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541 Commits
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904425cab0 |
Prevent players from nuking their teammates structures 💥 (#3105)
## Description: It is possible to hit your teammates while throwing a nuke onto water or enemies. This PR blocks the nuking entirely if you would hit a teammates structure. Because they are valuable. Feature requested by Wonder :) https://github.com/user-attachments/assets/448a3444-cc3d-4e76-acaf-595decab1634 ## Please complete the following: - [X] I have added screenshots for all UI updates - [X] I process any text displayed to the user through translateText() and I've added it to the en.json file - [X] I have added relevant tests to the test directory - [X] I confirm I have thoroughly tested these changes and take full responsibility for any bugs introduced ## Please put your Discord username so you can be contacted if a bug or regression is found: FloPinguin --------- Co-authored-by: Ryan <7389646+ryanbarlow97@users.noreply.github.com> |
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6b80337aa9 |
Allow accepting alliance via radial menu during alliance request cooldown (#3092)
## Description: Currently, when you send an alliance request to another player and it gets rejected, but the same player sends you an alliance request back during your alliance request cooldown, you cannot accept it via the radial menu, you need to do that via the notification on the bottom right. This is not consistent with when you receive an alliance request outside of the cooldown. This PR checks for incoming alliance request for the same player before checking the outgoing request cooldown, therefore allowing you to accept incoming alliance requests via the radial menu button even during cooldown. ## Please complete the following: - [x] I have added screenshots for all UI updates - [x] I process any text displayed to the user through translateText() and I've added it to the en.json file - [x] I have added relevant tests to the test directory - [x] I confirm I have thoroughly tested these changes and take full responsibility for any bugs introduced ## Please put your Discord username so you can be contacted if a bug or regression is found: deshack_82603 |
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13117251af |
Add new map “The Box” (#3054)
<img width="1670" height="200" alt="banner" src="https://github.com/user-attachments/assets/b6561231-71dc-46dd-a521-453d4e97931f" /> ## Description: This proposal adds a new, completely flat map called "The Box," where players will find themselves on a completely flat landmass and will only be able to trade by land using trains and factories. - Map size: 2048×2048 pixels - Binaries generated with MapGenerator (map.bin, map4x.bin, map16x.bin) - Integrated into arcade category and multiplayer playlist - English and Spanish translations added - 13 nations/bots with unique and thematic names: > - **Middle Defender (located in the center)** > - **King of the Corner (located in the top-left corner)** > - Suspicious Ally > - Punch Merchant > - Nuke Thrower > - Fullsender > - Factory Builder > - Front Manager > - Box Fighter > - Cage Liberator > - Train Trader > - Non-peaceful Bot > - **Evan The Dev** (special mention) All other bots are distributed to cover the map evenly. <img width="838" height="835" alt="Screenshot 2026-01-28 at 17 39 45" src="https://github.com/user-attachments/assets/4665088d-cb94-4db3-8602-8a22b63bfee2" /> ## 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: sardidefcon |
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c54c73d157 | Merge branch 'v29' | ||
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7942990037 |
Crowded modifier 😄 (#3023)
## Description: To increase variety a bit more I present: The "crowded" public game modifier :) It basically simulates a crazy youtuber lobby. Cramp a lot of players on a small map 😄 I think its fun, exciting and you actually need skill to manage the chaos. 5% of public games get this modifier, but because we remove the modifier for big maps its more like 2.5% (should be something special) | <img width="321" height="269" alt="Screenshot 2026-01-25 200427" src="https://github.com/user-attachments/assets/7d2e90c1-e6bc-40a8-a19e-a0849612f472" /> | <img width="317" height="264" alt="Screenshot 2026-01-25 200554" src="https://github.com/user-attachments/assets/8b4bd5da-bed1-4743-a107-9ce07fce3040" /> | <img width="317" height="244" alt="Screenshot 2026-01-25 200521" src="https://github.com/user-attachments/assets/16293de3-0fc4-431f-8151-31b4e11040fe" /> | |---|---|---| ## Please complete the following: - [X] I have added screenshots for all UI updates - [X] I process any text displayed to the user through translateText() and I've added it to the en.json file - [X] I have added relevant tests to the test directory - [X] I confirm I have thoroughly tested these changes and take full responsibility for any bugs introduced ## Please put your Discord username so you can be contacted if a bug or regression is found: FloPinguin |
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3f95a45eaf |
Nations donate troops now 💀 (In team games) (#2984)
## Description: For v29, balances the HvN winrate. In team games, nations now donate troops to their weakest team members (if they have no attack options available). How often they donate depends on the difficulty. This PR also has some other little fixes: - For HvN games, always return true in `shouldAttack()` (make nations a bit more aggressive). - Early exit in `attackWithRandomBoat()` for performance - Early exit in `findNearestIslandEnemy()` for performance AND to make sure nations which are encircled by friends don't run into this method (=> no donation happening!) ## Please complete the following: - [X] I have added screenshots for all UI updates - [X] I process any text displayed to the user through translateText() and I've added it to the en.json file - [X] I have added relevant tests to the test directory - [X] I confirm I have thoroughly tested these changes and take full responsibility for any bugs introduced ## Please put your Discord username so you can be contacted if a bug or regression is found: FloPinguin |
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f7d3c2e0bc |
Nations donate troops now 💀 (In team games) (#2984)
## Description: For v29, balances the HvN winrate. In team games, nations now donate troops to their weakest team members (if they have no attack options available). How often they donate depends on the difficulty. This PR also has some other little fixes: - For HvN games, always return true in `shouldAttack()` (make nations a bit more aggressive). - Early exit in `attackWithRandomBoat()` for performance - Early exit in `findNearestIslandEnemy()` for performance AND to make sure nations which are encircled by friends don't run into this method (=> no donation happening!) ## Please complete the following: - [X] I have added screenshots for all UI updates - [X] I process any text displayed to the user through translateText() and I've added it to the en.json file - [X] I have added relevant tests to the test directory - [X] I confirm I have thoroughly tested these changes and take full responsibility for any bugs introduced ## Please put your Discord username so you can be contacted if a bug or regression is found: FloPinguin |
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9415162f51 |
Split railroads when placing overlapping structures (#3003)
## Description: Players wrongly assume that building a structure over an existing railroad will connect it properly. What actually happens is that the structure will connect on the network with its own railroad, even if the new railroads are overlapping over the existing network. To address this issue, this PR splits the overlapping railroad into two segments when a structure is built over it, and inserts the structure as a new node in the rail graph. It does not alter the rail network visually because the same railroad tiles are used for the new segments. Railroad tiles are not stored directly in the map, they exist only as edges in the rail graph, so looking for nearby rails would be terribly inefficient. To address that, this PR introduces a new `RailSpatialGrid` class which indexes rails on a 4×4 grid, allowing fast spatial queries. Alternative considered: removing overlapping rails and rebuilding them from the new structure. It would visually modify the rail network, which may be unexpected for the player. It's still missing a visual indicator so the player knows that the structures has been connected properly. ### Line placement:  ### Multi-railroad overlap:  ## Please complete the following: - [x] I have added screenshots for all UI updates - [x] I process any text displayed to the user through translateText() and I've added it to the en.json file - [x] I have added relevant tests to the test directory - [x] I confirm I have thoroughly tested these changes and take full responsibility for any bugs introduced ## Please put your Discord username so you can be contacted if a bug or regression is found: IngloriousTom |
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697a346c86 | Increase worker initailization timeout from 5=>20s to prevent worker timeout, add duration logging to some longer operations | ||
