Commit Graph
1763 Commits
Author SHA1 Message Date
Zixer1andGitHub f6e1b8fbae feat(livestats): per-player killedBy + deathPosition + winner for live standings (#4593)
## Description:

Enriches the admin-bot live-stats snapshot
(`/api/adminbot/game/:id/stats`) with the per-player fields a semi-live
standings board needs, so it can score kills + placement live instead of
waiting for the post-game record.

Per player in `liveStats.players[]`:
- **`killedBy`** — the eliminator's clientID (null while alive /
non-client killer). Invert → live kill points.
- **`deathPosition`** — finishing place at elimination = non-bot players
still standing + 1 (frozen at "last of the then-standing"). Null while
alive → live placement.

The **full roster** is reported (dead players are retained in the client
view), plus top-level **`winner`** (the decided winner's clientID, else
null).

Deterministic / consensus-safe: `killedBy` (stamped at `recordKill`) and
`deathPosition` (stamped in `PlayerExecution`) are pure sim values, so
in-sync clients agree on the majority vote; `winner` is added
server-side in `GameServer.liveStats()` from the winner vote (like the
existing publicID/username/connected enrichment).

## 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
2026-07-15 17:20:30 -07:00
a639a6aa6b Gate public lobby listing on the canCreatePublicLobbies entitlement (#4620)
## What

The API now returns an explicit `canCreatePublicLobbies` boolean on
`/users/@me` (player) and on each subscription tier in `cosmetics.json`.
This PR gates public lobby listing on that entitlement instead of
inferring it from subscription status (`active`/`trialing`), and
advertises the perk on the store's subscription tiles.

## Changes

**Entitlement check**
- `UserMeResponseSchema` gains a required `canCreatePublicLobbies`
boolean (same pattern as `unlimitedRanked`)
- The worker's listing endpoint and `HostLobbyModal`'s Public toggle
both check the boolean directly; the Dev bypass is unchanged
- `hasActiveSubscription()` is removed — these were its only call sites
- The server error stays `subscription_required` (subscribing is still
how you get the entitlement; renaming would ripple through i18n for no
behavior change)

**Store**
- `SubscriptionSchema` (cosmetics catalog) gains a required
`canCreatePublicLobbies` boolean
- Subscription tiles show a "Create public lobbies" badge below
"Unlimited ranked" when the tier grants it (`cosmetics.public_lobbies`
added to en.json)

**Tests**
- Schema tests for both new fields (accepts true, rejects missing,
rejects non-boolean); `UserMeResponse` fixtures updated

## Deploy ordering

Both new schema fields are required, so this client must deploy after
the API serves them (same constraint as `unlimitedRanked` / infra#427).
The API already returns both fields.

## Verified

Typecheck, ESLint, and the affected test files pass (165 tests).
Confirmed the live payloads against a local API: `/users/@me` returns
`player.canCreatePublicLobbies` and both subscription tiers in
`cosmetics.json` carry the field.

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-authored-by: Claude Fable 5 <noreply@anthropic.com>
2026-07-15 15:54:01 -07:00
766fda991a Render custom crown cosmetics above player names (#4619)
## What

Renders each player's crown cosmetic in-game (follow-up to #4618). The
crown **skins the first-place crown**: when the tile leader owns a crown
cosmetic, their image replaces the default crown icon above their name —
on the map name plate and in the hover overlay. Players without the
cosmetic keep the default crown.

The image pipeline follows custom flags: the server-resolved crown URL
rides `PlayerStatic` into the GPU name pass and loads on demand into a
runtime `TEXTURE_2D_ARRAY` (layers deduped by URL, square 128×128
cells).

## Changes

**GL name pass**
- `FlagAtlasArray` cell size is now a constructor parameter; a second
instance holds crown images (square cells, no letterbox margins)
- Per-player data texture widens 8 → 9 columns (`PLAYER_DATA_COLS`);
column 8 carries the crown atlas layer
- `status-icon.vert/frag.glsl`: status slot 0 (first-place crown)
samples the crown atlas instead of the status atlas when the player has
a crown cosmetic — same size and position as the default crown
- `WebGLFrameBuilder.syncPlayers` resolves `cosmetics.crown.url` →
`PlayerStatic.crown`

**DOM**
- `getPlayerIcons` swaps the first-place crown icon src for the cosmetic
image (hover overlay)

**Dev hook**: `localStorage.setItem("dev-crown", "<image url>")` forces
a crown in singleplayer (mirrors `dev-pattern`)

## Verified

Drove a headless solo game (real-GPU WebGL via ANGLE Metal) with the
dev-crown hook, expanded until first place — the cosmetic replaces the
default crown above the name on the map and in the hover overlay
(default `CrownIcon.svg` absent, cosmetic present).

🤖 Generated with [Claude Code](https://claude.com/claude-code)

---------

Co-authored-by: Claude Fable 5 <noreply@anthropic.com>
2026-07-15 15:24:25 -07:00
e05dce3437 Add crown cosmetic type (#4618)
## What

Adds **crowns** as a new cosmetic category, wired end-to-end like
flags/skins, plus a Crowns tab in the lobby cosmetics modal (#4617).

Catalog shape in cosmetics.json:

```json
"crowns": {
  "gold_crown": {
    "name": "gold_crown",
    "url": "...",
    "affiliateCode": null,
    "product": null,
    "priceHard": 5,
    "artist": "...",
    "rarity": "common"
  }
}
```

## Changes

- **Core**: `CrownSchema` + optional `crowns` record in
`CosmeticsSchema`; `crownName` in `PlayerCosmeticRefs`; resolved `crown:
{ name, url }` in `PlayerCosmetics`
- **Server**: `isCrownAllowed` in the privilege checker — requires a
`crown:*` or `crown:<name>` flare, resolves the ref to the catalog URL
- **Client**: crown selection persisted under the `crown` localStorage
key (stale/unowned selections self-clear), `crownRelationship` +
resolve/refs wiring, `"crown"` purchase type, Crowns tab in the store,
and a Crowns tab in the cosmetics modal (owned crowns + Default tile;
selecting persists and keeps the modal open)
- **i18n**: `store.crowns`, `store.no_crowns`
- Tests for schema parsing, privilege checks, and cosmetic resolution

## Not in this PR

- In-game rendering of `player.cosmetics.crown` (name pass /
leaderboards / player panel)
- API-side support (`/shop/purchase` accepting `cosmeticType: "crown"`,
granting `crown:<name>` flares, serving `crowns` in cosmetics.json)

🤖 Generated with [Claude Code](https://claude.com/claude-code)

---------

Co-authored-by: Claude Fable 5 <noreply@anthropic.com>
2026-07-15 12:49:45 -07:00
Navaneeth PrabhaandGitHub 1a34321ac8 Fix transport ships targeting unreachable inland-lake shores (#4577)
Resolves #4555

## Description:

Fixes the bug where transport boats could not be sent to certain targets
(e.g. between the arrows on the Four Islands map) when the attacker's
territory was far enough away that it approached the target from its
inland-lake side.

**Root cause:** The transport landing tile was selected purely by
distance. `targetTransportTile()` called `SpatialQuery.closestShore()`,
which returns the nearest shore owned by the target using a
Manhattan-distance BFS and only checks `isShore && isLand && owned` — it
never considers whether that shore is reachable by water. Water bodies
are tracked as connected components (an inland lake is a separate
component from the surrounding ocean), and the *source* selection
(`closestShoreByWater()`) correctly requires the attacker to have a
shore in the same water component as the destination. So when the
nearest owned shore happened to face a disconnected inland lake, the
source search found no shore in the lake's component and the transport
silently failed — even though the same target had an ocean-facing shore
that the attacker's boats could actually reach.

**Fix:** Make destination selection reachability-aware so a lake-facing
shore is never chosen when a reachable one exists.

- Added `SpatialQuery.closestReachableShore(targetOwner, attacker,
tile)`: it first collects the set of water components adjacent to the
attacker's own shoreline, then returns the nearest target-owned shore
whose water component is in that reachable set. Shores that only border
a disconnected water body (an inland lake) are skipped. It returns
`null` only when the target has no reachable shore at all.
- `targetTransportTile()` now takes the attacker and delegates to
`closestReachableShore()` instead of `closestShore()`. Its two callers —
`canBuildTransportShip()` and `TransportShipExecution.init()` — already
have the attacker in hand and pass it through, so both the build-time
check and the actual execution agree on the same reachable destination.
- `closestShore()` is left unchanged; this adds a reachability-aware
variant rather than altering existing behavior.

**Testing performed:** Reproduced the bug first on a generated map with
an inland lake enclosed by a thick land moat (confirmed the lake
resolves to a separate water component and that `closestShoreByWater()`
returns `null` for the lake-facing destination while a reachable ocean
shore exists). Added unit tests for `closestReachableShore()` (picks the
reachable ocean shore; returns `null` when every target shore is in an
unreachable water body) and a `canBuildTransportShip()` regression test
for the lake scenario. Full suite: 1878 tests pass; `tsc --noEmit`,
ESLint, and Prettier are all clean.

## Please complete the following:

- [x] I have added screenshots for all UI updates — no UI changes in
this PR
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file — no user-facing text added in
this PR
- [x] I have added relevant tests to the test directory

## Please put your Discord username so you can be contacted if a bug or
regression is found:
Navaneeth Prabha#0825
2026-07-14 14:21:59 -07:00
Zixer1andGitHub 2422a1a7a0 feat(anon): memorable, collision-proof animal anonymous names (#4611)
## Description:

Makes OpenFront's anonymised names **memorable and collision-proof**.

Anonymised lobbies (e.g. OFM tournaments) previously showed opaque names
— the `Anon420` fallback and hash-derived civ-tribe names in the overlay
— that were hard to remember and could repeat within a viewer's view, so
players couldn't reliably track opponents across a match.

**What changed**
- **`src/core/AnonAnimals.ts`** (new): an 80-word animal bank +
`anonAnimalName(slot, offset)`. Consecutive slots map to **distinct**
handles — the 80 animals fill first (`round 0` → a bare `AnonWolf`),
then a single round digit counts up (`AnonWolf1`, …). At a fixed offset,
two slots can never collide.
- **`GameServer.anonName`**: assigns each player its **join-order slot**
in `allClients` (stable — late-joiners append so existing names never
shift; reconnects reuse their slot) plus a **per-viewer offset**. So
within any one viewer's view no two players can share a name, while
different viewers still see different names for the same player
(**anti-team preserved**). Replaces the old per-pair hash and removes
the now-dead `anonymousUsername` helper.
- **Client fallback** (`genAnonUsername`): draws a random slot through
the same helper (no roster client-side → best-effort); the overlay is
what guarantees uniqueness in-game.
- `createRandomName` (nation/other display names) is untouched.

**Desync safety — audited against #4426**

#4426 fixed a desync where `PlayerExecution` seeded `removeClusters()`
from `player.name()`, a value anonymize-names makes per-client. This
change preserves that invariant:

| Check | Result |
|---|---|
| Deterministic state hash reads `name()`? | **No** — `PlayerImpl.hash =
simpleHash(id)·(troops+numTilesOwned) + Σ unit.hash`; `UnitImpl.hash =
tile + simpleHash(type)·id` |
| `removeClusters` seed | `simpleHash(player.id())` — id-based (#4426
fix), untouched |
| Where `anonName` is called | only `startInfoFor` / `gameInfo` —
per-viewer wire payloads, never the sim |
| Archived record | uses `wireGameStartInfo` (real names) — untouched →
replay/scoring unaffected |
| Net new sim inputs | none — only the display string + server-side
roster order |

The name is display-only and the simulation is name-blind, so this
cannot desync.

**Testing**
- New `tests/AnonAnimals.test.ts`: the no-collision guarantee (250
distinct slots → 250 distinct names), round roll-over, per-viewer
variation, wire-validity/length.
- Existing `tests/server/AnonymizeNames.test.ts` overlay suite still
passes.
- Full suite green locally (`npm test` + `npm run test:coverage`), plus
`build-prod`, `eslint`, and `prettier --check .` clean.

## Please complete the following:

- [x] I have added screenshots for all UI updates — _N/A, no UI changes
(in-game name string only)_
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file — _N/A, generated handles are not
translatable identifiers_
- [x] I have added relevant tests to the test directory —
`tests/AnonAnimals.test.ts`

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

<!-- TODO: fill in Discord username -->
2026-07-14 14:18:33 -07:00
crunchybbbandGitHub 99e6b8ac50 Adds impassable terrain to Korea Map (#4604)
> **Before opening a PR:** discuss new features on
[Discord](https://discord.gg/K9zernJB5z) first, and file bugs or small
improvements as
[issues](https://github.com/openfrontio/OpenFrontIO/issues/new/choose).
You must be assigned to an `approved` issue — unsolicited PRs will be
auto-closed.

