Commit Graph

94 Commits

Author SHA1 Message Date
Ryan 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
2026-03-24 12:53:32 -07:00
VariableVince eb51853b05 Perf/Fix: spawn and other functions that need closest by unit (#3243)
## Description:

Performance improvements.

- **PlayerImpl**: for _nukeSpawn_, cache config to const.
- **Other files**: for nukeSpawn and other functions doing the same,
introduce findClosestBy function.
- for **TradeShipExecution**, with the move from _distSortUnit_ to
_findClosestBy_, also add check if port isActive, !_isMarkedForDeletion_
and !_isUnderConstruction_. These checks should have been there already,
so now do it in one go to make use of the predicate isCandidate in
findClosestBy.
- for **TradeShipExectution.test.ts**, add mock functions for
_isMarkedForDeletion_ and _isUnderConstruction_ because of the above.
Also, set Unit tiles and Pathfinding node to actual valid TileRefs for
the testing map. This prevents NaN as return value from manhattanDist.
This problem was already present with the use of distSortUnit, but that
function just did NaN - NaN, returned the first and only port unit in
the array and called it a day. For findClosestBy we have to make sure
the predicate manhattanDist actually returns a number instead of NaN so
we need actually valid tiles. We now have a working test instead of a
test that actually silently failed like before.
- **PlayerImpl**: _warshipSpawn_ and _nukeSpawn_: Make use of the
isCandidate predicate of findClosestBy to have warshipSpawn not return
ports under construction or (smaller change) inactive. This fixes a bug
i have seen right away (where Warship spawns from under construction
Port).
Same for _nukeSpawn_ silos, don't return inactive silo just to be sure
now that we can easily add it to isCandidate predicate anyway. This
costs no performance in the _nukeSpawn_ benchmarks actually. This should
as a by-effecft fix an edge case bug i have seen, where a nuke is sent
from a phantom silo.

Some of this goes along with PR #3220 since playerImpl buildableUnits
makes use of the underlying spawn functions via canBuild. Just like
ConstructionExecution does. But i didn't want to add more to PR 3220
since there's already a lot in there.

The new function _findClosestBy_ could also be applied to some other
parts of code to benefit of it being faster, so i did that.

_findClosestBy_ uses _findMinimumBy_, which is a little more generic in
name. I think _findMinimumBy_ could be used by other parts of code,
while _findClosestBy_ is more clear naming for what it does now. But we
could ditch _findMinimumBy_ and just leave findClosestBy?

Examples of synthetic benchmarks (not included in this PR):

**BEFORE CHANGES (before Scamiv's PR #3241)**
<img width="705" height="91" alt="image"
src="https://github.com/user-attachments/assets/d6d91c08-39f1-4387-9ccc-e51951caa539"
/>

<img width="751" height="101" alt="image"
src="https://github.com/user-attachments/assets/80d400ac-3408-4107-aa58-6d2a847311e9"
/>

**AFTER CHANGES (before  Scamiv's PR #3241)**
![findunittoupgrade for loop 5th
run](https://github.com/user-attachments/assets/b840111b-e7e0-49b5-ace1-299a322224b5)

![nukespawn for loop 3rd
run](https://github.com/user-attachments/assets/47cfc444-9549-4887-8c0e-007277d24485)


**BEFORE CHANGES (after Scamiv's PR #3241)**
![findunittoupgrade
BEFORE](https://github.com/user-attachments/assets/c51e2cec-6171-4204-ba3f-48ed282978eb)

![nukespawn
BEFORE](https://github.com/user-attachments/assets/f7ce9a33-32d6-4875-a529-41724fd4d89f)

**AFTER CHANGES (after Scamiv's PR #3241)**
<img width="717" height="96" alt="image"
src="https://github.com/user-attachments/assets/5b106843-bf6e-4448-a8e8-94448fb30ced"
/>

<img width="767" height="92" alt="image"
src="https://github.com/user-attachments/assets/e6714c7b-26c1-455b-adae-f0060f1cbc7b"
/>




_Also see more **BEFORE** and **AFTER** in this comment:_

https://github.com/openfrontio/OpenFrontIO/pull/3243#issuecomment-3949060395

_And here a comparison in the flame charts:_

- based on the same replay and tried to get the performance recording
going at the same speed and length but always end up with small
differences
- because of a bug in replays currently, it puts you in with the same
clientID/persistantID currently. This means we can also record part of
what is normally only recordable with live human input (the
playerActions/playerBuildables).


