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67f7d09fe5b588707bcfc4a2c9e0dfb5ab3d4688
215 Commits
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67f7d09fe5 |
Add admin bot HTTP API for managing private games (#4388)
## What A trusted, server-side HTTP API so a bot authenticated with a shared secret can **create private games, change their settings, start them, kick players, and pause/resume** — without opening a WebSocket or joining as a player. Two endpoints under `/api/adminbot/`, reaching the owning worker via the existing `/wN/` nginx routing. They reuse the existing Zod schemas and `GameServer` methods, mirroring the WebSocket intent flow rather than inventing a new wire protocol. | Endpoint | Purpose | | --- | --- | | `POST /api/adminbot/create_game` | Create a private game; the worker mints a self-owned id and returns it (body: `GameConfigSchema.partial()`) | | `POST /api/adminbot/game/:id/intent` | Send a lobby-management intent (body: base `IntentSchema`) | ## How it works - **Auth:** `ADMIN_BOT_API_KEY` env var via the `x-admin-bot-key` header (timing-safe compare). The whole API is **disabled — 404 — when the var is unset**, so non-configured environments expose nothing. It's distinct from the per-instance `ADMIN_TOKEN`, which an external bot can't know. - **`GameServer.handleIntent`** is the unified intent dispatch for both the WebSocket `case "intent"` path and the admin-bot HTTP API. An `IntentActor` carries identity + authority (per-connection lobby-creator/role checks for the WS path; admin authority for the bot). It honors `update_game_config`, `toggle_game_start_timer`, `kick_player`, and `toggle_pause` — **on private games only** (`isPublic()` → 403). Gameplay intents and `mark_disconnected` are rejected (400). - **Private games only.** `create_game` rejects any `gameType` other than `Private` (Public *and* Singleplayer → 400); an omitted `gameType` defaults to `Private`. - **The bot is never a player.** It sends no `clientID`; the server stamps a placeholder `ADMIN_BOT_CLIENT_ID = "ADMINBOT"` (collision-proof — contains `I`/`O`, which `generateID()` never emits). A gameplay intent stamped with it would resolve to no player, so puppeteering is structurally impossible on top of the explicit 400. - **Determinism unchanged:** the only intent that reaches the sim is `toggle_pause`, via the same `addIntent` → turn queue → `ServerTurnMessage` path the WS uses. ## Notable details for review - **`hostCheats` is assigned unconditionally — on purpose.** `updateGameConfig` sets `this.gameConfig.hostCheats = gameConfig.hostCheats` unconditionally, unlike its sibling fields (which are guarded on `!== undefined`). The WS host clears cheats by re-sending the *full* config with `hostCheats: undefined`, so here `undefined` must mean "clear", not "leave unchanged". **Caveat for the admin bot**, which is a *partial*-update client: a partial `update_game_config` that omits `hostCheats` will clear it — the bot should send `hostCheats` explicitly (or a full config) when it wants to keep a previously-set value. - **Deploy wiring:** `ADMIN_BOT_API_KEY` is piped through the deploy steps' `env:` in `deploy.yml`/`release.yml` → `deploy.sh` heredoc → container via `update.sh`'s `--env-file`. The remaining manual step is creating the GitHub secret itself. ## Tests 19 new tests: - `GameServer.handleIntent` admin-bot behavior (per-intent, private-only, post-start guards, placeholder clientID, rejected gameplay/`mark_disconnected` intents). - `create_game` gameType guard (Public and Singleplayer both rejected). - `requireAdminBotKey` middleware (404 disabled / 401 missing / 401 wrong / pass). tsc + eslint clean. 🤖 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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758063651d |
Add allowlist for private lobbies (OFM) (#4351)
**Add approved & assigned issue number here:** Resolves #4349 ## Description: 1. **Private-lobby allowlist.** `create_game` accepts an optional `allowedPublicIds`. It's set by whoever creates the lobby (admin-token gated, no client UI), the game server pulls it out of the config so it's never broadcast to clients or written to the game record, and it rejects any joiner whose OF publicId isn't on the list before they take a slot (stickily, so they can't retry on reconnect). Lobbies created without it behave exactly as before. It is off by default Previews: <img width="241" height="140" alt="image" src="https://github.com/user-attachments/assets/30c4e47b-399d-4720-b25b-a04c63668577" /> <img width="982" height="456" alt="image" src="https://github.com/user-attachments/assets/1b5c68b7-9b99-4ccc-b987-e70c8ec25dce" /> <img width="547" height="369" alt="image" src="https://github.com/user-attachments/assets/1623090b-ea2b-4657-9cd8-903fbabca51b" /> I am not able to manually test all of it since it needs to also run the auth API (infra) and actually be connected to disc and whatnot (but still tested the refused flow).. Also, we would need to place some guards and visual error feedback, but since this only would affect casual of players and is more of a improvement to the feature, I will consider it out of scope for now. ## Please complete the following: - [x] I have added screenshots for all UI updates (no UI changes in this PR) - [x] I process any text displayed to the user through translateText() and I've added it to the en.json file (no new user-facing text) - [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: zixer._ |
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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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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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aa3959bffe |
feat: territory png based skins (#4006)
## Description: Add image-based territory skins as a new cosmetic type, rendered alongside the existing 1-bit patterns. Skins render a single PNG centered on each player's spawn tile — opaque pixels show the skin (multiplied by team color in team games, raw colors in FFA), transparent pixels and tiles outside the image bounds fall through to the regular player palette color. **Cosmetic plumbing** - `SkinSchema` in `CosmeticSchemas.ts`, optional `skins` map on `CosmeticsSchema` - `PlayerSkin`, `PlayerCosmetics.skin`, `PlayerCosmeticRefs.skinName` in `Schemas.ts` - Server-side resolution: `PrivilegeCheckerImpl.isSkinAllowed` (gated by `skin:*` / `skin:<name>` flares) - Client persistence: stored under `PATTERN_KEY` (`pattern:` and `skin:` share one slot — they're mutually exclusive) - `getPlayerCosmeticsRefs` only emits a `skinName` when cosmetics are loaded, the skin exists in the catalog, and the user has the right flare — otherwise drops the ref and clears storage **Renderer** - `SkinAtlasArray` — fixed `TEXTURE_2D_ARRAY`, 1024×1024 per layer, exact layer count allocated once at game start from the locked-in player set. No resize, no callbacks, no retained `HTMLImageElement`. Zero GPU cost when no players have skins (1×1 placeholder). - `skinLayerTex` (R8UI 4096×1) — per-player `layer + 1` (`0` = no skin) - `skinAnchorTex` (RG16UI 4096×1) — per-player spawn tile, so the PNG center anchors at each player's spawn (re-uploads when the player re-picks during spawn phase) - `WebGLFrameBuilder.syncPlayers` collects unique skin URLs on first sync and calls `view.initSkinAtlas(urls)` once; `clearCaches()` resets so seek/replay re-initializes - `territory.frag.glsl`: skin branch is mutually exclusive with patterns; bounds-checks UVs against `[0, 1]` so the image is a single stamp, not tiled; alpha-blends against the player palette color so transparent pixels and out-of-bounds tiles render as the regular player color **Hover highlight (global UX change, not skin-scoped)** - Existing hover highlight changed from "brighten toward white" to "saturation boost." Applies to all players regardless of skin/pattern/flat-color — looks better across the board. **UI** - `CosmeticButton` renders skins as a single `<img>` (object-contain) - `TerritoryPatternsModal` merges patterns + skins into one grid; single "default" tile clears both - Selecting a pattern clears the skin and vice versa (mutually exclusive) - `Store` pattern tab includes skin entries (purchasable, not-yet-owned) - `PatternInput` lobby button previews the active skin when one is set **Memory** - 0 skin players → ~4 bytes (placeholder) + ~40 KB fixed per-player tables - 1 skin player → ~5.6 MB GPU - 5 skin players → ~28 MB GPU - 10 skin players → ~56 MB GPU **Tests** - `tests/Privilege.test.ts`: 13 new cases covering `isSkinAllowed` (wildcard, exact-match, missing flare, missing skin, forged refs) and `isAllowed` integration (allowed/forbidden paths, short-circuit when invalid skin is paired with valid other cosmetics) ## 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 - [x] I have added relevant tests to the test directory - [ ] I confirm I have thoroughly tested these changes and take full responsibility for any bugs introduced ## Please put your Discord username so you can be contacted if a bug or regression is found: evan |
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3811d3cd89 |
