## Description:
Fixes https://github.com/openfrontio/OpenFrontIO/issues/1021
Fixes issue that has been there since the beginning. Player name and
location and conquest FX (swords) not being in the right place. It can
happen at any time during a game and can be game-breaking in that
regard.
This makes it hard to find players, especially when trying to eliminate
their last few tiles on some island. So when clicking name in
leaderboard > wrong tiles. And when seeing name > above wrong tiles. Bug
report:
https://discord.com/channels/1284581928254701718/1444669324571967680
Also, when removing those last tiles, the wait time between updates of
player location can make it frustrating to find and eliminate them fast.
You need 2-3 clicks on their name in leaderboard, before finally being
moved to their current location.
**Cause:**
largestClusterBoundingBox not being changed when last attack happened in
same tick removeClusters last ran.
**Fix:**
Also call removeClusters, and therefore update largestClusterBoundingBox
, when LastTileChange was AT lastCalc tick.
**Also:**
Run removeClusters if player owns less than 100 tiles, don't wait for
ticksPerClusterCalc in that case. This way, sniping off the last couple
of island tiles of the player is easier. So it doesn't take 2-3 clicks
bbut just 1 click on the player name in the Leaderboard before the
camera moves to the next little island they are on. Also their last
clusters are annexed faster, only helping with the faster cleanup.
I think this is an optional to the fix in this PR, but still an
important QoL fix for sniping those last tiles quickly.
**BEFORE:**
https://github.com/user-attachments/assets/0960a4d3-7f8b-4368-9531-8244356bff17
**AFTER:** (also notice how it now just takes 1 click in the leaderboard
to immediately go to their next location, not 2-3 clicks)
https://youtu.be/qXJPekjsrP4
## 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
## Description:
An inverse annexation could happen where the small player (even with
0,01% tiles owned) could fully annex the large player.
**TL;DR:** basically wrong use of calculateBoundingBox in
surroundedBySamePlayer, feeding it all bordertiles, making enemyBox far
bigger than it actually was in some cases. Which resulted in enemyBox of
small player with two small clusters at some distance from each other,
being seen as inscribing the largest cluster of the bigger player. While
that largest cluster is actually the border tiles of the bigger player
surrounding the main cluster of the small player. Instead of an
annexation of small by bigger, small would incorrectly annex bigger
completely.
**Situation:** bigger player fully surrounds main cluster of smaller
player. Those border tiles are also the largest cluster of the bigger
player, for which surroundedBySamePlayer is called.
SurroundedBySamePlayer finds the small player as the only bordering
enemy of this cluster. Then it needs to check which of the two players
is surrounded by the other one. EnemyBox uses calculateBoundingBox with
all border tiles of the small player as argument. The small player also
has at least one seperate cluster elsewhere, could be on another island,
which count as border tiles too. The enemyBox from the main cluster of
the small player to the seperate cluster elsewhere, can be huge. Now
inscribed() is called and it determines that largest cluster box of the
bigger player (which was in fact calculated correctly, also making use
of calculateBoundingBox) is surrounded by the bigger enemyBox. And so
the small surrounded player fully annexes the bigger player.
**Fix:** instead of a global enemyBox, we only need the localEnemyBox
that touches the largest cluster of the bigger player. With that,
inscribed() can correctly conclude that largest cluster box surrounds
the localEnemyBox. As a matter of fact isSurrounded() already used the
same method to calculate its enemyBox as introduced by @scamiv for v30:
https://github.com/openfrontio/OpenFrontIO/pull/3127/changes#diff-fb1101a2b50dd7c353d082ff7a3351cff5469b8249b3ebca91c10573a3dfaaf1
- Change in PlayerExecution
- Added test NoInverseAnnexation.test.ts, which fails before and passes
after the fix
The bug was introduced in this commit 10 months ago:
https://github.com/openfrontio/OpenFrontIO/commit/c4381a9ad3828b06764ab1a21fc1514e37aacfd7
It has probably led to some weird annexations happening since then. The
bug could seemingly happen on any map. But was noted recently a few
times on square islands (Sierpinski) or maps (The Box/The Alps), where
the circumstances probably highten the chances of the bug occuring.
