Commit Graph

517 Commits

Author SHA1 Message Date
VariableVince 9b125c8cfe Bugfix: nation strength undefined in only place it is used (#2498)
## Description:

In commit
https://github.com/openfrontio/OpenFrontIO/commit/bbf72bd14f7f31146c687523aea8fc0aff31bbe1#diff-ee2fcbca50d87cc09d2c7d2667210defe2e3e111239820c89c40283be5385b64
it was added that startManpower in DefaultConfig used
playerInfo.nation.strength to set the starting troops for a Nation. In
ExecutionManager, param nation of PlayerInfo was set during the
instantiation of a new FakeHumanExecution.

However in commit
https://github.com/openfrontio/OpenFrontIO/commit/d6a412aa50dd86d474d80c216fd9ba36e7426ef9#diff-2d0a5d8b171d8b504f934891025e42742e142ef0964d6e17712bfdcd30bf050c
the changes made it so that **param nation of PlayerInfo was never
set**. While startManpower in DefaultConfig still checked for
playerinfo.nation.strength. Since it was always undefined, it would use
a multiplier of 1 instead of the actual nation strength.

This PR fixes it by passing the nation strength to param nationStrength
in PlayerInfo. Removing param strength from class Nation. Strength isn't
used anywhere else so this isn't a problem and it also consolidates
human player info and nation player info even more. We could have also
used the Nation.strength directly, but that would have required more
code in addPlayers and addPlayer in GameImpl, especially for Teams
games. So this PR has the simplest solution.

- I did add a config setting useNationStrengthForStartManpower with a
comment that explains its reason for being. Namely that in the months
that startManpower didn't get to use nation strength because of the bug,
FakeHumans have become much harder to fight. Re-enabling higher starting
troops from this fix would make them even harder to fight, and i think
rebalancing is needed before that.

- Or we could decide to scrap Nation strength altogether, as it is only
ever used to set starting troops anyway. This would make map making a
little easier as a bycatch.


## 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
2025-11-24 10:30:18 -08:00
evanpelle 9bd2b54ad7 Merge branch 'v27' 2025-11-20 20:11:56 -08:00
evanpelle cf7e658d3d Remove yenisei because there is no source in map-generate/assets so the map cannot be rebuilt 2025-11-20 19:18:37 -08:00
FloPinguin 46bbc8f296 New Map! "Four Islands" 🏝️ (#2482)
## Description:

Made a type of map we don't already have: Small square map, one Island
in each corner. Could be great for boat gameplay or maybe even nuke
wars.

The special thing is: **All islands are exactly 25% of the territory!**
Was a lot of work drawing that in GIMP...

<img width="1164" height="1168" alt="Screenshot 2025-11-20 000839"
src="https://github.com/user-attachments/assets/ad8345c7-562d-49e8-b367-12be9274f3e4"
/>

<img width="1227" height="1222" alt="Screenshot 2025-11-20 000633"
src="https://github.com/user-attachments/assets/f7e2c58a-fcb3-4e07-91f2-aead5f497fad"
/>

<img width="361" height="288" alt="Screenshot 2025-11-20 000655"
src="https://github.com/user-attachments/assets/120f82ef-2d19-497b-8a31-819e30013c89"
/>

<img width="756" height="282" alt="Screenshot 2025-11-20 005949"
src="https://github.com/user-attachments/assets/8ee04da3-d5fa-4ec9-9e99-9e30ebda2b78"
/>

## 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>
2025-11-19 19:33:05 -08:00
Abdallah Bahrawi 4463236e8b Lobby Team Preview UI (#2444)
Resolves #1092

## Description:

Added a team preview to the Host Lobby: players listed on the left,
teams on the right in two scrollable columns with color dots matching
in-game colors. Implemented accurate server-parity team assignment
(including clan grouping).