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c71af0e602 |
Fix map name formatting for Baikal Nuke Wars 🔧 (#2922)
## Description: Fixes this little i18n problem: <img width="732" height="172" alt="Screenshot 2026-01-16 050833" src="https://github.com/user-attachments/assets/65fe27a6-f77a-49d9-94a9-145b4e719a88" /> ## Please complete the following: - [X] I have added screenshots for all UI updates - [X] I process any text displayed to the user through translateText() and I've added it to the en.json file - [X] I have added relevant tests to the test directory - [X] I confirm I have thoroughly tested these changes and take full responsibility for any bugs introduced ## Please put your Discord username so you can be contacted if a bug or regression is found: FloPinguin Co-authored-by: Ryan <7389646+ryanbarlow97@users.noreply.github.com> |
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a4a41ac9f4 |
Fix map name formatting for Baikal Nuke Wars 🔧 (#2922)
## Description: Fixes this little i18n problem: <img width="732" height="172" alt="Screenshot 2026-01-16 050833" src="https://github.com/user-attachments/assets/65fe27a6-f77a-49d9-94a9-145b4e719a88" /> ## Please complete the following: - [X] I have added screenshots for all UI updates - [X] I process any text displayed to the user through translateText() and I've added it to the en.json file - [X] I have added relevant tests to the test directory - [X] I confirm I have thoroughly tested these changes and take full responsibility for any bugs introduced ## Please put your Discord username so you can be contacted if a bug or regression is found: FloPinguin Co-authored-by: Ryan <7389646+ryanbarlow97@users.noreply.github.com> |
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f367ea1940 |
Record human/nation/bot conquests (#2949)
## Description: Conquests are currently mixing all player types. This is not ideal as people wonders why a 50 player game can lead to hundred of kills. Having separate records can also help with achievements and better balancing. This PR splits the conquests record into 3 categories: human, nations and bots. It is linked to this infra PR: https://github.com/openfrontio/infra/pull/246 <img width="895" height="497" alt="image" src="https://github.com/user-attachments/assets/66e49100-8114-4406-84ab-d9627355956d" /> While the recorded data make a distinction between bots/nations, it's only displayed here as a single "bot" category. ## Please complete the following: - [x] I have added screenshots for all UI updates - [x] I process any text displayed to the user through translateText() and I've added it to the en.json file - [x] I have added relevant tests to the test directory - [x] I confirm I have thoroughly tested these changes and take full responsibility for any bugs introduced ## Please put your Discord username so you can be contacted if a bug or regression is found: IngloriousTom |
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b75df821cd |
Fix rail pathfinding (#2950)
## Description:
This PR resolves a crash related to rail pathfinding reported on
Discord.
```
git checkout
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216e8ca29f |
Fix rail pathfinding (#2950)
## Description:
This PR resolves a crash related to rail pathfinding reported on
Discord.
```
git checkout
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4e8454f3cc |
Lobby Gold Options (Starting Gold, Gold Multiplier) 💰 (#2915)
## Description: We might want to add this to v29 to have a third possible public game modifier from the beginning on 😄 Would be fun - Add starting gold option (0 to 1_000_000_000 allowed, also applies to nations) - Add gold multiplier option (0.1 to 1000 allowed, also applies to nations and bots) - Add third public game modifier (3% chance of starting with 5M gold) - Why 5M? It's enough gold to massively change the game start but not enough to insta-hydro someone (launcher + hydro is 6M) <img width="357" height="140" alt="image" src="https://github.com/user-attachments/assets/72acc15c-e788-4e04-8590-ac72dd9657c7" /> ## Please complete the following: - [X] I have added screenshots for all UI updates - [X] I process any text displayed to the user through translateText() and I've added it to the en.json file - [X] I have added relevant tests to the test directory - [X] I confirm I have thoroughly tested these changes and take full responsibility for any bugs introduced ## Please put your Discord username so you can be contacted if a bug or regression is found: FloPinguin |
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fb910cbff5 |
Lobby Gold Options (Starting Gold, Gold Multiplier) 💰 (#2915)
## Description: We might want to add this to v29 to have a third possible public game modifier from the beginning on 😄 Would be fun - Add starting gold option (0 to 1_000_000_000 allowed, also applies to nations) - Add gold multiplier option (0.1 to 1000 allowed, also applies to nations and bots) - Add third public game modifier (3% chance of starting with 5M gold) - Why 5M? It's enough gold to massively change the game start but not enough to insta-hydro someone (launcher + hydro is 6M) <img width="357" height="140" alt="image" src="https://github.com/user-attachments/assets/72acc15c-e788-4e04-8590-ac72dd9657c7" /> ## Please complete the following: - [X] I have added screenshots for all UI updates - [X] I process any text displayed to the user through translateText() and I've added it to the en.json file - [X] I have added relevant tests to the test directory - [X] I confirm I have thoroughly tested these changes and take full responsibility for any bugs introduced ## Please put your Discord username so you can be contacted if a bug or regression is found: FloPinguin |
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42c944c9cc |
Create ranked type enum, last person not afk wins in 1v1 (#2892)
## Description: * Add RankedType enum, for now it's just 1v1 * Add new method to MapPlaylist to create 1v1 game config * Update WinCheck so the last player is declared a winner on 1v1. ## Please complete the following: - [x] I have added screenshots for all UI updates - [x] I process any text displayed to the user through translateText() and I've added it to the en.json file - [x] I have added relevant tests to the test directory - [x] I confirm I have thoroughly tested these changes and take full responsibility for any bugs introduced ## Please put your Discord username so you can be contacted if a bug or regression is found: evan |
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c80ccaece9 |
Record train trading stats (#2891)
## Description: The current gold stats don’t include gold generated by trains, even though this is a significant part of the economy for many players. This PR tracks those stats with two values: - other players trains visits the player station - the player trains visits any station Linked to this infra PR: https://github.com/openfrontio/infra/pull/242 ## Please complete the following: - [x] I have added screenshots for all UI updates - [x] I process any text displayed to the user through translateText() and I've added it to the en.json file - [x] I have added relevant tests to the test directory - [x] I confirm I have thoroughly tested these changes and take full responsibility for any bugs introduced ## Please put your Discord username so you can be contacted if a bug or regression is found: IngloriousTom |
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35b7213c5c |
Enhance nuke alliance breaking logic to account for allied structures in blast radius 💣 (#2887)
## Description: Doesn't need a description :D https://github.com/user-attachments/assets/8de576fd-050b-4b35-8526-e4c88d1a9f25 https://github.com/user-attachments/assets/c99147a1-efdf-426b-96d1-e996e01f89aa ## Please complete the following: - [X] I have added screenshots for all UI updates - [X] I process any text displayed to the user through translateText() and I've added it to the en.json file - [X] I have added relevant tests to the test directory - [X] I confirm I have thoroughly tested these changes and take full responsibility for any bugs introduced ## Please put your Discord username so you can be contacted if a bug or regression is found: FloPinguin |
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0e3ced3bfa |
Pathfinding Refactor pt. 2 (#2866)
