Commit Graph

1599 Commits

Author SHA1 Message Date
evanpelle 4d0324c5cc run formatter 2026-05-06 21:43:03 -06:00
evanpelle e960b5130a run formatter 2026-05-06 21:08:42 -06:00
Ryan 005e1b6044 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 16:09:53 -06:00
evanpelle 879d502eb7 Merge branch 'v31' 2026-05-06 13:09:58 -06:00
Mike Zaugg 23b8eaa04f perf(AttackExecution): migrate hot loops to forEachNeighbor (#3820)
Resolves [#3815
](https://github.com/openfrontio/OpenFrontIO/issues/3815)
   
## Description:
Migrates the five `mg.neighbors(tile)` call sites in
`src/core/execution/AttackExecution.ts` to the existing zero-allocation
`forEachNeighbor(tile, cb)` helper (`src/core/game/GameImpl.ts:1107`).
`neighbors()` allocates
a fresh `TileRef[]` of length up to 4 on every call; `forEachNeighbor`
invokes a callback with no allocation. The helper is already used in
`PlayerExecution`, `GameImpl.updateBorders`, and similar hot paths —
this PR
  finishes that rollout in the hottest attack loop.

  Affected sites in `src/core/execution/AttackExecution.ts`:

  | Original line | Context |
  | --- | --- |
  | 277 | `tick()` border check around `tileToConquer` |
  | 326 | `addNeighbors()` outer neighbor loop |
  | 335 | `addNeighbors()` nested `numOwnedByMe` count |
  | 370 | `handleDeadDefender()` border test |
  | 375 | `handleDeadDefender()` neighbor scan |

  Notes:

- `handleDeadDefender` previously narrowed `this.target` from `Player |
TerraNullius` to `Player` via the early-return check. Inside an arrow
callback that narrowing isn't preserved by TypeScript, so the function
now
captures `target: Player` once after the check. Same pattern as
`tick()`'s `targetPlayer` cache.
- For loops that previously used `break` or `.some()`, I used a small
flag variable to short-circuit the callback body. With at most 4
neighbors per tile the extra callback invocations are negligible
compared to the
  eliminated array allocation.

  Behavioral guarantees:

- Iteration order is identical (`forEachNeighbor` enumerates the same
tiles in the same order as `neighbors()`).
  - No RNG, no float math, no wire-format changes.
  - Determinism preserved.

  Verification:

- `npm test` — all 994 tests pass across 104 files. The 22
attack-related tests in `Attack.test.ts`, `AttackStats.test.ts`, and
`AiAttackBehavior.test.ts` exercise the migrated code paths end-to-end.
  - `npx tsc --noEmit` — clean for the changed file.
  - `npx prettier --check` — clean.

Briefly flagged in `#development` per the contribution guidelines before
opening.

  ## Please complete the following:

  - [ ] I have added screenshots for all UI updates
- [ ] I process any text displayed to the user through translateText()
and I've added it to the en.json file
  - [ ] I have added relevant tests to the test directory
- [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:

sxndrexe
2026-05-06 12:44:08 -06:00
Sky Elder 38cb3027cb Feature Add retaliate keybind (#3801)
If this PR fixes an issue, link it below. If not, delete these two
lines.
Resolves #3174 

## Description:

This PR implements a keybind for retaliation against incoming non-bot
attacks (Players and Nations). It currently will target the most recent
(last in array) incoming attack when the keybind is pressed, choosing
the minimum of attack ratio or incoming attack troop size to retaliate
with. This correlates with the last displayed incoming attack on the
bottom modal. It works when there are multiple attacks (press multiple
times to retaliate against each consecutive attack). If the retaliation
size is smaller than the attack, the keybind can be pressed multiple
times to repeatedly blunt the incoming troop count.

Due to the current keybind logic KeyR cannot be used but Shift+KeyR can
so it is set to that until refactor.

<img width="867" height="121" alt="image"
src="https://github.com/user-attachments/assets/56e80810-4900-4db0-8ce7-1856e13529e5"
/>

No tests have been added as the retaliation feature doesn't seem to have
any to begin with since it is just an attack intent. The keybind is not
configured any differently than others. I did run all current tests and
was all good.

