Commit Graph

3735 Commits

Author SHA1 Message Date
Ryan 7873bdbcb4 clan stats breakdown (#3869)
## Description:

improvements to clan ui. 
<img width="788" height="290" alt="image"
src="https://github.com/user-attachments/assets/736ca147-bff4-44d8-8180-7b80a85556fe"
/>
added "expand all" and new collapsible sections.


<img width="787" height="550" alt="image"
src="https://github.com/user-attachments/assets/deb2f813-854b-46a9-a767-52c4f749f30f"
/>

which changes to collapse all when expanded

also adds more info about team (d,t,q,2,3,4,5,6,7 team)

## Please complete the following:

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

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

w.o.n
2026-05-06 16:10:27 -06:00
Ryan 9ab817cc89 [bugfix] fixes border around clans ui (#3873)
## Description:

fixes border around clans ui
<img width="67" height="705" alt="image"
src="https://github.com/user-attachments/assets/5ee35eb5-b406-4403-b9b4-324769faf061"
/>


also fixes weird padding:
<img width="134" height="244" alt="image"
src="https://github.com/user-attachments/assets/32a84074-afa6-4e9a-98f1-e45aabe4aa2a"
/>

what it should be:
<img width="140" height="206" alt="image"
src="https://github.com/user-attachments/assets/b72b480e-c972-4495-b9da-5c3b411bf590"
/>

## Please complete the following:

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

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

w.o.n
2026-05-06 16:10:21 -06:00
evanpelle 8769e85576 run map generate to update map files 2026-05-06 14:44:39 -06:00
Alex Jurkiewicz 365402bbc7 perf(map-generator): major CPU and memory optimisations (#3860)
## Description:

Five performance improvements to the map generator, measured on three
maps of increasing size. End-to-end time on `world` improved ~15×, heap
allocations ~19×.

| Map | Before | After | Speedup |
|-----|--------|-------|---------|
| bosphorusstraits (~612K tiles) | 578ms / 594MB | 45ms / 134MB | 13× /
4.4× |
| world (~2M tiles) | 2333ms / 2128MB | 150ms / 553MB | 15× / 3.8× |
| giantworldmap (~8M tiles) | 10701ms / 9300MB | 635ms / 2509MB | 17× /
3.7× |

Changes (one commit each):
- **`--workers` flag**: bounds concurrent map processing to limit peak
memory
- **Flat `[]bool` visited sets**: replaced `map[string]bool` keyed by
`fmt.Sprintf` with flat `[]bool` indexed `x*height+y` — the dominant
cost
- **`neighborCoords` with stack buffer**: eliminates per-call slice
allocation for neighbour lookups
- **`Terrain` struct 24→16 bytes**: field reorder + `uint8` type for
`TerrainType`
- **Nil buffers early**: releases image/terrain arrays as soon as
they're no longer needed
- **BFS mark-visited on push**: each tile enters the queue once instead
of up to 4×, halving queue memory


also fixes a bug (according to Claude):

Here's the bug: createMiniMap downscales by averaging/sampling 2x2
blocks, copying field values across — including Ocean=true from the
parent scale. When a single connected ocean at 1x splits into multiple
disconnected bodies at 4x (because narrow water channels disappear when
you halve resolution), those smaller fragments still carry Ocean=true
from the carryover. The 4x processWater call picks the new largest
fragment and sets it to Ocean=true, but never clears the others — so
multiple disconnected bodies end up flagged as Ocean.

This PR's fix: before the new BFS pass, zero out every Ocean flag, so
only the truly-largest body at the current scale ends up marked.

It's incidental to the perf work but it's a real semantic change — the
on-disk .bin files will differ from main on any map where ocean splits
across downscaling. The PR doesn't mention it, which is why I flagged
it.

---------

Co-authored-by: Copilot <223556219+Copilot@users.noreply.github.com>
2026-05-06 14:39:59 -06:00
Evan 30caea0c40 Add loading spinner while waiting for public lobbies to load (#3867)
## Description:

Loading spinner:


https://github.com/user-attachments/assets/9033b707-7499-4a52-b0c6-d96d8f331ee3


## 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
2026-05-06 14:28:20 -06:00
Ryan a4c3d54217 [bugfix] add detailCache = null; (#3868)
## Description:

fixed issue when leaving and trying to rejoin a clan without a reload

## Please complete the following:

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

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

w.o.n
2026-05-06 13:35:58 -06:00
evanpelle f9f46379f1 refine lobby/action card hover styles
Add a thinner hover ring for the ranked/create/join action buttons via a new --shadow-action-card-hover variable, apply the same ring to the flag and skin selectors, and split the solo button's hover scale to expand mostly vertically so it doesn't clip horizontally.
2026-05-06 13:02:51 -06:00
Patrick Plays Badly c128157c85 Update map LUNA (#3854)
## Description:

Corrected inbalance in Luna map between top and bottom. Now both sides
have about equal land tiles.
Testing and editing was done to help boat-pathing at least look normal
along bottom half.
Additional notch cut in orbit lines to take edge off boat-pathing. Now
obstacle is almost a straight line.
Filled in center orbits to help players push easier. It was reported to
be tedious previously.
'Top Secret Military Base' nation was renamed with only vowels blacked
out for easier reading of joke name.
'Monolith' nation was renamed with a special character that displays
like the actual Monolith.

