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170
Commits
| Author | SHA1 | Message | Date | |
|---|---|---|---|---|
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9e9c608053 |
perf: cut core-sim GC churn another 36% (61% cumulative) (#4496)
## Summary Round 2 of GC-churn reduction, attacking the next tier of allocation sources found by the profiling harness from #4494. All changes are **behavior-preserving** — the simulation is bit-identical (final hash unchanged on three seeded runs). ### Changes | Site | Change | Churn target | |---|---|---| | `Player.units()` / `Game.units()` | Rest parameter → fixed-arity + array overloads (`units()`, `units(types[])`, `units(t1, t2?, t3?)`). The rest array was allocated on **every call** of one of the hottest functions in the sim. Spread call sites (`units(...Structures.types)`) now pass the array directly. `GameImpl.units()` builds one flat array instead of `Array.from().flatMap()` per-player intermediates. | ~18 GB | | `PlayerExecution` cluster flood fill | Results are plain `TileRef[]` in mark order instead of `Set<TileRef>` — the generation-stamped visited array already deduplicates, and consumers only iterate/measure. DFS stack reused across fills. | ~3.7 GB | | `SpatialQuery.bfsNearest` | Fused generation-stamped BFS with per-game scratch buffers (`WeakMap`-keyed, same pattern as `PlayerExecution`) instead of materializing a `Set` of the entire search area per query. Identical traversal and tie-breaking. | ~2.2 GB | | `NationWarshipBehavior` ship tracking | Single-pass loops instead of `filter().forEach()`; dropped defensive `Array.from(set)` copies (deleting the current entry while iterating a `Set` is well-defined). | ~1.4 GB | ### Results (Giant World Map, 400 bots, 12,000 ticks ≈ 20 game-min, seed `perf-default`) | Metric | Before | After | vs. pre-#4494 | |---|---|---|---| | Sampled allocations (incl. collected) | 59.2 GB | **37.8 GB (−36%)** | 97.7 GB (**−61%**) | | GC count / total pause | 1,076 / 1,830 ms | 772 / 1,442 ms | 1,682 / 3,313 ms | | Ticks/sec | 73 | **82** | 66 (+24%) | | Mean / p99 tick | 13.6 / 39.2 ms | 12.2 / 36.0 ms | 15.2 / 49.9 ms | `units()` no longer appears in the top-30 allocator list at all. The remaining leaders (possible round 3): the minimap pathfinding `Cell` pipeline (~8.5 GB), `diffPlayerUpdate`/`toFullUpdate` per-tick serialization (~4.6 GB), and iterator allocations (~3.3 GB). ## Determinism Final game-state hash unchanged on all three reference runs: - Giant World Map 12,000 ticks: `57830793797434300` ✓ - Giant World Map 2,000 ticks: `55125379638382860` ✓ - World 1,800 ticks: `32337437717390864` ✓ ## Test plan - [x] Full suite green (1,905 tests), including updated `units()` semantics tests (array overload, snapshot isolation, insertion order) - [x] Hash equality on 3 seeded headless runs (2 maps) - [x] Before/after 20-min GC benchmarks on the same commit base 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-authored-by: Claude Fable 5 <noreply@anthropic.com> |
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22d5aba5ae |
refactor: standardize cardinal-neighbor iteration on neighbors() N,S,W,E order (#4495)
## Summary Follow-up to #4494. That PR added `forEachNeighborNSWE` as a third neighbor iterator because the existing allocation-free helpers (`forEachNeighbor`, `neighbors4`) visit in W,E,N,S order while `neighbors()` visits N,S,W,E — and substituting one for the other changes simulation behavior at order-sensitive call sites. This PR removes that duplication by standardizing on **one order everywhere**: `forEachNeighbor` and `neighbors4` now visit in the same N,S,W,E order as `neighbors()`, and `forEachNeighborNSWE` is deleted. ## ⚠️ Intentional behavior change Callers of the flipped helpers that are order-sensitive now make different (equally valid) decisions: - `AttackExecution.addNeighbors` — PRNG values are drawn per neighbor while building the conquest frontier, so attack expansion patterns differ - `AttackExecution.handleDeadDefender` — a dead defender's tiles go to the *first-visited* adjacent player - `WarshipExecution.bestNeighborToward` — distance ties break by visit order - `PlayerExecution` surrounded-cluster flood fill — set insertion order propagates to conquer order Game outcomes for a given seed differ from previous builds (verified: the 12k-tick reference run ends with 31 players alive vs 24 before). Determinism across clients *within* a build is unaffected — all clients run the same code, so there is no desync risk. Replays/verification pinned to old hashes will not match this build. New reference hashes for the headless perf harness (seed `perf-default`): | Run | Final hash | |---|---| | giantworldmap, 12,000 ticks | `57830793797434300` | | giantworldmap, 2,000 ticks | `55125379638382860` | | world, 1,800 ticks | `32337437717390864` | ## Verification - [x] Full suite green (1,901 tests), including new exact-order contract tests: `forEachNeighbor` and `neighbors4` must match `neighbors()` contents **and order** for every tile - [x] 20-game-minute Giant World Map benchmark: no perf regression (73 ticks/sec, GC 1.2% of wall, allocation profile unchanged) - [x] Order-sensitivity audit of every `forEachNeighbor`/`neighbors4` call site (sensitive ones listed above; the rest are booleans, counts, or min/max accumulations) 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-authored-by: Claude Fable 5 <noreply@anthropic.com> |
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5e4b2791aa |
perf: reduce core-sim GC churn 42% and add GC-churn profiling to the perf harness (#4494)
## Summary
Reduces core-simulation GC churn by **42%** on a 20-game-minute Giant
World Map run, and extends the headless full-game perf harness so churn
is measurable and regressions are visible.
### 1. GC-churn measurement (`tests/perf/fullgame/GcProfiler.ts`)
`npm run perf:game` now reports:
- **GC pauses** by kind (minor/major/incremental) via a
`PerformanceObserver` on `'gc'` entries, bucketed into tick windows by
timestamp (V8 only delivers these entries on a timer task, so they're
flushed after the run)
- **Allocation rate** per `--window N` ticks (default 1000) from
used-heap deltas sampled every tick, so churn can be tracked across game
phases
- **Top allocating functions** from the V8 sampling heap profiler with
`includeObjectsCollectedBy{Major,Minor}GC` — i.e. actual churn including
short-lived garbage, not live memory — plus a `.heapprofile` loadable in
Chrome DevTools (Memory → Allocation sampling)
New flags: `--window N`, `--no-gc-profile`, `--no-alloc-profile`.
