## 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
## 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: 1204082 tiles | Routes: 1000/1000
✅ synthetic/australia | Init: 78.18ms | Path: 77.12ms | Dist: 978375 tiles | Routes: 1000/1000
✅ synthetic/baikal | Init: 78.26ms | Path: 152.14ms | Dist: 1600016 tiles | Routes: 1000/1000
✅ synthetic/baikalnukewars | Init: 81.44ms | Path: 165.90ms | Dist: 1699283 tiles | Routes: 1000/1000
✅ synthetic/betweentwoseas | Init: 29.29ms | Path: 114.99ms | Dist: 1338075 tiles | Routes: 1000/1000
✅ synthetic/blacksea | Init: 30.66ms | Path: 93.14ms | Dist: 949217 tiles | Routes: 1000/1000
✅ synthetic/britannia | Init: 74.12ms | Path: 85.62ms | Dist: 866752 tiles | Routes: 1000/1000
✅ synthetic/deglaciatedantarctica | Init: 105.49ms | Path: 192.93ms | Dist: 1574684 tiles | Routes: 1000/1000
✅ synthetic/didier | Init: 81.51ms | Path: 153.70ms | Dist: 1734876 tiles | Routes: 1000/1000
✅ synthetic/eastasia | Init: 49.29ms | Path: 128.63ms | Dist: 1410270 tiles | Routes: 1000/1000
✅ synthetic/europe | Init: 92.55ms | Path: 178.35ms | Dist: 1525216 tiles | Routes: 1000/1000
✅ synthetic/europeclassic | Init: 33.50ms | Path: 104.40ms | Dist: 1209759 tiles | Routes: 1000/1000
✅ synthetic/falklandislands | Init: 63.00ms | Path: 107.41ms | Dist: 1080251 tiles | Routes: 1000/1000
✅ synthetic/faroeislands | Init: 71.91ms | Path: 49.52ms | Dist: 604613 tiles | Routes: 1000/1000
✅ synthetic/fourislands | Init: 45.75ms | Path: 78.91ms | Dist: 937439 tiles | Routes: 1000/1000
✅ synthetic/gatewaytotheatlantic | Init: 81.00ms | Path: 257.06ms | Dist: 2555551 tiles | Routes: 1000/1000
✅ synthetic/giantworldmap | Init: 214.25ms | Path: 220.42ms | Dist: 1976693 tiles | Routes: 1000/1000
✅ synthetic/gulfofstlawrence | Init: 45.16ms | Path: 96.05ms | Dist: 1014604 tiles | Routes: 1000/1000
✅ synthetic/halkidiki | Init: 74.68ms | Path: 149.39ms | Dist: 1546781 tiles | Routes: 1000/1000
✅ synthetic/iceland | Init: 58.72ms | Path: 78.16ms | Dist: 1001554 tiles | Routes: 1000/1000
✅ synthetic/italia | Init: 29.78ms | Path: 139.93ms | Dist: 1412024 tiles | Routes: 1000/1000
✅ synthetic/japan | Init: 161.07ms | Path: 118.65ms | Dist: 1154393 tiles | Routes: 1000/1000
✅ synthetic/lemnos | Init: 52.59ms | Path: 136.69ms | Dist: 1481101 tiles | Routes: 1000/1000
✅ synthetic/lisbon | Init: 49.27ms | Path: 86.53ms | Dist: 1032011 tiles | Routes: 1000/1000
✅ synthetic/manicouagan | Init: 53.74ms | Path: 110.52ms | Dist: 1307630 tiles | Routes: 1000/1000
✅ synthetic/mars | Init: 29.39ms | Path: 80.55ms | Dist: 1091702 tiles | Routes: 1000/1000
✅ synthetic/mena | Init: 26.37ms | Path: 120.09ms | Dist: 1272751 tiles | Routes: 1000/1000
✅ synthetic/montreal | Init: 26.08ms | Path: 106.77ms | Dist: 1187736 tiles | Routes: 1000/1000
✅ synthetic/newyorkcity | Init: 56.60ms | Path: 181.19ms | Dist: 1753875 tiles | Routes: 1000/1000
✅ synthetic/northamerica | Init: 96.29ms | Path: 123.02ms | Dist: 1217221 tiles | Routes: 1000/1000
✅ synthetic/oceania | Init: 52.81ms | Path: 51.96ms | Dist: 482373 tiles | Routes: 1000/1000
✅ synthetic/pangaea | Init: 21.29ms | Path: 56.58ms | Dist: 716189 tiles | Routes: 1000/1000
✅ synthetic/pluto | Init: 53.89ms | Path: 141.62ms | Dist: 1304362 tiles | Routes: 1000/1000
✅ synthetic/southamerica | Init: 85.19ms | Path: 123.03ms | Dist: 1301403 tiles | Routes: 1000/1000
✅ synthetic/straitofgibraltar | Init: 76.68ms | Path: 108.30ms | Dist: 1304592 tiles | Routes: 1000/1000
✅ synthetic/straitofhormuz | Init: 38.97ms | Path: 67.78ms | Dist: 754920 tiles | Routes: 1000/1000
✅ synthetic/surrounded | Init: 95.35ms | Path: 90.18ms | Dist: 1017142 tiles | Routes: 1000/1000
✅ synthetic/svalmel | Init: 60.58ms | Path: 104.75ms | Dist: 1235501 tiles | Routes: 1000/1000
✅ synthetic/twolakes | Init: 62.05ms | Path: 94.54ms | Dist: 1140807 tiles | Routes: 1000/1000
✅ synthetic/world | Init: 41.43ms | Path: 93.42ms | Dist: 873406 tiles | Routes: 1000/1000