## Playtest https://pf-pt-2.openfront.dev/ ## Pathfinding Refactor pt. 2 <img width="1536" height="1024" alt="image" src="https://github.com/user-attachments/assets/9477958e-54b7-4c83-b317-ba789e809e9e" /> This is a follow-up to a previous PR introducing pathfinding changes. This time, it introduces a complete refactor of `pathfinding` directory and breakdown into composable pieces. ### Unified PathFinder interface `PathFinder<T>` and `SteppingPathFinder<T>` are introduced to unify **all** pathfinding across the application. First one exposes complete path, while stepping variant allows the callee to iterate over the path by calling `.next`. All pathfinders share this one common interface, which makes them easy to use in any scenario - `PathFinding.Water(game).search(from, to)`. `SteppingPathFinder<T>` extends `PathFinder<T>` with an ability to iterate over the path. It handles caching, storing current index and invalidation. This allows the units to not care about the inner workings of the pathfinder and just call `pf.next(current, target)` and receive instructions on what to do next. ### Common entry point All pathfinders are now exposed from common `PathFinding` entrypoint: - `PathFinding.Water` - `PathFinding.Rail` - `PathFinding.Stations` - `PathFinding.Rail` Additional entry point is introduced for pathfinders which need to work both in the worker, but also on the frontend, which lacks `Game` interface. Currently only `UniversalPathFinding.Parabola` is available. ### Spatial Query New module has been introduced close to `pathfinding` - `SpatialQuery`. It aims to resolve any questions game may have about finding tiles meeting criteria. Currently `SpatialQuery.closestShore(player, target)` and `SpatialQuery.closestShoreByWater(player, target)` are available - they help answering questions about naval invasion: "What is the best landing location from user's click?" and "Which our tile should be used to launch the transport ship?". Under the hood they use very similar mechanics to pathfinding, so it felt right to put them close by. ### Modular architecture Pathfinders now support transformers: `MiniMapTransformer`, `ShoreCoercingTransformer`, `ComponentCheckTransformer`, `SmoothingTransformer`. Transformers functions like a middleware in the pathfinding chain. They wrap around the pathfinder and provide additional functionality. This allows the pathfinder to focus on actually finding the path instead of doing unrelated things. Example chain for simple (A*) water pathfinding: ```ts static WaterSimple(game: Game): SteppingPathFinder<TileRef> { const miniMap = game.miniMap(); const pf = new AStarWater(miniMap); return PathFinderBuilder.create(pf) .wrap((pf) => new ShoreCoercingTransformer(pf, miniMap)) .wrap((pf) => new MiniMapTransformer(pf, game.map(), miniMap)) .buildWithStepper(tileStepperConfig(game)); } ``` The Pathfinder - here `AStarWater` - does not care about the conversion between minimap and main map tiles. It also does not care if the source or destination is a land tile. The transformers take care of that. The pathfinder gets a set of valid coordinates and produces the path - that's it. Modular approach makes working on a particular set of utilities much easier - for example map upscaling is handled consistently across all pathfinders. Additionally, the pathfinders are not tied to the particular map resolution used. Pass them a different map and they will work the same. ### Algorithms Algorithms used are neatly organized inside `src/core/pathfinding/algorithms`. They are prefixed with the algorithm name and suffixed with the use case. File without suffix exposes generic version ready to traverse any graph with adapters. Specialized versions either use an adapter or inline logic when performance is critical - using adapters leads to 20-30% performance loss. The directory includes `A*` and `BFS` but also other useful utils, such as `AbstractGraph` used to generate... an abstract graph on top of the tile map and `ConnectedComponents` helping to identify whether two tiles are connected by a path without actually computing the path. ### Playground The playground have been updated with new algorithms, including tweaked very greedy `A*`. <img width="2175" height="1424" alt="image" src="https://github.com/user-attachments/assets/1f833651-0024-4299-bf86-882f5368358c" /> ### Tests Yeah, there are some, a little too many if I say so myself. But there are no useless tests. I had to ensure refactored code works somehow reliably. This PR comes with trust me bro guarantee, but I would appreciate someone confirming **naval invasions, nukes (esp. MIRV) and warships**. ### Discord `moleole` GL & HF |
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8235da9335 |
Translate displayMessage events via events_display keys (#2847)
If this PR fixes an issue, link it below. If not, delete these two lines. Resolves #1225 ## Description: Replace all raw displayMessage strings with events_display.* keys + params and add the new English translations in resources/ lang/en.json so EventsDisplay can translate them. ## Please complete the following: - [x] I have added screenshots for all UI updates - [x] I process any text displayed to the user through translateText() and I've added it to the en.json file - [x] I have added relevant tests to the test directory - [x] I confirm I have thoroughly tested these changes and take full responsibility for any bugs introduced ## Please put your Discord username so you can be contacted if a bug or regression is found: aotumuri --------- Co-authored-by: Ryan <7389646+ryanbarlow97@users.noreply.github.com> Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com> |
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e130574c5c |
Very small UI fix 🔧 (#2862)
## Description: Didier map name had a little UI problem. And unrelated change: Because Lewis today said "it should be super low" I turned down the frequency of this map from 2 to 1. Previous: <img width="1916" height="1312" alt="image2" src="https://github.com/user-attachments/assets/0a84160b-91a8-4d02-b707-fa9eea1a15fd" /> Fixed: <img width="562" height="476" alt="image" src="https://github.com/user-attachments/assets/31fed7b5-c128-45cd-a63d-0aab3345cea3" /> ## Please complete the following: - [X] I have added screenshots for all UI updates - [X] I process any text displayed to the user through translateText() and I've added it to the en.json file - [X] I have added relevant tests to the test directory - [X] I confirm I have thoroughly tested these changes and take full responsibility for any bugs introduced ## Please put your Discord username so you can be contacted if a bug or regression is found: FloPinguin |
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dc118708c0 |
Second Didier Map for Fuze 🧸 (#2846)
## Description: Discussed that with Lewis. Fuze liked the Didier map without the real france more... So here it is. It won't get added to the playlist, the france version stays in the playlist. (Unrelated: Also quickly changed "Europe (classic)" to Europe (Classic)" to match with "Britannia (Classic)") <img width="934" height="839" alt="Screenshot 2026-01-10 005646" src="https://github.com/user-attachments/assets/64925635-c15a-4167-a5bc-5cf7b3b140f8" /> <img width="1064" height="961" alt="Screenshot 2026-01-10 003335" src="https://github.com/user-attachments/assets/9b6aa936-2c33-4a24-8076-a74a4704adc4" /> <img width="635" height="427" alt="Screenshot 2026-01-10 003316" src="https://github.com/user-attachments/assets/e2b46db8-ef0b-4b45-8ea7-711b9b8f7524" /> ## Please complete the following: - [X] I have added screenshots for all UI updates - [X] I process any text displayed to the user through translateText() and I've added it to the en.json file - [X] I have added relevant tests to the test directory - [X] I confirm I have thoroughly tested these changes and take full responsibility for any bugs introduced ## Please put your Discord username so you can be contacted if a bug or regression is found: FloPinguin |
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8b6dfeaf4a |
Feat: Sierpinski map - live play-tested (#2819)
## Description: Map requested by creator on [dev discord](https://discord.com/channels/1359946986937258015/1458638914012315741/1458638914012315741) and playtested by 42 players on [Rex's stream](https://www.youtube.com/watch?v=r9w9nr5Toso), adds map Sierpinski, which is a sierpinski carpet shape. The map is a "party map" great for private matches, but is not part of the public map rotation. <img width="1400" height="1400" alt="image" src="https://github.com/user-attachments/assets/8eead359-73d5-497f-8fee-40f413a22d0e" /> https://github.com/user-attachments/assets/3a726343-18e4-4f91-9f5c-1fff459d5a5f ## Please complete the following: - [x] I have added screenshots for all UI updates - [x] I process any text displayed to the user through translateText() and I've added it to the en.json file - [x] I have added relevant tests to the test directory - [x] I confirm I have thoroughly tested these changes and take full responsibility for any bugs introduced ## Please put your Discord username so you can be contacted if a bug or regression is found: bijx --------- Co-authored-by: iamlewis <lewismmmm@gmail.com> |
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eaef00e05c |
Some little HumansVsNations improvements before public games launch 🤖 (#2825)
## Description:
- Added `generateUniqueNationName()` to `NationCreation` because I saw a
duplicate name while spawning 300 nations on Pangaea 😄
- Switched HumansVsNations public game difficulty from hard to
impossible because I realized how crazy strong troop donations between
humans are (in an enzo HVN stream).