**Bug reports:**
https://discord.com/channels/1359946986937258015/1481916231689703477/1481916231689703477https://discord.com/channels/1359946986937258015/1481916231689703477/1481963273367851030https://discord.com/channels/1284581928254701718/1479993924432171008/1479995658302652496https://discord.com/channels/1284581928254701718/1479993924432171008/1481865495492956182https://discord.com/channels/1284581928254701718/1483047153571201034
**BEFORE:**
https://github.com/user-attachments/assets/4440182b-f696-45cf-bb01-b10159df8763
**AFTER**, on the same replay but with the bugfix:
https://github.com/user-attachments/assets/5f461ab2-eb62-4cc3-ae07-e2224adbbc6a
## 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
## Description:
TL;DR: it's faster.
buildableUnits is called via PlayerView.actions from UnitDisplay (each
tick without TileRef), BuildMenu (each tick when open), MainRadialMenu
(each tick when open), PlayerPanel (each tick when open),
StructureIconsLayer (when placing a building from build bar),
NukeTrajectoryPreviewLayer (when placing nuke, on tick when tile
changes), ClientGameRunner (on click to attack/auto-boat or hotkey B or
G).
After https://github.com/openfrontio/OpenFrontIO/pull/3213 got merged,
the change with largest impact in
https://github.com/openfrontio/OpenFrontIO/pull/3193 was done in such a
different way that a new PR was needed
The idea in 3193 was to not always ask for Transport Ship from
buildableUnits. In such a way that very little extra data was send to
the worker. This had the biggest impact on performance (the idea was
months older btw, see
https://github.com/openfrontio/OpenFrontIO/pull/2295). Now, we do it the
other way around, by telling buildableUnits all unit types we want. Or
we want them all (undefined). The downside is more data is send in the
worker message. The upside is we have more options and can add more in
this PR.
This PR implements some of the leftovers in 3193 on top of 3213 and adds
further improvements.
(Some unrelated refactor/perf changes where moved out of this PR and
into already merged
https://github.com/openfrontio/OpenFrontIO/pull/3233,
https://github.com/openfrontio/OpenFrontIO/pull/3234,
https://github.com/openfrontio/OpenFrontIO/pull/3235,
https://github.com/openfrontio/OpenFrontIO/pull/3236,
https://github.com/openfrontio/OpenFrontIO/pull/3237,
https://github.com/openfrontio/OpenFrontIO/pull/3238,
https://github.com/openfrontio/OpenFrontIO/pull/3239)
- **GameRunner**, **WorkerMessages**: _playerActions_ and
_PlayerActionsMessage ._ Option to ask for no buildable units (null). It
now has 3 modes: get all actions and all buildings (units undefined),
get all actions and no buildings (units null), or get all actions and
specific building (units contains Unit Types).
- **GameRunner**: _playerActions_. fixes wrong assumption in PR 3213:
that only if units was undefined, we have to know canAttack.
ClientGameRunner wants to know both, in case of a click on non-bordering
land, to decide if it should auto-boat using a Transport Ship. So units
is not undefined (we only ask for Transport Ship now which has a
positive effect on performance for each click/tap) but we need canAttack
still.
Solved by removing the unit === undefined check before _canAttack_ in
_playerActions_.
- **GameRunner**, **GameView**, **WorkerClient**, **WorkerMessages**,
**Worker.worker**: added _playerBuildables_ / _buildables_ next to
existing _playerActions_ / _actions_. With above solved, there was still
no option to only get buildable units when the actions are not needed.
While **StructureIconsLayer**, **NukeTrajectoryPreviewLayer**,
**BuildMenu** and **UnitDisplay** need only that. To not make
playerActions more convoluted with more params or so, i've added a new
function _playerBuildables_ in **GameView** to only get buildable units
(**GameRunner** _playerBuildables_). _playerBuildables_ has 2 modes: get
all buildings (units undefined) or get specific buildings (units
contains Unit Types). Also update some comments that mentioned .actions
in **NukeTrajectoryPreviewLayer**.
