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661d96ba280f094e83a412fa825f20bc9c3e0b7b
1691 Commits
| Author | SHA1 | Message | Date | |
|---|---|---|---|---|
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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>
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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> |
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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 |
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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 |
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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 |
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f7ce58a49f | Meta update: increase nuke speed from 10=>12 | ||
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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> |
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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> |
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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> |
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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 |
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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 |
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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 |
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f4840a1cfd | Add Giant World Map to the multiplayer queue after recent performance improvements. I'm hitting 40fps on a 10 year old chromebook | ||
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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> |
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aa4b490e68 |
Simplify WebGL renderer integration: remove dead extension code, untangle GameView naming (#4240)
## Summary The WebGL renderer was adapted from an external extension and carried a lot of machinery this integration never uses (replay playback, its own input/event system, a GL radial menu). This PR is two mechanical cleanup passes with **no behavior change**: delete the dead code, then untangle the `GameView` naming collision. **78 files, +142 / −2,197.** ### Pass 1 — remove dead extension baggage - **Replay/copy mode**: `FrameData.tileMode` was hard-coded `"live"`; the copy branches in `frame/Upload.ts`, `UploadOptions` (never passed), `applyFullFrame`/`applyFullTiles`/`applyDelta` on the facade and `GPURenderer`, `HeatManager.resetForSeek`, and the seek-upload methods on `TerritoryPass`/`TrailPass` were all unreachable. Also deletes `types/Replay.ts`, `types/FrameSource.ts`, `types/GameUpdates.ts`, `types/Game.ts` (imported only by the types barrel). - **FrameEvents**: trimmed from 14 fields to the 3 actually populated and read (`deadUnits`, `conquestEvents`, `bonusEvents`). The other 11 fed the extension's stats system and were never written or read here. - **GL radial menu**: `RadialMenuPass`, its 4 shaders, and ~10 API methods on facade + renderer had zero callers — the game uses the DOM/d3 radial menu in `hud/layers/RadialMenu.ts`. The pass was constructed and drawn every frame for nothing. - **Facade event system**: `GameViewEventMap` defined 10 event types (`click`, `hover`, `scroll`, …) but only `contextrestored` was ever emitted — input actually flows through `InputHandler` → EventBus → controllers. Replaced the listener map with a single `onContextRestored` callback and deleted `Events.ts`. Also fixed the stale header comment claiming the facade handles user interaction. - **Unused API surface**: removed ~20 facade/renderer methods with zero callers (camera passthroughs like `panTo`/`zoomTo`/`fitMap`/`screenToWorld`, hit-testing queries, SAM replay setters, `setSelectedUnit`, `clearFx`/`setFxTimeFn`, `onFrame`/`afterRender`/fps tracking). Deliberately left alone: `Camera`'s pan/zoom primitives (building blocks for a possible future camera unification) and the `timeFn` plumbing inside the FX passes (deeply embedded as defaults; only the dead renderer-level wrappers were removed). ### Pass 2 — untangle the three GameViews - `render/gl/GameView.ts` → **`MapRenderer.ts`** (class `MapRenderer`). Every importer was already aliasing it as `WebGLGameView` to dodge the collision with the simulation-mirror `GameView` in `client/view/`, so this removes aliasing rather than adding churn. `render/CLAUDE.md` updated. - Deleted the `src/core/game/GameView.ts` back-compat shim (its own TODO asked for this). All 51 importers now import from `src/client/view/` directly via a new 3-line barrel `view/index.ts`. ## Test plan - `tsc --noEmit` clean, `eslint` clean - Full test suite passes (1,385 + 65 server tests) - Manual verification via headless Chromium: started a singleplayer game and confirmed the renderer works end-to-end — terrain draws, spawn-phase overlay shows, territories fill with borders after spawning, player names/flags render, no renderer console errors 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-authored-by: Claude Fable 5 <noreply@anthropic.com> |
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19db66f424 |
Delayed lobby start (#4184)
Resolves #4169 ## Description: Adds a delayed lobby start option. Utilizes the same system as for public lobbies. The default for the option is for lobbies to take 3 seconds to start, however this can easily be changed. The current setting is controlled through an enable-disable slider, however there are multiple other options for how to control this. For example we could do a slider, an input field, a dropdown etc. And i dont necessarily know if the currently implemented option is the best. Furhtermore im not sure if i have used the language file completely correctly. There is now a duplicate field for both private and public lobby. However there is not category shared between the two. So i decided to reuse the field from public for private games, as this simplified the code a bit. **Host video** https://github.com/user-attachments/assets/6f3db6e4-7323-4fad-8544-efb8cef4d969 **Non-host video** https://github.com/user-attachments/assets/ee02a072-1f42-4dde-a5d9-120fda862eb7 ## 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: FrederikJA |
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d96c055df1 |
Better troop management for nations 🤖 (#4239)
## Description:
When human pro players have non-allied players with similar troops next
to them, they wouldn't send out a big attack.
But nations are doing exactly that.
With this PR, they no longer do. On hard and impossible.
On easy and medium they are stupid 😀
```
1. Troop send cap: the nation must retain a minimum fraction of its
strongest non-allied neighbor's troop count (Hard: 75%, Impossible:
90%). Attacks that would drop below this floor are scaled down or
skipped entirely. Allied and same-team neighbors are ignored since
they pose no threat. The cap applies to land attacks, boat attacks,
and random boat attacks.
2. Minimum attack strength: if the capped troop count is less than 20%
of the target's troop count, the attack is skipped as too weak to be
worthwhile. Only applies on Hard and Impossible.