Hide clan tags in public FFA games to prevent teaming (#4000)
## Description: - Added optional `disableClanTags` to `GameConfig`. When set, the server strips clan tags from `gameInfo` (lobby broadcasts/HTTP) and `gameStartInfo` (start payload) before sending to clients. Archive keeps the originals. - Enabled `disableClanTags` for public FFA games (both the regular FFA playlist and special when randomized to FFA). No UI; clients still see their own clan tag via local input state. ## Please complete the following: - [x] I have added screenshots for all UI updates - [x] I process any text displayed to the user through translateText() and I've added it to the en.json file - [x] I have added relevant tests to the test directory - [x] I confirm I have thoroughly tested these changes and take full responsibility for any bugs introduced ## Please put your Discord username so you can be contacted if a bug or regression is found: evan |
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8f982ce123 |
Extend friend grouping to the lobby team preview
The preview was calling assignTeams without friend data, so the team layout shown in the lobby could differ from the layout the game actually started with. Wire friends through ClientInfo so the preview matches. Extract the publicId→clientID translation used by both start() and gameInfo() into buildFriendsLookup() to remove the duplicate. |
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db501c68d2 |
Put friends on the same team (#3994)
Fixes #3911 ## Description: - Server captures `publicId` and `friends` from `getUserMe()` and includes each player's in-game friend `clientID`s in `PlayerSchema` on game start - Team assignment treats friends as a **soft preference** (best-effort): a non-clan player goes to the team where the most of their friends already are; if that team is full they spill to the next-emptiest team rather than getting kicked - Clans remain strict (kick overflow) since clan membership is an explicit opt-in; friends are implicit, so a friend-of-friend chain that doesn't fit shouldn't bench anyone - Friendship is symmetric — an edge from either direction counts, which keeps things working when one side's `getUserMe` is stale - Lobby preview unchanged — friend grouping only takes effect once the game actually starts (avoids exposing friend lists in the lobby payload) ## Please complete the following: - [x] I have added screenshots for all UI updates - [x] I process any text displayed to the user through translateText() and I've added it to the en.json file - [x] I have added relevant tests to the test directory - [x] I confirm I have thoroughly tested these changes and take full responsibility for any bugs introduced ## Please put your Discord username so you can be contacted if a bug or regression is found: evan |
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2994a5f848 |
Start game via WebSocket intent (#3794)
## Description: Replaces the HTTP POST /api/start_game/:id endpoint with a WebSocket intent, making private game start consistent with how kick_player and update_game_config already work. Also verifies that only the lobby creator can start a game. ## Please complete the following: - [x] I have added screenshots for all UI updates - [x] I process any text displayed to the user through translateText() and I've added it to the en.json file - [x] I have added relevant tests to the test directory - [x] I confirm I have thoroughly tested these changes and take full responsibility for any bugs introduced ## Please put your Discord username so you can be contacted if a bug or regression is found: evan |
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29a1e8dfda |
feat: multi-warship selection with Shift+drag box (#3677)
Resolves #3666 ## Description: Adds RTS-style box selection for warships. Hold Shift and drag (desktop) or long-press and drag (touch/mobile) to draw a selection rectangle — all player-owned warships inside get selected at once. A subsequent click/tap on water sends them all to that location. - `SelectionBoxLayer` — pixel-dashed rectangle in world-space, player territory color; shared between desktop and touch - `UILayer` — same pulsing selection outline on each box-selected warship; clears correctly when switching between single/multi selection - `UnitLayer` — finds warships in screen rect, filters inactive ships before sending; touch support included - `InputHandler` — Shift+drag and touch long-press+drag both emit selection box events; cursor becomes crosshair on Shift; discards active ghost structure on Shift press; configurable via `shiftKey` keybind - `Transport` — single atomic `move_multiple_warships` intent (no split on socket drop) - `Schemas` + `ExecutionManager` + `MoveMultipleWarshipsExecution` — server fans out atomic intent into individual `MoveWarshipExecution` per ship - `DynamicUILayer` — `MoveIndicatorUI` chevron animation on target tile for both single and multi move - `UnitDisplay` — warship tooltip Shift hint via `translateText` - `HelpModal` — new hotkey row: Shift + drag → select multiple warships ## 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 ## UI update ### Mouse + Keyboard https://github.com/user-attachments/assets/3f35ab5e-1f3c-4c5d-bc4f-aabccf64dc60 ### Touch https://github.com/user-attachments/assets/0d6aec3f-44fa-4fee-b5c6-b267b9b14d79 ## ## Please put your Discord username so you can be contacted if a bug or regression is found: fghjk_60845 |
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9821e8e041 |
Add host cheats for streamers (Specifically Enzo) ⭐ (#3671)
## Description: - Adds a "Host Cheats" toggle in the private lobby options section that reveals a dedicated section with four host-only cheats: infinite gold, infinite troops, gold multiplier, and starting gold - Only the lobby creator receives the cheat effects in-game (checked via `isLobbyCreator` in DefaultConfig) - Joining players see active host cheats displayed as yellow badges in the lobby UI - Adds `hostCheats` optional object to `GameConfigSchema` and wires it through the server config update whitelist - Raises the intent size limit for `update_game_config` messages (lobby-only, not stored in turn history) to prevent rate-limiter kicks (I always got too-much-data-kicked after selecting "host cheats" lol) <img width="861" height="525" alt="image" src="https://github.com/user-attachments/assets/51e51ec4-c2e8-46ca-b258-11a93487964f" /> <img width="933" height="825" alt="image" src="https://github.com/user-attachments/assets/5acbd38d-2097-42e1-ba78-0fb17d6afe82" /> ## Please complete the following: - [X] I have added screenshots for all UI updates - [X] I process any text displayed to the user through translateText() and I've added it to the en.json file - [X] I have added relevant tests to the test directory - [X] I confirm I have thoroughly tested these changes and take full responsibility for any bugs introduced ## Please put your Discord username so you can be contacted if a bug or regression is found: FloPinguin |
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7f7cbba12f |
Water-Nukes 💧 (#3604)