Screenshots:

<img width="817" height="519" alt="Screenshot 2025-11-13 173721"
src="https://github.com/user-attachments/assets/ec646238-7efa-4c8f-9c0a-171b61fd3f20"
/>

<img width="762" height="425" alt="Screenshot 2025-11-13 175400"
src="https://github.com/user-attachments/assets/ebdccb80-4c07-41d5-8f69-3ea983d4b243"
/>


## Please complete the following:

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

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

abodcraft1

---------

Co-authored-by: Evan <evanpelle@gmail.com>
2025-11-19 19:27:41 -08:00
evanpelle 807151b723 Revert "Improve random spawn (#2465)"
This reverts commit 2b2200c808.
2025-11-19 10:58:49 -08:00
Mykola 2b2200c808 Improve random spawn (#2465)
## Description:

After the v27 playtest, some players experienced instant death on spawn.
The issue was that the human random spawn occasionally coincided with a
bot’s spawn. Previously, bot spawns didn’t account for human spawn
locations and could appear on the same tile, now they don’t.

## Please complete the following:

- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced

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

nikolaj_mykola

---------

Co-authored-by: Evan <evanpelle@gmail.com>
2025-11-18 15:07:25 -08:00
VariableVince 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
Mike Harris 2b44b68362 Feature - Improve Structure Color Contrast (#2454)
If this PR fixes an issue, link it below. If not, delete these two
lines.
Resolves #2447

## Description:

This PR updates the logic used to generate structure fill and border
colors. Currently, (v0.26.16 and earlier), some light territory colors
have structures that are difficult to see and identify. This PR ensures
that all territory colors have structures that are easily visible.

Instead of using `Colord.lighten()` and `Colord.darken()` to generate
structure colors, the logic now:
- queries the territory color and border color of the structure owner
- Converts these colors to the [LAB color
space](https://en.wikipedia.org/wiki/CIELAB_color_space) (which is a
human-perception-uniform color space).
- Darkens the border color (by decreasing LAB luminance) and sometimes
lightens the territory color (by increasing LAB luminance) until a
specific `Color Delta` is achieved (currently `delta > 0.5`)
- This ensures contrast between the structure and the territory
background.

Additionally, this PR re-organizes colors in the `Colors.ts` file for
better visibility and removes redundant colors from the `nationColors`
list.

This PR is an implementation of the proposed mock-up posted on imgur in
issue #2447. Screenshots of the original, final, and side-by-side
comparison of structure colors (for all available player colors) are in
the [imgur
album](https://imgur.com/a/openfront-color-playground-4cxSbbj).

I'd recommend inclusion as a feature/fix for v27.

## 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:

GlacialDrift
2025-11-16 20:58:34 -08:00
evanpelle d16a2485e3 Merge branch 'v26' 2025-11-07 19:54:27 -08:00
Mykola 25ea11114e Random spawn (#2375)
## Description:

https://github.com/openfrontio/OpenFrontIO/issues/2352

This is my first PR in this project, and I’ll continue refining it based
on feedback.

<img width="1088" height="859" alt="image"
src="https://github.com/user-attachments/assets/07f4f8b1-52fa-4136-add4-19b00aefd963"
/>

<img width="1157" height="783" alt="image"
src="https://github.com/user-attachments/assets/1c5be80d-72f8-4ead-8d4b-706a3a04fd73"
/>

<img width="1488" height="777" alt="image"
src="https://github.com/user-attachments/assets/4d743548-f0c3-4579-963b-43676f68fab1"
/>

<img width="1499" height="778" alt="image"
src="https://github.com/user-attachments/assets/f808e44f-ef97-467f-9e41-812e2857c36e"
/>


## Please complete the following:

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

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

nikolaj_mykola

---------

Co-authored-by: Evan <evanpelle@gmail.com>
2025-11-06 15:49:37 -08:00
Philipp Allweyer 5dde4cc16d Extend SAM Range to cover Hydros when stacked (#2351)
## Description:

Implements SAM range extension for stacked SAMs to cover hydros as
requested in #2347 and many times from users in discord.
This implementation is as simple as possible: At level 5 and higher,
SAMs extend their range to the range of a hydrogen bomb + 10 for a small
safety margin. Levels 2-4 are interpolated between.

Screenshot to show the sizes compared to a hydro:
<img width="400" alt="image"
src="https://github.com/user-attachments/assets/a857d66c-e3d4-467f-855f-3539cc90b719"
/>

Everything works together with the new range UI, although I might need
to unify with / rebase on #2350. Not yet tested with #2348, but
shouldn't be an issue.

