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71d70dfb0efeadaa866db191385c40c169acd2d2
1710 Commits
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71d70dfb0e |
fix: prevent client from bypassing random spawn selection 🛡️ (#4428)
## Description: When random spawn mode is active, players are supposed to receive randomly chosen spawns rather than choosing their own. However, `SpawnExecution.getSpawn()` checks `center !== undefined` first, which means if a player manually injects coordinates into the spawn intent (bypassing the client-side UI guard), the random selection logic is completely bypassed and the player gets their chosen coordinates. This was fully exploitable in singleplayer (where no pre-created `SpawnExecution` objects exist) and was a defense-in-depth gap in multiplayer (relying on execution order of pre-created spawns to block it via the `hasSpawned()` guard). The fix forces `center` to `undefined` in `getSpawn()` when random spawns are enabled, ensuring the random selection code path is always taken regardless of what the client sends. ## Changes: - `src/core/execution/SpawnExecution.ts`: Pass `undefined` to `getSpawn()` when `isRandomSpawn()` is true, ignoring any client-specified tile - `tests/core/execution/SpawnExecution.test.ts`: Added test verifying that a client-specified tile is ignored when random spawn is enabled ## Please complete the following: - [X] I have added screenshots for all UI updates - [X] I process any text displayed to the user through translateText() and I've added it to the en.json file - [X] I have added relevant tests to the test directory ## Please put your Discord username so you can be contacted if a bug or regression is found: FloPinguin |
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23e05f0115 |
Fix nations always attacking nuked territory instead of waiting for the correct strategy 🤖 (#4422)
## Description: Nations always rushed nuked (fallout) TerraNullius instead of retaliating or attacking enemies. The bug needed two commits to compose: **#3786** introduced `PlayerImpl.nearby()` (renamed from `neighbors()`) and wired it into the early expansion gate in `AiAttackBehavior.maybeAttack()` via a second disjunct: ```ts const hasNonNukedTerraNullius = border.some((t) => !hasOwner(t) && !hasFallout(t)) || // already filtered playerNeighbors.some((n) => !n.isPlayer()); // via nearby() ``` The first disjunct correctly excludes fallout, but the second one went through `nearby()`, whose direct-neighbor loop never filtered fallout (unlike the `shoreReachableNeighbors()` sibling introduced in the same commit). So a nation bordering directly-adjacent nuked TN reported it as plain TerraNullius and set the gate true. The bug stayed **dormant** because #3786 also introduced `hasLandBorderWithTerraNullius()` *with* a fallout filter, so `sendAttack(terraNullius())` still rejected nuked TN and the early `return` never fired. **#3814** removed the fallout filter from `hasLandBorderWithTerraNullius()` so the `nuked` strategy could capture fallout tiles. That unblocked the land path of `sendAttack`: now the early gate fired on nuked-only borders *and* `sendAttack` succeeded, pre-empting every attack strategy (retaliate, bots, assist, ...) on every difficulty. Fix: filter nuked (fallout) unowned tiles in `nearby()`'s direct-neighbor loop, making it consistent with `shoreReachableNeighbors()`. The early gate now only fires for non-nuked TerraNullius, and the `nuked` strategy still fires (and captures territory) when the nation has nothing better to do, preserving the behaviour #3814 intended. Added `tests/AiAttackBehaviorNukedTerritory.test.ts` covering: - `nearby()` excludes directly-adjacent nuked TerraNullius - `maybeAttack` retaliates against an incoming attacker instead of nuked TN - the early gate is bypassed when only nuked TN borders the nation - the `nuked` strategy still captures tiles when the nation is idle (Impossible and Easy difficulties) - `isUnitDisabled(MissileSilo)` short-circuits the `nuked` strategy ## Please complete the following: - [X] I have added screenshots for all UI updates - [X] I process any text displayed to the user through translateText() and I've added it to the en.json file - [X] I have added relevant tests to the test directory ## Please put your Discord username so you can be contacted if a bug or regression is found: FloPinguin |
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f83e768631 |
Adds map of the Caspian Sea (With Team Spawns) (#4408)
> **Before opening a PR:** discuss new features on [Discord](https://discord.gg/K9zernJB5z) first, and file bugs or small improvements as [issues](https://github.com/openfrontio/OpenFrontIO/issues/new/choose). You must be assigned to an `approved` issue — unsolicited PRs will be auto-closed. **Add approved & assigned issue number here:** Resolves #4389 ## Description: It is basically a vertical version of Black Sea. This one is slighyly smaller. It would be the first Central Asian map and it will also complete all of the collection of caucasian maps that we will ever need. There are 12 nations. (No additional nations, yet, possibly in a future update i will add them for many maps.) The map is split in half for team spawns. https://www.youtube.com/watch?v=XSKXD6Qm6IQ <img width="1008" height="1728" alt="image" src="https://github.com/user-attachments/assets/0cbf6a29-6805-4089-9d42-ecdf265d23ab" /> <img width="334" height="463" alt="Screenshot 2026-06-24 174215" src="https://github.com/user-attachments/assets/3549aa22-c828-45ea-a3f4-146f07e4a72d" /> ## Please complete the following: - [x] I have added screenshots for all UI updates - [x] I process any text displayed to the user through translateText() and I've added it to the en.json file - [x] I have added relevant tests to the test directory ## Please put your Discord username so you can be contacted if a bug or regression is found: DISCORD_USERNAME crunchybbbbb |
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06c5a4ef35 |
fix:name reveal works by publicid during game config (#4415)
## Description: Adds nameRevealPublicIds to GameConfig — the same per-player reveal as nameReveals but keyed by stable account publicId instead of per-game clientID. Lets an automated host (the admin bot / OFM) grant casters and observers real-name vision at create_game, where it only knows publicIds and never learns a client's per-game clientID. viewerSeesAllNames resolves the viewer's clientID to its publicId via allClients and checks membership; nameReveals (clientID) 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 ## Please put your Discord username so you can be contacted if a bug or regression is found: zixer._ |
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4c55f82e87 |
Adds map of the USA (made for new impassable terrain feature) (#4405)
## Description: Adds map of the continental USA. This map was made for the brand new impassable terrain feature: https://github.com/openfrontio/OpenFrontIO/pull/4340 Only the territory of the US is playable, with canada and mexico being impassable terrain. Also, adds a new category called "countries" for Country maps like this map, that use Impassable Terrain. 49 default nations (Lower 48 + D.C.) , with additional nations (native nations and proposed states) for a total of 62, for private games and Human Vs Nations gamemode. Also standarizes many of the flags of the US states, since they did not have the black border like the other flags in the game <img width="857" height="567" alt="Captura de pantalla 2026-06-24 165158" src="https://github.com/user-attachments/assets/70a8d760-851f-40ed-ad79-d3e210dadb90" /> <img width="872" height="510" alt="Captura de pantalla 2026-06-24 165510" src="https://github.com/user-attachments/assets/c998cc10-ee89-41a7-b5e9-091be5e90da0" /> ## 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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904a407a35 |
Fixed rail network path length limit and readded tests for it (#4406)
> **Before opening a PR:** discuss new features on [Discord](https://discord.gg/K9zernJB5z) first, and file bugs or small improvements as [issues](https://github.com/openfrontio/OpenFrontIO/issues/new/choose). You must be assigned to an `approved` issue — unsolicited PRs will be auto-closed. **Add approved & assigned issue number here:** Resolves #4396 ## Description: Makes the max rail length 1.4142 * the max station radius to be minimum amount outside of the factory effect radius. Bug: <img width="1921" height="1078" alt="image" src="https://github.com/user-attachments/assets/91b3b3fa-037a-4d9a-b06b-afe2fe2c8ea8" /> Fixed: <img width="1922" height="1079" alt="image" src="https://github.com/user-attachments/assets/3719cf73-bc41-494f-9d86-548f308f5896" /> ## Please complete the following: - [x] I have added screenshots for all UI updates - [x] I process any text displayed to the user through translateText() and I've added it to the en.json file - [x] I have added relevant tests to the test directory ## Please put your Discord username so you can be contacted if a bug or regression is found: tktk1234567 |
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181368f962 |
Add live game stats endpoint to the admin bot API (#4399)
## Summary The game simulation runs **client-side**, so the server can't directly see what's happening in a running game. This adds a way for the admin bot to observe a live game: clients report a live stats snapshot every ~10s, the server reaches consensus on it (reusing the winner's vote mechanism), and a new admin-bot endpoint serves it. ## How it works 1. **`LiveStatsController`** (client) emits a snapshot every **100 turns** (~10s at 100ms/turn) — only deterministic sim values, with players sorted by clientID, so in-sync clients produce an identical payload. 2. The snapshot is sent as a new **`live_stats`** wire message wrapping a `LiveStats` object (`turn` + per-human-player `tilesOwned`/`troops`/`gold`/`isAlive`/`team`). 3. **`GameServer.handleLiveStats`** tallies a per-turn **IP-weighted majority vote** — the same consensus the winner uses — and keeps the latest agreed snapshot. 4. **`GET /api/adminbot/game/:id/stats`** returns it, enriched with usernames the server already holds. `liveStats` is `null` until the first consensus. The winner's vote tally was extracted into a small reusable **`VoteRound`** (`src/server/VoteTally.ts`) and is now used for both winner and live-stats consensus. Names are deliberately **excluded** from the voted payload (they vary per client under name anonymization, which would break exact-match consensus); the server joins `clientID → username` instead. ## Changes - `src/server/VoteTally.ts` *(new)* — reusable IP-weighted `VoteRound` - `src/core/Schemas.ts` — `PlayerLiveStatsSchema`, `LiveStatsSchema`, `ClientSendLiveStatsSchema` + unions - `src/client/controllers/LiveStatsController.ts` *(new)* — per-100-turn snapshot reporter - `src/client/Transport.ts` — `SendLiveStatsEvent` + sender - `src/client/hud/GameRenderer.ts` — register the controller - `src/server/GameServer.ts` — refactor winner onto `VoteRound`; add live-stats consensus + `liveStats()` accessor - `src/server/AdminBotRoutes.ts` — `GET …/stats` endpoint ## Testing - **Unit:** `tests/server/VoteTally.test.ts` (majority/dedup/ties), `tests/server/LiveStats.test.ts` (consensus, disagreement, per-client dedup, stale-turn rejection, turn advance, out-of-sync exclusion, + endpoint 200/404/400). Full suite green (`npm test`), typecheck + lint clean. - **Manual e2e** against the dev server: created an admin-bot game, joined it in a browser, force-started via `toggle_game_start_timer`, and confirmed `GET …/stats` returned the consensus snapshot with username enrichment and an advancing `turn`. Also verified wrong-worker → 400 and missing-key → 401. 🤖 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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8ffb19d938 |
Discord (#4367)