**BEFORE** flame chart with nukeSpawn (human player) and maybeSendNuke
(Nation players, uses nukeSpawn via canBuild):

![BEFORE nukespawn Schermafbeelding 2026-03-04
231707](https://github.com/user-attachments/assets/3de7de16-769e-4748-b201-d71c5b75e16e)

![BEFORE maybesendnuke B Schermafbeelding 2026-03-04
230009](https://github.com/user-attachments/assets/16924c77-21c2-4a2d-b784-a469dce15538)

![BEFORE main build Schermafbeelding 2026-03-04
222017](https://github.com/user-attachments/assets/67e99fd6-335c-4e12-a9dc-ad5ae7d74de4)


**AFTER** flame chart with nukeSpawn (human player) and maybeSendNuke
(Nation players, uses nukeSpawn via canBuild):

![AFTER nukespawn Schermafbeelding 2026-03-04
230613](https://github.com/user-attachments/assets/a4eec0ae-d654-44c9-bf89-61567203d748)

![AFTER maybesendnuke B Schermafbeelding 2026-03-04
230009](https://github.com/user-attachments/assets/80e2366d-406b-403a-854c-6fa156713abc)

![AFTER maybesendnuke C Schermafbeelding 2026-03-04
230009](https://github.com/user-attachments/assets/71497e8a-81d0-4722-80f7-427f09d9c21e)

![AFTER maybesendnuke D Schermafbeelding 2026-03-04
230009](https://github.com/user-attachments/assets/55f131cc-e6e5-48f2-9e8d-771c60280640)

![AFTER main build Schermafbeelding 2026-03-04
222017](https://github.com/user-attachments/assets/1927ecb6-d54d-4e1e-8aa4-4f97602e2234)


## Please complete the following:

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

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

tryout33
2026-03-23 16:23:49 -07:00
Ryan 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
2026-03-17 15:55:47 -07:00
PGray be9ea14fe9 refactor: rename Bot to Tribe in internal execution code (#3372)
## Description

Follows up on #3290 which renamed the user-facing "Bots" to "Tribes".
This renames the internal implementation to match:

- `BotExecution` → `TribeExecution`
- `BotSpawner` → `TribeSpawner`
- `BotNames` → `TribeNames` (`BOT_NAME_*` → `TRIBE_NAME_*`)

All callers updated accordingly. `PlayerType.Bot` and `ColoredTeams.Bot`
are intentionally left unchanged as they are serialised wire-format
values.

Closes #3335

## Please complete the following:
- [x] My changes do not break existing functionality
- [x] I have tested my changes

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

---------

Co-authored-by: PGray <PGrayCS@users.noreply.github.com>
2026-03-09 21:31:18 -07:00
VariableVince c235debb57 Cleanup: Replace literals by enums (#3252)
## Description:

Some literals were present that could/should have been enums. Replaced
them.

For Util.ts > createRandomName, also changed type of parameter
playerType from string to PlayerType. All callers already send it this
type.

## Please complete the following:

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

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

tryout33
2026-02-19 16:58:07 -06:00
scamiv b68de96c6e Perf clusters (#3127)
## Description:

This PR reduces server/client tick CPU spent on territory cluster
maintenance by:
- Cutting redundant work in `PlayerExecution.removeClusters()`
(largest-cluster bounding box reuse, fewer allocations in
`isSurrounded()` and `removeCluster()`).
- Making `calculateBoundingBox()` allocation-free per tile by switching
from `gm.cell(tile)` to `gm.x(tile)`/`gm.y(tile)` (it now only allocates
the two result `Cell`s, instead of 1 per tile).

