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6c8ce958b2e94de2849015c2a2d7b58dd487101b
13 Commits
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182d008ddd |
Generate a single MapInfo list; move SPECIAL_TEAM_MAPS and en.json map names into info.json (#4231)
**Add approved & assigned issue number here:** N/A — maintainer follow-up to #4227. ## Description: Follow-up to #4227, finishing the "info.json is the single source of truth" refactor. **Maps.gen.ts now generates one `MapInfo` interface and a `maps` list** instead of parallel lookup records. `mapCategories`, `mapTranslationKeys`, and `multiplayerFrequency` are gone — consumers read the list directly (`map.categories`, `map.translationKey`, `map.multiplayerFrequency`). MapPicker got simpler in the process: it renders from `MapInfo` objects, so the reverse `Object.entries(GameMapType)` lookup to recover the enum key is gone. The featured-rank sort moved out of the Go codegen into the picker, where the presentation concern belongs. **`SPECIAL_TEAM_MAPS` moves into info.json** as an optional `special_team_count` field (set on the same 17 maps with the same values). MapPlaylist derives its map from the generated list; `SPECIAL_TEAM_FORCE_CHANCE` and the frequency multiplier behavior are unchanged. **The en.json `map` section is now generated.** A new optional `display_name` field in info.json (defaulting to `name`) is written to `resources/lang/en.json` by the generator, preserving the section's non-map UI keys (`map`, `featured`, `all`, `favorites`, `random`). The 8 maps whose English display name intentionally differs from the frozen enum value (e.g. `MENA`, `Milky Way`, `Europe (Classic)`, `Baikal (Nuke Wars)`) declare it via `display_name`, so no display text changes. The section is emitted alphabetically; since #4232 already sorted en.json and every value matches, regeneration is byte-identical and this PR has no en.json diff. Other languages remain Crowdin-managed. The generator also now validates `translation_key` is exactly `map.<folder>` and `special_team_count >= 2`. MapConsistency tests compare info.json directly against the generated list and the en.json section, and fail with a "run `npm run gen-maps`" message on drift. No behavior changes: enum values, playlist frequencies, special-team counts, featured order, and display names are all byte-identical. ## Please complete the following: - [x] I have added screenshots for all UI updates (no UI changes — internal refactor, rendering output identical) - [x] I process any text displayed to the user through translateText() and I've added it to the en.json file - [x] I have added relevant tests to the test directory ## Please put your Discord username so you can be contacted if a bug or regression is found: evanpelle 🤖 Generated with [Claude Code](https://claude.com/claude-code) --------- Co-authored-by: Claude Fable 5 <noreply@anthropic.com> |
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3de5fb4204 |
Move map metadata into info.json and generate map TypeScript from it (#4227)
**Add approved & assigned issue number here:** N/A — maintainer refactor. ## Description: Makes each map's `info.json` the single source of truth for map metadata — adding a map is now a folder with `image.png` + `info.json`, a `gen-maps` run, and an en.json display name. **info.json / manifest.json carry full map metadata.** Every `map-generator/assets/maps/<map>/info.json` declares `id` (the `GameMapType` enum key), `name` (the enum value — wire format, unchanged for all 94 maps), `translation_key`, `categories`, and `multiplayer_frequency` (the public-playlist weight that used to be the `FREQUENCY` record in MapPlaylist.ts). The generator validates everything and mirrors it into `resources/maps/<map>/manifest.json`. 23 stale info.json `name` values were normalized to the canonical enum value; enum values are byte-identical, so replays and stored game configs are unaffected. **The generator emits the TypeScript and discovers maps itself.** New `map-generator/codegen.go` generates `src/core/game/Maps.gen.ts` (`GameMapType`, `GameMapName`, `mapCategories`, `mapTranslationKeys`, `multiplayerFrequency` — now a full `Record<GameMapName, number>`, killing the old `Partial`) on every run; `Game.ts` re-exports it. The hardcoded map registry in `main.go` is gone — maps are auto-discovered from the `assets/maps` / `assets/test_maps` directories. MapConsistency tests fail with a "run `npm run gen-maps`" message if info.json, manifest.json, and Maps.gen.ts drift. The tracked `map-generator/map-generator` binary is rebuilt to match. **New categories: continents + world/cosmic/tournament/other, multi-category support.