Commit Graph

2732 Commits

Author SHA1 Message Date
scamiv ba77ca9468 Updated tests/core/game/RailNetwork.test.ts station mock to include onStationRemoved, matching the production API.
Expanded tests/core/game/TrainStation.test.ts mocks: added game.x/y, ensured trainExecution.shareJourneyInfo() returns the expected structure, and gave the otherUnit mock a tile() for parity with real units.
2025-11-22 17:14:31 +01:00
scamiv 1528a91154 Fix arrival vs. termination handling to avoid wrong stats and double counting
The new station-aware routing introduced a bug where train arrivals were being
double-counted and termination conditions were incorrectly classified as arrivals.

Problems fixed:
- targetReached() was called twice for successful arrivals: once in getNextTile()
  when destination was reached, and again in tick() when no tile was returned
- Trains removed due to hop limit were counted as successful arrivals
- Trains stuck with no routing options were counted as successful arrivals

Solution implemented:
- Introduced MoveResult union type with explicit cases: "move", "arrived",
  "hopLimit", "stuck" to clearly distinguish termination conditions
- Renamed getNextTile() to getNextStep() and changed return type to MoveResult
- Removed targetReached() call from navigation logic to prevent double counting
- Updated tick() method to use switch statement on MoveResult for proper handling
- Ensured recordTrainArrival() only called for actual destination arrivals
- Ensured recordTrainRemovedDueToHopLimit() only called for hop limit terminations
- Stuck trains are deleted without recording any arrival statistics

This ensures accurate train statistics tracking with the new routing system.
2025-11-22 17:14:30 +01:00
scamiv 27f2c7b7a3 Enhance train routing logic and memory management
- Added search radius
- Updated several properties in TrainStation class to be readonly for better immutability and clarity.
- Introduced heat decay interval and factor for more flexible heat management.
- pre-computed decay factors avoiding Math.pow in critical paths.
- Enhance logging
- Refined routing logic
- removed journeyPreviousStation property
- removed RecentArrivals
- unbounded StationTraffic.heat -> score can now be negative
2025-11-22 17:14:30 +01:00
scamiv 73826e0a5d removed journey source and replaced it with recent stations during journey transmission, journeySource wasnt loop proof 2025-11-22 17:14:28 +01:00
scamiv 56b7f7aa7b feat: Implement local train routing with discovery and greedy path selection
Replace fixed pathfinding with dynamic routing system featuring:
- Local greedy routing: Trains evaluate neighbors based on profit potential, traffic congestion, distance, and recent history
- Exploration capability: 10% randomness prevents suboptimal but discovers new routes
- Congestion avoidance: Trains naturally spread to less busy stations
- Loop prevention: Memory of recent visits prevents getting stuck
- Adaptive behavior: System responds to changing network conditions
- Enhanced journey tracking: Share complete route information instead of just start position

Includes BATMAN-style routing protocol (currently disabled) for future network-wide knowledge distribution.
2025-11-22 17:14:21 +01:00
evanpelle 930a79e31c Merge branch 'v27' 2025-11-21 20:22:40 -08:00
Evan 0b651b6941 Update copyright notice & footer (#2496)
## Description:

* Update copyright notice to "OpenFront and Contributors"

* remove the "how to play" on the footer, since that will be moved to
the death screen.

* Removed css and used tailwind instead for better mobile support


Describe the PR.

## Please complete the following:

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

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

evan
2025-11-21 20:22:17 -08:00
scamiv 33810e41c5 Optimize edge lookup railnetwork (#2493)
## Description:

This PR optimizes how the rail network looks up railroads connecting two
stations by introducing an O(1) neighbor→railroad map on `TrainStation`.
It also updates `getOrientedRailroad` and railroad deletion to use this
new API, avoiding repeated linear scans over all railroads attached to a
station.

### What changed

- **TrainStation neighbor→railroad index**
- Added `railroadByNeighbor: Map<TrainStation, Railroad>` to
`TrainStation` for quick edge lookup.
  - Kept `railroads: Set<Railroad>` for iteration and existing APIs.
  - Updated lifecycle methods to keep both data structures in sync:
    - `addRailroad(railRoad: Railroad)` now:
      - Adds to `railroads`.
- Computes the neighbor station (`railRoad.from === this ? railRoad.to :
railRoad.from`).
      - Stores the mapping in `railroadByNeighbor`.
    - `removeRailroad(railRoad: Railroad)` now:
      - Removes from `railroads`.
      - Removes the corresponding entry from `railroadByNeighbor`.
- `clearRailroads()` now clears both `railroads` and
`railroadByNeighbor`.
- Added `getRailroadTo(station: TrainStation): Railroad | null` to
retrieve the connecting railroad in O(1).