## Commits
- `51de0a1b` core: reduce PlayerExecution cluster overhead
- `6d9d85c5` core: avoid Cell allocations in PlayerExecution
isSurrounded
- `346f6a8c` core(util): speed up calculateBoundingBox by avoiding Cell
allocations


## Notes
- This PR is intended to be behavior-preserving; changes are limited to
hot-path micro-optimizations.
- Follow-up opportunity: `calculateClusters`/flood-fill is now the top
hotspot; further wins likely come from reducing traversal work or
caching.


## 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
- [ ] 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:

DISCORD_USERNAME
2026-02-05 10:07:17 -08:00
Ryan 5e6c90d9bb Main Menu UI Overhaul (#2829)
## Description:

Overhauls the Main Menu UI, visit https://menu.openfront.dev to see
everything.

## 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
2026-01-09 20:26:34 -08:00
evanpelle e319de99ec Revert "Add Christmas emojis (#2634)"
This reverts commit 507f391aa1.
2026-01-01 16:14:33 -08:00
DevelopingTom 507f391aa1 Add Christmas emojis (#2634)
## Description:

Add some christmas spirit in the emoji list
🎁🌟🎅🎄

## 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
2025-12-17 14:18:39 -08:00
DevelopingTom c38c25ab1e Add factory & train emojis (#2522)
## Description:

Add 🏭 & 🚂 emojis, which is commonly requested. Also 3 other emojis to
fill the new emoji line: 🫴🙏

To be discussed: this adds a new line in the emoji list: is it too much?
Eventually we could use categories to filter the emojis.

<img width="199" height="465" alt="image"
src="https://github.com/user-attachments/assets/cb6a44e9-30cd-48f7-90ab-8a7c32dcd180"
/>

## 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
2025-11-26 16:39:52 -08:00
VariableVince 7d8c1c2822 Fix: prevent desync after clan team assignment for profane username (#2511)
## Description:

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

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

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

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

**Screencap after fix:**

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

## Please complete the following:

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

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

tryout33
2025-11-25 20:08:30 -08:00
Ryan 34251c0673 lobby fill time added to stats (#2382)
## Description:

Finishes & closes #1969 and closes #1806.

## 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>
2025-11-10 19:53:25 -08:00
evanpelle e8a04d9a72 Merge branch 'v26' 2025-11-04 16:08:15 -08:00
evanpelle 4144628808 Revert "Halloween Event (#2285)"
This reverts commit b69adf70b3.
2025-11-04 09:26:48 -08:00
FloPinguin f607f6d66b Nations rarely sent boats, now they do! (#2161)
## Description:

### Nations rarely sent random boats. Now they are sending twice as
many.
It feels right now, not too many and not too few random boats. 
To make sure that small island nations with, for example, 10k troops
don't repeatedly spam boats into an nation with 1.5M troops (that makes
no sense), they no longer send boats to opponents which have more than
twice the amount of troops.

| my optimizations - 27s into the game - `8 Boats active` | openfront.io
live - 27s into the game - `only 2 Boats active` |
| :---:   | :---: | 
| <img width="2560" height="1068" alt="27s into the game - 8 Boats
active"
src="https://github.com/user-attachments/assets/258e3d69-d86b-4c68-94ec-ade04c6c18b3"
/>|<img width="2560" height="1068" alt="27s into the game - 2 Boats
active"
src="https://github.com/user-attachments/assets/343603d6-e95d-402c-a660-cc54f715d148"
/>|

| my optimizations - 1m20s into the game - `much more boats` |
openfront.io live - 1m20s into the game - `only 4 boats active` |
| :---:   | :---: | 
| <img width="2560" height="1068" alt="1m20s into the game - much more
boats"
src="https://github.com/user-attachments/assets/bbe35603-8db4-4d82-af45-c77b8ef0dcbf"
/> | <img width="2560" height="1068" alt="1m20s into the game - 4 boats"
src="https://github.com/user-attachments/assets/f698794d-f94f-49fb-a09a-1a89b292456f"
/> |

### There was a bug in the random boat sending. 

It did not check if the target is the player himself.
That caused console warnings and a reduced amount of boat-sending.