Resolves #(issue number) ## Description: continuation of https://github.com/openfrontio/infra/pull/359 adds ability to put discord URL into a dedicated slot pc: <img width="1917" height="921" alt="image" src="https://github.com/user-attachments/assets/100a25d5-e998-4744-904e-df40b74ccd76" /> mobile: <img width="385" height="826" alt="image" src="https://github.com/user-attachments/assets/de904f83-c88f-41e7-9c98-81c2296ec9a2" /> ## 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: w.o.n --------- Co-authored-by: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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8ce5f3439c |
feat: kick_player can target a publicId (admin bot) (#4403)
## Description: Add an optional `targetPublicId` to KickPlayerIntent; the server resolves it against the connected clients to the live clientID, then kicks as before. Existing clientID targeting (lobby / in-game kick) is unchanged. That way you can kick player with both the clientID and playerID ## 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: zixer._ |
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3b84a6f569 |
Feat/anonymize names (#4318)
**Add approved & assigned issue number here:** Resolves #4296 ## Description: Adds an "Anonymous players" option to private lobbies (host toggle, off by default). When it is on, the server sends each client anonymized usernames for everyone except themselves. The lobby creator and admins still see real names so they can moderate. Names are hidden on every player-facing surface: the game start message, lobby info, /api/game/:id, and the link preview. It is enforced server-side, so a client extension cannot read real names off the wire. Initially added as part of our overhaul of OpenFront masters, but this feature can very well be useful for content creators, and other tournament hosts. Anonymized names reuse the existing tribe word lists (no emoji), so they pass UsernameSchema, and they are seeded per user, so a player looks different to different users but stays consistent from the lobby into the game. The saved game record keeps real names (anonymization is a per-send transform, gameStartInfo is never mutated), so replays and stats are unaffected. Nothing changes for normal games. New option selection: <img width="990" height="918" alt="image" src="https://github.com/user-attachments/assets/31df0b0b-7757-4b2b-9bff-84310faee8d9" /> The host, when enabling the option, gets a little eye icon next to the players(including himself to enable/disable the anon names for himself, and/or other player) By default(the names everyone will see are random and unique): <img width="979" height="188" alt="image" src="https://github.com/user-attachments/assets/f0caa4a4-9f14-41d3-89c6-9a38e8c2e6f0" /> Toggling the eye ON for yourself (the host, or any given player, will allow them to see the real names of everyone, in the lobby and in game): <img width="969" height="138" alt="image" src="https://github.com/user-attachments/assets/89abf0e0-1433-43ea-9870-49d96ca46d30" /> ## 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: zixer._ |
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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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170f506200 |
Fix transport ship's troop count to update when a hydro hits the player. (#4381)
**Add approved & assigned issue number here:** Resolves #4308 ## Description: When nuclear damage reduces a player's troop count, it also affects any transports ships in the water. This works well and is useful to avoid exploiting tranports to avoid hydro damages. `UnitImpl.setTroops()` changes the transports troop count without queuing a unit update. the core value changes, but the client never receives a fresh UnitUpdate unless something else touches the ship. - UnitImpl.ts now emits a UnitUpdate when a unit troop count actually changes. - NukeExecution.ts batches transport ship nuke losses, then applies one final troop update per ship. - Attack.test.ts now asserts the nuke tick includes a transport UnitUpdate with the reduced troop count. ## Please complete the following: - [N/A] I have added screenshots for all UI updates - [N/A] 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: elliotlepley |
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b46476384d |
Take off the v32 maps from the "New" category to make room for v33 maps (#4378)
Resolves #4375 ## Description: Remove V32 maps from "new" to make way for v33 maps. This will allow map makers to add their new maps for v33 into "new", with the v32 maps only remaining in the continental and other categories like the rest of the maps. This is a process we will make every update ## 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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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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08af8470fa |
Fixed factory ghost radius (#4337)
> **Before opening a PR:** discuss new features on [Discord](https://discord.gg/K9zernJB5z) first, and file bugs or small improvements as [issues](https://github.com/openfrontio/OpenFrontIO/issues/new/choose). You must be assigned to an `approved` issue — unsolicited PRs will be auto-closed. **Add approved & assigned issue number here:** Resolves #4323 ## Description: Made stations use euclidean distance for radius for checking if other stations are close enough, removed redundant if check and unneeded config <img width="1920" height="1080" alt="Screenshot from 2026-06-18 14-19-48" src="https://github.com/user-attachments/assets/a84f29f8-0cc1-46ea-9b96-3d70d6b0b20a" /> ## Please complete the following: - [x] I have added screenshots for all UI updates - [x] I process any text displayed to the user through translateText() and I've added it to the en.json file - [x] I have added relevant tests to the test directory ## Please put your Discord username so you can be contacted if a bug or regression is found: tktk1234567 |
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805f0968b1 |
Add impassable terrain 🗺️ (#4340)
## Description: Relates to #3725 Adds a new **Impassable** terrain type that enables non-rectangular maps and creates impassable barriers on the map. Painted with pure black (`#000`) in the map editor's `image.png`. **Encoding:** Impassable terrain is encoded in the binary format as `isLand=1, magnitude=31` (previously unused). The Go map generator detects `#000` pixels and produces this encoding. The map generator's minimap downscaling gives impassable highest priority (Impassable > Water > Land). Thumbnails render impassable as transparent so the map picker background shows through. **Rendering:** Impassable tiles render as the map background colour (`rgb(60, 60, 60)`, matching `gl.clearColor` in `Renderer.ts`), making them visually indistinguishable from the area outside the map quad. This enables maps to appear non-rectangular. **Gameplay restrictions:** Impassable terrain cannot be: - Owned (`conquer()` throws) - Attacked (`AttackExecution` skips impassable tiles in both `tick()` and `addNeighbors()`) - Nuked (targeting rejected in `nukeSpawn()`, blast radius filtered in `tilesToDestroy()`) - Spawned on (nations, human players, and structures all reject impassable tiles) - Converted to water (guarded in `WaterManager` and `setWater()`) **Nuke trajectories:** Nuke trajectories cannot cross impassable terrain, matching the existing map-border enforcement. This is checked at launch time in `NukeExecution.tick()`. The client-side trajectory preview turns red with a red X where the arc crosses impassable terrain (reusing the existing SAM-intercept visual pipeline in `NukeTrajectory.ts`). The nuke ghost preview is completely hidden when hovering over impassable terrain (same as hovering outside the map). https://github.com/user-attachments/assets/ff131146-9749-41e0-892a-617e5cd16c54 Impassable terrain is transparent on the thumbnail: <img width="213" height="152" alt="Screenshot 2026-06-18 211640" src="https://github.com/user-attachments/assets/ede16f8c-9239-4ab1-be5d-0ba81cce5e9e" /> Tested with water nukes, made sure there is no water depth gradient near the impassable terrain, just like at the world border: <img width="774" height="771" alt="Screenshot 2026-06-18 212348" src="https://github.com/user-attachments/assets/4429069d-911b-48e8-91e3-7307d42c9397" /> Models used: GLM 5.2 and MiMo 2.5 Pro 😄 ## Please complete the following: - [X] I have added screenshots for all UI updates - [X] I process any text displayed to the user through translateText() and I've added it to the en.json file - [X] I have added relevant tests to the test directory ## Please put your Discord username so you can be contacted if a bug or regression is found: FloPinguin |
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6e892839e8 |
Ofm tournament - Log Final standings and Per-Kill eliminations (#4350)
**Add approved & assigned issue number here:** Resolves #4349 ## Description: The infra related PR is linked to this one and would need to be pushed first (376) Two changes for organized/tournament matches: 1. **Final standings.** `setWinner` snapshots each player's tiles owned at game end into `PlayerStats` (`finalTiles`). It's a deterministic integer captured in the sim, so it's replay-safe and rides into the existing game record. This lets standings be derived directly (winner, then surviving players by territory, then eliminated players by when they died) without re-simulating, which matters because a domination win ends with many players still alive. 2. **Per-kill log**. Records, per player, which humans they eliminated and at what tick (kills on PlayerStats). This lets standings attribute each kill to the victim's final placement, and gives a deterministic kill graph for integrity review. Hooked once in conquerPlayer (the single elimination funnel), humans only. Additive optional field that rides the existing game record, no archive or wire changes. These are off by default with no effect on normal play. ## 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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ff5eb78689 |
Login with Google — client UI (#4028) (#4279)