```
_Coded by MiMo 2.5 Pro, reviewed by MiniMax M3_
## 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
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2e6f70c098 |
Speed up the core sim: inline sfc32 PRNG and allocation-free player updates (#4233)
## Summary Follow-up to #4230. Two more core-sim optimizations — these are **behavior-affecting in controlled ways** (unlike #4230, which was hash-identical), so both come with dedicated test coverage written before the change. Combined results (`npm run perf:game`, same machine, before → after): | run | mean tick | ticks/sec | p99 | peak heap | |---|---|---|---|---| | default (world, 400 bots, 1800 ticks) | 7.98 → **6.96 ms** | 125 → **144** | 21.2 → **19.0 ms** | 438 → **294 MB** | | giantworldmap, 600 ticks | 17.4 → **15.2 ms** | 58 → **66** | 32.6 → 30.5 ms | | Cumulative with #4230 vs. the original baseline: default run mean 9.04 → 6.96 ms (111 → 144 ticks/sec); giantworldmap 22.5 → 15.2 ms (44 → 66 ticks/sec, max tick 52.8 → 40.1 ms). ### 1. `PseudoRandom`: seedrandom ARC4 → inline sfc32 - ARC4 was ~4% of profiled self time. The new engine is sfc32 with splitmix32 seed expansion and a warmup, using only 32-bit integer ops — sequences are identical across platforms. The class API is unchanged. - This **removes the `seedrandom` dependency entirely**, making `src/core` actually dependency-free (the import was the only violation of that rule). - ⚠️ **The random stream differs, so the deterministic game-state hash changes.** All clients run the same code, so cross-client sync is unaffected; the harness reproduces the same hash on repeated runs per seed. New reference hashes: - `--map world --ticks 200 --bots 100` → `5607618202213430` - default run → `29309648281599524` - `--map giantworldmap --ticks 600` → `39945089450032050` - New `tests/PseudoRandom.test.ts` (15 tests) pins the engine-agnostic contract: per-seed determinism, ranges, uniformity, adjacent-seed decorrelation, and every API method. The tests were verified green against the old engine first, then the swap. - The stream change exposed a test that passed **by RNG luck**: in `AiAttackBehavior.test.ts`, "nation cannot attack allied player" was actually being blocked by the difficulty dice gate in `shouldAttack`, not the alliance check — hiding that the test's `AiAttackBehavior` was constructed without its `NationEmojiBehavior`. The test now supplies one and verifies the real protection layer (`AttackExecution`'s alliance check), robust to any dice outcome. ### 2. `PlayerImpl.toFullUpdate`: allocation-free empty collections - `toFullUpdate` runs for every player every tick and allocated ~10 collections each (allies, embargoes Set, attacks, alliance views, …) even when all were empty — the common case for most of 472 players. Because `lastSentUpdate` retains each snapshot for a full tick, these objects survived minor GC, got promoted, and accumulated as old-space garbage between major GCs — that's the peak-heap drop. - Empty collections now reuse shared **frozen** module-level singletons, so `diffPlayerUpdate`'s existing `a === b` fast paths skip structural comparison entirely. Non-empty collections build in single passes. Freezing makes accidental in-worker mutation throw loudly instead of silently corrupting every player; consumers across the worker boundary get mutable structured clones as before. (`Set` cannot be frozen — `EMPTY_EMBARGOES` is documented as never-mutate.) - Value-identical: the game-state hash is unchanged by this part (verified against the post-PRNG baseline). - New `tests/PlayerUpdateDiff.test.ts` (8 tests): full-snapshot shape, null-when-unchanged, embargo/alliance/target/attack diffs through the real tick pipeline, and the freeze contract. ### Verification - Full suite passes: 124 files / 1408 tests (23 new) + server tests; lint and prettier clean. - Hash reproducibility confirmed: repeated runs with identical args produce identical hashes on all three configs. 🤖 Generated with [Claude Code](https://claude.com/claude-code) --------- Co-authored-by: Claude Fable 5 <noreply@anthropic.com> |
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182d008ddd |
Generate a single MapInfo list; move SPECIAL_TEAM_MAPS and en.json map names into info.json (#4231)
**Add approved & assigned issue number here:** N/A — maintainer follow-up to #4227. ## Description: Follow-up to #4227, finishing the "info.json is the single source of truth" refactor. **Maps.gen.ts now generates one `MapInfo` interface and a `maps` list** instead of parallel lookup records. `mapCategories`, `mapTranslationKeys`, and `multiplayerFrequency` are gone — consumers read the list directly (`map.categories`, `map.translationKey`, `map.multiplayerFrequency`). MapPicker got simpler in the process: it renders from `MapInfo` objects, so the reverse `Object.entries(GameMapType)` lookup to recover the enum key is gone. The featured-rank sort moved out of the Go codegen into the picker, where the presentation concern belongs. **`SPECIAL_TEAM_MAPS` moves into info.json** as an optional `special_team_count` field (set on the same 17 maps with the same values). MapPlaylist derives its map from the generated list; `SPECIAL_TEAM_FORCE_CHANCE` and the frequency multiplier behavior are unchanged. **The en.json `map` section is now generated.** A new optional `display_name` field in info.json (defaulting to `name`) is written to `resources/lang/en.json` by the generator, preserving the section's non-map UI keys (`map`, `featured`, `all`, `favorites`, `random`). The 8 maps whose English display name intentionally differs from the frozen enum value (e.g. `MENA`, `Milky Way`, `Europe (Classic)`, `Baikal (Nuke Wars)`) declare it via `display_name`, so no display text changes. The section is emitted alphabetically; since #4232 already sorted en.json and every value matches, regeneration is byte-identical and this PR has no en.json diff. Other languages remain Crowdin-managed. The generator also now validates `translation_key` is exactly `map.<folder>` and `special_team_count >= 2`. MapConsistency tests compare info.json directly against the generated list and the en.json section, and fail with a "run `npm run gen-maps`" message on drift. No behavior changes: enum values, playlist frequencies, special-team counts, featured order, and display names are all byte-identical. ## Please complete the following: - [x] I have added screenshots for all UI updates (no UI changes — internal refactor, rendering output identical) - [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: evanpelle 🤖 Generated with [Claude Code](https://claude.com/claude-code) --------- Co-authored-by: Claude Fable 5 <noreply@anthropic.com> |
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94f2293149 |