## 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:

n1ghtingal3
2026-05-06 12:08:31 -06:00
VariableVince eca5794ebb Chore(deps): Update and remove dependencies (#3819)
## Description:

Only mentioning removals/major updates/notable changes below, not all
minor upgrades.

### Removed:
- "@aws-sdk/client-s3": not used anywhere (was used in Archive.ts
previously)
- chai, "@types/chai", sinon-chai: not used anywhere, probably leftover.
Vitest uses a bundled version of Chai for its expect asserations under
the hood too.
- protobufjs, "@types/google-protobuf": not used anywhere, probably left
from evan's experiment with it? Removed from vite.config.ts too.
- "@types/jquery": not used anywhere, probably leftover
- sinon, "@types/sinon": not used anywhere just like chai, probably
leftover. And Vitest provides us with the same functionality.
- "@types/systeminformation": dependency systeminformation was removed
last year, this is an unneeded, deprecated and unmaintained remainder.
- vite-tsconfig-paths: removed, and removed the import and usage in
vite.config.ts and replaced it by adding `tsconfigPaths: true` to the
`resolve` block. Because of this message displayed on running the tests:
"The plugin "vite-tsconfig-paths" is detected. Vite now supports
tsconfig paths resolution natively via the resolve.tsconfigPaths option.
You can remove the plugin and set resolve.tsconfigPaths: true in your
Vite config instead."
- vite-plugin-static-copy: removed, we don't use it anymore (was used in
our vite.config.ts once,, probably before Vite natively supported
copying static assets via its publicDir configuration)

### Updated:
- color.js: v0.5 > v0.6, no breaking change affecting us
- cross-env: v7 > v10. It's a publicly archived repo since Nov 2025. But
before that he got it up-to-date from June 2025, porting to TS, dropping
old Node versions, dependencies etc. Seems still good to use for some
amount of time to come.
- dotenv: v16 > v17, now logs an informational message by default when
it loads an environment file. Can be disabled by using
dotenv.config({quite: true}) if needed.
- ejs: v3 > v5: security patches mostly. Vite still uses v3 btw.
- eslint: v9 > v10. Newly enabled rules by default:
'no-unassigned-vars', 'no-useless-assignment' and
'preserve-caught-error'. Mostly faster and minimum support moved to
higher node versions, which shouldn't be a problem.
- "@eslint/compat": v1 > v2. Minimum supported Node versions, which
should not be a problem.
- intl-messageformat: v10 > v11 no breaking changes that affect us
- jdom: v27 > v29. Faster. Most notably minimum support moved to higher
node v22 version, which should not be a problem. Also, see types/node,
kind of expecting v24 to be installed now.
- nanoid: from v3 to v5, no breaking changes that affect us
- "@opentelemetry/sdk-logs": now that addLogRecordProcessor is removed,
changed Logger.ts to pass an (empty) provider array directly to the
LoggerProvider constructor. Follows the changes in
https://github.com/open-telemetry/opentelemetry-js/pull/5588
- "@tailwindcss/vite": supports vite v8 from 4.2.2, and a fix for it in
4.2.4
- tailwindcss: supports vite v8 from 4.2.2
-- in 4.1.15 (we were already above this version) break-words was
deprecated in favor of wrap-break-word. But break-words, which we use in
15 places, will still work as expected
(https://github.com/tailwindlabs/tailwindcss/pull/19157). Same goes for
also deprecated "order-none".
- "@types/node": from v22 to v24, assuming most now use node 24
- vite v7 > v8: 
-- is now on 8.0.10 so first bugs are out of it, while v8 itself also
fixed a big number of bugs.
-- in vite.config.ts, fixed Ts error/compilation issue by changing the
manualChunks option in build.rollupOptions.output to use the function
syntax, which is required by the updated types instead of the object
syntax.
- zod: no changes that affect us