- **Use the new API in `TrainStation` and `Railroad`**
- `TrainStation.removeNeighboringRails(station)` now calls
`removeRailroad(toRemove)` instead of manually deleting from the set,
ensuring the map stays in sync.
- `Railroad.delete(game)` now calls `from.removeRailroad(this)` and
`to.removeRailroad(this)` instead of mutating the sets directly.

- **Refactor `getOrientedRailroad` to use O(1) lookup**
- Replaced a linear scan over `from.getRailroads()` with a direct
lookup:

    ```ts
    export function getOrientedRailroad(
      from: TrainStation,
      to: TrainStation,
    ): OrientedRailroad | null {
      const railroad = from.getRailroadTo(to);
      if (!railroad) return null;
// If tiles are stored from -> to, we go forward when railroad.to === to
      const forward = railroad.to === to;
      return new OrientedRailroad(railroad, forward);
    }
    ```

  - Behavior is preserved:
- `getRailroadTo` returns the same `Railroad` instance that was
previously found by scanning `getRailroads()`.
- Direction (`forward` vs reversed) is still derived from the
`Railroad.from` / `.to` fields in the same way as before.

### Motivation

- `getOrientedRailroad` and upcoming logic both need to resolve “the
railroad between station A and station B” frequently.
- The old pattern (`for (const railroad of from.getRailroads()) { ...
}`) was:
  - O(degree) per lookup,
  - Repeated in multiple places,
- Harder to maintain as more features (like fare-based costs) touch this
code.
- Centralizing edge lookup in a dedicated `railroadByNeighbor` map makes
this:
  - **O(1)** per lookup,
  - Less error-prone (one source of truth),
- Easier to reuse from new systems (e.g. train pathfinding, fare-aware
logic).

### Impact / Risk

- **Public behavior:** No functional change in how railroads are
created, deleted, or oriented; only the lookup mechanism changed.
- **Internal invariants:** Correctness relies on:
- All railroad creations using `addRailroad` on both endpoints (already
true via `RailNetworkImpl.connect`).
- All removals (`Railroad.delete`,
`TrainStation.removeNeighboringRails`, `disconnectFromNetwork`) using
`removeRailroad` / `clearRailroads`, which this PR updates.
- **Tests:** Existing `TrainStation` tests still pass; they exercise
`addRailroad`, `removeNeighboringRails`, and `getRailroads()`, which
continue to behave the same from the outside.

## Please complete the following:

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

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

DISCORD_USERNAME
2025-11-21 22:33:08 +00:00
Loacky 024285389a Implement donation troops/gold between human players after forming an alliance (#2450)
Resolves #2448 

Hi team,

I've implemented and locally tested the alliance-related changes
(including unit tests and some manual simulation with multiple browser
profiles).
Unfortunately I wasn't able to perform full end-to-end testing on the
live game server with two separate machines/accounts.

If someone on the team (or another contributor) can verify the alliance
flow with two real players, that would be greatly appreciated before
merging. Happy to hop on a call or provide any clarification needed.

Thanks!

## Description:

Fixed a race condition bug where donations (troops/gold) between human
players failed after forming an alliance. The issue was caused by a
one-tick delay in `AllianceRequestReplyExecution`: the alliance
acceptance logic ran in `tick()` instead of `init()`, meaning the
alliance wasn't created until the tick after the execution was added. If
a donation execution was added in the same turn as the alliance
acceptance, it would fail the `isFriendly()` check because the alliance
didn't exist yet.

**Root cause:** When human players formed alliances via reply, the
execution model delayed alliance creation by one tick, while bots called
`accept()` directly without this delay.

**Solution:** Moved alliance acceptance logic from `tick()` to `init()`
in `AllianceRequestReplyExecution.ts`, ensuring immediate alliance
creation and eliminating race conditions with donations.

