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1323 Commits
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85def73bd9 |
Pathfinding Refinement (#2878)
# Pathfinding pt. 3 ## Description: This PR introduces final change to the pathfinding - path refinement. It optimizes Line of Sight refinement by searching with for the best tile with a binary search instead of linearly. And then spends the recovered budget on better refinement of the first and last 50 tiles of the journey - the place where user is most likely to look at. Additionally this PR re-introduces magnitude check and makes the ships prefer sailing close to the coast, but not too close. ## 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 ## What? | Before | After | | :--- | :--- | | <img width="1097" height="1117" alt="image" src="https://github.com/user-attachments/assets/4a0b300d-10ef-4151-b6dc-33acfb49f992" /> | <img width="1093" height="1119" alt="image" src="https://github.com/user-attachments/assets/cf81c515-c145-40f4-91e5-a4353986907b" /> | | <img width="1096" height="1129" alt="image" src="https://github.com/user-attachments/assets/21b46bce-f961-4259-88f6-fe4a66180270" /> | <img width="1098" height="1126" alt="image" src="https://github.com/user-attachments/assets/d92587d1-e6b6-4353-b4a4-1efe71bca43d" /> | ## Performance There is actually a severe performance impact of these changes. The path initial path takes almost 2x as long to generate - this is because pre processing can only do so much if the initial path is ugly. Luckily in real gameplay we only need to do this calculation once per edge, so the actual observed performance impact should be much smaller. Cache FTW. | | No Cache | Cache | | :--- | :--- | :--- | | Before | 277.04ms | 208.58ms | | After | 498.34ms | 264.27ms | ## DebugSpan Small utility, it allows any code to be easily instrumented for performance. The idea is the same as with [OTEL Spans](https://opentelemetry.io/docs/concepts/signals/traces/). Produce a span, create sub-spans, measure whatever you need. Works only when `globalThis.__DEBUG_SPAN_ENABLED__ === true`, otherwise no-op. Cool stuff, try it out: ```ts // Convenient wrapper, small performance impact return DebugSpan.wrap('add', () => a + b) // Synchronous API, basically free DebugSpan.start('work') work() DebugSpan.end() // Create sub spans DebugSpan.wrap('complex', () => { const aPlusB = DebugSpan.wrap('add', () => a + b) DebugSpan.set('additionResult', () => aPlusB) // Store data return aPlusB * c }) // Access spans, data and timing const span = DebugSpan.getLast() const compelxSpan = DebugSpan.getLast('complex') console.log(complexSpan.duration, complexSpan.data['additionResult']) ``` These are virtually free and can be enabled on-demand **in production** and available in the devtools. Under the hood devtools integration is just a wrapper around [Performance API](https://developer.mozilla.org/en-US/docs/Web/API/Performance_API). For clarity data keys not prefixed by `$` are omitted from the integration. Every key prefixed with `$` must be fully JSON serializable. <img width="977" height="799" alt="image" src="https://github.com/user-attachments/assets/b4d43506-1639-4f78-a611-30e61de12a07" /> |
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35b7213c5c |
Enhance nuke alliance breaking logic to account for allied structures in blast radius 💣 (#2887)
## Description: Doesn't need a description :D https://github.com/user-attachments/assets/8de576fd-050b-4b35-8526-e4c88d1a9f25 https://github.com/user-attachments/assets/c99147a1-efdf-426b-96d1-e996e01f89aa ## Please complete the following: - [X] I have added screenshots for all UI updates - [X] I process any text displayed to the user through translateText() and I've added it to the en.json file - [X] I have added relevant tests to the test directory - [X] I confirm I have thoroughly tested these changes and take full responsibility for any bugs introduced ## Please put your Discord username so you can be contacted if a bug or regression is found: FloPinguin |
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464a4a817a |
Remove hardcoded numPlayersConfig, calculate it based on the maps land tiles 🔧 (#2874)
## Description: The calculation is based on: 50 players per 1_000_000 land tiles, limited at 125 players because of performance Second number is 75% of that, third one 50% That way, the player counts are staying mostly the same Look at the "Dynamic Config" column, these are the new player counts: (The 125 players limit is missing in that column, only relevant for the twolakes map) <img width="930" height="1033" alt="Screenshot_2026-01-12_152758" src="https://github.com/user-attachments/assets/e1791740-e263-47b3-8b27-4f9aa358d381" /> <img width="926" height="324" alt="Screenshot_2026-01-12_152814" src="https://github.com/user-attachments/assets/78d6789b-374f-4f8b-b50f-f6f08395572b" /> This PR also removes `MapDescription` from `Maps.ts` because its unused. And this PR updates the map-generator `README.md` to reflect the changes ## Please complete the following: - [X] I have added screenshots for all UI updates - [X] I process any text displayed to the user through translateText() and I've added it to the en.json file - [X] I have added relevant tests to the test directory - [X] I confirm I have thoroughly tested these changes and take full responsibility for any bugs introduced ## Please put your Discord username so you can be contacted if a bug or regression is found: FloPinguin |
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0e3ced3bfa |
Pathfinding Refactor pt. 2 (#2866)
## Playtest https://pf-pt-2.openfront.dev/ ## Pathfinding Refactor pt. 2 <img width="1536" height="1024" alt="image" src="https://github.com/user-attachments/assets/9477958e-54b7-4c83-b317-ba789e809e9e" /> This is a follow-up to a previous PR introducing pathfinding changes. This time, it introduces a complete refactor of `pathfinding` directory and breakdown into composable pieces. ### Unified PathFinder interface `PathFinder<T>` and `SteppingPathFinder<T>` are introduced to unify **all** pathfinding across the application. First one exposes complete path, while stepping variant allows the callee to iterate over the path by calling `.next`. All pathfinders share this one common interface, which makes them easy to use in any scenario - `PathFinding.Water(game).search(from, to)`. `SteppingPathFinder<T>` extends `PathFinder<T>` with an ability to iterate over the path. It handles caching, storing current index and invalidation. This allows the units to not care about the inner workings of the pathfinder and just call `pf.next(current, target)` and receive instructions on what to do next. ### Common entry point All pathfinders are now exposed from common `PathFinding` entrypoint: - `PathFinding.Water` - `PathFinding.Rail` - `PathFinding.Stations` - `PathFinding.Rail` Additional entry point is introduced for pathfinders which need to work both in the worker, but also on the frontend, which lacks `Game` interface. Currently only `UniversalPathFinding.Parabola` is available. ### Spatial Query New module has been introduced close to `pathfinding` - `SpatialQuery`. It aims to resolve any questions game may have about finding tiles meeting criteria. Currently `SpatialQuery.closestShore(player, target)` and `SpatialQuery.closestShoreByWater(player, target)` are available - they help answering questions about naval invasion: "What is the best landing location from user's click?" and "Which our tile should be used to launch the transport ship?". Under the hood they use very similar mechanics to pathfinding, so it felt right to put them close by. ### Modular architecture Pathfinders now support transformers: `MiniMapTransformer`, `ShoreCoercingTransformer`, `ComponentCheckTransformer`, `SmoothingTransformer`. Transformers functions like a middleware in the pathfinding chain. They wrap around the pathfinder and provide additional functionality. This allows the pathfinder to focus on actually finding the path instead of doing unrelated things. Example chain for simple (A*) water pathfinding: ```ts static WaterSimple(game: Game): SteppingPathFinder<TileRef> { const miniMap = game.miniMap(); const pf = new AStarWater(miniMap); return PathFinderBuilder.create(pf) .wrap((pf) => new ShoreCoercingTransformer(pf, miniMap)) .wrap((pf) => new MiniMapTransformer(pf, game.map(), miniMap)) .buildWithStepper(tileStepperConfig(game)); } ``` The Pathfinder - here `AStarWater` - does not care about the conversion between minimap and main map tiles. It also does not care if the source or destination is a land tile. The transformers take care of that. The pathfinder gets a set of valid coordinates and produces the path - that's it. Modular approach makes working on a particular set of utilities much easier - for example map upscaling is handled consistently across all pathfinders. Additionally, the pathfinders are not tied to the particular map resolution used. Pass them a different map and they will work the same. ### Algorithms Algorithms used are neatly organized inside `src/core/pathfinding/algorithms`. They are prefixed with the algorithm name and suffixed with the use case. File without suffix exposes generic version ready to traverse any graph with adapters. Specialized versions either use an adapter or inline logic when performance is critical - using adapters leads to 20-30% performance loss. The directory includes `A*` and `BFS` but also other useful utils, such as `AbstractGraph` used to generate... an abstract graph on top of the tile map and `ConnectedComponents` helping to identify whether two tiles are connected by a path without actually computing the path. ### Playground The playground have been updated with new algorithms, including tweaked very greedy `A*`. <img width="2175" height="1424" alt="image" src="https://github.com/user-attachments/assets/1f833651-0024-4299-bf86-882f5368358c" /> ### Tests Yeah, there are some, a little too many if I say so myself. But there are no useless tests. I had to ensure refactored code works somehow reliably. This PR comes with trust me bro guarantee, but I would appreciate someone confirming **naval invasions, nukes (esp. MIRV) and warships**. ### Discord `moleole` GL & HF |
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8235da9335 |