Resolves #4028 (client half — backend is openfrontio/infra#368, which must be deployed first). ## Description: Adds "Login with Google" to the client, alongside the existing Discord login. Companion to the backend PR (openfrontio/infra#368). - `Auth.ts` — `googleLogin()` (full-page redirect to `/auth/login/google?redirect_uri=…`, mirrors `discordLogin()`). - `ApiSchemas.ts` — `GoogleUserSchema` + optional `user.google` on `UserMeResponseSchema`. - `AccountModal.ts` — a "Login with Google" button (Google brand guidelines: white surface, dark text, the multicolor "G" mark) in the login options, and the logged-in view now renders a Google-authenticated user's email (also added `google` to `isLinkedAccount()`). - `en.json` — `main.login_google`. - `resources/images/GoogleLogo.svg` — the Google "G" mark. > **Draft.** Depends on infra#368 being deployed (the button hits the live `/auth/login/google`). ## Please complete the following: - [x] I have added screenshots for all UI updates <!-- TODO: add screenshot of the Google button --> - [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 <!-- no client tests exist for AccountModal/Auth; verified via tsc --noEmit + eslint. Backend behaviour is covered in infra#368 --> ## Please put your Discord username so you can be contacted if a bug or regression is found: jish |
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21291b9fa3 |
Add trade ship captured event with toggle setting (#4344)
## What Notify a player when one of their trade ships is captured. The alert appears in the **less-important (top) events tier** and is gated behind a new in-game setting (on by default). ## Why Previously there was no notification to the player who *lost* a trade ship — only the capturer got a transient +gold pip on the ship's arrival. This surfaces the loss to the victim, while letting players opt out if they find it noisy. ## Changes - **`src/core/execution/TradeShipExecution.ts`** — On capture detection, emit a display message (`events_display.trade_ship_captured`, type `UNIT_DESTROYED`) to the original owner. Fires once, guarded by the existing `wasCaptured` flag. `UNIT_DESTROYED` is not a Tier-1 type, so it lands in the top/less-important tier. - **`src/client/hud/layers/EventsDisplay.ts`** — Suppress the message when the setting is off, following the existing key-based filter pattern. - **`src/core/game/UserSettings.ts`** — New `tradeShipCapturedEvents()` getter (default `true`) + `toggleTradeShipCapturedEvents()`. - **`src/client/hud/layers/SettingsModal.ts`** — New toggle in the in-game settings modal. - **`resources/lang/en.json`** — New `events_display.trade_ship_captured` and `user_setting.trade_ship_captured_label`/`_desc` keys. - **`tests/core/executions/TradeShipExecution.test.ts`** — Tests that the notification is sent to the original owner with the right args and only once across ticks. ## Notes - The setting is gated client-side (in `EventsDisplay`), keeping `src/core` free of client-local localStorage settings — consistent with how display events are already filtered there. - Reused `MessageType.UNIT_DESTROYED` (red/"loss" styling) rather than adding a new message type, to keep the change minimal. Happy to add a dedicated type/color if preferred. ## Testing - `npx vitest tests/core/executions/TradeShipExecution.test.ts --run` — 7 passed - lint clean, no type errors 🤖 Generated with [Claude Code](https://claude.com/claude-code) --------- Co-authored-by: Claude Opus 4.8 <noreply@anthropic.com> |
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661d96ba28 |
Fix structure cost double-counting units under construction (#4320)
## Problem
The ghost/build-menu price of a structure can show the wrong (inflated)
cost. Concretely: a player who owns a **captured** city and then starts
building their **first** city sees the 3rd-city price (**500k**) for
that build instead of the 2nd-city price (**250k**).
## Root cause
Structure cost scales as `2^(units built) × base` (city: 125k / 250k /
500k …), counted via:
```ts
Math.min(player.unitsOwned(type), player.unitsConstructed(type))
```
The `Math.min` is deliberate — it caps the count at how many you've
actually **built**, so **captured** units (owned but not built) don't
inflate the price.
`unitsConstructed()` defeated that by double-counting in-progress
builds:
```ts
const built = this.numUnitsConstructed[type] ?? 0; // already includes the building unit
let constructing = 0;
for (const unit of this._units) {
if (unit.type() !== type) continue;
if (!unit.isUnderConstruction()) continue;
constructing++; // counts the SAME unit again
}
return constructing + built; // doubled
```
`recordUnitConstructed()` is called in `buildUnit()` the moment the unit
is created — while it is still under construction — so
`numUnitsConstructed` already accounts for in-progress builds. The extra
loop counted them a second time.
With one captured city + one city under construction: `unitsOwned = 2`,
double-counted `unitsConstructed = 2`, so `Math.min(2, 2) = 2` → 500k.
Without the double-count it's `Math.min(2, 1) = 1` → 250k. ✅
The redundant loop is a leftover from #2378, which removed the separate
`UnitType.Construction` unit. Back then in-progress builds were a
distinct unit type **not** recorded in `numUnitsConstructed`, so the
loop was needed; afterward it became a pure double-count. This is a
long-standing latent bug — present identically on `v31` — not a recent
regression.
## Fix
`unitsConstructed()` now just returns `numUnitsConstructed[type]`, which
already includes under-construction builds.
## Tests
`tests/economy/ConstructionCost.test.ts` covers both:
- pure case (first city under construction) → still 250k
- captured city + first city under construction → was 500k, now 250k
(fails without the fix with `expected 2 to be 1`)
All related suites (economy, PlayerImpl, nation structure behavior,
upgrades, MIRV pricing, stats) — 144 tests — pass.
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-authored-by: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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83cd864018 |
Show rail ghost for initial factory 🚂 (#4294)
## Problem Fixes #4284. When you build a factory in an area with **no pre-existing factory** (e.g. just a city nearby), no rail ghost preview appeared — even though building the factory *would* lay rail lines connecting it to that city. ## Root cause `computeGhostRailPaths` in `RailNetworkImpl.ts` had two factory-hostile assumptions: 1. It bailed out early unless a `Factory` was already in range (`hasUnitNearby(..., UnitType.Factory)`). 2. It only matched neighbors that were *already* train stations (`findStation(...)` → skipped if null). But a **Factory** always becomes a station itself and *promotes* nearby City/Port/Factory into the rail network (see `FactoryExecution`). So it needs no pre-existing factory, and its neighbors won't be stations yet on first build. A **City/Port** only joins the network when a factory already exists (`CityExecution`/`PortExecution`) — so their behavior is correctly left unchanged. ## Fix - Skip the "factory must be nearby" gate when the placed unit is itself a `Factory`. - For a factory build, pathfind to nearby City/Port/Factory even if they aren't stations yet. City/Port keep connecting only to existing stations. ## Tests Added two cases to `RailNetwork.test.ts` (factory connects with no pre-existing factory; city still doesn't without one). All 25 tests pass. ## Note on scope As @Katokoda noted on the issue, a fully build-exact preview (neighboring structures also connecting to *each other*, merging existing networks, etc.) is larger and order-dependent. This PR resolves the reported bug — the initial factory now shows its rail ghost — and leaves the exact-match cascade as a separate follow-up. 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-authored-by: Claude Opus 4.8 <noreply@anthropic.com> |
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8a8079b979 |
Fix parallel bot boat attacks of nations 🐛 (#4297)
## Description: When a nation attacked multiple bots via boat attacks in parallel, each boat attack computed its troop allocation independently using `player.troops() / 5` without subtracting `botAttackTroopsSent`. The cumulative troop commitment could exceed the nation's actual troop count, and when the queued `AttackExecution`s ran `init()`, they drained the nation to zero. Planetary Realignment found this bug by accident, here Russia has only 39 troops: <img width="1189" height="654" alt="image" src="https://github.com/user-attachments/assets/07b85e00-6734-4ddd-a16e-fe53309e0ef8" /> The land attack path already handled this correctly. The bug in `sendBoatAttack` was introduced by #3786, which made nations see and attack enemies across rivers via boats, and changed `attackBots()` from `.neighbors()` to `.nearby()`. So the bug was on prod for the entirety of v31. This fix extracts the shared attack troop calculation (reserve, bot-aware allocation, troopSendCap, isAttackTooWeak, emoji) into a new `calculateAttackTroops` method, with a callback for the non-bot troop default (land: `player.troops() - targetTroops`, boat: `player.troops() / 5`). Bot targets in both paths now go through the same reserve-aware calculation. ## Please complete the following: - [X] I have added screenshots for all UI updates - [X] I process any text displayed to the user through translateText() and I've added it to the en.json file - [X] I have added relevant tests to the test directory ## Please put your Discord username so you can be contacted if a bug or regression is found: FloPinguin |
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094aa766ce |
Improve "Better troop management for nations 🤖" (#4278)
## Description: **Allow Hard/Impossible nations to retaliate and expand freely** Previously, nations on Hard/Impossible difficulty could be stuck unable to fight back if their `troopSendCap` or `isAttackTooWeak` checks blocked them from sending enough troops. **@legan320** on the main discord noticed it. Now: - `troopSendCap` raises the cap to at least the total incoming attack troops, so nations can match the force being used against them - `isAttackTooWeak` bypasses the 20% minimum check entirely when under attack - `troopSendCap` no longer applies when attacking Terra Nullius, so nations can always expand into unowned land with full troops All checks still apply normally for unprovoked attacks against other players. ## Please complete the following: - [X] I have added screenshots for all UI updates - [X] I process any text displayed to the user through translateText() and I've added it to the en.json file - [X] I have added relevant tests to the test directory ## Please put your Discord username so you can be contacted if a bug or regression is found: FloPinguin |
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6c8ce958b2 |