**Changes:**
- Modified
`src/core/execution/alliance/AllianceRequestReplyExecution.ts` to
process alliance replies in `init()` instead of `tick()`
- Added comprehensive test suite `tests/AllianceDonation.test.ts` with 5
test cases covering donation scenarios after alliance formation (reply
and mutual request flows)
- All existing tests pass (323 total)

## Please complete the following:

- [x] I have added screenshots for all UI updates (N/A - backend logic
fix only)
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file (N/A - no user-facing text
changes)
- [x] I have added relevant tests to the test directory
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced


Discord: loacky
GitHub: @LoackyBit

---------

Co-authored-by: Evan <evanpelle@gmail.com>
2025-11-21 14:25:41 -08:00
evanpelle 92372b770b Merge branch 'v26' into v27 v0.27.0-beta7 v0.27.0-beta6 2025-11-21 14:08:43 -08:00
evanpelle 7d7ef40ae4 Merge branch 'v26' 2025-11-21 14:08:27 -08:00
evanpelle 44920f030b Bugfix: Kick player in private lobby not working
Nginx was stripping query params when routing requests to workers, so the creatorClientID param was stripped when creating a private game. This caused the game server to not know who the lobby owner was, so it rejected the kick requests.
2025-11-21 14:06:31 -08:00
Aotumuri b0e6661c97 mls (v4.9) (#2487)
## Description:

mls for v27
Version identifier within MLS: v4.9

## Please complete the following:

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

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

aotumuri
2025-11-21 11:51:14 -08:00
evanpelle 26b965468f Only open news modal if the user has seen an existing version. This prevents brand new players from seeing the news popup.
Move NewsButton into NewsModal.ts
Refactor & simplify NewsButton
v0.27.0-beta4 v0.27.0-beta3 v0.27.0-beta5
2025-11-21 10:57:07 -08:00
evanpelle 9bd2b54ad7 Merge branch 'v27' 2025-11-20 20:11:56 -08:00
evanpelle a1640a421f Shorten long Nation names to fix failing tests 2025-11-20 19:58:38 -08:00
evanpelle c5b1bca6c6 fix z-index of homepage modals & buttons so modals always appear above the buttons 2025-11-20 19:35:07 -08:00
evanpelle c60b0bcb2b Bugfix: transport ships were not working on compact-maps because the shore & water was not processed on the downscaled map binaries 2025-11-20 19:21:48 -08:00
evanpelle cf7e658d3d Remove yenisei because there is no source in map-generate/assets so the map cannot be rebuilt 2025-11-20 19:18:37 -08:00
Lavodan f4a7788cdf Change wiki site from miraheze to openfront.wiki (#2483)
## Description:

Change the wiki site from the inactive openfront.miraheze.org to the new
openfront.wiki link.
Ideally for v27?

## Please complete the following:

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

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

Lavodan
2025-11-20 16:50:10 -08:00
evanpelle 9287d0323d bugfix: emoji table was too small on firefox 2025-11-20 16:49:45 -08:00
Lavodan 8f04a60b89 Change wiki site from miraheze to openfront.wiki (#2483)
## Description:

Change the wiki site from the inactive openfront.miraheze.org to the new
openfront.wiki link.
Ideally for v27?

## Please complete the following:

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

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

Lavodan
2025-11-20 16:34:29 -08:00
dependabot[bot] 2a3a56b0c7 Bump glob from 10.4.5 to 10.5.0 in the npm_and_yarn group across 1 directory (#2481)
Bumps the npm_and_yarn group with 1 update in the / directory:
[glob](https://github.com/isaacs/node-glob).

Updates `glob` from 10.4.5 to 10.5.0
<details>
<summary>Commits</summary>
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<li><a
href="https://github.com/isaacs/node-glob/commit/56774ef73b495eb0b17cdd0f42921f5ef62297c1"><code>56774ef</code></a>
10.5.0</li>
<li><a
href="https://github.com/isaacs/node-glob/commit/1e4e297342a09f2aa0ced87fcd4a70ddc325d75f"><code>1e4e297</code></a>
bin: Do not expose filenames to shell expansion</li>
<li>See full diff in <a
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</ul>
</details>
<br />


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2025-11-19 19:33:48 -08:00
FloPinguin 46bbc8f296 New Map! "Four Islands" 🏝️ (#2482)
## Description:

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

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

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

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

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

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

## Please complete the following:

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

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

FloPinguin

---------

Co-authored-by: Evan <evanpelle@gmail.com>
2025-11-19 19:33:05 -08:00
Abdallah Bahrawi 4463236e8b Lobby Team Preview UI (#2444)
Resolves #1092

## Description:

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

Screenshots:

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

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


## Please complete the following:

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

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

abodcraft1

---------

Co-authored-by: Evan <evanpelle@gmail.com>
2025-11-19 19:27:41 -08:00
unique-coder-124 599342995c fix(2388): troop penalty applied to boat retreat (#2389)
Description:
There is a boating exploit where players could repeatedly send and
retreat boats to effectively increase troop regeneration and maintain
almost double the max troop cap. This PR fixes #2388.