Translate displayMessage events via events_display keys (#2847)
If this PR fixes an issue, link it below. If not, delete these two lines. Resolves #1225 ## Description: Replace all raw displayMessage strings with events_display.* keys + params and add the new English translations in resources/ lang/en.json so EventsDisplay can translate them. ## 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 --------- Co-authored-by: Ryan <7389646+ryanbarlow97@users.noreply.github.com> Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com> |
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e130574c5c |
Very small UI fix 🔧 (#2862)
## Description: Didier map name had a little UI problem. And unrelated change: Because Lewis today said "it should be super low" I turned down the frequency of this map from 2 to 1. Previous: <img width="1916" height="1312" alt="image2" src="https://github.com/user-attachments/assets/0a84160b-91a8-4d02-b707-fa9eea1a15fd" /> Fixed: <img width="562" height="476" alt="image" src="https://github.com/user-attachments/assets/31fed7b5-c128-45cd-a63d-0aab3345cea3" /> ## Please complete the following: - [X] I have added screenshots for all UI updates - [X] I process any text displayed to the user through translateText() and I've added it to the en.json file - [X] I have added relevant tests to the test directory - [X] I confirm I have thoroughly tested these changes and take full responsibility for any bugs introduced ## Please put your Discord username so you can be contacted if a bug or regression is found: FloPinguin |
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240690c574 |
Yet another nation improvement PR 🤖 (#2841)
## Description: ### `NationAllianceBehavior` - `isAlliancePartnerSimilarlyStrong()` now also checks for `numTilesOwned`, should make it a bit easier to get alliances. The troop calculation now also uses the players `outgoingAttacks` to make it feel less random. OF-Discord-Humans complained. - Rebalanced `checkAlreadyEnoughAlliances()` a bit ### `NationNukeBehavior` - Don't save up for MIRV if they are disabled - Don't try to throw atom bombs / hydros if they are disabled - Hydro-Nations are allowed to throw atom bombs if they are under heavy attack - Rebalance `isUnderHeavyAttack()` a bit - Increased perceived cost ### `NationEmojiBehavior` - Fix multiple nations congratulated the winner instead of one - Don't brag with our crown if the game is already over ### `DonateGoldExecution` & `DonateTroopExecution` - Added `canSendEmoji` checks ## Please complete the following: - [X] I have added screenshots for all UI updates - [X] I process any text displayed to the user through translateText() and I've added it to the en.json file - [X] I have added relevant tests to the test directory - [X] I confirm I have thoroughly tested these changes and take full responsibility for any bugs introduced ## Please put your Discord username so you can be contacted if a bug or regression is found: FloPinguin |
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5955f89fe8 |
Nation build order improvements 🤖 (#2833)
## Description: My first PR about the nation build order. This one is a bit important for HumansVsNations. - Nations build more SAMs in team games - Nations build less factories if they have access to the ocean (instead of focusing ports and factories with the same priority) - Nations no longer place defense posts "without reason" - only when they share a border with someone they haven't allied I'm planning to make the build order a bit different based on difficulty. ## Please complete the following: - [X] I have added screenshots for all UI updates - [X] I process any text displayed to the user through translateText() and I've added it to the en.json file - [X] I have added relevant tests to the test directory - [X] I confirm I have thoroughly tested these changes and take full responsibility for any bugs introduced ## Please put your Discord username so you can be contacted if a bug or regression is found: FloPinguin |
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dc118708c0 |
Second Didier Map for Fuze 🧸 (#2846)
## Description: Discussed that with Lewis. Fuze liked the Didier map without the real france more... So here it is. It won't get added to the playlist, the france version stays in the playlist. (Unrelated: Also quickly changed "Europe (classic)" to Europe (Classic)" to match with "Britannia (Classic)") <img width="934" height="839" alt="Screenshot 2026-01-10 005646" src="https://github.com/user-attachments/assets/64925635-c15a-4167-a5bc-5cf7b3b140f8" /> <img width="1064" height="961" alt="Screenshot 2026-01-10 003335" src="https://github.com/user-attachments/assets/9b6aa936-2c33-4a24-8076-a74a4704adc4" /> <img width="635" height="427" alt="Screenshot 2026-01-10 003316" src="https://github.com/user-attachments/assets/e2b46db8-ef0b-4b45-8ea7-711b9b8f7524" /> ## Please complete the following: - [X] I have added screenshots for all UI updates - [X] I process any text displayed to the user through translateText() and I've added it to the en.json file - [X] I have added relevant tests to the test directory - [X] I confirm I have thoroughly tested these changes and take full responsibility for any bugs introduced ## Please put your Discord username so you can be contacted if a bug or regression is found: FloPinguin |
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5e6c90d9bb |
Main Menu UI Overhaul (#2829)
## Description: Overhauls the Main Menu UI, visit https://menu.openfront.dev to see everything. ## Please complete the following: - [x] I have added screenshots for all UI updates - [x] I process any text displayed to the user through translateText() and I've added it to the en.json file - [x] I have added relevant tests to the test directory - [x] I confirm I have thoroughly tested these changes and take full responsibility for any bugs introduced ## Please put your Discord username so you can be contacted if a bug or regression is found: w.o.n |
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d8762b1317 |
Fix transport ship src and dst to always be water (#2832)
## Description: Issue discovered by @DevelopingTom, posted on Discord. After merging pathfinding PR, transport ships lost the ability to navigate between land tiles. For now, the quick fix is to select adjacent water tile and select it for pathing. Conquer logic still applies to original destination on the shore. ## 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: moleole |
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8b6dfeaf4a |
Feat: Sierpinski map - live play-tested (#2819)
## Description: Map requested by creator on [dev discord](https://discord.com/channels/1359946986937258015/1458638914012315741/1458638914012315741) and playtested by 42 players on [Rex's stream](https://www.youtube.com/watch?v=r9w9nr5Toso), adds map Sierpinski, which is a sierpinski carpet shape. The map is a "party map" great for private matches, but is not part of the public map rotation. <img width="1400" height="1400" alt="image" src="https://github.com/user-attachments/assets/8eead359-73d5-497f-8fee-40f413a22d0e" /> https://github.com/user-attachments/assets/3a726343-18e4-4f91-9f5c-1fff459d5a5f ## 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: bijx --------- Co-authored-by: iamlewis <lewismmmm@gmail.com> |
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eaef00e05c |
Some little HumansVsNations improvements before public games launch 🤖 (#2825)
## Description:
- Added `generateUniqueNationName()` to `NationCreation` because I saw a
duplicate name while spawning 300 nations on Pangaea 😄
- Switched HumansVsNations public game difficulty from hard to
impossible because I realized how crazy strong troop donations between
humans are (in an enzo HVN stream).