Fix nations being blocked by PVP immunity 🛡️ (#4282)
## Description: ### Problem PVP immunity (the extended spawn immunity setting) was incorrectly preventing AI nations from attacking human players. The intent of PVP immunity is to protect human-vs-human combat only, but nations were subject to the same restriction. ### Root Cause In `canAttackPlayer()`, only `PlayerType.Bot` was exempt from checking target immunity. Nations fell through to the same path as humans, so when a nation tried to attack an immune human, `player.isImmune()` returned true and the attack was blocked. ### Fix Changed the immunity bypass condition from `this.type() === PlayerType.Bot` to `this.type() !== PlayerType.Human`. Now only human attackers check target immunity. Both bots and nations bypass it (they only check alliance status). This does not affect nation spawn immunity (`nationSpawnImmunityDuration`), which is a separate mechanism that protects newly spawned nations from all attackers and continues to work independently. ## Please complete the following: - [X] I have added screenshots for all UI updates - [X] I process any text displayed to the user through translateText() and I've added it to the en.json file - [X] I have added relevant tests to the test directory ## Please put your Discord username so you can be contacted if a bug or regression is found: FloPinguin |
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f7ce58a49f | Meta update: increase nuke speed from 10=>12 | ||
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769da27257 |
Fix railroad glowing green for non-snapping structures (#4281)
## Problem When placing a building near a railroad, the railroad glows green to show the building would snap to it. This should only apply to **City**, **Port**, and **Factory** — but missile silos, SAMs, and defense posts (which cannot be placed on railroads) were also triggering the green highlight. ## Root cause The core's `overlappingRailroads()` populated snap tiles for *every* buildable type. In v31 the green highlight didn't leak because the client renderer (`RailroadLayer.ts`) gated it with a `SNAPPABLE_STRUCTURES = [Port, City, Factory]` allowlist: ```ts if (!SNAPPABLE_STRUCTURES.includes(this.uiState.ghostStructure)) return; ``` That guard was lost when the rendering was rewritten into the WebGL `RailroadPass`, which now unconditionally highlights every tile in `overlappingRailroads`. The data was always there; only the renderer's filter was protecting it. ## Fix Filter by unit type inside `overlappingRailroads()`, mirroring the existing guard in `computeGhostRailPaths()`. This keeps the snap-eligible type list defined once in the core (`RailNetworkImpl`) and fixes the leak regardless of which renderer consumes the data — rather than re-adding a client-side allowlist a future rewrite could drop again. ## Tests Updated `tests/core/game/RailNetwork.test.ts` for the new signature and added a case asserting `MissileSilo`/`DefensePost`/`SAMLauncher` return `[]` (and don't even query the rail grid). All 23 tests pass. 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-authored-by: Claude Opus 4.8 <noreply@anthropic.com> |
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52bcae5106 |
Replace dark mode with player-adjustable lighting (#4280)
## What Removes the binary **dark mode** feature and replaces it with a player-adjustable **Lighting** section in graphics settings. ### In-game settings - Removed the Dark Mode toggle from both `SettingsModal` and `UserSettingModal`, and `darkMode()`/`toggleDarkMode()`/`DARK_MODE_KEY` from `UserSettings`. ### New Lighting section (Graphics Settings) - **Ambient light** slider (1–3): mapped to the renderer's ambient as `ambient = 1 / level`. **1.0 = no effect (unchanged look), 3.0 = darkest with the strongest structure glow.** - **Light falloff** slider (1–3): writes straight to `lighting.falloffPower`. - Lighting auto-enables only when ambient < 1, so the default (slider at 1) has zero GPU cost — off by default. ### Removed dark-mode overrides - Deleted `applyDarkModeOverride()` + `DARK_AMBIENT` and their wiring in `ClientGameRunner`, `gl/index.ts`, and the `DARK_MODE_KEY` listener. - Removed the `.dark` HUD-class toggle in `Main.ts` and the `userSettings.darkMode()` read in `PlayerIcons`. ### Train glow - `UT_TRAIN` light reduced (intensity `2.0 → 0.5`, radius `8 → 6`) so structures dominate the glow. ## Notes - Removing the dark-mode setting also retires the HUD's Tailwind dark theme (same setting). The dormant `dark:` CSS variants and unused white-icon assets are left in place (out of scope). 🤖 Generated with [Claude Code](https://claude.com/claude-code) --------- Co-authored-by: Claude Opus 4.8 <noreply@anthropic.com> |
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f4db4a33c8 |
Send nukes as motion plans and render them smoothly per frame (#4255)
## Summary Follow-up to #4244's payload work: nukes were the last per-tick movers flooding the worker → main update stream. - **Core**: nuke trajectories are fully determined at launch (precomputed parabola), so `NukeExecution` now records a `GridPathPlan` when the nuke is built — same mechanism trade ships use — and the client derives the position each tick. Per-tick `UnitUpdate`s for nukes in flight are suppressed; only targetable flips and deletion (interception/detonation) still emit. This covers atom bombs, hydrogen bombs, and MIRV warheads (dozens of per-tick movers per MIRV separation). - The plan path replays a separate pathfinder rather than reusing the stored trajectory array: the curve's cached points don't advance exactly one index per tick, and the plan must match the movement pathfinder's exact per-tick tile sequence. - `startTick` accounts for MIRV warheads' staggered `waitTicks`. - **Render**: `UnitPass.drawMissiles` now lerps each nuke's instance position `lastPos→pos` by wall-clock progress through the current tick, so nukes glide along their arc at render framerate instead of jumping once per 100ms tick. Both endpoints are real simulated positions — the rendered nuke trails the sim by at most one tick and settles exactly on it when ticks stop. Plan-driven units sync `lastPos` on path-stall ticks so the lerp never replays a segment. Shells keep their existing two-instance trail; SAM missiles are unchanged. ## Test plan - New `tests/nukes/NukeMotionPlan.test.ts`: tick-exact alignment between the recorded plan and core nuke position over the whole flight (mirroring `GameView.advanceMotionPlannedUnits` math), `waitTicks` offset, and that no per-tick unit updates are emitted in flight except targetable flips and deletion. - Full suite passes (1452 + 65), tsc/eslint/prettier clean. - Verified in-game (headless Chromium, real WebGL): atom bomb arcs from silo to target with the client position driven by the plan, missile sprite renders intact while the smoothing rewrites the instance buffer every frame, detonation FX land at the target. 🤖 Generated with [Claude Code](https://claude.com/claude-code) --------- Co-authored-by: Claude Fable 5 <noreply@anthropic.com> |
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e494f83e8e |
New and updated categories for maps (#4254)
Resolves #4250 ## Description: Huge update for the map categories: https://github.com/user-attachments/assets/b7dc6344-efdc-4073-b15a-92b6dccdcc19 **New Categories** - Re-adds Continental category, with the 7 traditional continents - Re-adds the category of Arcade along all its maps. - Renames "Other" to "Fictional", so that tag is more specific and feels more in-theme with the others. The info.json's of the maps that had the Other category got changed to Fictional **Map Category changes** - **achiran**: adds Europe (while the map is fictional, it is made up of real islands from ireland. (Since world includes Dyslexdria and Antarctica has Deglaciated Antarctica, both fictional , i figured for consistency we could include these mash-up maps too) - **aegean**: adds Asia category (Turkey is in Asia) - **arctic**: adds Asia category - **choppingblock**: updated "other" to "fictional", added to "new" - **deglaciatedantarctica**: updated "other" to "fictional" - **didier**: re-added to Arcade - **didierfrance**: re-added to Arcade - **dyslexdria**: updated "other" to "fictional" - **fourislands**: updated "other" to "fictional" - **hawaii**: remove north_america tag (while part of the US, hawaii is geographically only in Oceania) - **labyrinth**: added to new, re-added to Arcade - **marenostrum**: added africa and asia tags, the continents which the mediterranean borders - **onion**: re-added to Arcade - **pangaea**: updated "other" to "fictional" - **passage**: updated "other" to "fictional" - **sierpinski** re-added to Arcade - **surrounded**: updated "other" to "fictional" - **svalmel**: updated "other" to "fictional", added to europe and north_america (same logic as achiran) - **thebox**: re-added to Arcade - **tradersdream**: updated "other" to "fictional" - **worldinverted**: updated "other" to "fictional", added to "new" - **africa**: added to Continental - **antarctica**: added to Continental - **asia**: added to Continental - **europe**: added to Continental - **northamerica**: added to Continental - **southamerica**: added to Continental - **oceania**: added to Continental - **mississippiriver**: added to "new" - **korea**: added to "new" - **middleeast**: added to "new" - **balkans**: added to "new" - **indiansubcontinent**: added to "new" - **taiwanstrait**: added to "new" - **northwestpassage**: added to "new" - **southeastasia**: added to "new" - **venice**: added to "new" - **yellowsea**: added to "new" - **hongkong**: added to "new" - **titan**: added to "new" - **caribbean**: added to "new" - **juandefucastrait**: added to "new" - **danishstraits**: added to "new" ## Please complete the following: - [x] I have added screenshots for all UI updates - [x] I process any text displayed to the user through translateText() and I've added it to the en.json file - [x] I have added relevant tests to the test directory ## Please put your Discord username so you can be contacted if a bug or regression is found: tri.star1011 |
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82b68d16a1 |
Fix "Better troop management for nations 🤖" (#4265)
## Description: There was a check missing... The troop management stuff should be disabled for team games because nations can expect donations in that case, and its mainly relevant for FFAs. ## Please complete the following: - [X] I have added screenshots for all UI updates - [X] I process any text displayed to the user through translateText() and I've added it to the en.json file - [X] I have added relevant tests to the test directory ## Please put your Discord username so you can be contacted if a bug or regression is found: FloPinguin |
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5102805d77 |