Completed 42 scenarios
Total Initialization Time: 2796.32ms
Total Pathfinding Time: 5026.64ms
Total Distance: 53160274 tiles
```
## Playground
**That's the fun part**. Watch NavMesh running circles around legacy
`PathFinder.Mini` in real time. Debug inner workings, test edge cases,
share URLs for debugging.
https://github.com/user-attachments/assets/34e2e3f5-fbc1-4b1f-917d-820766e98d5d
## Discord Tag
`moleole`
## 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
## 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>
## 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>
## 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
## 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
## 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
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>
## 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>
## 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>
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>
## 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>
## Description:
Previously, nations just spammed these two rather toxic emojis: 🤡😡
They now send fewer emojis while attacking, and the clown emoji is
reserved for special cases.
They got the ability to send emojis in much more cases:
- Human didn't donate enough for relation update
- Human did donate an ok amount
- Human did donate a lot
- Responding to emojis that they get sent from a human
- Nuke sent
- MIRV sent
- Retaliation warship sent
- Traitor tries to ally
- Threat asks for / accepts an alliance request
- Disliked human tries to ally
- Friendly human tries to ally
- They are getting attacked by very much troops
- They are getting attacked by very little troops
- Congratulating the winner
- Bragging with their crown
- Charming their allies
- Clown-Emoting traitors
- Easteregg: Sending a rat emoji to very small humans
## 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>
## Description:
Removes the check to break alliance after nuke is launched, and alliance
breaking is now determined before tiles are randomly chosen for
destruction. (It is now slightly stricter, I believe, as a weighted
average calculation is a little tricky)
## 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:
bibizu
If this PR fixes an issue, link it below. If not, delete these two
lines.
Resolves#2491
## Description:
Adds pause/unpause functionality for private multiplayer games. Only the
lobby creator can pause the game, and all players see a pause overlay
when the game is paused.
**Key features:**
- Lobby creator sees pause/play button in control panel (alongside
existing singleplayer/replay controls)
- Server validates that only lobby creator can toggle pause
- All players see "Game paused by Lobby Creator" overlay when paused
- Game state freezes (no turn execution) while paused
- Unpause resumes normal gameplay
**Implementation details:**
- Server-side pause state (`isPaused`) prevents turn execution during
pause
- Each client receives `isLobbyCreator` flag in `GameStartInfo` to
show/hide pause button
- Added `TogglePauseIntent` that broadcasts to all clients via
`NoOpExecution`
- New `PauseOverlay` component (shows in single player also)
## 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:
furo18
<img width="1459" height="861" alt="Screenshot 2025-12-20 at 15 16 33"
src="https://github.com/user-attachments/assets/f5a3222f-f54b-473c-b0f6-104ce4c1e7a8"
/>
## Description:
A small number of people are complaining that bots no longer attack them
and that "This has broken the factory farming strat".
In the old #2550 I somehow added that bots on easy difficulty don't
attack humans and nations anymore.
And public games are on easy difficulty now.
But I think the difficulty should actually only change nation behavior,
not bot behavior. Their attacks are harmless anyways.
So lets remove that little check.