<img width="829" height="1165" alt="l1"
src="https://github.com/user-attachments/assets/8cf10fbf-99c1-4ec8-ae0c-7066d1deae21"
/>

<img width="829" height="1165" alt="l2"
src="https://github.com/user-attachments/assets/828e2caf-60b3-4ac7-aa70-0f5b64fac643"
/>



## 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

## Discord username
PlaysBadly
2026-05-06 12:48:35 -06:00
Evan df84ee023e Refactor & standardize modal tabs (#3864)
## Description:

Refactors tab handling out of the individual modal components and into
the base o-modal component. Tabs are now declared by passing tabs,
activeTab, and onTabChange props, and a new named header slot pins
consumer-supplied content above the tabs. This standardizes the modal
tab look.

<img width="1089" height="290" alt="Screenshot 2026-05-06 at 12 17
33 PM"
src="https://github.com/user-attachments/assets/08d5a039-0aef-4aa7-b972-1e43b8723685"
/>

## 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
2026-05-06 12:47:11 -06:00
babyboucher 94bab78d24 Fix off by one error (#3827)
## Description:

Currently it is impossible to search for 2 letter clan tags (UN, FR,
EU), this is because of an off by one error present in the API

## 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:

Babyboucher
2026-05-05 22:15:47 -06:00
Evan 7f9b63a24c Increase max intent size to 2kb (#3852)
## Description:

Raised MAX_INTENT_SIZE from 500 to 2000 bytes — the move_warship intent
could exceed the old limit and get rejected.
Removed the separate MAX_CONFIG_INTENT_SIZE (also 2000) and the
intentType branching, since both paths now share the same cap.
## Please complete the following:

- [ ] 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
2026-05-05 14:59:09 -06:00
Evan af5249655c Worker init (#3850)
## Description:

- Inline the game worker into the main bundle (`?worker&inline`) instead
of loading it from the CDN via a same-origin Blob trampoline.
- Some users were failing to load the worker — most likely a
cross-origin / CDN edge case the trampoline didn't paper over. Inlining
serves the worker as a same-origin Blob from the main bundle, bypassing
the cross-origin `new Worker(url)` restriction entirely.
- Removes `createGameWorker()`, the trampoline script, the
`trampoline_error` message type, and the `onTrampolineError` listener in
`initialize()`. The 60s init timeout backstop stays.
- `cdnBase` is still forwarded in the `init` message — that's for
in-worker asset fetches (maps, etc.), unrelated to loading the worker
module itself.

Tradeoff: the worker bundles all of `src/core`, so the main JS download
grows by that amount on every page load (including lobby/settings pages
that never start a game). Accepted because load reliability > bundle
size here.

## 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
v0.31.9
2026-05-05 13:22:58 -06:00
evanpelle ffbe48ad10 fix: catch punctuation-separated slurs in username censor
Re-add skipNonAlphabeticTransformer to both matcher chains so bypass
attempts like "n.i.g.g.e.r" are detected.
v0.31.8
2026-05-04 18:18:36 -06:00
Evan 08b9fd96e6 simplify attack overlay to reduce visual clutter (#3848)
## Description:

Simplifies the attacking-troops overlay: removes the soldier icon and
strength bar, dropping each label down to just the troop number in cyan
(outgoing) or red (incoming) with a soft dark text-shadow halo and no
background fill so territory borders show through cleanly. Also splits
the label into outer (transitioned position) and inner (instant scale)
divs so zoom changes no longer get smeared by the 0.25s cluster-move
transition, retunes the zoom→size curve, and skips incoming labels from
bot tribes to cut clutter.

<img width="374" height="307" alt="Screenshot 2026-05-04 at 5 53 17 PM"
src="https://github.com/user-attachments/assets/a7044221-06cc-4027-b19a-6ff4ca8f542a"
/>

## 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
2026-05-04 18:10:06 -06:00
evanpelle 83ff524529 increase woker init timeout to 60s 2026-05-04 18:00:16 -06:00
evanpelle 900d7f0bd0 Increase worker init timeout from 20s to 30s 2026-05-04 15:04:23 -06:00
Evan 94205426e7 Move turnstile check to api (#3845)
## Description

Re-enables Turnstile verification (was temporarily disabled in v31 to
diagnose intermittent `invalid-input-response` rejections) and moves the
verification call off the game servers.

Game servers no longer hold `TURNSTILE_SECRET_KEY` or hit
`challenges.cloudflare.com` directly. Instead they POST to
`${jwtIssuer}/turnstile` on the api-worker (authenticated with the
existing `apiKey`), which holds the secret and proxies to Cloudflare.
Shrinks blast radius and removes the secret from every game host + GH
Actions workflow.

Response from the api-worker is Zod-validated; null tokens short-circuit
to `rejected` locally.