Adds Warship Warship map (with additional nations and team spawn) (#4261)
> **Before opening a PR:** discuss new features on [Discord](https://discord.gg/K9zernJB5z) first, and file bugs or small improvements as [issues](https://github.com/openfrontio/OpenFrontIO/issues/new/choose). You must be assigned to an `approved` issue — unsolicited PRs will be auto-closed. **Add approved & assigned issue number here:** Resolves #4259 ## Description: 2 Warship shaped islands next to each other. Trade ships and land attacks can go through the corners. This can be either a 2 teams or a ffa map. Size is 3000x1396 with 29% land. This will complete the 20th map for v32 before it releases in 2 days. There are 10 nations with 23 additional nations (with ai generated names). The nations are made up similarly to the ones in traders dream but they are piracy themed and theres also a meme "Evil island man" nation (rex reference) It is based on a meme when Ultimus-Rex says "warship warship" when deploying warships and now people spam "warship warship" in the comments, especially this user named @warshipwarship who comments warship warship on every video. [https://youtu.be/DGMIji0bQQM](https://github.com/openfrontio/OpenFrontIO/issues/url) <img width="3000" height="1396" alt="image" src="https://github.com/user-attachments/assets/4bf6d708-afbc-41ea-be7c-cf43fdf69cbc" /> ## Please complete the following: - [x] I have added screenshots for all UI updates - [x] I process any text displayed to the user through translateText() and I've added it to the en.json file - [x] I have added relevant tests to the test directory ## Please put your Discord username so you can be contacted if a bug or regression is found: DISCORD_USERNAME crunchybbbbb |
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f4840a1cfd | Add Giant World Map to the multiplayer queue after recent performance improvements. I'm hitting 40fps on a 10 year old chromebook | ||
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bca980f572 |
Shrink the per-tick worker → main update payload by ~90% (#4244)
Stacked on #4243 (the `perf:client` harness) — first step of fixing the every-100ms main-thread stutter: make the per-tick burst small before spreading what remains across frames. ## Problem The harness showed the main-thread burst was dominated by `structuredClone` of the `updates` object, and the clone was dominated by two kinds of per-tick churn that re-sent object payloads every tick: - `gold` / `troops` / `tilesOwned` change for nearly every alive player every tick → ~278 partial `PlayerUpdate` objects per tick (world/400 bots), ~508 on giantworldmap. - Attack troop counts tick down every tick → whole `outgoingAttacks`/`incomingAttacks` arrays re-cloned for every fighting player every tick. - `playerNameViewData` (an all-players record) was cloned every tick but only recomputed every 30 ticks. ## Change Three additions to the worker → main protocol (all transferable, zero-clone): 1. **`packedPlayerUpdates`** — `[smallID, tilesOwned, gold, troops]` float64 quads for players whose stats changed. These fields no longer appear in `PlayerUpdate` diffs (first emissions still carry the full snapshot). Gold is exact in a float64 (game values ≪ 2^53). 2. **`packedAttackUpdates`** — `[ownerSmallID, direction, index, troops]` quads. Attack arrays are only resent when membership/order/retreating changes — which is exactly the condition that keeps the patch indexes valid (a tick either resends an array or patches it, never both). 3. **`playerNameViewData` is now optional** — attached only on placement-rebuild ticks (spawn ticks, first ticks, every 30th, spawn end). The client keeps the last applied values; dead players' name placements freeze at death (matching the previous effective behavior). On the client, `GameView.populateFrame` now also rebuilds `names` / `relationMatrix` / `allianceClusters` only when their inputs changed that tick — field presence on a partial `PlayerUpdate` marks them dirty. (`playerStatus`, nuke telegraphs, and attack rings still recompute every tick; they're tick- or unit-dependent.) ## Results (perf:client, this machine; low-end devices ~5–20× slower) Default run (world, 400 bots, 1800 ticks): | stage | before | after | |---|---|---| | clone (serialize+deserialize) | 1.02ms | **0.09ms** | | GameView.update | 0.62ms | **0.29ms** | | WebGLFrameBuilder.update | 0.04ms | 0.04ms | | **TOTAL burst mean** | **1.67ms** | **0.42ms** | | TOTAL p99 / max | 3.47 / 10.3ms | **1.21 / 3.92ms** | giantworldmap/600t: 2.54 → 0.68ms mean. Player update objects: 278 → 6.5 per tick (world), 508 → 12 (giant). The remaining burst is mostly tile apply + per-tick derivations — the part that frame-spreading (next step) addresses. ## Verification - **Sim final hash unchanged** on all three reference configs (`5607618202213430`, `29309648281599524`, `39945089450032050`) — no simulation behavior change. - **View hash unchanged** on all three configs (`942106e9`, `a3aae227`, `cbaaf265`) — the rendered view state is provably identical tick-for-tick, including the name-freeze semantics. - New tests: `tests/PackedPlayerUpdates.test.ts` (drain + GameRunner cadence), packed-channel and freeze-at-death cases in `tests/client/view/GameView.test.ts`, `packAttackTroopDeltas` unit tests and updated diff contract in `tests/GameUpdateUtils.test.ts` / `tests/PlayerUpdateDiff.test.ts`. - `npm test` (1490 tests), `eslint`, `prettier`, `tsc --noEmit` all pass. 🤖 Generated with [Claude Code](https://claude.com/claude-code) --------- Co-authored-by: Claude Fable 5 <noreply@anthropic.com> |
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aa4b490e68 |
Simplify WebGL renderer integration: remove dead extension code, untangle GameView naming (#4240)
## Summary The WebGL renderer was adapted from an external extension and carried a lot of machinery this integration never uses (replay playback, its own input/event system, a GL radial menu). This PR is two mechanical cleanup passes with **no behavior change**: delete the dead code, then untangle the `GameView` naming collision. **78 files, +142 / −2,197.** ### Pass 1 — remove dead extension baggage - **Replay/copy mode**: `FrameData.tileMode` was hard-coded `"live"`; the copy branches in `frame/Upload.ts`, `UploadOptions` (never passed), `applyFullFrame`/`applyFullTiles`/`applyDelta` on the facade and `GPURenderer`, `HeatManager.resetForSeek`, and the seek-upload methods on `TerritoryPass`/`TrailPass` were all unreachable. Also deletes `types/Replay.ts`, `types/FrameSource.ts`, `types/GameUpdates.ts`, `types/Game.ts` (imported only by the types barrel). - **FrameEvents**: trimmed from 14 fields to the 3 actually populated and read (`deadUnits`, `conquestEvents`, `bonusEvents`). The other 11 fed the extension's stats system and were never written or read here. - **GL radial menu**: `RadialMenuPass`, its 4 shaders, and ~10 API methods on facade + renderer had zero callers — the game uses the DOM/d3 radial menu in `hud/layers/RadialMenu.ts`. The pass was constructed and drawn every frame for nothing. - **Facade event system**: `GameViewEventMap` defined 10 event types (`click`, `hover`, `scroll`, …) but only `contextrestored` was ever emitted — input actually flows through `InputHandler` → EventBus → controllers. Replaced the listener map with a single `onContextRestored` callback and deleted `Events.ts`. Also fixed the stale header comment claiming the facade handles user interaction. - **Unused API surface**: removed ~20 facade/renderer methods with zero callers (camera passthroughs like `panTo`/`zoomTo`/`fitMap`/`screenToWorld`, hit-testing queries, SAM replay setters, `setSelectedUnit`, `clearFx`/`setFxTimeFn`, `onFrame`/`afterRender`/fps tracking). Deliberately left alone: `Camera`'s pan/zoom primitives (building blocks for a possible future camera unification) and the `timeFn` plumbing inside the FX passes (deeply embedded as defaults; only the dead renderer-level wrappers were removed). ### Pass 2 — untangle the three GameViews - `render/gl/GameView.ts` → **`MapRenderer.ts`** (class `MapRenderer`). Every importer was already aliasing it as `WebGLGameView` to dodge the collision with the simulation-mirror `GameView` in `client/view/`, so this removes aliasing rather than adding churn. `render/CLAUDE.md` updated. - Deleted the `src/core/game/GameView.ts` back-compat shim (its own TODO asked for this). All 51 importers now import from `src/client/view/` directly via a new 3-line barrel `view/index.ts`. ## Test plan - `tsc --noEmit` clean, `eslint` clean - Full test suite passes (1,385 + 65 server tests) - Manual verification via headless Chromium: started a singleplayer game and confirmed the renderer works end-to-end — terrain draws, spawn-phase overlay shows, territories fill with borders after spawning, player names/flags render, no renderer console errors 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-authored-by: Claude Fable 5 <noreply@anthropic.com> |
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19db66f424 |
Delayed lobby start (#4184)
Resolves #4169 ## Description: Adds a delayed lobby start option. Utilizes the same system as for public lobbies. The default for the option is for lobbies to take 3 seconds to start, however this can easily be changed. The current setting is controlled through an enable-disable slider, however there are multiple other options for how to control this. For example we could do a slider, an input field, a dropdown etc. And i dont necessarily know if the currently implemented option is the best. Furhtermore im not sure if i have used the language file completely correctly. There is now a duplicate field for both private and public lobby. However there is not category shared between the two. So i decided to reuse the field from public for private games, as this simplified the code a bit. **Host video** https://github.com/user-attachments/assets/6f3db6e4-7323-4fad-8544-efb8cef4d969 **Non-host video** https://github.com/user-attachments/assets/ee02a072-1f42-4dde-a5d9-120fda862eb7 ## Please complete the following: - [X] I have added screenshots for all UI updates - [X] I process any text displayed to the user through translateText() and I've added it to the en.json file - [x] I have added relevant tests to the test directory ## Please put your Discord username so you can be contacted if a bug or regression is found: FrederikJA |
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d96c055df1 |
Better troop management for nations 🤖 (#4239)
## Description:
When human pro players have non-allied players with similar troops next
to them, they wouldn't send out a big attack.