Reduce main bundle size by ~44% gzipped (732 KB → 412 KB) (#4229)
## Summary Cuts the main JS chunk from **2,891 KB (732 KB gzip)** to **1,679 KB (412 KB gzip)** by fixing two bundling issues and removing/replacing heavy dependencies. Measured with a per-module `renderedLength` analysis of the rolldown output (its prod sourcemaps are malformed, so sourcemap-based tools misattribute sizes). | Chunk | Before | After | |---|---|---| | `index-*.js` (min) | 2,891 KB | 1,679 KB | | `index-*.js` (gzip) | 732 KB | **412 KB** | ## Changes - **Sim worker moved out of the main bundle (~512 KB).** The `?worker&inline` payload is now reached through a dynamic `import()`, so it lands in its own lazy chunk fetched when a game starts. The worker itself still uses Vite's inline Blob mechanism (with its `data:` URL fallback) — runtime instantiation is byte-for-byte unchanged. - **Replaced `lit-markdown` with `marked` + the already-bundled DOMPurify (~380 KB).** lit-markdown transitively pulled sanitize-html, htmlparser2, postcss, and two copies of entities into the client just to render news markdown. New `src/client/Markdown.ts` matches its image-stripping default. - **Dropped `colorjs.io` (~114 KB).** It was only used for ΔE2000 distance in `ColorAllocator`; colord's lab plugin (already imported there) provides the same CIEDE2000 via `.delta()`. Only relative magnitudes are compared, so allocation behavior is unchanged. - **`msdf-atlas.json` (~319 KB) fetched at runtime** like the atlas PNG, preloaded in parallel with worker init in `ClientGameRunner` so game-load latency is unaffected. - **Tailwind CSS no longer shipped twice (~158 KB).** `o-modal` imported `styles.css?inline`, duplicating the emitted stylesheet as a JS string. It now adopts a constructed stylesheet built from the document's own CSS (HTTP-cache hit in prod, `<style>` tags + HMR re-sync in dev) via `SharedStyles.ts`. - **Debug GUI lazy-loaded.** lil-gui + `gl/debug/*` now load on first toggle (46 KB lazy chunk) instead of shipping in the main bundle. Also looked at the `import * as d3` in RadialMenu (~84 KB) but left it: rolldown tree-shakes the metapackage well and all but ~2 KB is the genuine dependency closure of the selection/transition/shape/color APIs in use. ## Test plan - [x] `tsc --noEmit` clean - [x] ESLint clean - [x] Full test suite passes (1,374 + 65 tests) - [x] `npm run build-prod` succeeds; worker/debug chunks present in `asset-manifest.json` for the R2 upload - [ ] Manual smoke test in dev: start a game (worker dev path), open a modal (shared stylesheet), open news modal (markdown rendering) 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-authored-by: Claude Fable 5 <noreply@anthropic.com> |
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2789db8b96 |
Optimize core simulation hot paths (no behavior change) (#4230)
## Summary Pure performance optimizations to the attack/conquer/cluster hot paths in `src/core`, driven by the full-game perf harness from #4228. **No behavior change**: the final game-state hash is identical before/after on every config tested — world quick run (2 different seeds), giantworldmap, and the default 1800-tick run. ### Changes - **Flat-arithmetic neighbor iteration**: `forEachNeighbor` / `forEachNeighborWithDiag` / `isBorder` / `isOceanShore` are now implemented inside `GameMapImpl` using raw `ref±1` / `ref±width` index math, skipping the per-neighbor `ref()` coordinate validation (`Number.isInteger` etc.). `GameImpl` and `GameView` delegate. - **New `neighbors4(ref, out)`**: zero-allocation, callback-free neighbor query for hot loops (W, E, N, S — same order as `forEachNeighbor`). - **`AttackExecution`**: the per-tile closures in `tick()` / `addNeighbors()` are replaced with reusable neighbor buffers, a cached `GameMap` reference, and integer `smallID()` owner comparisons instead of owner-object lookups. - **`GameImpl`**: the per-conquer `updateBorders` closure is hoisted to a method with a reusable buffer; `removeInactiveExecutions` compacts the executions array in place instead of allocating a new ~4200-element array every tick. - **`PlayerExecution`**: `surroundedBySamePlayer` / `isSurrounded` / `getCapturingPlayer` de-closured (`neighbors4` + integer compares; neighbor visit order preserved, so `getCapturingPlayer`'s Map-insertion-order tie-breaking is unchanged); flood-fill visit closure hoisted out of the while loop. - **`FlatBinaryHeap.dequeue`**: returns the tile directly instead of allocating a `[tile, priority]` tuple per dequeued tile (AttackExecution is the only caller). ### Performance (`npm run perf:game`, same machine, before → after) | run | mean tick | ticks/sec | max tick | |---|---|---|---| | default (world, 400 bots, 1800 ticks) | 9.04 → **7.98 ms** | 111 → **125** | 31.7 → 35.7 ms | | giantworldmap, 600 ticks | 22.5 → **17.4 ms** | 44 → **58** | 52.8 → **36.2 ms** | The giantworldmap tail improvement (max tick −31%) is the most relevant for the 100 ms tick budget. ### Determinism verification Identical `Final hash` before and after on all configs: | config | hash | |---|---| | `--map world --ticks 200 --bots 100` | `5455008589403520` | | same + `--seed second-seed-check` | `5580840142777488` | | `--map giantworldmap --ticks 600` | `37373734953428430` | | default run | `26773450321979388` | ### Tests - New `tests/NeighborIteration.test.ts` pins the exact neighbor iteration orders (W,E,N,S cardinal; dx-major diagonal — conquest order and RNG consumption depend on them) and conquer/border-tile invariants checked mid-battle. - New `tests/FlatBinaryHeap.test.ts` covers heap ordering, clear, and growth. - Full suite passes (122 files / 1386 tests + server tests); lint and prettier clean. 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-authored-by: Claude Fable 5 <noreply@anthropic.com> |
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3de5fb4204 |
Move map metadata into info.json and generate map TypeScript from it (#4227)