Maybe I have to make nations donate troops to each other, we will see...
Playtests won't tell the truth because the players attending these are
probably better than the usual OF player. I will try to check the HVN
winrate via API after launch
## Please complete the following:
- [X] I have added screenshots for all UI updates
- [X] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [X] I have added relevant tests to the test directory
- [X] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
## Please put your Discord username so you can be contacted if a bug or
regression is found:
FloPinguin
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96aa39a415 |
Improve nations 🤖 (#2817)
## Description: ### Refactor - Moved `maybeSpawnWarship()` from `NationExecution` to `NationWarshipBehavior` - Moved `maybeAttack()` (and sub-methods) from `NationExecution` to `AiAttackBehavior` ### Betrayal - Added nice betrayal logic in `maybeBetray()`. Previously that method was basically just a placeholder for a future implementation. ### Attacking - Added `veryWeak()` attack strategy for hard and impossible difficulty nations attack orders to target MIRVed players with higher priority - Optimized the `weakest()` attack strategy so that nations don't attack stronger players. This should make nation-attacks feel less random (humans complained in discord) - `findNearestIslandEnemy()` and `randomBoatTarget()` also no longer returns stronger players - `afk()` and `hated()` attack strategies no longer return MUCH stronger players - Several tiny refactorings, fixes and balance optimizations in `AiAttackBehavior` ### Emojis - Added some `canSendEmoji()` because I saw some "cannot send emoji" warnings in the console ## Please complete the following: - [X] I have added screenshots for all UI updates - [X] I process any text displayed to the user through translateText() and I've added it to the en.json file - [X] I have added relevant tests to the test directory - [X] I confirm I have thoroughly tested these changes and take full responsibility for any bugs introduced ## Please put your Discord username so you can be contacted if a bug or regression is found: FloPinguin |
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971e7f4a45 |
Move UI elements from the FX layer to a new UI layer (#2827)
## Description: Some FX animations were previously used as UI elements (e.g. nuke area, naval invasion target, gold text). This PR moves those animations to a dedicated UI layer. Those UI elements handle correctly the current zoom level and remain sharply rendered at all zoom levels. The new UI layer can be disabled using the same setting that disables the FX layer. Performance-wise, this layer is equivalent to the FX layer, as it reuses the same animations. ### Naval target Don't scale with the zoom level, but has a minimum zoom level so the targeted tile can still be easily highlighted by zooming  ### Nukes Has to scale because the size is set, but the border radius is not so the area is more visible from afar.  ### Popup text Scale with zoom level, and stop showing when zoomed-out:  ## Please complete the following: - [x] I have added screenshots for all UI updates - [x] I process any text displayed to the user through translateText() and I've added it to the en.json file - [x] I have added relevant tests to the test directory - [x] I confirm I have thoroughly tested these changes and take full responsibility for any bugs introduced ## Please put your Discord username so you can be contacted if a bug or regression is found: IngloriousTom |
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8ff3f4496c |
Update & improve 1v1 Ranked Matchmaking (#2831)
references #2001 ## Description: Improve the ranked matchmaking modal. Better messages, and show 1v1 elo <img width="450" height="210" alt="Screenshot 2026-01-08 at 7 11 20 PM" src="https://github.com/user-attachments/assets/e4f8323c-5d98-48de-babe-b51526a6d408" /> <img width="622" height="614" alt="Screenshot 2026-01-08 at 7 11 14 PM" src="https://github.com/user-attachments/assets/73d10f84-b5b5-4ba8-95bb-a181a9fd9dae" /> ## Please complete the following: - [x] I have added screenshots for all UI updates - [x] I process any text displayed to the user through translateText() and I've added it to the en.json file - [x] I have added relevant tests to the test directory - [x] I confirm I have thoroughly tested these changes and take full responsibility for any bugs introduced ## Please put your Discord username so you can be contacted if a bug or regression is found: evan |
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2dada6f516 |
Handle Nation win condition (#2824)
Resolves #2823 ## Description: When playing in single-player mode, if an NPC reaches 80% land control before the player, the game enters a broken state where: - The game clock stops - Win checking stops permanently - Even if the player later conquers 100% of land, victory is never awarded - The game becomes "stuck" in a zombie state. This PR addresses this allowing Nations to be set as winners in single mode, and in this case showing a "Nation {nation} has won" modal to the user. This WinModal is the same as the "{player} has won", with the only change being the title. Nation wins in FFA, from the human player perspective: <img width="1457" height="837" alt="image" src="https://github.com/user-attachments/assets/1ce569bd-6616-4a23-b4a4-afedad2c64f8" /> ## 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: deshack_82603 |
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b090f2f624 |
HPA* Pathfinding (#2815)
## Pathfinding with HPA*
Hi! The primary objective of this PR is to replace per-tile A* with
hierarchical pathfinding - HPA*. In practice, this means we create an
abstract graph on top of the actual map with far fewer points and use it
to decide on general path structure. Only then we go back to tile-level
and build path between selected waypoints. This speeds up long distance
pathfinding by over 1000x in some cases. To make the review easier, it
comes with a benchmark and visual playground.
## PREPROCESSING
H part of HPA* means "hierarchical" and requires preprocessing.
This PR includes pre-processing as part inside `new Game()` constructor.
It takes about 135ms for `giantworldmap` on my machine, which increases
the effective initialization from ~95ms to ~230ms. This time could be
reduced in different ways, which are **out of scope** for this PR.
After confirming the initialization time is bearable on low-end devices,
I argue merging this PR as-is is acceptable tradeoff. It creates small
lag at the beginning of a round but pays for itself in the first minute
of the match.
## Nerdy details
**Architecture**
- HPA*-style hierarchical pathfinding
- 32×32 sectors on minimap with gateway nodes on borders
- Gateway graph built via BFS during preprocessing
- Water component optimization skips unreachable gateway pairs
- A* on gateway graph → local A* within sectors → Bresenham path
smoothing
- Minimap upscaling identical to currently used in MiniAStar
**Key Optimizations**
- Typed arrays instead of high-level primitives
- Stamp-based visited tracking (no need to recreate buffers, O(1)
clearing)
- Optional - enabled by default - caching of tile paths between gateways
- Line of sight smoothing for the final path
## Review Focus
Play with included tools, benchmark and visualization. Pathfinding
should be safe to merge as a black box - you do not need to understand
the details. Outcomes can be tested empirically in-game. Visualize (and
share!) edge cases with included playground. Confirm the 100x speedup is
real with benchmark.