Summary
This pr adds a troop penalty to the boat retreats in
src/core/execution/TransportShipExecution.ts of 25 percent (currently
the same as land attacks, but may require fine tuning). this prevents,
to some degree, the ability to stockpile large amounts of troops above
your max cap.

Testing
I tested the change locally and confirmed that the troop penalty is
applied at the correct times and under the correct conditions, i.e. it
is only applied on successful retreat (applying on reteat initiation may
be confusing if you are told you have lost troops if the transport ship
never arrives anyway). The boating exploit is far less effective with
this fix in place.

Notes
- This is a exploit and does not introduce any new features.
- Existing game behavior outside the retreat penalty remains unchanged.
- The attack message is the same as the land attack, so the translation
should already be present.

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

---------

Co-authored-by: Evan <evanpelle@gmail.com>
v0.27.0-beta2
2025-11-19 12:37:48 -08:00
evanpelle ce2b353dbe Merge branch 'v26' 2025-11-19 12:33:01 -08:00
Hauke12345 dcf5d1b103 Fading handshake (#2474)
## Description:
Add dynamic alliance icon with time-based fill and extension request
indicator

- Implement bottom-up green fill on alliance icon proportional to
remaining time
- Use AllianceIconFaded.svg as base layer with green overlay clipped
from top
- Add 20-82.40% clip range to account for icon vertical offset 

## Please complete the following:

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


<img width="1132" height="631" alt="Screenshot 2025-11-18 205205"
src="https://github.com/user-attachments/assets/4af71ddc-f847-4460-9046-167275efc773"
/>
<img width="1387" height="792" alt="Screenshot 2025-11-18 205532"
src="https://github.com/user-attachments/assets/9dd0e018-323f-4de1-bae8-2633c09fe867"
/>

## Please put your Discord username so you can be contacted if a bug or
regression is found:
hauke4707

---------

Co-authored-by: Evan <evanpelle@gmail.com>
2025-11-19 12:32:01 -08:00
evanpelle 9840306753 fix translation for humans vs nations in public lobby v0.27.0-beta1 2025-11-19 12:12:29 -08:00
evanpelle 807151b723 Revert "Improve random spawn (#2465)"
This reverts commit 2b2200c808.
2025-11-19 10:58:49 -08:00
Evan 0ba709c40d Create clan stats modal (#2479)
Resolves #2452

## Description:

Created a Clan Stats PR to show top clans. In another PR we can show the
player leaderboard to show top players.

Based on PR from https://github.com/Geekyhobo

<img width="659" height="792" alt="Screenshot 2025-11-19 at 10 00 40 AM"
src="https://github.com/user-attachments/assets/9333b7e2-2357-47a6-a7c8-788cf81e9be3"
/>


## Please complete the following:

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

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

evan

Co-authored-by: Geekyhobo <geekyhobo@users.noreply.github.com>
2025-11-19 10:34:23 -08:00
Mykola 2b2200c808 Improve random spawn (#2465)
## Description:

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

## Please complete the following:

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

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

nikolaj_mykola

---------

Co-authored-by: Evan <evanpelle@gmail.com>
2025-11-18 15:07:25 -08:00
FloPinguin 90b73451a8 Added NameLayer-Icons to PlayerInfoOverlay (#2446)
Resolves #1686

## Description:

Above or behind the player names on the map, there are icons (images
and/or emojis).
This PR also adds these icons to the PlayerInfoOverlay (on the right
side of the player name).
To share the logic, a new file PlayerIcons.ts has been created.

<img width="215" height="355" alt="Screenshot 2025-11-14 024435"
src="https://github.com/user-attachments/assets/2e581ef9-0330-4c9d-9c52-5f943a58e64b"
/>
<img width="203" height="337" alt="Screenshot 2025-11-14 024731"
src="https://github.com/user-attachments/assets/0c2bf278-b8ca-43c2-b466-ea7a83577b25"
/>
<img width="193" height="288" alt="Screenshot 2025-11-14 024639"
src="https://github.com/user-attachments/assets/be114bc6-f3a8-4b8d-b267-025587c9eafe"
/>

The alliance icon is NOT shown because it's already on the left side of
the alliance timer.