**Add approved & assigned issue number here:** N/A — maintainer refactor. ## Description: Makes each map's `info.json` the single source of truth for map metadata — adding a map is now a folder with `image.png` + `info.json`, a `gen-maps` run, and an en.json display name. **info.json / manifest.json carry full map metadata.** Every `map-generator/assets/maps/<map>/info.json` declares `id` (the `GameMapType` enum key), `name` (the enum value — wire format, unchanged for all 94 maps), `translation_key`, `categories`, and `multiplayer_frequency` (the public-playlist weight that used to be the `FREQUENCY` record in MapPlaylist.ts). The generator validates everything and mirrors it into `resources/maps/<map>/manifest.json`. 23 stale info.json `name` values were normalized to the canonical enum value; enum values are byte-identical, so replays and stored game configs are unaffected. **The generator emits the TypeScript and discovers maps itself.** New `map-generator/codegen.go` generates `src/core/game/Maps.gen.ts` (`GameMapType`, `GameMapName`, `mapCategories`, `mapTranslationKeys`, `multiplayerFrequency` — now a full `Record<GameMapName, number>`, killing the old `Partial`) on every run; `Game.ts` re-exports it. The hardcoded map registry in `main.go` is gone — maps are auto-discovered from the `assets/maps` / `assets/test_maps` directories. MapConsistency tests fail with a "run `npm run gen-maps`" message if info.json, manifest.json, and Maps.gen.ts drift. The tracked `map-generator/map-generator` binary is rebuilt to match. **New categories: continents + world/cosmic/tournament/other, multi-category support.** `continental`/`regional`/`fantasy`/`arcade` are replaced by `featured`, `world`, `europe`, `asia`, `north_america`, `africa`, `south_america`, `oceania`, `antarctica`, `cosmic`, `tournament`, and `other`. Maps can list multiple categories, so straddlers (Black Sea, Bosphorus, Caucasus, Between Two Seas, Bering Sea/Strait, Mena, Strait of Gibraltar, Hawaii, Arctic) appear under both regions. Featured is itself a category (same 7 maps as before). MapPlaylist keeps its arcade exclusion via an explicit set. **Map picker UI.** Two tabs: **Featured** (default — featured maps plus a Favorites section when maps are starred) and **All** (one prominent collapsible bar per category with a map count, collapsed by default). The selected map is prepended to the featured grid when it lives elsewhere. `getMapName()` resolves through the generated `mapTranslationKeys`, which also fixes tourney maps never resolving a valid translation key. ## Please complete the following: - [ ] I have added screenshots for all UI updates (maintainer change — picker described above) - [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: evanpelle 🤖 Generated with [Claude Code](https://claude.com/claude-code) --------- Co-authored-by: Claude Fable 5 <noreply@anthropic.com> |
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7405339ea7 |
Add Titan map with random spawn nations - along new Cosmic map category (#4183)
Resolves #4182 ## Description: Adds "Titan" (real moon of Saturn with methane seas) map . Uses new random spawn nation feature by FloPinguin. https://github.com/openfrontio/OpenFrontIO/pull/4156 Also adds new Cosmic map category. The "Other" map category has become a wastebasket of unrelated maps, and with increasing number of maps, i think its a good addition to have better categories for these maps. I figured these 2 changes should go together since im adding a cosmic map, and a cosmic category. proof of nations spawning randomly and how the cosmic category looks in the menu: https://github.com/user-attachments/assets/b84bd3ef-6b8f-46fe-a6ea-ea5e79c6dc00 ## 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 --------- Co-authored-by: Evan <evanpelle@gmail.com> |
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af2849a2d7 |
Adds "Juan De Fuca Strait" map - 3 way team map (#4215)
Resolves #4148 ## Description: Adds "Juan de Fuca Strait" map. This is the Strait in Washington and British Columbia: https://en.wikipedia.org/wiki/Strait_of_Juan_de_Fuca This map is meant to be a brand new 3-team way map, since all the team maps we have are either made for 2 or 4 teams. The map is bumped towards this gamemode similar to how Baikal is bumped to 2 teams. Map also has Additional Nations, for a total fof 62, for Human vs Nations and solo games <img width="1365" height="602" alt="image" src="https://github.com/user-attachments/assets/9cb86727-db06-4fcb-bee4-85e7b5d47d15" /> <img width="1319" height="488" alt="image" src="https://github.com/user-attachments/assets/13fd9a01-7ec6-49ab-81c3-40b566cbf6e0" /> data from OpenTopography, already credited ## 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 |
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b0e7d04f6e |
Add help notification system to control panel ℹ️ (#4212)
Resolves https://github.com/openfrontio/OpenFrontIO/issues/3445 ## Description: I copied the PR #3743 from @luctrate (Add army limit warning indicator for team games) to this PR because he didn't respond to requested changes but I thought it's important. I expanded on it, now its a full help message system: **Warnings (orange):** - Army limit: shown in team games with donations when troops exceed 80% of max - Low troops: shown when troops drop below 1k (=> new noob player who clicks too much) <img width="764" height="251" alt="582494157-cf19b13e-a0a9-44e4-8de8-86c007fe9c79" src="https://github.com/user-attachments/assets/6b4996d9-1993-4d2c-98ba-afba17a5ca4d" /> **Info messages (blue):** - Borders a traitor ally: "You can betray traitors without becoming a traitor yourself" (Because its not obvious for new players) - Borders an allied AFK player: "You can attack disconnected players even if you are allied with them" (Because its not obvious for new players) - Borders an AFK teammate: "You can attack disconnected teammates" (Because its not obvious for new players) Info messages only appear when the player has not attacked the relevant neighbor for at least 15 seconds, so they do not show up without reason. <img width="524" height="141" alt="image" src="https://github.com/user-attachments/assets/88d74661-d47e-45a7-9f91-d4f5361114b7" /> New "Help Messages" toggle in settings (default: on) <img width="409" height="105" alt="image" src="https://github.com/user-attachments/assets/24bc8bed-777b-4f72-9451-02116ac39db0" /> Implementation details: - Border detection uses async borderTiles() refreshed every 1s, cached in a Set of nearby player smallIDs - Outgoing attacks are tracked per-target to compute the 15-second idle threshold - New armyLimitWarningThreshold() on Config (returns 0.8) - All user-facing strings go through translateText() with en.json entries AI Model used: MiMo 2.5 Pro ## 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 |
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5cb155267d |
Only notify on warship and transport ship destruction
displayMessageOnDeleted fired a "Your {unit} was destroyed" message for
nearly every unit type (denylisting only MIRV warheads and train cars),
which spammed the event feed with low-stakes losses like ports, cities,
and trade ships.