## Description: Adds a new `waterNukes` game config option that causes nuclear detonations to convert land tiles into water instead of just leaving fallout. When enabled, nuked land tiles are batched and converted to water each tick, with full terrain metadata updates including: - Ocean bit propagation from adjacent ocean tiles (BFS flood fill) - Magnitude recomputation via BFS from remaining coastlines - Shoreline bit fix-up in a 2-ring neighborhood around converted tiles - Minimap terrain sync (majority-rule downsampling) - Throttled water navigation graph rebuild (every 20 ticks) for ship pathfinding - Ship executions detect graph rebuilds and refresh their pathfinders - TransportShips auto-retreat if their destination becomes water - Water nuke craters use a smoothed angular noise ring with a bounding-box scan instead of the regular per-tile random coin flip with BFS, producing clean blob-shaped craters without scattered land pixels that players would have to boat to individually The `TerrainLayer` now incrementally repaints tiles that changed terrain type, and tile update packets encode the terrain byte alongside tile state so clients can reflect water conversions in real time. When `waterNukes` is disabled, behavior is unchanged (fallout only). Includes a new test suite (WaterNukes.test.ts) covering the conversion pipeline, ocean propagation, magnitude recalculation, shoreline updates, and minimap sync. Also adds a new public game modifier for the special rotation. ### The only problem A bit of lag on impact. But otherwise it works great and is fun. Maybe needs some followup improvements if it gets merged. I think its very cool in baikal / four islands team games. Chip away the territory of your opponents. Its also fun to turn The Box / Alps into a water map (its actually possible to boat-trade then) ### Media Video does not show the updated craters https://github.com/user-attachments/assets/aed8bf08-0e94-4484-b997-4de11ae313d9 Updated craters (no tiny islands after impact): <img width="1920" height="1080" alt="image" src="https://github.com/user-attachments/assets/e896870b-bc9d-493d-8bc8-b3a5427d69d3" /> <img width="1472" height="920" alt="image" src="https://github.com/user-attachments/assets/677065aa-0159-48cd-af44-a91b0f57adfc" /> <img width="1296" height="892" alt="image" src="https://github.com/user-attachments/assets/886ffaba-541f-4e46-97c6-ce963f632fe0" /> ## Please complete the following: - [X] I have added screenshots for all UI updates - [X] I process any text displayed to the user through translateText() and I've added it to the en.json file - [X] I have added relevant tests to the test directory - [X] I confirm I have thoroughly tested these changes and take full responsibility for any bugs introduced ## Please put your Discord username so you can be contacted if a bug or regression is found: FloPinguin |
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50bd075b1c |
Fix deselected host lobby settings persisting for joiners 🐛 (#3607)
## Description: ### Problem When a host toggled off certain settings (game length, PVP immunity, starting gold, gold multiplier, disable alliances) in the host lobby modal, joiners still saw the old values. The settings appeared "stuck" once enabled. ### Root Cause `putGameConfig()` sent `undefined` for disabled settings, but `JSON.stringify` strips `undefined` properties entirely. The server's `!== undefined` guard never fired, so the old value was never cleared. ### Fix - **HostLobbyModal**: Send `null` instead of `undefined` when these settings are toggled off (`null` survives JSON serialization) - **Schemas**: Add `.nullable()` to the five affected fields (`maxTimerValue`, `spawnImmunityDuration`, `goldMultiplier`, `startingGold`, `disableAlliances`) - **GameServer**: Use `?? undefined` (nullish coalescing) to convert incoming `null` back to `undefined` when storing on the config Other settings are unaffected. Booleans like `infiniteGold` always send `true`/`false`, and fields like `bots`/`gameMap` always have a concrete value.. ## Please complete the following: - [X] I have added screenshots for all UI updates - [X] I process any text displayed to the user through translateText() and I've added it to the en.json file - [X] I have added relevant tests to the test directory - [X] I confirm I have thoroughly tested these changes and take full responsibility for any bugs introduced ## Please put your Discord username so you can be contacted if a bug or regression is found: FloPinguin --------- Co-authored-by: Evan <evanpelle@gmail.com> |
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7fdda33fb9 | Merge branch 'v30' | ||
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cf0cf14a1f |
Add new public game modifiers 🙂 (#3500)
## Description: Adds 5 new public game modifiers to the Special game mode modifier pool: - **Ports Disabled** - disables port construction, focus on factories - **Nukes Disabled** - disables atom bombs, hydrogen bombs, MIRVs, missile silos and SAM launchers - **SAMs Disabled** - disables SAM launchers (thats funny, you cant protect against nukes, have to space out your stuff) (mutually exclusive with nukes disabled) - **1M Starting Gold** - gives all players 1M starting gold (was requested by people, new chill tier alongside existing 5M and 25M) - **4min Peace Time** - grants 4 minutes of PVP spawn immunity All `PublicGameModifiers` boolean fields are now optional - inactive modifiers are omitted from game JSON instead of being serialized as `false` (stop bloating the JSON size) I think we have enough modifiers now :) Good variety ## Please complete the following: - [X] I have added screenshots for all UI updates - [X] I process any text displayed to the user through translateText() and I've added it to the en.json file - [X] I have added relevant tests to the test directory - [X] I confirm I have thoroughly tested these changes and take full responsibility for any bugs introduced ## Please put your Discord username so you can be contacted if a bug or regression is found: FloPinguin |
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6e67c2bf0d |
visibleAt (#3497)
## Description: needs prereq of https://github.com/openfrontio/infra/pull/272 ## 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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39ad547c04 |
support for unlockable flags (#3479)
## Description: Add support for purchasable/gated flags. * Create a new "Store" modal that renders both skins & flags * move all store related logic out of TerritoryPatternsModal * use nation:code for existing nation flags & flag:key for gated flags * check if user has the appropriate flags before purchasing ## Please complete the following: - [x] I have added screenshots for all UI updates - [x] I process any text displayed to the user through translateText() and I've added it to the en.json file - [x] I have added relevant tests to the test directory - [x] I confirm I have thoroughly tested these changes and take full responsibility for any bugs introduced ## Please put your Discord username so you can be contacted if a bug or regression is found: evan |
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1049b7e7dc |
Clan System Part 1 (#3276)
## Description: Properly split out clantags and usernames, a clantag should not be part of a username. <img width="285" height="286" alt="image" src="https://github.com/user-attachments/assets/8ac56e82-b12c-4fc0-9774-e445252a6e61" /> https://api.openfront.dev/game/ojkqZFb2 <img width="296" height="596" alt="image" src="https://github.com/user-attachments/assets/85152f80-c111-4f87-b85b-8516c9c6137b" /> https://api.openfront.dev/game/MF32BkVc requires; https://github.com/openfrontio/infra/pull/264 ## 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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3838de1d30 |
Option to disable alliances + 2 new modifiers for variety 😄 (#3392)
## Description:
Rex had this idea: "It would be funny to have an option in private
lobbies to disable alliances."
I added it as an option.
Now people can choose to live in constant fear of their neighbors 😆
Also added two new public game modifiers for variety (only for the
special rotation):
- Alliances disabled (low probability)
- x2 gold multiplier (low probability)
Would be nice to squeeze this into v30, last minute?