** `continental`/`regional`/`fantasy`/`arcade` are replaced by `featured`, `world`, `europe`, `asia`, `north_america`, `africa`, `south_america`, `oceania`, `antarctica`, `cosmic`, `tournament`, and `other`. Maps can list multiple categories, so straddlers (Black Sea, Bosphorus, Caucasus, Between Two Seas, Bering Sea/Strait, Mena, Strait of Gibraltar, Hawaii, Arctic) appear under both regions. Featured is itself a category (same 7 maps as before). MapPlaylist keeps its arcade exclusion via an explicit set. **Map picker UI.** Two tabs: **Featured** (default — featured maps plus a Favorites section when maps are starred) and **All** (one prominent collapsible bar per category with a map count, collapsed by default). The selected map is prepended to the featured grid when it lives elsewhere. `getMapName()` resolves through the generated `mapTranslationKeys`, which also fixes tourney maps never resolving a valid translation key. ## Please complete the following: - [ ] I have added screenshots for all UI updates (maintainer change — picker described above) - [x] I process any text displayed to the user through translateText() and I've added it to the en.json file - [x] I have added relevant tests to the test directory ## Please put your Discord username so you can be contacted if a bug or regression is found: evanpelle 🤖 Generated with [Claude Code](https://claude.com/claude-code) --------- Co-authored-by: Claude Fable 5 <noreply@anthropic.com> |
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37b7a781c2 |
Huge map update: Re-make of the terrain of multiple maps for better gameplay (#4139)
Resolves #4099 ## Description: Remake the terrain of various maps with green gaps in their terrain, example below (strait of gibraltar) <img width="608" height="383" alt="image" src="https://github.com/user-attachments/assets/9272cf00-6620-4711-81a9-64ebf6a7990d" /> ### Why? In maps with continuous brown and white terrain, it is easier for a player to defend against an attacker, as these types of terrains slow down troops. However in maps with green gaps like the one in the example, the troops will just rush in the green gaps and surround all the white terrain, instantly absorbing them, which makes the terrain mostly useless against defending. I believe that this new type of terrain (using proper elevation data instead of "hillshade like the ones used in these maps) is better for gameplay as it adds more complexity to attacks and defense, and also brings diversity to spawns, as right now these maps have functionally all-green terrain all across them I also changed the coastline of some maps that had them very pixelated. This sometimes caused some rivers to dissapear and some islands to be merged into blobs. I kept the rivers of all maps even if slightly updated, to not change naval gameplay. The maps changed were: Black Sea (terrain and coastline) Gateway to the Atlantic (terrain only) Between 2 seas (terrain only) Iceland (terrain and coastline) East Asia (terrain only) Falklands (terrain and coastline) Halkidiki (terrain only) Strait of Gibraltar (terrain and coastline) Italia (terrain and coastline) Japan (terrain only) Two Lakes (terrain only) <img width="1058" height="536" alt="Captura de pantalla 2026-06-02 213132" src="https://github.com/user-attachments/assets/58fb357b-8738-4388-bbc5-d6c9c1ac4699" /> <img width="625" height="583" alt="Captura de pantalla 2026-06-02 213251" src="https://github.com/user-attachments/assets/99ead586-f790-4088-baef-ad179f3c0119" /> <img width="535" height="537" alt="Captura de pantalla 2026-06-02 213336" src="https://github.com/user-attachments/assets/66755b25-e362-4ef0-b7ff-48b51fdabbbd" /> <img width="639" height="561" alt="Captura de pantalla 2026-06-02 231736" src="https://github.com/user-attachments/assets/22802e9a-5989-4204-9002-61afef22696b" /> <img width="680" height="543" alt="Captura de pantalla 2026-06-02 231804" src="https://github.com/user-attachments/assets/bfae63b6-81e3-4d53-bf17-962332b2c9b0" /> <img width="742" height="545" alt="Captura de pantalla 2026-06-02 212309" src="https://github.com/user-attachments/assets/cdb933c7-5361-4db5-aa4f-c641d0fc4662" /> <img width="613" height="546" alt="Captura de pantalla 2026-06-02 212531" src="https://github.com/user-attachments/assets/352148be-01fb-491b-ae39-746c54d3c278" /> <img