## Input needed:
- Should I add tests for this?
- This is in effect a massive buff to SAMs, might be too strong. Popular
ideas / suggestions from Discord to balance things:
  - Cap the SAM upgrade level at the maximum range (easy to do)
- Alternative, instead of capping the level, decrease the range when
missiles are reloading
- Increase the cost scaling for SAMs per stack, and scale way higher
(e.g. 1.5M > 3M > 4.5M > 6M or something like that) (UI integration
unclear, breaks with existing cost logic)
  - Decrease SAM hit probability for Hydros

I'm happy to implement any of these paths, or just roll with the simple
way it's set up now, just let me know.

## 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:

newyearnewphil

---------

Co-authored-by: Evan <evanpelle@gmail.com>
2025-11-05 11:15:00 -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 c3f47d16c2 Revert "reduce lobby duration from 30s => 60s to reduce waiting for lobbies that don't fill up"
This reverts commit 4d1911ae1b.
2025-11-05 08:52:51 -08:00
evanpelle e8a04d9a72 Merge branch 'v26' 2025-11-04 16:08:15 -08:00
evanpelle d6f5ae7350 increase short range tradeship gold debuff from 200=>300 to discourage cheesing 2025-11-04 11:53:54 -08:00
Evan 4470c3d58a Discourage trading with nearby ports (#2381)
## Description:

The **proximityBonusPortsNb** function increased the likelihood a
tradeship would go to a nearby port. But now that trade gold is nerfed
from nearby ports, we shouldn't encourage trading with ports that are
too close. So now add another factor **tradeShipShortRangeDebuff** That
cancels out the proximity bonus if the port is too close.

Now tradeships are encouraged to go to ports that are close, but not too
close.

Also move tradingPorts method to the PortExecution class because that's
the only place it's used.

## 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
2025-11-04 11:52:52 -08:00
evanpelle 4d1911ae1b reduce lobby duration from 30s => 60s to reduce waiting for lobbies that don't fill up 2025-11-04 11:30:46 -08:00
evanpelle 8fc1bf1c12 increased deletionamrkduration and deleteunitcooldown to 30 seconds 2025-11-04 09:32:53 -08:00
evanpelle 4144628808 Revert "Halloween Event (#2285)"
This reverts commit b69adf70b3.
2025-11-04 09:26:48 -08:00
Vivacious Box e7c49d57d2 Add deletion duration and indicators (#2216)
Adds a timer before self deleting units
Adds a loading bar under deleting units
Adds a timer in radial menu for clarity purposes

![deletecd](https://github.com/user-attachments/assets/613bf742-ef90-42b5-a258-b928daae6aaa)

- [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
regression is found:

Mr.Box

---------

Co-authored-by: Evan <evanpelle@gmail.com>
2025-11-01 11:02:32 -07:00
evanpelle 02b4702a11 Merge branch 'v26' 2025-11-01 10:49:35 -07:00
VariableVince 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
VariableVince 64e8733132 Delete unit: 5s > 15s cooldown and new location in Radial Menu (#2345)
## Description:

- Move the Delete button to where the Boat button is otherwise. The Boat
and Delete button already mutually exclude eachother anyway; boat button
is only visible on other's tiles, delete button is only visible on your
own tiles. Evan agreed to this new position:
https://discord.com/channels/1359946986937258015/1381293863712591872/1429147325049077860

- Increase the cooldown between deletions from 5 to 15 seconds. PR #2216
introduced a destruction time (deletionMarkDuration) making it take 15s
to delete a building. With the cooldown of 15s between clicking the
Delete button (deleteUnitCooldown) on top of that, you can actually only
delete a building every 15 seconds while it also takes that same time to
destruct it. Players have voiced between 10s to 30s or more so 15s is
still a reasonable time, keeping deletion of mistakenly placed buildings
still possible, while also keeping a small 'scorched earth' option
during an attack but probably only being able to delete 1-2 units in an
attack. Evan and Vivacious Box agreed with the mentioned 10-15s cooldown
too:
https://discord.com/channels/1359946986937258015/1381293863712591872/1429103999088459897