## Please complete the following:
- [X] I have added screenshots for all UI updates
- [X] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [X] I have added relevant tests to the test directory
- [X] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
## Please put your Discord username so you can be contacted if a bug or
regression is found:
FloPinguin
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0eb23c0c8c |
clientId replay bugfix (was picking first clientID in the array) (#3369)
## Description: clientId replay bugfix (was picking first clientID in the array) https://discord.com/channels/1359946986937258015/1479543573404844042 ## 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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0b9d43cb46 |
Configurable nation count 🤖 (#3338)
## Description: I hope we can get this into v30? The nation count is configurable now, just like the bot count. Replaced the "Disable Nations" toggle with a nations slider (0–400) in SinglePlayer and Host Lobby modals. <img width="710" height="121" alt="Screenshot 2026-03-03 021952" src="https://github.com/user-attachments/assets/c8d0f0c3-db51-4303-95fa-dbc770460ec2" /> Public games are staying exactly the same, this is just for singleplayer and private lobby fun. Youtubers could play HvN against 400 nations, for example. Singleplayer enjoyers no longer have to play against 1 nation in HvN, they can freely choose. `GameConfig.disableNations: boolean` got replaced by `nations: number (0-400, optional)` `undefined` = map default, `0` = disabled, number = custom count Nations slider defaults to the map's nation count, shows "(MAP DEFAULT)" label when unchanged Compact map toggle reduces nations to 25% when at default, restores when toggled off (just like we already do with bots) The nation count for HvN no longer automatically matches the human count in singleplayer and private games, only in public games. **What if there aren't enough nations configured for the map?** We just use the HvN logic (Generate random nations) ### Warning **This infra PR also needs to get merged: https://github.com/openfrontio/infra/pull/263 Otherwise players can set 0 nations and get achievements.** ## Please complete the following: - [X] I have added screenshots for all UI updates - [X] I process any text displayed to the user through translateText() and I've added it to the en.json file - [X] I have added relevant tests to the test directory - [X] I confirm I have thoroughly tested these changes and take full responsibility for any bugs introduced ## Please put your Discord username so you can be contacted if a bug or regression is found: FloPinguin |
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417fa0fe09 |
For v30: Add new modifiers (Hard nations and 25M Starting Gold) 🙂 (#3316)
## Description: Adds two new public game modifiers for variety and improves compact map eligibility for team games. ### New Modifiers **Hard Nations (`isHardNations`)** - We need this modifier for HvN, because medium nations are easier now (will result in a much higher human winrate) - In a discord discussion we concluded that HvN should generally be easier (higher winrate than 50%, so players are less frustated) - Thats why only 20% of HvN games have the hard nations modifier (for now) - For PvPvE enjoyers, the modifier is also active in FFA games => (Only 2.5% chance, and 1 ticket in `SPECIAL_MODIFIER_POOL`) **25M Starting Gold (`startingGoldHigh`)** - Some people in the main discord wanted this modifier, and it will result in crazy games - Rare special-only modifier (1 ticket in pool); mutually exclusive with 5M starting gold via `MUTUALLY_EXCLUSIVE_MODIFIERS` - Disables nations (they lack PVP immunity, so 25M gold doesn't work well with them) - Excluded from HumansVsNations games (since it disables nations) - Spawn immunity set to **2 minutes 30 seconds** (vs 30s for 5M gold), so people can spend the gold and prepare ### Other Changes - **Improved `supportsCompactMapForTeams`**: Replaced the hard `smallest >= 50` land-tile cutoff with a per-team-config calculation that simulates worst-case compact player count and checks every team gets at least 2 players. - **HvN spawn immunity**: Always 5 seconds in both regular and special lobbies (to get rid of a confusing PVP immunity HeadsUpMessage in 5M starting gold games) - **Regular public lobby random spawn modifier probabilty**: Reduced from 10% to 5% (Because of the new modifier, so there aren't too many modifiers in non-special-lobbies, should only occur sometimes there) - Rebalanced `SPECIAL_MODIFIER_POOL` a bit ## Please complete the following: - [X] I have added screenshots for all UI updates - [X] I process any text displayed to the user through translateText() and I've added it to the en.json file - [X] I have added relevant tests to the test directory - [X] I confirm I have thoroughly tested these changes and take full responsibility for any bugs introduced ## Please put your Discord username so you can be contacted if a bug or regression is found: FloPinguin |
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90978c0e92 |
bugfix: set lobby start time only when it's the next lobby in rotation (#3261)
## Description: The master set lobby start times on creation, which caused an issue if the previous lobby filled up and started before its timer ran out, the next lobby would have its timer set too far back. For example, if lobby time is 60 seconds, and the first lobby fills up after 10s, the subsequent lobby would have its timer set for 110 seconds (60+50). Instead we have the master set the lobby start time only when it is next up in rotation. So all lobbies behind it don't have a start time, because we don't actually know what it should be. ## Please complete the following: - [x] I have added screenshots for all UI updates - [x] I process any text displayed to the user through translateText() and I've added it to the en.json file - [x] I have added relevant tests to the test directory - [x] I confirm I have thoroughly tested these changes and take full responsibility for any bugs introduced ## Please put your Discord username so you can be contacted if a bug or regression is found: evan |
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f362e47413 |
Cancel nukes when accepting alliance via radial menu (#3155)
Resolves #3154 ## Description: #2716 introduced nuke cancellation logic on alliance acceptance via `AllianceRequestReplyExecution`. The radial menu action, though, calls `AllianceRequestExecution` instead, which accepts the alliance if a request has already been made by the other player. This PR moves the nuke cancellation logic to `GameImpl`, hooking into the `acceptAllianceRequest` method, therefore accounting for every alliance acceptance, regardless of the specific action that brought to that. ## 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: deshack_82603 |
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2e2e686699 |
have lobby schedule ffa, teams, & special game types (#3196)
## Description: This implements the backend for multiple lobbies in preparation for https://github.com/openfrontio/OpenFrontIO/pull/3191 The server now schedules & sends a map of game type (ffa, teams, special) => public lobbies. NOTE: this is just temporary, the lobby only shows ffa currently. Have the Master scheduler schedule ffa, teams, & special games. ## Please complete the following: - [x] I have added screenshots for all UI updates - [x] I process any text displayed to the user through translateText() and I've added it to the en.json file - [x] I have added relevant tests to the test directory - [x] I confirm I have thoroughly tested these changes and take full responsibility for any bugs introduced ## Please put your Discord username so you can be contacted if a bug or regression is found: evan |
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8dcc7cfb9a |
Fix client reconnection after page refresh (#3117)
## Description: - Removed all code related to generating a client ID on the client. The server now assigns the client ID and sends it to the client in lobby messages. ## 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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294a1b4784 |
move lobby websockets to worker (#2974)