Also let `shouldAttack()` return true for bots.
## 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
## Description:
A small number of people are complaining that bots no longer attack them
and that "This has broken the factory farming strat".
In the old #2550 I somehow added that bots on easy difficulty don't
attack humans and nations anymore.
And public games are on easy difficulty now.
But I think the difficulty should actually only change nation behavior,
not bot behavior. Their attacks are harmless anyways.
So lets remove that little check.
Also let `shouldAttack()` return true for bots.
## 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
## Description:
Relevant for singleplayer and HumansVsNations:
Humans sometimes try to flood the entire ocean with warships. The goal
is to dominate the trade and to block transport ships.
The already existing `trackTransportShipsAndRetaliate` and
`trackTradeShipsAndRetaliate` methods can't stop these large scale
infestations, the nations are completely helpless.
The new `counterWarshipInfestation` method checks if a nation is one of
the top 3 richest players (Enough money for warships) and if any enemy
(or enemy team) has accumulated more than 10 (for teams total 15)
warships, then builds a counter-warship targeting that threat.
This feature only activates on Hard or Impossible difficulty.
Thats how it can look, nations send out a warship every couple of
seconds, until the infestation threat is gone:
<img width="779" height="670" alt="Screenshot 2025-12-20 160600"
src="https://github.com/user-attachments/assets/25040077-e7db-4720-aea4-7c230afe05ea"
/>
## 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
## Description:
1. Players complained that they have problems allying with nations in
the earlygame. So I added an `isEarlygame()` check to
`AllianceBehavior`. This should make the easier difficulties much easier
:)
2. The attack order of nations now depends on the difficulty. Easy and
medium nations got dumbed down, they now take nuked territory before
retaliating against attacks again.
3. The attack rate now depends on the difficulty. Easy nations are
reacting slower than impossible nations (to make sure the number of sent
alliance requests stays the same I removed the difficulty check in
`maybeSendAllianceRequests()`).
4. On easy and medium difficulty nations will sometimes just skip an
attack if the enemy is a human (`shouldAttack()`). But this did not
apply for the nuking logic. Now it does, which makes the easier
difficulties a bit easier.
5. I tuned the `getBotAttackMaxParallelism()` method a bit. The nations
are doing a bit less parallel bot attacks now, which makes the easier
difficulties a bit easier.
6. The settings in MIRVBehavior now depend on the difficulty. On easy
difficulty, nations will only send MIRVs very rarely.
7. Unrelated MIRVBehavior Cleanup: There was a 2 second cooldown and
cache logic. But it was completely useless because `considerMIRV()` is
only called every 4-8 seconds by NationExecution. So I removed it.
8. Unrelated little cleanup: I made a couple of methods `private`
## 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
## Description:
Returned code that spawns nations around predefined coordinates from the
map manifest.
## 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:
nikolaj_mykola
## Description:
SAMs will now always hit their target instead of missing sometimes.
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:
Lavodan
## Description:
SAMs will now always hit their target instead of missing sometimes.
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:
Lavodan
## Description:
Saw lots of `"cannot send ship to Player"` warnings in the console.
It was caused by `randomBoatTarget` not checking if the target is
reachable by boat.
It also caused the for loop in `randomBoatTarget` to exit too early (=>
no boat sent).
So I added a `canBuildTransportShip` check. Because this runs expensive
(?) pathfinding I added a `unreachablePlayers` Set to optimize
performance.
## 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
## Description:
This is a previously approved PR with an additional commit that fixes
case when nations change spawn & jump around, their previous territory
wasn't getting deleted.
## 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:
nikolaj_mykola
---------
Co-authored-by: Evan <evanpelle@gmail.com>
## Description:
1. Moved the currently very small betrayal logic from `AiAttackBehavior`
to `NationAllianceBehavior` because it makes more sense to have it
there.
3. Very small bugfix in `AiAttackBehavior::shouldAttack()`: the numbers
in the two `random.chance` calls were the wrong way round.
4. `NationExecution` was quite big and a lot of it was about MIRVs. So I
moved all the MIRV logic to the new `NationMIRVBehavior`.
5. `emoji()` and `maybeSendEmoji()` did not really fit in
`AiAttackBehavior`. So I moved it to the new `NationEmojiBehavior` (and
did some renaming for clarity). I'm planning to extend that class in a
future PR.
2. Reordered methods in `AiAttackBehavior` to easily find related
methods.