### Why is this change needed?

Sometimes you can't quickly find the nametag of a player on the map.
Especially if a player's territory is scattered around the map, maybe
even on several small islands.
But you still want to know if the player is AFK, has a traitor debuff,
etc.
So it's very useful to get this information by just hovering over a
player instead of needing to search for the floating nametag.

## Please complete the following:

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

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

FloPinguin

---------

Co-authored-by: Evan <evanpelle@gmail.com>
2025-11-18 15:03:52 -08:00
VariableVince 9c24d29824 AFK team mate v2: better ship handling + tests + bugfix (#2396)
## Description:

See PR https://github.com/openfrontio/OpenFrontIO/pull/2203

It was reverted. This unreverts it, with an added fix for boat troops
not getting returned to owner. And small comment updates. And a const
for boatOwner to re-use.

The added bugfix is check for this.sourceTile === null in the retreat()
function in AttackExecution. A boat attack always sets removeTroops to
false because the troops were already removed from owner troops when the
boat departed. They don't have to be removed again in AttackExecution
init, when the boat lands and the attack starts. But at the end of the
attack, in retreat() in AttackExecution, the starting/boat troops still
need to be returned to the owner. That's why even if removeTroops is
false, when sourceTile is not null (only when it's a boat attack) we add
back the troops to the owner.

## Please complete the following:

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

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

tryout33

---------

Co-authored-by: Fx Morin <28154542+FxMorin@users.noreply.github.com>
Co-authored-by: Ryan <7389646+ryanbarlow97@users.noreply.github.com>
2025-11-18 14:57:33 -08:00
evanpelle 9130142d15 update API.md to include clans api 2025-11-18 12:19:16 -08:00
Mohammed Chamma 33651dffef substitute 'Palestinian Territory' with 'Palestine' (#2471)
## Description:

Replace "Palestinian Territory" bot/nation name to just "Palestine"

## Please complete the following:

- [x] I have added screenshots for all UI updates
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [x] I have added relevant tests to the test directory
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
2025-11-17 20:52:33 -08:00
Mohamad Reza be75d2a6b5 fixed Pahlavi Iran flag not showing in game (#2469)
If this PR fixes an issue, link it below. If not, delete these two
lines.
Resolves #(issue number)

## Description:

Describe the PR.

## Please complete the following:

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

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

DISCORD_USERNAME
2025-11-17 14:16:25 -08:00
dependabot[bot] e22f24853e Bump js-yaml from 4.1.0 to 4.1.1 in the npm_and_yarn group across 1 directory (#2456)
Bumps the npm_and_yarn group with 1 update in the / directory:
[js-yaml](https://github.com/nodeca/js-yaml).

Updates `js-yaml` from 4.1.0 to 4.1.1
<details>
<summary>Changelog</summary>
<p><em>Sourced from <a
href="https://github.com/nodeca/js-yaml/blob/master/CHANGELOG.md">js-yaml's
changelog</a>.</em></p>
<blockquote>
<h2>[4.1.1] - 2025-11-12</h2>
<h3>Security</h3>
<ul>
<li>Fix prototype pollution issue in yaml merge (&lt;&lt;)
operator.</li>
</ul>
</blockquote>
</details>
<details>
<summary>Commits</summary>
<ul>
<li><a
href="https://github.com/nodeca/js-yaml/commit/cc482e775913e6625137572a3712d2826170e53a"><code>cc482e7</code></a>
4.1.1 released</li>
<li><a
href="https://github.com/nodeca/js-yaml/commit/50968b862e75866ef90e626572fe0b2f97b55f9f"><code>50968b8</code></a>
dist rebuild</li>
<li><a
href="https://github.com/nodeca/js-yaml/commit/d092d866031751cb27c12d93f3e2470ad74d678b"><code>d092d86</code></a>
lint fix</li>
<li><a
href="https://github.com/nodeca/js-yaml/commit/383665ff4248ec2192d1274e934462bb30426879"><code>383665f</code></a>
fix prototype pollution in merge (&lt;&lt;)</li>
<li><a
href="https://github.com/nodeca/js-yaml/commit/0d3ca7a27b03a6c974790a30a89e456007d62976"><code>0d3ca7a</code></a>
README.md: HTTP =&gt; HTTPS (<a
href="https://redirect.github.com/nodeca/js-yaml/issues/678">#678</a>)</li>
<li><a
href="https://github.com/nodeca/js-yaml/commit/49baadd52af887d2991e2c39a6639baa56d6c71b"><code>49baadd</code></a>
doc: 'empty' style option for !!null</li>
<li><a
href="https://github.com/nodeca/js-yaml/commit/ba3460eb9d3e4478edcbc29edabe17c2157fc9ce"><code>ba3460e</code></a>
Fix demo link (<a
href="https://redirect.github.com/nodeca/js-yaml/issues/618">#618</a>)</li>
<li>See full diff in <a
href="https://github.com/nodeca/js-yaml/compare/4.1.0...4.1.1">compare
view</a></li>
</ul>
</details>
<br />