## Description: Currently only the master process sends public lobby updates to clients. This is not scalable since it could overload the master process. In this PR, the master uses IPC to send public lobby info to all workers. Then clients connect to a random worker to get public lobby updates via websocket. This way clients never connect directly to the master websocket. The flow looks like this: Every 100ms: 1. Master schedules a public game on a random worker if new games are needed 2. Master broadcasts public lobby info to all workers (all public games & num clients connected to each game) 3. Each worker responds to that update with the number of clients connected to its own public games 4. Master then updates its public lobby state so it knows how many clients are connected to each public game ## Please complete the following: - [x] I have added screenshots for all UI updates - [x] I process any text displayed to the user through translateText() and I've added it to the en.json file - [x] I have added relevant tests to the test directory - [x] I confirm I have thoroughly tested these changes and take full responsibility for any bugs introduced ## Please put your Discord username so you can be contacted if a bug or regression is found: evan |
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2baaebfef3 |
JoinLobbyModal for public and private lobbies (#3097)
## Description: Replaced the src/client/JoinPrivateLobbyModal.ts with a new src/client/JoinLobbyModal.ts which handles both public + private lobbies. <img width="771" height="714" alt="image" src="https://github.com/user-attachments/assets/7ac55d91-3f0c-4f99-b960-cea9e617538d" /> also made a "connecting" to the lobby <img width="772" height="708" alt="image" src="https://github.com/user-attachments/assets/a2812462-c5f4-459a-b63a-49d93bb2a6a2" /> It also needed to be updated to address the issue with the modal using both polling + websockets ## 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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c54c73d157 | Merge branch 'v29' | ||
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cb3128f390 |
Better CrazyGames integration (#3055)
## Description: Better integration with CrazyGames: * Don't show login because accounts have not been integrated with CrazyGames yet * Integrate CG invite links & usernames * Refactor match making logic to Matchmaking.ts * Allow periods to support crazy game usernames * Create a no-crazygames class that disabled elements when on crazygames ## Please complete the following: - [x] I have added screenshots for all UI updates - [x] I process any text displayed to the user through translateText() and I've added it to the en.json file - [x] I have added relevant tests to the test directory - [x] I confirm I have thoroughly tested these changes and take full responsibility for any bugs introduced ## Please put your Discord username so you can be contacted if a bug or regression is found: evan |
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7942990037 |
Crowded modifier 😄 (#3023)
## Description: To increase variety a bit more I present: The "crowded" public game modifier :) It basically simulates a crazy youtuber lobby. Cramp a lot of players on a small map 😄 I think its fun, exciting and you actually need skill to manage the chaos. 5% of public games get this modifier, but because we remove the modifier for big maps its more like 2.5% (should be something special) | <img width="321" height="269" alt="Screenshot 2026-01-25 200427" src="https://github.com/user-attachments/assets/7d2e90c1-e6bc-40a8-a19e-a0849612f472" /> | <img width="317" height="264" alt="Screenshot 2026-01-25 200554" src="https://github.com/user-attachments/assets/8b4bd5da-bed1-4743-a107-9ce07fce3040" /> | <img width="317" height="244" alt="Screenshot 2026-01-25 200521" src="https://github.com/user-attachments/assets/16293de3-0fc4-431f-8151-31b4e11040fe" /> | |---|---|---| ## Please complete the following: - [X] I have added screenshots for all UI updates - [X] I process any text displayed to the user through translateText() and I've added it to the en.json file - [X] I have added relevant tests to the test directory - [X] I confirm I have thoroughly tested these changes and take full responsibility for any bugs introduced ## Please put your Discord username so you can be contacted if a bug or regression is found: FloPinguin |
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f6454963b2 |
Pathfinding refinements (#2959)
## Description: ### Short path for multi-source HPA* Math was not mathing, increased the bounds to 260x260, it is a bit slower but should work better. The short path was breaking when player owned a lot of shores. This is because the bounding box of tiles with less than 120 distance + 10 padding could be as big as 260x260 and the optimized array was set to 140x140. I made mistake of calculating it as `2 * (60 + 10)` instead of `2 * (120 + 10)`. ### LoS path refinement Previously, we ran 2 passes of LoS smoothing on the path. However, since we are effectively tracing the same path, the line of sight is essentially the same. This PR makes second line of sight stop on water tiles with magnitude `n + 1` compared to first path. Practically, this means it'll attempt LoS exactly 1 tile after previous corner. See screenshot. <img width="1299" height="1151" alt="image" src="https://github.com/user-attachments/assets/726be236-1ff8-406c-896a-02902a762ab0" /> ### SendBoatAttackIntentEvent The flow of sending transport ships is currently strange. This PR makes the flow more sane. **Old flow** ``` - Player clicks TARGET tile, it can be deep inland - Client asks Worker for the best START tile to TARGET tile - Worker answers `false`, since the tile is inland - Client sends BoatAttackIntent with START=false and TARGET tiles set - Worker accepts BoatAttackIntent, computes DESTINATION as closest shore to TARGET - Worker re-computes best START to DESTINATION - Worker sends boat from START to DESTINATION ``` **New flow** ``` - Player clicks TARGET tile, it can be deep inland - Client sends BoatAttackIntent with TARGET - Worker accepts BoatAttackIntent, computes DESTINATION as closest shore to TARGET - Worker computes START as the best tile to DESTINATION - Worker sends boat from START to DESTINATION ``` ## 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: moleole |
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18fb513326 |
Pathfinding refinements (#2959)
## Description: ### Short path for multi-source HPA* Math was not mathing, increased the bounds to 260x260, it is a bit slower but should work better. The short path was breaking when player owned a lot of shores. This is because the bounding box of tiles with less than 120 distance + 10 padding could be as big as 260x260 and the optimized array was set to 140x140. I made mistake of calculating it as `2 * (60 + 10)` instead of `2 * (120 + 10)`. ### LoS path refinement Previously, we ran 2 passes of LoS smoothing on the path. However, since we are effectively tracing the same path, the line of sight is essentially the same. This PR makes second line of sight stop on water tiles with magnitude `n + 1` compared to first path. Practically, this means it'll attempt LoS exactly 1 tile after previous corner. See screenshot. <img width="1299" height="1151" alt="image" src="https://github.com/user-attachments/assets/726be236-1ff8-406c-896a-02902a762ab0" /> ### SendBoatAttackIntentEvent The flow of sending transport ships is currently strange. This PR makes the flow more sane. **Old flow** ``` - Player clicks TARGET tile, it can be deep inland - Client asks Worker for the best START tile to TARGET tile - Worker answers `false`, since the tile is inland - Client sends BoatAttackIntent with START=false and TARGET tiles set - Worker accepts BoatAttackIntent, computes DESTINATION as closest shore to TARGET - Worker re-computes best START to DESTINATION - Worker sends boat from START to DESTINATION ``` **New flow** ``` - Player clicks TARGET tile, it can be deep inland - Client sends BoatAttackIntent with TARGET - Worker accepts BoatAttackIntent, computes DESTINATION as closest shore to TARGET - Worker computes START as the best tile to DESTINATION - Worker sends boat from START to DESTINATION ``` ## 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: moleole |
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4e8454f3cc |