width="908" height="548" alt="Captura de pantalla 2026-06-02 212709" src="https://github.com/user-attachments/assets/f6a1ec03-fed8-4872-9a65-0a1ef4268035" /> <img width="718" height="536" alt="Captura de pantalla 2026-06-02 212839" src="https://github.com/user-attachments/assets/5ec1e581-142c-45d6-af0d-e642989e1be1" /> <img width="516" height="544" alt="Captura de pantalla 2026-06-02 212937" src="https://github.com/user-attachments/assets/9843ef29-81f1-45c3-ba7e-49ad2693571d" /> <img width="801" height="537" alt="Captura de pantalla 2026-06-02 213028" src="https://github.com/user-attachments/assets/252822b5-2f2d-456e-a207-85367fab8e02" /> Terrain sources from NASA and OpenTopography, both already credited in CREDITS ## Please complete the following: - [x] I have added screenshots for all UI updates - [x] I process any text displayed to the user through translateText() and I've added it to the en.json file - [x] I have added relevant tests to the test directory ## Please put your Discord username so you can be contacted if a bug or regression is found: tri.star1011 |
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b043dc6c15 |
Team Maps Expansion: New team spawnzones for multiple maps (#4058)
## Description: Lets give Teams and HvN gamemodes some attention. Adds team spawnzones to the following maps, and boosts them to appear more frequently as this gamemode: - Straitofgibraltar - 2 teams - Aegean - 2 teams - Beringsea - 2 teams - Beringstrait - 2 teams - Bosphorusstraits - 2 teams - Conakry - 2 teams - Falklandislands - 2 teams - Straitofhormuz - 2 teams - Tradersdream - 2 teams - Surrounded - 2 teams & 4 teams - Pluto - 2 teams - Gulf of St. Lawrence - 3 teams These maps (especially the ones for 2 teams) are all very symmetrical and would be nice gift for the playerbase, which enjoys these kind of games like FourIslands4Teams and Baikal2Teams. This is also nice for HvN, as it centralizes the players and gives them a better chance at defeating the nations. Screenshots of the maps with the new team spawnzones: <img width="1320" height="486" alt="Captura de pantalla 2026-05-28 001558" src="https://github.com/user-attachments/assets/e0b4bea6-d1b7-4793-a995-ec2a139a5af6" /> <img width="1177" height="528" alt="Captura de pantalla 2026-05-28 001913" src="https://github.com/user-attachments/assets/28ec5bf8-3a02-4660-ba62-3edbcabeaf51" /> <img width="1147" height="531" alt="Captura de pantalla 2026-05-28 002032" src="https://github.com/user-attachments/assets/b148f1ae-473a-4505-b0f4-ca8820fbbb55" /> <img width="1219" height="536" alt="Captura de pantalla 2026-05-28 002348" src="https://github.com/user-attachments/assets/89af4d27-eadf-447c-9bde-d0dcfe1ff757" /> <img width="923" height="524" alt="Captura de pantalla 2026-05-28 002704" src="https://github.com/user-attachments/assets/50ad1b11-1685-41fb-b14d-088a2f0db88b" /> <img width="1307" height="456" alt="Captura de pantalla 2026-05-28 002859" src="https://github.com/user-attachments/assets/4ef18da9-336a-4698-8af0-2769467148b4" /> <img width="1219" height="548" alt="Captura de pantalla 2026-05-28 003134" src="https://github.com/user-attachments/assets/d0a514bf-e6e6-43f6-89b7-2168bc395010" /> <img width="1200" height="538" alt="Captura de pantalla 2026-05-28 003449" src="https://github.com/user-attachments/assets/c1672296-db4d-4baf-9992-4bb380fab4e9" /> <img width="1032" height="501" alt="Captura de pantalla 2026-05-28 003650" src="https://github.com/user-attachments/assets/8dd5ee07-3ac3-4f03-a56e-31c01d612655" /> <img width="1074" height="525" alt="Captura de pantalla 2026-05-28 003951" src="https://github.com/user-attachments/assets/e140706b-3f1c-4e09-b70c-efc3e6536c60" /> <img width="914" height="513" alt="Captura de pantalla 2026-05-28 004632" src="https://github.com/user-attachments/assets/e0dd6820-62f4-48b6-8356-df20c0e6ed8f" /> <img width="988" height="509" alt="Captura de pantalla 2026-05-28 005518" src="https://github.com/user-attachments/assets/0da95c41-1191-4de4-a3ce-873839c00605" /> <img width="986" height="514" alt="Captura de pantalla 2026-05-28 000505" src="https://github.com/user-attachments/assets/4eb20c73-56ba-4f9f-90af-8a047aa399eb" /> ## Please complete the following: - [x] I have added screenshots for all UI updates - [x] I process any text displayed to the user through translateText() and I've added it to the en.json file - [x] I have added relevant tests to the test directory - [x] I confirm I have thoroughly tested these changes and take full responsibility for any bugs introduced ## Please put your Discord username so you can be contacted if a bug or regression is found: tri.star1011 |
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4ae1fa2ebe |