### Prettier:
Updated only because of (new because of update?) Prettier errors for
files untouched in this PR originally:
- PathFinder.Parabola.ts
- WorkerMessages.ts
- ClanModal.handlers.test.ts
- ClanModal.rendering.test.ts‎
- CONTRIBUTING.md
- README.md

### ESLint:
Fixes needed to silence errors coming from newly enabled recommended
rules 'no-useless-assignment' and 'preserve-caught-error':

For 'no-useless-assignment' (default assignment never used because of
unreachable code or they are guaranteed to get a value, so they can be
undefinedat the start. Exception was AttackExecution, so made the
default value of 0 the default case in the switch statement):
- ClientGameRunner
- GameModeSelector
- NameBoxCalculator
- StructureDrawingUtils
- TerritoryLayer
- Diagnostics
- GameRunner
- ColorAllocator
- DefaultConfig
- AttackExecution
- AiAttackBehavior
- Worker.worker
- GamePreviewBuilder

For 'preserve-caught-error', disabled the rule here because the possible
fix `{cause: error}` was introduced in ES2022 while we're still on
target ES2020 currently:
- GameServer
- Privilege

_Error: The value assigned to 'gameMap' is not used in subsequent
statements. (no-useless-assignment)
Error: The value assigned to 'timeDisplay' is not used in subsequent
statements. (no-useless-assignment)
Error: The value assigned to 'scalingFactor' is not used in subsequent
statements. (no-useless-assignment)
Error: The value assigned to 'radius' is not used in subsequent
statements. (no-useless-assignment)
Error: The value assigned to 'teamColor' is not used in subsequent
statements. (no-useless-assignment)
Error: The value assigned to 'gl' is not used in subsequent statements.
(no-useless-assignment)
Error: The value assigned to 'power' is not used in subsequent
statements. (no-useless-assignment)
Error: The value assigned to 'tickExecutionDuration' is not used in
subsequent statements. (no-useless-assignment)
Error: The value assigned to 'selectedIndex' is not used in subsequent
statements. (no-useless-assignment)
Error: The value assigned to 'mag' is not used in subsequent statements.
(no-useless-assignment)
Error: The value assigned to 'speed' is not used in subsequent
statements. (no-useless-assignment)
Error: The value assigned to 'matchesCriteria' is not used in subsequent
statements. (no-useless-assignment)
Error: The value assigned to 'shouldContinue' is not used in subsequent
statements. (no-useless-assignment)
Error: The value assigned to 'description' is not used in subsequent
statements. (no-useless-assignment)
Error: There is no `cause` attached to the symptom error being thrown.
(preserve-caught-error)
Error: There is no `cause` attached to the symptom error being thrown.
(preserve-caught-error)_

All tests pass. TypeScript and ESLint errors resolved.

## 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

---------

Co-authored-by: Copilot <copilot@github.com>
2026-05-06 09:12:27 -06:00
RickD004 3744027e94 Adds map of the Middle East (#3829)
## Description:

Starting v32 maps right now!

Adds map of the Middle East. Probably one of the most highly requested
maps.

Very large map (3.4M land pixels, similar to Two Lakes, would become the
2nd or 3rd largest map by land area) of the arabian peninsula and
surrounding regions.
This map has both huge areas of land without water access full of desert
terrain, and massive trade chokepoints, which combined will result in
crazy endgames.

The theme of this map are historical, based on the end of WW1.
Historical flags have been added for the nation NPCs to use.

(High map rotation of 8 since this is probably going to become one of
the most popular maps given the relevancy of the region in real life.)

Terrain source from NASA DEM, already credited.


https://github.com/user-attachments/assets/6a1b345f-fd92-42c2-8f92-154fac4c9733

## Please complete the following:

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

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

DISCORD_USERNAME

tri.star1011
2026-05-05 22:12:42 -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
2026-05-05 13:22:58 -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
2026-05-04 12:53:02 -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
2026-05-03 09:33:44 -06:00
evanpelle 22dbc4fbb8 meta: increase alt/current attackerTroopLoss to 60/40 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
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
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
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 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 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
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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
Evan 2994a5f848 Start game via WebSocket intent (#3794)
## Description:

Replaces the HTTP POST /api/start_game/:id endpoint with a WebSocket
intent, making private game start consistent with how kick_player and
update_game_config already work. Also verifies that only the lobby
creator can start a game.