### 2. Allocation reductions in the hot paths it found
| Site | Change |
|---|---|
| `GameMap.bfs` | inline neighbor enumeration instead of an array per
visited tile |
| `GameMap`/`Game` | new `forEachNeighborNSWE` — allocation-free
iterator matching `neighbors()` N,S,W,E order for order-sensitive
callers (`forEachNeighbor` visits W,E,N,S, so substituting it would
change sim behavior) |
| `PlayerImpl.nearby` / `sharesBorderWith` / `shoreReachableNeighbors` |
no per-call neighbor arrays; no materialized shore-tile array |
| `PlayerImpl.units(types)` | gather into a reusable scratch buffer,
return one exact-size slice (still a fresh snapshot array per call) |
| `AiAttackBehavior.maybeAttack` | single pass over border neighbors
replacing the `flatMap`/`filter`/`map` chain over every border tile |
| `AiAttackBehavior.isBorderingNukedTerritory` | reusable `neighbors4`
buffer with early exit |
| `SharedWaterCache.build` | allocation-free neighbor iteration |
| `SpatialQuery.bfsNearest` | first-minimum scan instead of
collect-then-stable-sort (identical result incl. tie-breaking) |
### Results (Giant World Map, 400 bots, 12,000 ticks ≈ 20 game-minutes,
seed `perf-default`)
| Metric | Before | After |
|---|---|---|
| Sampled allocations (incl. collected) | 97.7 GB | **56.9 GB (−42%)** |
| GC count / total pause | 1,682 / 3,313 ms (1.8% of wall) | 1,058 /
2,087 ms (1.2%) |
| Ticks/sec | 66 | 70 |
| p99 / max tick | 49.9 ms / 988 ms | 43.5 ms / 689 ms |
| Ticks over 100 ms budget | 31 | 19 |
## Determinism
Every rewrite preserves exact iteration order (the new NSWE iterator
exists precisely for the order-sensitive sites). Verified by identical
final game-state hashes on three runs: Giant World Map 12,000 ticks
(`67286276735690560`), Giant World Map 2,000 ticks, and World 1,800
ticks.
## Test plan
- [x] Full suite green (1,896 tests)
- [x] New tests: `forEachNeighborNSWE` order contract vs `neighbors()`
over every tile; `units()` filtering semantics (insertion order,
fresh-array guarantee, duplicate types, Set path)
- [x] Final-hash equality on 3 seeded headless runs (2 maps)
🤖 Generated with [Claude Code](https://claude.com/claude-code)
---------
Co-authored-by: Claude Fable 5 <noreply@anthropic.com>
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ccd0745ad4 |
Prevent AI from placing ports on small lakes 🚢 (#4429)
## Description: AI nations were placing ports on small decorative ponds scattered across maps (Missisipi for example), wasting structure slots on strategically useless water bodies. This fix adds a water component size check to the port placement logic so the AI skips lakes that are too small for meaningful port use. We already had a check for available trade partners, but trading in small lakes is usually stupid. **How it works:** - `ConnectedComponents` now tracks component sizes during its existing flood-fill (zero extra cost - counts tiles as they're visited) - `AbstractGraph`, `WaterManager`, and the `Game` interface expose `getWaterComponentSize(tile)` so callers can query the size of any water body - `NationStructureBehavior.randCoastalTileArray()` filters out non-ocean water components below `MIN_PORT_WATER_COMPONENT_SIZE` (3000 minimap tiles, ~12000 full-map tiles) - Ocean tiles bypass the check entirely since they're always large enough ## Please complete the following: - [X] I have added screenshots for all UI updates - [X] I process any text displayed to the user through translateText() and I've added it to the en.json file - [X] I have added relevant tests to the test directory ## Please put your Discord username so you can be contacted if a bug or regression is found: FloPinguin |
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805f0968b1 |
Add impassable terrain 🗺️ (#4340)
## Description: Relates to #3725 Adds a new **Impassable** terrain type that enables non-rectangular maps and creates impassable barriers on the map. Painted with pure black (`#000`) in the map editor's `image.png`. **Encoding:** Impassable terrain is encoded in the binary format as `isLand=1, magnitude=31` (previously unused). The Go map generator detects `#000` pixels and produces this encoding. The map generator's minimap downscaling gives impassable highest priority (Impassable > Water > Land). Thumbnails render impassable as transparent so the map picker background shows through. **Rendering:** Impassable tiles render as the map background colour (`rgb(60, 60, 60)`, matching `gl.clearColor` in `Renderer.ts`), making them visually indistinguishable from the area outside the map quad. This enables maps to appear non-rectangular. **Gameplay restrictions:** Impassable terrain cannot be: - Owned (`conquer()` throws) - Attacked (`AttackExecution` skips impassable tiles in both `tick()` and `addNeighbors()`) - Nuked (targeting rejected in `nukeSpawn()`, blast radius filtered in `tilesToDestroy()`) - Spawned on (nations, human players, and structures all reject impassable tiles) - Converted to water (guarded in `WaterManager` and `setWater()`) **Nuke trajectories:** Nuke trajectories cannot cross impassable terrain, matching the existing map-border enforcement. This is checked at launch time in `NukeExecution.tick()`. The client-side trajectory preview turns red with a red X where the arc crosses impassable terrain (reusing the existing SAM-intercept visual pipeline in `NukeTrajectory.ts`). The nuke ghost preview is completely hidden when hovering over impassable terrain (same as hovering outside the map). https://github.com/user-attachments/assets/ff131146-9749-41e0-892a-617e5cd16c54 Impassable terrain is transparent on the thumbnail: <img width="213" height="152" alt="Screenshot 2026-06-18 211640" src="https://github.com/user-attachments/assets/ede16f8c-9239-4ab1-be5d-0ba81cce5e9e" /> Tested with water nukes, made sure there is no water depth gradient near the impassable terrain, just like at the world border: <img width="774" height="771" alt="Screenshot 2026-06-18 212348" src="https://github.com/user-attachments/assets/4429069d-911b-48e8-91e3-7307d42c9397" /> Models used: GLM 5.2 and MiMo 2.5 Pro 😄 ## Please complete the following: - [X] I have added screenshots for all UI updates - [X] I process any text displayed to the user through translateText() and I've added it to the en.json file - [X] I have added relevant tests to the test directory ## Please put your Discord username so you can be contacted if a bug or regression is found: FloPinguin |
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6e892839e8 |
Ofm tournament - Log Final standings and Per-Kill eliminations (#4350)
**Add approved & assigned issue number here:** Resolves #4349 ## Description: The infra related PR is linked to this one and would need to be pushed first (376) Two changes for organized/tournament matches: 1. **Final standings.** `setWinner` snapshots each player's tiles owned at game end into `PlayerStats` (`finalTiles`). It's a deterministic integer captured in the sim, so it's replay-safe and rides into the existing game record. This lets standings be derived directly (winner, then surviving players by territory, then eliminated players by when they died) without re-simulating, which matters because a domination win ends with many players still alive. 2. **Per-kill log**. Records, per player, which humans they eliminated and at what tick (kills on PlayerStats). This lets standings attribute each kill to the victim's final placement, and gives a deterministic kill graph for integrity review. Hooked once in conquerPlayer (the single elimination funnel), humans only. Additive optional field that rides the existing game record, no archive or wire changes. These are off by default with no effect on normal play. ## Please complete the following: - [x] I have added screenshots for all UI updates (no UI changes in this PR) - [x] I process any text displayed to the user through translateText() and I've added it to the en.json file (no new user-facing text) - [x] I have added relevant tests to the test directory ## Please put your Discord username so you can be contacted if a bug or regression is found: zixer._ |
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bca980f572 |