Lobby Gold Options (Starting Gold, Gold Multiplier) 💰 (#2915)
## Description: We might want to add this to v29 to have a third possible public game modifier from the beginning on 😄 Would be fun - Add starting gold option (0 to 1_000_000_000 allowed, also applies to nations) - Add gold multiplier option (0.1 to 1000 allowed, also applies to nations and bots) - Add third public game modifier (3% chance of starting with 5M gold) - Why 5M? It's enough gold to massively change the game start but not enough to insta-hydro someone (launcher + hydro is 6M) <img width="357" height="140" alt="image" src="https://github.com/user-attachments/assets/72acc15c-e788-4e04-8590-ac72dd9657c7" /> ## Please complete the following: - [X] I have added screenshots for all UI updates - [X] I process any text displayed to the user through translateText() and I've added it to the en.json file - [X] I have added relevant tests to the test directory - [X] I confirm I have thoroughly tested these changes and take full responsibility for any bugs introduced ## Please put your Discord username so you can be contacted if a bug or regression is found: FloPinguin |
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fb910cbff5 |
Lobby Gold Options (Starting Gold, Gold Multiplier) 💰 (#2915)
## Description: We might want to add this to v29 to have a third possible public game modifier from the beginning on 😄 Would be fun - Add starting gold option (0 to 1_000_000_000 allowed, also applies to nations) - Add gold multiplier option (0.1 to 1000 allowed, also applies to nations and bots) - Add third public game modifier (3% chance of starting with 5M gold) - Why 5M? It's enough gold to massively change the game start but not enough to insta-hydro someone (launcher + hydro is 6M) <img width="357" height="140" alt="image" src="https://github.com/user-attachments/assets/72acc15c-e788-4e04-8590-ac72dd9657c7" /> ## Please complete the following: - [X] I have added screenshots for all UI updates - [X] I process any text displayed to the user through translateText() and I've added it to the en.json file - [X] I have added relevant tests to the test directory - [X] I confirm I have thoroughly tested these changes and take full responsibility for any bugs introduced ## Please put your Discord username so you can be contacted if a bug or regression is found: FloPinguin |
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42c944c9cc |
Create ranked type enum, last person not afk wins in 1v1 (#2892)
## Description: * Add RankedType enum, for now it's just 1v1 * Add new method to MapPlaylist to create 1v1 game config * Update WinCheck so the last player is declared a winner on 1v1. ## Please complete the following: - [x] I have added screenshots for all UI updates - [x] I process any text displayed to the user through translateText() and I've added it to the en.json file - [x] I have added relevant tests to the test directory - [x] I confirm I have thoroughly tested these changes and take full responsibility for any bugs introduced ## Please put your Discord username so you can be contacted if a bug or regression is found: evan |
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247c78151c |
Discord(et al.) embedded URLs (#2740)
## Description: Changes URL embeds within other platforms, e.g. Discord, WhatsApp & X. Updates game URLs to `/game/<code>` instead of `/#join=<code>` (required for embedded URLs). An added benefit of this is that you would be able to change a url from `openfront.io/game/RQDUy8nP?replay` to `api.openfront.io/game/RQDUy8nP?replay` (add api. In front) and be in the right place for the API data. Updates URLs when joining/leaving private lobbies Appends a random string to the end of the URL when inside a private lobby and options change - this is to force discord to update the embedded details. Updates URL in different game states to ?lobby / ?live and ?replay. These do nothing other than being used as a _cache-busting_ solution. ----------------------------------------------- ### **Lobby Info** Discord: <img width="556" height="487" alt="image" src="https://github.com/user-attachments/assets/efd4a06d-506c-4036-9403-ee7c9a669e21" /> WhatsApp: <img width="353" height="339" alt="image" src="https://github.com/user-attachments/assets/3b2d0c69-988c-424f-9dee-f4e6a6868f6b" /> x.com: <img width="588" height="325" alt="image" src="https://github.com/user-attachments/assets/d9e78169-20be-4a3e-8df4-8ad41d08a750" /> ------------------------- ### **Game Win Details** Discord: <img width="506" height="468" alt="image" src="https://github.com/user-attachments/assets/69947774-c943-4a50-b470-5634ed3bf3d7" /> WhatsApp: <img width="770" height="132" alt="image" src="https://github.com/user-attachments/assets/eec28bf8-bf64-4ab8-954e-03dfdd1aae40" /> x.com <img width="584" height="350" alt="image" src="https://github.com/user-attachments/assets/168063e2-b707-422b-b7a1-0025f3ebeb92" /> ## 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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8ff3f4496c |
Update & improve 1v1 Ranked Matchmaking (#2831)
references #2001 ## Description: Improve the ranked matchmaking modal. Better messages, and show 1v1 elo <img width="450" height="210" alt="Screenshot 2026-01-08 at 7 11 20 PM" src="https://github.com/user-attachments/assets/e4f8323c-5d98-48de-babe-b51526a6d408" /> <img width="622" height="614" alt="Screenshot 2026-01-08 at 7 11 14 PM" src="https://github.com/user-attachments/assets/73d10f84-b5b5-4ba8-95bb-a181a9fd9dae" /> ## Please complete the following: - [x] I have added screenshots for all UI updates - [x] I process any text displayed to the user through translateText() and I've added it to the en.json file - [x] I have added relevant tests to the test directory - [x] I confirm I have thoroughly tested these changes and take full responsibility for any bugs introduced ## Please put your Discord username so you can be contacted if a bug or regression is found: evan |
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2dada6f516 |
Handle Nation win condition (#2824)
Resolves #2823 ## Description: When playing in single-player mode, if an NPC reaches 80% land control before the player, the game enters a broken state where: - The game clock stops - Win checking stops permanently - Even if the player later conquers 100% of land, victory is never awarded - The game becomes "stuck" in a zombie state. This PR addresses this allowing Nations to be set as winners in single mode, and in this case showing a "Nation {nation} has won" modal to the user. This WinModal is the same as the "{player} has won", with the only change being the title. Nation wins in FFA, from the human player perspective: <img width="1457" height="837" alt="image" src="https://github.com/user-attachments/assets/1ce569bd-6616-4a23-b4a4-afedad2c64f8" /> ## 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: deshack_82603 |
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b090f2f624 |
HPA* Pathfinding (#2815)
## Pathfinding with HPA*
Hi! The primary objective of this PR is to replace per-tile A* with
hierarchical pathfinding - HPA*. In practice, this means we create an
abstract graph on top of the actual map with far fewer points and use it
to decide on general path structure. Only then we go back to tile-level
and build path between selected waypoints. This speeds up long distance
pathfinding by over 1000x in some cases. To make the review easier, it
comes with a benchmark and visual playground.
## PREPROCESSING
H part of HPA* means "hierarchical" and requires preprocessing.
This PR includes pre-processing as part inside `new Game()` constructor.
It takes about 135ms for `giantworldmap` on my machine, which increases
the effective initialization from ~95ms to ~230ms. This time could be
reduced in different ways, which are **out of scope** for this PR.
After confirming the initialization time is bearable on low-end devices,
I argue merging this PR as-is is acceptable tradeoff. It creates small
lag at the beginning of a round but pays for itself in the first minute
of the match.