## Please complete the following:

- [x] I have added screenshots for all UI updates (n/a — server only)
- [x] I process any text displayed to the user through translateText()
(n/a — no user-visible text)
- [ ] 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

## Discord:

evanpelle
v0.31.7
2026-05-04 12:53:02 -06:00
evanpelle 257fb9b38e temporarily disable turnstile v0.31.3 2026-05-03 18:50:59 -06:00
FloPinguin 3a24383e88 Fix map land tile lookup broken by asset URL migration 🗺️ (#3826)
## Description:

`MapLandTiles` was fetching map manifests via HTTP at
`http://localhost:3000/maps/<map>/manifest.json`. This stopped working
after PR #3494 moved all public assets from stable paths (e.g.
`/maps/...`) to content-hashed paths under `/_assets/...`. The master
server no longer serves `/maps/` -- requests fell through to the SPA
handler, returned `index.html`, failed JSON parsing, and silently fell
back to the default `1_000_000` land tile count.

With 1M tiles, `calculateMapPlayerCounts` produces `[50, 40, 25]`
instead of the real values (e.g. `[185, 140, 95]` for Alps), causing all
public lobbies to be capped at 25-50 players regardless of map.

Fixes this by reading map manifests directly from disk instead of via
HTTP:
- In production: resolves the source path through
`getRuntimeAssetManifest()` to the hashed file under `static/_assets/`,
then reads it with `fs.readFile`.
- In dev: falls back to `resources/maps/<name>/manifest.json` directly
(the Dockerfile removes `resources/maps` in production, so this branch
only runs locally).

Also adds an in-process cache so each map manifest is only read once per
server lifetime.

Verified that it works on
https://fix-map-land-tiles-asset-manifest.openfront.dev/ and locally.

## 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
v0.31.2
2026-05-03 14:31:00 -06:00
evanpelle ac679b68c5 update cache bust version to invalid bad response headers v0.31.1 2026-05-03 10:14:19 -06:00
evanpelle 5d6c48ebf2 Revert "Fix winner stats spoofing exploit"
This reverts commit 819edb21bb.
v0.31.0
2026-05-03 09:54:50 -06:00
FloPinguin 4cd6f50c03 Nations: Fix city farming + reactive defense posts + fix nuked territory capture 🛡️ (#3814)
## Description:

Would be very good to get these fixes last minute into v31.

- **Farming nations for cities is fixed**: Here you can see city farming
in action, vari farms Finland:
https://www.youtube.com/watch?v=J4J0ajlnSHs&t=137s - Lots of 125k gold
cities... Now nations will build defense posts instead of cities:

- **Nations now build defense posts reactively** instead of through the
normal structure build order. When a nation is under significant land
attack (incoming/own troops >= 35%), it places a defense post near the
attack front -- skipped on Easy, capped at 1 on Medium, and scaled by
the incoming troop ratio on Hard/Impossible. Posts spread along the
front. The old `defensePostValue()` placement path is removed.

- **Nations now capture nuked territory.**
`hasLandBorderWithTerraNullius()` was incorrectly filtering out tiles
with fallout, causing the `nuked` attack strategy to never dispatch a
attack. Big bug

.

- [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
v0.31.0-test
2026-05-03 09:33:44 -06:00
RickD004 482d1b8bff Fix Bosphorus map (#3823)
## Description:

QoL changes for the Bosphorus map.

The base image for the map had a little aliasing which resulted in some
rivers being cut off.

<img width="673" height="386" alt="image"
src="https://github.com/user-attachments/assets/b8ed181f-fbeb-4d6f-b7ab-a8b0ea300a22"
/>

All of the nations except istanbul also had absolutely nothing to do
with the region. For example, Varna is a city in Northeast bulgaria and
the aegean isles are also nowhere near. There was also a nation that did
not spawn because its coordinates were in the sea.

<img width="626" height="413" alt="image"
src="https://github.com/user-attachments/assets/a6537f79-3785-4316-8fd4-a99f55faff71"
/>

All of these poor designs are probably the result of the map being
resized, originally being a larger map. It probably explains why this is
the smallest map by land area (not counting Oceania)

Fixes:

- Fixed landlocked rivers and added More accurate bodies of water

- Complete remake of the nations. Nations are now far more accurately
placed districts of the region, and more evenly placed

<img width="664" height="407" alt="image"
src="https://github.com/user-attachments/assets/ff5a34fc-dea0-4a3d-b798-39d5711b91af"
/>

The data and gamestyle of this map should not change much, as the
landmasses remain in practice the same

## 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
2026-05-03 09:32:27 -06:00
evanpelle 819edb21bb Fix winner stats spoofing exploit
Previously, winnerVotes was keyed only on winner, so a client could send the correct winner with spoofed allPlayersStats and have their vote count toward the majority. The key is now a SHA-256 hash of both winner and allPlayersStats together, so any stats divergence produces a distinct key that must independently reach majority.

When the winner is confirmed, the log now includes votesByKey — a summary of every distinct key, its vote count, and winner value — making stat manipulation visible in the logs.
v0.31.0-beta2
2026-05-02 13:47:19 -06:00
evanpelle bf74028200 Fix medal icon CORS errors by inlining SVG as data URI
CSS mask-image triggers a CORS fetch, which failed for the CDN-hosted medal SVG. Switched to a Vite ?raw import so the SVG is embedded as a data URI at build time — no network request, no CORS.