6. Reordered methods in `NationExecution` to easily find related
methods.
## 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
## Description:
1. Using the wording `"Nation"`, `"FakeHuman"` and `"NPC"` at the same
time is confusing.
So I renamed every mention of `"FakeHuman"` and `"NPC"` in the entire
project to `"Nation"`. Just like they are called ingame.
2. `BotBehavior.ts` was originally intended for sharing the logic
between nations and bots.
But at the moment, the logic there isn't really shared and it's
basically just about attacking.
So I renamed `BotBehavior.ts` to `AiAttackBehavior.ts`. I use "Ai" to
indicate that this file is used by bots AND nations.
3. Moved `execuction/utils/AllianceBehavior.ts` to
`execuction/nation/NationAllianceBehavior.ts` to make sure everybody
understands that this file is not about alliances in general. It's just
about nations and how they handle alliances.
4. Removed `difficultyModifier` from `DefaultConfig`. It's unused and I
think we usually want to finetune the difficulty instead of using that
method.
5. Added `assertNever` in all `switch (difficulty)` default cases.
## 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
## Description:
Saw this in an Enzo video about beating impossible nations:
You can just donate 1% gold / 1% troops to a nation to get a friendly
relation with them.
This PR adds randomized minimum donation requirements based on the
difficulty.
Randomized in a way that there is a minimum someone has to donate to
surely get the relation improvement, but you can also gamble and send
less.
For troop donations, the minimum is calculated based on what percentage
of their troops the sender donated.
For gold donations, it's fixed values. We cannot use percentages here
because “having nearly no gold” is a usual case. Donating 100% of your
gold wouldn’t hurt if you just spent all your gold on buildings.
I tried to add tests for this but it's really horrible. Because the test
would have to wait until the relation update from the alliance accepting
is gone (we need to have an alliance to send stuff), has returned to
Neutral, and then changes back to Friendly after the donation.
## 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: Evan <evanpelle@gmail.com>
## Description:
To prevent MAD stalemates, have the price of MIRVs increase after each
launch. This will encourage players to launch a MIRV once they have
enough money for it. Also reduce the price of the first MIRV to 25
million to reduce snowballing, each subsequent MIRV cost an extra 15
million:
1. 25 million
2. 40 million
3. 60 million
4. etc
## 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
## Response to alliance requests
Previously the way nations responded to alliance requests was quite
simple / boring / exploitable. Basically you couldn't ally them if you
had a bad relation with them, or if you had too many alliances.
Otherwise they would just take it.
Now there is a **complete decision tree which is based on the
difficulty**. The nations should also feel more human now.
For example, just like humans, nations will now consider to take an
alliance even if you have a bad relation with them (If you are a
threat).
Also, nations no longer check if YOU have too many alliances. Now they
do what humans do: Check if THEY have too many alliances (they want to
be able to attack somebody).
Another big change is the default case: Previously it was just `return
true`. Now it's `return isAlliancePartnerSimilarlyStrong`. So they do
what humans do: Take a quick look at their troop count before allying
them.
## Sending alliance requests
Previously alliance requests were sent randomly. Quite boring.
Now we use the same decision tree as for responding.
## Alliance extension requests
They also use the same decision tree.
## Tests
Tested it a lot in singleplayer.
I have planned to add unit tests for all the nation/bot stuff in the
upcoming cleanup phase.
## 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
## Description:
Second and last changes to special bot names. Sorry to anyone who might
feel left out, the list is non-exhaustive.
## 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
## Description:
Replace BFS with DFS and eliminate GC pressure in calculateClusters():
- Switch from O(N) queue.shift() to O(1) stack.pop() operations
- Replace Set.has()/Set.add() with Uint8Array bitfield
- Add reusable buffer management to avoid repeated allocations
- Implement callback-based neighbor iteration to eliminate array
allocations
- Add forEachNeighborWithDiag() method to Game interface and GameImpl
- Remove now unused GameImpl import from PlayerExecution
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
## Description:
I closed my previous PR #2533 which was already reviewed by evan (but
not yet merged) because I noticed some issues.
Which led me to changing the enemy selection entirely.
Nations / Bots previously had a fixed enemy which they kept for 100
ticks (10 seconds). This could make them react too late and feel slow.
Now they are a bit more responsive.