Shrink the per-tick worker → main update payload by ~90% (#4244)
Stacked on #4243 (the `perf:client` harness) — first step of fixing the every-100ms main-thread stutter: make the per-tick burst small before spreading what remains across frames. ## Problem The harness showed the main-thread burst was dominated by `structuredClone` of the `updates` object, and the clone was dominated by two kinds of per-tick churn that re-sent object payloads every tick: - `gold` / `troops` / `tilesOwned` change for nearly every alive player every tick → ~278 partial `PlayerUpdate` objects per tick (world/400 bots), ~508 on giantworldmap. - Attack troop counts tick down every tick → whole `outgoingAttacks`/`incomingAttacks` arrays re-cloned for every fighting player every tick. - `playerNameViewData` (an all-players record) was cloned every tick but only recomputed every 30 ticks. ## Change Three additions to the worker → main protocol (all transferable, zero-clone): 1. **`packedPlayerUpdates`** — `[smallID, tilesOwned, gold, troops]` float64 quads for players whose stats changed. These fields no longer appear in `PlayerUpdate` diffs (first emissions still carry the full snapshot). Gold is exact in a float64 (game values ≪ 2^53). 2. **`packedAttackUpdates`** — `[ownerSmallID, direction, index, troops]` quads. Attack arrays are only resent when membership/order/retreating changes — which is exactly the condition that keeps the patch indexes valid (a tick either resends an array or patches it, never both). 3. **`playerNameViewData` is now optional** — attached only on placement-rebuild ticks (spawn ticks, first ticks, every 30th, spawn end). The client keeps the last applied values; dead players' name placements freeze at death (matching the previous effective behavior). On the client, `GameView.populateFrame` now also rebuilds `names` / `relationMatrix` / `allianceClusters` only when their inputs changed that tick — field presence on a partial `PlayerUpdate` marks them dirty. (`playerStatus`, nuke telegraphs, and attack rings still recompute every tick; they're tick- or unit-dependent.) ## Results (perf:client, this machine; low-end devices ~5–20× slower) Default run (world, 400 bots, 1800 ticks): | stage | before | after | |---|---|---| | clone (serialize+deserialize) | 1.02ms | **0.09ms** | | GameView.update | 0.62ms | **0.29ms** | | WebGLFrameBuilder.update | 0.04ms | 0.04ms | | **TOTAL burst mean** | **1.67ms** | **0.42ms** | | TOTAL p99 / max | 3.47 / 10.3ms | **1.21 / 3.92ms** | giantworldmap/600t: 2.54 → 0.68ms mean. Player update objects: 278 → 6.5 per tick (world), 508 → 12 (giant). The remaining burst is mostly tile apply + per-tick derivations — the part that frame-spreading (next step) addresses. ## Verification - **Sim final hash unchanged** on all three reference configs (`5607618202213430`, `29309648281599524`, `39945089450032050`) — no simulation behavior change. - **View hash unchanged** on all three configs (`942106e9`, `a3aae227`, `cbaaf265`) — the rendered view state is provably identical tick-for-tick, including the name-freeze semantics. - New tests: `tests/PackedPlayerUpdates.test.ts` (drain + GameRunner cadence), packed-channel and freeze-at-death cases in `tests/client/view/GameView.test.ts`, `packAttackTroopDeltas` unit tests and updated diff contract in `tests/GameUpdateUtils.test.ts` / `tests/PlayerUpdateDiff.test.ts`. - `npm test` (1490 tests), `eslint`, `prettier`, `tsc --noEmit` all pass. 🤖 Generated with [Claude Code](https://claude.com/claude-code) --------- Co-authored-by: Claude Fable 5 <noreply@anthropic.com> |
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aa4b490e68 |
Simplify WebGL renderer integration: remove dead extension code, untangle GameView naming (#4240)
## Summary The WebGL renderer was adapted from an external extension and carried a lot of machinery this integration never uses (replay playback, its own input/event system, a GL radial menu). This PR is two mechanical cleanup passes with **no behavior change**: delete the dead code, then untangle the `GameView` naming collision. **78 files, +142 / −2,197.** ### Pass 1 — remove dead extension baggage - **Replay/copy mode**: `FrameData.tileMode` was hard-coded `"live"`; the copy branches in `frame/Upload.ts`, `UploadOptions` (never passed), `applyFullFrame`/`applyFullTiles`/`applyDelta` on the facade and `GPURenderer`, `HeatManager.resetForSeek`, and the seek-upload methods on `TerritoryPass`/`TrailPass` were all unreachable. Also deletes `types/Replay.ts`, `types/FrameSource.ts`, `types/GameUpdates.ts`, `types/Game.ts` (imported only by the types barrel). - **FrameEvents**: trimmed from 14 fields to the 3 actually populated and read (`deadUnits`, `conquestEvents`, `bonusEvents`). The other 11 fed the extension's stats system and were never written or read here. - **GL radial menu**: `RadialMenuPass`, its 4 shaders, and ~10 API methods on facade + renderer had zero callers — the game uses the DOM/d3 radial menu in `hud/layers/RadialMenu.ts`. The pass was constructed and drawn every frame for nothing. - **Facade event system**: `GameViewEventMap` defined 10 event types (`click`, `hover`, `scroll`, …) but only `contextrestored` was ever emitted — input actually flows through `InputHandler` → EventBus → controllers. Replaced the listener map with a single `onContextRestored` callback and deleted `Events.ts`. Also fixed the stale header comment claiming the facade handles user interaction. - **Unused API surface**: removed ~20 facade/renderer methods with zero callers (camera passthroughs like `panTo`/`zoomTo`/`fitMap`/`screenToWorld`, hit-testing queries, SAM replay setters, `setSelectedUnit`, `clearFx`/`setFxTimeFn`, `onFrame`/`afterRender`/fps tracking). Deliberately left alone: `Camera`'s pan/zoom primitives (building blocks for a possible future camera unification) and the `timeFn` plumbing inside the FX passes (deeply embedded as defaults; only the dead renderer-level wrappers were removed). ### Pass 2 — untangle the three GameViews - `render/gl/GameView.ts` → **`MapRenderer.ts`** (class `MapRenderer`). Every importer was already aliasing it as `WebGLGameView` to dodge the collision with the simulation-mirror `GameView` in `client/view/`, so this removes aliasing rather than adding churn. `render/CLAUDE.md` updated. - Deleted the `src/core/game/GameView.ts` back-compat shim (its own TODO asked for this). All 51 importers now import from `src/client/view/` directly via a new 3-line barrel `view/index.ts`. ## Test plan - `tsc --noEmit` clean, `eslint` clean - Full test suite passes (1,385 + 65 server tests) - Manual verification via headless Chromium: started a singleplayer game and confirmed the renderer works end-to-end — terrain draws, spawn-phase overlay shows, territories fill with borders after spawning, player names/flags render, no renderer console errors 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-authored-by: Claude Fable 5 <noreply@anthropic.com> |
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2789db8b96 |
