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be9ea14fe9505e1a708b98044c098109af126e5e
590 Commits
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be9ea14fe9 |
refactor: rename Bot to Tribe in internal execution code (#3372)
## Description Follows up on #3290 which renamed the user-facing "Bots" to "Tribes". This renames the internal implementation to match: - `BotExecution` → `TribeExecution` - `BotSpawner` → `TribeSpawner` - `BotNames` → `TribeNames` (`BOT_NAME_*` → `TRIBE_NAME_*`) All callers updated accordingly. `PlayerType.Bot` and `ColoredTeams.Bot` are intentionally left unchanged as they are serialised wire-format values. Closes #3335 ## Please complete the following: - [x] My changes do not break existing functionality - [x] I have tested my changes ## Please put your Discord username so you can be contacted if a bug or regression is found: Just reply here --------- Co-authored-by: PGray <PGrayCS@users.noreply.github.com> |
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3838de1d30 |
Option to disable alliances + 2 new modifiers for variety 😄 (#3392)
## Description:
Rex had this idea: "It would be funny to have an option in private
lobbies to disable alliances."
I added it as an option.
Now people can choose to live in constant fear of their neighbors 😆
Also added two new public game modifiers for variety (only for the
special rotation):
- Alliances disabled (low probability)
- x2 gold multiplier (low probability)
Would be nice to squeeze this into v30, last minute?
## Please complete the following:
- [X] I have added screenshots for all UI updates
- [X] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [X] I have added relevant tests to the test directory
- [X] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
## Please put your Discord username so you can be contacted if a bug or
regression is found:
FloPinguin
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84ae5fc879 |
Adds Aegean map (#3384)
## Description: Adds Aegean map, a map centered in the Aegean Sea and the aegean islands between Greece and Turkey. Map has approx. 1M land tiles, size of 1600x2000. Nations are named after Ancient Greece era city-states and tribes. Elevation source from OpenTopography, already credited <img width="1600" height="2000" alt="image" src="https://github.com/user-attachments/assets/e4f52d6e-bba4-4641-9eac-31e3ddee354e" /> <img width="453" height="445" alt="Captura de pantalla 2026-03-08 141256" src="https://github.com/user-attachments/assets/5d2bc8cf-1e54-461a-ae0f-9bb2dafc2db6" /> This has been a heavily requested map in the community, having suggestions in the Discord, Subreddit and even in some videos (for example i saw Ultimus Rex suggest an aegean map when asked what maps he would like in his last stream) The map is designed so that the greek and turkish main landmasses are around 400,000 pixels in area, which combined account for around less or equal to 80% of the map. This means players will have to cross the sea to win, and to do so they will have to hop across the islands, which means there will be heavy warship action, instead of having stalemates like in most island maps where the gap between islands is too large and players would rather bomb each other. ## 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: tri.star1011 |
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df62251d3a |
Add San Francisco map (#3373)
## Description: Adds San Francisco bay map. 21 nations based on cities and towns of the area. 1.8M land pixels , size of 2000x1700 Elevation data from Opentopography, already credited. Map frequency of 3, as to mirror New York map. <img width="2000" height="1700" alt="image" src="https://github.com/user-attachments/assets/dc80a2db-6233-4b50-8f07-bd21c23c8b53" /> ## 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: tri.star1011 |
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0eb23c0c8c |
clientId replay bugfix (was picking first clientID in the array) (#3369)
## Description: clientId replay bugfix (was picking first clientID in the array) https://discord.com/channels/1359946986937258015/1479543573404844042 ## 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 |
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6254cc0598 |
Add Arctic map (#3341)
## Description: Adds Arctic map, a map centered about the Geographical North Pole using an azimuthal equidistant projection. Features Cold War themed countries and subdivisions as nations. Square map with 1.6M land tiles. Terrain data from Opentopography and Arctic SDI real relief data <img width="1830" height="1830" alt="image" src="https://github.com/user-attachments/assets/0b8b1e42-f477-4ebf-a256-c07536db87d9" /> ## 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: tri.star1011 |
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0733c680b9 |
homepage UI improvements (#3352)
## Description: A bunch of small UI improvements: * Make the content width a bit smaller so gutter ads fit * remove the "duos" "trios" "quads" description on the game card since it's redundant * update UI in game card * minor footer layout changes * update z-index to ensure content appears above ads * removed hasUnusualThumbnailSize, instead just check the map ratio * Use "object cover" for non-irregular maps to the entire game card is filed * remove white ouline from the version * changed solo button to sky blue * make timer "s" lowercase I think we may need to change the openfront logo color a bit too to match the color palette, but we can do that in a follow up. <img width="1591" height="969" alt="Screenshot 2026-03-05 at 2 04 48 PM" src="https://github.com/user-attachments/assets/7bb9ea4c-5a17-47e1-bdad-9d6437b363b3" /> ## Please complete the following: - [x] I have added screenshots for all UI updates - [x] I process any text displayed to the user through translateText() and I've added it to the en.json file - [x] I have added relevant tests to the test directory - [x] I confirm I have thoroughly tested these changes and take full responsibility for any bugs introduced ## Please put your Discord username so you can be contacted if a bug or regression is found: evan |
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e137fcaa6c |