Remove small islands on compact maps with half threshold 🏝️ (#3762)
## Description: Small-island removal previously ran only on the full-size terrain. The compact (4x downscaled) map inherited that filtering before being downscaled, which meant islands that survived at full size could end up as tiny specks in the compact map. This PR runs `removeSmallIslands` on the 4x terrain as well, with half the threshold (15 vs 30 tiles), so very small islands are pruned in compact maps while the full-size map is unchanged. ## 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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0cc58a8f5a |
fix: add validation for unknown flags in manifest.json (#3044)
Resolves #3041 ## Description: - Add a test to ensure an error is thrown when manifest.json specifies a non-existent flag. - Fix the underlying issue by removing the invalid flag specification (see error below). ``` resources/maps/straitofgibraltar/manifest.json -> nations[0].flag "Rif" does not exist in resources/flags resources/maps/straitofgibraltar/manifest.json -> nations[5].flag "Shilha" does not exist in resources/flags resources/maps/straitofgibraltar/manifest.json -> nations[6].flag "Andalusia" does not exist in resources/flags resources/maps/italia/manifest.json -> nations[0].flag "custom:Kingdom of the Two Sicilies" does not exist in resources/flags resources/maps/italia/manifest.json -> nations[3].flag "custom:Tuscany" does not exist in resources/flags resources/maps/italia/manifest.json -> nations[5].flag "custom:Modena" does not exist in resources/flags resources/maps/italia/manifest.json -> nations[6].flag "custom:Parma" does not exist in resources/flags resources/maps/italia/manifest.json -> nations[8].flag "custom:Kingdom of Sardinia" does not exist in resources/flags resources/maps/italia/manifest.json -> nations[11].flag "custom:Ottoman Empire2" does not exist in resources/flags resources/maps/britannia/manifest.json -> nations[19].flag "gb-nir" does not exist in resources/flags resources/maps/montreal/manifest.json -> nations[0].flag "quebec" does not exist in resources/flags resources/maps/montreal/manifest.json -> nations[1].flag "quebec" does not exist in resources/flags resources/maps/montreal/manifest.json -> nations[2].flag "quebec" does not exist in resources/flags resources/maps/montreal/manifest.json -> nations[4].flag "quebec" does not exist in resources/flags resources/maps/montreal/manifest.json -> nations[5].flag "quebec" does not exist in resources/flags resources/maps/montreal/manifest.json -> nations[6].flag "quebec" does not exist in resources/flags resources/maps/montreal/manifest.json -> nations[7].flag "quebec" does not exist in resources/flags resources/maps/montreal/manifest.json -> nations[8].flag "quebec" does not exist in resources/flags resources/maps/montreal/manifest.json -> nations[9].flag "quebec" does not exist in resources/flags resources/maps/montreal/manifest.json -> nations[10].flag "quebec" does not exist in resources/flags resources/maps/montreal/manifest.json -> nations[11].flag "quebec" does not exist in resources/flags ``` ## Please complete the following: - [x] I have added screenshots for all UI updates - [x] I process any text displayed to the user through translateText() and I've added it to the en.json file - [x] I have added relevant tests to the test directory - [x] I confirm I have thoroughly tested these changes and take full responsibility for any bugs introduced ## Please put your Discord username so you can be contacted if a bug or regression is found: aotumuri |
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e554ffb1b0 |
Cleanup nations (Part 3) 🧹 Remove nation strength (#2649)