Optimize core simulation hot paths (no behavior change) (#4230)
## Summary Pure performance optimizations to the attack/conquer/cluster hot paths in `src/core`, driven by the full-game perf harness from #4228. **No behavior change**: the final game-state hash is identical before/after on every config tested — world quick run (2 different seeds), giantworldmap, and the default 1800-tick run. ### Changes - **Flat-arithmetic neighbor iteration**: `forEachNeighbor` / `forEachNeighborWithDiag` / `isBorder` / `isOceanShore` are now implemented inside `GameMapImpl` using raw `ref±1` / `ref±width` index math, skipping the per-neighbor `ref()` coordinate validation (`Number.isInteger` etc.). `GameImpl` and `GameView` delegate. - **New `neighbors4(ref, out)`**: zero-allocation, callback-free neighbor query for hot loops (W, E, N, S — same order as `forEachNeighbor`). - **`AttackExecution`**: the per-tile closures in `tick()` / `addNeighbors()` are replaced with reusable neighbor buffers, a cached `GameMap` reference, and integer `smallID()` owner comparisons instead of owner-object lookups. - **`GameImpl`**: the per-conquer `updateBorders` closure is hoisted to a method with a reusable buffer; `removeInactiveExecutions` compacts the executions array in place instead of allocating a new ~4200-element array every tick. - **`PlayerExecution`**: `surroundedBySamePlayer` / `isSurrounded` / `getCapturingPlayer` de-closured (`neighbors4` + integer compares; neighbor visit order preserved, so `getCapturingPlayer`'s Map-insertion-order tie-breaking is unchanged); flood-fill visit closure hoisted out of the while loop. - **`FlatBinaryHeap.dequeue`**: returns the tile directly instead of allocating a `[tile, priority]` tuple per dequeued tile (AttackExecution is the only caller). ### Performance (`npm run perf:game`, same machine, before → after) | run | mean tick | ticks/sec | max tick | |---|---|---|---| | default (world, 400 bots, 1800 ticks) | 9.04 → **7.98 ms** | 111 → **125** | 31.7 → 35.7 ms | | giantworldmap, 600 ticks | 22.5 → **17.4 ms** | 44 → **58** | 52.8 → **36.2 ms** | The giantworldmap tail improvement (max tick −31%) is the most relevant for the 100 ms tick budget. ### Determinism verification Identical `Final hash` before and after on all configs: | config | hash | |---|---| | `--map world --ticks 200 --bots 100` | `5455008589403520` | | same + `--seed second-seed-check` | `5580840142777488` | | `--map giantworldmap --ticks 600` | `37373734953428430` | | default run | `26773450321979388` | ### Tests - New `tests/NeighborIteration.test.ts` pins the exact neighbor iteration orders (W,E,N,S cardinal; dx-major diagonal — conquest order and RNG consumption depend on them) and conquer/border-tile invariants checked mid-battle. - New `tests/FlatBinaryHeap.test.ts` covers heap ordering, clear, and growth. - Full suite passes (122 files / 1386 tests + server tests); lint and prettier clean. 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-authored-by: Claude Fable 5 <noreply@anthropic.com> |
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3aaf0ea05d |
Remove lakes from the game 🌊 (#4214)
## Description: Nametags look weird here because on the left is a lake: <img width="954" height="765" alt="Screenshot 2026-06-10 170116" src="https://github.com/user-attachments/assets/2b679a68-fab3-458e-8e29-e12b9a4f281b" /> I removed isLake from the nametag position calculation Because isLake was unused then, I removed it completely. Full changelog: - Remove isLake() from GameMap interface, GameMapImpl, GameImpl, and GameView - Remove TerrainType.Lake enum value - terrainType() now returns Ocean for all water tiles (previously distinguished lake vs ocean, but nothing treated them differently) - Remove Lake case from PastelTheme and PastelThemeDark (already fell through to Ocean) - Exclude lakes from nametag placement grid in NameBoxCalculator Maybe as a next step also remove lakes metadata from the map generator? AI Model used: MiMo 2.5 Pro ## Please complete the following: - [X] I have added screenshots for all UI updates - [X] I process any text displayed to the user through translateText() and I've added it to the en.json file - [X] I have added relevant tests to the test directory ## Please put your Discord username so you can be contacted if a bug or regression is found: FloPinguin |
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ee8c28331b |
Perf: Maintain a per-player alliance list (#4172)
# Maintain a per-player alliance list (drop O(all-alliances) scan)
## Summary
`PlayerImpl.alliances()` was implemented as a full scan of the global
alliance
list on every call:
```ts
alliances(): MutableAlliance[] {
return this.mg.alliances_.filter(
(a) => a.requestor() === this || a.recipient() === this,
);
}
```
This is O(all-alliances-in-game) **per call**, and it's called a lot —
most
notably twice per player per tick from `PlayerImpl.toFullUpdate()` (once
for
`allies`, once for `alliances`), which runs for every player every tick
on the
worker/core thread.
This PR makes each player own its alliance list: a per-player
`_alliances`
array (mirroring the existing `_incomingAttacks` / `_outgoingAttacks`
pattern),
maintained incrementally as alliances form/break/expire, so
`alliances()`
becomes an O(1) field read.
It turned out the global `mg.alliances_` list was only ever read by this
scan —
the `Game`-level `alliances()` getter had **zero callers** (all 17
`.alliances()`
callsites use the player-level accessor), and the list isn't used in
serialization. So rather than keep two structures in sync, this removes
the
global list entirely and makes the per-player lists the single source of
truth.
## Motivation
Profiling the worker/core thread showed `player.toFullUpdate` at ~**4%
of CPU**.
Breaking down where that time goes (microbenchmark, 100 players, ~100
alliances):
| Component | µs/tick | Share |
| --- | --- | --- |
| FULL (current: alliance scan ×2 + allocate collections) | 61.5 | 100%
|
| Alliance scan only (the two global `.filter()`s) | 41.7 | **~68%** |
| Allocation only (build arrays/objects, per-player list, no scan) | 6.4
| ~10% |
The global alliance scan — not the object allocation — is the dominant
cost, and
it gets *worse* with game size: the scan is O(players × total-alliances)
while
allocation is only O(players × own-alliances). Removing the scan targets
the
dominant ~2/3 of `toFullUpdate`'s cost.
It also speeds up `alliances()` everywhere, not just `toFullUpdate` —
it's called
in **17 places**, including AI hot paths (`NationAllianceBehavior`,
`PlayerExecution`).
> Note: this builds on the already-merged `diffPlayerUpdate`
typed-comparison
> change (commit `be87c76`), which addressed the diff/serialization
cost. This PR
> addresses the snapshot-construction cost.
## Changes
- **`PlayerImpl`**: add `public _alliances: MutableAlliance[]`;
`alliances()`
returns it directly.
- **`GameImpl`**: remove the global `alliances_` field and the unused
`alliances()` getter. Maintain the per-player lists at the mutation
sites:
- **add** — `acceptAllianceRequest` pushes the new alliance onto both
participants.
- **remove** — `breakAlliance`, `expireAlliance`, and
`removeAlliancesByPlayerSilently` all funnel through a small
`detachAlliance()` helper that removes the alliance from both
participants.
- **`Game` interface**: drop `alliances(): MutableAlliance[]` (no
callers).
## Correctness notes
- `alliances()` now returns the internal array by reference. This
matches the
existing `outgoingAttacks()` / `incomingAttacks()` accessors, which
already do
the same. All 17 callsites were checked — none mutate the returned
array.