Also stripped the SVG of Inkscape metadata and replaced filter-based color inversion with a plain fill="white", shrinking it from 3,278 → 955 bytes (387 bytes gzipped).
2026-05-02 12:54:29 -06:00
evanpelle 22dbc4fbb8 meta: increase alt/current attackerTroopLoss to 60/40 v0.31.0-beta1 2026-05-02 09:44:34 -06:00
evanpelle ba57da35e2 Increase port build time to 5 seconds 2026-05-02 09:43:19 -06:00
evanpelle 23a9d2fcee meta: increase nuke speed to 8 tiles per tick 2026-05-02 09:41:31 -06:00
evanpelle 41ed31efa3 meta: make sam & missile silo cooldown 90 ticks 2026-05-02 09:39:48 -06:00
evanpelle 1be197229a meta: make tribes slightly weaker to speed up the early game 2026-05-02 09:36:44 -06:00
evanpelle f850bdb605 fix(tests): update AttackStats to expect 50% war gold for human conquests 2026-05-02 09:33:14 -06:00
Evan f90e73c2f7 conqueror receives 50% of gold when conquering a human player (#3818)
## Description:

The motivation is to prevent snowballing players from also gaining too
much gold by conquering other players

- Adds `conquerGoldAmount` to `Config`/`DefaultConfig`: returns 100% of
captured gold for bots/nations, 50% for human players
- Updates `GameImpl.conquerPlayer` to use this amount for the
conqueror's gold gain (the conquered player still loses their full gold)

## 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
2026-05-02 09:23:49 -06:00
Evan bcdc2126c6 bugfix: SAM was only reloading when not in cooldown (#3817)
## Description:

reloadMissile() was inside the isInCooldown() block. For level-2+ SAMs,
isInCooldown() returns queue.length === level, so after firing one of
two missiles (queue.length = 1 < level = 2) the SAM is not in cooldown —
meaning expired timers were never cleaned up. Stale queue entries caused
subsequent shots to be treated as still-cooling even after the cooldown
elapsed.

SAM execution now mirrors the missile silo execution

## 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
2026-05-02 09:05:10 -06:00
evadua f5a91b8aa3 Map accuracy & consistency pass: nation names, spawn positions, and flags across 9 maps (#3780)
## Description:

Comprehensive accuracy and quality-of-life improvements across 8 maps.
No gameplay mechanics changed: only nation names, spawn positions, and
flag codes. All changes bring maps closer to real-world geographic and
historical accuracy.

**Changes by map:**

1. **North America:** Corrected numerous incorrect state spawn
positions. Added all 13 Canadian provinces and territories with correct
flags, as well as a few additional bots for balancing and completeness.
2. **South America:** Corrected spawn positions of Venezuela, Suriname,
and French Guiana. Added four Brazilian states (Amazonas, Pará, Bahia,
São Paulo) for better regional coverage and balancing.
3. **Gateway to the Atlantic:** Full historical consistency pass
targeting the ~1340-1410 CE period, matching the existing Britannia and
Italia map style. Renamed several nations for historical accuracy (Duchy
of Burgundy, Kingdom of Navarre, Kingdom of Majorca, City of Avignon,
Crown of Aragon, Duchy of Aquitaine, Hafsid Sultanate, Marinid
Sultanate, Zayyanid Sultanate, Holy Roman Empire). Added 7 new
historically accurate flag SVGs for these nations.
4. **Europe:** Shortened long-form nation names to short-form for
consistency with other maps. Added Andorra and Monaco for improved
balance.
5. **Europe Classic:** Fixed "Syrian Arab Republic" to "Syria" for
consistency with all other maps. Added Baltic states, Croatia, Denmark,
Sápmi for balancing.
6. **Oceania:** Removed ghost bots that no longer appear on the map.
Fixed truncated and outdated names: Lao PDR to Laos, Brunei Darussalam
to Brunei, TimorLeste to Timor Leste, Taiwan Province of China to
Taiwan.
7. **World:** Fixed outdated names for accuracy and consistency with the
World map and other maps. Added bots in regions lacking coverage for
more consistent global representation.
8. **Giant World Map:** Updated nation names for accuracy and
consistency. Added Canadian provinces, US states, Bolivia, and Gabon for
improved map balance.

All changes made and verified in the map editor. No en.json or UI
changes required as these are map data files only.

## 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:
@islandspiritozempic
2026-05-02 08:33:23 -06:00
VariableVince 775d9a0f0c Chore(deps): Update pixijs to 8.18.1 (#3812)
## Description:

Update pixijs to 8.18.1, mostly because we might want to use the ability
to send AutoDetectRenderer an array as "preference". And because we want
to stay up-to-date with fixes to a renderer we use.