**Video: Delete button new location and 15s cooldown:**

https://github.com/user-attachments/assets/b0b13fc1-1e50-4a7a-8f32-55f7891f9945

**Delete button new location disabled:**
<img width="310" height="316" alt="Delete button disabled new location
radial menu"
src="https://github.com/user-attachments/assets/f65b88ad-5859-4982-be53-8f2f693f5767"
/>

**Delete button new location enabled:**
<img width="332" height="305" alt="Delete button enabled new location
radial menu"
src="https://github.com/user-attachments/assets/037f07c5-622a-4857-9ab8-fc20981de816"
/>

**Radial menu unchanged on others' tiles:**
<img width="346" height="307" alt="Radial menu unchanged on other
territory"
src="https://github.com/user-attachments/assets/085b2043-096f-4c44-8917-467adb8a7213"
/>


## 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: Vivacious Box <jon@rouillard.org>
2025-11-01 10:48:40 -07:00
evanpelle 6fd1576d7b use sigmoid function for trade ship gold to punish short trades 2025-10-30 20:15:18 -07:00
evanpelle 04c240da18 Merge branch 'v26' 2025-10-30 19:28:17 -07:00
Evan 1165126a65 meta update: use rational function to discourage short trades, buff trains (#2337)
## Description:

Use a rational function to strongly nerf short trades. At 50 tiles the
reward is halved.

To compensate, increase gold given by trains by 20%.

## 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
2025-10-30 19:27:46 -07:00
Duwibi fbb818bab1 Add Nuke Wars Baikal Map (#2306)
## Description:
This PR adds the Nuke Wars Baikal map (more balanced out than the
original). This is made for the upcoming Nuke Wars gamemode.

## Please complete the following:

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

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

DISCORD_USERNAME
Nikola123
2025-10-29 16:41:40 -07:00
Mike Harris 4ee3cbc255 Features: Team Game Spawn Color Tint (#2303)
## Description:

This PR addresses issue #2302: where there is no obvious information
about the self-player's team during the spawn phase of the game.

Currently, during TEAM games (where there is a set number of teams
defined), the self player's spawn highlight color is white, while all
other players are shown with a team-based spawn highlight color. This
makes it difficult to discern who is a teammate, especially since the
current live version (v0.26.7) uses green/yellow for other players to
depict teammate/other team, respectively.

Technically, the same is true for Duos, Trios, and Quads games, although
this has been addressed separately with PR #2298 by reverting to
green/yellow for teammate/other team players.

This PR changes the color of the self player's breathing spawn highlight
ring to match their assigned team color (with `alpha=0.5` for
transparency). The breathing ring is semi transparent on top of the
existing white static semi-transparent ring, giving the breathing ring a
**tint** of the team color instead of the exact team color.

This allows a player to immediately identify their assigned team and
maintains overall consistency with FFA, Duos, Trios, and Quads game
modes.

See below for example implementation. In this screenshot, the self
player is on the red team as shown by the red tint to the breathing
spawn highlight ring. The screenshot also shows some of the static white
semi-transparent ring around the spawn location. The self player's
teammate is to the top left of the image with a solid red spawn
highlight. The non-player (nation) opponent on the blue team is shown to
the bottom left. In online games, nations are not present in team games.
In single player or private lobby games they are shown as here, without
a spawn color highlight and only a territory color.

<img width="402" height="292" alt="Team Spawn Color Tint"
src="https://github.com/user-attachments/assets/5696a408-a633-4ec8-bf93-c8afa8e2e121"
/>

## 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:

GlacialDrift
2025-10-29 16:39:07 -07:00
Adarsh Das 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
evanpelle 02bdaaa2c6 Merge branch 'v26' 2025-10-28 14:10:27 -07:00
Abdallah Bahrawi 0a2b6ed9a6 Implement Stop/Start trading with all (#2278)
fixes #2275

Added global Start/Stop trading; use your **player panel** to trigger
it.

<img width="370" height="540" alt="Screenshot 2025-10-23 184447"
src="https://github.com/user-attachments/assets/c3b7967e-ffdd-4f37-ba67-b60a602278ce"
/>

- [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
regression is found:

abodcraft1
2025-10-26 13:42:30 -07:00
Duwibi 6b696685b5 Add Achiran (#2280)
## Description:

Describe the PR.
Adds the Halloween Special Map - Achiran. It has 4 nations and will be
playable in game for a period of around 2 weeks during the Halloween
event.