- `detachAlliance` reassigns the array (`filter`) rather than splicing
in place,
so the `for (const alliance of player.alliances())` loop in
`PlayerExecution`
(which can expire alliances mid-iteration) iterates a stable snapshot
and is
safe. `removeAlliancesByPlayerSilently` likewise snapshots the player's
list
before detaching.
## Tests
New `tests/PlayerAllianceList.test.ts` asserts both participants' lists
stay in
sync through every mutation path:
- forming an alliance adds it to both lists
- `alliances()` agrees with `isAlliedWith` / `allianceWith`
- breaking removes it from both lists
- expiring removes it from both lists
- a player tracks multiple alliances independently (breaking one keeps
the other)
- `removeAllAlliances` clears the player and every partner
Full suite green: **1360 tests / 120 files**.
🤖 Generated with [Claude Code](https://claude.com/claude-code)
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41ef675e98 |
Improve Notification Panel (#3913)
Resolves #3910 ## Description: - Split the events HUD into two components: a new **`<actionable-events>`** that owns alliance prompts (request / renew) and a slimmed-down **`<events-display>`** for everything else. - Reworked `<events-display>` into two visual tiers: dim/scrolling tier 2 on top (trade results, unit losses, donations, alliance status), prominent tier 1 anchored at the bottom (inbound nukes, naval invasion, attack requests, alliance broken, conquered player, chat). Tier 2 caps at the 4 newest entries; events expire after 8s. - Added a transient **+gold pip** above the gold pill in `<control-panel>`, animated with a small fade-in. Fires for trade ships, trains, donations, and conquest. Trade-ship and train arrivals are removed from the events scroll since they're surfaced here instead. - New `MessageType.NUKE_DETONATED` and a server-side emission in `NukeExecution.detonate` — once an inbound nuke lands or gets intercepted, the inbound warning vanishes and a "detonated" entry takes its place. - `displayMessage` gained optional `unitID` and `focusPlayerID` params so events can link to a unit or a player. Unit captures and destructions now navigate to the unit's last tile when clicked; donations navigate to the other player. - ActionableEvents card width matches `<events-display>`; cards persist until the user clicks Accept/Reject/Renew/Ignore or the server-side request timeout expires. - Removed the in-events category filter UI and the gold-amount banner — `<events-display>` is now a lightweight log that hides entirely when empty. <img width="570" height="444" alt="Screenshot 2026-05-21 at 1 42 30 PM" src="https://github.com/user-attachments/assets/f103efb3-0e11-4b72-a11b-91ff6896177c" /> <img width="430" height="296" alt="Screenshot 2026-05-21 at 1 41 34 PM" src="https://github.com/user-attachments/assets/ae58475a-b252-4aa6-9ce5-99dea7575ce3" /> ## 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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62e15d2794 |
Cut worker→main bandwidth ~3.3× by switching PlayerUpdate to deltas (#3967)
## Description: Cut worker→main bandwidth ~3.3× by switching PlayerUpdate from a full per-tick snapshot to a field-level diff. PlayerImpl.toUpdate() now caches the last sent update and returns only changed fields, or null if nothing changed. The client-side applyStateUpdate() merges instead of overwriting. Per-tick total dropped from ~297 KB to ~89 KB; the Player bucket alone went from 258 KB/tick to 50 KB/tick. Diff/apply logic lives in a new GameUpdateUtils.ts module with unit tests. ## 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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5b663fae14 |
refactor: share renderer state shapes between game and WebGL renderer
PlayerView/UnitView now wrap renderer-shaped state objects (PlayerState, PlayerStatic, UnitState) directly instead of holding engine wire types. GameView owns a long-lived FrameData object kept in sync each tick: players/units/tiles/trail/railroad are mutated in place; derived buffers (playerStatus, relationMatrix, allianceClusters, nukeTelegraphs, attackRings) and events are recomputed in a final populateFrame() pass. The renderer reads gameView.frameData() and the same byte-identical state objects PlayerView/UnitView wrap. WebGLFrameBuilder shrinks from ~270 to ~70 LOC: palette management + a single uploadFrameData() call, no per-frame UnitState allocation on the hot path. Wiring: maxPlayers=1024 on RendererConfig (pre-sizes NamePass/palette/ relation matrix textures); NamePass disabled so HTML NameLayer remains the only on-screen player names. Also: 39 new tests covering PlayerView/GameView/FrameData behavior; replace .data field access in three layer call sites with accessor methods (betrayals(), type(), getTraitorRemainingTicks()). |
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f1d162825e |
feat: remove spawn timer on singleplayer (#3199)
Resolves #1041 ## Description: Remove the singleplayer spawn countdown so the game starts when the player spawns, spawn nations immediately after player spawn, and align game timer/max-timer timing with the new start point. Added a singleplayer regression test for spawn-immunity timing (GameImpl.test.ts) and updated spawn-phase loop tests to use gameType: GameType.Public where singleplayer behavior is not under test (e.g. MIRV/AI/Spawn/WinCheck-related suites), eliminating inSpawnPhase() timeout hangs after the new singleplayer start logic. https://github.com/user-attachments/assets/c07a585f-1153-490e-88ca-a91fc7ae5756 ## 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 |
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f90e73c2f7 |
conqueror receives 50% of gold when conquering a human player (#3818)
## Description: The motivation is to prevent snowballing players from also gaining too much gold by conquering other players - Adds `conquerGoldAmount` to `Config`/`DefaultConfig`: returns 100% of captured gold for bots/nations, 50% for human players - Updates `GameImpl.conquerPlayer` to use this amount for the conqueror's gold gain (the conquered player still loses their full gold) ## Please complete the following: - [x] I have added screenshots for all UI updates - [x] I process any text displayed to the user through translateText() and I've added it to the en.json file - [x] I have added relevant tests to the test directory - [x] I confirm I have thoroughly tested these changes and take full responsibility for any bugs introduced ## Please put your Discord username so you can be contacted if a bug or regression is found: evan |
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4f20d2b332 |
TypeScript update to 6.0.3 (#3806)
## Description: Updating TypeScript to 6.0.3. Updating TypeScript-eslint to 8.59.1 for TS6 support. Concurrently needed to get updated as well to remove deprecated warning. Most things deleted are now just defaults. ## Please complete the following: - [X] I have added screenshots for all UI updates - [X] I process any text displayed to the user through translateText() and I've added it to the en.json file - [X] I have added relevant tests to the test directory - [X] I confirm I have thoroughly tested these changes and take full responsibility for any bugs introduced ## Please put your Discord username so you can be contacted if a bug or regression is found: Babyboucher |
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742a544a69 |
2661 PR 3/3 Warship Manual Override, Aggro Override, and Heal-at-Port Command (#3501)