### The Hiding-Strategy on small islands on the impossible difficulty is
now harder!

Because the random-boat-sending-method preferred large landmasses
instead of small islands (it randomly selects a valid tile),
human-players could easily hide on them, play a
warship-infestation-strat and nearly NEVER get boat-attacked by nations.

I implemented that the random boat functionality now searches for bots
and untaken tiles before searching for nations / humans. That way, they
will try to take some of these tiny islands before the human-player
does. Also its cool to see nations playing on the entire available
land-tiles instead of just the bigger landmasses.

Fixes #1916 (Please check this issue for screenshots and more info)

| my optimizations - 6m53s into the game - `only 5 islands not taken!` |
openfront.io live - 6m53s into the game - `19 islands not taken!` |
| :---:   | :---: | 
| <img width="1078" height="876" alt="6m53s into the game - 5 islands
not taken!"
src="https://github.com/user-attachments/assets/6c103ca1-7d4c-4d0d-948f-3313839302a7"
/> | <img width="1102" height="852" alt="6m53s into the game - 19
islands not taken!"
src="https://github.com/user-attachments/assets/01cc512d-71c9-47aa-b4b1-f7cd5123a782"
/> |


| my optimizations - 6m53s into the game - `all islands taken!` |
openfront.io live - 6m53s into the game - `8 islands not taken!` |
| :---:   | :---: | 
| <img width="2154" height="489" alt="6m53s into the game - 0 islands
not taken!"
src="https://github.com/user-attachments/assets/fc8000b2-de28-4d47-859d-0cc3c6d28ac3"
/> | <img width="2181" height="317" alt="6m53s into the game - 8 islands
not taken!"
src="https://github.com/user-attachments/assets/093243de-f6dc-41ee-ab5e-7e485fe27646"
/>|



### Nations now boat-attack other nations more often!
If there are two nations on two very large landmasses, which are divided
by water, they nearly NEVER attacked each other.

Most attack-functionality relies on the enemies sharing a border. If
they don't have one, the only possible attack-mechanism is the
random-boat-sending. But for very large landmasses (=> very large number
of coastal tiles) it can take a long, long time before it randomly
selects an enemy-tile. With the bug I described above ("did not check if
the target is the player himself") it took even longer. And on the
world-map, the nations have to go over iceland, this is also very
unlikely.

So I implemented the method selectNearestIslandEnemy, which specifically
doesn't cares about borders. It makes sure that a nation always has
someone to attack. This method only gets used as a fallback, and only if
a nation has no borders with anybody.

Fixes #1916 (Please check this issue for screenshots and more info)

| my optimizations - 29m41s into the game - `China won and is in the
process of killing the last enemy` | openfront.io live - NEARLY A HOUR
into the game - `UK finally won. There are still 14 players on the
map...` |
| :---:   | :---: | 
| <img width="2560" height="1068" alt="localhost_9000_"
src="https://github.com/user-attachments/assets/a8107b88-19c8-4df7-a3fd-76d3d3e05d8e"
/> | <img width="2560" height="1068" alt="openfront io_ (1)"
src="https://github.com/user-attachments/assets/0d80e503-d5ed-41d4-a103-33dffc302001"
/> |

## Please complete the following:

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

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

FloPinguin
2025-11-02 19:28:21 +00:00
Evan 3fd38e7306 Add clanTag to GameRecord for archiving (#2314)
## Description:

This will be used to determine clan winners in the api layer.