## Please complete the following:

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

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

DISCORD_USERNAME
Nikola123
2025-10-25 14:29:49 -07:00
DevelopingTom b69adf70b3 Halloween Event (#2285)
## Description:

Changed theme colors for an "autumn" ambiance:

<img width="395" height="254" alt="image"
src="https://github.com/user-attachments/assets/67bd07d3-e74b-49e2-ba0b-c87958767d45"
/>

Changed structures pixel art:

<img width="756" height="605" alt="image"
src="https://github.com/user-attachments/assets/5158ae81-0641-413c-8862-367259496a9a"
/>


Change existing FX with new halloween-themed ones:


https://github.com/user-attachments/assets/fb99be49-43cd-4d85-ad77-8c153070edaf

Added new FX playing randomly on the map:


https://github.com/user-attachments/assets/16631113-77e6-4b8c-b1b6-c147f5f1d275

Added a couple of new emojis, which are used by the bots when attacked:
👻🎃

## 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
2025-10-25 14:06:15 -07:00
Abdallah Bahrawi 380eab5d12 Implement Stop/Start trading with all (#2278)
## Description:
fixes #2275 

Added global Start/Stop trading; use your **player panel** to trigger
it.

<img width="370" height="540" alt="Screenshot 2025-10-23 184447"
src="https://github.com/user-attachments/assets/c3b7967e-ffdd-4f37-ba67-b60a602278ce"
/>

## Please complete the following:

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

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

abodcraft1
2025-10-25 20:59:40 +00:00
Duwibi 39c65d6245 Add Achiran (#2280)
## Description:

Describe the PR.
Adds the Halloween Special Map - Achiran. It has 4 nations and will be
playable in game for a period of around 2 weeks during the Halloween
event.

## Please complete the following:

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

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

DISCORD_USERNAME
Nikola123
2025-10-24 15:38:28 -07:00
Mike Harris 69373e28cb Feature: Improve Spawn Color Highlighting (#2271)
**This PR improves spawn highlighting to identify self and friend/foe.
Suggested Label: Feature
Suggested Milestone: v26 or v27**

## Description:

**This PR changes the behavior for spawn color highlighting and
addresses issue #2270.**

Currently, the user's spawn highlight color is the same as all other
players in FFA and the same as all enemies in Team games. Although
"breathing" rings were added recently for the user's spawn highlight,
this can still be difficult to find on the map, especially with large
player counts.

This PR modifies how spawn highlights are drawn for the user and for
allies and enemies in Team games.

### User Spawn Color Updates

First, an additional spawn highlight color was added for the user in
`src/core/configuration/PastelTheme.ts`: `_spawnHighlightSelfColor`.
This is defined to be white (0xFFFFFF).

Second, the breathing ring was modified to improve visibility (all in
`src/client/graphics/layers/TerritoryLayer.ts`) :
- A radial-gradient transparent ring in the spawn color (white) is drawn
at all times
- The ring is transparent for `radius = 8` pixels from the player's
center point
- The gradient extends from `8` to `24` pixels from the player's center
point
  - The first 10% of the ring (~ 1 pixel) is solid 
  - The remaining ring fades to transparent at `24` pixels
- A solid, "breathing" ring is drawn on top of the transparent ring
- The solid ring is also transparent for `radius = 8` pixels from the
center point
- The outer radius of the solid ring is a function of "time" in the same
way that the current breathing ring is implemented.
- The solid ring therefore grows and shrinks to cover the transparent
ring

### Other Player Spawn Color Updates

In FFA games, no change is made to the spawn color highlight of other
players. It remains `rgb(255,213,79)`.

In team games, the spawn color highlight of other players is updated to
use their team colors. For example, a player on the red team will have a
red spawn highlight, while a player on the purple team will have a
purple spawn highlight.