- **ClientGameRunner**, **PlayerPanel**, **BuildMenu**, **UnitDisplay**,
**StructureIconsLayer** and **NukeTrajectoryPreviewLayer**: Since PR
3213, **StructureIconsLayer** and **NukeTrajectoryPreviewLayer** ask for
specific types of units from **GameView** _actions_ (**GameRunner**
playerActions). Now have the other files do the same. For example
**BuildMenu** asks for the new _BuildMenuTypes_ when it calls
._buildables_ and **ClientGameRunner** asks for UnitType.TransportShip
when sending a boat
- **ClientGameRunner**: canBoatAttack now accepts BuildableUnit[]
instead of PlayerActions so we can send it either actions.buildableUnits
or just buildables. Have functions call myPlayer.buildables(tileRef,
[UnitType.TransportShip]) when we only need a buildable unit and no
actions. Or myPlayer.actions(tileRef, null) when we need actions but no
buildable units. Or myPlayer.actions(tileRef, [UnitType.TransportShip])
when we need both actions, like canAttack, and a buildable unit. Then if
needed send either actions.buildableUnits or buildables to to
_canAutoBoat_ / _canBoatAttack_.
- **MainRadialMenu**: needs all player buildable unit types including
Transport Ship, so the _actions_ call argument for unit types can stay
undefined (unchanged) there.
- **MainRadialMenu**: now that **BuildMenu** uses _playerBuildables_
instead of _playerActions_, we must put data in
_this.buildMenu.playerBuildables_. And since we're not putting the
(unneeded) full _actions_ in there anymore, we can now put only the
needed and expected _actions._buildableUnits_ in it.
- **Game**, **PlayerImpl**, **StructureIconsLayer**: Typesafety and some
added perf: new type _PlayerBuildableUnitType_ (see also the below point
for how it is formed). So callers of _buildableUnits_ can never ask for
the wrong type like e.g. UnitType.Train because it doesn't return data
for that type. This type is now used in **PlayerImpl**, **BuildMenu**,
**RadialMenuElements**, **StructureDrawingUtils** and **UnitDisplay**
for that reason. And **InputHandler**, **StructureIconsLayer** and
**UIState** (little more on that in point below).
- **InputHandler**, **StructureIconsLayer**, **UIState**: In order to
make type safety work for GhostUnit.buildableUnit.type too (line ~217 of
StructureIconsLayer), changed type of interface _BuildableUnit_ to
_PlayerBuildableType_. Which is only more accurate. Same for and
this.structures and uiState.ghostStructure and with the latter,
_renderUnitItem_ in **UnitDisplay** and _setGhostStructure_ in
**InputHandler**. All Structures are of PlayerBuildableType (there are
even some in PlayerBuildables that aren't Structures, but it is much
more confined than UnitType).
- **Game**: Typesafety and some added perf: added _BuildMenus_ and
_BuildableAttacks_ in the same fashion that the existing StructureTypes
was already used (simplified it a bit too, with it renamed
_StructureTypes_ to _Structures_ and removed _isStructureType_). They
can be used with .types or .has(). _BuildableAttacks_.has() is used in
**RadialMenuElements**. _BuildableAttacks_ and existing _Structures_ now
make up _BuildMenus_. Which is used in **BuildMenu**,
**StructureIconsLayer** and **UnitDisplay**. Then _BuildMenus_ together
with UnitType.TransportShip make up the _PlayerBuildables_. Which is
used in **PlayerImpl** _buildableUnits_ (see point below). And with
_PlayerBuildableUnits_ we get the new _PlayerBuildableUnitType_ (see
above point on Game / PlayerImpl).
- **RadialMenuElements**: replace non-central ATTACK_UNIT_TYPES in
**RadialMenuElements** with centralized _BuildableAttackTypes_ too. Use
_PlayerBuildableUnitType_ for more type safety (can't by mistake add
UnitType.Train to its build menu). Make use of _BuildableAttackTypes_
instead of adding items hardcoded line by line in _getAllEnabledUnits_,
just like we already did since PR 3239 with _StructureTypes_. And use
_BuildableAttacks.types_ in the same fashion that existing
_isStructureTypes_ (now Structures.types) was already used elsewhere.
- **PlayerImpl**: _buildableUnits_
-- would do Object.values(UnitTypes) on every call. Now for better perf
directly loop over player buildable units by using _PlayerBuildables_
(see above point). In this way we also exclude MIRVWarhead, TradeShip,
Train, SamMissile and Shell so there are less unit types to loop through
by default. Since a player doesn't build those by themselves, they are
only build by Executions which use _canBuild_ directly and not
_buildableUnits_.