## Please complete the following:

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

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

tryout33
2026-05-02 08:32:41 -06:00
FloPinguin 0cb17f8086 Fix build: add missing adfree field to ResolveCosmetics test mock 🔧 (#3816)
## Description:

Commit `4d5b7c0` added `adfree: boolean` as a required field to
`UserMeResponseSchema` in `ApiSchemas.ts`, but did not update the mock
object in `tests/ResolveCosmetics.test.ts`. This caused `tsc --noEmit`
to fail with a type overlap error, breaking the production build.

**Fix:** Add `adfree: false` to the `player` mock inside `makeUserMe()`
in the test file.

## 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
2026-05-02 08:32:10 -06:00
dependabot[bot] 77462b44eb Bump toshimaru/auto-author-assign from 3.0.1 to 3.0.2 in the updates group (#3813)
Bumps the updates group with 1 update:
[toshimaru/auto-author-assign](https://github.com/toshimaru/auto-author-assign).

Updates `toshimaru/auto-author-assign` from 3.0.1 to 3.0.2
<details>
<summary>Release notes</summary>
<p><em>Sourced from <a
href="https://github.com/toshimaru/auto-author-assign/releases">toshimaru/auto-author-assign's
releases</a>.</em></p>
<blockquote>
<h2>v3.0.2</h2>
<!-- raw HTML omitted -->
<h2>What's Changed</h2>
<h3>Dependencies</h3>
<ul>
<li>build(deps-dev): bump <code>@​rollup/plugin-commonjs</code> from
29.0.0 to 29.0.2 by <a
href="https://github.com/dependabot"><code>@​dependabot</code></a>[bot]
in <a
href="https://redirect.github.com/toshimaru/auto-author-assign/pull/154">toshimaru/auto-author-assign#154</a></li>
<li>build(deps-dev): bump rollup from 4.54.0 to 4.60.0 by <a
href="https://github.com/dependabot"><code>@​dependabot</code></a>[bot]
in <a
href="https://redirect.github.com/toshimaru/auto-author-assign/pull/155">toshimaru/auto-author-assign#155</a></li>
<li>build(deps-dev): bump rollup from 4.60.0 to 4.60.1 by <a
href="https://github.com/dependabot"><code>@​dependabot</code></a>[bot]
in <a
href="https://redirect.github.com/toshimaru/auto-author-assign/pull/159">toshimaru/auto-author-assign#159</a></li>
<li>build(deps): bump picomatch from 4.0.3 to 4.0.4 by <a
href="https://github.com/dependabot"><code>@​dependabot</code></a>[bot]
in <a
href="https://redirect.github.com/toshimaru/auto-author-assign/pull/157">toshimaru/auto-author-assign#157</a></li>
<li>build(deps-dev): bump rollup from 4.60.1 to 4.60.2 by <a
href="https://github.com/dependabot"><code>@​dependabot</code></a>[bot]
in <a
href="https://redirect.github.com/toshimaru/auto-author-assign/pull/162">toshimaru/auto-author-assign#162</a></li>
<li>build(deps): bump <code>@​actions/core</code> from 2.0.1 to 3.0.1 by
<a
href="https://github.com/dependabot"><code>@​dependabot</code></a>[bot]
in <a
href="https://redirect.github.com/toshimaru/auto-author-assign/pull/150">toshimaru/auto-author-assign#150</a></li>
<li>build(deps): bump <code>@​actions/github</code> from 6.0.1 to 9.1.1
by <a
href="https://github.com/dependabot"><code>@​dependabot</code></a>[bot]
in <a
href="https://redirect.github.com/toshimaru/auto-author-assign/pull/160">toshimaru/auto-author-assign#160</a></li>
<li>build(deps): bump googleapis/release-please-action from 4 to 5 by <a
href="https://github.com/dependabot"><code>@​dependabot</code></a>[bot]
in <a
href="https://redirect.github.com/toshimaru/auto-author-assign/pull/165">toshimaru/auto-author-assign#165</a></li>
</ul>
<h3>Others</h3>
<ul>
<li>chore(main): release 3.0.2 by <a
href="https://github.com/github-actions"><code>@​github-actions</code></a>[bot]
in <a
href="https://redirect.github.com/toshimaru/auto-author-assign/pull/164">toshimaru/auto-author-assign#164</a></li>
</ul>
<p><strong>Full Changelog</strong>: <a
href="https://github.com/toshimaru/auto-author-assign/compare/v3.0.1...v3.0.2">https://github.com/toshimaru/auto-author-assign/compare/v3.0.1...v3.0.2</a></p>
</blockquote>
</details>
<details>
<summary>Changelog</summary>
<p><em>Sourced from <a
href="https://github.com/toshimaru/auto-author-assign/blob/main/CHANGELOG.md">toshimaru/auto-author-assign's
changelog</a>.</em></p>
<blockquote>
<h1>Changelog</h1>
<h2><a
href="https://github.com/toshimaru/auto-author-assign/compare/v3.0.1...v3.0.2">3.0.2</a>
(2026-04-27)</h2>
<h3>Miscellaneous Chores</h3>
<ul>
<li>release 3.0.2 (<a
href="https://github.com/toshimaru/auto-author-assign/commit/658b95bf703955e926268fcaca1124037270bea8">658b95b</a>)</li>
<li>release 3.0.2 (<a
href="https://github.com/toshimaru/auto-author-assign/commit/ca59fc3261247bab40337927fac848bf2a60863f">ca59fc3</a>)</li>
</ul>
<h2><a
href="https://github.com/toshimaru/auto-author-assign/compare/v3.0.0...v3.0.1">3.0.1</a>
(2025-12-25)</h2>
<h3>Miscellaneous Chores</h3>
<ul>