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Co-authored-by: Evan <evanpelle@gmail.com>
2025-11-17 13:32:41 -08:00
Mike Harris 2b44b68362 Feature - Improve Structure Color Contrast (#2454)
If this PR fixes an issue, link it below. If not, delete these two
lines.
Resolves #2447

## Description:

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

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

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

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

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

## Please complete the following:

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

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

GlacialDrift
2025-11-16 20:58:34 -08:00
scamiv 7373a28c99 Feature/frame profiler (#2467)
## Description:

Adds a reusable FrameProfiler utility, and a way to export profiling
data for offline analysis.


### What this PR changes in the existing performance monitor

This PR enhances the performance monitor by:

- **Introducing a reusable `FrameProfiler` utility**
- New `FrameProfiler` singleton in
`src/client/graphics/FrameProfiler.ts`.
- Profiling is only active when the performance overlay is visible
(toggled via user settings), to avoid unnecessary overhead.

- **Per-layer and span-level timing integration**
  - `GameRenderer.renderGame` now:
    - Clears the profiler at the start of each frame.
- Wraps each `layer.renderLayer?.(this.context)` call with
`FrameProfiler.start()/end()`, keyed by the layer’s constructor name.
- Consumes the recorded timings at the end of the frame and passes them
into `PerformanceOverlay.updateFrameMetrics(frameDuration,
layerDurations)`.
  - `TerritoryLayer` instruments key operations:
    - `renderTerritory`
    - `putImageData`
    - Drawing the main canvas
    - Drawing the highlight canvas during spawn
- These show up in the performance overlay as additional entries (e.g.
`TerritoryLayer:renderTerritory`).

- **JSON export of performance snapshots**
- `PerformanceOverlay` can now build a full performance snapshot
(`buildPerformanceSnapshot`) containing:
    - FPS and frame time stats (current, 60s average, 60s history).
    - Tick metrics (avg/max execution and delay, plus raw samples).
- Layer breakdown (EMA-smoothed avg, max, total time per layer/span).
  - A new “Copy JSON” button:
- Uses `navigator.clipboard.writeText` when available and falls back to
a hidden `<textarea>` + `document.execCommand("copy")`.
- Provides user feedback via a transient status ("Copy JSON" → "Copied!"
or "Failed to copy").

- **Enable/disable functionality hooked into the UI**
  - `FrameProfiler.setEnabled(visible)` is invoked:
    - When the overlay visibility is toggled (`init` → `setVisible`).
- When the overlay re-checks visibility in `updateFrameMetrics`, so the
profiler state stays in sync with user settings.
- When disabled, `FrameProfiler` becomes a no-op (returns `0` from
`start`, ignores `record`/`end`, and `consume` returns an empty object),
ensuring minimal overhead when performance monitoring is off.

- **Performance overlay UX and i18n improvements**
  - New controls:
    - **Reset** button to clear all FPS/tick/layer stats.
    - **Copy JSON** button with a tooltip and transient status text.
  - Visual enhancements:
- Wider overlay (`min-width: 420px`) and extra padding for readability.
    - Layer breakdown section with:
      - A list that is now sorted by total accumulated time.
      - A horizontal bar per entry, scaled by average cost.
      - Avg / max time display per layer/span.
- All new text is routed through `translateText` and backed by
`en.json`:
    - `performance_overlay.reset`
    - `performance_overlay.copy_json_title`
    - `performance_overlay.copy_clipboard`
    - `performance_overlay.copied`
    - `performance_overlay.failed_copy`
    - `performance_overlay.fps`
    - `performance_overlay.avg_60s`
    - `performance_overlay.frame`
    - `performance_overlay.tick_exec`
    - `performance_overlay.tick_delay`
    - `performance_overlay.layers_header`