## Please complete the following:

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

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

evan
2026-04-29 13:26:14 -06:00
babyboucher bd6c63b6ea Nation ship improvements (#3724)
## Description:

Nations preform poorly on large water maps, these changes aims to
improve how they handle and react to water combat.

Adding the ability for hard and impossible nations to retaliate against
incoming transport ships.
Adding the ability for ships to be moved if the nation is not able to
build a new ship.

## Please complete the following:

- [X] I have added screenshots for all UI updates
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and I've added it to the en.json file
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responsibility for any bugs introduced

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

babyboucher

---------

Co-authored-by: iamlewis <lewismmmm@gmail.com>
Co-authored-by: FloPinguin <25036848+FloPinguin@users.noreply.github.com>
2026-04-29 18:18:00 +00:00
evanpelle 3476bfc674 Changed the default in UserSettings.ts:386 from 1 to 0. New users (or anyone who hasn't touched the slider) will now start with sound effects muted. 2026-04-28 21:39:31 -06:00
RickD004 a989bcbeb0 Rename Mediterranean to Mare Nostrum 🏛️ (#3768)
## Description:

Change inspired by Territorial.io . Renames the Mediterranean sea map to
Mare Nostrum, the ancient name of the sea given by the Romans. The NPCs
of the map are already roman provinces, so this change is more thematic
and also adds a creative name like "Gateway to the Atlantic" and
"Between Two Seas"

## 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
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responsibility for any bugs introduced

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

tri.star1011
2026-04-28 19:15:29 -06:00
FloPinguin 7654537a00 Much better river handling for nations and tribes! 🏞️ (#3786)
## Description:

In this example, the two nations DONT see each other as neighbors, but
as ISLANDERS. Because they dont have a direct border connection, there
is water in between.

<img width="526" height="329" alt="image"
src="https://github.com/user-attachments/assets/cf2c15b5-7793-4445-afd2-920d6cd50a2a"
/>

This is a big problem, because most of the logic in AiAttackBehavior
gets ignored. Only the "islander" strategy runs (late, because its a
not-important strat).

### Summary

- `PlayerImpl.neighbors()` now includes cross-water neighbors: a new
`shoreReachableNeighbors()` helper samples every 10th shore border tile
and looks up to 5 tiles in each cardinal direction across water, finding
land owners on the other side (covers rivers up to 4 tiles wide).

- `AiAttackBehavior.maybeAttack()` extends the `hasNonNukedTerraNullius`
check to also trigger on TN detected via `player.neighbors()`, so
nations notice and pursue TN that is only reachable across a river.

- `sendAttack()` uses a new `hasLandBorderWithTerraNullius()` land-only
adjacency check to decide between a land attack and a boat attack for
TN, rather than `sharesBorderWith()` which includes water tiles.

- Added `sendBoatAttackToNearbyTerraNullius()`: when no TN land is
directly adjacent, the AI scans its shore border tiles for unowned land
across water and dispatches a transport ship.

### Also works for Tribes!

Tribes can boat rivers now, really cool.


https://github.com/user-attachments/assets/382e85aa-c437-4e0c-afc2-0c381432da3d

## 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
2026-04-28 18:25:11 -06:00
FloPinguin 692028d033 Make nations more forgiving toward humans on Easy difficulty 🕊️ (#3791)
## Description:

- Nations on Easy no longer betray human allies
- Nations on Easy now attack humans only 25% of the time (down from 50%)
- Increased Easy reaction tick range (65-100, up from 65-80) so nations
respond more slowly
- Raised MIRV steamroll-stop thresholds on Easy (city gap multiplier 1.5
-> 2, min leader cities 15 -> 20) and slightly tuned Medium/Hard
thresholds

## 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
2026-04-28 13:56:05 -06:00
Patrick Plays Badly 79ac66df3c Add map los angeles (with roads) (#3708)
## Description:

Add Map - Los Angeles (With Roads)
Whats NY without LA? What is LA without its roads? Here is a larger map
where I have turned LAs road network into rivers. Nations named to areas
of the city or surrounding area. Map geo data is from OpenTopography. I
stenciled the highways from screenshots of online maps and some artistic
choice.


https://discord.com/channels/1284581928254701718/1482605671697613081/1482605671697613081
https://www.youtube.com/watch?v=6td9wiQKE9s

## 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

---------

Co-authored-by: evanpelle <evanpelle@gmail.com>
2026-04-27 22:05:17 -06:00
Evan 4aa726cfd8 Serve hashed assets from R2 via CDN_BASE (#3773)
## Description:

Add an optional CDN_BASE env var that prefixes hashed asset URLs from
asset-manifest.json, so the app can serve static assets from R2/CDN
instead of the app origin. The value is determined at runtime via the
EJS template (window.CDN_BASE) — empty string means "same origin,"
matching today's behavior.

A hack to load the worker bundle:

A same-origin Blob script that dynamic-import()s the cross-origin worker
module and buffers early postMessage calls until the imported module's
handler attaches, sidestepping the browser's refusal to construct a
Worker directly from a cross-origin URL.

## 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
2026-04-27 11:27:54 -06:00
FloPinguin 408d0e4862 Improve TribeExecution deleteAllStructures 🏛️ (#3777)
## Description:

`deleteAllStructures` did not check for `isMarkedForDeletion`, not very
clean. Now its clean.
Also rename to `deleteNextStructure` because its not possible to delete
more than 1 structure at a time.

## Please complete the following:

- [X] I have added screenshots for all UI updates
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and I've added it to the en.json file
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responsibility for any bugs introduced

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

FloPinguin
2026-04-26 19:10:27 -06:00
FloPinguin 8099b9fad7 Massive nation improvement 🤖 (#3761)
## Description:

- Hard / Impossible nations in team games auto-stop trading with all
enemies
- If there are a LOT of nations on the map (Enzo stream with 400 nation
HvN private games) they no longer start with a city, they start with eco
(port / factory) because they cannot gain much gold from bot-killing
- Impossible nations built way too many missile silos sometimes, caused
by the SAM overwhelming logic. Fixed now.
- In public HvN games with 5M starting gold, nations placed their
structures way too fast, which slowed down their expansion. And humans
could easily cause a lot of damage with one atom bomb. Now their first
structure is a SAM (on hard / impossible) and they wait between their
earlygame structure placements.
- Nations now spread out their port placements more evenly
- Nations are now able to attack much stronger enemies in team games
(They can expect donations)
- Improve performance a bit by adding more early-returns (Dont run any
nuking logic if nukes are disabled, no alliance logic if alliances are
disabled, no boating logic if transport boats are disabled, ...)
- Fix some of the "cannot send troops" messages in the console
(DonateTroopExecution)
- Nations build their first missile silo sooner, they should also build
more SAMs
- Nations spend their gold better after reaching the save-up-target
(previously they stopped nuking)
- Optimized save-up-targets for team games
- The richest impossible nation is nuking very dense players now (lot of
structure levels on a small island)

### How does a 5M gold HvN start look like now?


https://github.com/user-attachments/assets/e9da89c3-c0d4-4144-a741-3101746b16da

## 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
2026-04-26 18:43:45 -06:00
Zixer1 c0febacb8e 2661 PR 2/3 Warship Port Healing, Docking Capacity, and Waiting Behavior (#3499)
Part of [#2661](https://github.com/openfrontio/OpenFrontIO/issues/2661)
(split into 3 PRs so they are not too large..)

## Description:

Part 2/3 of
[#2661](https://github.com/openfrontio/OpenFrontIO/issues/2661).