But nations are doing exactly that.
With this PR, they no longer do. On hard and impossible.
On easy and medium they are stupid 😀
```
1. Troop send cap: the nation must retain a minimum fraction of its
strongest non-allied neighbor's troop count (Hard: 75%, Impossible:
90%). Attacks that would drop below this floor are scaled down or
skipped entirely. Allied and same-team neighbors are ignored since
they pose no threat. The cap applies to land attacks, boat attacks,
and random boat attacks.
2. Minimum attack strength: if the capped troop count is less than 20%
of the target's troop count, the attack is skipped as too weak to be
worthwhile. Only applies on Hard and Impossible.
```
_Coded by MiMo 2.5 Pro, reviewed by MiniMax M3_
## Please complete the following:
- [X] I have added screenshots for all UI updates
- [X] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [X] I have added relevant tests to the test directory
## Please put your Discord username so you can be contacted if a bug or
regression is found:
FloPinguin
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2e6f70c098 |
Speed up the core sim: inline sfc32 PRNG and allocation-free player updates (#4233)
## Summary Follow-up to #4230. Two more core-sim optimizations — these are **behavior-affecting in controlled ways** (unlike #4230, which was hash-identical), so both come with dedicated test coverage written before the change. Combined results (`npm run perf:game`, same machine, before → after): | run | mean tick | ticks/sec | p99 | peak heap | |---|---|---|---|---| | default (world, 400 bots, 1800 ticks) | 7.98 → **6.96 ms** | 125 → **144** | 21.2 → **19.0 ms** | 438 → **294 MB** | | giantworldmap, 600 ticks | 17.4 → **15.2 ms** | 58 → **66** | 32.6 → 30.5 ms | | Cumulative with #4230 vs. the original baseline: default run mean 9.04 → 6.96 ms (111 → 144 ticks/sec); giantworldmap 22.5 → 15.2 ms (44 → 66 ticks/sec, max tick 52.8 → 40.1 ms). ### 1. `PseudoRandom`: seedrandom ARC4 → inline sfc32 - ARC4 was ~4% of profiled self time. The new engine is sfc32 with splitmix32 seed expansion and a warmup, using only 32-bit integer ops — sequences are identical across platforms. The class API is unchanged. - This **removes the `seedrandom` dependency entirely**, making `src/core` actually dependency-free (the import was the only violation of that rule). - ⚠️ **The random stream differs, so the deterministic game-state hash changes.** All clients run the same code, so cross-client sync is unaffected; the harness reproduces the same hash on repeated runs per seed. New reference hashes: - `--map world --ticks 200 --bots 100` → `5607618202213430` - default run → `29309648281599524` - `--map giantworldmap --ticks 600` → `39945089450032050` - New `tests/PseudoRandom.test.ts` (15 tests) pins the engine-agnostic contract: per-seed determinism, ranges, uniformity, adjacent-seed decorrelation, and every API method. The tests were verified green against the old engine first, then the swap. - The stream change exposed a test that passed **by RNG luck**: in `AiAttackBehavior.test.ts`, "nation cannot attack allied player" was actually being blocked by the difficulty dice gate in `shouldAttack`, not the alliance check — hiding that the test's `AiAttackBehavior` was constructed without its `NationEmojiBehavior`. The test now supplies one and verifies the real protection layer (`AttackExecution`'s alliance check), robust to any dice outcome. ### 2. `PlayerImpl.toFullUpdate`: allocation-free empty collections - `toFullUpdate` runs for every player every tick and allocated ~10 collections each (allies, embargoes Set, attacks, alliance views, …) even when all were empty — the common case for most of 472 players. Because `lastSentUpdate` retains each snapshot for a full tick, these objects survived minor GC, got promoted, and accumulated as old-space garbage between major GCs — that's the peak-heap drop. - Empty collections now reuse shared **frozen** module-level singletons, so `diffPlayerUpdate`'s existing `a === b` fast paths skip structural comparison entirely. Non-empty collections build in single passes. Freezing makes accidental in-worker mutation throw loudly instead of silently corrupting every player; consumers across the worker boundary get mutable structured clones as before. (`Set` cannot be frozen — `EMPTY_EMBARGOES` is documented as never-mutate.) - Value-identical: the game-state hash is unchanged by this part (verified against the post-PRNG baseline). - New `tests/PlayerUpdateDiff.test.ts` (8 tests): full-snapshot shape, null-when-unchanged, embargo/alliance/target/attack diffs through the real tick pipeline, and the freeze contract. ### Verification - Full suite passes: 124 files / 1408 tests (23 new) + server tests; lint and prettier clean. - Hash reproducibility confirmed: repeated runs with identical args produce identical hashes on all three configs. 🤖 Generated with [Claude Code](https://claude.com/claude-code) --------- Co-authored-by: Claude Fable 5 <noreply@anthropic.com> |
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182d008ddd |
Generate a single MapInfo list; move SPECIAL_TEAM_MAPS and en.json map names into info.json (#4231)
**Add approved & assigned issue number here:** N/A — maintainer follow-up to #4227. ## Description: Follow-up to #4227, finishing the "info.json is the single source of truth" refactor. **Maps.gen.ts now generates one `MapInfo` interface and a `maps` list** instead of parallel lookup records. `mapCategories`, `mapTranslationKeys`, and `multiplayerFrequency` are gone — consumers read the list directly (`map.categories`, `map.translationKey`, `map.multiplayerFrequency`). MapPicker got simpler in the process: it renders from `MapInfo` objects, so the reverse `Object.entries(GameMapType)` lookup to recover the enum key is gone. The featured-rank sort moved out of the Go codegen into the picker, where the presentation concern belongs. **`SPECIAL_TEAM_MAPS` moves into info.json** as an optional `special_team_count` field (set on the same 17 maps with the same values). MapPlaylist derives its map from the generated list; `SPECIAL_TEAM_FORCE_CHANCE` and the frequency multiplier behavior are unchanged. **The en.json `map` section is now generated.** A new optional `display_name` field in info.json (defaulting to `name`) is written to `resources/lang/en.json` by the generator, preserving the section's non-map UI keys (`map`, `featured`, `all`, `favorites`, `random`). The 8 maps whose English display name intentionally differs from the frozen enum value (e.g. `MENA`, `Milky Way`, `Europe (Classic)`, `Baikal (Nuke Wars)`) declare it via `display_name`, so no display text changes. The section is emitted alphabetically; since #4232 already sorted en.json and every value matches, regeneration is byte-identical and this PR has no en.json diff. Other languages remain Crowdin-managed. The generator also now validates `translation_key` is exactly `map.<folder>` and `special_team_count >= 2`. MapConsistency tests compare info.json directly against the generated list and the en.json section, and fail with a "run `npm run gen-maps`" message on drift. No behavior changes: enum values, playlist frequencies, special-team counts, featured order, and display names are all byte-identical. ## Please complete the following: - [x] I have added screenshots for all UI updates (no UI changes — internal refactor, rendering output identical) - [x] I process any text displayed to the user through translateText() and I've added it to the en.json file - [x] I have added relevant tests to the test directory ## Please put your Discord username so you can be contacted if a bug or regression is found: evanpelle 🤖 Generated with [Claude Code](https://claude.com/claude-code) --------- Co-authored-by: Claude Fable 5 <noreply@anthropic.com> |
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94f2293149 |
Reduce main bundle size by ~44% gzipped (732 KB → 412 KB) (#4229)