**Add approved & assigned issue number here:**

Resolves #4603 (issue number)

## Description:

Korea was supposed to be a two teams country map, but it released for
v32 before impassable terrain existed. Currently the Chinese portion of
the map covers far too much area, making it cannot be used for two teams
and making it not a true Korea map. The PR will convert the china and
russia portions to impassable terrain.

- Japan is still on the map to serve as a "island base" or something
- One missing south korean province equivalent was added
- The map was totally redone (because i deleted the original qgis file
for korea) so the terrain and map size is slightly different but it
should not be too easy to notice
- Adds "Countries" category

<img width="1089" height="2189" alt="image"
src="https://github.com/user-attachments/assets/82c8729f-cc10-4451-890e-27f02cfde919"
/>
<img width="367" height="579" alt="Screenshot 2026-07-13 174100"
src="https://github.com/user-attachments/assets/e24ad971-c2c5-4791-b092-74e0ff90cefc"
/>


## Please complete the following:

- [x] I have added screenshots for all UI updates
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [x] I have added relevant tests to the test directory

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

DISCORD_USERNAME crunchybbbbb
2026-07-14 14:11:32 -07:00
376061793a Handle ranked play limits in the client (#4602)
## Summary

Client-side handling for the new server-enforced ranked play limits
(infra#427): free players get a lifetime allowance of ranked matches,
then a small daily allowance; subscribers on tiers with the
`unlimitedRanked` entitlement are never limited.

- **Queue rejection**: the matchmaking socket closing with code 1008 and
reason `ranked_limit_reached` now renders a limit-reached view in the
matchmaking modal (message + "Get unlimited ranked" button that opens
the store on the subscriptions tab) and does **not** auto-reconnect.
Auth-failure 1008 (`Invalid session`) is disambiguated by the reason
string and keeps the existing reconnect-with-refreshed-token path; code
1000 ("replaced by another tab") is unchanged. Both 1v1 and 2v2 go
through the same modal, so both queues get identical handling.
- **`/users/@me`**: added required `player.unlimitedRanked: boolean` to
`UserMeResponseSchema`.
- **cosmetics.json**: added required `unlimitedRanked: boolean` to
`SubscriptionSchema`; store subscription tiles now show an "Unlimited
ranked" perk line for tiers that include it.

Display copy avoids hardcoding the limit numbers since the server
constants may be tuned.

## ⚠️ Deploy ordering

Both new schema fields are **required**, so this must ship **after** the
API starts serving them (infra#427). Against the current API,
`/users/@me` parsing fails (players appear logged out) and a catalog
without the subscription field fails the whole cosmetics parse.

## Testing

- Schema tests for both new fields (present / rejected-when-missing) in
`tests/ApiSchemas.test.ts` and `tests/CosmeticSchemas.test.ts`; full
suite, tsc, ESLint, Prettier all pass.
- Verified in the running app (headless Chromium): forced the modal into
the limit-reached state, confirmed the rendered view, and confirmed the
upsell click closes matchmaking and opens the store on the subscriptions
tab.
- Not verifiable locally (needs deployed infra#427): the real close
frame, the midnight-UTC reset, and the perk line against a real catalog
— covered by the handoff QA checklist.

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-authored-by: Claude Fable 5 <noreply@anthropic.com>
2026-07-13 19:55:40 -07:00
bf70ef6f45 Return the live TileSet from Player.tiles() instead of cloning (#4600)
Fixes #4598

## Problem

`PlayerImpl.tiles()` copied the entire owned-tile set into a fresh
native `Set` on every call — an O(owned tiles) allocation that grows
with player success (100k+ entries for a large late-game player). The
issue reporter measured 71.8% of sim CPU inside this clone in a bot
harness that samples tiles on large players.

## Why the copy existed, and why it's now safe to drop

The snapshot dates to ed4201ab8 (Aug 2024), which added a dead-defender
loop that conquers tiles out of the set while iterating it — the copy
guarded against mutation during iteration, back when `_tiles` was a
native collection.

`TileSet` has since made that guard obsolete: it guarantees
Set-identical iteration semantics under mutation (entries deleted during
iteration are skipped, compaction is deferred while any iterator is
live, so positions never shift under an iterator). All three call sites
that mutate while iterating (`AttackExecution.handleDeadDefender`,
`SpawnExecution`'s relinquish loop, the existing `PlayerImpl.test.ts`
conquer loop) only ever delete the entry currently being visited, which
is safe under Set semantics — so the live set is behavior-identical to
the snapshot.

## Change

- `Player.tiles()` now returns `ReadonlyTileSet` (matching
`borderTiles()`) and `PlayerImpl` returns `this._tiles` directly —
zero-copy, mirroring the approach in #4230.
- `ReadonlyTileSet` mirrors the `ReadonlySet` read surface (`size`,
`has`, `forEach`, `values`, iteration); every existing caller typechecks
unchanged.
- Added regression tests pinning the new live-view semantics and the
relinquish-during-iteration pattern `SpawnExecution` relies on.

## Verification

- `npx tsc --noEmit` clean
- Full suite: 21 files, 166 tests pass
- `npm run lint` + prettier clean

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-authored-by: Claude Fable 5 <noreply@anthropic.com>
2026-07-13 15:27:49 -07:00
3a5fba2e12 Add 2v2 ranked matchmaking (#4596)
## Description:

Implements 2v2 ranked matchmaking end-to-end against the matchmaking
API's 2v2 queues (API PR #419): core team pinning, the server's second
checkin loop and game creation, and the client UI.

## Core — deterministic team pinning

The matcher's assignment specifies exactly who plays with whom (`teams:
[[a,d],[b,c]]`), but team assignment previously only did clan/friend
balancing and could scramble the ELO-balanced split.

- `PlayerSchema`/`PlayerInfo` gain an optional **`teamIndex`** — a
server-stamped index into the game's team list, part of `GameStartInfo`
so it's identical on every client (same category as `clanTag`/`friends`,
which already feed deterministic team assignment).
- `assignTeams` honors pins **unconditionally** — before clan/friend
grouping and past `maxTeamSize` (the matcher's balancing is
authoritative) — and seeds the counts that balancing of any unpinned
players sees. Pinned players still participate in the friend graph, so
an unpinned friend is pulled toward a pinned player's team.
- publicIds never enter core: the game server resolves publicId →
teamIndex per client at game start.

## Server

- **One checkin long-poll per mode.** Both loops send `mode` explicitly
(the API deployed ahead of the client, so no omit-for-back-compat
needed).
- **`get2v2Config()`**: Team mode, `playerTeams: 2`, `maxPlayers: 4`,
always-compact map, donations enabled (matching public team games),
`rankedType: "2v2"` (the API's 2v2 ingestion has shipped; `RankedType`
gains `TwoVTwo`).
- **The assignment payload is now used** (it was previously discarded):
`players` → `allowedPublicIds` so only the matched accounts can take the
slots (also hardens 1v1), and `teams` → `teamIndex` stamps at game
start. A malformed assignment logs a warning and falls back to creating
the game without pins rather than stranding matched players.
- The 3-clients-per-IP cap on public games applies to matchmade games
too (an allowlist doesn't stop one person multi-tabbing multiple
accounts). It is now skipped in dev, where local testing (multi-tab, the
4-player e2e) is inherently same-IP — matching the existing dev/prod
gating of Turnstile and the duplicate-account kick.

## Client

- Ranked modal's 2v2 card is enabled; it passes the mode through
`open-matchmaking` (dispatchers without a detail — homepage button,
requeue URL — still mean 1v1).
- Matchmaking modal joins with `&mode=1v1`/`&mode=2v2`, shows a 2v2
title (`matchmaking_modal.title_2v2` in en.json), and shows the real 2v2
ELO from the new `leaderboard.twoVtwo` field in `/users/@me` (the ranked
modal's 2v2 card does too).
- WinModal shows requeue for any ranked game and carries the mode back
into the right queue (`/?requeue=2v2`).
- 2v2 ranked stats surface in the player stats tree (labeled via
`player_stats_tree.ranked_2v2`).

## Harnesses (`tests/matchmaking/`)

- Contained: the fake server captures the `mode` query param; asserts
each queue sends its mode explicitly. **10/10.**
- E2E: `MM_MODE=2v2` runs four real browser players through the real
local worker's 2v2 queue and rides the flow into the started game.
Asserts same gameId for all four, the 2v2 config, allowlist admission,
and a **deterministic 2 vs 2 in-game split read from each client's
GameView** (the software-WebGL gate is spoofed in test pages only).
**8/8.** 1v1 e2e still **6/6.**

## Verification

- `npm test`: 2,053 tests pass, including 7 new (6 `assignTeams` pinning
unit tests + a full-game pinned-split test through `setup()`).
- `npx tsc --noEmit`, ESLint clean.
- Live e2e against a local `wrangler dev` API worker: 1v1 (6/6) and 2v2
(8/8) as above.

🤖 Generated with [Claude Code](https://claude.com/claude-code)


## 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

(UI changes — the ranked modal's 1v1/2v2 cards — were verified with
before/after screenshots in the live app during development.)

---------

Co-authored-by: Claude Fable 5 <noreply@anthropic.com>
2026-07-13 15:22:52 -07:00
Zixer1andGitHub 9b69b7f422 fix(doomsday): keep doomed warships on patrol instead of idling at ports (#4597)
Follow-up to #4587 (the 5% drain floor).

## Description:

A side below the Doomsday Clock bar cannot repair its navy: warship
healing is suppressed in `WarshipExecution.healWarship` so the decay
actually lands. Since #4587 floors the drain at 5% of max instead of
sinking ships to zero, warships now survive at 5% health, which is below
the 75% `warshipRetreatHealthPercent` retreat threshold. The result was
that every doomed warship peeled off to the nearest port, docked, and
then never healed, sitting idle and out of combat, instead of the
intended crippled-but-still-fighting state.

This gates the repair-retreat on the Doomsday Clock, mirroring the
existing heal gate: a doomed warship no longer starts a retreat, and any
in-flight retreat or dock is cancelled so it returns to patrol. It keeps
fighting at the floor until its side climbs back above the bar (healing
resumes) or it is destroyed in combat.

No config, schema, or UI change. Deterministic (a boolean check over
existing player/warship state). Covered by three new tests in
`tests/Warship.test.ts` (doomed stays on patrol, non-doomed still
retreats, doomed undocks).

## Please complete the following:

- [x] I have added screenshots for all UI updates (no UI changes)
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file (no user-facing text)
- [x] I have added relevant tests to the test directory

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

zixer._
2026-07-13 12:15:30 -07:00
Zixer1andGitHub 290d6922eb feat(playlist): add the Doomsday Clock to the public modifier rotation (#4589)
## Description:

Adds the anti-stall **Doomsday Clock** to the public "special" modifier
rotation, so it rolls into public games like the other spice modifiers,
with a lobby badge.

- `MapPlaylist`: new `isDoomsdayClock` ticket in `SPECIAL_MODIFIER_POOL`
(weight 4, ~20% of special games). When rolled, enables `doomsdayClock`
at a speed picked per game (slow/normal/fast/veryfast).
- `PublicGameModifiers` (type + schema): `isDoomsdayClock` flag drives
the badge.
- `getActiveModifiers` + `en.json`: a "Doomsday Clock" badge/label.
- Test covering the badge wiring.

## 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
2026-07-13 11:11:11 -07:00
Zixer1andGitHub a2321eb824 balance(doomsday): floor the drain at 5% of max instead of wiping to zero (#4587)
## Description:

The Doomsday Clock drain wiped a caught side's troops (and warship
health) to **zero**, an effective death sentence, so a brief dip below
the bar was unrecoverable. Floor the drain at **5% of each max**
(`drainFloorPercent`) for both troops and warships: a doomed side is
crippled, not eliminated, and recovers if it climbs back above the bar.
The rising territory bar still forces a finish (a 5%-strength side is
trivial to conquer, and the leader is drain-exempt).

- Config: `drainFloorPercent` (5), applied to both drains.
- Execution: clamp troop + warship-health removal to what sits above the
floor (integer-only, deterministic).
- HUD: the Collapsing rate is shown net of the floor.
- Tests: drain-to-zero / warship-scuttle cases updated to the floor +
added coverage.

## 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
2026-07-13 11:10:06 -07:00
Zixer1andGitHub d07f7d46dd feat(highlight): replace the small-player highlight toggle with a strength slider (#4588)
## Description:

Replaces the "Highlight small players" on/off toggle with a **0-500%
Strength slider** controlling the glow's **width** (0 = off, 100% = the
previous default).