If you plan to dive into the code, I suggest the following order:
- Pathfinding abstraction in `src/core/pathfinding/`
- Pathfinding tests in `tests/core/pathfinding/`
- NavMesh in `src/core/pathfinding/navmesh/` + integration with
`Game.ts`
- Benchmark in `tests/pathfinding/benchmark/`
Do not look at playground's code, it has been created with a clanker.
The design is 100% mine and I spent way too long polishing it, but I
haven't even once edited the code manually. There is probably no
abstraction whatsoever, just do not look at the code, let it play.
## Core Changes
#### Pathfinding (`src/core/pathfinding/navmesh/`)
- HPA* + refinement -> three phased pathfinding: A* over the graph ->
naive path -> refinement
- comes with A* and BFS optimized for for specific needs
#### Pre-Processing (`src/core/pathfinding/navmesh/`)
- identify water bodies to avoid pathfinding between disconnected nodes
- create high-level graph of gateways on top of tile map
#### Abstraction (`src/core/pathfinding/`)
- common `PathFinder` interface that can return full path and also act
as state machine (`.next()`)
- adapters for both new and legacy algorithm with fallback to legacy if
navigation mesh not available
#### Benchmark (`tests/pathfinding/benchmark/`)
- `npx tsx tests/pathfinding/benchmark/run.ts` - no guesswork, numbers
- `npx tsx tests/pathfinding/benchmark/run.ts --synthetic` - 1000s of
synthetic paths
- `npx tsc tests/pathfinding/benchmark/generate.ts` - generate more as
needed, test new maps
- includes ONE synthetic scenario to avoid PR bloat, generate more
locally / later
#### Playground (`tests/pathfinding/playground/`)
- `npx tsx tests/pathfinding/playground/server.ts` - visualize paths
with both new and legacy algorithm
## Benchmarks
### Compared with legacy in default - hand picked - scenario:
```
Initialization: 95.95ms -> 227.29ms
Pathfinding: 3038.43ms -> 6.45ms
Distance: 26972 -> 26810 tiles
```
### 42,000 synthetic routes across all maps
```
Running 42 synthetic scenarios with hpa.cached adapter...
✅ synthetic/achiran | Init: 93.42ms | Path: 139.07ms | Dist: 1481630 tiles | Routes: 1000/1000
✅ synthetic/africa | Init: 87.14ms | Path: 155.08ms | Dist: 1829414 tiles | Routes: 1000/1000
✅ synthetic/asia | Init: 57.60ms | Path: 112.55ms | Dist:
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9512e480d2 |
Fix: Players don't auto-send emoji replies when donated to, unlike nations (#2808)
## Description: The new (awesome) nation emoji updates had a small bug in them when I was playtesting with a friend where donating troops to them (a human player) would result in the player automatically sending an emoji reply. Sometimes these replies were negative-connotations like ❓ and 🥱, which could impact how other players perceive their donation attempt. This PR fixes that issue. ### Example of player nation sending emojis automatically https://github.com/user-attachments/assets/99689966-b784-4c3f-b43b-953a4a102e2d ### Donating to player after fix https://github.com/user-attachments/assets/ace0c1ee-3eb8-4240-9c78-167dd773cfb2 ## 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: bijx |
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f67ba713bc |
fix: possibility for negative values in gold and troop donation (#2810)
## Description: Previously, the zod schemas for troop and gold donation allowed for negative values which could open the game up to vulnerabilities through undefined behavior in the future. We mitigate these vulnerabilities but adding `.nonnegative` to the `DonateGoldIntentSchema` and `DonateTroopIntentShcema` respectively. Today, code exists to prevent this deeper in the codebase, but we should also prevent this earlier if possible during intent validation. ## 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: haticus |
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516d268c88 |
Restructured PR for Britannia Remastered Addition (#2813)
## Description: Adds a new detailed Britannia map featuring modern UK, Ireland, and northern France regions. The previous Britannia map has been preserved as "Britannia Classic". <img width="4096" height="5031" alt="United Kingdom" src="https://github.com/user-attachments/assets/8a6ca3ab-bc91-438f-8ca7-7fdf7c5260b8" /> <img width="4096" height="5031" alt="United Kingdom_debug" src="https://github.com/user-attachments/assets/a9a7bcd2-1dc5-40c6-a547-a7a79e636060" /> Changes Added new Britannia map with modern county/region divisions Renamed existing Britannia map to "Britannia Classic" Added map-generator source assets for both maps Updated GameMapType enum with BritanniaClassic Configured player counts: 50/30/20 for both maps Added playlist frequencies: Britannia (5), Britannia Classic (4) Updated language translations New Britannia Nations (partial list) Ireland: Mayo, Kerry, Clare, Meath, and more Scotland: Highland, Argyll and Bute, and more England: North Yorkshire, and more France: Pas-de-Calais Britannia Classic The original Britannia map with historical kingdoms (Dumnonia, Dyfed, Gwent, Gwynedd, Powys, Strathclyde, Dalriata, Wessex, Sussex, Kent, etc.) is now available as "Britannia Classic". ## 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: TSProphet --------- Co-authored-by: Harry <Harry.bath94@gmail.com> Co-authored-by: iamlewis <lewismmmm@gmail.com> |
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81ae714533 |
Revert "Allow NUM_WORKERS override (#2776)"
This reverts commit
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3cd22745f7 |
Allow NUM_WORKERS override (#2776)
Resolves #2610 ## Description: Add NUM_WORKERS env override for server worker count. ## 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 --------- Co-authored-by: Evan <evanpelle@gmail.com> |
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ebcb654825 |
Added a public game modifier system 😮 For more variety (#2801)
## Description: Added a public game modifier system. It causes that 5% of public games are played on the compact version of the map 10% of public games have "Random Spawn" activated Percentages can easily get changed via `DefaultConfig`. We can also easily add more modifiers. Modifiers can stack, so in rare cases you will play on a compact map with random spawn 😄 More variety! ### "Compact Map" modifier implementation - With the "Compact Map" modifier the lobby max player count gets reduced to 25% and only 25% of the regular bots and only 25% of the regular nations will spawn (because the map has only 25% of its regular size) - In private lobbies and singleplayer the nation reduction happens too (When "Compact Map" is enabled). ### Restrictions - Duos/Trios/Quads team modes do not get Random Spawn (defeats the purpose) - Maps with smallest player count < 50 do not get Compact Map in team games (not enough players after the reduction to 25%). I have calculated all the possible max player counts. ### How it looks like Random Spawn modifier: <img width="528" height="183" alt="Screenshot 2026-01-06 194959" src="https://github.com/user-attachments/assets/2f729da9-80c3-4548-8205-71129da2a76a" /> Very rare case: Two modifiers at the same time and only 10 max players have been chosen from `[GameMapType.FaroeIslands]: [20, 15, 10]`. Because of the 75% reduction in player count only 3 players are allowed (3 is the minimum). I think its funny that you can play a 1v1v1 in rare occasions 😄 <img width="526" height="184" alt="Screenshot 2026-01-06 194938" src="https://github.com/user-attachments/assets/834326eb-df03-41b7-b1db-1efa3f1013b5" /> ### Funny side-effect Team games with random spawn. That will be interesting. No more "Who is better in donating troops to the frontline". Instead you have to heavily coordinate with your teammates. ## Please complete the following: - [X] I have added screenshots for all UI updates - [X] I process any text displayed to the user through translateText() and I've added it to the en.json file - [X] I have added relevant tests to the test directory - [X] I confirm I have thoroughly tested these changes and take full responsibility for any bugs introduced ## Please put your Discord username so you can be contacted if a bug or regression is found: FloPinguin |
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387190b916 |