## Summary Cuts the main JS chunk from **2,891 KB (732 KB gzip)** to **1,679 KB (412 KB gzip)** by fixing two bundling issues and removing/replacing heavy dependencies. Measured with a per-module `renderedLength` analysis of the rolldown output (its prod sourcemaps are malformed, so sourcemap-based tools misattribute sizes). | Chunk | Before | After | |---|---|---| | `index-*.js` (min) | 2,891 KB | 1,679 KB | | `index-*.js` (gzip) | 732 KB | **412 KB** | ## Changes - **Sim worker moved out of the main bundle (~512 KB).** The `?worker&inline` payload is now reached through a dynamic `import()`, so it lands in its own lazy chunk fetched when a game starts. The worker itself still uses Vite's inline Blob mechanism (with its `data:` URL fallback) — runtime instantiation is byte-for-byte unchanged. - **Replaced `lit-markdown` with `marked` + the already-bundled DOMPurify (~380 KB).** lit-markdown transitively pulled sanitize-html, htmlparser2, postcss, and two copies of entities into the client just to render news markdown. New `src/client/Markdown.ts` matches its image-stripping default. - **Dropped `colorjs.io` (~114 KB).** It was only used for ΔE2000 distance in `ColorAllocator`; colord's lab plugin (already imported there) provides the same CIEDE2000 via `.delta()`. Only relative magnitudes are compared, so allocation behavior is unchanged. - **`msdf-atlas.json` (~319 KB) fetched at runtime** like the atlas PNG, preloaded in parallel with worker init in `ClientGameRunner` so game-load latency is unaffected. - **Tailwind CSS no longer shipped twice (~158 KB).** `o-modal` imported `styles.css?inline`, duplicating the emitted stylesheet as a JS string. It now adopts a constructed stylesheet built from the document's own CSS (HTTP-cache hit in prod, `<style>` tags + HMR re-sync in dev) via `SharedStyles.ts`. - **Debug GUI lazy-loaded.** lil-gui + `gl/debug/*` now load on first toggle (46 KB lazy chunk) instead of shipping in the main bundle. Also looked at the `import * as d3` in RadialMenu (~84 KB) but left it: rolldown tree-shakes the metapackage well and all but ~2 KB is the genuine dependency closure of the selection/transition/shape/color APIs in use. ## Test plan - [x] `tsc --noEmit` clean - [x] ESLint clean - [x] Full test suite passes (1,374 + 65 tests) - [x] `npm run build-prod` succeeds; worker/debug chunks present in `asset-manifest.json` for the R2 upload - [ ] Manual smoke test in dev: start a game (worker dev path), open a modal (shared stylesheet), open news modal (markdown rendering) 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-authored-by: Claude Fable 5 <noreply@anthropic.com> |
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2789db8b96 |
Optimize core simulation hot paths (no behavior change) (#4230)
## Summary Pure performance optimizations to the attack/conquer/cluster hot paths in `src/core`, driven by the full-game perf harness from #4228. **No behavior change**: the final game-state hash is identical before/after on every config tested — world quick run (2 different seeds), giantworldmap, and the default 1800-tick run. ### Changes - **Flat-arithmetic neighbor iteration**: `forEachNeighbor` / `forEachNeighborWithDiag` / `isBorder` / `isOceanShore` are now implemented inside `GameMapImpl` using raw `ref±1` / `ref±width` index math, skipping the per-neighbor `ref()` coordinate validation (`Number.isInteger` etc.). `GameImpl` and `GameView` delegate. - **New `neighbors4(ref, out)`**: zero-allocation, callback-free neighbor query for hot loops (W, E, N, S — same order as `forEachNeighbor`). - **`AttackExecution`**: the per-tile closures in `tick()` / `addNeighbors()` are replaced with reusable neighbor buffers, a cached `GameMap` reference, and integer `smallID()` owner comparisons instead of owner-object lookups. - **`GameImpl`**: the per-conquer `updateBorders` closure is hoisted to a method with a reusable buffer; `removeInactiveExecutions` compacts the executions array in place instead of allocating a new ~4200-element array every tick. - **`PlayerExecution`**: `surroundedBySamePlayer` / `isSurrounded` / `getCapturingPlayer` de-closured (`neighbors4` + integer compares; neighbor visit order preserved, so `getCapturingPlayer`'s Map-insertion-order tie-breaking is unchanged); flood-fill visit closure hoisted out of the while loop. - **`FlatBinaryHeap.dequeue`**: returns the tile directly instead of allocating a `[tile, priority]` tuple per dequeued tile (AttackExecution is the only caller). ### Performance (`npm run perf:game`, same machine, before → after) | run | mean tick | ticks/sec | max tick | |---|---|---|---| | default (world, 400 bots, 1800 ticks) | 9.04 → **7.98 ms** | 111 → **125** | 31.7 → 35.7 ms | | giantworldmap, 600 ticks | 22.5 → **17.4 ms** | 44 → **58** | 52.8 → **36.2 ms** | The giantworldmap tail improvement (max tick −31%) is the most relevant for the 100 ms tick budget. ### Determinism verification Identical `Final hash` before and after on all configs: | config | hash | |---|---| | `--map world --ticks 200 --bots 100` | `5455008589403520` | | same + `--seed second-seed-check` | `5580840142777488` | | `--map giantworldmap --ticks 600` | `37373734953428430` | | default run | `26773450321979388` | ### Tests - New `tests/NeighborIteration.test.ts` pins the exact neighbor iteration orders (W,E,N,S cardinal; dx-major diagonal — conquest order and RNG consumption depend on them) and conquer/border-tile invariants checked mid-battle. - New `tests/FlatBinaryHeap.test.ts` covers heap ordering, clear, and growth. - Full suite passes (122 files / 1386 tests + server tests); lint and prettier clean. 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-authored-by: Claude Fable 5 <noreply@anthropic.com> |
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3de5fb4204 |
Move map metadata into info.json and generate map TypeScript from it (#4227)
**Add approved & assigned issue number here:** N/A — maintainer refactor. ## Description: Makes each map's `info.json` the single source of truth for map metadata — adding a map is now a folder with `image.png` + `info.json`, a `gen-maps` run, and an en.json display name. **info.json / manifest.json carry full map metadata.** Every `map-generator/assets/maps/<map>/info.json` declares `id` (the `GameMapType` enum key), `name` (the enum value — wire format, unchanged for all 94 maps), `translation_key`, `categories`, and `multiplayer_frequency` (the public-playlist weight that used to be the `FREQUENCY` record in MapPlaylist.ts). The generator validates everything and mirrors it into `resources/maps/<map>/manifest.json`. 23 stale info.json `name` values were normalized to the canonical enum value; enum values are byte-identical, so replays and stored game configs are unaffected. **The generator emits the TypeScript and discovers maps itself.** New `map-generator/codegen.go` generates `src/core/game/Maps.gen.ts` (`GameMapType`, `GameMapName`, `mapCategories`, `mapTranslationKeys`, `multiplayerFrequency` — now a full `Record<GameMapName, number>`, killing the old `Partial`) on every run; `Game.ts` re-exports it. The hardcoded map registry in `main.go` is gone — maps are auto-discovered from the `assets/maps` / `assets/test_maps` directories. MapConsistency tests fail with a "run `npm run gen-maps`" message if info.json, manifest.json, and Maps.gen.ts drift. The tracked `map-generator/map-generator` binary is rebuilt to match. **New categories: continents + world/cosmic/tournament/other, multi-category support.** `continental`/`regional`/`fantasy`/`arcade` are replaced by `featured`, `world`, `europe`, `asia`, `north_america`, `africa`, `south_america`, `oceania`, `antarctica`, `cosmic`, `tournament`, and `other`. Maps can list multiple categories, so straddlers (Black Sea, Bosphorus, Caucasus, Between Two Seas, Bering Sea/Strait, Mena, Strait of Gibraltar, Hawaii, Arctic) appear under both regions. Featured is itself a category (same 7 maps as before). MapPlaylist keeps its arcade exclusion via an explicit set. **Map picker UI.** Two tabs: **Featured** (default — featured maps plus a Favorites section when maps are starred) and **All** (one prominent collapsible bar per category with a map count, collapsed by default). The selected map is prepended to the featured grid when it lives elsewhere. `getMapName()` resolves through the generated `mapTranslationKeys`, which also fixes tourney maps never resolving a valid translation key. ## Please complete the following: - [ ] I have added screenshots for all UI updates (maintainer change — picker described above) - [x] I process any text displayed to the user through translateText() and I've added it to the en.json file - [x] I have added relevant tests to the test directory ## Please put your Discord username so you can be contacted if a bug or regression is found: evanpelle 🤖 Generated with [Claude Code](https://claude.com/claude-code) --------- Co-authored-by: Claude Fable 5 <noreply@anthropic.com> |
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7405339ea7 |
Add Titan map with random spawn nations - along new Cosmic map category (#4183)
Resolves #4182 ## Description: Adds "Titan" (real moon of Saturn with methane seas) map . Uses new random spawn nation feature by FloPinguin. https://github.com/openfrontio/OpenFrontIO/pull/4156 Also adds new Cosmic map category. The "Other" map category has become a wastebasket of unrelated maps, and with increasing number of maps, i think its a good addition to have better categories for these maps. I figured these 2 changes should go together since im adding a cosmic map, and a cosmic category. proof of nations spawning randomly and how the cosmic category looks in the menu: https://github.com/user-attachments/assets/b84bd3ef-6b8f-46fe-a6ea-ea5e79c6dc00 ## Please complete the following: - [x] I have added screenshots for all UI updates - [x] I process any text displayed to the user through translateText() and I've added it to the en.json file - [x] I have added relevant tests to the test directory ## Please put your Discord username so you can be contacted if a bug or regression is found: tri.star1011 --------- Co-authored-by: Evan <evanpelle@gmail.com> |