## Please complete the following:

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

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

evan
2025-10-27 20:05:09 -07:00
DevelopingTom b69adf70b3 Halloween Event (#2285)
## Description:

Changed theme colors for an "autumn" ambiance:

<img width="395" height="254" alt="image"
src="https://github.com/user-attachments/assets/67bd07d3-e74b-49e2-ba0b-c87958767d45"
/>

Changed structures pixel art:

<img width="756" height="605" alt="image"
src="https://github.com/user-attachments/assets/5158ae81-0641-413c-8862-367259496a9a"
/>


Change existing FX with new halloween-themed ones:


https://github.com/user-attachments/assets/fb99be49-43cd-4d85-ad77-8c153070edaf

Added new FX playing randomly on the map:


https://github.com/user-attachments/assets/16631113-77e6-4b8c-b1b6-c147f5f1d275

Added a couple of new emojis, which are used by the bots when attacked:
👻🎃

## 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
2025-10-25 14:06:15 -07:00
Evan b58d140f94 fix encirclement issues (#2191)
## Description:

Players with no ongoing attacks were ignored during cluster calculations
in
https://github.com/openfrontio/OpenFrontIO/commit/3680d9cc1663a22f0e174d2c2de806c0ee78b923

This PR has it fallback to neighbor with largest border if no ongoing
attacks

## Please complete the following:

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

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

evan
2025-10-13 19:54:05 -07:00
evanpelle 136cfa1316 improve nation ai (#2172)
## Description:

1. Create forceSendAttack function so nations expand faster at the start
(their reserve troop ratio was too low, causing them to skip the first
attack
2. modify the perceived cost modifier to reduce the number of defense
posts built.
3. Updated how random land is selected to avoid player.tiles() since
that can be millions of entries.
4. Improve performance of valueFunction by using closestTile and
reducing the number of tiles checked.
5. Nations now launch hydros if they have enough gold.
6. used boundBox instead of bfs because doing a large bfs for h-bombs
can get expensive.
7. Modified perceived multiplayer to remove cap and scale super-linearly
to discourage nations from spamming too many building. Instead they are
more likely to spend that money on nukes.

## Please complete the following:

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

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

evan
2025-10-11 19:35:11 -07:00
Angel Uriot fa6e4fce00 Remove confusing characters from game IDs (#2171)
## Description:

I have often encountered the problem of characters that look alike when
typing a private game code, mainly `l` / `I`, and `O` / `0`.

In this PR, I therefore propose removing these 4 characters from ID
generation.

The number of possible combinations goes from $$2.2\times10^{14}$$ to
$$1.3\times10^{14}$$, which is still the same order of magnitude.

## 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~~
- [ ] ~~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:

`@dimension`
2025-10-10 11:14:04 -07:00
Britton Fischer 3680d9cc16 fix: allies cannot annex your clusters (#2158)
## Description:

Fixes #1685
Continuation from #1924, which was auto-closed after the upstream repo
force-pushed main and I synced my fork.

This change ensures that allies are excluded from the `getMode()` call
made by `getCapturingPlayer()` inside `removeCluster()`.

- Previously, friendly neighbors were treated as candidates for
capturing, leading to incorrect annexations in certain edge cases.
- Added a small efficiency improvement by filtering out non-player and
friendly neighbors up front to reduce total computations down-the-line.
- Important: we can’t simply check if the `getMode(neighborsIDs)` result
is a friendly. Doing so would cause the territory to go to nobody until
the user is attacked. I believe the expected behavior is the largest
neighboring enemy should take it automatically.

Here's an example of the new behavior in an extreme edge case:
<img width="622" height="422" alt="Screenshot 2025-08-24 at 4 56 46 PM"
src="https://github.com/user-attachments/assets/c5dd9c0d-0a3c-4657-8154-e114fa920689"
/>

## 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:

nottirb
2025-10-08 18:28:26 -07:00
Scott Anderson 8308d7f1e7 Nations send emoji when declining assistance requests (#1911)
## Description:

Nations will now send emoji when declining assistance requests.

## 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
2025-10-06 15:37:04 -07:00
Scott Anderson 81bd98c8d6 Nations send emoji when declining assistance requests (#1911)
Nations will now send emoji when declining assistance requests.