This PR adds port-based healing and docking behavior:
- Passive healing near friendly ports
- Active docked healing pool scaled by port level and shared across
docked ships
- Docking radius and capacity-by-port-level behavior
- Waiting behavior near full ports until a slot opens
- Auto-undock once fully healed

For the active healing, it works like `ActiveHeal = (PortLevel * 5) /
DockedShipsAtThatPort`
Ex:
1 ship at level 1 port -> +5 HP/tick
1 ship at level 2 port → +10 HP/tick
2 ships at level 3 port → +7.5 HP/tick each

Includes regression tests covering healing math and docking/waiting
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._
2026-04-26 21:42:13 +00:00
evanpelle 3815f043e1 Revert "Adjust troop loss calculations and troop limits (#3652)"
This reverts commit 98233d8bff.
2026-04-26 14:59:18 -06:00
RickD004 32a254b375 add Baja California map 🏜️ (#3759)
## Description:

Adds map of the Baja California peninsula in Mexico. Majority of this
map is brown terrain to simulate the (Sonora) desert
Mexican and American states as NPCs. The peninsula while having little
landmass is balanced by the fact it will be very easy to pirate from it

<img width="503" height="583" alt="Captura de pantalla 2026-04-18
151337"
src="https://github.com/user-attachments/assets/b1acd93a-fbe4-4d17-95b6-5f4c86ec872f"
/>

Relief 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
- [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
2026-04-25 15:27:30 -06:00
Evan 54604c4313 Remove directory-URL branch from buildAssetUrl (#3756)
## Description:

buildAssetUrl had a middle branch that, when called with a directory-ish
path (e.g. assetUrl("maps")), would check whether any manifest entry had
that prefix and return an unhashed /_assets/<path> URL. This was wrong:

* The /_assets/ prefix implies a managed, hashed asset — but the
returned URL is neither. It won't exist on R2 after the migration.
* It defeats cache-busting, since no hash is applied.
* It encourages callers to reconstruct asset paths by hand via string
concatenation, bypassing the manifest as the single source of truth.
Renaming or reorganizing an asset directory would silently break callers
the manifest can't help locate.

## 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
2026-04-25 09:33:46 -06:00
Zixer1 37079e6a05 2661 PR 1/3 Warship Retreat Core, Blue UI Signal, and Transport-First Target Priority (#3498)
Part of #2661 (split into 3 PRs so they are not too large..)

## Description:

Part 1/3 of #2661.

This PR adds warship retreat basics, a blue retreating UI state, and
updates target priority.

Added:
- Retreat state handling
- Blue visual for retreating warships
- Target priority: transport > warship > trade 
- Tests for retreat and target priority

Example video:
https://youtu.be/2hE2qeOeY48
Ship retreating:
<img width="630" height="488" alt="image"
src="https://github.com/user-attachments/assets/56d3e6d5-08af-453d-afe5-ee21dd6f3414"
/>
Ship healing:
<img width="483" height="311" alt="image"
src="https://github.com/user-attachments/assets/aeaf2239-bb81-444f-84ef-62dbcb48fddf"
/>
Back to being deployed:
<img width="585" height="358" alt="image"
src="https://github.com/user-attachments/assets/875828a2-8a24-4593-ac76-26426bb81057"
/>

## 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._
2026-04-24 08:26:14 -06:00
RickD004 aa70d6742a add Archipelago Sea map (#3749)
## Description:

Adds Archipelago Sea map. The island map to end all island maps.

This is a real location in Southwest Finland, famous for being the
archipelago with the most islands in the world.

This map is made for the very loud playerbase who enjoys naval maps.
This is probably the most heavy naval map we are gonna get. Given this
is a very experimental and unorthodox map like amazon or 4islands, it
has a rotation of 3 , low but still should pop in for people who prefer
island maps.


https://github.com/user-attachments/assets/19b32a4f-825b-4b82-aec3-b24c387b9cdd

## 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
2026-04-24 08:07:48 -06:00
1brucben 98233d8bff Adjust troop loss calculations and troop limits (#3652)
## Description:

I think this fixes the stalemate issue mentioned in the previous PR
without restoring the attack loss "bug". I tried making very small
adjustments (possibly too small?) to meet the goal of very gradually
changing the feel of the game.

