Commit Graph
170 Commits
Author SHA1 Message Date
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>
2026-07-03 13:02:36 -07:00
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>
2026-07-03 12:42:22 -07:00
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>
2026-07-03 12:30:28 -07:00
FloPinguinandGitHub 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
2026-06-28 19:19:58 -07:00
FloPinguinandGitHub 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
2026-06-19 14:54:09 -07:00
Zixer1andGitHub 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._
2026-06-19 12:27:20 -07:00
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>
2026-06-12 16:50:56 -07:00
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>
2026-06-12 14:21:24 -07:00
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>
2026-06-11 19:58:42 -07:00
FloPinguinandGitHub 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
2026-06-10 13:20:52 -07:00
EvanandGitHub 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)
2026-06-05 17:34:46 -07:00
EvanandGitHub 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
2026-05-21 19:50:10 +01:00
EvanandGitHub 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
2026-05-18 17:07:40 -07:00
evanpelle 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()).
2026-05-16 13:27:31 -07:00
AotumuriandGitHub 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
2026-05-11 12:44:44 -07:00
EvanandGitHub f90e73c2f7 conqueror receives 50% of gold when conquering a human player (#3818)
## Description:

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

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

## Please complete the following:

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

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

evan
2026-05-02 09:23:49 -06:00
babyboucherandGitHub 4f20d2b332 TypeScript update to 6.0.3 (#3806)
## Description:

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

Most things deleted are now just defaults.

## Please complete the following:

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

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

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

## Description:

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

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

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



## Please complete the following:

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

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

zixer._

---------

Co-authored-by: iamlewis <lewismmmm@gmail.com>
Co-authored-by: evanpelle <evanpelle@gmail.com>
2026-04-30 13:54:28 -06:00
FloPinguinandGitHub 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
2026-04-17 17:34:45 -07:00
FloPinguinandGitHub 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
2026-04-08 20:56:02 -07:00
scamivandGitHub 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
2026-02-27 20:54:42 -08:00
FloPinguinandGitHub 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
2026-02-23 16:12:24 -06:00
scamivandGitHub 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
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responsibility for any bugs introduced

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

DISCORD_USERNAME
2026-02-20 23:01:03 -06:00
VariableVinceandGitHub 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
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responsibility for any bugs introduced

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

tryout33
2026-02-18 21:51:36 +00:00
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>
2026-02-17 00:19:36 +00:00
Mattia MiglioriniandGitHub 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
2026-02-16 11:10:26 -08:00
VariableVinceandGitHub 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
2026-02-12 11:01:08 -08:00
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>
2026-02-12 10:57:18 -08:00
scamivandGitHub 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
2026-02-04 20:19:50 -08:00
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>
2026-02-04 22:12:30 +00:00
FloPinguinandevanpelle 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
2026-01-25 20:40:13 -08:00
evanpelle 697a346c86 Increase worker initailization timeout from 5=>20s to prevent worker timeout, add duration logging to some longer operations 2026-01-19 19:26:09 -08:00
FloPinguinandGitHub 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
2026-01-13 12:30:25 -08:00
Arkadiusz SygulskiandGitHub 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
2026-01-11 20:11:14 -08:00
Mattia MiglioriniandGitHub 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
2026-01-08 13:51:23 -08:00
Arkadiusz SygulskiandGitHub 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: 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`
2026-01-08 13:34:18 -08:00
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>
2026-01-03 20:04:48 -08:00
Achim MariusandGitHub 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.
2025-12-28 13:35:05 -08:00
bibizuandGitHub 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
2025-12-26 12:32:16 -08:00
YoussfeCantCodeandGitHub 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"
/>
2025-12-26 10:21:18 -08:00
scamivandGitHub 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
2025-12-12 14:19:37 -08:00
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>
2025-11-26 14:45:14 -08:00
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>
2025-11-18 14:57:33 -08:00
evanpelle d16a2485e3 Merge branch 'v26' 2025-11-07 19:54:27 -08:00
evanpelle 1b113873d6 Revert "AFK team mate: better ship handling + tests + bugfix (#2203)"
This reverts commit 896a8ebe92.
2025-11-05 08:56:51 -08:00
evanpelle 02b4702a11 Merge branch 'v26' 2025-11-01 10:49:35 -07:00
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>
2025-11-01 10:48:56 -07:00
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>
2025-10-28 16:40:30 -07:00
DevelopingTomandGitHub 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
2025-08-24 13:41:51 -04:00
evanpelleandGitHub 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
2025-08-08 16:37:17 -07:00