Flip it to an allowlist: only surface destruction of warships and
transport ships, the two losses with real tactical weight (lost naval
control, lost army at sea). Everything else is either visible on the map
or not worth a notification.
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9396df1ca4 |
Remove unit capture event messages
Drop the "Your {unit} was captured by {name}" and "Captured {unit} from
{name}" display messages on unit ownership change in UnitImpl. They fired
on every capture — dominated by warships taking trade ships — and were
too spammy to be useful, so players tuned them out.
Also clean up the now-unused pieces:
- Remove the UNIT_CAPTURED_BY_ENEMY message type, its category mapping,
and its case in getMessageTypeClasses.
- Remove the orphaned unit_captured_by_enemy and captured_enemy_unit
en.json keys.
CAPTURED_ENEMY_UNIT is kept — still used by the trade-ship gold message.
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3aaf0ea05d |
Remove lakes from the game 🌊 (#4214)
## Description: Nametags look weird here because on the left is a lake: <img width="954" height="765" alt="Screenshot 2026-06-10 170116" src="https://github.com/user-attachments/assets/2b679a68-fab3-458e-8e29-e12b9a4f281b" /> I removed isLake from the nametag position calculation Because isLake was unused then, I removed it completely. Full changelog: - Remove isLake() from GameMap interface, GameMapImpl, GameImpl, and GameView - Remove TerrainType.Lake enum value - terrainType() now returns Ocean for all water tiles (previously distinguished lake vs ocean, but nothing treated them differently) - Remove Lake case from PastelTheme and PastelThemeDark (already fell through to Ocean) - Exclude lakes from nametag placement grid in NameBoxCalculator Maybe as a next step also remove lakes metadata from the map generator? AI Model used: MiMo 2.5 Pro ## 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 |
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f17ca9bd65 | meta: increase trade ship sigmoid midpoint 200 => 400 | ||
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855695b78e |
Adds Hong Kong map (#4191)
> **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 #4152(issue number) ## Description: - Adds a map of Hong Kong. The size is 2781x1997 with land area of 41% (2.2mil pixels). The islands, straits, harbors, coastlines and peninsulas make for some very intersting gameplay. - HK is the second densest place on earth. To simulate this, there are 71 nations based on districts, parks, islands, etc. (Kowloon and HK Island are so crowded with nations, there may be only 1-2 tribes that spawn there!) - Large coastal plains, passes and mountain ranges across islands and the mainland map image <img width="2781" height="1997" alt="hk-improvedriver" src="https://github.com/user-attachments/assets/ef324fca-88f7-487c-adb0-fa31fc370458" /> showcase https://www.youtube.com/watch?v=DosBDttQVmE ## 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 --------- Co-authored-by: RickD004 <realtacoco@gmail.com> |
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ea95069604 |
Move special effects toggle to graphics settings, wire to renderer
The special effects toggle wrote settings.specialEffects but nothing in the WebGL pipeline read it — the FX pass is gated on passEnabled.fx. The setting was orphaned when the old canvas renderer was removed, so the toggle had no visual effect. Move the toggle into the graphics settings modal (under a new Effects section) and remove it from the in-game settings modal and the homepage user settings modal. Rewire it to a passEnabled.fx graphics override so it actually toggles the FX pass, applied live via the existing graphics override listener. Delete the now-dead fxLayer()/toggleFxLayer() from UserSettings. Note: users who previously disabled special effects will reset to on, since the old settings.specialEffects key is no longer read. |
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1e3f50436c |
Add map world inverted (#4189)
Resolves #4187 ## Description: Add Map - World Inverted 1248x2500, 1,561,000 land tiles ~100 standard. Over 250+ total. https://www.youtube.com/watch?v=w2LVZQXZoaU https://discord.com/channels/1284581928254701718/1509034328766812210 ## 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 |
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27517e3698 |
Adds Mississippi River map - vertical pipe map (#4176)
Resolves #4153 ## Description: Add Mississippi river, inspired by Amazon, but vertical. Pipe-type map along Amazon and Passage. 11 nations, with 51 additional nations for a total of 62 for Humans vs Nations gamemode. https://github.com/user-attachments/assets/6596a7bf-b529-442a-99b1-815493ee0e96 https://github.com/user-attachments/assets/5bb4959b-8ef3-428a-8e3a-94c424fa092b https://github.com/user-attachments/assets/e4d4622e-ea42-4edf-9d86-d9d00c0fdde4 ## 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 |
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8115b755a2 |
Fix rebinded keys (#4175)
> **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 #4174 ## Description: I have fixed the rebinding of the keys for the build menu modifier and the emoji menu modifier in the settings so that they actually work. And cleaned up the code ## 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: tktk1234567 |
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ee8c28331b |
Perf: Maintain a per-player alliance list (#4172)
# Maintain a per-player alliance list (drop O(all-alliances) scan)
## Summary
`PlayerImpl.alliances()` was implemented as a full scan of the global
alliance
list on every call:
```ts
alliances(): MutableAlliance[] {
return this.mg.alliances_.filter(
(a) => a.requestor() === this || a.recipient() === this,
);
}
```
This is O(all-alliances-in-game) **per call**, and it's called a lot —
most
notably twice per player per tick from `PlayerImpl.toFullUpdate()` (once
for
`allies`, once for `alliances`), which runs for every player every tick
on the
worker/core thread.