<li>release 3.0.1 (<a
href="https://github.com/toshimaru/auto-author-assign/commit/718d4ed5349747d47952ae841ae03fcbdd74ebea">718d4ed</a>)</li>
</ul>
<h2><a
href="https://github.com/toshimaru/auto-author-assign/compare/v2.1.2...v3.0.0">3.0.0</a>
(2025-12-21)</h2>
<h3>Features</h3>
<ul>
<li>Add <code>npm run package</code> instead of <code>build</code> (<a
href="https://redirect.github.com/toshimaru/auto-author-assign/issues/130">#130</a>)
(<a
href="https://github.com/toshimaru/auto-author-assign/commit/972720f0403d2873e807f16e350c5b0b1be4dda3">972720f</a>)</li>
</ul>
<h3>Miscellaneous Chores</h3>
<ul>
<li>release 3.0.0 (<a
href="https://github.com/toshimaru/auto-author-assign/commit/d100ceff34d1e9cd2c4ea5b8055922f1409f3068">d100cef</a>)</li>
</ul>
<h3><a
href="https://github.com/toshimaru/auto-author-assign/compare/v2.1.1...v2.1.2">2.1.2</a>
(2025-12-16)</h3>
<h3><a
href="https://github.com/toshimaru/auto-author-assign/compare/v2.1.0...v2.1.1">2.1.1</a>
(2024-06-26)</h3>
<h2><a
href="https://github.com/toshimaru/auto-author-assign/compare/v2.0.1...v2.1.0">2.1.0</a>
(2024-01-17)</h2>
<h3><a
href="https://github.com/toshimaru/auto-author-assign/compare/v2.0.0...v2.0.1">2.0.1</a>
(2023-09-26)</h3>
<h2><a
href="https://github.com/toshimaru/auto-author-assign/compare/v1.6.2...v2.0.0">2.0.0</a>
(2023-09-24)</h2>
<h3><a
href="https://github.com/toshimaru/auto-author-assign/compare/v1.6.1...v1.6.2">1.6.2</a>
(2023-01-03)</h3>
<ul>
<li>chore: dependencies update</li>
</ul>
<h3><a
href="https://github.com/toshimaru/auto-author-assign/compare/v1.6.0...v1.6.1">1.6.1</a>
(2022-08-01)</h3>
<ul>
<li>doc: README Update</li>
</ul>
<h3><a
href="https://github.com/toshimaru/auto-author-assign/compare/v1.5.1...v1.6.0">1.6.0</a>
(2022-07-28)</h3>
<ul>
<li>feat: Add auto-author-assign for the issues</li>
</ul>
<!-- raw HTML omitted -->
</blockquote>
<p>... (truncated)</p>
</details>
<details>
<summary>Commits</summary>
<ul>
<li><a
href="https://github.com/toshimaru/auto-author-assign/commit/bdd7688cbf9e6d5683f02f8c7d8ae4062a254b6d"><code>bdd7688</code></a>
chore(main): release 3.0.2 (<a
href="https://redirect.github.com/toshimaru/auto-author-assign/issues/164">#164</a>)</li>
<li><a
href="https://github.com/toshimaru/auto-author-assign/commit/658b95bf703955e926268fcaca1124037270bea8"><code>658b95b</code></a>
chore: release 3.0.2</li>
<li><a
href="https://github.com/toshimaru/auto-author-assign/commit/c14bd3bc8fcae805c462193f1fec685b5757fa14"><code>c14bd3b</code></a>
build(deps): bump googleapis/release-please-action from 4 to 5 (<a
href="https://redirect.github.com/toshimaru/auto-author-assign/issues/165">#165</a>)</li>
<li><a
href="https://github.com/toshimaru/auto-author-assign/commit/ca59fc3261247bab40337927fac848bf2a60863f"><code>ca59fc3</code></a>
chore: release 3.0.2</li>
<li><a
href="https://github.com/toshimaru/auto-author-assign/commit/725d1cbcd9c65264223e93ed01bae5a1166775b5"><code>725d1cb</code></a>
build(deps): bump <code>@​actions/github</code> from 6.0.1 to 9.1.1 (<a
href="https://redirect.github.com/toshimaru/auto-author-assign/issues/160">#160</a>)</li>
<li><a
href="https://github.com/toshimaru/auto-author-assign/commit/88a48cc86aa175353a6bedf0f62180f85cba6dc0"><code>88a48cc</code></a>
build(deps): bump <code>@​actions/core</code> from 2.0.1 to 3.0.1 (<a
href="https://redirect.github.com/toshimaru/auto-author-assign/issues/150">#150</a>)</li>
<li><a
href="https://github.com/toshimaru/auto-author-assign/commit/6a5f2a2150e1a0ba864721da16968b0d612555e3"><code>6a5f2a2</code></a>
build(deps-dev): bump rollup from 4.60.1 to 4.60.2 (<a
href="https://redirect.github.com/toshimaru/auto-author-assign/issues/162">#162</a>)</li>
<li><a
href="https://github.com/toshimaru/auto-author-assign/commit/7dbebfbadd984a53a3092c634ae3f8054ed4f81d"><code>7dbebfb</code></a>
build(deps): bump picomatch from 4.0.3 to 4.0.4 (<a
href="https://redirect.github.com/toshimaru/auto-author-assign/issues/157">#157</a>)</li>
<li><a
href="https://github.com/toshimaru/auto-author-assign/commit/49588892f33bafe848a7f70c6960ec7805aabf4a"><code>4958889</code></a>
build(deps-dev): bump rollup from 4.60.0 to 4.60.1 (<a
href="https://redirect.github.com/toshimaru/auto-author-assign/issues/159">#159</a>)</li>
<li><a
href="https://github.com/toshimaru/auto-author-assign/commit/40b645548e95cef9fed45bba6f49491d28a6fe9b"><code>40b6455</code></a>
build(deps-dev): bump rollup from 4.54.0 to 4.60.0 (<a
href="https://redirect.github.com/toshimaru/auto-author-assign/issues/155">#155</a>)</li>
<li>Additional commits viewable in <a
href="https://github.com/toshimaru/auto-author-assign/compare/4d585cc37690897bd9015942ed6e766aa7cdb97f...bdd7688cbf9e6d5683f02f8c7d8ae4062a254b6d">compare
view</a></li>
</ul>
</details>
<br />