Maybe I have to make nations donate troops to each other, we will see...
Playtests won't tell the truth because the players attending these are
probably better than the usual OF player. I will try to check the HVN
winrate via API after launch
## Please complete the following:
- [X] I have added screenshots for all UI updates
- [X] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [X] I have added relevant tests to the test directory
- [X] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
## Please put your Discord username so you can be contacted if a bug or
regression is found:
FloPinguin
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971e7f4a45 |
Move UI elements from the FX layer to a new UI layer (#2827)
## Description: Some FX animations were previously used as UI elements (e.g. nuke area, naval invasion target, gold text). This PR moves those animations to a dedicated UI layer. Those UI elements handle correctly the current zoom level and remain sharply rendered at all zoom levels. The new UI layer can be disabled using the same setting that disables the FX layer. Performance-wise, this layer is equivalent to the FX layer, as it reuses the same animations. ### Naval target Don't scale with the zoom level, but has a minimum zoom level so the targeted tile can still be easily highlighted by zooming  ### Nukes Has to scale because the size is set, but the border radius is not so the area is more visible from afar.  ### Popup text Scale with zoom level, and stop showing when zoomed-out:  ## Please complete the following: - [x] I have added screenshots for all UI updates - [x] I process any text displayed to the user through translateText() and I've added it to the en.json file - [x] I have added relevant tests to the test directory - [x] I confirm I have thoroughly tested these changes and take full responsibility for any bugs introduced ## Please put your Discord username so you can be contacted if a bug or regression is found: IngloriousTom |
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2dada6f516 |
Handle Nation win condition (#2824)
Resolves #2823 ## Description: When playing in single-player mode, if an NPC reaches 80% land control before the player, the game enters a broken state where: - The game clock stops - Win checking stops permanently - Even if the player later conquers 100% of land, victory is never awarded - The game becomes "stuck" in a zombie state. This PR addresses this allowing Nations to be set as winners in single mode, and in this case showing a "Nation {nation} has won" modal to the user. This WinModal is the same as the "{player} has won", with the only change being the title. Nation wins in FFA, from the human player perspective: <img width="1457" height="837" alt="image" src="https://github.com/user-attachments/assets/1ce569bd-6616-4a23-b4a4-afedad2c64f8" /> ## Please complete the following: - [x] I have added screenshots for all UI updates - [x] I process any text displayed to the user through translateText() and I've added it to the en.json file - [x] I have added relevant tests to the test directory - [x] I confirm I have thoroughly tested these changes and take full responsibility for any bugs introduced ## Please put your Discord username so you can be contacted if a bug or regression is found: deshack_82603 |
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b090f2f624 |
HPA* Pathfinding (#2815)
## Pathfinding with HPA*
Hi! The primary objective of this PR is to replace per-tile A* with
hierarchical pathfinding - HPA*. In practice, this means we create an
abstract graph on top of the actual map with far fewer points and use it
to decide on general path structure. Only then we go back to tile-level
and build path between selected waypoints. This speeds up long distance
pathfinding by over 1000x in some cases. To make the review easier, it
comes with a benchmark and visual playground.
## PREPROCESSING
H part of HPA* means "hierarchical" and requires preprocessing.
This PR includes pre-processing as part inside `new Game()` constructor.
It takes about 135ms for `giantworldmap` on my machine, which increases
the effective initialization from ~95ms to ~230ms. This time could be
reduced in different ways, which are **out of scope** for this PR.
After confirming the initialization time is bearable on low-end devices,
I argue merging this PR as-is is acceptable tradeoff. It creates small
lag at the beginning of a round but pays for itself in the first minute
of the match.
## Nerdy details
**Architecture**
- HPA*-style hierarchical pathfinding
- 32×32 sectors on minimap with gateway nodes on borders
- Gateway graph built via BFS during preprocessing
- Water component optimization skips unreachable gateway pairs
- A* on gateway graph → local A* within sectors → Bresenham path
smoothing
- Minimap upscaling identical to currently used in MiniAStar
**Key Optimizations**
- Typed arrays instead of high-level primitives
- Stamp-based visited tracking (no need to recreate buffers, O(1)
clearing)
- Optional - enabled by default - caching of tile paths between gateways
- Line of sight smoothing for the final path
## Review Focus
Play with included tools, benchmark and visualization. Pathfinding
should be safe to merge as a black box - you do not need to understand
the details. Outcomes can be tested empirically in-game. Visualize (and
share!) edge cases with included playground. Confirm the 100x speedup is
real with benchmark.
If you plan to dive into the code, I suggest the following order:
- Pathfinding abstraction in `src/core/pathfinding/`
- Pathfinding tests in `tests/core/pathfinding/`
- NavMesh in `src/core/pathfinding/navmesh/` + integration with
`Game.ts`
- Benchmark in `tests/pathfinding/benchmark/`
Do not look at playground's code, it has been created with a clanker.
The design is 100% mine and I spent way too long polishing it, but I
haven't even once edited the code manually. There is probably no
abstraction whatsoever, just do not look at the code, let it play.
## Core Changes
#### Pathfinding (`src/core/pathfinding/navmesh/`)
- HPA* + refinement -> three phased pathfinding: A* over the graph ->
naive path -> refinement
- comes with A* and BFS optimized for for specific needs
#### Pre-Processing (`src/core/pathfinding/navmesh/`)
- identify water bodies to avoid pathfinding between disconnected nodes
- create high-level graph of gateways on top of tile map
#### Abstraction (`src/core/pathfinding/`)
- common `PathFinder` interface that can return full path and also act
as state machine (`.next()`)
- adapters for both new and legacy algorithm with fallback to legacy if
navigation mesh not available
#### Benchmark (`tests/pathfinding/benchmark/`)
- `npx tsx tests/pathfinding/benchmark/run.ts` - no guesswork, numbers
- `npx tsx tests/pathfinding/benchmark/run.ts --synthetic` - 1000s of
synthetic paths
- `npx tsc tests/pathfinding/benchmark/generate.ts` - generate more as
needed, test new maps
- includes ONE synthetic scenario to avoid PR bloat, generate more
locally / later
#### Playground (`tests/pathfinding/playground/`)
- `npx tsx tests/pathfinding/playground/server.ts` - visualize paths
with both new and legacy algorithm
## Benchmarks
### Compared with legacy in default - hand picked - scenario:
```
Initialization: 95.95ms -> 227.29ms
Pathfinding: 3038.43ms -> 6.45ms
Distance: 26972 -> 26810 tiles
```
### 42,000 synthetic routes across all maps
```
Running 42 synthetic scenarios with hpa.cached adapter...