- `UserSettings`: `highlightSmallPlayers()`/toggle →
`highlightGlowStrength()`/set, float-backed, clamped to [0, 5].
- `SmallPlayerGlowPass` takes the strength via a setter (pushed by
`ClientGameRunner` on the settings-changed event), so it stays a pure
consumer and the slider still updates live while the settings modal has
the sim paused. Width = a non-linear blur-iteration count; intensity
compensated so wider stays about as bright.
- `MapRenderer` persists the strength across a WebGL context restore.
- `SettingsModal`: the toggle row becomes a range input.

Behavior note: with the toggle gone the glow **defaults ON at 100%**
(old toggle defaulted OFF); can default to 0 (opt-in) if preferred.

## 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
2026-07-13 11:07:22 -07:00
RickD004andGitHub 558f2e20db Adds Gulf of Guinea map (#4590)
## Description:

Adds Gulf of Guinea map to the game:
https://en.wikipedia.org/wiki/Gulf_of_Guinea

Final map of the "pirate maps" for v33 , alongside Irish Sea and Levant.
The map is designed so that all the trade from the mainland, which
covers 2 of the four corners of the "square" (inverse L) passes through
3 small islands, which although small in size they will super-boost
pirates in that zone. The mainland is otherwise fairly lineal, playing
like maps like Conakry.

Also some sub-saharan african representation

The map is decorated with Impassable terrain in its southern border, and
has additional nations for Hvn and Solo games


https://github.com/user-attachments/assets/9c9fd8c0-fefb-46c4-8720-55e90401681e

## Please complete the following:

- [x] I have added screenshots for all UI updates
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [x] I have added relevant tests to the test directory

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

tri.star1011
2026-07-13 09:17:02 -07:00
d76691372c Feature/reuse private lobby (#4536)
**Add approved & assigned issue number here:**

Resolves #4476 

## Description:

Lets a private-lobby host reuse the same group for **back-to-back games
without
re-sharing the invite link**.

**Flow:** in a private game, the host clicks a **"New lobby"** button in
the
top-right bar (next to pause). The game's **server** creates a fresh
private
lobby (same creator, default settings) and broadcasts its id to everyone
still
connected. Non-hosts get a one-click **"Join"** banner at the top of the
screen;
the host is taken straight back to the host view for the new lobby. The
chain
can repeat indefinitely.

### Key design decision: the server creates and broadcasts the successor
lobby

The successor lobby is minted by the **finished game's server**, not the
host's
browser. The old game's server is the only thing still connected to
every player, so it has to be what announces the new
lobby; because it also *creates* that lobby, the id everyone is
redirected to is
**authoritative**. A real lobby the server just made for the
authenticated
creator, not an id a client handed it to trust and fan out. The request
is
**creator-only** and **idempotent** per game, and every successor is
wired the
same way, so the group can keep playing game after game.

### How it works

1. Host clicks "New lobby" (host + private only) → confirm dialog → the
client
   sends a `create_next_lobby` message.
2. The game server verifies the sender is the lobby creator, mints a
successor
private lobby on the same worker, stores it (idempotent), and broadcasts
a
   `new_lobby` message with the new id to all connected clients.
3. Each client reacts: the host is navigated to the new lobby's host
view
(`/…/game/<id>?host`); everyone else sees a dismissible "Host started a
new
   lobby — Join" banner that navigates to the join URL in one click.

Two new Zod wire messages in `src/core/Schemas.ts` (`create_next_lobby`,
`new_lobby`) carry the request and the broadcast.

### Screenshots

<table>
  <tr>
    <td width="50%" align="center" valign="top">
<img width="220" alt="In-game New lobby button"
src="https://github.com/user-attachments/assets/9a4d4425-a7f6-4b3a-9c4f-9205300b1e5b"
/><br />
<sub><b>1.</b> In-game <b>New lobby</b> button (top-right, next to
pause) — shown only to the host of a private lobby</sub>
    </td>
    <td width="50%" align="center" valign="top">
<img width="320" alt="Confirmation dialog"
src="https://github.com/user-attachments/assets/fa023f5a-58e8-439b-8899-5150235a1e8c"
/><br />
<sub><b>2.</b> Confirmation so a stray click doesn't pull everyone into
a new lobby</sub>
    </td>
  </tr>
  <tr>
    <td colspan="2" align="center">
<img width="100%" alt="Join banner for non-hosts"
src="https://github.com/user-attachments/assets/7e5ef490-aa7e-4449-add9-e857fe273bde"
/><br />
<sub><b>3.</b> Everyone else gets a one-click <b>Join</b> banner at the
top of the screen</sub>
    </td>
  </tr>
  <tr>
    <td colspan="2" align="center">
<img width="330" alt="Host view for the new lobby"
src="https://github.com/user-attachments/assets/9920b070-4ed3-41f8-9345-78778b4648a7"
/><br />
<sub><b>4.</b> The host lands back in the host view for the brand-new
lobby</sub>
    </td>
  </tr>
</table>


### Design Decisions

**A. The server creates & broadcasts the successor, not the client.**
The finished game's server mints the successor and broadcasts its id.
Why this
and not "host's browser calls `POST /api/create_game`, then asks the
server to
relay the id"?
- The broadcast id is **authoritative/verified**: it's a real lobby the
server
just created for the **authenticated** lobby creator (creator identity
comes
from the JWT the game already holds), not an arbitrary id a client hands
the
  server to fan out to everyone.
- The **old game server is the only thing still connected to all the
players**,
so it must be the one to broadcast. Having it also create the lobby
keeps it
to one authoritative round-trip instead of "client creates, then client
asks
  server to trust an id it didn't make."
- The server can **authorise** (only the creator) and stay
**idempotent**.

**B. The successor starts with default settings (not a copy of the old
game).**
A deliberate scope choice. The host lands in the normal host view and
reconfigures. Copying the exact config would mean reverse-mapping every
`GameConfig` field back into the host-modal controls, which I thought
would be out of scope for this PR. Same **creator**
is preserved; same **settings** intentionally is not.

**C. It's a brand-new lobby, not the same game resurrected.**
This directly follows @evanpelle's guidance on the issue: *"A 'lobby' is
really
just a game that hasn't started yet. So making a persistent lobby isn't
really
possible. I think instead having a simple way to transfer players to a
new lobby
is probably the way to go."* A `GameServer` runs exactly one game
(start → end → archive), so rather than reworking that lifecycle to
resurrect the
old game, the server spins up a fresh successor lobby and transfers the
group
into it, which is also why the feature is framed as "reuse the group,"
not
"reuse the game object."

**D. The host returns via a `?host` URL flag + full reload ("attach
mode").**
Navigating to a normal join URL (`/game/<id>`) always lands you in the
**join**
view, which has no Start button. So the host can't just use the join
URL. The
`?host` flag routes the creator to the **host view** instead
(`Main.handleUrl` → `HostLobbyModal` in "attach" mode, which binds to
the
existing lobby id and skips creating a new one). A full reload is used
because
it cleanly tears down the finished game and mirrors the existing
win-screen
"Requeue" button's `window.location.href` pattern.

**E. Each successor can spawn its own successor (recursive factory).**
The first version only chained **one** generation. A spawned lobby had
no
factory of its own, so the *second* "New lobby" click did nothing
(button just
greyed out). Fixed by `wireSuccessorLobby` (a small dependency-injected
helper)
that wires every successor the same way. This is the whole point of the
issue
("back-to-back games"), so it has its own regression test.

**F. Private-only.**
The successor factory is installed **only** on the private `POST
/api/create_game` path in `Worker.ts`. Public games (scheduled by the
master)
and singleplayer never get a factory, so `handleCreateNextLobby` is a
no-op for
them. The client button is also gated on `isLobbyCreator &&
isPrivateLobby`.

**G. In-game button + confirm; the win-modal button was removed.**
An earlier version put the "New lobby" button on the win screen. I moved
it to
the in-game bar so the host can reuse the lobby **at any time** (without
dying
or waiting for the game to end), and added a **confirm** (matching the
adjacent
Exit button) so a stray click next to pause/exit doesn't yank everyone
into a
new lobby. The win-screen button became redundant and was removed.


### Testing

- **Unit tests:** wire-message schema round-trips
(`tests/NewLobbyMessages.test.ts`); the server handler — authorisation,
  broadcast, idempotency — against a real `GameServer`
(`tests/server/CreateNextLobby.test.ts`); and successor **chaining**
across
  multiple generations (`tests/server/SuccessorLobby.test.ts`).
- **Full suite:** `npm test` passes — **1782 tests across 154 files**.
- **Manual:** created a private lobby with multiple clients and played
consecutive games via the button; verified non-hosts get the Join
banner, the
host lands back in the host view, and the chain works for 3+ games in a
row.

## Please complete the following:

- [X] I have added screenshots for all UI updates
- [X] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [X] I have added relevant tests to the test directory

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

MushroomLamp

---------

Co-authored-by: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-10 15:51:49 -07:00
RickD004andGitHub 1cd36325ac Adds Irish Sea map (#4546)
## Description:

Adds map of the Irish Sea: https://en.wikipedia.org/wiki/Irish_Sea

A relatively small-medium size map of 970k tiles, centered around Isle
of Man (slightly modified to be more centered), surrounded in all sides
by land.

Since all trade will go around the island, this will create crazy strong
pirate players, which have become popular thanks to Youtubers and the
Tradeship buff in v32.

19 default nations, with 43 extra nations for a total of 62, for the
Humans vs Nations gamemode and Solo games.


https://github.com/user-attachments/assets/18e0ee2c-8d7f-4ce7-813c-2e7c64d75acc

## Please complete the following:

- [x] I have added screenshots for all UI updates
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [x] I have added relevant tests to the test directory

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

tri.star1011
2026-07-10 14:19:55 -07:00
crunchybbbGitHubcoderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com>
c25f898809 Adds Scandinavia map (#4561)
> **Before opening a PR:** discuss new features on
[Discord](https://discord.gg/K9zernJB5z) first, and file bugs or small
improvements as
[issues](https://github.com/openfrontio/OpenFrontIO/issues/new/choose).
You must be assigned to an `approved` issue — unsolicited PRs will be
auto-closed.

**Add approved & assigned issue number here:**

Resolves #4543 

## Description:

Adds Map of Scandinavia. This is highly requested and I'm surprised this
map doesnt exist already. The layout is based on the Territorial
version.
Land area: 2.47M pixels
Nations: 24, with additional nations totaling to 62.

<img width="2006" height="2243" alt="image"
src="https://github.com/user-attachments/assets/a959acd3-7871-4d94-8722-b0b69defa9db"
/>
<img width="551" height="590" alt="Screenshot 2026-07-08 162324"
src="https://github.com/user-attachments/assets/e4a49073-04dc-416d-841a-ab945a40d260"
/>


## Please complete the following:

- [x] I have added screenshots for all UI updates
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [x] I have added relevant tests to the test directory

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

DISCORD_USERNAME crunchybbbbb

---------

Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com>
2026-07-10 14:18:08 -07:00
bf61f5847b feat(rewards): claimable subscription rewards UI (#4566)
## Summary

Subscription perks (signup bonus + daily soft/hard currency) now land as
**unclaimed rewards** the player must explicitly claim, instead of
crediting balances directly (API side: openfrontio/infra#409). This PR
adds the client UI:

- **`RewardsPanel`** — shared Lit element listing pending rewards
(currency icon, `+amount`, server `note` with translated fallbacks for
known reasons), with per-reward **Claim** and **Claim All**. Both claim
endpoints return post-claim balances, so the wallet updates without
re-fetching `/users/@me`.
- **Account modal** — renders the panel above the subscription panel
(rewards survive subscription lapse, so it doesn't depend on an active
sub).
- **`RewardsModal`** — popup at login when rewards are pending. Reuses
`RewardsPanel`, auto-closes when the last reward is claimed. Only opens
on a clean homepage load (`pathname === "/"`, empty hash) so it never
pops over join links, `#modal=...` deep links, or the Stripe
`#purchase-completed` return — that flow reloads clean, so the signup
bonus popup appears right after purchase.
- **Schemas/API** — `RewardSchema` + `rewards[]` on `/users/@me`
(optional for older API versions), `claimReward` / `claimAllRewards` in
`Api.ts`. Reward `id`/`amount` stay opaque bigint strings; a 404 on
single claim means "already claimed elsewhere" (double-click / second
device) and re-syncs instead of erroring.