## Nerdy details
**Architecture**
- HPA*-style hierarchical pathfinding
- 32×32 sectors on minimap with gateway nodes on borders
- Gateway graph built via BFS during preprocessing
- Water component optimization skips unreachable gateway pairs
- A* on gateway graph → local A* within sectors → Bresenham path
smoothing
- Minimap upscaling identical to currently used in MiniAStar
**Key Optimizations**
- Typed arrays instead of high-level primitives
- Stamp-based visited tracking (no need to recreate buffers, O(1)
clearing)
- Optional - enabled by default - caching of tile paths between gateways
- Line of sight smoothing for the final path
## Review Focus
Play with included tools, benchmark and visualization. Pathfinding
should be safe to merge as a black box - you do not need to understand
the details. Outcomes can be tested empirically in-game. Visualize (and
share!) edge cases with included playground. Confirm the 100x speedup is
real with benchmark.
If you plan to dive into the code, I suggest the following order:
- Pathfinding abstraction in `src/core/pathfinding/`
- Pathfinding tests in `tests/core/pathfinding/`
- NavMesh in `src/core/pathfinding/navmesh/` + integration with
`Game.ts`
- Benchmark in `tests/pathfinding/benchmark/`
Do not look at playground's code, it has been created with a clanker.
The design is 100% mine and I spent way too long polishing it, but I
haven't even once edited the code manually. There is probably no
abstraction whatsoever, just do not look at the code, let it play.
## Core Changes
#### Pathfinding (`src/core/pathfinding/navmesh/`)
- HPA* + refinement -> three phased pathfinding: A* over the graph ->
naive path -> refinement
- comes with A* and BFS optimized for for specific needs
#### Pre-Processing (`src/core/pathfinding/navmesh/`)
- identify water bodies to avoid pathfinding between disconnected nodes
- create high-level graph of gateways on top of tile map
#### Abstraction (`src/core/pathfinding/`)
- common `PathFinder` interface that can return full path and also act
as state machine (`.next()`)
- adapters for both new and legacy algorithm with fallback to legacy if
navigation mesh not available
#### Benchmark (`tests/pathfinding/benchmark/`)
- `npx tsx tests/pathfinding/benchmark/run.ts` - no guesswork, numbers
- `npx tsx tests/pathfinding/benchmark/run.ts --synthetic` - 1000s of
synthetic paths
- `npx tsc tests/pathfinding/benchmark/generate.ts` - generate more as
needed, test new maps
- includes ONE synthetic scenario to avoid PR bloat, generate more
locally / later
#### Playground (`tests/pathfinding/playground/`)
- `npx tsx tests/pathfinding/playground/server.ts` - visualize paths
with both new and legacy algorithm
## Benchmarks
### Compared with legacy in default - hand picked - scenario:
```
Initialization: 95.95ms -> 227.29ms
Pathfinding: 3038.43ms -> 6.45ms
Distance: 26972 -> 26810 tiles
```
### 42,000 synthetic routes across all maps
```
Running 42 synthetic scenarios with hpa.cached adapter...
✅ synthetic/achiran | Init: 93.42ms | Path: 139.07ms | Dist: 1481630 tiles | Routes: 1000/1000
✅ synthetic/africa | Init: 87.14ms | Path: 155.08ms | Dist: 1829414 tiles | Routes: 1000/1000
✅ synthetic/asia | Init: 57.60ms | Path: 112.55ms | Dist:
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f67ba713bc |
fix: possibility for negative values in gold and troop donation (#2810)
## Description: Previously, the zod schemas for troop and gold donation allowed for negative values which could open the game up to vulnerabilities through undefined behavior in the future. We mitigate these vulnerabilities but adding `.nonnegative` to the `DonateGoldIntentSchema` and `DonateTroopIntentShcema` respectively. Today, code exists to prevent this deeper in the codebase, but we should also prevent this earlier if possible during intent validation. ## 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: haticus |
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ebcb654825 |
Added a public game modifier system 😮 For more variety (#2801)
## Description: Added a public game modifier system. It causes that 5% of public games are played on the compact version of the map 10% of public games have "Random Spawn" activated Percentages can easily get changed via `DefaultConfig`. We can also easily add more modifiers. Modifiers can stack, so in rare cases you will play on a compact map with random spawn 😄 More variety! ### "Compact Map" modifier implementation - With the "Compact Map" modifier the lobby max player count gets reduced to 25% and only 25% of the regular bots and only 25% of the regular nations will spawn (because the map has only 25% of its regular size) - In private lobbies and singleplayer the nation reduction happens too (When "Compact Map" is enabled). ### Restrictions - Duos/Trios/Quads team modes do not get Random Spawn (defeats the purpose) - Maps with smallest player count < 50 do not get Compact Map in team games (not enough players after the reduction to 25%). I have calculated all the possible max player counts. ### How it looks like Random Spawn modifier: <img width="528" height="183" alt="Screenshot 2026-01-06 194959" src="https://github.com/user-attachments/assets/2f729da9-80c3-4548-8205-71129da2a76a" /> Very rare case: Two modifiers at the same time and only 10 max players have been chosen from `[GameMapType.FaroeIslands]: [20, 15, 10]`. Because of the 75% reduction in player count only 3 players are allowed (3 is the minimum). I think its funny that you can play a 1v1v1 in rare occasions 😄 <img width="526" height="184" alt="Screenshot 2026-01-06 194938" src="https://github.com/user-attachments/assets/834326eb-df03-41b7-b1db-1efa3f1013b5" /> ### Funny side-effect Team games with random spawn. That will be interesting. No more "Who is better in donating troops to the frontline". Instead you have to heavily coordinate with your teammates. ## Please complete the following: - [X] I have added screenshots for all UI updates - [X] I process any text displayed to the user through translateText() and I've added it to the en.json file - [X] I have added relevant tests to the test directory - [X] I confirm I have thoroughly tested these changes and take full responsibility for any bugs introduced ## Please put your Discord username so you can be contacted if a bug or regression is found: FloPinguin |
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af0b8a8d50 |
Configurable immunity timer (#2763)
## Description: Resolve discussions about stalled PR https://github.com/openfrontio/OpenFrontIO/pull/2460 <img width="724" height="348" alt="image" src="https://github.com/user-attachments/assets/c2c9fa79-cace-431a-9ca4-b3656612fa9d" /> Changes: - Added a `Player::canAttackPlayer(other)` function to determine whether a player can be attacked. - This function is now used in most places where a fight can occur: - AttackExecution (land attacks) - Naval invasion - Warship fight - Nukes can't be thrown during the truce - Immunity only affect human players. Nations and bot will fight as usual, and can be fought against. - The immunity timer uses minutes in the modal window. UI: - The immunity phase is displayed with a timer bar at the top. This is from the original PR, to be discussed if it's not deemed visible enough: <img width="632" height="215" alt="image" src="https://github.com/user-attachments/assets/f5ab9aa0-bd4f-4503-b8d6-b40b121fba65" /> ## Please complete the following: - [x] I have added screenshots for all UI updates - [x] I process any text displayed to the user through translateText() and I've added it to the en.json file - [x] I have added relevant tests to the test directory - [x] I confirm I have thoroughly tested these changes and take full responsibility for any bugs introduced ## Please put your Discord username so you can be contacted if a bug or regression is found: IngloriousTom --------- Co-authored-by: newyearnewphil <git@nynp.dev> |
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b990fe6ae5 |
Use WebSocket intent for lobby game configuration updates (#2761)