Both of these changes are handled with a simple update in
`src/client/graphics/layers/TerritoryLayer.ts` within the
`spawnHighlight()` method:

```typescript
const myPlayer = this.game.myPlayer();
  if (myPlayer !== null && myPlayer !== human && myPlayer.team() === null) {
    // In FFA games (when team === null), use default yellow spawn highlight color
    color = this.theme.spawnHighlightColor();
  } else if (myPlayer !== null && myPlayer !== human) {
    // In Team games, the spawn highlight color becomes that player's team color
    // Optionally, this could be broken down to teammate or enemy and simplified to green and red, respectively
    const team = human.team();
    if (team !== null) color = this.theme.teamColor(team);
  }
```

### Attached Images

Three images have been attached. The three images show a progression of
the "breathing" user highlight. They also show the team-specific
highlights of players on other teams. (Note that Nations in the private
game were assigned teams but do not have spawn highlights).

<img width="1161" height="895" alt="Screenshot 2025-10-22 211929"
src="https://github.com/user-attachments/assets/71d466b8-61e4-4e30-83e5-06efdfc706ce"
/>
<img width="1322" height="934" alt="Screenshot 2025-10-22 212003"
src="https://github.com/user-attachments/assets/4e6c18b7-7f9e-436d-afb9-85a08a11c40b"
/>
<img width="1340" height="954" alt="Screenshot 2025-10-22 212028"
src="https://github.com/user-attachments/assets/597d0ed5-5519-4cf7-bc60-9963da3f7d7f"
/>

### Misc.

- I added `.idea/` to `.gitignore` because I use JetBrains IDEs
- I expanded the `fallbackColors` list. Right now it has a lot of green
colors, so I added equivalents for red, blue, cyan, magenta, and yellow.

## 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:

GlacialDrift
2025-10-24 18:55:01 +00:00
Evan 4ada4c7375 feature: basic matchmaking (#2227)
## Description:

Implement a basic matchmaking modal that connects to the api service and
waits for a game id. It then waits until the game starts and connects to
it.

Workers use long polling to check in with the matchmaking server and
receive player assignments.

## 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

---------

Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com>
2025-10-21 14:08:07 -07:00
Vivacious Box dddf54be0b Add deletion duration and indicators (#2216)
## Description:

Adds a timer before self deleting units
Adds a loading bar under deleting units
Adds a timer in radial menu for clarity purposes


![deletecd](https://github.com/user-attachments/assets/613bf742-ef90-42b5-a258-b928daae6aaa)

## 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:

Mr.Box

---------

Co-authored-by: Evan <evanpelle@gmail.com>
2025-10-21 10:07:14 -07:00
Hiphex fee2f822ed Fix spelling typos and improve code quality (#2186)
## Description:
  This PR fixes several bugs and improves code quality:

- Fix spelling typos: "recieved" → "received" in Transport.ts and
GameServer.ts
  - Fix comment typo: "isn'te" → "isn't" in TerrainLayer.ts
- Improve WebSocket cleanup in Transport.ts leaveGame() by replacing
empty onclose handler with proper
   killExistingSocket() call
- Add console.warn for image decode failures in StructureLayer.ts
instead of silent catch
  - Remove commented dead code in DevConfig.ts

  ## Testing
All 288 tests pass. Development build completes successfully. No
breaking changes.

  ## Files Changed
  - src/client/Transport.ts
  - src/server/GameServer.ts
  - src/client/graphics/layers/TerrainLayer.ts
  - src/client/graphics/layers/StructureLayer.ts
  - src/core/configuration/DevConfig.ts

## Checklist:
- [x] I have added screenshots for all UI updates (N/A - no UI changes)
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file (N/A - no user-facing text)
- [x] I have added relevant tests to the test directory (All 288
existing tests pass - no new tests needed for typo fixes)
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced

  Discord: hiphex_33496

Hiphex

Co-authored-by: Claude <noreply@anthropic.com>
2025-10-14 22:07:49 +00:00
evanpelle 584fa9fb5d add support for custom colors (#2103)
## Description:

Added a colors tab in territory patterns modal so players can select
their color.

Refactored the PrivilegeChecker, removed custom flag checks since we no
longer support custom flags.