-- for more performance, do for loop instead of using .map and .filter,
no intermediate array needed nor callback overhead. We just loop over
the given units (which if undefined will contain _PlayerBuildables_).
Also pre-allocate the results array to get the most out of it, even if
V8 might already be very good at this.
-- cache config, railNetwork and inSpawnPhase so they can be re-used
inside the for loop.
-- cache cost inside the loop
-- it would check twice for tile!==null to decide to call
findUnitToUpgrade and canBuild. Now once.
-- eliminated double/triple checks for the same thing. It called
_findUnitToUpgrade_ (and with that _canUpgradeUnit_) and then _canBuild_
which both check if player has enough gold for the cost of the unit
type. And they both check if the unit type is disabled. Now we call
private functions _canBuildUnitType_, _canUpgradeUnitType_ to first do
checks on unit type level for early returns, and
_findExistingUnitToUpgrade_ to find existing unit without doing anything
extra. in a specific order to check everything only once. The public
functions _findUnitToUpgrade_ and _canBuild_ have an unchanged
functionality and we don't call them from _buildableUnits_ anymore.
-- would get _overlappingRailRoads_ and _computeGhostRailPaths_ when
canBuild was true. But this data is only meant for
**StructureIconsLayer** and it logically only uses it when placing a new
unit, not when upgrading one. Which is also commented on line 351 of
**StructureIconsLayer**. So, we now only get overlapping railroads and
ghost rails if we're not hovering to upgrade an existing unit.
- **PlayerImpl**: _findUnitToUpgrade_: unchanged functionality, but have
it call new private function _findExistingUnitToUpgrade_ to find
existing unit.
- **PlayerImpl**: _canBuild_: unchanged functionality, but have it call
new private function _canBuildUnitType_ to do the checks it first did
itself. And then new private function _canSpawnUnitType_ for the rest of
the checks. This way we can call _canBuildUnitType_ and
_canSpawnUnitType_ from _buildableUnits_ in a specific order to prevent
double/triple checks.
- **PlayerImpl**: _canBuildUnitType_: new private function to be shared
by _buildableUnits_, _canBuild_ and _canUpgradeUnit_ to be able do unit
type level checks in a specific order to prevent double/triple checks.
Via parameter knownCost, _buildableUnits_ can send it the cost it
already fetched so that it doesn't have to be fetched again. For caller
_canUpgradeUnit_, the isAlive() check (which was previously only done in
canBuild) is new but harmless, maybe even better to have also check
isAlive() on upgrade now that Nations are also upgrading which might
prevent some edge case bugs.
- **PlayerImpl**: _canUpgradeUnitType_: new private function to be
shared by _buildableUnits_ and _canUpgradeUnit_ to be able do unit type
level checks in a specific order to prevent double/triple checks.
- **PlayerImpl**: _canSpawnUnitType_: new private function to be shared
by _buildableUnits_ and _canBuildUnit_ to be able do unit type level
checks in a specific order to prevent double/triple checks.
- **PlayerImpl**: _findExistingUnitToUpgrade_: new private function to
be shared by _buildableUnits_ and _findUnitToUpgrade_ to be able do unit
level checks in a specific order to prevent double/triple checks.
- **PlayerImpl**: _isUnitValidToUpgrade_: new private function to be
shared by _buildableUnits_ and _canUpgradeUnit_ to be able do unit level
checks in a specific order to prevent double/triple checks.
- **PlayerImpl.test.ts**: because of the isAlive() check in which is new
for _canUpgradeUnit_ (see above at _canBuildUnitType_), the tests needed
to have the players be alive at the start, in order to pass.
- **BuildMenu**: use .find instead of .filter in canBuildOrUpgrade, a
function we already needed to change. This is faster and prevents an
allocation.
**PERFORMANCE**
As for calling ._buildables_ instead of unnecessarily getting
._actions_, there is an obvious win because there's less to send
calculate and recieve.
Also asking for only the needed buildings helps a lot (especially if
TradeShip isn't needed, see the difference in benchmark in original
#3193).
But the real-world impact is hard to measure. gave it a try in #3193 and
those results should be even better now.