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af2849a2d7 |
Adds "Juan De Fuca Strait" map - 3 way team map (#4215)
Resolves #4148 ## Description: Adds "Juan de Fuca Strait" map. This is the Strait in Washington and British Columbia: https://en.wikipedia.org/wiki/Strait_of_Juan_de_Fuca This map is meant to be a brand new 3-team way map, since all the team maps we have are either made for 2 or 4 teams. The map is bumped towards this gamemode similar to how Baikal is bumped to 2 teams. Map also has Additional Nations, for a total fof 62, for Human vs Nations and solo games <img width="1365" height="602" alt="image" src="https://github.com/user-attachments/assets/9cb86727-db06-4fcb-bee4-85e7b5d47d15" /> <img width="1319" height="488" alt="image" src="https://github.com/user-attachments/assets/13fd9a01-7ec6-49ab-81c3-40b566cbf6e0" /> data from OpenTopography, already credited ## Please complete the following: - [x] I have added screenshots for all UI updates - [x] I process any text displayed to the user through translateText() and I've added it to the en.json file - [x] I have added relevant tests to the test directory ## Please put your Discord username so you can be contacted if a bug or regression is found: tri.star1011 |
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b0e7d04f6e |
Add help notification system to control panel ℹ️ (#4212)
Resolves https://github.com/openfrontio/OpenFrontIO/issues/3445 ## Description: I copied the PR #3743 from @luctrate (Add army limit warning indicator for team games) to this PR because he didn't respond to requested changes but I thought it's important. I expanded on it, now its a full help message system: **Warnings (orange):** - Army limit: shown in team games with donations when troops exceed 80% of max - Low troops: shown when troops drop below 1k (=> new noob player who clicks too much) <img width="764" height="251" alt="582494157-cf19b13e-a0a9-44e4-8de8-86c007fe9c79" src="https://github.com/user-attachments/assets/6b4996d9-1993-4d2c-98ba-afba17a5ca4d" /> **Info messages (blue):** - Borders a traitor ally: "You can betray traitors without becoming a traitor yourself" (Because its not obvious for new players) - Borders an allied AFK player: "You can attack disconnected players even if you are allied with them" (Because its not obvious for new players) - Borders an AFK teammate: "You can attack disconnected teammates" (Because its not obvious for new players) Info messages only appear when the player has not attacked the relevant neighbor for at least 15 seconds, so they do not show up without reason. <img width="524" height="141" alt="image" src="https://github.com/user-attachments/assets/88d74661-d47e-45a7-9f91-d4f5361114b7" /> New "Help Messages" toggle in settings (default: on) <img width="409" height="105" alt="image" src="https://github.com/user-attachments/assets/24bc8bed-777b-4f72-9451-02116ac39db0" /> Implementation details: - Border detection uses async borderTiles() refreshed every 1s, cached in a Set of nearby player smallIDs - Outgoing attacks are tracked per-target to compute the 15-second idle threshold - New armyLimitWarningThreshold() on Config (returns 0.8) - All user-facing strings go through translateText() with en.json entries AI Model used: MiMo 2.5 Pro ## Please complete the following: - [X] I have added screenshots for all UI updates - [X] I process any text displayed to the user through translateText() and I've added it to the en.json file - [X] I have added relevant tests to the test directory ## Please put your Discord username so you can be contacted if a bug or regression is found: FloPinguin |
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5cb155267d |
Only notify on warship and transport ship destruction
displayMessageOnDeleted fired a "Your {unit} was destroyed" message for
nearly every unit type (denylisting only MIRV warheads and train cars),
which spammed the event feed with low-stakes losses like ports, cities,
and trade ships.
Flip it to an allowlist: only surface destruction of warships and
transport ships, the two losses with real tactical weight (lost naval
control, lost army at sea). Everything else is either visible on the map
or not worth a notification.
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9396df1ca4 |
Remove unit capture event messages
Drop the "Your {unit} was captured by {name}" and "Captured {unit} from
{name}" display messages on unit ownership change in UnitImpl. They fired
on every capture — dominated by warships taking trade ships — and were
too spammy to be useful, so players tuned them out.
Also clean up the now-unused pieces:
- Remove the UNIT_CAPTURED_BY_ENEMY message type, its category mapping,
and its case in getMessageTypeClasses.
- Remove the orphaned unit_captured_by_enemy and captured_enemy_unit
en.json keys.
CAPTURED_ENEMY_UNIT is kept — still used by the trade-ship gold message.
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3aaf0ea05d |
Remove lakes from the game 🌊 (#4214)
## Description: Nametags look weird here because on the left is a lake: <img width="954" height="765" alt="Screenshot 2026-06-10 170116" src="https://github.com/user-attachments/assets/2b679a68-fab3-458e-8e29-e12b9a4f281b" /> I removed isLake from the nametag position calculation Because isLake was unused then, I removed it completely. Full changelog: - Remove isLake() from GameMap interface, GameMapImpl, GameImpl, and GameView - Remove TerrainType.Lake enum value - terrainType() now returns Ocean for all water tiles (previously distinguished lake vs ocean, but nothing treated them differently) - Remove Lake case from PastelTheme and PastelThemeDark (already fell through to Ocean) - Exclude lakes from nametag placement grid in NameBoxCalculator Maybe as a next step also remove lakes metadata from the map generator? AI Model used: MiMo 2.5 Pro ## Please complete the following: - [X] I have added screenshots for all UI updates - [X] I process any text displayed to the user through translateText() and I've added it to the en.json file - [X] I have added relevant tests to the test directory ## Please put your Discord username so you can be contacted if a bug or regression is found: FloPinguin |
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f17ca9bd65 | meta: increase trade ship sigmoid midpoint 200 => 400 | ||
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855695b78e |
Adds Hong Kong map (#4191)
> **Before opening a PR:** discuss new features on [Discord](https://discord.gg/K9zernJB5z) first, and file bugs or small improvements as [issues](https://github.com/openfrontio/OpenFrontIO/issues/new/choose). You must be assigned to an `approved` issue — unsolicited PRs will be auto-closed. **Add approved & assigned issue number here:** Resolves #4152(issue number) ## Description: - Adds a map of Hong Kong. The size is 2781x1997 with land area of 41% (2.2mil pixels). The islands, straits, harbors, coastlines and peninsulas make for some very intersting gameplay. - HK is the second densest place on earth. To simulate this, there are 71 nations based on districts, parks, islands, etc. (Kowloon and HK Island are so crowded with nations, there may be only 1-2 tribes that spawn there!) - Large coastal plains, passes and mountain ranges across islands and the mainland map image <img width="2781" height="1997" alt="hk-improvedriver" src="https://github.com/user-attachments/assets/ef324fca-88f7-487c-adb0-fa31fc370458" /> showcase https://www.youtube.com/watch?v=DosBDttQVmE ## Please complete the following: - [x] I have added screenshots for all UI updates - [x] I process any text displayed to the user through translateText() and I've added it to the en.json file - [x] I have added relevant tests to the test directory ## Please put your Discord username so you can be contacted if a bug or regression is found: DISCORD_USERNAME crunchybbbbb --------- Co-authored-by: RickD004 <realtacoco@gmail.com> |
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ea95069604 |
Move special effects toggle to graphics settings, wire to renderer
The special effects toggle wrote settings.specialEffects but nothing in the WebGL pipeline read it — the FX pass is gated on passEnabled.fx. The setting was orphaned when the old canvas renderer was removed, so the toggle had no visual effect. Move the toggle into the graphics settings modal (under a new Effects section) and remove it from the in-game settings modal and the homepage user settings modal. Rewire it to a passEnabled.fx graphics override so it actually toggles the FX pass, applied live via the existing graphics override listener. Delete the now-dead fxLayer()/toggleFxLayer() from UserSettings. Note: users who previously disabled special effects will reset to on, since the old settings.specialEffects key is no longer read. |