- [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

Cancel alliance requests if the recipient attacks (#1733)

Problem: attacking a player right before accepting an alliance request
is very effective since the requester can't fight back or reclaim his
territory without canceling the alliance and being penalized with the
traitor debuff.

Change:
- Attacking a player after he requested an alliance automatically
rejects the request
- No changes to existing attacks in both directions, only new attacks
affect the request

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

regression is found:

IngloriousTom
2025-10-06 15:37:00 -07:00
evanpelle fd0fbfab9e Fix archive (#2035)
## Description:

Describe the PR.

## Please complete the following:

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

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

evan
2025-09-09 14:37:06 -07:00
evanpelle 3e880a34ef v25 meta update (#1872)
## Description:

v25 meta update:

- Trade ship spawn rate is determined by number of ports players has and
total number of tradeships on the map
- Train spawn rate scales hyperbolically with number of factories owned
by player
- Factory & Port share the same early unit discount (eg building a port
makes the factory more expensive), this is to encourage more
specialization: become a naval economy or land based economy.
- Trains spawn from factories and arrive on cities
- Trains only give gold on cities
- Trains give 50k gold for allies, 25k for nonallies, and 10k for self
- Large players are given a 30% speed/attack debuff in sigmoid curve
- Reduced attack bonus for large players
- Nerf bot gold production from 1k/s => 500/s
- Nerf bot max troops

## Please complete the following:

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

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

evan
2025-08-19 18:53:42 -07:00
Aleksey Orekhovsky aa6bc42854 Remove unused processName util and twemoji dependency (#1683)
## Description:
This PR removes the unused `processName` utility function from `Util.ts`
and its dependency, the `twemoji` package.

The `processName` function has been commented out and non-operational
for approximately 9 months. This cleanup removes the dead code. As a
result, the `twemoji` npm package is no longer needed and has been
removed from the project's dependencies, which slightly reduces the
overall dependency footprint.

## Please complete the following:

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

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

aaa4xu
2025-08-02 01:53:36 -04:00
Scott Anderson be01b90b25 Eslint (#998)
## Description:

Enable a few eslint rules:
- `@typescript-eslint/no-empty-object-type`
- `@typescript-eslint/no-require-imports`
- `no-useless-escape`

## Please complete the following:

- [x] I have added screenshots for all UI updates
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [x] I have added relevant tests to the test directory
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
- [x] I understand that submitting code with bugs that could have been
caught through manual testing blocks releases and new features for all
contributors

---------

Co-authored-by: Scott Anderson <scottanderson@users.noreply.github.com>
2025-07-15 00:41:24 -04:00
g-santos-m 31381f67f4 Enable @typescript eslint/prefer nullish coalescing eslint rule (#1420)
## Description:

Fixes #952 
Enabled @typescript-eslint/prefer-nullish-coalescing rule and worked
through every error, introducing ?? and ??= operators or disabling
errors with inline comments where appropriate, to the best of my
ability.

## Please complete the following:

- [x] I have added screenshots for all UI updates
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [x] I have added relevant tests to the test directory
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
- [x] I understand that submitting code with bugs that could have been
caught through manual testing blocks releases and new features for all
contributors

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

g_santos_m
2025-07-15 03:00:06 +00:00
Scott Anderson d18908bb68 Add domain, subdomain to GameRecord (#1370)
## Description:

Add domain, subdomain to GameRecord.