New map! "Amazon River" 🏞️ (#2798)
## Description: We didn't have a river map and we didn't have a map with a crazy size. So I made a "Amazon River" map with a crazy size. 280 x 5536! 21 nations based on real locations. Should be interesting gameplay because you don't have many attack options, your only escape is the river. The land tiles size is similar to the achiran and iceland map. <img width="2442" height="147" alt="Screenshot 2026-01-06 150831" src="https://github.com/user-attachments/assets/91c4142d-c1e3-4aee-ac49-529b8d9f60c4" /> <img width="2324" height="139" alt="Screenshot 2026-01-06 150957" src="https://github.com/user-attachments/assets/5e049ae5-f32a-495f-afde-9e20257b3676" /> Because the map is so wide, it looked really ugly stretched in the thumbnails. So I added some CSS which removes the thumbnail stretching of the Amazon River map. We can also use this logic for other thumbnails which shouldn't get stretched. In `Maps.ts`, `PublicLobby.ts` and `GameInfoModal.ts`. ## Please complete the following: - [X] I have added screenshots for all UI updates - [X] I process any text displayed to the user through translateText() and I've added it to the en.json file - [X] I have added relevant tests to the test directory - [X] I confirm I have thoroughly tested these changes and take full responsibility for any bugs introduced ## Please put your Discord username so you can be contacted if a bug or regression is found: FloPinguin |
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b9f4a8d77b |
Feat: Singleplayer Achievements (#2734)
Contributes towards the ongoing task of adding achievements: #2706 ## Description: Introduces a concept design and API implementation for singleplayer win achievements. New row of ~5~ 4 medals is added to the map select screen in the Singleplayer modal, one for each difficulty: <img width="3132" height="779" alt="image" src="https://github.com/user-attachments/assets/da8f0314-ccad-4f45-a03f-1beb46981301" /> In order to achieve a medal in a particular map, you must win the singleplayer game (multiplayer and private match games don't count) in the selected difficulty **without tampering with the options or settings**. If any setting is changed from the default, regardless of the difficulty, you will ~receive a fifth "Custom" medal~ not receive the medal for that difficulty. Team games **do not** count towards the medal achievement. Completion of a medal will fill in the full correct color, as defined in our `variables.css`: <img width="694" height="778" alt="image" src="https://github.com/user-attachments/assets/1b2d8370-aa86-4329-9402-adf43f3ef799" /> Completion medals can be toggled on or off (hidden by default) with the toggle button at the top of the section: https://github.com/user-attachments/assets/d08a58e0-b534-430e-9e8f-559134ad8852 [API implementation PR](https://github.com/openfrontio/infra/pull/234) ## 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: bijx --------- Co-authored-by: iamlewis <lewismmmm@gmail.com> Co-authored-by: Evan <evanpelle@gmail.com> |
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ecc174d248 |
New map! "Didier" 🧸 (#2794)
## Description: Didier map for the big french youtuber Fuze which already published several OpenFront videos. I took the real france, cut away the bordering countries and made it look like Didier 😄 Gave it eyes, hands and feet. Made sure we have some rivers, also put Corsica in the right bottom corner! It's quite large. Similar to the europe map. Has 42 nations (38 french cities and 4 funny custom nations for the youtuber). Made with [TsProphets map generator](https://github.com/TsProphet94/OpenFrontMapGenerator), QGIS and GIMP. For public games I put a rare map frequenzy of 2 because most people probably don't know Fuze. @ibnhalwa from discord gave some insider knowledge about Fuze (He's french, I'm not). <img width="2100" height="2250" alt="image" src="https://github.com/user-attachments/assets/5d1c3c45-4b2e-4f60-a02f-89b26f938652" /> <img width="1278" height="1218" alt="Screenshot 2026-01-05 184540" src="https://github.com/user-attachments/assets/6e300bb0-6e9f-4b0f-bad8-94f031d250b1" />  ## Please complete the following: - [X] I have added screenshots for all UI updates - [X] I process any text displayed to the user through translateText() and I've added it to the en.json file - [X] I have added relevant tests to the test directory - [X] I confirm I have thoroughly tested these changes and take full responsibility for any bugs introduced ## Please put your Discord username so you can be contacted if a bug or regression is found: FloPinguin |
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f73953c240 |
☢️ Nations send much better nukes now (Part 2) ☢️ (#2779)
## Description: ### Refactor - Moved `findBestNukeTarget()` (and child methods) from `AiAttackBehavior` to `NationNukeBehavior` because it makes more sense. - `NationNukeBehavior`: Renamed `mg` to `game` (So its similar to the other nation .ts files) - Moved the `removeOldNukeEvents()` method a bit ### New features - Impossible difficulty nations are now optimized for SAM outranging! - 1 of 3 nations is now a hydro-nation. They cannot send atom bombs. They save up for hydros. This is to reduce atom-bomb-spam on the map. - On impossible difficulty, the crown nukes the second place now (in FFAs) - On hard and impossible difficulty, nations now ignore the perceived cost for nukes if they get heavily attacked. Reasoning: They should stop saving for MIRV, they should defend with all their gold! - On medium, hard and impossible difficulty, nations no longer throw nukes at places where another team member already has a nuke "in the flying process" - Optimized `lastNukeSent` a bit (to respect nuke radius) - Adjusted `maybeSendNuke()` to use 30 instead of 10 randomTiles on impossible difficulty to improve chances of finding a perfect SAM outranging spot - On impossible difficulty, nations now ignore their "most hated enemy" if the crown has 50%+ of the map (Very big danger). Instead they are nuking the crown. - Added `isFriendly` check to `findStrongestTeamTarget()` ### Media SAM outranging: https://github.com/user-attachments/assets/d1e88bb6-0060-400b-9c16-24d7399f5949 Team game nukes not hitting the same spot: <img width="1160" height="708" alt="Screenshot 2026-01-03 042236" src="https://github.com/user-attachments/assets/c017fb3c-3e3f-45fb-9d45-dd4caba7a59f" /> ## 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 --------- Co-authored-by: iamlewis <lewismmmm@gmail.com> |
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6d1e2f59de |