Fix/Perf/Refactor: playerActions and buildableUnits, their callers and related types (#3220)
## 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> |
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0b9d43cb46 |
Configurable nation count 🤖 (#3338)
## Description: I hope we can get this into v30? The nation count is configurable now, just like the bot count. Replaced the "Disable Nations" toggle with a nations slider (0–400) in SinglePlayer and Host Lobby modals. <img width="710" height="121" alt="Screenshot 2026-03-03 021952" src="https://github.com/user-attachments/assets/c8d0f0c3-db51-4303-95fa-dbc770460ec2" /> Public games are staying exactly the same, this is just for singleplayer and private lobby fun. Youtubers could play HvN against 400 nations, for example. Singleplayer enjoyers no longer have to play against 1 nation in HvN, they can freely choose. `GameConfig.disableNations: boolean` got replaced by `nations: number (0-400, optional)` `undefined` = map default, `0` = disabled, number = custom count Nations slider defaults to the map's nation count, shows "(MAP DEFAULT)" label when unchanged Compact map toggle reduces nations to 25% when at default, restores when toggled off (just like we already do with bots) The nation count for HvN no longer automatically matches the human count in singleplayer and private games, only in public games. **What if there aren't enough nations configured for the map?** We just use the HvN logic (Generate random nations) ### Warning **This infra PR also needs to get merged: https://github.com/openfrontio/infra/pull/263 Otherwise players can set 0 nations and get achievements.** ## Please complete the following: - [X] I have added screenshots for all UI updates - [X] I process any text displayed to the user through translateText() and I've added it to the en.json file - [X] I have added relevant tests to the test directory - [X] I confirm I have thoroughly tested these changes and take full responsibility for any bugs introduced ## Please put your Discord username so you can be contacted if a bug or regression is found: FloPinguin |
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c238af389a |
Feat: Passage Map 🚢 (#3304)
## Description: Introduces Passage, an island filled thin map (like Amazon River but inverted) which is a long, thin stretch of islands that makes for some really fun gameplay. I playtested with 3 friends a number of times and it's great in pretty much all the modes. Naval gameplay on this map is particularly fun since some islands in the center basically hold the choke points on trade ships passing from one side to another, making them hotly contested territory. <img width="6000" height="400" alt="long map" src="https://github.com/user-attachments/assets/7904d6f8-e7b8-437d-852e-68a2f006d200" /> 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: bijx |
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9ca342e510 |
Add Nile Delta map (#3306)
## Description: Add Nile Delta as a new regional map. Features 11 nations across the delta region (Alexandria, Damietta, Faraskur, Sheremsah, El Senbellawein, Aga, Mit Ghamr, Cairo, Heliopolis, Memphis, El Mansoura). 1.36M land tiles at 1556x1280, terrain generated from real relief data. Includes the Suez Canal. Playlist frequency: 4.  ## 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 Source: https://commons.wikimedia.org/wiki/File:Niledelta_33.svg Discord: gabigabogabu |
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417fa0fe09 |
For v30: Add new modifiers (Hard nations and 25M Starting Gold) 🙂 (#3316)
## Description: Adds two new public game modifiers for variety and improves compact map eligibility for team games. ### New Modifiers **Hard Nations (`isHardNations`)** - We need this modifier for HvN, because medium nations are easier now (will result in a much higher human winrate) - In a discord discussion we concluded that HvN should generally be easier (higher winrate than 50%, so players are less frustated) - Thats why only 20% of HvN games have the hard nations modifier (for now) - For PvPvE enjoyers, the modifier is also active in FFA games => (Only 2.5% chance, and 1 ticket in `SPECIAL_MODIFIER_POOL`) **25M Starting Gold (`startingGoldHigh`)** - Some people in the main discord wanted this modifier, and it will result in crazy games - Rare special-only modifier (1 ticket in pool); mutually exclusive with 5M starting gold via `MUTUALLY_EXCLUSIVE_MODIFIERS` - Disables nations (they lack PVP immunity, so 25M gold doesn't work well with them) - Excluded from HumansVsNations games (since it disables nations) - Spawn immunity set to **2 minutes 30 seconds** (vs 30s for 5M gold), so people can spend the gold and prepare ### Other Changes - **Improved `supportsCompactMapForTeams`**: Replaced the hard `smallest >= 50` land-tile cutoff with a per-team-config calculation that simulates worst-case compact player count and checks every team gets at least 2 players. - **HvN spawn immunity**: Always 5 seconds in both regular and special lobbies (to get rid of a confusing PVP immunity HeadsUpMessage in 5M starting gold games) - **Regular public lobby random spawn modifier probabilty**: Reduced from 10% to 5% (Because of the new modifier, so there aren't too many modifiers in non-special-lobbies, should only occur sometimes there) - Rebalanced `SPECIAL_MODIFIER_POOL` a bit ## Please complete the following: - [X] I have added screenshots for all UI updates - [X] I process any text displayed to the user through translateText() and I've added it to the en.json file - [X] I have added relevant tests to the test directory - [X] I confirm I have thoroughly tested these changes and take full responsibility for any bugs introduced ## Please put your Discord username so you can be contacted if a bug or regression is found: FloPinguin |
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5542ac12e1 |