---

### How to set up profiling for new functions / code paths

For any function or code block you want to profile during a frame:

```ts
import { FrameProfiler } from "../FrameProfiler"; 

function heavyOperation() {
  const spanStart = FrameProfiler.start();
  // ... your existing work ...
  FrameProfiler.end("MyFeature:heavyOperation", spanStart);
}
```

Guidelines:

- Use descriptive, stable names:
  - Prefix with the component or layer name, e.g.:
    - `"TerritoryLayer:prepareTiles"`
    - `"GameRenderer:resolveVisibility"`
    - `"FooFeature:fetchData"`
- The same name can be called multiple times per frame; the profiler
accumulates the durations in that frame.
- The accumulated values will appear:
  - In `layerDurations` consumed at the end of the frame.
  - In the overlay “Layers (avg / max, sorted by total time)” section.
  - In the exported JSON under `layers` with `avg`, `max`, and `total`.

**3. Record pre-computed durations (optional)**

If you already have a measured duration and just want to attach it:

```ts
FrameProfiler.record("MyFeature:step1", someDurationInMs);
```

- This is equivalent to calling `start`/`end` but with your own timing
logic.
- Again, multiple calls with the same name in one frame will be summed.

---

<img width="466" height="823" alt="image"
src="https://github.com/user-attachments/assets/354b249a-25eb-4c3f-bd2e-9906372f761b"
/>


## Please complete the following:

- [x] I have added screenshots for all UI updates

- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file

- [ ] I have added relevant tests to the test directory

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

---------

Co-authored-by: Evan <evanpelle@gmail.com>
2025-11-16 19:10:20 -08:00
Fx Morin 1aaf7bd2c5 Performance: Remove un-optimized blurring (#2466)
## Description:
I haven't been able to play openfront for a while now, so today I took
some time to fix the performance issue.
It turns out its `backdrop-filter: blur(5px);` being used on a
background element, causing the entire website to re-paint on nearly
every change.
This causes the game to run at 8 fps on my computer, with chrome
reporting 700ms of INP presentation delay.

The solution here was simply to pre-blur the background image.

<details>
<summary>Here's the instructions on how to pre-blur exactly like it
currently does</summary>

Install sharp
`npm install sharp`  

Run blur
```ts
sharp(`./resources/images/EuropeBackground.webp`)
  .blur(5)
  .toFile(`./resources/images/EuropeBackgroundBlurred.webp`);
```
This could be automated if you plan to do more backgrounds.  
</details>
  

The surprising part is that I'm running a A5000 with a Ryzen 9 5950X. So
I usually never lag from anything, which is what made this kinda
interesting. I assume the issue is caused by my 4K display or Kubuntu.

## Video:
This video showcases the 700+ms of delay on the main menu buttons. Video
is in real-time.


https://github.com/user-attachments/assets/ad5ff509-6bc7-48ff-8cba-85409be774f0



## Please complete the following:

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

<details>
<summary>Discord Username</summary>

fx.morin

</details>
v0.26.18
2025-11-16 13:32:57 -08:00
Fx Morin a883d612e0 Performance: Remove un-optimized blurring (#2466)
## Description:
I haven't been able to play openfront for a while now, so today I took
some time to fix the performance issue.
It turns out its `backdrop-filter: blur(5px);` being used on a
background element, causing the entire website to re-paint on nearly
every change.
This causes the game to run at 8 fps on my computer, with chrome
reporting 700ms of INP presentation delay.

The solution here was simply to pre-blur the background image.

<details>
<summary>Here's the instructions on how to pre-blur exactly like it
currently does</summary>

Install sharp
`npm install sharp`  

Run blur
```ts
sharp(`./resources/images/EuropeBackground.webp`)
  .blur(5)
  .toFile(`./resources/images/EuropeBackgroundBlurred.webp`);
```
This could be automated if you plan to do more backgrounds.  
</details>
  

The surprising part is that I'm running a A5000 with a Ryzen 9 5950X. So
I usually never lag from anything, which is what made this kinda
interesting. I assume the issue is caused by my 4K display or Kubuntu.