Optimize player count configuration for Surrounded map 🏝️ (#2780)
## Description: Based on Nikola map lead feedback ## Please complete the following: - [X] I have added screenshots for all UI updates - [X] I process any text displayed to the user through translateText() and I've added it to the en.json file - [X] I have added relevant tests to the test directory - [X] I confirm I have thoroughly tested these changes and take full responsibility for any bugs introduced ## Please put your Discord username so you can be contacted if a bug or regression is found: FloPinguin |
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af0b8a8d50 |
Configurable immunity timer (#2763)
## Description: Resolve discussions about stalled PR https://github.com/openfrontio/OpenFrontIO/pull/2460 <img width="724" height="348" alt="image" src="https://github.com/user-attachments/assets/c2c9fa79-cace-431a-9ca4-b3656612fa9d" /> Changes: - Added a `Player::canAttackPlayer(other)` function to determine whether a player can be attacked. - This function is now used in most places where a fight can occur: - AttackExecution (land attacks) - Naval invasion - Warship fight - Nukes can't be thrown during the truce - Immunity only affect human players. Nations and bot will fight as usual, and can be fought against. - The immunity timer uses minutes in the modal window. UI: - The immunity phase is displayed with a timer bar at the top. This is from the original PR, to be discussed if it's not deemed visible enough: <img width="632" height="215" alt="image" src="https://github.com/user-attachments/assets/f5ab9aa0-bd4f-4503-b8d6-b40b121fba65" /> ## Please complete the following: - [x] I have added screenshots for all UI updates - [x] I process any text displayed to the user through translateText() and I've added it to the en.json file - [x] I have added relevant tests to the test directory - [x] I confirm I have thoroughly tested these changes and take full responsibility for any bugs introduced ## Please put your Discord username so you can be contacted if a bug or regression is found: IngloriousTom --------- Co-authored-by: newyearnewphil <git@nynp.dev> |
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ab5b044362 |
Fix train was destroyed message spam (#2774)
## Description: Trains are made of a primary unit (`TrainExecution.train`) followed by 6 cars (`TrainExecution.cars`). Currently when any of the units is destroyed, a message "Your Train was destroyed" is shown. In worst case scenario, when all cars are blasted by a nuke, 7 messages are displayed to the user, but the train continues. Since the actual logic is unaffected as long as the primary unit stays alive, displaying messages is confusing. This PR fixes it. The message is only displayed when the primary unit is destroyed. The following cars are only there for fancy visuals. ## Screencast ##### Current - multiple messages for single train https://github.com/user-attachments/assets/3df04c71-d899-4f68-af83-36c9d0ffa730 First nuke was a test. Second nuke destroyed the entire train, prompting 7 messages. Third nuke destroyed one full train and then some. Prompting many too many messages. ##### Fixed - one message, only if train was fully destroyed https://github.com/user-attachments/assets/1f3840a7-6c62-487d-af3a-82de39dad9e8 First train was only partially destroyed, no message was shown, delivery mission completed A+. Following 2 trains had the front engine destroyed and therefore were promptly decommissioned. ## Please complete the following: - [x] 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: moleole |
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1eee8b4ddb |
New Map! "Surrounded" 🏝️ (#2770)
## Description: A new map where you basically have to hop from island to island :) We don't have such a map at the moment. There is a special center island which isn't necessary to get 80% of the map. This map could be very interesting in team games. One hydro will destroy an entire island. Size: 1976 x 1976 Nations: 8 <img width="949" height="951" alt="Screenshot 2026-01-02 214219" src="https://github.com/user-attachments/assets/7139bcc9-6a05-414d-90c1-33cc36dd94fb" /> ## Please complete the following: - [X] I have added screenshots for all UI updates - [X] I process any text displayed to the user through translateText() and I've added it to the en.json file - [X] I have added relevant tests to the test directory - [X] I confirm I have thoroughly tested these changes and take full responsibility for any bugs introduced ## Please put your Discord username so you can be contacted if a bug or regression is found: FloPinguin |
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4877e202f6 |
Update MIRV target selection algorithm (#2765)
## Description:
`MIRVExecution.separate` is consuming more resources than it needs to.
This PR introduces a series of minor performance changes which do not
alter the behavior of the selection algorithm. Assessing the code
initially, I was convinced there are multiple easy wins - starting with
the proximity check. However, after many hours of mostly math, no
alternative solution came close to the speed of current implementation.
Therefore this PR consists of only a few minor tweaks:
#### Removed `console.log`
This is by far the worst offender, in my test removing the three lines
of console log improved execution time from ~30ms down to ~10ms. The
logs are not very useful. I do not see a clear pattern in the logs
produced by the application therefore they were completely removed for
now. If there is a need for the log in production build, I suggest
adding single line with the number of destinations selected.
```diff
- console.log(`dsts: ${dsts.length}`);
- console.log(`got ${dsts.length} dsts!!`);
- console.log("couldn't find place, giving up");
```
#### Replaced multiple calls to `random.nextInt` with single call to
`random.next`
The flamechart shows calling pseudo random number generator is
expensive. Therefore instead of calling it twice, the code now generates
a single random number and derives further calculations from it. It
remains 100% deterministic and there should not be any noticeable change
to the enthrophy. This saves about ~1.5ms in my tests.
```diff
- const x = this.random.nextInt(
- this.mg.x(ref) - this.mirvRange,
- this.mg.x(ref) + this.mirvRange,
- );
- const y = this.random.nextInt(
- this.mg.y(ref) - this.mirvRange,
- this.mg.y(ref) + this.mirvRange,
- );
+ const r1 = this.random.next();
+ const r2 = (r1 * 15485863) % 1;
+ const x = Math.round(r1 * this.range * 2 - this.range + this.baseX);
+ const y = Math.round(r2 * this.range * 2 - this.range + this.baseY);
```
#### Caching of destination coordinates
Since the target tile coordinates are used a lot, instead of retrieving
them every time with `this.mg.x` and `this.mg.y`, they get cached as
`baseX` and `baseY`. To reduce usage further, I also exposed `x` and `y`
to `isOverlapping` / `proximityCheck` directly instead of passing the
tile. Since available methods operate on `TileRef`, this change requires
the calculations - manhattan and euclidean distance - to be inlined. I
do not think this is a big issue, considering this code is responsible
for very specific task. This saves another ~1.5ms in my tests.