Now testing only _buildableUnits_ performance in a synthetic benchmark,
we get these results. This is after other performance improvments so the
base is already better than it was in original #3193:
**BEFORE** (only buildableUnits itself)
<img width="602" height="96" alt="image"
src="https://github.com/user-attachments/assets/7770c0fa-a35e-42fc-90de-1de83242ec23"
/>
**AFTER** (only buildableUnits itself)
<img width="603" height="91" alt="image"
src="https://github.com/user-attachments/assets/a1578382-7010-4160-937c-7117bad18beb"
/>
## 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: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com>
## Description:
Array.from was performed on this.player.alliances(), which already
returns an array. Also it was saved in a const which isn't strictly
necessary, same goes for the array in the loop below it.
## 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
## Description:
PR 6/x in effort to break up PR
https://github.com/openfrontio/OpenFrontIO/pull/3220. Follows on already
merged https://github.com/openfrontio/OpenFrontIO/pull/3237.
Please see if these can be merged for v30.
- **PlayerImpl**: validStructureSpawnTiles did a filter on unit types to
get isTerroritoryBound units, on every call again. It read this from
unit info in DefaultConfig. While having it centrally in DefaultConfig
unitInfo is good for maintainability, other code uses hardcoded
StructureTypes and isisStructureType from Game.ts. Which has the same
purpose and thus contains the same unit types. StructureTypes and
isisStructureType do need manual maintainance outside of DefaultConfig.
And are more bug prone/less type safe. But, using them gives more speed
compared to getting these unit types out of DefaultConfig unitInfo
centrally with some cached function in GameImpl for example (tested with
buildableUnits and MIRVPerf.ts). So I went with StructureTypes in
validStructureSpawnTiles too.
- **PlayerExecution**: now validStructureSpawnTiles no longer needs
isTerritoryBound (see the point above), PlayerExecution is the last
place where it was used. Replaced it for isStructureType here too (since
it has the same meaning and outcome).
- **Game.ts** and **DefaultConfig** unitInfo: remove the now unused
_territoryBound_. As it was only used in validStructureSpawnTiles and
PlayerExecution and has been replaced in both (see the two points
above).
## 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
## Description:
- Remove alliances on death: after death, alliances would stay active
including countdown timers and (when dead player kept spectating) icons.
Now remove them when player becomes inActive.
- Moved code to private method within PlayerExecution + added comments
in NationExecution and BotExecution for more clarity as to where
removals are performed from at death
- Remove renewal request from Events Display when Alliance doesn't exist
anymore (after death or otherwise).
- Also cleanup this.alliancesCheckedAt when alliance doesn't exist
anymore. Before, old/broken alliance id's would accumulate in it during
a game.
- Removed now-redundant isAlive check in EventsDisplay. Both the
alliances array as the isAlive are updated in the same tick from
PlayerUpdates so now alliance is removed from alliances array on player
death, the other.isAlive() check is no longer needed. Of course we could
keep it in just to be very safe, so just let me know when you're
doubtful about this.
- Attack.test.ts: fix failing test. Player B dies because of the attack,
meaning the alliance now gets removed. Prevent this by gving both a
different, adjecent, starting tile. And to be more clear about what is
needed for the test to pass, add isAlive check for both of them after
the attacks.
## Please complete the following:
- [x] I have added screenshots for all UI updates
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [x] I have added relevant tests to the test directory
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
## Please put your Discord username so you can be contacted if a bug or
regression is found:
tryout33
## Description:
This PR reduces server/client tick CPU spent on territory cluster
maintenance by:
- Cutting redundant work in `PlayerExecution.removeClusters()`
(largest-cluster bounding box reuse, fewer allocations in
`isSurrounded()` and `removeCluster()`).
- Making `calculateBoundingBox()` allocation-free per tile by switching
from `gm.cell(tile)` to `gm.x(tile)`/`gm.y(tile)` (it now only allocates
the two result `Cell`s, instead of 1 per tile).
## Commits
- `51de0a1b` core: reduce PlayerExecution cluster overhead
- `6d9d85c5` core: avoid Cell allocations in PlayerExecution
isSurrounded
- `346f6a8c` core(util): speed up calculateBoundingBox by avoiding Cell
allocations
## Notes
- This PR is intended to be behavior-preserving; changes are limited to
hot-path micro-optimizations.