This PR makes each player own its alliance list: a per-player
`_alliances`
array (mirroring the existing `_incomingAttacks` / `_outgoingAttacks`
pattern),
maintained incrementally as alliances form/break/expire, so
`alliances()`
becomes an O(1) field read.
It turned out the global `mg.alliances_` list was only ever read by this
scan —
the `Game`-level `alliances()` getter had **zero callers** (all 17
`.alliances()`
callsites use the player-level accessor), and the list isn't used in
serialization. So rather than keep two structures in sync, this removes
the
global list entirely and makes the per-player lists the single source of
truth.
## Motivation
Profiling the worker/core thread showed `player.toFullUpdate` at ~**4%
of CPU**.
Breaking down where that time goes (microbenchmark, 100 players, ~100
alliances):
| Component | µs/tick | Share |
| --- | --- | --- |
| FULL (current: alliance scan ×2 + allocate collections) | 61.5 | 100%
|
| Alliance scan only (the two global `.filter()`s) | 41.7 | **~68%** |
| Allocation only (build arrays/objects, per-player list, no scan) | 6.4
| ~10% |
The global alliance scan — not the object allocation — is the dominant
cost, and
it gets *worse* with game size: the scan is O(players × total-alliances)
while
allocation is only O(players × own-alliances). Removing the scan targets
the
dominant ~2/3 of `toFullUpdate`'s cost.
It also speeds up `alliances()` everywhere, not just `toFullUpdate` —
it's called
in **17 places**, including AI hot paths (`NationAllianceBehavior`,
`PlayerExecution`).
> Note: this builds on the already-merged `diffPlayerUpdate`
typed-comparison
> change (commit `be87c76`), which addressed the diff/serialization
cost. This PR
> addresses the snapshot-construction cost.
## Changes
- **`PlayerImpl`**: add `public _alliances: MutableAlliance[]`;
`alliances()`
returns it directly.
- **`GameImpl`**: remove the global `alliances_` field and the unused
`alliances()` getter. Maintain the per-player lists at the mutation
sites:
- **add** — `acceptAllianceRequest` pushes the new alliance onto both
participants.
- **remove** — `breakAlliance`, `expireAlliance`, and
`removeAlliancesByPlayerSilently` all funnel through a small
`detachAlliance()` helper that removes the alliance from both
participants.
- **`Game` interface**: drop `alliances(): MutableAlliance[]` (no
callers).
## Correctness notes
- `alliances()` now returns the internal array by reference. This
matches the
existing `outgoingAttacks()` / `incomingAttacks()` accessors, which
already do
the same. All 17 callsites were checked — none mutate the returned
array.
- `detachAlliance` reassigns the array (`filter`) rather than splicing
in place,
so the `for (const alliance of player.alliances())` loop in
`PlayerExecution`
(which can expire alliances mid-iteration) iterates a stable snapshot
and is
safe. `removeAlliancesByPlayerSilently` likewise snapshots the player's
list
before detaching.
## Tests
New `tests/PlayerAllianceList.test.ts` asserts both participants' lists
stay in
sync through every mutation path:
- forming an alliance adds it to both lists
- `alliances()` agrees with `isAlliedWith` / `allianceWith`
- breaking removes it from both lists
- expiring removes it from both lists
- a player tracks multiple alliances independently (breaking one keeps
the other)
- `removeAllAlliances` clears the player and every partner
Full suite green: **1360 tests / 120 files**.