<img width="479" height="345" alt="Screenshot 2025-09-27 at 5 01 17 PM"
src="https://github.com/user-attachments/assets/ad96da65-f0eb-4731-a861-e6e5fcb4566a"
/>
## 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
2025-10-09 20:47:20 -07:00
evanpelle 469a14d62a Allow attacking allies or teammates if player is disconnected (#2144)
## Description:

This will allow players to conquer land from afk teammates in team
games.

No troop loss if attacking afk teammate.

Also remove the team check in attack execution because we already do an
isFriendly check.

## 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
2025-10-06 14:25:46 -07:00
Tiago Santos Da Silva fa7b7fceb3 Enable the @typescript-eslint/no-unused-vars eslint rule (#2130)
## Description:

###  Summary of Changes

This PR enables the ESLint rule **`@typescript-eslint/no-unused-vars`**
as requested in the issue and applies the necessary code adjustments
across the project.

#### 🔧 What was done:
- Activated the rule `@typescript-eslint/no-unused-vars` in the ESLint
config.
- Updated ~70 files to comply with the rule:
  - Replaced unused variables with a `_` prefix where appropriate.
- Added inline ESLint disable comments (`eslint-disable-next-line`) for
specific cases where the variable or code block seemed important for
context, readability, or future use.
- Ensured no linting errors remain related to this rule.

---

###  Clarification

Some cases were handled with inline disable comments instead of removing
the variable entirely, to avoid accidental breaking changes or loss of
intent.
If a different approach is preferred (e.g., stricter removal or
alternative handling), I’m happy to adjust the implementation
accordingly — just let me know!

---

### 🙌 Next Steps

Please review and let me know if:
- Any file should be handled differently.
- You prefer removal instead of disabling in certain areas.
- Additional rules should be enforced or reverted.

I’m available to make any follow-up improvements needed.

---

### 🎃 Hacktoberfest Note

I'm participating in **Hacktoberfest**, so if this PR is accepted,
please add the label:

`hacktoberfest-accepted`

Thank you!

#1784 

## 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
2025-10-06 13:26:43 -07:00
Aotumuri d48801d3d7 Enable ESLint rule no-case-declarations (#2113)
## Description:

This PR enables the ESLint rule `no-case-declarations`.
Fixes #1791 

The issue was already assigned, but since there hasn’t been any activity
for about a month, I decided to open this 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:

aotumuri
2025-09-30 11:11:44 -07:00
Aotumuri 623d6557e3 Add Japan map (#2106)
## Description:

This PR adds a new Japan map.

<img width="975" height="967" alt="スクリーンショット 2025-09-28 18 06 11"
src="https://github.com/user-attachments/assets/5ef06c1a-f020-4109-a5df-3cba7a9a074f"
/>

## 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
2025-09-28 17:50:22 -07:00
evanpelle fdb05bf777 Merge branch 'v25' 2025-09-26 10:53:57 -07:00
Duwibi 3f4f5b195b Add Montreal (#2081)
## Description:
This PR adds the Montreal map that was used in OFM with some revisions,
including adding some river and changing the overall topography.

Describe the PR.

## Please complete the following:

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

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

DISCORD_USERNAME
Nikola123
2025-09-22 09:40:38 -07:00
evanpelle a26585a47b Add support for colored patterns (#2062)
## Description:

Add support for colored territory patterns/skins

* Refactored & updated territory pattern rendering to render colored
skins
* rename public from pattern to skin (keep pattern name internally, too
difficult to rename)
* Moved all territory color logic to PlayerView
* Updated WinModal to show colored skins
* Refactored decode logic into a separate function: decodePatternData
* Refactored/updated how cosmetics are sent to server. Players now send
a PlayerCosmeticRefsSchema in the ClientJoinMessage.
PlayerCosmeticRefsSchema just contains names of the cosmetics, and the
server replaces the names/references with actual cosmetic data
* Refactored PastelThemeDark: have it extend Pastel theme so duplicate
logic can be removed.
* 

## 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
2025-09-18 20:00:15 -07:00
evanpelle d2314941fe Merge branch 'v25' 2025-09-18 11:26:53 -07:00
Restart 648b5427f1 New Lobby Values (#2040)
## Description:

New lobby values based on the average amount of tiles a player owns once
all the bots are dead, per map.

## 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:

bingbing567_27231
2025-09-10 14:52:02 -07:00