✅ synthetic/achiran | Init: 93.42ms | Path: 139.07ms | Dist: 1481630 tiles | Routes: 1000/1000
✅ synthetic/africa | Init: 87.14ms | Path: 155.08ms | Dist: 1829414 tiles | Routes: 1000/1000
✅ synthetic/asia | Init: 57.60ms | Path: 112.55ms | Dist:
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516d268c88 |
Restructured PR for Britannia Remastered Addition (#2813)
## Description: Adds a new detailed Britannia map featuring modern UK, Ireland, and northern France regions. The previous Britannia map has been preserved as "Britannia Classic". <img width="4096" height="5031" alt="United Kingdom" src="https://github.com/user-attachments/assets/8a6ca3ab-bc91-438f-8ca7-7fdf7c5260b8" /> <img width="4096" height="5031" alt="United Kingdom_debug" src="https://github.com/user-attachments/assets/a9a7bcd2-1dc5-40c6-a547-a7a79e636060" /> Changes Added new Britannia map with modern county/region divisions Renamed existing Britannia map to "Britannia Classic" Added map-generator source assets for both maps Updated GameMapType enum with BritanniaClassic Configured player counts: 50/30/20 for both maps Added playlist frequencies: Britannia (5), Britannia Classic (4) Updated language translations New Britannia Nations (partial list) Ireland: Mayo, Kerry, Clare, Meath, and more Scotland: Highland, Argyll and Bute, and more England: North Yorkshire, and more France: Pas-de-Calais Britannia Classic The original Britannia map with historical kingdoms (Dumnonia, Dyfed, Gwent, Gwynedd, Powys, Strathclyde, Dalriata, Wessex, Sussex, Kent, etc.) is now available as "Britannia Classic". ## Please complete the following: - [X ] I have added screenshots for all UI updates - [X ] I process any text displayed to the user through translateText() and I've added it to the en.json file - [X ] I have added relevant tests to the test directory - [X ] I confirm I have thoroughly tested these changes and take full responsibility for any bugs introduced ## Please put your Discord username so you can be contacted if a bug or regression is found: TSProphet --------- Co-authored-by: Harry <Harry.bath94@gmail.com> Co-authored-by: iamlewis <lewismmmm@gmail.com> |
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ebcb654825 |
Added a public game modifier system 😮 For more variety (#2801)
## Description: Added a public game modifier system. It causes that 5% of public games are played on the compact version of the map 10% of public games have "Random Spawn" activated Percentages can easily get changed via `DefaultConfig`. We can also easily add more modifiers. Modifiers can stack, so in rare cases you will play on a compact map with random spawn 😄 More variety! ### "Compact Map" modifier implementation - With the "Compact Map" modifier the lobby max player count gets reduced to 25% and only 25% of the regular bots and only 25% of the regular nations will spawn (because the map has only 25% of its regular size) - In private lobbies and singleplayer the nation reduction happens too (When "Compact Map" is enabled). ### Restrictions - Duos/Trios/Quads team modes do not get Random Spawn (defeats the purpose) - Maps with smallest player count < 50 do not get Compact Map in team games (not enough players after the reduction to 25%). I have calculated all the possible max player counts. ### How it looks like Random Spawn modifier: <img width="528" height="183" alt="Screenshot 2026-01-06 194959" src="https://github.com/user-attachments/assets/2f729da9-80c3-4548-8205-71129da2a76a" /> Very rare case: Two modifiers at the same time and only 10 max players have been chosen from `[GameMapType.FaroeIslands]: [20, 15, 10]`. Because of the 75% reduction in player count only 3 players are allowed (3 is the minimum). I think its funny that you can play a 1v1v1 in rare occasions 😄 <img width="526" height="184" alt="Screenshot 2026-01-06 194938" src="https://github.com/user-attachments/assets/834326eb-df03-41b7-b1db-1efa3f1013b5" /> ### Funny side-effect Team games with random spawn. That will be interesting. No more "Who is better in donating troops to the frontline". Instead you have to heavily coordinate with your teammates. ## Please complete the following: - [X] I have added screenshots for all UI updates - [X] I process any text displayed to the user through translateText() and I've added it to the en.json file - [X] I have added relevant tests to the test directory - [X] I confirm I have thoroughly tested these changes and take full responsibility for any bugs introduced ## Please put your Discord username so you can be contacted if a bug or regression is found: FloPinguin |
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387190b916 |
New map! "Amazon River" 🏞️ (#2798)
## Description: We didn't have a river map and we didn't have a map with a crazy size. So I made a "Amazon River" map with a crazy size. 280 x 5536! 21 nations based on real locations. Should be interesting gameplay because you don't have many attack options, your only escape is the river. The land tiles size is similar to the achiran and iceland map. <img width="2442" height="147" alt="Screenshot 2026-01-06 150831" src="https://github.com/user-attachments/assets/91c4142d-c1e3-4aee-ac49-529b8d9f60c4" /> <img width="2324" height="139" alt="Screenshot 2026-01-06 150957" src="https://github.com/user-attachments/assets/5e049ae5-f32a-495f-afde-9e20257b3676" /> Because the map is so wide, it looked really ugly stretched in the thumbnails. So I added some CSS which removes the thumbnail stretching of the Amazon River map. We can also use this logic for other thumbnails which shouldn't get stretched. In `Maps.ts`, `PublicLobby.ts` and `GameInfoModal.ts`. ## Please complete the following: - [X] I have added screenshots for all UI updates - [X] I process any text displayed to the user through translateText() and I've added it to the en.json file - [X] I have added relevant tests to the test directory - [X] I confirm I have thoroughly tested these changes and take full responsibility for any bugs introduced ## Please put your Discord username so you can be contacted if a bug or regression is found: FloPinguin |
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ecc174d248 |
New map! "Didier" 🧸 (#2794)
## Description: Didier map for the big french youtuber Fuze which already published several OpenFront videos. I took the real france, cut away the bordering countries and made it look like Didier 😄 Gave it eyes, hands and feet. Made sure we have some rivers, also put Corsica in the right bottom corner! It's quite large. Similar to the europe map. Has 42 nations (38 french cities and 4 funny custom nations for the youtuber). Made with [TsProphets map generator](https://github.com/TsProphet94/OpenFrontMapGenerator), QGIS and GIMP. For public games I put a rare map frequenzy of 2 because most people probably don't know Fuze. @ibnhalwa from discord gave some insider knowledge about Fuze (He's french, I'm not). <img width="2100" height="2250" alt="image" src="https://github.com/user-attachments/assets/5d1c3c45-4b2e-4f60-a02f-89b26f938652" /> <img width="1278" height="1218" alt="Screenshot 2026-01-05 184540" src="https://github.com/user-attachments/assets/6e300bb0-6e9f-4b0f-bad8-94f031d250b1" />  ## Please complete the following: - [X] I have added screenshots for all UI updates - [X] I process any text displayed to the user through translateText() and I've added it to the en.json file - [X] I have added relevant tests to the test directory - [X] I confirm I have thoroughly tested these changes and take full responsibility for any bugs introduced ## Please put your Discord username so you can be contacted if a bug or regression is found: FloPinguin |
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af0b8a8d50 |
Configurable immunity timer (#2763)