```diff
- if (this.mg.euclideanDistSquared(tile, ref) > mirvRange2) {
+ if ((x - this.baseX) ** 2 + (y - this.baseY) ** 2 > this.rangeSquared) {
```
## Benchmark:
**Before**
```
=== MIRV Performance Benchmark Results ===
MIRV target selection - sparse territory x 53.53 ops/sec ±0.48% (71 runs sampled)
MIRV target selection - dense territory x 53.39 ops/sec ±0.57% (70 runs sampled)
MIRV target selection - giant world map (350 targets) x 1,129 ops/sec ±0.98% (90 runs sampled)
```
**After**
```
=== MIRV Performance Benchmark Results ===
MIRV target selection - sparse territory x 198 ops/sec ±0.39% (85 runs sampled)
MIRV target selection - dense territory x 200 ops/sec ±0.28% (86 runs sampled)
MIRV target selection - giant world map (350 targets) x 1,409 ops/sec ±0.89% (92 runs sampled)
```
## 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
- [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
\* Tests in separate PR, implemented against master:
https://github.com/openfrontio/OpenFrontIO/pull/2767
## Please put your Discord username so you can be contacted if a bug or
regression is found:
moleole
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2f7c9eb930 | Merge branch 'v28' | ||
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b990fe6ae5 |
Use WebSocket intent for lobby game configuration updates (#2761)
Fixes #2758 ## Description: This PR migrates lobby configuration updates from the HTTP PUT `/game/:id` endpoint to a WebSocket-based intent flow. The lobby creator is already authenticated via the game WebSocket, so updating configuration through intents removes redundant authentication and aligns with existing real-time lobby actions such as `kick_player` and `toggle_pause`. ## Changes Made - Added `update_game_config` WebSocket intent schema - Wired client → transport → server intent handling - Refactored `putGameConfig()` to emit WebSocket intent instead of HTTP fetch - Preserved all existing validation, partial-update semantics, and client-side debouncing - Left the REST endpoint untouched for backward compatibility ## Testing - All existing automated tests pass - Manual verification completed: - Lobby creator can update all lobby settings - Non-creators are rejected - Updates are rejected after game start - Bots slider debounce (300ms) remains intact - No `PUT /api/game/:id` requests are made from the lobby UI ## Checklist: - [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 |
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793efe4dd1 |
Revert "Special bot names (#2552)"
This reverts commit
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e4a6e3bd20 |
Revert "Special bot names 2 (#2609)"
This reverts commit
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e319de99ec |
Revert "Add Christmas emojis (#2634)"
This reverts commit
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ad7c30e44c |
Fix nation warship edge-case issue ⛴️ (#2760)
## Description: On the world map, if two teams of nations are fighting each other (left side vs. right side), there is a possibility that an extreme warship battle involving nearly 200 warships could occur. This PR helps resolve that edge-case issue a bit. <img width="623" height="647" alt="Screenshot 2025-12-31 155924" src="https://github.com/user-attachments/assets/993c0b08-eccc-491f-aae9-7ea4fd8943f3" /> ## Please complete the following: - [X] I have added screenshots for all UI updates - [X] I process any text displayed to the user through translateText() and I've added it to the en.json file - [X] I have added relevant tests to the test directory - [X] I confirm I have thoroughly tested these changes and take full responsibility for any bugs introduced ## Please put your Discord username so you can be contacted if a bug or regression is found: FloPinguin |
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fb6bbf1730 |
Reduce nation cheating even more 📊 (#2757)
## Description: WIth my other new PR "Nations send much better nukes now (Part 1)" nations got smarter. Because of that, and based on player feedback, my own tests and youtube videos (pros like enzo can't beat impossible difficulty nations without warship infestations) we need to turn down the cheating. With this PR, I reduced the cheating by 50% (again). ## Please complete the following: - [X] I have added screenshots for all UI updates - [X] I process any text displayed to the user through translateText() and I've added it to the en.json file - [X] I have added relevant tests to the test directory - [X] I confirm I have thoroughly tested these changes and take full responsibility for any bugs introduced ## Please put your Discord username so you can be contacted if a bug or regression is found: FloPinguin |
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23e4bf6725 |
☢️ Nations send much better nukes now (Part 1) ☢️ (#2756)
This is a very important PR for HumansVsNations (But also for
singleplayer).
Humans will throw lots of nukes onto nations, but nations didn't do
that. Until now :)
## Refactor
- Moved all the nuking logic to the new file `NationNukeBehavior.ts`
- Moved `randTerritoryTileArray()` and `randTerritoryTile()` to the new
file `NationUtils.ts` because we need that method in multiple places now
- Because we already have an `NationUtils.ts` (It contains the method
`createNationsForGame` for HumansVsNations) I renamed the old one to
`NationCreation.ts` to avoid confusion
## Bug fixed
- `allRelationsSorted()` in `PlayerImpl` returned dead players all the
time... Which caused nations to not attack / send nukes in some cases...
## Nuke-sending features / improvements
- On hard and impossible difficulty, nations no longer make sure that
nukes will only hit inside of their targets border. This logic very
often stopped nations from throwing nukes. Now their nukes are allowed
to hit TerraNullius (=> ocean!). And in team games, it's even allowed
that their nukes hit other non-friendly players as well! This is very
important for HumansVsNations.
- The basic check for SAMs now gets skipped if we are on easy difficulty
(easy nations are not smart enough to do that)
- I improved the basic check for SAMs (medium difficulty) a bit (nations
send less nukes into SAMs)
- On hard and impossible difficulty, we now use the new method
`isTrajectoryInterceptableBySam()` to avoid SAMs completely. It's
mirroring `NukeTrajectoryPreviewLayer.ts` logic a bit.
- I added "perceived cost" to simulate nations saving up for a MIRV
(Otherwise most hard/impossible nations will spend all their gold on
nukes). But if we are in a team game (MIRVs are not relevant) or if we
already saved up for a MIRV, the "perceived cost" gets ignored.
- Updated the "most hated player" selection in `findBestNukeTarget()` to
ignore very weak players. We don't need to throw nukes at players which
we can easily steamroll by land.
- Added `findFFACrownTarget()` to nuke the crown (based on difficulty).
- Added `findStrongestTeamTarget()` to nuke the strongest team.
- Updated `randTerritoryTile()` so that it has a higher chance of
returning the tiles of a
"leftover-nuked-to-death-player-with-some-tiles-left": `if
(p.numTilesOwned() <= 100) {return
random.randElement(Array.from(p.tiles()));}`.
- Changed `const range = nukeType === UnitType.HydrogenBomb ? 60 : 15`
to `config().nukeMagnitudes(nukeType).inner`. Should make more sense.
- Adjusted `nukeTileScore()` to search for units in
`this.mg.config().nukeMagnitudes(nukeType).inner` instead of fixed 25
- Adjusted `nukeTileScore()` to account for unit levels (levels got
ignored previously). Also increased score for ports from 10_000 to
15_000.
- I made sure that nations can nuke EVERY SINGLE TILE from an enemy,
even if the enemy has no structures ("Prefer tiles that are closer to a
silo" can no longer make the `nukeTileScore()` drop too much,
`bestValue` in `maybeSendNuke()` starts at -1 now)
- In the entire nuking logic, factories were missing. Now they are
added.
## Media
Nation team vs. nation team: They are nuking the very last pixels of
red, just like humans would do it 😀
<img width="915" height="683" alt="image"
src="https://github.com/user-attachments/assets/109c7921-b959-4aa9-a971-0d7742971686"
/>
Hard difficulty FFA game: Nations throwing much more nukes. And they are
nuking the crown.