Part of [#2661](https://github.com/openfrontio/OpenFrontIO/issues/2661) (split into 3 PRs so they are not too large..) ## Description: Part 3/3 of [#2661](https://github.com/openfrontio/OpenFrontIO/issues/2661). This PR adds the retreat control and override behavior for warships: - Manual override: moving a warship manually cancels retreat and suppresses auto-retreat for 5 seconds - Aggro override: a retreating warship will aggro a nearby enemy transport or warship before continuing retreat - Heal-at-port command for sending a warship to a friendly port manually - Friendly-port validation for HealAtPortExecution - Regression tests for manual override, aggro override, and heal-at-port behavior ## Please complete the following: - [x] I have added screenshots for all UI updates - [x] I process any text displayed to the user through translateText() and I've added it to the en.json file - [x] I have added relevant tests to the test directory - [x] I confirm I have thoroughly tested these changes and take full responsibility for any bugs introduced ## Please put your Discord username so you can be contacted if a bug or regression is found: zixer._ --------- Co-authored-by: iamlewis <lewismmmm@gmail.com> Co-authored-by: evanpelle <evanpelle@gmail.com> |
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bcd9cd6af5 |
Cache shared-water computation for nation port placement 💧 (#3696)
## Description: - Cache `sharedWaterComponents` globally with a 30-tick (~3s) TTL so all nations share one `O(total_border_tiles)` pass instead of each nation re-scanning every other player's border on every call. - Treat ocean as always-shared: any ocean neighbor short-circuits as a valid port site, skipping the `getWaterComponent` lookup in both the build pass and the per-tile port check. - Exclude bots and mutually-embargoed players from the trade-partner candidate set, so nations no longer avoid port sites that only "share" water with a player they can never trade with. Port placement is not time-critical, so the 3-second staleness is acceptable and lets the expensive build amortize across many attack cycles. ### Performance Benchmarked on World map (2000×1000, 61 nations) with the realistic call pattern of ~3 nations invoking `sharedWaterComponents` per tick: - **Before (main):** ~414 μs per tick - **After:** ~8 μs per tick amortized (29/30 ticks hit the warm cache; 1/30 rebuilds) - **~50× faster** on this AI hot path ## 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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7f7cbba12f |
Water-Nukes 💧 (#3604)
## Description: Adds a new `waterNukes` game config option that causes nuclear detonations to convert land tiles into water instead of just leaving fallout. When enabled, nuked land tiles are batched and converted to water each tick, with full terrain metadata updates including: - Ocean bit propagation from adjacent ocean tiles (BFS flood fill) - Magnitude recomputation via BFS from remaining coastlines - Shoreline bit fix-up in a 2-ring neighborhood around converted tiles - Minimap terrain sync (majority-rule downsampling) - Throttled water navigation graph rebuild (every 20 ticks) for ship pathfinding - Ship executions detect graph rebuilds and refresh their pathfinders - TransportShips auto-retreat if their destination becomes water - Water nuke craters use a smoothed angular noise ring with a bounding-box scan instead of the regular per-tile random coin flip with BFS, producing clean blob-shaped craters without scattered land pixels that players would have to boat to individually The `TerrainLayer` now incrementally repaints tiles that changed terrain type, and tile update packets encode the terrain byte alongside tile state so clients can reflect water conversions in real time. When `waterNukes` is disabled, behavior is unchanged (fallout only). Includes a new test suite (WaterNukes.test.ts) covering the conversion pipeline, ocean propagation, magnitude recalculation, shoreline updates, and minimap sync. Also adds a new public game modifier for the special rotation. ### The only problem A bit of lag on impact. But otherwise it works great and is fun. Maybe needs some followup improvements if it gets merged. I think its very cool in baikal / four islands team games. Chip away the territory of your opponents. Its also fun to turn The Box / Alps into a water map (its actually possible to boat-trade then) ### Media Video does not show the updated craters https://github.com/user-attachments/assets/aed8bf08-0e94-4484-b997-4de11ae313d9 Updated craters (no tiny islands after impact): <img width="1920" height="1080" alt="image" src="https://github.com/user-attachments/assets/e896870b-bc9d-493d-8bc8-b3a5427d69d3" /> <img width="1472" height="920" alt="image" src="https://github.com/user-attachments/assets/677065aa-0159-48cd-af44-a91b0f57adfc" /> <img width="1296" height="892" alt="image" src="https://github.com/user-attachments/assets/886ffaba-541f-4e46-97c6-ce963f632fe0" /> ## 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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c911bfb2d8 |
Packed unit updates / MotionPlans (#3292)
## Description: Reduce per-step `Unit` update traffic by shipping packed motion plans and letting the client advance plan-driven units locally. Changes: - Add packed motion plan records (`packedMotionPlans?: Uint32Array`) to game updates and transfer the buffer worker -> main. - Introduce `src/core/game/MotionPlans.ts` (schema + pack/unpack) for grid + train motion plans. - Extend `Game` with `recordMotionPlan(...)` and `drainPackedMotionPlans()`, and implement buffering/packing in `GameImpl`. - Treat units with motion plans as “plan-driven”: suppress per-tile `Unit` updates on `move()` and advance positions client-side. - Emit motion plans from executions: - `TradeShipExecution`: record/update grid motion plans and `touch()` when changing target after capture. - `TransportShipExecution`: record initial plan and update it when destination changes. - `TrainExecution`: record a train plan on init (engine + cars). - Client: apply motion plans in `GameView` and ensure `UnitLayer` updates sprites for motion-planned units even when no `Unit` updates arrived. ## 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 - [ ] 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 |
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339ace0bd6 |
v30 nuke wars preparation: Disable boats & Team spawn zones (#3263)
## Description: Preparation for nuke wars, for v30. Next PR will be adding the nuke wars modifier for public games, but Wonders https://github.com/openfrontio/OpenFrontIO/pull/3224 needs to be merged first to avoid merge conflicts. ### 1. Disable boats setting It's possible to disable `UnitType.TransportShip` now. Because they are not needed in nuke wars and can even be annoying. <img width="720" height="320" alt="image" src="https://github.com/user-attachments/assets/661bc10d-b204-4b4f-b876-ee7c9b92de8c" /> ### 2. Team spawn zones for random spawn Maps can have `teamGameSpawnAreas` in their json file now. Spawn areas are currently active if - a supported map is chosen (Baikal Nuke Wars or Four Islands) - a supported team size is chosen (2 teams on Baikal Nuke Wars or 2/4 teams on Four Islands) - random spawn is enabled ## Please complete the following: - [X] I have added screenshots for all UI updates - [X] I process any text displayed to the user through translateText() and I've added it to the en.json file - [X] I have added relevant tests to the test directory - [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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ea2a76609f |
perf(core): speed up packedTileUpdates (Uint32 pairs, no tile wrappers) (#3255)