If stalemate is still an issue, would recommend boosting the toAdd
parameter. I think the issue is not that attack losses are too high
relative to defender, but rather that large attackers get nerfed so much
by this formula. Going up to .8 from .73 is a roughly 10% boost in troop
growth for an attacker that is 4x the size of a defender. Not sure
anyone will notice, but it adds up over game time.

## 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:

1brucben
2026-04-23 12:05:38 -07:00
RickD004 ec6e14051a Add an Antarctica map 🐧 (#3740)
## Description:

(re-submission of older PR because the old one had too many merge
conflicts)

Re-adds and reworks the previously April Fools "Reglaciated Antarctica"
as a new map, this time with proper elevation data: Map of Antarctica
centered in the South Pole.

The "appeal" of this a map is that it has no green terrain. (As such it
has a really low rotation number (of 1). )

This also completes the Continental map category (antarctica was the
only continent out of the traditional 7 missing).


https://github.com/user-attachments/assets/28302464-c533-483e-8a1b-2699093921ff

The base map image is a composite of 2 relief maps from 2 different
sources, both properly 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
- [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

Co-authored-by: iamlewis <lewismmmm@gmail.com>
2026-04-22 16:04:56 -07:00
FloPinguin f7716c7d42 Little Console Cleanup 🧹 (#3741)
## Description:

Fixes these console warnings from bots:

<img width="591" height="94" alt="Screenshot 2026-04-19 033624"
src="https://github.com/user-attachments/assets/6ee79302-e2a7-4195-94e5-c1f455eb1799"
/>

Removes some spammy logs, they dont seem to be helpful?

<img width="271" height="174" alt="Screenshot 2026-04-19 033739"
src="https://github.com/user-attachments/assets/70122506-e8fb-4a72-b73e-08e72fe222bd"
/>



<img width="284" height="656" alt="Screenshot 2026-04-19 033646"
src="https://github.com/user-attachments/assets/4b4ebef2-e191-4947-9615-0e26cd9bf075"
/>

## 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
2026-04-22 15:59:42 -07:00
Jarifa 0801798fbd Feat: Alliance and betrayal hotkeys (#3110)
Original Feature request by @FloPinguin  
Resolves #3077 

## Description:

Adds hotkeys for Requesting alliances and breaking alliances. This
allows for players to send or break alliances whose tile is under the
cursor, without opening the radial menu.

Keybinds:
New "Ally Keybinds" section in Settings -> Keybinds
Request alliance: Default: K - sends an alliance request to the
player/bot/nation under the cursor
Break alliance: Default: L - breaks the alliance with the player at the
cursor

Behavior:
- Cursor must be over a tile owned by the target player. The action runs
only when the game allows it, following the same logic as the radial
menu. (canSendAllianceRequest and canBreakAlliance)
- When an alliance request is sent, the events log shows: "Alliance
request sent to [target]" for confirmation. No extra message for
breaking an alliance (betrayal/debuff message already exists and is sent
upon breaking an alliance)

## Screenshots:
Keybind menu:
<img width="739" height="595" alt="image"
src="https://github.com/user-attachments/assets/ee958eab-fd50-4971-85c5-dfd49c6f0bdc"
/>
In game logs:
<img width="373" height="232" alt="image"
src="https://github.com/user-attachments/assets/2cf6bb07-5f0d-425a-82d3-65a44fef99c5"
/>

## 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:
_Dave9595_
2026-04-21 14:34:51 -07:00
Ivan Batsulin 29a1e8dfda feat: multi-warship selection with Shift+drag box (#3677)
Resolves #3666

## Description:

Adds RTS-style box selection for warships. Hold Shift and drag (desktop)
or long-press and drag (touch/mobile) to draw a selection rectangle —
all player-owned warships inside get selected at once. A subsequent
click/tap on water sends them all to that location.