## Description: Resolve discussions about stalled PR https://github.com/openfrontio/OpenFrontIO/pull/2460 <img width="724" height="348" alt="image" src="https://github.com/user-attachments/assets/c2c9fa79-cace-431a-9ca4-b3656612fa9d" /> Changes: - Added a `Player::canAttackPlayer(other)` function to determine whether a player can be attacked. - This function is now used in most places where a fight can occur: - AttackExecution (land attacks) - Naval invasion - Warship fight - Nukes can't be thrown during the truce - Immunity only affect human players. Nations and bot will fight as usual, and can be fought against. - The immunity timer uses minutes in the modal window. UI: - The immunity phase is displayed with a timer bar at the top. This is from the original PR, to be discussed if it's not deemed visible enough: <img width="632" height="215" alt="image" src="https://github.com/user-attachments/assets/f5ab9aa0-bd4f-4503-b8d6-b40b121fba65" /> ## Please complete the following: - [x] I have added screenshots for all UI updates - [x] I process any text displayed to the user through translateText() and I've added it to the en.json file - [x] I have added relevant tests to the test directory - [x] I confirm I have thoroughly tested these changes and take full responsibility for any bugs introduced ## Please put your Discord username so you can be contacted if a bug or regression is found: IngloriousTom --------- Co-authored-by: newyearnewphil <git@nynp.dev> |
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ab5b044362 |
Fix train was destroyed message spam (#2774)
## Description: Trains are made of a primary unit (`TrainExecution.train`) followed by 6 cars (`TrainExecution.cars`). Currently when any of the units is destroyed, a message "Your Train was destroyed" is shown. In worst case scenario, when all cars are blasted by a nuke, 7 messages are displayed to the user, but the train continues. Since the actual logic is unaffected as long as the primary unit stays alive, displaying messages is confusing. This PR fixes it. The message is only displayed when the primary unit is destroyed. The following cars are only there for fancy visuals. ## Screencast ##### Current - multiple messages for single train https://github.com/user-attachments/assets/3df04c71-d899-4f68-af83-36c9d0ffa730 First nuke was a test. Second nuke destroyed the entire train, prompting 7 messages. Third nuke destroyed one full train and then some. Prompting many too many messages. ##### Fixed - one message, only if train was fully destroyed https://github.com/user-attachments/assets/1f3840a7-6c62-487d-af3a-82de39dad9e8 First train was only partially destroyed, no message was shown, delivery mission completed A+. Following 2 trains had the front engine destroyed and therefore were promptly decommissioned. ## Please complete the following: - [x] I have added screenshots for all UI updates - [ ] I process any text displayed to the user through translateText() and I've added it to the en.json file - [ ] I have added relevant tests to the test directory - [x] I confirm I have thoroughly tested these changes and take full responsibility for any bugs introduced ## Please put your Discord username so you can be contacted if a bug or regression is found: moleole |
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1eee8b4ddb |
New Map! "Surrounded" 🏝️ (#2770)
## Description: A new map where you basically have to hop from island to island :) We don't have such a map at the moment. There is a special center island which isn't necessary to get 80% of the map. This map could be very interesting in team games. One hydro will destroy an entire island. Size: 1976 x 1976 Nations: 8 <img width="949" height="951" alt="Screenshot 2026-01-02 214219" src="https://github.com/user-attachments/assets/7139bcc9-6a05-414d-90c1-33cc36dd94fb" /> ## Please complete the following: - [X] I have added screenshots for all UI updates - [X] I process any text displayed to the user through translateText() and I've added it to the en.json file - [X] I have added relevant tests to the test directory - [X] I confirm I have thoroughly tested these changes and take full responsibility for any bugs introduced ## Please put your Discord username so you can be contacted if a bug or regression is found: FloPinguin |
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23e4bf6725 |
☢️ Nations send much better nukes now (Part 1) ☢️ (#2756)
This is a very important PR for HumansVsNations (But also for
singleplayer).
Humans will throw lots of nukes onto nations, but nations didn't do
that. Until now :)
## Refactor
- Moved all the nuking logic to the new file `NationNukeBehavior.ts`
- Moved `randTerritoryTileArray()` and `randTerritoryTile()` to the new
file `NationUtils.ts` because we need that method in multiple places now
- Because we already have an `NationUtils.ts` (It contains the method
`createNationsForGame` for HumansVsNations) I renamed the old one to
`NationCreation.ts` to avoid confusion
## Bug fixed
- `allRelationsSorted()` in `PlayerImpl` returned dead players all the
time... Which caused nations to not attack / send nukes in some cases...
## Nuke-sending features / improvements
- On hard and impossible difficulty, nations no longer make sure that
nukes will only hit inside of their targets border. This logic very
often stopped nations from throwing nukes. Now their nukes are allowed
to hit TerraNullius (=> ocean!). And in team games, it's even allowed
that their nukes hit other non-friendly players as well! This is very
important for HumansVsNations.
- The basic check for SAMs now gets skipped if we are on easy difficulty
(easy nations are not smart enough to do that)
- I improved the basic check for SAMs (medium difficulty) a bit (nations
send less nukes into SAMs)
- On hard and impossible difficulty, we now use the new method
`isTrajectoryInterceptableBySam()` to avoid SAMs completely. It's
mirroring `NukeTrajectoryPreviewLayer.ts` logic a bit.
- I added "perceived cost" to simulate nations saving up for a MIRV
(Otherwise most hard/impossible nations will spend all their gold on
nukes). But if we are in a team game (MIRVs are not relevant) or if we
already saved up for a MIRV, the "perceived cost" gets ignored.
- Updated the "most hated player" selection in `findBestNukeTarget()` to
ignore very weak players. We don't need to throw nukes at players which
we can easily steamroll by land.
- Added `findFFACrownTarget()` to nuke the crown (based on difficulty).
- Added `findStrongestTeamTarget()` to nuke the strongest team.
- Updated `randTerritoryTile()` so that it has a higher chance of
returning the tiles of a
"leftover-nuked-to-death-player-with-some-tiles-left": `if
(p.numTilesOwned() <= 100) {return
random.randElement(Array.from(p.tiles()));}`.
- Changed `const range = nukeType === UnitType.HydrogenBomb ? 60 : 15`
to `config().nukeMagnitudes(nukeType).inner`. Should make more sense.
- Adjusted `nukeTileScore()` to search for units in
`this.mg.config().nukeMagnitudes(nukeType).inner` instead of fixed 25
- Adjusted `nukeTileScore()` to account for unit levels (levels got
ignored previously). Also increased score for ports from 10_000 to
15_000.
- I made sure that nations can nuke EVERY SINGLE TILE from an enemy,
even if the enemy has no structures ("Prefer tiles that are closer to a
silo" can no longer make the `nukeTileScore()` drop too much,
`bestValue` in `maybeSendNuke()` starts at -1 now)
- In the entire nuking logic, factories were missing. Now they are
added.
## Media
Nation team vs. nation team: They are nuking the very last pixels of
red, just like humans would do it 😀
<img width="915" height="683" alt="image"
src="https://github.com/user-attachments/assets/109c7921-b959-4aa9-a971-0d7742971686"
/>
Hard difficulty FFA game: Nations throwing much more nukes. And they are
nuking the crown.