- Follow-up opportunity: `calculateClusters`/flood-fill is now the top
hotspot; further wins likely come from reducing traversal work or
caching.
## Please complete the following:
- [ ] I have added screenshots for all UI updates
- [ ] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [ ] I have added relevant tests to the test directory
- [ ] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
## Please put your Discord username so you can be contacted if a bug or
regression is found:
DISCORD_USERNAME
## Description:
Replace BFS with DFS and eliminate GC pressure in calculateClusters():
- Switch from O(N) queue.shift() to O(1) stack.pop() operations
- Replace Set.has()/Set.add() with Uint8Array bitfield
- Add reusable buffer management to avoid repeated allocations
- Implement callback-based neighbor iteration to eliminate array
allocations
- Add forEachNeighborWithDiag() method to Game interface and GameImpl
- Remove now unused GameImpl import from PlayerExecution
Describe the PR.
## Please complete the following:
- [x] I have added screenshots for all UI updates
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [x] I have added relevant tests to the test directory
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
## Please put your Discord username so you can be contacted if a bug or
regression is found:
DISCORD_USERNAME
## Description:
Remove some lines of code that do nothing in surroundedBySamePlayer,
gain a small bit of performance back. The code says "if it is an ocean
shore tile but not an ocean shore tile" which can never be true.
(Why where the lines there and why can they be removed:
Before you were able to boat on a lake, you had no escape from your land
if it bordered a lake and no ocean. So it was logical, if you bordered a
lake with your cluster, to still treat it as fully surrounded annexable
land.
This is why this code was added in [this
commit](https://github.com/openfrontio/OpenFrontIO/commit/ee56d687484131c092599434247b3a036e0e9668)
back then:
`const isOceanShore = this.mg.isOceanShore(tile); if
(this.mg.isShore(tile) && !isOceanShore) { continue; }`
But [this newer
commit](https://github.com/openfrontio/OpenFrontIO/commit/c1383d76f1f76c5e5f9be3a6f30b8f3010258540#diff-fb1101a2b50dd7c353d082ff7a3351cff5469b8249b3ebca91c10573a3dfaaf1)
made it so you could from then on boat on lakes. So you have an escape
from your cluster since then. And just like being on the edge of the map
or when bordering the ocean, this means your cluster won't get annexed.
However, while the updated code for PlayerExecution in the last commit
does its work as intended (it does not exclude lake shore tiles
anymore)... The code contradicts itself:
`const isOceanShore = this.mg.isOceanShore(tile); if
(this.mg.isOceanShore(tile) && !isOceanShore) { continue;}`
Conclusion: the code on lines 136-138 can be deleted because it
literally says "if it is an ocean shore tile but not an ocean shore
tile" which can never be true. Also remove the const and check
isOceanShore directly in the if statement.)
## 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
## Description:
When a main cluster is fully surrounded, the surrounding player is able
to attack them (based on AttackLogic in DefaultConfig). But so far
wasn't able to annex them.
Fix: turned around an isFriendly check in PlayerExecution. This way if
this.player is disconnected, they can get annexed, allied/team mate or
not.
This also means that in the edge case of surrounding player going AFK,
the enclosed main cluster can attack the disconnected surrounding player
and maybe fight it's way out of being enclosed.
Meant as hotfix for v26.
Reported here:
https://discord.com/channels/1284581928254701718/1429252618995105923/1429252618995105923
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regression is found:
tryout33
## Description:
Players with no ongoing attacks were ignored during cluster calculations
in
https://github.com/openfrontio/OpenFrontIO/commit/3680d9cc1663a22f0e174d2c2de806c0ee78b923
This PR has it fallback to neighbor with largest border if no ongoing
attacks
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evan
## Description:
Patches issue flagged from
https://github.com/openfrontio/OpenFrontIO/pull/1957#issuecomment-3386398998.
Right now for every single defense post capture, attackers receive two
messages:
- "Your Defense Post was destroyed" and "Captured Defense Post from ..."
By downgrading before captures, behavior will now be:
- defender receives "Your Defense Post was destroyed"
- attacker receives no message unless capturing a lv2+ defense post
(downgraded to lv 1), in which case they receive "Captured Defense Post
from ..."