## Description Reduces CPU + GC pressure from tile update serialization. **What changed** - Switched `packedTileUpdates` from `BigUint64Array` (BigInt packing) to `Uint32Array` `[tileRef, state]` pairs, updating `GameView` ingestion. - Updated tile state to use `GameMap.tileState(tile)` and `GameMap.updateTile(tile, state)`. - Removed per-tile `GameUpdateType.Tile` wrapper allocations by recording raw `(tile, state)` pairs in `GameImpl` and draining them via `drainPackedTileUpdates()` in `GameRunner`. **Why it’s faster** - Avoids BigInt and pack/unpack. - Avoids per-tile object allocations. **Compatibility** - Wire format change: `packedTileUpdates` is now `Uint32Array` pairs instead of `BigUint64Array`. ## 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 - [ ] 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 |
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4f08e57304 |
Small refactor: nearbyUnits readonly UnitType[] (#3236)
## Description: PR 4/x in effort to break up PR https://github.com/openfrontio/OpenFrontIO/pull/3220. Follows on already merged https://github.com/openfrontio/OpenFrontIO/pull/3235. Please see if these can be merged for v30. - **Game**/**GameImpl**/**GameView**: nearbyUnits required "UnitType | UnitType[]" for tiles, but calls UnitGrid nearbyUnits which requires "UnitType | readonly UnitType[]". Made the requirement the same for Game/GameImpl/GameView nearbyUnits. This way, we don't have make a shallow copy of the StructureTypes array everytime we want to send it as an argument. Other callers than listNukeBreakAlliance in Util.ts are unaffected. - **Util.ts**: listNukeBreakAlliance needs no shallow copy of StructureTypes anymore as argument for NearbyUnits ## 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 |
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86e51ab790 |
Fix nation spawnkilling 🔧 (#3222)
## Description: As far as I can remember, in v28 the spawn immunity applied to both humans and nations. With the configurable spawn immunity (added for v29) the spawn immunity no longer applies to nations... Because its called PVP immunity now. So right now it's possible to spawnkill nations. This is a big problem for the 5M gold modifier games... And you can "cheat" in singleplayer. This PR changes two things: - Nations always have 5 seconds spawn immunity now, no matter whats configured for the PVP immunity - Nations attack TerraNullius earlier (Otherwise the easy nations would sometimes do their first attack after the 5 seconds are over, spawnkills would still be possible) ## 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: Ryan <7389646+ryanbarlow97@users.noreply.github.com> |
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f362e47413 |
Cancel nukes when accepting alliance via radial menu (#3155)
Resolves #3154 ## Description: #2716 introduced nuke cancellation logic on alliance acceptance via `AllianceRequestReplyExecution`. The radial menu action, though, calls `AllianceRequestExecution` instead, which accepts the alliance if a request has already been made by the other player. This PR moves the nuke cancellation logic to `GameImpl`, hooking into the `acceptAllianceRequest` method, therefore accounting for every alliance acceptance, regardless of the specific action that brought to that. ## 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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07e13b3479 |
Fix: remove alliances on death (#3168)
## Description: - Remove alliances on death: after death, alliances would stay active including countdown timers and (when dead player kept spectating) icons. Now remove them when player becomes inActive. - Moved code to private method within PlayerExecution + added comments in NationExecution and BotExecution for more clarity as to where removals are performed from at death - Remove renewal request from Events Display when Alliance doesn't exist anymore (after death or otherwise). - Also cleanup this.alliancesCheckedAt when alliance doesn't exist anymore. Before, old/broken alliance id's would accumulate in it during a game. - Removed now-redundant isAlive check in EventsDisplay. Both the alliances array as the isAlive are updated in the same tick from PlayerUpdates so now alliance is removed from alliances array on player death, the other.isAlive() check is no longer needed. Of course we could keep it in just to be very safe, so just let me know when you're doubtful about this. - Attack.test.ts: fix failing test. Player B dies because of the attack, meaning the alliance now gets removed. Prevent this by gving both a different, adjecent, starting tile. And to be more clear about what is needed for the test to pass, add isAlive check for both of them after the attacks. ## 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 |
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6cc0ef7d14 |
Add PVP immunity to 5M starting gold modifier games 🔧 (#3180)
## Description: Adds 30 seconds of PVP immunity to 5M starting gold modifier games. So you cannot insta-nuke other players. Because I'm sure people would be confused "I cannot attack!!!!" I added a HeadsUpMessage which informs about the PVP immunity. We already have a ImmunityTimer progress bar but I don't think its enough. <img width="1270" height="745" alt="image" src="https://github.com/user-attachments/assets/0ee23dc4-1c7b-4d62-8b3d-8de214f03c2b" /> I had a second count in the HeadsUpMessage (seconds until PVP immunity is over) but it felt too busy. So I removed it. You can tell when PVP immunity is over by looking at the progress bar. ## 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> |
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d40923fc18 |
perf(game): optimize border tile updates (#3124)
## Description Optimize border-tile maintenance in `GameImpl` to reduce per-conquest overhead. Border tiles are updated whenever ownership changes; this PR trims allocations and avoids unnecessary iteration in the hot path. ## Changes - `src/core/game/GameImpl.ts` - `updateBorders(tile)` no longer allocates an array of tiles; it updates the changed tile and its 4-neighbors directly via `forEachNeighbor`. - `calcIsBorder(tile)` no longer calls `neighbors(tile)` / loops an array; it checks the four cardinal neighbors via `x/y` bounds and `ownerID`. ## Affected Functions - `GameImpl.updateBorders(tile: TileRef)` - `GameImpl.calcIsBorder(tile: TileRef): boolean` - Call sites impacted by behavior/perf: - `GameImpl.conquer(owner, tile)` - `GameImpl.relinquish(tile)` ## 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 - [ ] 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 |
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c2663944e5 |
Stop getting gold from conquering inactive players 🔧 (#3020)
## Description:
Maybe for v29.
In the 5M starting gold modifier games you can conquer a inactive player
(spawned but didn't do anything) and get their 5M gold.
Huge unfair advantage.
I think that even without the starting gold modifier you should not get
the gold of inactive players because its unfair.
I identify inactive players (spawned but didn't do anything) by checking
the attack stats.
I added a translation for the displayMessage "Conquered {name}, received
{gold} gold". Why was that not translated?
I added a new message "Conquered {name} (Inactive player, received no
gold)".