## Screenshots

Login popup (also embedded in the account modal):

- Panel: currency icon + amount + note per row, Claim / Claim All
buttons
- Amounts formatted via `BigInt` (can exceed `Number.MAX_SAFE_INTEGER`)

## Test plan

- [x] `npm test` — 161 tests pass, including new coverage for
`RewardSchema`, `/users/@me` with/without `rewards`, and both claim
response shapes
- [x] `tsc --noEmit`, ESLint, Prettier clean
- [x] Verified in the running app (Playwright): panel renders in the
account-modal style; single claim against a stubbed endpoint credits
balances and removes the row; Claim All empties the list and auto-closes
the popup; body scroll restored

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-authored-by: Claude Fable 5 <noreply@anthropic.com>
2026-07-10 11:21:52 -07:00
TKTK123456andGitHub 6a6c142388 Fixed pirating not being disabled when a warship's owner has no port in that body of water (#4458)
> **Before opening a PR:** discuss new features on
[Discord](https://discord.gg/K9zernJB5z) first, and file bugs or small
improvements as
[issues](https://github.com/openfrontio/OpenFrontIO/issues/new/choose).
You must be assigned to an `approved` issue — unsolicited PRs will be
auto-closed.

**Add approved & assigned issue number here:**

Resolves #4291 

## Description:

Fixes pirating not being disabled when a warship's owner has no port in
that body of water

## Please complete the following:

- [x] I have added screenshots for all UI updates
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [x] I have added relevant tests to the test directory

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

tktk1234567
2026-07-10 16:31:21 +00:00
8e5f27949f feat: marketing email consent UI (post-login prompt + account settings) (#4554)
Resolves #4029

## Description:

Client-side marketing-email consent capture — the client half of #4029.
It consumes the already-merged API (`GET /users/@me` marketing-consent
state + `POST /marketing/consent`); **no backend changes**.

**Three surfaces:**

- **Post-login prompt** — a small, non-blocking toast docked top-right,
shown once after login when the player's consent is undecided
(`no_response`) and a verified email is on file. Yes / No thanks /
dismiss all record a decision, and it never re-nags.
- **Account → "Account Settings" tab** — a persistent on/off toggle to
change or withdraw consent at any time (the GDPR change/withdraw path).
- **No-email state** — when the account has no verified email, the tab
offers to bind one (magic link to a plain email — the backend's
`new-association` path — or link Google) so the player can subscribe.

Styling matches the game's existing panels (`bg-surface`,
`border-white/10`, `shadow-[var(--shadow-malibu-blue)]`, malibu-blue
accent), reusing `o-button` and the account modal's existing email
field/handlers.

**Changes:**

- New `<marketing-consent-toast>`
(`src/client/MarketingConsentToast.ts`), mounted in `index.html`,
registered in `Main.ts`.
- `AccountModal.ts`: new "Account Settings" tab (toggle + bind-email
state), optimistic with revert-on-failure.
- `Api.ts`: `setMarketingConsent()` → `POST /marketing/consent`,
invalidates cached `/users/@me`.
- `ApiSchemas.ts`: optional `player.marketingConsent { consented,
hasEmail }` on `UserMeResponse`.
- `en.json`: `marketing_consent.*` + `account_modal.marketing_*` /
`tab_settings`.

## Please complete the following:

- [x] I have added screenshots for all UI updates <!-- attaching in a
follow-up comment -->
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [x] I have added relevant tests to the test directory

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

Iamlewis

---------

Co-authored-by: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-10 10:13:37 +00:00
SpeakIsntThereandGitHub 901b271acf Add Germany Map and state flags (#4513)
Resolves #4390 

## Description:

- Adds new map, Germany, filed under the New and Europe categories, for
use in Singleplayer and Custom lobbies.
- Adds map to lobby rotation.
- Adds new flags to represent all 16 Federal German states (including a
variant of Bavaria), all to the ISO standard (DE-XX)

Map Info:
Size: 1548x1519, 2,351,412 total. 451,764 water pixels (19.2%), 826,627
impassable pixels (35.2%)
Nations: 16, all of which are Federal German States

Yes, the size has changed and also has impassable terrain added now

<img width="652" height="887" alt="image"
src="https://github.com/user-attachments/assets/6499382e-f073-4ef8-956c-4e80ef09d4b8"
/>
<img width="917" height="905" alt="image"
src="https://github.com/user-attachments/assets/d9c7a532-c2fd-415a-a51d-709be3b43aae"
/>
<img width="922" height="1140" alt="image"
src="https://github.com/user-attachments/assets/fca34d84-414c-4b3f-91ec-f0a21883caa6"
/>

## Please complete the following:

- [x] I have added screenshots for all UI updates
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [x] I have added relevant tests to the test directory

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

lengy_

Sorry if I've done anything wrong or the files are out of date, I made
the map a week ago, my fork is a mess and I'm still quite new to how
exactly GitHub works.
2026-07-08 15:26:53 -07:00
Zixer1andGitHub f5ef306d99 feat(client): highlight small players with a pulsing glow (#4525)
## Description:

Adds a **"Highlight small players"** client setting (in the in-game
Settings menu). When it's on, human players holding **0.2% or less of
the map** get a soft red glow that breathes (a pulsing aura) around
their territory, starting **one minute into the game**. This makes
near-eliminated players easy to spot on a busy map, even when their
territory is scattered in fragments or sitting under structures.

How it works:

- **Purely client-side**, no simulation or determinism impact.
`SmallPlayerGlowPass` renders a tile-space bloom: extract a sub-tile
mask of the small players' tiles, run a separable Gaussian blur, then
composite the soft aura over the map additively. It's camera-independent
(no shimmer when panning/zooming), so scattered tiles blur into one
clean halo. The aura breathes: its intensity fades fully to 0 at the
trough for clear contrast.
- The set is recomputed each tick in `WebGLFrameBuilder`: alive human
players with `tilesOwned / (landTiles - fallout) <= 0.002` (0.2%),
suppressed during the spawn phase and the first minute.
- Backed by a persisted `UserSettings` flag, toggleable live from the
in-game Settings modal (with a new, distinct icon).
- Drawn after the structure passes so buildings can't hide it.
- Mirrors the existing FalloutBloom pipeline and reuses the shared blur
shader and render-target helpers rather than duplicating them. Tunable
via `render-settings.json` (`smallPlayerGlow`: color / alpha /
pulseSpeed).

UI (glow fades in and out):
<img width="474" height="334" alt="image"
src="https://github.com/user-attachments/assets/2b94f292-2cbb-43d3-82fb-f274d1afdedf"
/>
<img width="976" height="400" alt="image"
src="https://github.com/user-attachments/assets/f1b972d7-e046-4f7a-ab43-da1eb758c7b5"
/>


## Please complete the following:

- [x] I have added screenshots for all UI updates
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [x] I have added relevant tests to the test directory

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

zixer._
2026-07-08 12:30:37 -07:00
Zixer1andGitHub 050c7604e8 feat(alliances): custom alliance duration lobby control (#4522)
## Description:

Replaces the "Disable alliances" toggle in the host and single-player
lobbies with a "Custom alliances" control: a toggle plus a minutes input
(0 to 15, step 1).

- 0 minutes disables alliances, same behavior as the old toggle.
- 1 to 15 sets the alliance duration in minutes.

How it works:

- Adds one game-config field, `customAllianceDuration` (minutes).
- `Config.allianceDuration()` uses it when set (and falls back to the
existing 5 minute default), and `Config.disableAlliances()` returns true
when it is 0.
- The legacy `disableAlliances` boolean is still read, so older/archived
configs keep working.
- Validation reuses the existing `parseBoundedIntegerFromInput` and
`toggle-input-card` helpers, so it behaves like the other numeric lobby
options (spawn immunity, max timer).
- The join-lobby screen shows "Alliances: {x}m", or "Alliances:
Disabled" at 0.

<img width="279" height="145" alt="image"
src="https://github.com/user-attachments/assets/5a608e18-3811-4eef-a3a6-9344aaf667fe"
/>
<img width="270" height="152" alt="image"
src="https://github.com/user-attachments/assets/9d8a4d30-51e7-4e82-8ce0-121b12af1c61"
/>
<img width="270" height="144" alt="image"
src="https://github.com/user-attachments/assets/a65b20fb-0db5-4657-a964-880fad7c864e"
/>


## Please complete the following:

- [x] I have added screenshots for all UI updates
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [x] I have added relevant tests to the test directory

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

zixer._
2026-07-08 12:13:35 -07:00
NotRocketfishandGitHub a375d77539 Adds new map Branching Paths. (#4526)
It's my first (now second lol) time doing this so let me know if there's
anything off and or wack with it.

<img width="2480" height="2150" alt="Maping3wayBranches"
src="https://github.com/user-attachments/assets/e4d4281d-8024-47ee-ae5d-7f5e6d8731bd"
/>


Resolves #4524 

## Description:


Fictional / Arcade fractal tree based map running in 3 ways using the
new wall / void tiles to form a triangle. Total playable volume is
~2.65M pixels with ~545K pixels of water. (For a land volume of ~2.1M.)
Walls / void occupies a large volume of the map with ~2.68M black
pixels. (total file volume is 5,332,000 pixels.)

19 Native nations with generic names and no flags. I'm bad at that :p

Thanks to PlaysBadly for help on this!

## Please complete the following:

- [X] I have added screenshots for all UI updates
- [X] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [X] I have added relevant tests to the test directory

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

TheGamingFish
2026-07-07 19:46:50 -07:00
Zixer1andGitHub 4ce57efbe2 Rebalance Doomsday Clock: late-game stalemate-breaker (10min grace + wave squeeze), slower troop drain, gentler-but-steeper warship attrition (#4518)
Resolves #<add your approved & assigned issue number>

## Description:

Rebalances the Doomsday Clock so it acts as a **late-game
stalemate-breaker** rather than an early-game culler, softens how fast
it removes troops and warships, and makes the HUD countdown clearer.

**Clock schedule (all presets):**
- A flat **10-minute grace** at 0% required share — the early game is
decided by combat, not the clock.
- Then a 6-wave squeeze at accelerating levels (4 / 9 / 16 / 26 / 40 /
55%) with short pauses, reaching the final 55% at each preset's cap:
**45 / 35 / 25 / 15 min** for slow / normal / fast / veryfast.
- `WaveSchedule` `rampSeconds`/`pauseSeconds` are now **per-wave
arrays**, so the curve can be shaped (gentle early, steeper late)
instead of one uniform ramp. `requiredBasisPoints` and the HUD companion
`doomsdayClockWaveState` walk the per-wave segments in lockstep.

**Troop drain:** warn window `10s → 30s`, drain eased (`2%→5%` over
`90s`), so a caught side takes ~2 minutes to wipe instead of ~1.

**Warship attrition:** warships get their own gentler start plus a
**convex** decay curve — a ship caught when its side is first doomed
lasts about as long as troops, but the rate ramps up steeply so a side
at full attrition still loses its fleet in ~2s. Adds a `curveExponent`
argument to `doomsdayClockDrain` (1 = linear, used for troops; higher =
convex, used for ships).

**Determinism:** the drain curve is **integer-only** (fixed-point power,
no floats), so the floored per-tick loss is bit-identical on every
client in the lockstep sim. The linear troop path keeps its exact
existing integer form; only the convex warship path is reshaped.

**HUD countdown clarity:** the clock readout now shows a live countdown
in both states — `Will reach 16% in M:SS` while the bar is actively
climbing, and `Starts rising to 26% in M:SS` during a pause (previously
`Next 26% in …`, which read as if it jumped there instantly). Backed by
a new `secondsToTarget` field on the shared wave state so the sim and
HUD stay in agreement. All display text goes through `translateText()` /
`en.json`.
<img width="278" height="116" alt="image"
src="https://github.com/user-attachments/assets/e0be3d2c-bb88-46be-b344-34d63e4859bd"
/>
<img width="304" height="171" alt="image"
src="https://github.com/user-attachments/assets/da74bd05-0b9a-4aec-bbf5-e7380fbda88e"
/>

**Danger skull:** while a side is below the bar in the warn window, its
on-map skull now blinks progressively faster as the countdown runs out
(accelerating to the moment the drain begins), then holds steady once it
is actually draining — a clearer "you are about to be hit" cue.

Rationale: the previous schedule removed players heavily in the first
half of a match and could leave a drawn-out endgame. Holding the clock
at 0% early keeps the opening about fighting, and concentrating its
pressure in the back half reserves it for actually breaking stalemates.
Values are tuning starting points and easy to adjust in
`DoomsdayClock.ts` / the config defaults.