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`seekerreturns`
---------
Co-authored-by: evanpelle <evanpelle@gmail.com>
## Description:
Fixes#1685
Continuation from #1924, which was auto-closed after the upstream repo
force-pushed main and I synced my fork.
This change ensures that allies are excluded from the `getMode()` call
made by `getCapturingPlayer()` inside `removeCluster()`.
- Previously, friendly neighbors were treated as candidates for
capturing, leading to incorrect annexations in certain edge cases.
- Added a small efficiency improvement by filtering out non-player and
friendly neighbors up front to reduce total computations down-the-line.
- Important: we can’t simply check if the `getMode(neighborsIDs)` result
is a friendly. Doing so would cause the territory to go to nobody until
the user is attacked. I believe the expected behavior is the largest
neighboring enemy should take it automatically.
Here's an example of the new behavior in an extreme edge case:
<img width="622" height="422" alt="Screenshot 2025-08-24 at 4 56 46 PM"
src="https://github.com/user-attachments/assets/c5dd9c0d-0a3c-4657-8154-e114fa920689"
/>
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## Please put your Discord username so you can be contacted if a bug or
regression is found:
nottirb
## Description:
Closes https://github.com/openfrontio/OpenFrontIO/issues/1619.
On capture, defense posts will be downgraded.
On the live version this means defense posts will be destroyed, as
defense posts can only be level 1.
Misc. changes:
- added `decreaserLevel` helper
- cleaned up if/else in tick unit loop for clarity to avoid yet another
nested layer
Continuation of the stale PR,
https://github.com/openfrontio/OpenFrontIO/pull/1622.
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## Please put your Discord username so you can be contacted if a bug or
regression is found:
Discord username: `seekerreturns`
## Description:
Record player death ticks and "conquests" (when a player has < 100
tiles).
Tournaments would be easier to manage with those information.
Related infra PR: https://github.com/openfrontio/infra/pull/196
Tested locally with docker/infra repo
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## Please put your Discord username so you can be contacted if a bug or
regression is found:
IngloriousTom
## Description:
#1075
Fixing all remaining type errors caused by strict mode and enable it.
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## Please put your Discord username so you can be contacted if a bug or
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azlod
---------
Co-authored-by: Scott Anderson <662325+scottanderson@users.noreply.github.com>
Fixes#1519
## Description:
Currently if a player is killed via a nuke, they keep their gold despite
being eliminated and other players have no way to access that gold as
there is no territory to conquer. This PR fixes this by removing gold
from dead players.
This doesn't affect gameplay itself, because that gold was already
inaccessible. It'll just be clearer to the remaining players now.
<img width="1566" height="827" alt="Zrzut ekranu 2025-07-16 210908"
src="https://github.com/user-attachments/assets/438081e5-c145-4691-a36c-92ceb1049469"
/>
^ This is what this PR fixes
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contributors
## Please put your Discord username so you can be contacted if a bug or
regression is found:
aceralex
## Description:
The troop/worker ratio bar is almost never changed. so remove it and the
entire concept of workers. Now there is just troops.
Now players get a consistent 1k/s gold.
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## Please put your Discord username so you can be contacted if a bug or
regression is found:
evan
## Description:
Add an animation when the player conquer another one.
The FX consists of two parts: short animation, and the gold won.
It is only displayed to the conquering player, so everybody knows who
won the money if multiple people fighted over the last pixel of a
player.
Changes:
- Add new update `ConquestUpdate`
- Add new fx `ConquestFx`
- Merge conquest logic in `Game`
https://github.com/user-attachments/assets/9f985e41-baa4-48a6-927e-3216274f758c
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## Please put your Discord username so you can be contacted if a bug or
regression is found:
IngloriousTom
## Description:
About 30s before an alliance is about to expire, both players receive a
prompt to extend the alliance. If both players agree the alliance is
extended.