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2026-05-02 08:31:50 -06:00
evanpelle d071c8228f Add cache busting to asset urls to bust assets with bad headers 2026-05-02 07:26:06 -06:00
evanpelle 4d5b7c0fb6 Use adfree flag to suppress ads
Adds adfree: boolean to player in UserMeResponseSchema and replaces the flares-length heuristic in Main.ts with a direct check of this field to determine whether ads should be shown.
2026-05-01 18:39:23 -06:00
VariableVince 914c7e750f Remove "uuid" dependency (#3811)
## Description:

One dependency less: remove uuid. It is only used to get the three
random digits after "Anon" if no name is present in localStorage.
Crypto.randomUUID also gives us a UUID v4 and can already be used from
Utils > generateCryptoRandomUUID. Not noticable when it comes to speed
either.

## Please complete the following:

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

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

tryout33
2026-05-01 17:00:45 -06:00
Patrick Plays Badly a93c466334 Update maps Los Angeles & Dyslexdria (#3809)
## Description:
Removed single pixel line from the bottom of LA map.
Added L.A.X. nation to LA map.
Removed USSR flags from Dyslexdria (originally imported from giant world
map). Left USSR flag on 'Rusha' only.

## 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
PlaysBadly
2026-05-01 13:04:48 +00:00
Ryan df05d21fc2 Clan System Part 2 - UI (#3625)
## Description:

Continuation from #3276 

Adds the complete client-side clan UI as a Lit web component
(`<clan-modal>`), a typed API client with Zod-validated responses,
shared response schemas, and a reusable `<confirm-dialog>` component.


### New: `ClanModal.ts`

| View | What it does |
|------|-------------|
| **My Clans** | Lists joined clans + pending join requests (built from
`/users/@me`, no extra fetches) |
| **Browse** | Search by tag (min 3 chars), paginated results,
configurable per-page (10/25/50) |
| **Clan Detail** | Stats, paginated + searchable member list, role
badges, join/leave/request actions |
| **Manage** | Edit name (max 35 chars) + description, toggle
open/invite-only, disband |
| **Transfer** | Leadership transfer with member selector + confirmation
|
| **Requests** | Approve/deny join requests (leader/officer) |
| **Bans** | View and unban (leader/officer) |
| **My Requests** | View and withdraw outgoing requests |

### New: `ConfirmDialog.ts`

Reusable `<confirm-dialog>` Lit component — replaces native
`confirm()`/`prompt()` which are blocked or broken on mobile and
CrazyGames iframes. Supports danger/warning variants and an optional
textarea (used for ban reasons). Fires `confirm`/`cancel` events.

### New: `ClanApi.ts`

Typed API client covering all clan endpoints. Every response is
Zod-validated. Auth header is always last in the spread (can't be
overridden by callers). Unknown server error messages always fall back
to a generic client-side string — never displayed verbatim.

### New: `ClanApiSchemas.ts` (in `src/core/`)

Shared Zod schemas for clan API responses with max-length constraints on
`name` (35) and `description` (200). Lives in `core/` so it can be
consumed by both client code and the leaderboard table.