https://github.com/user-attachments/assets/a6e43924-a6ca-4b1a-a578-4e4f8252e383
Lots of nukes flying:
https://github.com/user-attachments/assets/8fc4edad-a6e6-4476-8a86-08cdef58169e
## 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
---------
Co-authored-by: iamlewis <lewismmmm@gmail.com>
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9d5f167446 |
Feat: Strait of Hormuz map (#2747)
## Description: Introduces the Strait of Hormuz section in the Persian Gulf as a map! This map is actually crazy fun to play on because of how the water narrows to a small strait where control is necessary otherwise enemies can transport boat to you easily. I figured a strategic map based on modern-ish day conflicts would fit the theme, but man it's a great map to play on. ### Full Map <img width="2739" height="1822" alt="image" src="https://github.com/user-attachments/assets/f35bdefa-723a-4bb2-9dc9-fb42898528ce" /> ### In game with nations <img width="2218" height="1502" alt="image" src="https://github.com/user-attachments/assets/00e350cf-8654-4638-8654-178accdf6a48" /> ## 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: bijx |
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11b2591fa6 |
Add Two Lakes (#2743)
## Description: This PR adds the Two Lakes map, based on the irl area around lake Ohrid and lake Prespa Describe the PR. ## Please complete the following: - [x] I have added screenshots for all UI updates - [x] I process any text displayed to the user through translateText() and I've added it to the en.json file - [x] I have added relevant tests to the test directory - [x] I confirm I have thoroughly tested these changes and take full responsibility for any bugs introduced ## Please put your Discord username so you can be contacted if a bug or regression is found: DISCORD_USERNAME Nikola123 |
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09a1cf885f |
Add red warning circle when nuke would break alliance (#2728)
## Description: When placing a nuke (Atom Bomb or Hydrogen Bomb), the range circle now turns red to warn players when the attack would break an alliance. <img width="456" height="333" alt="Screenshot 2025-12-28 211927" src="https://github.com/user-attachments/assets/dfe6f874-3f8b-4662-8877-0af30aa20139" /> ## 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: abodcraft1 --------- Co-authored-by: iamlewis <lewismmmm@gmail.com> |
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4f3d9df46a |
vite: fix docker build (#2738)
## Description: The sync-assets wasn't executing on docker-build. so instead just import it from resources/ directory, vite logs a warning but I think that's okay for now. ## Please complete the following: - [x] I have added screenshots for all UI updates - [x] I process any text displayed to the user through translateText() and I've added it to the en.json file - [x] I have added relevant tests to the test directory - [x] I confirm I have thoroughly tested these changes and take full responsibility for any bugs introduced ## Please put your Discord username so you can be contacted if a bug or regression is found: evan |
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d321c08d92 |
Nations now gang up on players and prioritize traitors/AFK players 🤖 (+ other improvements) (#2730)
## Description: - **Nations now specifically target AFK players, traitors, and players who are already being attacked (they gang up on them).** Depends on the difficulty. - Added ally assistance directly to the attack order (instead of calling it separately beforehand). - Added ally assistance to `findBestNukeTarget`. - Removed some checks from `findBestNukeTarget` (not necessary; better checks will follow in a dedicated nuking PR). - Relation updates on attack now depend on difficulty (makes Easy & Medium nations a bit easier). - On betrayal, every nation in the game previously received a –40 relation penalty toward the betrayer. That was too extreme, so now this only applies only to neighbors. - Nations send fewer alliance requests now; it felt like too many before. - In team games, nations may now reject alliance requests more often (depending on difficulty). - To ensure there are enough non-friendly players to stop the crown with nukes, nations may now reject alliance requests if the other player has too many alliances (on Hard and Impossible difficulty). - Rebalanced nation emoji usage a bit. - Nations may now send an emoji when they get MIRVed. ## 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 --------- Co-authored-by: iamlewis <lewismmmm@gmail.com> |
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f1561df470 |
Bomb Direction (#2435)
Resolves #2434 ## Description: Allows bomb direction to be inverted by pressing a hotkey - currently "U". **Check the issue for screenshots / videos.** ## Please complete the following: - [x] I have added screenshots for all UI updates - [x] I process any text displayed to the user through translateText() and I've added it to the en.json file - [x] I have added relevant tests to the test directory - [x] I confirm I have thoroughly tested these changes and take full responsibility for any bugs introduced ## Please put your Discord username so you can be contacted if a bug or regression is found: w.o.n --------- Co-authored-by: Evan <evanpelle@gmail.com> Co-authored-by: iamlewis <lewismmmm@gmail.com> |
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26f5d40819 |
build: migrate build system to Vite and test runner to Vitest & Remove depracated husky usage (#2703)
- Replace Webpack with Vite for faster client bundling and HMR. - Migrate tests from Jest to Vitest and update configuration. - Update Web Worker instantiation to standard ESM syntax. - Implement Env utility in `src/core` for safe, hybrid environment variable access (Vite vs Node). - Refactor configuration loaders to remove direct `process.env` dependencies in shared code. - Update TypeScript environment definitions and project scripts for the new toolchain. - Remove the [depracated usage of the husky](https://github.com/typicode/husky/releases/tag/v9.0.1). ## Description: migrate build system to Vite and test runner to Vitest & Remove depracated husky usage ## 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 - [ ] 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: wraith4081 --------- Co-authored-by: evanpelle <evanpelle@gmail.com> |
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f6412a5979 |
Re-Enable HumansVsNations 🎉 (#2689)
## Description: **HumansVsNations is back!** The original PR had an issue: only the nations listed in the map’s `manifest.json` were being spawned, which resulted in completely unbalanced games. What did I change with this PR? - The number of humans and nations is now always the same. - If a map contains too many nations, we take a random subset. - If a map doesn’t contain enough nations, we dynamically add additional ones. These get random spawn locations, and their names are taken from the new name generator `NationNames.ts`. The name generator was taken from the closed PR #2245 (idea from @VariableVince). These changes apply to private lobbies and singleplayer as well. In singleplayer, you now simply play a 1-vs-1 against a nation. For public lobbies, we use 50% of the regular team-game player count. The remaining 50% are nations. We are also using the Hard difficulty for HumansVsNations. At the moment, it’s important that nations cheat a little because humans can donate troops, whereas nations cannot, at least not yet. In the future, we may make that work. We might need to adjust the difficulty or do fine-tuning depending on the humans’ win rate in production. Ideally, we want a ~50% win rate; otherwise, the mode may become boring. Over time, humans will likely develop strategies that nations can’t counter, in which case we’ll need to improve the nation AI. Here is a screenshot showing that the number of nations now matches the number of humans in the private lobby UI: <img width="806" height="304" alt="Screenshot 2025-12-25 004023" src="https://github.com/user-attachments/assets/cb4ac6f6-13cc-452c-8cc5-7a500670d7f2" /> The `PuplicLobby` display was a bit bugged for HumansVsNations: <img width="532" height="191" alt="Screenshot 2025-12-23 221832" src="https://github.com/user-attachments/assets/3950bcd9-0072-4c28-b1a0-83c0a24e9b8e" /> So I fixed it to look like this; <img width="532" height="195" alt="Screenshot 2025-12-23 224127" src="https://github.com/user-attachments/assets/690fc554-b607-4c8a-8b22-0c2912ee671a" /> ## 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 --------- Co-authored-by: iamlewis <lewismmmm@gmail.com> |
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5a065d71c5 |
Fix alliance renewal popup not being removed when alliance is broken (#2722)
Resolves #2464 ## Description This PR fixes a bug where the alliance renewal popup remained visible after an alliance was broken or betrayed. The issue occurred because renewal UI events were tied to player identifiers instead of the unique allianceId. When a player had multiple alliances, breaking one alliance did not correctly remove the associated renewal popup. This change ensures that renewal popups are correctly removed only for the specific alliance that was broken. ### What was wrong Alliance renewal UI events were previously associated implicitly with players. This caused incorrect behavior when a player had **multiple alliances**, because **players are not unique identifiers of an alliance**. As a result, breaking one alliance could leave stale renewal popups visible. ### What was changed - Alliance break logic now relies on **allianceId**, not player IDs - Renewal popups are removed **only for the specific broken alliance** - Alliances involving the same player but different allianceIds are unaffected - Added tests to ensure this bug cannot reappear ### Result - Renewal popup disappears immediately when an alliance is betrayed/broken - No unintended removal of other alliance renewal popups - Correct behavior even when a player is involved in multiple alliances ## 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: assessin. |