- `SelectionBoxLayer` — pixel-dashed rectangle in world-space, player
territory color; shared between desktop and touch
- `UILayer` — same pulsing selection outline on each box-selected
warship; clears correctly when switching between single/multi selection
- `UnitLayer` — finds warships in screen rect, filters inactive ships
before sending; touch support included
- `InputHandler` — Shift+drag and touch long-press+drag both emit
selection box events; cursor becomes crosshair on Shift; discards active
ghost structure on Shift press; configurable via `shiftKey` keybind
- `Transport` — single atomic `move_multiple_warships` intent (no split
on socket drop)
- `Schemas` + `ExecutionManager` + `MoveMultipleWarshipsExecution` —
server fans out atomic intent into individual `MoveWarshipExecution` per
ship
- `DynamicUILayer` — `MoveIndicatorUI` chevron animation on target tile
for both single and multi move
- `UnitDisplay` — warship tooltip Shift hint via `translateText`
- `HelpModal` — new hotkey row: Shift + drag → select multiple warships

## Please complete the following:

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

## UI update
### Mouse + Keyboard


https://github.com/user-attachments/assets/3f35ab5e-1f3c-4c5d-bc4f-aabccf64dc60

### Touch


https://github.com/user-attachments/assets/0d6aec3f-44fa-4fee-b5c6-b267b9b14d79

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

fghjk_60845
2026-04-21 14:06:07 -07:00
Ryan c3d7d0373e Improve ingame moderation for admins (#3678)
## Description:

Players with the `admin` flare can now kick players from any game
(including public lobbies), not just the lobby creator in private
lobbies.

## 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
2026-04-20 11:09:04 -07:00
FloPinguin 12b06fa0b2 Pathfinding Fixes (Water Nukes / Lakes) 💧 (#3714)
## Description:

Fixes water-pathfinding errors that started appearing after the first
water nuke and persisted across the rest of the match.
Users reported warships "getting stuck" (stopped moving).

<img width="374" height="281" alt="image"
src="https://github.com/user-attachments/assets/de38b8f1-c4d8-469e-b3a7-d0cef4dfb772"
/>

### Summary

- The new `AbstractGraphBuilder.buildClusterConnectionsFromCache` was
buggy _(The cached edge costs reused by "clean" clusters were keyed by
tile pair without their original `(clusterX, clusterY)`, so a boundary
edge could be re-stamped with the wrong cluster and become untraversable
by the query-time single-cluster bounded A*. The cache now stores `{
cost, clusterX, clusterY }` and `buildClusterConnectionsFromCache`
preserves the original attribution when re-adding the edge.)_
- Warships: `findTargetUnit` now skips trade ships that are not in the
warship's water component, avoiding pathfinding to provably unreachable
targets.
- Warships: On `patrol` `NOT_FOUND`, clear `targetTile` so the warship
picks a new target. This is a defensive guard for the rare case where a
water nuke splits the component between target selection and pathfinding
- without it, the warship retries the same now-unreachable target every
tick and spams the log forever.

### Test

- Added a Warship test verifying that trade ships in a different water
component are not targeted.

## 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
2026-04-18 21:32:21 -07:00
RickD004 ec8884410c Add new Bering Sea map, reduce Strait rotation (#3706)
## Description:

Re-submission of older PR:
https://github.com/openfrontio/OpenFrontIO/pull/3617
<img width="612" height="396" alt="image"
src="https://github.com/user-attachments/assets/955a0b2e-1df9-4fa3-a389-235f46a90f69"
/>

Regarding Bering Sea and Bering strait maps:
<img width="576" height="87" alt="image"
src="https://github.com/user-attachments/assets/f57031eb-f9c0-4e1e-83ff-204df51bb6c2"
/>
<img width="589" height="93" alt="image"
src="https://github.com/user-attachments/assets/629e71ba-489f-41cf-b67e-2476af8704f2"
/>

Because of mixed opinions about replacing the maps, i propose at least
this temporary compromise: Bering Sea gets added as a new map and Bering
Strait gets its rotation lowered to a small number. Since the classic
maps are probably being taken off rotation, we should have some small
breathing space for the 2 maps.

In the near future we should discuss between mapmakers in the dev server
whether we keep, replace or completely take Bering Strait off rotation,
and/or a community poll.

## 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
2026-04-17 17:36:38 -07:00