### Modified: `ApiSchemas.ts`

- Added `clans` and `clanRequests` arrays to `UserMeResponseSchema`
- Moved clan leaderboard schemas out to `ClanApiSchemas.ts`
- Renamed `LeaderboardClanTagSchema` → `RequiredClanTagSchema`

### Modified: `Api.ts`

- Added `invalidateUserMe()` to bust the cached `/users/me` response
after mutations
- Removed `fetchClanLeaderboard` (moved to `ClanApi.ts`)

### Tests

- `ClanModal.test.ts` — rendering, view navigation, user actions
- `ClanApiQueries.test.ts` — fetch functions, error handling, pagination
- `ClanApiMutations.test.ts` — join, leave, kick, ban, promote,
transfer, etc.
- `ClanApiBans.test.ts` — ban/unban calls and error paths
- `ClanApiSchemas.test.ts` — Zod schema validation edge cases
- `LeaderboardModal.test.ts` — updated imports

## Notable design decisions

- **Not-logged-in state** — shows "Sign in to join clans" instead of
false "no clans" empty state
- **Rate limit feedback** — reads `Retry-After` header and surfaces wait
time to the user

## Please complete the following:

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

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

w.o.n

---------

Co-authored-by: evanpelle <evanpelle@gmail.com>
2026-04-30 21:27:35 -06:00
evanpelle 38bbef6ecf update structure icon filename to bust cache, previous assets had bad headers 2026-04-30 20:18:38 -06:00
evanpelle 1f549d0a03 add malibu glow on hover to ranked, join, create lobby buttons 2026-04-30 17:23:11 -06:00
evanpelle 02353cf77d Fix nuke cancellation on alliance to use blast radius
cancelNukesBetweenAlliedPlayers previously only cancelled a nuke if its exact target tile was owned by the new ally. This meant nukes aimed at neutral or own tiles near allied territory would survive alliance formation and still land (and break the alliance).

Now uses wouldNukeBreakAlliance — the same blast-radius logic used by maybeBreakAlliances on impact — so a nuke is cancelled if its blast would have meaningfully hit the ally's tiles or structures. Also switches from the exhaustive listNukeBreakAlliance (scans all players) to wouldNukeBreakAlliance with a single-player allySmallIds set for early-exit performance.
2026-04-30 17:17:46 -06:00
Evan 8a638a3842 perf(UnitLayer): batch trail clears to fix O(n²) cost on mass nuke explosions (#3808)
## Description:

When multiple nukes detonated in the same tick, clearTrail was called
once per dying unit. Each call scanned all remaining units to repaint
overlapping trail tiles — O(dead × alive × trail_len) per tick.

Replace with a deferred batch: dying units are queued into
pendingTrailClears during drawUnitsCells, then flushTrailClears()
processes them all at once after the draw pass. All trail tiles are
cleared in a single loop (skipping duplicates), followed by one repaint
scan of surviving units — O((dead + alive) × trail_len).

Also fixes a minor bug in the original: the surviving unit's
relationship is now used when repainting its trail (previously the dying
unit's relationship was used, which gave wrong colors in alternate-view
mode).

## 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
2026-04-30 16:57:35 -06:00
Evan ccb80f4245 Fix warship diagonal chase and improve trade ship capture reliability (#3807)
## Description:

The warship pathfinder operates on a 2x downscaled mini-map, and
upscaling mini-map paths back to full coordinates produces diagonal
interpolated steps. At close range (< 20 tiles), the entire path
consists of these diagonal moves, causing the warship to approach the
trade ship at an awkward angle and never converge cleanly.
## 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
2026-04-30 16:37:44 -06:00
babyboucher 4f20d2b332 TypeScript update to 6.0.3 (#3806)
## Description:

Updating TypeScript to 6.0.3.
Updating TypeScript-eslint to 8.59.1 for TS6 support.
Concurrently needed to get updated as well to remove deprecated warning.

Most things deleted are now just defaults.

## 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:

Babyboucher
2026-04-30 15:49:24 -06:00
Zixer1 742a544a69 2661 PR 3/3 Warship Manual Override, Aggro Override, and Heal-at-Port Command (#3501)
Part of [#2661](https://github.com/openfrontio/OpenFrontIO/issues/2661)
(split into 3 PRs so they are not too large..)

## Description:

Part 3/3 of
[#2661](https://github.com/openfrontio/OpenFrontIO/issues/2661).

This PR adds the retreat control and override behavior for warships:

- Manual override: moving a warship manually cancels retreat and
suppresses auto-retreat for 5 seconds
- Aggro override: a retreating warship will aggro a nearby enemy
transport or warship before continuing retreat
- Heal-at-port command for sending a warship to a friendly port manually
- Friendly-port validation for HealAtPortExecution
- Regression tests for manual override, aggro override, and heal-at-port
behavior



## 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:

zixer._

---------

Co-authored-by: iamlewis <lewismmmm@gmail.com>
Co-authored-by: evanpelle <evanpelle@gmail.com>
2026-04-30 13:54:28 -06:00
Aotumuri f1d0136a06 mls (v5.3) (#3804)
## Description:

Version identifier within MLS: v5.3

[Changed languages]
- fr
- ru
- uk

[Change volume]
- Changed languages: 3
- Changed files: 3
- Changed lines: 6165
- metadata.json: unchanged

Final reviewer: meow02952

This PR was generated by the PR sender tool, then checked and submitted
by the final reviewer.

## 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
2026-04-30 09:15:30 -06:00