## Please complete the following:
- [X] I have added screenshots for all UI updates
- [X] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [X] I have added relevant tests to the test directory
- [X] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
## Please put your Discord username so you can be contacted if a bug or
regression is found:
FloPinguin
---------
Co-authored-by: Ryan <7389646+ryanbarlow97@users.noreply.github.com>
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3f95a45eaf |
Nations donate troops now 💀 (In team games) (#2984)
## Description: For v29, balances the HvN winrate. In team games, nations now donate troops to their weakest team members (if they have no attack options available). How often they donate depends on the difficulty. This PR also has some other little fixes: - For HvN games, always return true in `shouldAttack()` (make nations a bit more aggressive). - Early exit in `attackWithRandomBoat()` for performance - Early exit in `findNearestIslandEnemy()` for performance AND to make sure nations which are encircled by friends don't run into this method (=> no donation happening!) ## 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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697a346c86 | Increase worker initailization timeout from 5=>20s to prevent worker timeout, add duration logging to some longer operations | ||
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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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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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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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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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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. |
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664d66613b |
fix: Check alliance breakage once at launch, and is deterministic now (#2554)
## 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 |
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1c52d20e83 |
Added pause functionality for private multiplayer games (#2657)
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" /> |
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e290e587ea |
perf: Optimize cluster calculation with DFS and zero-allocation patterns (#2539)
## 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 |
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8f53785a80 |
BUG FIX: Gold double deduction + Rmoval of UnitType.Construction (#2378)
## 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> |
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9c24d29824 |
AFK team mate v2: better ship handling + tests + bugfix (#2396)
## 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> |
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d16a2485e3 | Merge branch 'v26' | ||
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1b113873d6 |
Revert "AFK team mate: better ship handling + tests + bugfix (#2203)"
This reverts commit
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02b4702a11 | Merge branch 'v26' | ||
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896a8ebe92 |
AFK team mate: better ship handling + tests + bugfix (#2203)
## Description: Have AFK player's Warships not attack team members ships, like Transport Ships boating in. If team mate conquers the AFK player, transfer over Warships and Transport Ships to conqueror. The transfered Transport ships attack in the name of the new owner when landing, and when they are retreated they move back to a new owner shore tile if they have any. Added tests. Expectation is this PR will be merged in v26 as the real solution for the temporary workaround of deleting warships. **Currently:** - An AFK player can be attacked without troop loss by their team members. For this purpose, isFriendly now returns false if the other player isDisconnected - But that meant Warships would get False from isFriendly too, and attack the ships and boats of their team members. - [Temporary workaround was to delete warships](https://github.com/openfrontio/OpenFrontIO/commit/eea8db7a06aed50c005db35ad55ece026f7a3643) as soon as the player was deemed AFK. But this is a disadvantage to the team. For example the AFK player could have 6 warships in the waters, either defending team land or helping the team cross over to the enemy team. - Transport Ships that were on the way to attack, were still deleted after the AFK player was conquered. But this is also a disadvantage, if say a transport ship has just managed to breach through to the enemy lands despite warships all around. That could have made the win for the team. (Left to think about: do we want to transfer part of the defender troops to the isOnSameTeam attacker? Defender looses less troops in the attack from their team mate. You'd expect troops to lay down their arms mostly, if the attacker is on the same team and doesn't loose troops themselves. Those troops that they loose less than normal, are then added to the attacker once they've been deemed conqueror. The enemy team can still attack and do normal damage, and can still also be the conqueror so the team members have to be fast.) **Changes in this PR:** - GameImpl > conquerPlayer: Transfer ownership of the warships to the conquerer of their lands. If the conqueror is not a team member (other team can still attack, in their case with troop loss), they won't get the warships and the ships will be deleted like normal. If the conqueror is a team member, have them capture the warships. (Captures need to happen in conquerPlayer since this is right before the last tiles are conquered and PlayerExecution finds out the player is dead and deletes its units. Captures will be recorded in the stats just like normal. Things like this add an extra incentive to be the fastest to conquer the AFK player, next to getting their gold which is also recorded in stats. The normal Event Box messages are also displayed.) - GameImpl > conquerPlayer: Also transfer Transport Ships. As a note: the limit of 3 transport ships concurrently out on water for one player, can be exceeded in this specific case (the boatMaxNumber is only checked for canBuild via TransportShipUtils, and in the init of a TransportShipExecution, not for an existing TransportShipExecution with a changing owner). This keeps the situation even for the team in terms of ships that are already out to attack, which is fair. captureUnit/setOwner won't do the full job here though, so changes in TransportShipExecution are needed. - TransportShipExecution: Added originalOwner. So we can check within the execution itself if the Original owner disconnected, and if so if the new owner is on the same team. Only in that case change private this.attacker. This.attacker can still not be changed from the outside in this way. Find new src of new owner to retreat boat to if needed, and if new owner has no shore set it to null so the boat will be deleted upon retreat. To find new src tile of new owner, use bestTransportShipSpawn instead of canBuild because canBuild checks for max boats = 3 etcera but the boat is already on its way so those checks don't apply (we could get false back from canBuild because there's 3 ships out, while we only need to find the source tile so use bestTransportShipSpawn). - TransportShipUtils: to use bestTransportShipSpawn to find new owner source tile to retreat to, we need to make sure it can handle a new owner without shore tiles. When the new owner has no shore tiles (candidates.length === 0), return false. This way it won't go on to call MiniAStar which would have SerialAStar error on an empty this.sources array. - WarshipExecution: Changed isFriendly. This makes sure we have the wanted behavior: allied/team ships should not attack each other once one of their owners goes AFK. - AttackExecution: added one more test specifically to check if attack on AFK teammate is still witthout troop loss "Player can attack disconnected team mate without troop loss". Also a bugfix that I left in after removing a related change from this PR: Add a check for removeTroops === false in the retreat() function, so at the end of the attack we don't add troops back to owner troops if they were never removed in the init. This check in retreat() is actually a bug fix because removeTroops is in the constructor and can be set to True, but in retreat() troops would then have been given back after not being removed at init. - DefaultConfig: small addition to comment. - Disconnected.test.ts: added tests. Added useRealAttackLogic because at least "Player can attack disconnected team mate without troop loss" needs to use the real attackLogic. - TestConfig: new class useRealAttackLogic extends TestConfig class, so a test setup can use the real attackLogic from DefaultConfig instead of the mock function in TestConfig. - Setup.ts: for the test setup, add parameter to accept useRealAttackLogic extension class. Defaults to TestConfig. ## 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: Evan <evanpelle@gmail.com> |
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0789f0d7f8 |
Add Nations Vs Players Game Mode (#2233)
## Description: Fixes: #676 This PR adds Players Vs Nations as a game mode in the menu. For this change I have added two mutually exclusive option for this mode: 1. Match number of nations to number of players who have joined 2. Set the number of nations to a fixed value ### Screenshots: #### Options in Single player mode <img width="1025" height="790" alt="image" src="https://github.com/user-attachments/assets/c0685ea5-94f5-43c7-a9e5-390835fc94e9" /> <img width="1005" height="795" alt="image" src="https://github.com/user-attachments/assets/dddba015-a424-40dd-a0fe-2571fd7b0fba" /> #### Options in lobby mode <img width="1015" height="888" alt="image" src="https://github.com/user-attachments/assets/45bc865b-c6a8-4b6a-9062-4eb499c1ea36" /> #### Example gameplay (1 Human Vs 90 Nations) <img width="1888" height="912" alt="image" src="https://github.com/user-attachments/assets/38faec75-171f-4358-a3be-93630cca1587" /> ## 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: saphereye --------- Co-authored-by: Evan <evanpelle@gmail.com> |
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713db43f42 |
Create stations regardless of factory ownership (#1904)
## Description: Bug fix: cities and ports would only connect to factories owned by the current player, ignoring those belonging to other players. This update makes the player ID optional when searching for nearby units: if no player ID is provided, unit ownership is disregarded, allowing connections to all factories regardless of ownership. ## 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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7de962eb5b |
fix alternate view perf regression (#1734)
## Description: Have the diplomacy view only draw border, not interior tiles. Drawing the interior tiles is a very expensive operation and caused main thread cpu usage to spike to close to 100%. Also change the color scheme so that neutral players are gray, and embargoed players are red. I think long term embargo should be more of a war state. Added embargo update and cleaned it up to use Player instead of PlayerID. There's no reason to pass ids around. <img width="493" height="466" alt="Screenshot 2025-08-07 at 6 25 55 PM" src="https://github.com/user-attachments/assets/75552036-42f1-4103-9537-234ff1c0464f" /> ## 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 - [x] I have read and accepted the CLA agreement (only required once). ## Please put your Discord username so you can be contacted if a bug or regression is found: evan |