## Please complete the following:

- [x] I have added screenshots for all UI updates
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [x] I have added relevant tests to the test directory

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

<add your Discord username>
2026-07-07 19:38:36 -07:00
RickD004andGitHub 1db65a1877 Big Map PR: Adds map of Russia (#4521)
## Description:

**Adds map of Russia, large map for the largest country:** 

Yet another country map that uses impassable terrain, to go along the
China and USA maps.

Huge map with 2.5M land pixels (so that it can reach the biggest lobby
ammount, 125 players). By total area this is also one of the largest
maps, this will create fun crazy matches with massive endgames.

80+ nations/NPCs representing russian Oblasts, Republics and more, each
with their own flag (2/3 of the files of the PR are the flags 😂)

<img width="1307" height="541" alt="image"
src="https://github.com/user-attachments/assets/38c71d1c-03ed-4a75-97a3-d061f46e1b04"
/>

## Please complete the following:

- [x] I have added screenshots for all UI updates
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [x] I have added relevant tests to the test directory

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

tri.star1011
2026-07-07 09:33:11 -07:00
evanpelleandClaude Fable 5 2a82b01e30 feat: auto-start listed lobbies after 5 minutes
Hosts can't sit on a public listing: setListed(true) records listedAt,
and once listedAt + HOSTED_LOBBY_AUTO_START_MS passes, GameManager's
tick arms the normal start countdown (same path as the host's Start
button, honoring startDelay). Cancelling the countdown re-arms on the
next tick; unlisting cancels the deadline and relisting starts a fresh
one. Duplicate setListed(true) calls don't extend it.

The deadline rides to the host as autoStartAt in lobby info, rendered
as an amber countdown next to the Public/Private switch in the host
modal header (hidden once the real start countdown takes over).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-06 09:11:13 -07:00
5d21be826d feat: subscriber-hosted public lobby listing (#4480)
Part of #4040 (v1 scope: listing + browser + per-subscriber limit;
custom lobby name/description left for a follow-up).

## What

Subscribers can toggle their **private lobby** to be **publicly
listed**; a browsable **"Open Lobbies"** list appears in the Join Lobby
modal. Hard limit of **one listed lobby per subscriber**, enforced
cluster-wide.

## How

**Semantics** — a listed lobby stays `GameType.Private`: the host keeps
full control and starts the game manually; the toggle only controls
visibility. The `listed` flag lives on `GameServer` (not `GameConfig`),
so it cannot be smuggled in through `update_game_config` and never
touches core/sim/records.

**Distribution** — reuses the existing public-lobby pipeline end to end:
a new `"hosted"` `PublicGameType` bucket flows worker → master IPC →
`/lobbies` websocket → `PublicLobbySocket`. Master scheduling now
iterates only `SCHEDULED_PUBLIC_GAME_TYPES` (`ffa`/`team`/`special`), so
it never sets countdowns on or schedules replacements for hosted
lobbies. Lobbies delist automatically when the game starts/fills/dies
(phase change). The broadcast fingerprint now includes browser-visible
config, so host edits (map/mode) refresh the list even though the gameID
doesn't change.

**Gating** — new authenticated endpoint `POST /api/game/:id/listing`:
- creator-only (403), private + not-started only (409)
- fresh subscription check via server-side `getUserMe` using the shared
`hasActiveSubscription()` helper (`active`/`trialing`); skipped in
`GameEnv.Dev` (same precedent as Turnstile) so it's testable locally
- one-lobby-per-creator (409): a SHA-256 hash of the creator's
persistentID rides worker↔master IPC (`PublicGameInfo.creatorID`); the
master dedupes as a race backstop. The hash — and host-only config
(whitelist, name reveals) — are **stripped from every client payload**
(broadcast + primed snapshot).

**Client** — subscriber-gated "List lobby publicly" toggle in the host
modal (server rejection reverts the toggle and shows a translated
message); "Open Lobbies" rows (map, mode, player count) in the Join
Lobby modal that reuse the existing private-join flow.

**Compat** — `PublicGames.games` is now a `partialRecord`, so newer
clients tolerate servers that don't send every bucket. Note:
already-open old clients will fail to parse broadcasts containing the
new `hosted` key until refreshed (closed Zod enum) — same class of break
as previous wire-schema changes.

## Testing

- `tests/server/HostedLobbyListing.test.ts` (15 tests): listed-lobby
filtering, flag not settable via config intent, master aggregation +
creator dedupe + no scheduling of hosted, creatorID stripping (broadcast
+ primed snapshot), `creatorHasListedLobby` (broadcast + local),
fingerprint refresh on config change
- `hasActiveSubscription` cases in `ApiSchemas.test.ts`; hosted
counts-delta patch in `LobbySocket.test.ts`
- Full suite green (1723 + 141 tests), tsc/eslint/prettier clean
- **E2E in the real app** (headless Chromium, two browser contexts):
host lists lobby → appears in second browser's Join Lobby list
(creatorID absent from payload) → join succeeds (2 players in lobby) →
same creator's second lobby rejected 409 with toggle revert → unlist
removes it from a fresh browser's list. Curl negatives: missing auth
400, bad token 401, non-creator 403, missing game 404, bad body 400.

## Known follow-ups

- Custom lobby name/description in the browser (needs the censor
pipeline) — rest of #4040
- A listed lobby whose host closes the tab stays advertised indefinitely
(an empty private lobby never leaves the Lobby phase) — pre-existing
lifecycle, now more visible; consider delisting on creator disconnect

🤖 Generated with [Claude Code](https://claude.com/claude-code)

---------

Co-authored-by: Claude Fable 5 <noreply@anthropic.com>
2026-07-05 20:25:56 -07:00
RickD004andGitHub 36aa38bcd0 Multiple terrain changes and fixes for maps (#4502)
## Description:

Multiple changes for maps:

Mississippi - Fix some landlocked lakes, near the main coast. Players
would sometimes accidentally put a port in the dead lakes

North America - Re-add the Azores and Cape verde (accidentally removed
when the map generator got updated to delete small islands)

Africa - Re-add Ascencion and Saint Helena Islands, same case as NA

Danish Straits - replace german empire flag , as agreed in the leads
channel

Giant World Map - Coast fixes, including adding Suez Canal which greatly
affected trade routes

Great Lakes - fix landlocked lake

Two Lakes - New Terrain combining both old and recent versions

World - Add strait of malacca

## Please complete the following:

- [x] I have added screenshots for all UI updates
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [x] I have added relevant tests to the test directory

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

tri.star1011
2026-07-04 19:39:56 -07:00
7fa81c6bb9 perf: reduce core live-memory footprint by 45% on large maps (#4507)
## Summary

Reduces the simulation's steady-state memory footprint. On Giant World
Map at 20 game-minutes (12 000 ticks, 400 bots, seed `perf-default`),
live memory after a full GC drops **293 MB → 161 MB (−45%)**; unforced
peak heap drops **326 MB → 165 MB**. The simulation also runs ~10%
faster (85 → 94 ticks/s). The final game-state hash is **bit-identical**
(`57830793797434300`) — no behavior change.

## Measurement (first commit)

The full-game perf harness gains a footprint mode:

- `--footprint` — forces a full GC at every `--window` boundary and
records the live heap / ArrayBuffer / RSS curve across the game
(requires `NODE_OPTIONS=--expose-gc`).
- `--snapshot-at 0,2000,12000` — writes V8 `.heapsnapshot` files at
chosen ticks.
- `HeapSnapshotRetainers.ts` — attributes every heap node to its nearest
meaningfully-named retainer (e.g. `PlayerImpl._tiles`), plus prints
retainer chains for all nodes ≥128 KB. `HeapSnapshotSummary.ts` is a
streaming fallback for snapshots too large to `JSON.parse`.

Baseline attribution at tick 12 000: player `_tiles`/`_borderTiles` Sets
**83 MB**, GameMap `refToX`/`refToY` lookup tables **38 MB**, two
duplicate 30.5 MB visited-scratch arrays, trade-ship stepper paths **15
MB**, a construction-only flood-fill queue **9.5 MB**.

## Optimizations

**Map-sized buffers (second commit):**
- `GameMap.x()/y()` compute `ref % width` / `(ref / width) | 0` instead
of reading two per-tile Uint16 tables (−38 MB). The arithmetic is
cheaper than the tables' random-access cache misses — this is where the
speedup comes from.
- `PlayerExecution` and `SpatialQuery` each kept their own per-game
generation-stamped visited `Uint32Array`; both now share one via
`TileTraversalScratch` (−30 MB).
- `PathFinderStepper` stores numeric paths as `Uint32Array` (half the
bytes; steppers hold their full path for a unit's whole journey).
- `ConnectedComponents` frees its flood-fill queue after `initialize()`.

**Player tile sets (third commit):**
- New `TileSet`: insertion-ordered set of tile refs backed by a dense
`Uint32Array` plus an open-addressing hash index — ~12 bytes/element vs
~34 for a native `Set<number>`. Deletes tombstone; compaction is
deferred while iteration is in progress so positions never shift under
an iterator.
- Iteration semantics match `Set` exactly (insertion order, entries
added mid-iteration visited, deleted ones skipped, delete+re-add moves
to end) — the simulation relies on this order for determinism, and the
unchanged hash confirms it.
- `Player.borderTiles()` now returns `ReadonlyTileSet` (a native `Set`
still satisfies it structurally); `GameRunner.playerBorderTiles` copies
into a real `Set` since that result crosses the worker boundary via
structured clone.

## Footprint curve (giant world map, live MB after forced GC)

| checkpoint | before | after |
|---|---|---|
| spawn end | 20 + 100 buf | 20 + 55 buf |
| tick 6301 | 119 + 161 buf | 29 + 127 buf |
| tick 12301 | 130 + 161 buf | 32 + 129 buf |

## Validation

- Final hash `57830793797434300` identical across baseline / round 1 /
round 2 runs (12 000 ticks).
- Full suite passes (1798 + 126 tests), including new `TileSet` tests:
order semantics, mutation-during-iteration parity with `Set`, tombstone
compaction, and a 20 000-op randomized differential test against native
`Set`.
- Runs recorded in
`tests/perf/output/footprint-{baseline,round1,round2}-giant.txt`.

🤖 Generated with [Claude Code](https://claude.com/claude-code)

---------

Co-authored-by: Claude Fable 5 <noreply@anthropic.com>
2026-07-04 15:25:29 -07:00
Zixer1andGitHub 66063d6178 feat(doomsday-clock): decay warships alongside troops for doomed sides (#4499)
## Description: 

Follow-up to #4469.

The Doomsday Clock drains a doomed side's troops but leaves its navy
untouched, so a coastal or island turtle can sit below the bar
indefinitely on warship defense, exactly the stall the clock is meant to
break.

This decays the warships of a flagged (sub-threshold, non-leader) side
on the same ramp as its troops:

- Each warship loses a percentage of its (veterancy-adjusted) max health
per second, reusing `doomsdayClockDrain`, so the fleet and the army
bleed in lockstep and reach zero together (~55s from full at the default
rate).
- Destruction passes **no attacker**, so it routes through
`UnitImpl.delete` as an environmental loss: no kill credit, no
boat-destroy stats, no veterancy granted. Scoring integrity is
preserved.
- Healing is suppressed for a flagged owner
(`WarshipExecution.healWarship` early-returns), so the decay actually
sinks the fleet instead of being out-healed at a port. Inert when the
mode is off, since the mark is never set.
- The leader's fleet is spared, same as its troops.

No new config: warships reuse the existing drain curve. No HUD change,
since warships count as part of the side's forces alongside troops.

Tested: 4 new unit tests (same-ramp decay, no-kill-credit destruction,
leader spared, warn-window grace), the full `DoomsdayClockExecution` and
`Warship` suites, the whole test suite (1784 passing), `build-prod`, and
a headless full-game sim run (resolves cleanly with the decay live,
deterministic).
2026-07-03 15:07:28 -07:00
20c81ca5f6 perf: cut core-sim GC churn another 36% (75% cumulative) (#4498)
## Summary

Round 3 of GC-churn reduction (follow-up to #4494 and #4496). All
changes are **behavior-preserving** — final game-state hash unchanged on
three seeded runs.