## Please complete the following:

- [x] I have added screenshots for all UI updates
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [x] I have added relevant tests to the test directory
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
- [x] I understand that submitting code with bugs that could have been
caught through manual testing blocks releases and new features for all
contributors

Co-authored-by: evanpelle <evanpelle@gmail.com>
2025-07-08 12:45:27 -07:00
Scott Anderson a1a4b22351 Set singleplayer gitCommit in the client (#945)
## Description:

Set singleplayer gitCommit in the client

## Please complete the following:

- [x] I have added screenshots for all UI updates
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [x] I have added relevant tests to the test directory
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
- [x] I understand that submitting code with bugs that could have been
caught through manual testing blocks releases and new features for all
contributors

---------

Co-authored-by: Scott Anderson <662325+scottanderson@users.noreply.github.com>
Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com>
2025-05-29 16:47:28 -07:00
Scott Anderson 40932b9f5f Fix bigint serialization error (#916)
## Description:

- JSON serialization, bigint to string handling
- JSON deserialization, string to bigint handling

## Please complete the following:

- [x] I have added screenshots for all UI updates
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
- [x] I understand that submitting code with bugs that could have been
caught through manual testing blocks releases and new features for all
contributors

---------

Co-authored-by: Scott Anderson <662325+scottanderson@users.noreply.github.com>
2025-05-28 10:33:20 -07:00
Scott Anderson 3a65efd6e2 Unified WinnerSchema (#856)
## Description:

Refactor various types across the project to use WinnerSchema.

## Please complete the following:

- [x] I have added screenshots for all UI updates
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
- [x] I understand that submitting code with bugs that could have been
caught through manual testing blocks releases and new features for all
contributors

Co-authored-by: Scott Anderson <662325+scottanderson@users.noreply.github.com>
2025-05-23 20:42:47 -07:00
Scott Anderson 9302af868d Combine analytics and game types (#839)
## Description:

Combine analytics and game types. Simplify and remove redundant player
information.

- Remove ip address.
- Add playerID.
- Combine redundant player tables.
- Move game metadata in to GameEndInfo type, an extension of
GameStartInfo

## Please complete the following:

- [x] I have added screenshots for all UI updates
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
- [x] I understand that submitting code with bugs that could have been
caught through manual testing blocks releases and new features for all
contributors

---------

Co-authored-by: Scott Anderson <662325+scottanderson@users.noreply.github.com>
2025-05-22 15:06:30 -04:00
Scott Anderson 5aa8356513 Record player stats during the game (#784)
## Description:

Record player stats for the analytics worker to import in to to
postgres. This changes defines a new Analytics schema version, `v0.0.2`,
containing additional metadata about each player.

## Please complete the following:

- [x] I have added screenshots for all UI updates
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
- [x] I understand that submitting code with bugs that could have been
caught through manual testing blocks releases and new features for all
contributors
2025-05-21 00:10:29 -04:00
Scott Anderson 70745faac4 Enable strictNullChecks, eqeqeq (#436)
## Description:

Improve type safety and runtime correctness by:
1. Enabling TypeScript's
[strictNullChecks](https://www.typescriptlang.org/tsconfig/#strictNullChecks)
compiler option.
2. Replacing all loose equality operators (`==` and `!=`) with strict
equality operators (`===` and `!==`).
3. Cleaning up of type declarations, null handling logic, and equality
expressions throughout the project.

Currently, the code allows implicit assumptions that `null` and
`undefined` are interchangeable, and relies on type-coercing equality
checks that can introduce subtle bugs. These practices make it difficult
to reason about when values may be absent and hinder the effectiveness
of static analysis.

Migrating to strict null checks and enforcing strict equality
comparisons will clarify intent, reduce bugs, and make the codebase
safer and easier to maintain.

Fixes #466 

## Please complete the following:

- [x] I have added screenshots for all UI updates
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
- [x] I understand that submitting code with bugs that could have been
caught through manual testing blocks releases and new features for all
contributors

---------

Co-authored-by: Scott Anderson <662325+scottanderson@users.noreply.github.com>
Co-authored-by: evanpelle <openfrontio@gmail.com>
2025-05-15 16:39:40 -07:00
PilkeySEK ebc9e4877d Fix emoji exploit (#640)
## Description:
This should fix the exploit that allows players to send custom text as
an "emoji". It does this by introducing a emoji ID (index into the emoji
table) instead of sending the raw emoji as a string.

