 5 <noreply@anthropic.com>
2026-06-12 14:46:20 -07:00
Evan 769d0c687f Extend run-openfront skill with headless in-game WebGL testing (#4245)
## What

Extends the `run-openfront` Claude Code skill so agents can test the
*whole game* headlessly, not just the home page and modals. New
`game.mjs` driver plays an actual singleplayer game end-to-end:

- start a solo game with chosen options (bots, map, difficulty, …)
- spawn, attack/expand, open the radial build menu
- read ground-truth sim state (`ticks`, `inSpawnPhase`, `myPlayer`
troops/gold/tiles, `outgoingAttacks`) instead of guessing from pixels
- take real WebGL screenshots (SwiftShader renders the map fine
headless)

`node .claude/skills/run-openfront/game.mjs` runs a ~2 min smoke flow
that asserts territory growth after an expansion attack and that the
radial menu opens.

## How

No game-code changes were needed:

- `hud/GameRenderer.ts` already assigns the `GameView` and
`TransformHandler` onto the `<build-menu>` element, so page JS reaches
live sim state and world↔screen conversion through it.
- `launch({ rafIntervalMs })` stubs `requestAnimationFrame` to one frame
per interval. SwiftShader needs seconds of CPU per frame, and an
unthrottled frame loop starves the main thread — the singleplayer turn
loop drops from 10 ticks/s to ~0.3. Throttled, the sim runs near full
speed while frames still render for screenshots.
- `clickWorld()` absorbs the canvas-click pitfalls discovered while
testing: aims at tile centers (corner clicks floor onto the neighboring
tile), refuses to click through HUD elements covering
`#game-input-overlay`, and freezes the post-spawn camera animation so
computed coordinates don't go stale.

## Testing

Smoke flow run repeatedly on a headless 4-core box: game starts (123
players), spawn lands on the clicked tile, expansion attack grows
territory 52 → ~275 tiles, radial menu opens, screenshots show the
rendered map.

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-authored-by: Claude Fable 5 <noreply@anthropic.com>
2026-06-12 14:31:34 -07:00