### Changes

| Site | Change | Churn target |
|---|---|---|
| `MiniMapTransformer` | Path upscaling works in pure numeric
coordinates and emits main-map `TileRef`s directly, replacing three
intermediate `Cell`-object arrays per path (cell path → scaled path →
smoothed path → final map). Identical arithmetic, so identical rounding
and identical tiles. | ~7.1 GB |
| `ShoreCoercingTransformer` | Reused neighbor buffers instead of
`neighbors()` arrays; no per-call `{water, original}` objects.
Tie-breaking preserved (helpers share the unified N,S,W,E order since
#4495). | ~1.5 GB |
| `diffPlayerUpdate` | Allocation-free all-equal fast path. Runs per
player per tick and usually returns `null` (gold/troops/tiles travel via
packed arrays), but previously allocated the diff object + a closure
first. Field list matches the diff exactly. | ~2.6 GB |
| Large-`Set` iteration | `for..of` over a `Set` allocates an
iterator-result object per element — significant on 100k-tile border
sets. `calculateClusters`, `calculateBoundingBox` (indexed fast path for
arrays too) and `getAttackFrontTiles` (also dropped its `neighbors()`
arrays) now use `Set.forEach`. | ~3.6 GB |

### Results (Giant World Map, 400 bots, 12,000 ticks, seed
`perf-default`)

| Metric | Before | After | vs. original (pre-#4494) |
|---|---|---|---|
| Sampled allocations (incl. collected) | 37.8 GB | **24.1 GB (−36%)** |
97.7 GB (**−75%**) |
| Ticks/sec | 82 | **88** | 66 (+33%) |
| Mean / p99 tick | 12.2 / 36.0 ms | 11.3 / 34.8 ms | 15.2 / 49.9 ms |
| Peak heap | 762 MB | 529 MB | 758 MB |

## Determinism

Final hash unchanged on all three reference runs:
- Giant World Map 12,000 ticks: `57830793797434300` ✓
- Giant World Map 2,000 ticks: `55125379638382860` ✓
- World 1,800 ticks: `32337437717390864` ✓

## Test plan

- [x] Full suite green (1,906 tests; the `getAttackFrontTiles` test stub
gained a `neighbors4` implementation to match the real interface)
- [x] Hash equality on 3 seeded headless runs (2 maps)
- [x] Before/after 20-min GC benchmarks

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-authored-by: Claude Fable 5 <noreply@anthropic.com>
2026-07-03 13:44:21 -07:00
9e9c608053 perf: cut core-sim GC churn another 36% (61% cumulative) (#4496)
## Summary

Round 2 of GC-churn reduction, attacking the next tier of allocation
sources found by the profiling harness from #4494. All changes are
**behavior-preserving** — the simulation is bit-identical (final hash
unchanged on three seeded runs).

### Changes

| Site | Change | Churn target |
|---|---|---|
| `Player.units()` / `Game.units()` | Rest parameter → fixed-arity +
array overloads (`units()`, `units(types[])`, `units(t1, t2?, t3?)`).
The rest array was allocated on **every call** of one of the hottest
functions in the sim. Spread call sites (`units(...Structures.types)`)
now pass the array directly. `GameImpl.units()` builds one flat array
instead of `Array.from().flatMap()` per-player intermediates. | ~18 GB |
| `PlayerExecution` cluster flood fill | Results are plain `TileRef[]`
in mark order instead of `Set<TileRef>` — the generation-stamped visited
array already deduplicates, and consumers only iterate/measure. DFS
stack reused across fills. | ~3.7 GB |
| `SpatialQuery.bfsNearest` | Fused generation-stamped BFS with per-game
scratch buffers (`WeakMap`-keyed, same pattern as `PlayerExecution`)
instead of materializing a `Set` of the entire search area per query.
Identical traversal and tie-breaking. | ~2.2 GB |
| `NationWarshipBehavior` ship tracking | Single-pass loops instead of
`filter().forEach()`; dropped defensive `Array.from(set)` copies
(deleting the current entry while iterating a `Set` is well-defined). |
~1.4 GB |

### Results (Giant World Map, 400 bots, 12,000 ticks ≈ 20 game-min, seed
`perf-default`)

| Metric | Before | After | vs. pre-#4494 |
|---|---|---|---|
| Sampled allocations (incl. collected) | 59.2 GB | **37.8 GB (−36%)** |
97.7 GB (**−61%**) |
| GC count / total pause | 1,076 / 1,830 ms | 772 / 1,442 ms | 1,682 /
3,313 ms |
| Ticks/sec | 73 | **82** | 66 (+24%) |
| Mean / p99 tick | 13.6 / 39.2 ms | 12.2 / 36.0 ms | 15.2 / 49.9 ms |

`units()` no longer appears in the top-30 allocator list at all. The
remaining leaders (possible round 3): the minimap pathfinding `Cell`
pipeline (~8.5 GB), `diffPlayerUpdate`/`toFullUpdate` per-tick
serialization (~4.6 GB), and iterator allocations (~3.3 GB).

## Determinism

Final game-state hash unchanged on all three reference runs:
- Giant World Map 12,000 ticks: `57830793797434300` ✓
- Giant World Map 2,000 ticks: `55125379638382860` ✓
- World 1,800 ticks: `32337437717390864` ✓

## Test plan

- [x] Full suite green (1,905 tests), including updated `units()`
semantics tests (array overload, snapshot isolation, insertion order)
- [x] Hash equality on 3 seeded headless runs (2 maps)
- [x] Before/after 20-min GC benchmarks on the same commit base

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-authored-by: Claude Fable 5 <noreply@anthropic.com>
2026-07-03 13:02:36 -07:00
blonandGitHub 3c196cb7e7 crit fix: indian subcontinent map crash (#4479)
Resolves #4401

NOTE: While this PR is an improvment, the Indian subcontinent crash IS
NOT caused by >253 water components, as the map only has ~15 water
components.

## Description:

Fixes a critical browser tab crash ("Aw, Snap! Something went wrong")
when loading the game on the new Indian Subcontinent map (or any map
with >= 253 water components) in Solo Mode.

### Technical Cause:
1. When a map contains >= 253 disconnected water components, the array
mapping tiles to component IDs is dynamically promoted from a Uint8Array
to a Uint16Array.
2. This promotion upgrades the land sentinel LAND_MARKER from 0xff (255)
to LAND_MARKER_WIDE (0xffff / 65535).
3. The BFS local search filter in AStarWaterHierarchical had a hardcoded
sentinel check: (t: TileRef) => this.graph.getComponentId(t) !==
LAND_MARKER (evaluating against 255).
4. On promoted maps, land tiles (65535) matched this check as water. The
local BFS then traversed the entire landmass of the map, resulting in
CPU exhaustion and memory/stack overflows that crashed the rendering
process.

### Solution:
Changed the hardcoded sentinel check to query the map's terrain directly
via this.map.isWater(t). This makes the check immune to any component ID
promotions or sentinel representation upgrades. Verified that the
existing water pathfinding test suite passes successfully.

## Please complete the following:

- [ ] I have added screenshots for all UI updates (N/A)
- [ ] I process any text displayed to the user through translateText()
and I've added it to the en.json file (N/A)
- [x] I have added relevant tests to the test directory (Existing tests
in tests/core/pathfinding/PathFinding.Water.test.ts cover water
pathfinding behavior and run successfully)

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

blontd6
2026-07-03 12:45:30 -07:00
22d5aba5ae refactor: standardize cardinal-neighbor iteration on neighbors() N,S,W,E order (#4495)
## Summary

Follow-up to #4494. That PR added `forEachNeighborNSWE` as a third
neighbor iterator because the existing allocation-free helpers
(`forEachNeighbor`, `neighbors4`) visit in W,E,N,S order while
`neighbors()` visits N,S,W,E — and substituting one for the other
changes simulation behavior at order-sensitive call sites.

This PR removes that duplication by standardizing on **one order
everywhere**: `forEachNeighbor` and `neighbors4` now visit in the same
N,S,W,E order as `neighbors()`, and `forEachNeighborNSWE` is deleted.

## ⚠️ Intentional behavior change

Callers of the flipped helpers that are order-sensitive now make
different (equally valid) decisions:

- `AttackExecution.addNeighbors` — PRNG values are drawn per neighbor
while building the conquest frontier, so attack expansion patterns
differ
- `AttackExecution.handleDeadDefender` — a dead defender's tiles go to
the *first-visited* adjacent player
- `WarshipExecution.bestNeighborToward` — distance ties break by visit
order
- `PlayerExecution` surrounded-cluster flood fill — set insertion order
propagates to conquer order

Game outcomes for a given seed differ from previous builds (verified:
the 12k-tick reference run ends with 31 players alive vs 24 before).
Determinism across clients *within* a build is unaffected — all clients
run the same code, so there is no desync risk. Replays/verification
pinned to old hashes will not match this build.

New reference hashes for the headless perf harness (seed
`perf-default`):

| Run | Final hash |
|---|---|
| giantworldmap, 12,000 ticks | `57830793797434300` |
| giantworldmap, 2,000 ticks | `55125379638382860` |
| world, 1,800 ticks | `32337437717390864` |

## Verification

- [x] Full suite green (1,901 tests), including new exact-order contract
tests: `forEachNeighbor` and `neighbors4` must match `neighbors()`
contents **and order** for every tile
- [x] 20-game-minute Giant World Map benchmark: no perf regression (73
ticks/sec, GC 1.2% of wall, allocation profile unchanged)
- [x] Order-sensitivity audit of every `forEachNeighbor`/`neighbors4`
call site (sensitive ones listed above; the rest are booleans, counts,
or min/max accumulations)

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-authored-by: Claude Fable 5 <noreply@anthropic.com>
2026-07-03 12:42:22 -07:00
be77ab4fc9 feat: structures cosmetic effect (hover-shown gradient/transition recolor) (#4492)
## Description:

Adds a new `structures` cosmetic effect type: an equippable effect that
recolors the owner's structure icons (City, Port, Factory, Defense Post,
SAM Launcher, Missile Silo) with gradient or transition color styles.
The effect is **shown while the owner's territory is hovered** —
structures otherwise keep their normal player colors, so the map stays
readable.

**Cosmetics / selection**
- `StructuresEffectAttributesSchema` (`CosmeticSchemas.ts`): its own
discriminated union (`gradient` / `transition`) — structurally identical
to the trail attributes today, but structures aren't trails, so it's a
separate schema free to diverge.
- Slot = the effectType itself: `effectTypeForSlot` is generalized to
map any non-nukeExplosion effect type to itself, so server privilege
checks (`Privilege.ts`), client selection, and persistence all work with
no per-type code.
- Effects tab, Default tile, and the store preview (shared color swatch)
come from `EFFECT_TYPES`; the only UI addition is the
`effects.type.structures` label in `en.json`.

**Rendering**
- The shared per-player effect palette grows from 2 to 3 blocks
(`EFFECT_PALETTE_BLOCKS`; structures = block 2, pinned by a
build-breaking guard). `syncPlayerEffects` resolves the `structures`
selection through the same `writeEffectEntry` used by trails.
- `StructurePass` binds the effect texture plus `uTime` and
`uHoverOwner` (fed from the existing `HoverHighlightController` →
`setHighlightOwner` path, now forwarded to the pass).
- `structure.frag.glsl` recolors the **fill only** — the border keeps
the player color for ownership legibility; alt view and construction
gray bypass the effect entirely.
- Style semantics:
- `gradient` — the palette spans each icon's diagonal once (a visible
gradient across the shape), sliding one full cycle every `colorSize · 4
· count / movementSpeed` seconds (the trail-equivalent pace; world-space
banding like the trail's would put a whole icon inside one band and read
as a flat color)
- `transition` — the whole icon is one color at a time, cross-fading at
`frequency` colors/s
- Glyph contrast: the inner icon's black/white decision is now a smooth
luminance fade (`smoothstep(0.25, 0.45)`) instead of a hard flip at
0.25, so animated fills cross-fade the glyph instead of snapping it
between black and white.

## Please complete the following:

- [ ] 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

🤖 Generated with [Claude Code](https://claude.com/claude-code)

---------

Co-authored-by: Claude Fable 5 <noreply@anthropic.com>
2026-07-03 12:41:39 -07:00
5e4b2791aa perf: reduce core-sim GC churn 42% and add GC-churn profiling to the perf harness (#4494)
## Summary

Reduces core-simulation GC churn by **42%** on a 20-game-minute Giant
World Map run, and extends the headless full-game perf harness so churn
is measurable and regressions are visible.

### 1. GC-churn measurement (`tests/perf/fullgame/GcProfiler.ts`)

`npm run perf:game` now reports:

- **GC pauses** by kind (minor/major/incremental) via a
`PerformanceObserver` on `'gc'` entries, bucketed into tick windows by
timestamp (V8 only delivers these entries on a timer task, so they're
flushed after the run)
- **Allocation rate** per `--window N` ticks (default 1000) from
used-heap deltas sampled every tick, so churn can be tracked across game
phases
- **Top allocating functions** from the V8 sampling heap profiler with
`includeObjectsCollectedBy{Major,Minor}GC` — i.e. actual churn including
short-lived garbage, not live memory — plus a `.heapprofile` loadable in
Chrome DevTools (Memory → Allocation sampling)

New flags: `--window N`, `--no-gc-profile`, `--no-alloc-profile`.