https://github.com/user-attachments/assets/a6e43924-a6ca-4b1a-a578-4e4f8252e383
Lots of nukes flying:
https://github.com/user-attachments/assets/8fc4edad-a6e6-4476-8a86-08cdef58169e
## Please complete the following:
- [X] I have added screenshots for all UI updates
- [X] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [X] I have added relevant tests to the test directory
- [X] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
## Please put your Discord username so you can be contacted if a bug or
regression is found:
FloPinguin
---------
Co-authored-by: iamlewis <lewismmmm@gmail.com>
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9d5f167446 |
Feat: Strait of Hormuz map (#2747)
## Description: Introduces the Strait of Hormuz section in the Persian Gulf as a map! This map is actually crazy fun to play on because of how the water narrows to a small strait where control is necessary otherwise enemies can transport boat to you easily. I figured a strategic map based on modern-ish day conflicts would fit the theme, but man it's a great map to play on. ### Full Map <img width="2739" height="1822" alt="image" src="https://github.com/user-attachments/assets/f35bdefa-723a-4bb2-9dc9-fb42898528ce" /> ### In game with nations <img width="2218" height="1502" alt="image" src="https://github.com/user-attachments/assets/00e350cf-8654-4638-8654-178accdf6a48" /> ## Please complete the following: - [x] I have added screenshots for all UI updates - [x] I process any text displayed to the user through translateText() and I've added it to the en.json file - [x] I have added relevant tests to the test directory - [x] I confirm I have thoroughly tested these changes and take full responsibility for any bugs introduced ## Please put your Discord username so you can be contacted if a bug or regression is found: bijx |
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11b2591fa6 |
Add Two Lakes (#2743)
## Description: This PR adds the Two Lakes map, based on the irl area around lake Ohrid and lake Prespa Describe the PR. ## Please complete the following: - [x] I have added screenshots for all UI updates - [x] I process any text displayed to the user through translateText() and I've added it to the en.json file - [x] I have added relevant tests to the test directory - [x] I confirm I have thoroughly tested these changes and take full responsibility for any bugs introduced ## Please put your Discord username so you can be contacted if a bug or regression is found: DISCORD_USERNAME Nikola123 |
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26f5d40819 |
build: migrate build system to Vite and test runner to Vitest & Remove depracated husky usage (#2703)
- Replace Webpack with Vite for faster client bundling and HMR. - Migrate tests from Jest to Vitest and update configuration. - Update Web Worker instantiation to standard ESM syntax. - Implement Env utility in `src/core` for safe, hybrid environment variable access (Vite vs Node). - Refactor configuration loaders to remove direct `process.env` dependencies in shared code. - Update TypeScript environment definitions and project scripts for the new toolchain. - Remove the [depracated usage of the husky](https://github.com/typicode/husky/releases/tag/v9.0.1). ## Description: migrate build system to Vite and test runner to Vitest & Remove depracated husky usage ## Please complete the following: - [X] I have added screenshots for all UI updates - [X] I process any text displayed to the user through translateText() and I've added it to the en.json file - [ ] I have added relevant tests to the test directory - [X] I confirm I have thoroughly tested these changes and take full responsibility for any bugs introduced ## Please put your Discord username so you can be contacted if a bug or regression is found: wraith4081 --------- Co-authored-by: evanpelle <evanpelle@gmail.com> |
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f6412a5979 |
Re-Enable HumansVsNations 🎉 (#2689)
## Description: **HumansVsNations is back!** The original PR had an issue: only the nations listed in the map’s `manifest.json` were being spawned, which resulted in completely unbalanced games. What did I change with this PR? - The number of humans and nations is now always the same. - If a map contains too many nations, we take a random subset. - If a map doesn’t contain enough nations, we dynamically add additional ones. These get random spawn locations, and their names are taken from the new name generator `NationNames.ts`. The name generator was taken from the closed PR #2245 (idea from @VariableVince). These changes apply to private lobbies and singleplayer as well. In singleplayer, you now simply play a 1-vs-1 against a nation. For public lobbies, we use 50% of the regular team-game player count. The remaining 50% are nations. We are also using the Hard difficulty for HumansVsNations. At the moment, it’s important that nations cheat a little because humans can donate troops, whereas nations cannot, at least not yet. In the future, we may make that work. We might need to adjust the difficulty or do fine-tuning depending on the humans’ win rate in production. Ideally, we want a ~50% win rate; otherwise, the mode may become boring. Over time, humans will likely develop strategies that nations can’t counter, in which case we’ll need to improve the nation AI. Here is a screenshot showing that the number of nations now matches the number of humans in the private lobby UI: <img width="806" height="304" alt="Screenshot 2025-12-25 004023" src="https://github.com/user-attachments/assets/cb4ac6f6-13cc-452c-8cc5-7a500670d7f2" /> The `PuplicLobby` display was a bit bugged for HumansVsNations: <img width="532" height="191" alt="Screenshot 2025-12-23 221832" src="https://github.com/user-attachments/assets/3950bcd9-0072-4c28-b1a0-83c0a24e9b8e" /> So I fixed it to look like this; <img width="532" height="195" alt="Screenshot 2025-12-23 224127" src="https://github.com/user-attachments/assets/690fc554-b607-4c8a-8b22-0c2912ee671a" /> ## Please complete the following: - [X] I have added screenshots for all UI updates - [X] I process any text displayed to the user through translateText() and I've added it to the en.json file - [X] I have added relevant tests to the test directory - [X] I confirm I have thoroughly tested these changes and take full responsibility for any bugs introduced ## Please put your Discord username so you can be contacted if a bug or regression is found: FloPinguin --------- Co-authored-by: iamlewis <lewismmmm@gmail.com> |
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5a065d71c5 |
Fix alliance renewal popup not being removed when alliance is broken (#2722)
Resolves #2464 ## Description This PR fixes a bug where the alliance renewal popup remained visible after an alliance was broken or betrayed. The issue occurred because renewal UI events were tied to player identifiers instead of the unique allianceId. When a player had multiple alliances, breaking one alliance did not correctly remove the associated renewal popup. This change ensures that renewal popups are correctly removed only for the specific alliance that was broken. ### What was wrong Alliance renewal UI events were previously associated implicitly with players. This caused incorrect behavior when a player had **multiple alliances**, because **players are not unique identifiers of an alliance**. As a result, breaking one alliance could leave stale renewal popups visible. ### What was changed - Alliance break logic now relies on **allianceId**, not player IDs - Renewal popups are removed **only for the specific broken alliance** - Alliances involving the same player but different allianceIds are unaffected - Added tests to ensure this bug cannot reappear ### Result - Renewal popup disappears immediately when an alliance is betrayed/broken - No unintended removal of other alliance renewal popups - Correct behavior even when a player is involved in multiple alliances ## Please complete the following: - [x] I have added screenshots for all UI updates - [x] I process any text displayed to the user through translateText() and I've added it to the en.json file - [x] I have added relevant tests to the test directory - [x] I confirm I have thoroughly tested these changes and take full responsibility for any bugs introduced ## Please put your Discord username so you can be contacted if a bug or regression is found: assessin. |
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5d52f73278 |
The clown is gone! 🤡 Nations send much better emojis now (#2696)
## Description: Previously, nations just spammed these two rather toxic emojis: 🤡😡 They now send fewer emojis while attacking, and the clown emoji is reserved for special cases. They got the ability to send emojis in much more cases: - Human didn't donate enough for relation update - Human did donate an ok amount - Human did donate a lot - Responding to emojis that they get sent from a human - Nuke sent - MIRV sent - Retaliation warship sent - Traitor tries to ally - Threat asks for / accepts an alliance request - Disliked human tries to ally - Friendly human tries to ally - They are getting attacked by very much troops - They are getting attacked by very little troops - Congratulating the winner - Bragging with their crown - Charming their allies - Clown-Emoting traitors - Easteregg: Sending a rat emoji to very small humans ## Please complete the following: - [X] I have added screenshots for all UI updates - [X] I process any text displayed to the user through translateText() and I've added it to the en.json file - [X] I have added relevant tests to the test directory - [X] I confirm I have thoroughly tested these changes and take full responsibility for any bugs introduced ## Please put your Discord username so you can be contacted if a bug or regression is found: FloPinguin --------- Co-authored-by: iamlewis <lewismmmm@gmail.com> |
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664d66613b |