## Please complete the following:

- [ ] I have added screenshots for all UI updates
- [X] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
- [X] I understand that submitting code with bugs that could have been
caught through manual testing blocks releases and new features for all
contributors

## Please put your Discord username so you can be contacted if a bug or
regression is found:
PilkeySEK
2025-05-02 07:37:29 -07:00
Aotumuri 0402e609a4 replaces player names with randomized name (#340)
This PR replaces player names with randomized name
The goal is to reduce exposure to inappropriate or offensive names.
Additionally, content creators no longer need to worry about displaying
other players’ usernames.
<img width="1276" alt="スクリーンショット 2025-03-25 23 03 37"
src="https://github.com/user-attachments/assets/3d396bb0-336f-41a0-8d56-ff5229fe05f8"
/>
<img width="1048" alt="スクリーンショット 2025-03-25 23 03 48"
src="https://github.com/user-attachments/assets/a72711cf-9743-4879-8f2f-b8187b10a272"
/>
Use the upper left button (Ninja) to change settings.
<img width="1173" alt="スクリーンショット 2025-03-25 23 04 03"
src="https://github.com/user-attachments/assets/2d2fcbbd-7342-40b0-97c1-ecc184e5fbb6"
/>

Fixes #489

---------

Co-authored-by: evanpelle <evanpelle@gmail.com>
2025-04-22 20:26:45 -07:00
evanpelle 71849b47cd better transport ship spawn (#587)
## Description:

Taken from PR #506

Improve transport source tile by considering border extremums

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

## Please complete the following:

- [x] I have added screenshots for all UI updates
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
- [x] I understand that submitting code with bugs that could have been
caught through manual testing blocks releases and new features for all
contributors

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

<DISCORD USERNAME>
evan

Co-authored-by: evan <openfrontio@gmail.com>
2025-04-21 19:49:17 -07:00
Evan c7356a7348 have Team be an enum instead of an object, this was causing equality problems. 2025-04-05 21:39:12 -07:00
Evan 8b6895d745 add prettier import plugin 2025-03-31 13:09:27 -07:00
evanpelle ab3f4fbac1 All players must join game before spawn (#380)
## Description:
The server stores all players that have joined, and once the game starts
it sends a list of players to all clients. Players cannot join after the
game has started. Server now generated the PlayerID instead of the
client.

The is necessary for team mode, we need to know how who is playing the
game before it starts so we can properly assign teams based on clans.

## Please complete the following:

- [x] I have added screenshots for all UI updates
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
- [x] I understand that submitting code with bugs that could have been
caught through manual testing blocks releases and new features for all
contributors

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

evan
2025-03-30 17:04:29 -07:00
evanpelle d8fe41de7a teams (#349) 2025-03-27 20:43:56 -07:00
Evan 9a297308db don't use manhattanDistWrapped to prevent boat from starting on opposite side of world 2025-03-16 20:51:44 -07:00
evanpelle 4fdc570921 pad turns at the end on replay (#256) 2025-03-15 13:38:01 -07:00
evanpelle 6a24bce213 fix decompress game record function, start at -1 (#203) 2025-03-10 07:21:24 -07:00
evanpelle 33292aec5c feat: replay archived games, gamestate hash verification (#195)
create endpoint to load archived game. when joining game client first
checks if the game is active, if not it requests the game archive from
the server. the archive is sent to LocalServer to replay the game
locally. Every 10 ticks a hash is stored on the archive, and during
replay the LocalServer verifies this hash.
2025-03-09 14:24:39 -07:00
ilan schemoul 1b76c46bc5 feat: remove LocalPersistantStats so we locally save GameRecords
GameRecords also now include PlayerStats
2025-03-08 17:39:41 +01:00
BeGj 619891741f linting 2025-03-07 16:53:10 +00:00
Evan 0a482e2e6e infinity checks on bigint 2025-03-03 19:21:39 -08:00
Evan c1383d76f1 allow boating on lakes 2025-03-03 19:19:16 -08:00