### 2. Allocation reductions in the hot paths it found

| Site | Change |
|---|---|
| `GameMap.bfs` | inline neighbor enumeration instead of an array per
visited tile |
| `GameMap`/`Game` | new `forEachNeighborNSWE` — allocation-free
iterator matching `neighbors()` N,S,W,E order for order-sensitive
callers (`forEachNeighbor` visits W,E,N,S, so substituting it would
change sim behavior) |
| `PlayerImpl.nearby` / `sharesBorderWith` / `shoreReachableNeighbors` |
no per-call neighbor arrays; no materialized shore-tile array |
| `PlayerImpl.units(types)` | gather into a reusable scratch buffer,
return one exact-size slice (still a fresh snapshot array per call) |
| `AiAttackBehavior.maybeAttack` | single pass over border neighbors
replacing the `flatMap`/`filter`/`map` chain over every border tile |
| `AiAttackBehavior.isBorderingNukedTerritory` | reusable `neighbors4`
buffer with early exit |
| `SharedWaterCache.build` | allocation-free neighbor iteration |
| `SpatialQuery.bfsNearest` | first-minimum scan instead of
collect-then-stable-sort (identical result incl. tie-breaking) |

### Results (Giant World Map, 400 bots, 12,000 ticks ≈ 20 game-minutes,
seed `perf-default`)

| Metric | Before | After |
|---|---|---|
| Sampled allocations (incl. collected) | 97.7 GB | **56.9 GB (−42%)** |
| GC count / total pause | 1,682 / 3,313 ms (1.8% of wall) | 1,058 /
2,087 ms (1.2%) |
| Ticks/sec | 66 | 70 |
| p99 / max tick | 49.9 ms / 988 ms | 43.5 ms / 689 ms |
| Ticks over 100 ms budget | 31 | 19 |

## Determinism

Every rewrite preserves exact iteration order (the new NSWE iterator
exists precisely for the order-sensitive sites). Verified by identical
final game-state hashes on three runs: Giant World Map 12,000 ticks
(`67286276735690560`), Giant World Map 2,000 ticks, and World 1,800
ticks.

## Test plan

- [x] Full suite green (1,896 tests)
- [x] New tests: `forEachNeighborNSWE` order contract vs `neighbors()`
over every tile; `units()` filtering semantics (insertion order,
fresh-array guarantee, duplicate types, Set path)
- [x] Final-hash equality on 3 seeded headless runs (2 maps)

🤖 Generated with [Claude Code](https://claude.com/claude-code)

---------

Co-authored-by: Claude Fable 5 <noreply@anthropic.com>
2026-07-03 12:30:28 -07:00
Zixer1andGitHub 78ef7b56fd feat(doomsday-clock): battle-royale style zone gamemode (#4469)
Resolves Issue #4463

## Description:

An optional game mode that (almost) guarantees a finish instead of
letting late-game
stalemates drag on.
Originally called sudden death, renamed to Doomsday clock

Once enabled, every side (each player in FFA, each whole team in team
modes)
must hold a rising share of the map. A side below the bar is skulled;
after a
short warn its troops bleed to zero, forcing consolidation to a winner.

### How it works
- **Rising zone:** a grace period, then the required share ramps up
linearly to
each level with 30s pauses between (a battle-royale "zone"). Levels
track the
  ofstats FFA territory median (3/5/10/20/30%).
- **Four speed presets** (slow / normal / fast / very fast) change only
the pace:
  normal ends ~30 min, very fast ~15.
- **Troop decay:** a linear ramp as a % of max capacity, ~50s from
caught to zero
  (10s warn + ~50s ≈ 1 min total).
- **UI:** a HUD panel (live share vs target, wave/decay countdowns,
red/orange
cues) and an on-map skull above flagged players (blinks in danger,
steady while
  draining).

### Notes for review
- Off by default; no effect on existing games. However, as discussed we
can add it to the modifier pool for public games to see how popular the
gamemode is vs normal play.
- Sim is deterministic (integer-only, in `src/core`), covered by unit +
  integration tests.
- One-line addition to `GameServer.updateGameConfig` so the setting
survives the
  host → server → client round-trip.
- Status is packed into the existing name-pass data slot (`pd4.w`: 0/1/2
=
none/danger/draining); the skull is composited into the icon atlas at
load.

### Testing
`npm test`, `npm run lint`, `npx prettier --check .`, `npm run
build-prod` all pass.

### UI:
<img width="243" height="100" alt="Image"
src="https://github.com/user-attachments/assets/c4c9eeb0-4feb-437d-9aac-b2786a841b74"
/>

Dropdown between slow, normal, fast, very fast

Before zone:
<img width="302" height="175" alt="Image"
src="https://github.com/user-attachments/assets/7359a1ea-4951-446d-a23c-0711fe06cc5d"
/>

Zone started, player not affected the pannel also blinks orange for 10s:
<img width="297" height="175" alt="Image"
src="https://github.com/user-attachments/assets/fcc565a5-d5d0-47a7-97ea-d0ba9d9ad899"
/>

Player affected, grace period (Danger):
<img width="314" height="170" alt="Image"
src="https://github.com/user-attachments/assets/ff96d21e-96f3-4ef9-8190-48eecc7aac0f"
/>

Skull icon blinking over player (everyone sees it) - older screenshot,
the clipping has been fixed
<img width="462" height="145" alt="Image"
src="https://github.com/user-attachments/assets/53899211-33b1-40e1-83f2-77f2096f0cad"
/>

Player affected, grace period ended (Draining):
<img width="360" height="159" alt="Image"
src="https://github.com/user-attachments/assets/4b226d57-da4d-4866-ab5f-db48e4ed1ea2"
/>

Skull icon no longer blinking, everyone can see you are in a state of
decay, and troops are draining:
<img width="732" height="146" alt="image"
src="https://github.com/user-attachments/assets/cd10fedb-6e87-4dfc-9fbf-55d3945a7901"
/>


Skull is visible like alliances icon also on player tab
<img width="558" height="81" alt="Image"
src="https://github.com/user-attachments/assets/6acdbe91-bdd0-40c7-942b-3990d4dae87f"
/>

(just UI example, best way to see it is to hop on a solo game and play
against AI)

## Please complete the following:

- [x] I have added screenshots for all UI updates
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [x] I have added relevant tests to the test directory

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

zixer._
2026-07-02 18:42:03 -07:00
b6317964a7 feat: sparkles nuke-explosion visual type (#4490)
## Description:

Follow-up to #4485: adds a second nuke-explosion visual, `"sparkles"` —
a firework burst of twinkling glints that start at the detonation point
and ride outward with the expanding front, reaching the cosmetic's full
`size` at fade-out.

**Schema (`CosmeticSchemas.ts`)**
- `NukeExplosionAttributesSchema` is now a discriminated union on `type`
(`"shockwave" | "sparkles"`), matching `TrailEffectAttributesSchema`.
Old clients drop sparkles entries via `lenientRecord` and render the
default ring.
- The sparkles member adds `density` (required, positive) — roughly the
total number of glints in the burst.
- Literal attribute semantics, consistent with shockwave:
  - `size` — final burst width (diameter) in world tiles at fade-out
- `speed` — tiles/s the width grows; duration = size / speed, clamped
0.1–15 s
- `thickness` — **average** sparkle size in tiles; each glint
hash-varies ±50% around it
  - `density` — approximate glint count; renderer clamps to 2–5000
- `colors` + `transitionSpeed` — shared palette-cycle semantics, with a
hashed per-glint palette offset on top

**Rendering**
- `NukeExplosionRenderParams` now carries the visual type through to the
pass as a matching TS union (previously any cosmetic was hardwired to
the EMP style — this closes that gap for future visuals).
- Sparkles are style 2 in the same `FxShockwavePass` instance stream:
one new float (grid cell pitch, derived CPU-side from density), no other
layout changes.
- Fragment shader: one hashed glint per rotated front-normalized grid
cell (jittered, cell-confined so each fragment samples only its own
cell, ~1/3 dropout for organic scatter), hashed birth stagger. Glints
are **fully opaque** — twinkle modulates color brightness, not alpha —
holding full opacity through life and fading only over the last quarter.
- SAM interceptions, the classic ring, and EMP shockwaves are unchanged.

**Store / selection**
- New `<sparkles-swatch>` preview (burst scales from center,
density-scaled dot count, size-varied dots, palette cycling), branched
in `CosmeticButton` by `attributes.type`.

**Verification**
- Schema tests incl. the real `rgb_nuke_sparkles` catalog entry,
missing/non-positive `density` rejection.
- Verified in-game via headless Chromium: size-250 RGB burst renders
opaque red/white/blue glints expanding from the detonation point; sparse
(40) vs dense (400) density comparison; no page errors.

## Please complete the following:

- [ ] 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

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-authored-by: Claude Fable 5 <noreply@anthropic.com>
2026-07-02 15:21:26 -07:00
crunchybbbandGitHub a7245518e2 Adds Map of China (#4468)
> **Before opening a PR:** discuss new features on
[Discord](https://discord.gg/K9zernJB5z) first, and file bugs or small
improvements as
[issues](https://github.com/openfrontio/OpenFrontIO/issues/new/choose).
You must be assigned to an `approved` issue — unsolicited PRs will be
auto-closed.

**Add approved & assigned issue number here:**

Resolves #4419

## Description:

- Adds a China Map. This is themed after Qing China from the late 19th
and early 20th centuries, which is why the map also includes Mongolia
and Taiwan.
- There are 32 nations themed after qing provinces, warlords, factions,
European colonies, rebellions.
- Also adds several new flags: EastTurkestan, Manchukuo,
BritishHongKong, TaipingHeavenlyKingdom, etc.
- Includes additional nations for a total of 62 nations.
- Size: 1892x2080
- Land area: approx. 1.86M
- Adds Caspian Sea and China to the new category (which i forgot
earlier)


https://youtu.be/ew9Qizo67cA

<img width="2082" height="1895" alt="image"
src="https://github.com/user-attachments/assets/d34fbb9e-fa93-4afe-a89f-8f11c5f9529b"
/>


## Please complete the following:

- [x] I have added screenshots for all UI updates
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [x] I have added relevant tests to the test directory

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

DISCORD_USERNAME crunchybbbbb
2026-07-02 15:13:26 -07:00
6ff202afb5 feat: nuke-explosion cosmetic effects (per-bomb-type shockwave customization) (#4485)
## Description:

Adds a new `nukeExplosion` cosmetic effect type: when a bomb detonates,
every client renders the shockwave in the firing player's equipped
effect for that bomb type.

**Cosmetics / selection**
- New `nukeExplosion` effect schema (`CosmeticSchemas.ts`) with per-bomb
selection slots — a slot is the effectType for trails and the `nukeType`
for explosions (`atom` / `hydro` / `mirvWarhead`), so players can equip
a distinct explosion per bomb type.
- Slot resolution + validation is one shared helper
(`findEffectForSlot`) used by client selection, server privilege checks
(`Privilege.ts`), and the renderer; a compile-time guard keeps the
nukeType and effectType slot namespaces disjoint.
- Effects picker gains an Atom / Hydrogen / MIRV sub-tab bar when
browsing nuke explosions; selections persist per slot in UserSettings
and are validated/dropped like other cosmetics.

**Rendering**
- `WebGLFrameBuilder` resolves each dead nuke's owner cosmetic onto the
dead-unit event; `FxShockwavePass` renders an EMP-style procedural ring
(jagged crackling front, rotating lightning arcs, inner energy fill)
from per-instance attributes. SAM interceptions and players with no
cosmetic keep the classic white ring.
- Catalog attributes have literal units:
- `size` — final ring width (diameter) in world tiles at fade-out,
absolute — independent of the bomb's blast radius
- `speed` — tiles/s the width grows; duration = size / speed, clamped to
0.1–15 s
- `thickness` (required) — ring band thickness in tiles, constant while
the ring expands
- `colors` — palette of up to 4 colors, cycled at `transitionSpeed`
steps/s (0 = static, negative = reverse; same semantics as trail
transitions)
- The shockwave quad is sized radius + thickness so the absolute-width
band isn't clipped into a box while the ring is young.

## Please complete the following:

- [ ] 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

🤖 Generated with [Claude Code](https://claude.com/claude-code)

---------

Co-authored-by: Claude Fable 5 <noreply@anthropic.com>
2026-07-02 14:21:01 -07:00
bijxandGitHub 006f1690a5 Warship veterancy (#4433)
## Description:

Warship veterancy! This is an idea inspired by the unit veterancy
feature of games like C&C: Red Alert 2 in which unit eliminations
increases the level of individual units. I've been trying to build this
mechanic for months with different ideas, and I finally landed on this
being one of the more balanced implementation.