## Video:
This video showcases the 700+ms of delay on the main menu buttons. Video
is in real-time.


https://github.com/user-attachments/assets/ad5ff509-6bc7-48ff-8cba-85409be774f0



## Please complete the following:

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

<details>
<summary>Discord Username</summary>

fx.morin

</details>
2025-11-16 13:32:30 -08:00
evanpelle e1db8dc678 Merge branch 'v26' 2025-11-15 09:42:52 -08:00
Evan 824e1d61f5 update login flow (#2455)
Simplify the login flow.

## Please complete the following:

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

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

evan
v0.26.17
2025-11-14 16:45:22 -08:00
evanpelle 8807c2559f add player sessions endpoint documentation to API.md 2025-11-13 09:04:01 -08:00
Rj Manhas 595fd096be feat: added a button to hide non owned patterns (#2432)
Resolves #2431

## Description:

Adds a button in the pattern menu to hide non owned skins
<img width="1264" height="976" alt="image"
src="https://github.com/user-attachments/assets/70a27c99-82f2-4414-b218-59deed723177"
/>


## Please complete the following:

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



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

notifxy (1379678982676676639)
2025-11-13 03:55:58 +00:00
FloPinguin 0200df3ce1 Let nations send retaliation warships! (#2376)
## Description:

This PR is intended to increase singleplayer fun.
This is a follow-up to my previous PR #2161, which made the
"Hiding-Strategy on small islands" harder.

But its still possible. You can easily warship-infest the map and get
rich from the trade, even though you are playing on impossible
difficulty.
Also you can easily hinder the nations to, for example, get from the
left to the right side of the world map. So you are always in full
control of the game.

This PR makes nations send a warship if their troop transport boat got
destroyed. The warship will travel to the location where the boat got
destroyed.
Because the nations send more boats now (previous PR), this actual has
an impact and there is more action on the map now :)

The chance of retaliation is based on the game difficulty.

### COMPARISON

[Youtube Video](https://www.youtube.com/watch?v=F4_iP54LGNU) of me
playing the infestation-strat without this PR.

[Youtube Video](https://www.youtube.com/watch?v=VHesXJwPtcA) of me
playing the infestation-strat with this PR (Its sill possible but not
that easy, I gave up lol).

## Please complete the following:

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

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

FloPinguin
2025-11-11 14:41:10 -08:00
Will Dunlop d49566b73b fix: two rivers that were not connected fully (#2422)
## Description:

Literally one pixel was stopping the river
Before
<img width="450" height="405" alt="image"
src="https://github.com/user-attachments/assets/d5af908f-2136-42f7-90cc-655d24372c22"
/>

After
<img width="272" height="238" alt="image"
src="https://github.com/user-attachments/assets/b8f595f3-cf10-4098-89cb-7b5b7f2bc9d1"
/>

before
<img width="222" height="263" alt="image"
src="https://github.com/user-attachments/assets/8a1abd1f-85c8-4673-bf7a-bcc774783e2e"
/>

after
<img width="246" height="217" alt="image"
src="https://github.com/user-attachments/assets/16249b6f-1743-4f04-ad8e-b353b29380de"
/>


## Please complete the following:

- [ X ] 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  ] I have added relevant tests to the test directory
- [ X ] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced

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

@dxtron_28992

---------

Co-authored-by: Evan <evanpelle@gmail.com>
2025-11-11 14:20:32 -08:00
Rj Manhas a24710a9f5 A timer and icon flashing for betryal debuff (#2430)
Resolves #2096 

## Description:

(TO CLEARIFY THEIRS NO GRACE PERIOD ADDED, AS THAT ISSUE THAT WOULD OF
NEEDED IT WAS FIXED BEFORE ON ITS OWN)

Shows the amount left in the UI for the player who trigged it
<img width="374" height="80" alt="image"
src="https://github.com/user-attachments/assets/f269c015-5a78-4e85-a9c0-cdf039d93d2a"
/>

also the betryal icon, after 15 seconds starts a slow flash, then after
10 seconds it speeds up, and then at 5 seconds it quickly flashs.

this was a nice way to show the time left without adding any new ui
componets.


video link 36 seconds (https://streamable.com/cwzxch)

## Please complete the following:

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

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

notifxy (1379678982676676639)
2025-11-11 13:39:01 -08:00
Ryan 34251c0673 lobby fill time added to stats (#2382)
## Description:

Finishes & closes #1969 and closes #1806.

## Please complete the following:

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

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

w.o.n

---------

Co-authored-by: Evan <evanpelle@gmail.com>
2025-11-10 19:53:25 -08:00