## Description: This PR removes the nation strength. Reasoning: - It is currently unused. The backstory can be found in #2498 - It forces map-makers to do balancing work, which is probably not a good idea - It increases map-making work - It increases nation balancing complexity by a lot (we need to have all the json files in mind) - It makes humans avoid map areas completely because there is always that one, same, strong nation - The map lead Nikola123 wants to "not deal with the stupid nations and their balancing" If the goal of nation strength was to make them feel different I would suggest a nation personality system. Nations that love to boat, love to ally, love to nuke, love to fullsend, etc. Link to a discord discussion about nation strength: https://discord.com/channels/1359946986937258015/1360078040222142564/1450973197251117218 ## Please complete the following: - [X] I have added screenshots for all UI updates - [X] I process any text displayed to the user through translateText() and I've added it to the en.json file - [X] I have added relevant tests to the test directory - [X] I confirm I have thoroughly tested these changes and take full responsibility for any bugs introduced ## Please put your Discord username so you can be contacted if a bug or regression is found: FloPinguin |
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c60b0bcb2b | Bugfix: transport ships were not working on compact-maps because the shore & water was not processed on the downscaled map binaries | ||
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5d9b62da4d |
add compact map option (#2095)
## Description: Create mini map option <img width="741" height="234" alt="Screenshot 2025-09-25 at 4 47 47 PM" src="https://github.com/user-attachments/assets/6c442698-8e3b-44d5-b07e-c4f0a916c3bc" /> ## Please complete the following: - [x] I have added screenshots for all UI updates - [x] I process any text displayed to the user through translateText() and I've added it to the en.json file - [x] I have added relevant tests to the test directory - [x] I confirm I have thoroughly tested these changes and take full responsibility for any bugs introduced ## Please put your Discord username so you can be contacted if a bug or regression is found: evan |
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a2d19198a7 |
Fix the Strait Of Gibraltar map (#2080)
## Description: This PR fixes the rivers not showing up on the map in-game. 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: DISCORD_USERNAME Nikola123 |
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6efc37e97d |
fix number of land tiles fixes #1409 (#1445)
## Description: There was a bug in the map generator where shore tiles were counted twice. ## Please complete the following: - [x] I have added screenshots for all UI updates - [x] I process any text displayed to the user through translateText() and I've added it to the en.json file - [x] I have added relevant tests to the test directory - [x] I confirm I have thoroughly tested these changes and take full responsibility for any bugs introduced - [x] I understand that submitting code with bugs that could have been caught through manual testing blocks releases and new features for all contributors ## Please put your Discord username so you can be contacted if a bug or regression is found: evan |
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0feb5d29c5 |
fix odd dimension maps (#1389)
## Description: Remove the last column/row from a map if it has odd dimensions. Odd dimensions were causing pathing issues when translating between mini map & regular map. ## Please complete the following: - [x] I have added screenshots for all UI updates - [x] I process any text displayed to the user through translateText() and I've added it to the en.json file - [x] I have added relevant tests to the test directory - [x] I confirm I have thoroughly tested these changes and take full responsibility for any bugs introduced - [x] I understand that submitting code with bugs that could have been caught through manual testing blocks releases and new features for all contributors ## Please put your Discord username so you can be contacted if a bug or regression is found: evan |
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1a7c1074f4 |
Add strait of Gibraltar and Italia maps (#1363)
## Description: Add strait of Gibraltar and Italia maps ## Please complete the following: - [x] I have added screenshots for all UI updates - [x] I process any text displayed to the user through translateText() and I've added it to the en.json file - [x] I have added relevant tests to the test directory - [x] I confirm I have thoroughly tested these changes and take full responsibility for any bugs introduced - [x] I understand that submitting code with bugs that could have been caught through manual testing blocks releases and new features for all contributors ## Please put your Discord username so you can be contacted if a bug or regression is found: evan |