## Please complete the following:
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## Please put your Discord username so you can be contacted if a bug or
regression is found:
evan
## Description:
Big update to the EventsDisplay
- Style update for EventsDisplay, look & feel similar to other windows
- Component now hidden during spawn phase
- Adds new functionality for filtering events by category. Allows the
player to remove specific event types
- Displays latest gold amount, decays after 5 seconds
<img width="1147" alt="Screenshot 2025-06-07 at 20 18 55"
src="https://github.com/user-attachments/assets/11c39818-55ad-4ba1-a998-360057e2856c"
/>
<img width="422" alt="Screenshot 2025-06-07 at 19 01 55"
src="https://github.com/user-attachments/assets/09c0b998-6046-49fb-9fba-33b4f57f337b"
/>
<img width="444" alt="Screenshot 2025-06-07 at 20 20 25"
src="https://github.com/user-attachments/assets/022deadc-3a49-442a-85f5-f1cd128a5805"
/>

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regression is found:
maxion_
Fixes#1025Fixes#1034
## Description:
Answering issue: #1017
[Cleanup] Pass Player into the execution constructor instead of PlayerID
I have tested the changes running and playing a full game. I do not know
other way to test the changes, please inform me ❤️
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Lele
---------
Co-authored-by: lva <lva@rovsing.dk>
## Description:
Changed from consolex to console
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## Please put your Discord username so you can be contacted if a bug or
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@qqkedsi
## Description:
1. Refactor WarshipExecution so that it takes either attrs or a warship
unit. This makes testing much simpler as the unit test can construct a
warship and then pass it into a warship execution
2. Have MoveWarshipExecution set the patrol tile, not the move tile so
warships stay in new location instead of moving back to original
location.
3. Warships no longer target trade ships outside of its patrol range.
this prevents warships from wandering
4. Refactored & simplified WarshipExecution
5. Added more tests for warships
6. Move health modification from PlayerExecution to WarshipExecution
since Warships are the only unit that have health
7. Move fields from WarshipExecution to the Warship unit itself, this
allows other executions & components to see more data about the warship.
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## Please put your Discord username so you can be contacted if a bug or
regression is found:
<DISCORD USERNAME>
## Description:
Record player stats for the analytics worker to import in to to
postgres. This changes defines a new Analytics schema version, `v0.0.2`,
containing additional metadata about each player.
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## Description:
Current behavior:
TerraNullius tiles are taken into account for capturing isolated
clusters
Also isolated clusters can be captured by allies
It might be intended behavior but in case it is not, here is a quick fix
Before:

After:

⚠️⚠️⚠️⚠️⚠️⚠️⚠️⚠️⚠️⚠️⚠️⚠️
### This will also change capturing isolated clusters while attacking as
long as there is TerraNullius as a neighbor so if it is intended
behavior, please discard.
⚠️⚠️⚠️⚠️⚠️⚠️⚠️⚠️⚠️⚠️⚠️⚠️
## Please complete the following:
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Vivacious Box
## Description:
Improve type safety and runtime correctness by:
1. Enabling TypeScript's
[strictNullChecks](https://www.typescriptlang.org/tsconfig/#strictNullChecks)
compiler option.
2. Replacing all loose equality operators (`==` and `!=`) with strict
equality operators (`===` and `!==`).
3. Cleaning up of type declarations, null handling logic, and equality
expressions throughout the project.
Currently, the code allows implicit assumptions that `null` and
`undefined` are interchangeable, and relies on type-coercing equality
checks that can introduce subtle bugs. These practices make it difficult
to reason about when values may be absent and hinder the effectiveness
of static analysis.
Migrating to strict null checks and enforcing strict equality
comparisons will clarify intent, reduce bugs, and make the codebase
safer and easier to maintain.
Fixes#466
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---------
Co-authored-by: Scott Anderson <662325+scottanderson@users.noreply.github.com>
Co-authored-by: evanpelle <openfrontio@gmail.com>
## Description:
Adds two fields to an Embargo :
- `createdAt` : the tick at which it was created
- `willExpire` : whether the embargo will expire on its own
An embargo will remove itself only if the player didn't intentionally
set it. It expires either when an alliance is made, or if enough time
has passed (according to the `embargoDuration` config entry).
I put 5 minutes for `embargoDuration` by default, which seems reasonable
to me.
closes#702
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## Please put your Discord username so you can be contacted if a bug or
regression is found:
leo21_
## Please complete the following:
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## Please put your Discord username so you can be contacted if a bug or
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PilkeySEK