Fixes #2758 ## Description: This PR migrates lobby configuration updates from the HTTP PUT `/game/:id` endpoint to a WebSocket-based intent flow. The lobby creator is already authenticated via the game WebSocket, so updating configuration through intents removes redundant authentication and aligns with existing real-time lobby actions such as `kick_player` and `toggle_pause`. ## Changes Made - Added `update_game_config` WebSocket intent schema - Wired client → transport → server intent handling - Refactored `putGameConfig()` to emit WebSocket intent instead of HTTP fetch - Preserved all existing validation, partial-update semantics, and client-side debouncing - Left the REST endpoint untouched for backward compatibility ## Testing - All existing automated tests pass - Manual verification completed: - Lobby creator can update all lobby settings - Non-creators are rejected - Updates are rejected after game start - Bots slider debounce (300ms) remains intact - No `PUT /api/game/:id` requests are made from the lobby UI ## Checklist: - [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 |
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4f3d9df46a |
vite: fix docker build (#2738)
## Description: The sync-assets wasn't executing on docker-build. so instead just import it from resources/ directory, vite logs a warning but I think that's okay for now. ## Please complete the following: - [x] I have added screenshots for all UI updates - [x] I process any text displayed to the user through translateText() and I've added it to the en.json file - [x] I have added relevant tests to the test directory - [x] I confirm I have thoroughly tested these changes and take full responsibility for any bugs introduced ## Please put your Discord username so you can be contacted if a bug or regression is found: evan |
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f1561df470 |
Bomb Direction (#2435)
Resolves #2434 ## Description: Allows bomb direction to be inverted by pressing a hotkey - currently "U". **Check the issue for screenshots / videos.** ## 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 --------- Co-authored-by: Evan <evanpelle@gmail.com> Co-authored-by: iamlewis <lewismmmm@gmail.com> |
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26f5d40819 |
build: migrate build system to Vite and test runner to Vitest & Remove depracated husky usage (#2703)
- Replace Webpack with Vite for faster client bundling and HMR. - Migrate tests from Jest to Vitest and update configuration. - Update Web Worker instantiation to standard ESM syntax. - Implement Env utility in `src/core` for safe, hybrid environment variable access (Vite vs Node). - Refactor configuration loaders to remove direct `process.env` dependencies in shared code. - Update TypeScript environment definitions and project scripts for the new toolchain. - Remove the [depracated usage of the husky](https://github.com/typicode/husky/releases/tag/v9.0.1). ## Description: migrate build system to Vite and test runner to Vitest & Remove depracated husky usage ## 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 - [ ] 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: wraith4081 --------- Co-authored-by: evanpelle <evanpelle@gmail.com> |
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1c52d20e83 |
Added pause functionality for private multiplayer games (#2657)
If this PR fixes an issue, link it below. If not, delete these two lines. Resolves #2491 ## Description: Adds pause/unpause functionality for private multiplayer games. Only the lobby creator can pause the game, and all players see a pause overlay when the game is paused. **Key features:** - Lobby creator sees pause/play button in control panel (alongside existing singleplayer/replay controls) - Server validates that only lobby creator can toggle pause - All players see "Game paused by Lobby Creator" overlay when paused - Game state freezes (no turn execution) while paused - Unpause resumes normal gameplay **Implementation details:** - Server-side pause state (`isPaused`) prevents turn execution during pause - Each client receives `isLobbyCreator` flag in `GameStartInfo` to show/hide pause button - Added `TogglePauseIntent` that broadcasts to all clients via `NoOpExecution` - New `PauseOverlay` component (shows in single player also) ## Please complete the following: - [x] I have added screenshots for all UI updates - [x] I process any text displayed to the user through translateText() and I've added it to the en.json file - [x] I have added relevant tests to the test directory - [x] I confirm I have thoroughly tested these changes and take full responsibility for any bugs introduced ## Please put your Discord username so you can be contacted if a bug or regression is found: furo18 <img width="1459" height="861" alt="Screenshot 2025-12-20 at 15 16 33" src="https://github.com/user-attachments/assets/f5a3222f-f54b-473c-b0f6-104ce4c1e7a8" /> |
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4d5bb7a835 |
Cleanup nations (Part 1) 🧹 (#2637)
## Description: 1. Using the wording `"Nation"`, `"FakeHuman"` and `"NPC"` at the same time is confusing. So I renamed every mention of `"FakeHuman"` and `"NPC"` in the entire project to `"Nation"`. Just like they are called ingame. 2. `BotBehavior.ts` was originally intended for sharing the logic between nations and bots. But at the moment, the logic there isn't really shared and it's basically just about attacking. So I renamed `BotBehavior.ts` to `AiAttackBehavior.ts`. I use "Ai" to indicate that this file is used by bots AND nations. 3. Moved `execuction/utils/AllianceBehavior.ts` to `execuction/nation/NationAllianceBehavior.ts` to make sure everybody understands that this file is not about alliances in general. It's just about nations and how they handle alliances. 4. Removed `difficultyModifier` from `DefaultConfig`. It's unused and I think we usually want to finetune the difficulty instead of using that method. 5. Added `assertNever` in all `switch (difficulty)` default cases. ## Please complete the following: - [X] I have added screenshots for all UI updates - [X] I process any text displayed to the user through translateText() and I've added it to the en.json file - [X] I have added relevant tests to the test directory - [X] I confirm I have thoroughly tested these changes and take full responsibility for any bugs introduced ## Please put your Discord username so you can be contacted if a bug or regression is found: FloPinguin |
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58c7cdd46f |
Task: Unify username validation and remove username sanitation (#2622)
## Description: This PR centralizes all username validation using UsernameSchema with a set maximum, minimum, and a regex pattern, It also removes sanitization, as all places where the username would be sanitized on the server have been gatekept, so no unvalidated usernames can get onto the server past the ClientMessageSchema safeParse in GameServer's on message func. Here is how the errors look if that happens, Note that if the client is funtioning correctly and the user doesn't manually send a WS message, they should never see this. The screenshots are from a debug build where client uname validation was disabled. <img height="300" alt="error message too short" src="https://github.com/user-attachments/assets/1b7ac32c-2f03-40fb-8ce9-1f4ab66100bd" /> <img height="300" alt="error message bad regex" src="https://github.com/user-attachments/assets/c78b4114-7e4b-4d39-a135-4cab3ad52c0b" /> Profanity sanitization was not changed. Additionally, the censor tests were updated to reflect the new expectations. Jose was added to the jest config as an allowed transform pattern, as it didn't make sense to me to mock a zod schema. The UsernameSchema pattern was set to `^[a-zA-Z0-9_ \[\]üÜ]+$`, I personally think either we should allow all latin characters (regex has a pattern for this, `\p{L}` or `\p{sc=Latin}`) and then we'd use some kind of library to normalize all latin characters into regular ascii for name filtering, or we should only keep ascii letters. ## Please complete the following: - [x] I have added screenshots for all UI updates - [x] I process any text displayed to the user through translateText() and I've added it to the en.json file - [x] I have added relevant tests to the test directory - [x] I confirm I have thoroughly tested these changes and take full responsibility for any bugs introduced ## Please put your Discord username so you can be contacted if a bug or regression is found: Lavodan (I just realized sanitization isn't a word, it's supposed to be sanitation, sorry.) |