But the main benefit: Without a fixed enemy we can do multiple
sendAttack() on the same tick, which allowed me to give impossible
nations extremely efficient parallel bot attacks:
https://github.com/user-attachments/assets/38f65623-fbf0-4e98-a833-5fcba2ee6eee
Previously nations were so slow in taking out bots that you could even
encircle them on the Archiran map...
Now they are like 200% faster (but only on the impossible difficulty)
## Nuke enemy selection
Previously, the enemy for troop attacks and nukes was identical. Now, as
we no longer have a fixed enemy in BotBehaviour, I added
findBestNukeTarget() to select better nuke-targets. I will probably open
a PR soon which makes nations nuke the crown :)
## Betrayal logic
While revamping the attack logic I had to work on the betrayal logic,
which was quite confusing, with many negations. And the betrayals were
just random.
So I made it easier to understand with maybeBetrayAndAttack().
Now it does betray friends if we have 10 times more troops than them. I
will improve that method in a future PR, but already now it should be
better than just betraying randomly.
## Attack order
Previously, nations attacked in this order:
- TerraNullius (Untaken land and nuked territory)
- Bots
- Retaliate against incoming attacks
Now its in this order:
- TerraNullius (Untaken land)
- Retaliate against incoming attacks
- Bots
- TerraNullius (Nuked territory)
So the changes are these:
- After throwing a nuke onto a nation, they will no longer ignore
incoming attacks. Previously they attacked the nuked territory first.
Very common singleplayer problem.
- Nations now retaliate against incoming attacks before attacking bots.
Previously you could attack a nation but they did not care because there
were still bots left.
I also changed the attack order of bots a bit (retaliate before
attacking randoms), but that isn't even noticeable.
## Big bug fixed
Additionally, I fixed a big bug: selectEnemy() oftentimes returned null
(because of enemySanityCheck) and therefore no attack happened.
This was especially visible in games where nations are surrounded by
friends (Team games and nations vs humans).
This was also the reason why Enzo could play nations vs humans in
singleplayer and NO NATION of the much bigger nation team would try to
attack him.
## 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
## Description:
Special bot names. If the solution seems convoluted for such an easy
thing, that is because: not all bots find a spawn position, so only
assign a candidate name after finding a spawn. And the first few are
almost always overwritten by Nation spawns so the first 20 just get a
random name. Only then do we assign from the provided lists. For the
random names, some might get the same name but that's not an issue as
no-one will notice and they're off the map quite fast anyway.
## 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
## Description:
Nations no longer send random boats to their bordering enemies.
Usually it looked a bit stupid when nations did that ("Why don't you
attack your bordering enemy directly?")
## 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
## Description:
- Removed the temporary UnitType.Construction and embedded construction
state into real units via isUnderConstruction().
- Centralized non-structure spawning to perform a single validation
right before unit creation/launch.
- Updated UI layers to render construction state without relying on the
removed enum.
- Adjusted and created tests to match the new flow and to cover the
no-refundscenarios.
# Tests updated
- tests/economy/ConstructionGold.test.ts: covers structure cost
deduction and income, tolerant of passive income; ensures no refunds
during construction.
- tests/nukes/HydrogenAndMirv.test.ts: accounts for single-check launch
flow; MIRV test targets a player-owned tile; ensures launch after
payment.
- tests/client/graphics/UILayer.test.ts: mocks now provide
isUnderConstruction and real type strings;
## 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:
CrackeRR1
---------
Co-authored-by: Evan <evanpelle@gmail.com>
Resolves#2448
Hi team,
I've implemented and locally tested the alliance-related changes
(including unit tests and some manual simulation with multiple browser
profiles).
Unfortunately I wasn't able to perform full end-to-end testing on the
live game server with two separate machines/accounts.
If someone on the team (or another contributor) can verify the alliance
flow with two real players, that would be greatly appreciated before
merging. Happy to hop on a call or provide any clarification needed.
Thanks!
## Description:
Fixed a race condition bug where donations (troops/gold) between human
players failed after forming an alliance. The issue was caused by a
one-tick delay in `AllianceRequestReplyExecution`: the alliance
acceptance logic ran in `tick()` instead of `init()`, meaning the
alliance wasn't created until the tick after the execution was added. If
a donation execution was added in the same turn as the alliance
acceptance, it would fail the `isFriendly()` check because the alliance
didn't exist yet.
**Root cause:** When human players formed alliances via reply, the
execution model delayed alliance creation by one tick, while bots called
`accept()` directly without this delay.