fix: Check alliance breakage once at launch, and is deterministic now (#2554)
## Description: Removes the check to break alliance after nuke is launched, and alliance breaking is now determined before tiles are randomly chosen for destruction. (It is now slightly stricter, I believe, as a weighted average calculation is a little tricky) ## Please complete the following: - [X] I have added screenshots for all UI updates - [X] I process any text displayed to the user through translateText() and I've added it to the en.json file - [X] I have added relevant tests to the test directory - [X] I confirm I have thoroughly tested these changes and take full responsibility for any bugs introduced ## Please put your Discord username so you can be contacted if a bug or regression is found: bibizu |
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677a17d05a |
Feat: Lemnos Map (#2683)
## Description: Introduces the Greek island, Lemnos, as a map. The island is both fun and challenging to play (because of the terrain and elevation) and this addition was inspired by Altis from the game [Arma 3](https://armedassault.fandom.com/wiki/Altis). The nation names are set based on the real landmarks, towns, and regions. <img width="2190" height="1791" alt="image" src="https://github.com/user-attachments/assets/a7a6de54-f376-43ac-87da-f20aecfebbe0" /> <img width="1994" height="1608" alt="image" src="https://github.com/user-attachments/assets/bc280780-298f-4342-8313-db6cc27ac188" /> ## Please complete the following: - [x] I have added screenshots for all UI updates - [x] I process any text displayed to the user through translateText() and I've added it to the en.json file - [x] I have added relevant tests to the test directory - [x] I confirm I have thoroughly tested these changes and take full responsibility for any bugs introduced ## Please put your Discord username so you can be contacted if a bug or regression is found: bijx |
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1c52d20e83 |
Added pause functionality for private multiplayer games (#2657)
If this PR fixes an issue, link it below. If not, delete these two lines. Resolves #2491 ## Description: Adds pause/unpause functionality for private multiplayer games. Only the lobby creator can pause the game, and all players see a pause overlay when the game is paused. **Key features:** - Lobby creator sees pause/play button in control panel (alongside existing singleplayer/replay controls) - Server validates that only lobby creator can toggle pause - All players see "Game paused by Lobby Creator" overlay when paused - Game state freezes (no turn execution) while paused - Unpause resumes normal gameplay **Implementation details:** - Server-side pause state (`isPaused`) prevents turn execution during pause - Each client receives `isLobbyCreator` flag in `GameStartInfo` to show/hide pause button - Added `TogglePauseIntent` that broadcasts to all clients via `NoOpExecution` - New `PauseOverlay` component (shows in single player also) ## Please complete the following: - [x] I have added screenshots for all UI updates - [x] I process any text displayed to the user through translateText() and I've added it to the en.json file - [x] I have added relevant tests to the test directory - [x] I confirm I have thoroughly tested these changes and take full responsibility for any bugs introduced ## Please put your Discord username so you can be contacted if a bug or regression is found: furo18 <img width="1459" height="861" alt="Screenshot 2025-12-20 at 15 16 33" src="https://github.com/user-attachments/assets/f5a3222f-f54b-473c-b0f6-104ce4c1e7a8" /> |
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0e3200d647 |
Tint territory borders based on player relationships. (#2439)
## Description: Add visual indicators to territory borders that reflect diplomatic relationships between players, making it easier to identify relations at a glance. ### Problem Statement Currently, players must check diplomatic status through other UI elements. There's no immediate visual feedback on the map showing which borders represent embargo or friendly relationships. ### Benefits 1. **Improved Gameplay Clarity**: Quickly identify diplomatic relationships without opening menus 2. **Strategic Awareness**: Visual feedback helps make tactical decisions about border defense ### Proposed Solution Tint territory borders based on neighbor relationships: embargo red, friendly green ### Implementation Details - Border variants are based on this._borderColor (theme/style handling unchanged) computed in the constructor and stored in userSettings UnitView - Apply tinting to checkerboard for defended borders - borderColor() checks all neighbors to determine the worst relationship status - Embargos take priority. <img width="1193" height="601" alt="image" src="https://github.com/user-attachments/assets/cb516402-4f4b-473c-a31b-02397fee9203" /> <img width="959" height="682" alt="image" src="https://github.com/user-attachments/assets/de01a4b9-0fd4-44b2-895d-96705b6cf30b" /> ## 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 |
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9ab1319126 |
Map Generator Go Code Documentation (#2656)
Resolves #2602 ## Description: tldr: `npm run docs:map-generator` Adds documentation to the `map-generator` go code. This has no functional changes, other than the renaming of the package. I used the github url, though this can be set to anything as long as it contains a `.` so that the docs parse it correctly. Go doc best practices seem a little verbose and terse, but attempted to comply Future Facing (to get these docs viewable without running locally): - Wait until the -http issue is sorted, then these are easy to statically host alongside builds - Could use the legacy `godoc` - Could do formatting after outputting the `txt` output ## Change List: - Add documentation to all types/fns in map-generator go code - Ensure this outputs correctly with `go doc` - Add `docs:map-generator` command to package.json. This runs `go doc` in `map-generator` w/ appropriate flags to generate full documentation. (see notes in readme) - rename `map-generator` module to work around pkgsite assuming all packages without a . are stdlib (this makes `-http` work at all) - Add new sections to README and update existing sections - Add additional references to locations in the primary code base where things can be found - Update documentation in the ts theme files to add output color mappings - this ensures that everything needed to trace the input file -> in game rendered asset is fully documented. ## 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: tidwell |
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6112547273 |
Improve random spawn (#2503)
## Description: This is a previously approved PR with an additional commit that fixes case when nations change spawn & jump around, their previous territory wasn't getting deleted. ## Please complete the following: - [x] I have added screenshots for all UI updates - [x] I process any text displayed to the user through translateText() and I've added it to the en.json file - [x] I have added relevant tests to the test directory - [x] I confirm I have thoroughly tested these changes and take full responsibility for any bugs introduced ## Please put your Discord username so you can be contacted if a bug or regression is found: nikolaj_mykola --------- Co-authored-by: Evan <evanpelle@gmail.com> |
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4ee3319397 |
Feat: Added cursor price option to user and basic settings (#2655)
## Description: Following the hotkey cursor price textbox addition of #2650, this feature adds the option to enable and disable the visual feature via the User Settings menu or the Basic Settings modal in game. Also added a [new icon](https://thenounproject.com/icon/pay-per-click-2586454/) for the Basic Settings modal from the Noun Project and added credit for it to the `CREDITS.md` file. ### Video Demo https://github.com/user-attachments/assets/1667081e-45e3-4b11-9bda-3f00c341e03c ### User Settings Menu <img width="1029" height="1436" alt="image" src="https://github.com/user-attachments/assets/e4e6bf6d-db59-463a-81fb-f622ef6e3931" /> ### Basic Settings Menu <img width="964" height="1545" alt="image" src="https://github.com/user-attachments/assets/6b083655-b96e-4937-95d6-f3458858f03d" /> ## Please complete the following: - [x] I have added screenshots for all UI updates - [x] I process any text displayed to the user through translateText() and I've added it to the en.json file - [x] I have added relevant tests to the test directory - [x] I confirm I have thoroughly tested these changes and take full responsibility for any bugs introduced ## Please put your Discord username so you can be contacted if a bug or regression is found: bijx |
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e554ffb1b0 |
Cleanup nations (Part 3) 🧹 Remove nation strength (#2649)
## Description: This PR removes the nation strength. Reasoning: - It is currently unused. The backstory can be found in #2498 - It forces map-makers to do balancing work, which is probably not a good idea - It increases map-making work - It increases nation balancing complexity by a lot (we need to have all the json files in mind) - It makes humans avoid map areas completely because there is always that one, same, strong nation - The map lead Nikola123 wants to "not deal with the stupid nations and their balancing" If the goal of nation strength was to make them feel different I would suggest a nation personality system. Nations that love to boat, love to ally, love to nuke, love to fullsend, etc. Link to a discord discussion about nation strength: https://discord.com/channels/1359946986937258015/1360078040222142564/1450973197251117218 ## 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 |