Warships can earn up to three levels, represented by the gold bar
insignia in the bottom right of their warship sprite.

<img width="622" height="202" alt="image"
src="https://github.com/user-attachments/assets/a8c31a45-4ae9-41a9-b054-9c4a7f4ab1f1"
/>

A veterancy bar grants 20% health from the base amount, and a 20%
increase in shell damage applied _after_ the random damage roll. For
example, a level 3 warship will apply a 60% damage boost on top of the
random shell damage value (something between 200-325. If the random
value is 250, the final damage output will be `250 * 1.60 = 400`.

There are three ways to achieve a veteran level:

1. **Eliminate another warship:** any time a warship neutralizes another
warship, it immediately get's a veterancy increase.


https://github.com/user-attachments/assets/6a9e0958-5171-4ca3-94f6-9c2300a12f8b

2. **Eliminate transport boats:** Destroying 10 transport boats will
level a warship to the next veterancy bar.


https://github.com/user-attachments/assets/619ce0c0-033c-4e0b-9c64-b41eabaa791b

3. **Steal trade ships:** If the warship captures 25 trade ships, it
will earn a veterancy bar.


## Please complete the following:

- [x] I have added screenshots for all UI updates
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [x] I have added relevant tests to the test directory

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

bijx
2026-07-01 21:38:09 -07:00
1d5a6ae246 Account Modal - Games Tab (#4473)
## Description:

Continuation of https://github.com/openfrontio/infra/pull/386, adds play
games sessions

<img width="971" height="771" alt="image"
src="https://github.com/user-attachments/assets/42c6bcbb-d690-4cd1-b859-3299a03f4350"
/>

## Please complete the following:

- [x] I have added screenshots for all UI updates
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [x] I have added relevant tests to the test directory

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

w.o.n

---------

Co-authored-by: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-01 14:12:37 -07:00
2794ab1270 feat: nuke-trail cosmetic effect + tabbed effects picker (#4466)
## What

Adds a **`nukeTrail`** cosmetic effectType alongside
`transportShipTrail`, so nukes leave a trail colored by their own
gradient/transition effect — independent of the boat-trail effect (a
player can run both). Also reorganizes the effects picker and store into
per-effectType **tabs**.

## Rendering

Boat and nuke trails are stamped into **one** trail texture keyed only
by owner, so independent coloring needs a per-tile unit-class signal:

- **Trail texture** `R8UI` → `R16UI`: texel = `ownerID(bits 0-11) |
nukeBit(bit 12)`. `TrailManager` stamps the bit (and preserves it when
repainting on unit death); the `Uint8Array`→`Uint16Array` ripple +
`UNSIGNED_SHORT` uploads flow through `GpuResources`, `TrailPass`,
`Upload`, `MapRenderer`, `Renderer`, `FrameData`.
- **Effect texture** widened to two stacked blocks
(`TRAIL_EFFECT_BLOCKS`): rows 0–7 = transportShipTrail, rows 8–15 =
nukeTrail. `writeEffectEntry(…, rowBase)`; `syncPlayerEffects` resolves
both effectTypes.
- **Shader** masks the owner, derives `rowBase` from the nuke bit,
offsets every row, and reuses the gradient/transition decode.
- Bonus: the 12-bit owner mask lifts the old `R8UI` >255-player
truncation.

## Schema / server / UI

- Shared attributes schema renamed `TransportShipTrail…` →
**`TrailEffectAttributesSchema`** (it's no longer ship-specific);
`NukeTrailEffectSchema` added to `EffectSchema` +
`CosmeticsSchema.effects`. `EFFECT_TYPES = [transportShipTrail,
nukeTrail]`.
- Server `Privilege`, selection, and the picker grid all iterate
`EFFECT_TYPES`, so they handle the new type with **no per-type code**.
- **Tabs:** the selection modal uses one tab per effectType
(`BaseModal`'s native tabs); the **store's** EFFECTS panel gets an
internal sub-tab bar (its top-level PACKS/EFFECTS tabs can't nest). Tabs
are always present, so a type you own entirely still appears as an empty
tab (previously the boat-trail section vanished from the store when you
owned everything).

## Review

A 3-angle adversarial review (bit-packing, type-ripple, GLSL/data-flow)
**refuted** the correctness concerns — the R16UI format, masking, and
block layout agree across `TrailManager` / shader / builder. The minor
survivors (a preview that only resolved boat trails, stale comments)
were fixed.

## Testing

- `tsc --noEmit`, ESLint, Prettier, `build-prod` — all clean.
- Schema/`Privilege` tests updated for `nukeTrail` (96 tests pass).
- The GL trail + tab UI are visual — not yet verified in a running game.
- The catalog (`cosmetics.json`, closed-source API) must ship the
`effects.nukeTrail` block for the effect to appear in production.

🤖 Generated with [Claude Code](https://claude.com/claude-code)

---------

Co-authored-by: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-30 20:13:41 -07:00
RickD004andGitHub ae0d9f8d5e Adds "Levant" map (#4456)
## Description:

Adds map of the Levant / Levantine Sea. This map is a square map with 3
sides being land, with an inner sea, which itself has a large island
(Cyprus, slightly moved and resized for balancing purposes).

After v32 added a trading buff, island players have been going crazy,
with a map like this we could have crazy strong pirate players, which
will make for fun and interesting gameplay.

Nations are based on medieval states from the Crusades. Also adds more
additional nations for a total of 62, for gamemodes like HumanVSNations
and Solo. Also adds flags for the map



https://github.com/user-attachments/assets/286432bd-011b-4716-85c9-20811777ff65


## Please complete the following:

- [x] I have added screenshots for all UI updates
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [x] I have added relevant tests to the test directory

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

tri.star1011
2026-06-30 11:49:21 -07:00
RickD004andGitHub cd5f8a6998 Adds map "Tierra del Fuego" (featuring impassable terrain) (#4437)
## Description:

Adds map of Tierra del Fuego, the southernmost tip of South America:
https://en.wikipedia.org/wiki/Tierra_del_Fuego

This map uses impassable terrain to stylize the borders of this map into
a triangular shape, this zone is known as "end of the world" so i
thought it would be visually fitting if the borders converged at the
bottom of the map.

800k land tiles similar to Caucasus.

This map has a lot of islands, incluiding the Falklands for people who
enjoy island-plays, and also a chokepoint (the strait of Magallanes) for
piracy.

Also adds flags of Chilean and Argentinian provinces for the map and the
menu.

<img width="818" height="544" alt="image"
src="https://github.com/user-attachments/assets/59812868-7514-4e03-86a2-072cf4013aeb"
/>


https://github.com/user-attachments/assets/acc15020-bd7a-49e0-a504-8575a1e74f75

## Please complete the following:

- [x] I have added screenshots for all UI updates
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [x] I have added relevant tests to the test directory

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

tri.star1011
2026-06-30 09:42:55 -07:00
TKTK123456andGitHub 0d2179f5f3 Input handler.ts rework (#4225)
> **Before opening a PR:** discuss new features on
[Discord](https://discord.gg/K9zernJB5z) first, and file bugs or small
improvements as
[issues](https://github.com/openfrontio/OpenFrontIO/issues/new/choose).
You must be assigned to an `approved` issue — unsolicited PRs will be
auto-closed.

**Add approved & assigned issue number here:**

Resolves #4193 

## Description:

Use activeKeys set in places where it is checking if a key is being
pressed in a different way, and it makes more sense to use the
activeKeys set. Make the overall code of the InputHandler.ts file more
consistent and to make it easier to add new keybinds in the future.

<img width="1920" height="1080" alt="Screenshot from 2026-06-13
20-49-56"
src="https://github.com/user-attachments/assets/94f6f81c-7278-4bca-845c-2442b6caea39"
/>


## Please complete the following:

- [x] I have added screenshots for all UI updates
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [x] I have added relevant tests to the test directory

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

tktk1234567
2026-06-30 14:17:25 +00:00
200f276ab2 feat: transport-ship trail transition effect + animated store swatch (#4455)
## What

Adds a second transport-ship trail style, **transition**, alongside the
existing **gradient** (#4454). Where `gradient` paints a spatial band of
colors along the trail, `transition` makes the whole trail one color at
a time, cross-fading through the color list over time.

```json
"attributes": {
  "type": "transition",
  "colors": ["#002aff", "#4805ff"],
  "frequency": 1
}
```

## How

- **Schema** ([CosmeticSchemas.ts](src/core/CosmeticSchemas.ts)) —
`TransportShipTrailAttributesSchema` is now a discriminated union on
`type`:
  - `gradient`: `{ colors, colorSize, movementSpeed }`
- `transition`: `{ colors, frequency }` — `frequency` = color changes
per second.
- **Renderer** — the effect texture gained a `styleId` discriminator
(row 1's alpha; 0 = gradient, 1 = transition), with the gradient scalars
shifted down a row.
- [WebGLFrameBuilder.ts](src/client/WebGLFrameBuilder.ts) encodes
`styleId` + the style's scalars.
-
[trail.frag.glsl](src/client/render/gl/shaders/map-overlay/trail.frag.glsl):
for `transition`, the trail color is `mix(colors[i], colors[i+1],
fract(t))` with `i = floor(uTime · frequency) mod count` — one color
step every `1/frequency` seconds.
- **Store/picker swatch**
([EffectPreview.ts](src/client/components/EffectPreview.ts)) — the
swatch is now a `<trail-swatch>` Lit element. For `transition` it
cross-fades through the colors via the Web Animations API, timed to
match the shader (each step `1/frequency` s); gradient/solid stay
static. The animation is canceled on disconnect.

## Notes

- Animation is render-only (local time) — no simulation/determinism
impact.
- `gradient` swatches remain static (they don't scroll like the in-game
trail) — easy to add later if wanted.

## Testing

- `tsc --noEmit`, ESLint, Prettier, `build-prod` all clean.
- Schema tests cover the transition member (parse + required
`frequency`); 95 tests pass.
- The animated swatch is visual-only (no automated coverage) and not yet
verified in a running store.

🤖 Generated with [Claude Code](https://claude.com/claude-code)

---------

Co-authored-by: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-29 21:53:33 -07:00
7c151e76ad feat: render transport-ship trail cosmetic as a gradient (#4454)
## What

Renders the `transportShipTrail` cosmetic effect in-game. Transport
ships already left a trail, but it was always drawn in the player's
**territory color** — this wires the selected effect through to the
renderer so the trail shows the player's chosen **gradient**.

## How

- **Per-player effect texture** (`RGBA32F`, mirrors the palette texture)
keyed by `smallID`, sampled by the trail fragment shader. Each row holds
a gradient color; spare alpha channels carry the color count,
`colorSize`, and `movementSpeed`.
- **Shader**
([trail.frag.glsl](src/client/render/gl/shaders/map-overlay/trail.frag.glsl))
cycles a flowing gradient through the color list: 1 color → flat, 2+ →
animated bands scrolling along the trail. No effect (count 0) falls back
to the territory color; alt-view keeps affiliation colors.
- **WebGLFrameBuilder** resolves each player's catalog attributes (the
in-game cosmetic is only `{ name, effectType }`; the style/colors live
in the catalog) and encodes them. Resolution is decoupled from the
first-seen palette path so it retries until the catalog loads, and
unparseable colors are dropped so bad catalog data degrades to the
territory color rather than rendering black.

## Schema

Collapses the trail attributes to a single gradient shape:

```ts
{ type: "gradient", colors: string[], colorSize: number, movementSpeed: number }
```

- `colors` — solid = one color, rainbow = the spectrum, gradient = two
or more.
- `colorSize` — band width (tiles per color band; `1` is the default, ~4
tiles).
- `movementSpeed` — scroll rate along the trail (tiles/sec; `0` =
static).

## Notes

- Animation is render-only (local time), no simulation/determinism
impact.
- The catalog (`cosmetics.json`, served by the closed-source API) must
ship effects in this `{ type: "gradient", colors, colorSize,
movementSpeed }` shape.
- Band thickness (`4.0` base in the shader) and the gradient frequency
are visual constants picked without in-game verification — easy to tune.

## Testing

- `tsc --noEmit`, ESLint, Prettier, `build-prod` all clean.
- Schema + Privilege test suites updated for the gradient shape (92
tests pass).
- Not yet visually verified in a running game (effect selection is
flare-gated).

🤖 Generated with [Claude Code](https://claude.com/claude-code)

---------

Co-authored-by: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-29 20:28:47 -07:00