🤖 Generated with [Claude Code](https://claude.com/claude-code)
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be87c7658f |
Speed up diffPlayerUpdate with typed field comparisons
diffPlayerUpdate runs once per player per tick on the worker thread. The array/object fields (outgoingAttacks, incomingAttacks, alliances, outgoingEmojis) were compared via JSON.stringify — two string allocations per field, run on every call even when nothing changed. This made the cost flat at ~3.4µs/call regardless of what actually changed. Replace jsonEqual with three typed structural comparators (attackArrayEqual, allianceArrayEqual, emojiArrayEqual) that short-circuit on reference/length, compare known fields with ===, early-exit on the first difference, and allocate nothing — matching the existing numberArrayEqual/stringArrayEqual style. ~9-10x faster across all cases (276k -> 2.4M ops/sec when unchanged). Add tests/perf/DiffPlayerUpdatePerf.ts (BEFORE/AFTER benchmark, run via npm run perf) and warnings on PlayerUpdate and diffPlayerUpdate noting that new fields must be wired into the diff/apply functions or their changes are silently dropped after the first emission. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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c6296c0bb1 |
Fix/warship freezing no path (#4151)
**Add approved & assigned issue number here:** Resolves #4113 ## Description: Warships now reject the PatrolTile change when the new one is a different water component. Adds a test ensuring this behavior. ## Please complete the following: - [x] I have added screenshots for all UI updates There are none - [x] I process any text displayed to the user through translateText() and I've added it to the en.json file No texts - [x] I have added relevant tests to the test directory I also have tested in game and tested that the test does indeed fail if my fix is not present. ## Please put your Discord username so you can be contacted if a bug or regression is found: Katokoda |
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b4058b5a58 |
Add map chopping block (#4143)
Resolves #4080 ## Description: Add Map Chopping Block https://youtu.be/NpX73lHiKO8 Increased multiplier for 4 player team games and water nukes (plug in center among other shortcuts). This map was made as a faster alternative to Labyrinth. Map has been modified since last submission to be 'less crazy'. ## 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 ## Discord username: PlaysBadly |
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74b3bd275b |
Allow mappers to omit nation coordinates in manifest.json for random spawn 🎲 (#4156)
## Description: Previously, every nation in a map's manifest.json required explicit coordinates. Additional nations already supported optional coordinates to trigger random spawn placement, but regular nations did not. Idea from PlaysBadly. Reasoning (copied off discord): > I've been working on World Inverted by adding realistic 'nations' in the form sunken ship names with their flags and location. However after searching around for other possible nation locations that are ocean related I realised that I might not have enough info for proper 'realisitc' coverage of the map. Currently Im at ~170 nations with cordinates. This is not including the additional nations with no locations. This will be reduced to ~62 as the default with the rest turning into additional nations. > > The problem is the end process is proving difficult. Trying to blance the nation placment on the map is a little much at this volume. So being able to add a few no-cordinate nations would be a great way to fill in the map. This PR also improves the MapConsistency test to check the additional nations too. ## 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 |
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9c2ac05506 |
clantag part 1 (#4066)
If this PR fixes an issue, link it below. If not, delete these two lines. Resolves #(issue number) ## Description: adds a check to see if you're in a clan or not. if not, checks to see if the clan exists, if it does, warns the user, if it doesn't, lets them use 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 ## Please put your Discord username so you can be contacted if a bug or regression is found: w.o.n |
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297e1f579e |
Fix AStar overflowing the priority queue on twisted paths (#4149)
Resolves pathfinding issue: https://discord.com/channels/1359946986937258015/1458870041964445706 ## Description: BucketQueue requires `maxF` to be defined. Estimating it is much more complicated than the code assumed. This caused the bucket to overflow on certain paths, mostly (a) twisty paths - defined as one which must traverse both ways along the same axis, (b) maps where height > width, because we used `width ** 2` to estimate size instead of `width * height` (iirc height was not easily accessible). This PR replcaes BucketQueue with already existing MinHeap. `AStar.AbstractGraph` is already specialized in traversing `AbstractGraph`, so I have dropped the `useMinHeap` option and instead made it the default path. Otherwise we'd be leaving dead code. The max priority was also fixed to account for duplicate connections, abstract graph is already very small so it should not affect (and in my testing does not) affect performance. **Before** <img width="1813" height="1781" alt="image" src="https://github.com/user-attachments/assets/63648db1-a293-441d-8ea8-eaf98694f04a" /> **After** <img width="1734" height="1702" alt="image" src="https://github.com/user-attachments/assets/b4ec2f68-b945-42e1-bab4-53ba19fa2bbf" /> ## Please complete the following: - [ ] I have added screenshots for all UI updates - [ ] I process any text displayed to the user through translateText() and I've added it to the en.json file - [ ] I have added relevant tests to the test directory ## Please put your Discord username so you can be contacted if a bug or regression is found: moleole |
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48609fa70a |
Reduce lobby broadcast bandwidth via counts-only deltas (#4116)
## Description:
- The lobby WebSocket broadcast (`/lobbies`) was re-sending the full
`PublicGames` snapshot — including each lobby's `gameConfig` — to every
connected client every 500ms. Almost nothing in that payload changes
tick-to-tick; only `numClients` moves.
- `WorkerLobbyService` now tracks the sorted set of `gameID`s it last
sent as a full snapshot. On each incoming broadcast it sends a `full`
only when that set changes; otherwise it sends a `counts` delta carrying
just `{gameID → numClients}`.
- This relies on the master-side coupling at
[MasterLobbyService.ts:140-159](src/server/MasterLobbyService.ts#L140-L159):
when master finds a lobby without `startsAt`, it both sets `startsAt`
AND schedules a fresh lobby on the same tick, so the gameID change
brings the `startsAt` (and `gameConfig`) along with it.
- New WS connections are primed with the worker's cached last `full` so
late joiners don't have to wait for the next structural change.
- `LobbySocket` parses the new discriminated union (`PublicLobbyMessage
= full | counts`), keeps the last full snapshot in memory, and merges
counts into it before invoking the existing callback. `GameModeSelector`
is unchanged.
- Master → worker IPC is unchanged — still sends the full snapshot every
500ms. The optimization only applies to the worker → WS-client boundary,
which is the fan-out point.