**Solution:** Moved alliance acceptance logic from `tick()` to `init()`
in `AllianceRequestReplyExecution.ts`, ensuring immediate alliance
creation and eliminating race conditions with donations.
**Changes:**
- Modified
`src/core/execution/alliance/AllianceRequestReplyExecution.ts` to
process alliance replies in `init()` instead of `tick()`
- Added comprehensive test suite `tests/AllianceDonation.test.ts` with 5
test cases covering donation scenarios after alliance formation (reply
and mutual request flows)
- All existing tests pass (323 total)
## Please complete the following:
- [x] I have added screenshots for all UI updates (N/A - backend logic
fix only)
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file (N/A - no user-facing text
changes)
- [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: loacky
GitHub: @LoackyBit
---------
Co-authored-by: Evan <evanpelle@gmail.com>
Description:
There is a boating exploit where players could repeatedly send and
retreat boats to effectively increase troop regeneration and maintain
almost double the max troop cap. This PR fixes#2388.
Summary
This pr adds a troop penalty to the boat retreats in
src/core/execution/TransportShipExecution.ts of 25 percent (currently
the same as land attacks, but may require fine tuning). this prevents,
to some degree, the ability to stockpile large amounts of troops above
your max cap.
Testing
I tested the change locally and confirmed that the troop penalty is
applied at the correct times and under the correct conditions, i.e. it
is only applied on successful retreat (applying on reteat initiation may
be confusing if you are told you have lost troops if the transport ship
never arrives anyway). The boating exploit is far less effective with
this fix in place.
Notes
- This is a exploit and does not introduce any new features.
- Existing game behavior outside the retreat penalty remains unchanged.
- The attack message is the same as the land attack, so the translation
should already be present.
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
---------
Co-authored-by: Evan <evanpelle@gmail.com>
## Description:
After the v27 playtest, some players experienced instant death on spawn.
The issue was that the human random spawn occasionally coincided with a
bot’s spawn. Previously, bot spawns didn’t account for human spawn
locations and could appear on the same tile, now they don’t.
## Please complete the following:
- [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:
nikolaj_mykola
---------
Co-authored-by: Evan <evanpelle@gmail.com>
## Description:
See PR https://github.com/openfrontio/OpenFrontIO/pull/2203
It was reverted. This unreverts it, with an added fix for boat troops
not getting returned to owner. And small comment updates. And a const
for boatOwner to re-use.
The added bugfix is check for this.sourceTile === null in the retreat()
function in AttackExecution. A boat attack always sets removeTroops to
false because the troops were already removed from owner troops when the
boat departed. They don't have to be removed again in AttackExecution
init, when the boat lands and the attack starts. But at the end of the
attack, in retreat() in AttackExecution, the starting/boat troops still
need to be returned to the owner. That's why even if removeTroops is
false, when sourceTile is not null (only when it's a boat attack) we add
back the troops to the owner.
## 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: Fx Morin <28154542+FxMorin@users.noreply.github.com>
Co-authored-by: Ryan <7389646+ryanbarlow97@users.noreply.github.com>
## Description:
This PR is intended to increase singleplayer fun.
This is a follow-up to my previous PR #2161, which made the
"Hiding-Strategy on small islands" harder.
But its still possible. You can easily warship-infest the map and get
rich from the trade, even though you are playing on impossible
difficulty.
Also you can easily hinder the nations to, for example, get from the
left to the right side of the world map. So you are always in full
control of the game.
This PR makes nations send a warship if their troop transport boat got
destroyed. The warship will travel to the location where the boat got
destroyed.
Because the nations send more boats now (previous PR), this actual has
an impact and there is more action on the map now :)
The chance of retaliation is based on the game difficulty.
### COMPARISON
[Youtube Video](https://www.youtube.com/watch?v=F4_iP54LGNU) of me
playing the infestation-strat without this PR.
[Youtube Video](https://www.youtube.com/watch?v=VHesXJwPtcA) of me
playing the infestation-strat with this PR (Its sill possible but not
that easy, I gave up lol).
## 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
## Description:
Describe the PR.
Added a new chat message from the server once player wants to renew the
alliance, to the other player.
## Please complete the following:
- [x] I have added screenshots for all UI updates
<img width="572" height="256" alt="image"
src="https://github.com/user-attachments/assets/7feec21f-fff5-4544-8992-caf99c45913d"
/>
- [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
notifxy (1379678982676676639)