## 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:
evan
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775ae77e0a |
Fix nations not spawning when random spawn is enabled 🤖 (#4117)
## Description: When random spawn is active, human SpawnExecutions are pre-created in GameRunner.init() and fire on the same tick as NationExecution. Because humans were added first, their SpawnExecution ticked first, called endSpawnPhase() (in singleplayer), and NationExecution then saw inSpawnPhase()=false, found the nation not alive, and deactivated it before ever queuing a SpawnExecution. Two changes fix this: 1. GameRunner.init(): Move nationExecutions() before spawnPlayers() so NationExecution ticks first and queues its SpawnExecution before the human SpawnExecution can end the spawn phase. 2. NationExecution.tick(): After the spawn-phase block, add a guard that waits when spawnExecAdded is true but the nation hasn't actually spawned yet. This prevents NationExecution from deactivating on the very next tick (via !isAlive()) before its queued SpawnExecution has had a chance to fire and give the nation territory. I tested it in singleplaye with and without random spawn and also in public lobbies. Nations now always spawn. ## 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 |
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2c8a66625c |
Feature/Move theme system from core to client-side ThemeProvider (#4108)
**Add approved & assigned issue number here:** Resolves #2549 ## Description: Themes are purely for the client's rendering, and the server doesn't need context on them. This PR moves `Theme.ts` from `src/core/configuration` to `src/client/theme` and moves affiliation colors to `render-settings.json`. This is to support the ability to add additional themes more quickly, such as colorblind-friendly themes. No visible changes occur from this refactor. ## 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: jetaviz --------- Co-authored-by: Josh Harris <josh@wickedsick.com> |
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c722b026db |
Sync factory effective distance and railroad max length and add railroad ghost for factories (#4079)
> **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 #2668 ## Description: Makes radius that factories effect equal to the max distance that a railroad can be and enable factory ghosts <img width="1920" height="1080" alt="Screenshot from 2026-06-01 20-13-58" src="https://github.com/user-attachments/assets/1e2f4de8-79fc-4034-b6ad-3c71255c0410" /> ## 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: tktk1234567 |
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95377f0361 |
Adds map of Southeast Asia (#4105)
Resolves #4098 ## Description: Adds Southeast Asia map for v32. Very requested map. 31 default nations (with an extra 31 named for HvN). Map for intense warship and naval warfare with many, many islands. Also adds flags of the region to be used by nations in the map. More info specified in issue https://github.com/user-attachments/assets/b4151db4-825a-4c1c-8bf8-7b760ae056d2 ## Please complete the following: - [x] I have added screenshots for all UI updates - [x] I process any text displayed to the user through translateText() and I've added it to the en.json file - [x] I have added relevant tests to the test directory - [x] I confirm I have thoroughly tested these changes and take full responsibility for any bugs introduced ## Please put your Discord username so you can be contacted if a bug or regression is found: tri.star1011 |
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f3ba95574c |
fix(core): prevent bots from invading/attacking themselves (#3865) (#4014)
Resolves #4094 ## Description: In Free-For-All (FFA) mode where teams default to 0, player isOnSameTeam checks returned false for oneself, allowing players to attack themselves. Consequently, if a bot conquered the targeted tile between queueing a transport ship action and its actual initialization, the target became itself, causing the bot to execute a self-invasion. This fix adds a reflexive check in PlayerImpl.ts's isFriendly method to always treat oneself as friendly. It also adds a safety guard in TransportShipExecution.ts's init method to abort ship execution if the target has shifted to the attacker. ## 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: barfires |
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413efed895 |
Add per-recipient cooldown to QuickChatExecution (#4012)
`QuickChatExecution` had no cooldown, allowing a player to spam quick-chat intents and flood a recipient's chat UI. This could bury incoming alliance request notifications, preventing them from being seen or accepted. This fix mirrors the existing emoji cooldown pattern: - Added `quickChatCooldown()` to `Config` (default: 30 ticks / 3 seconds) - Added `canSendQuickChat(recipient)` and `recordQuickChat(recipient)` to `Player` / `PlayerImpl`, tracking outgoing chats per recipient - `QuickChatExecution.tick()` now checks `canSendQuickChat` before displaying and records before the display calls (so the cooldown is always written even if display throws) |
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712b2bc473 |
Show bonus amount on currency packs (#3907)
Show bonus amount on currency packs - Add `bonusAmount` field to `PackSchema` (non-negative int) - Render a rotated green corner ribbon (`+X FREE!`) on pack tiles when `bonusAmount > 0` - Add `cosmetics.free` translation key with `numFree` param <img width="720" height="359" alt="Screenshot 2026-05-12 at 7 40 12 AM" src="https://github.com/user-attachments/assets/3dd70fc4-c922-47f4-aee6-055047b58563" /> Describe the PR. - [x] I have added screenshots for all UI updates - [x] I process any text displayed to the user through translateText() and I've added it to the en.json file - [x] I have added relevant tests to the test directory - [x] I confirm I have thoroughly tested these changes and take full responsibility for any bugs introduced regression is found: evan |
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c049a81b86 |
Adds map of the Caribbean 🏴☠️ (#4067)
## Description: Fixes #4069 Adds map of the Caribbean sea and its islands. Archipelago map with lots of islands, lots of water and a lot of trade. This map has multiple large landmasses of similar size to prevent steamrolls (the largest islands and landmasses are around 30%), and many, many small islands where players can survive and trade. Players will have to island hop in order to win. 34 nations of Caribbean countries and territories, with an extra 28 AdditionalNations for a total of 62 nations for crowded HvN. Heavy Island maps are very popular in the broader community and we dont have one for v32, so i figured it would be nice to have a very requested and popular world location 570k land tiles, fairly small for a map, would be right placed before World (600k tiles). Also adds some flags of caribbean regions. https://github.com/user-attachments/assets/9eae81ec-58eb-4594-89fd-2f95742f8b3a Terrain source from OpenTopography, already credited. No modification to the tests are needed for new maps added in Game.ts ## Please complete the following: - [x] I have added screenshots for all UI updates - [x] I process any text displayed to the user through translateText() and I've added it to the en.json file - [x] I have added relevant tests to the test directory - [x] I confirm I have thoroughly tested these changes and take full responsibility for any bugs introduced ## Please put your Discord username so you can be contacted if a bug or regression is found: tri.star1011 |