Add new map: Bosphorus Straits (#2927)
## Description: Adds a new Bosphorus Map (Turkey). One of the key strategic locations in the world and control access to the Black Sea. Smaller map that most to facilitate smaller FFA and Team games. Added are a selection of nations that correspond to the location. <img width="1000" height="612" alt="image" src="https://github.com/user-attachments/assets/27a6debc-a33b-4b54-b522-69ab814c39f0" />   ## Please complete the following: - [X] I have added screenshots for all UI updates - [X] I process any text displayed to the user through translateText() and I've added it to the en.json file - [X] I have added relevant tests to the test directory - [X] I confirm I have thoroughly tested these changes and take full responsibility for any bugs introduced ## Please put your Discord username so you can be contacted if a bug or regression is found: TSProphet --------- Co-authored-by: Ryan <7389646+ryanbarlow97@users.noreply.github.com> Co-authored-by: iamlewis <lewismmmm@gmail.com> |
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11d3228608 |
Adds Bering Strait map. (#2924)
## Description: PR to add Bering Strait map. Produced using TOPO data from real world location, rivers and lakes correct to real world location. The map is slightly smaller than most so facilitates smaller FFA games or 2 team game modes. The centre island has been increased in size to enable better warfare to capture the strategic location. <img width="1500" height="918" alt="image" src="https://github.com/user-attachments/assets/bc9b2e69-cef1-4f21-92b5-4ffdce5812e1" />  ## Please complete the following: - [X] I have added screenshots for all UI updates - [X] I process any text displayed to the user through translateText() and I've added it to the en.json file - [X] I have added relevant tests to the test directory - [X] I confirm I have thoroughly tested these changes and take full responsibility for any bugs introduced ## Please put your Discord username so you can be contacted if a bug or regression is found: TSProphet --------- Co-authored-by: Ryan <7389646+ryanbarlow97@users.noreply.github.com> |
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c911bfb2d8 |
Packed unit updates / MotionPlans (#3292)
## Description: Reduce per-step `Unit` update traffic by shipping packed motion plans and letting the client advance plan-driven units locally. Changes: - Add packed motion plan records (`packedMotionPlans?: Uint32Array`) to game updates and transfer the buffer worker -> main. - Introduce `src/core/game/MotionPlans.ts` (schema + pack/unpack) for grid + train motion plans. - Extend `Game` with `recordMotionPlan(...)` and `drainPackedMotionPlans()`, and implement buffering/packing in `GameImpl`. - Treat units with motion plans as “plan-driven”: suppress per-tile `Unit` updates on `move()` and advance positions client-side. - Emit motion plans from executions: - `TradeShipExecution`: record/update grid motion plans and `touch()` when changing target after capture. - `TransportShipExecution`: record initial plan and update it when destination changes. - `TrainExecution`: record a train plan on init (engine + cars). - Client: apply motion plans in `GameView` and ensure `UnitLayer` updates sprites for motion-planned units even when no `Unit` updates arrived. ## 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 |
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bd3db55a22 |
Add configurable attack ratio keybind increment setting (#2835)
If this PR fixes an issue, link it below. If not, delete these two lines. Resolves #2822 ## Description: Adds an attack ratio keybind increment setting with a new dropdown UI, wires keybinds to use the configured step, updates the attack ratio adjustment logic, and makes the select reflect stored settings. <img width="806" height="165" alt="スクリーンショット 2026-01-12 9 11 12" src="https://github.com/user-attachments/assets/c6eaa96d-e147-4927-b3ed-964e832ecc36" /> ## Please complete the following: - [x] I have added screenshots for all UI updates - [x] I process any text displayed to the user through translateText() and I've added it to the en.json file - [x] I have added relevant tests to the test directory - [x] I confirm I have thoroughly tested these changes and take full responsibility for any bugs introduced ## Please put your Discord username so you can be contacted if a bug or regression is found: aotumuri --------- Co-authored-by: Ryan <7389646+ryanbarlow97@users.noreply.github.com> Co-authored-by: iamlewis <lewismmmm@gmail.com> |
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339ace0bd6 |
v30 nuke wars preparation: Disable boats & Team spawn zones (#3263)
## Description: Preparation for nuke wars, for v30. Next PR will be adding the nuke wars modifier for public games, but Wonders https://github.com/openfrontio/OpenFrontIO/pull/3224 needs to be merged first to avoid merge conflicts. ### 1. Disable boats setting It's possible to disable `UnitType.TransportShip` now. Because they are not needed in nuke wars and can even be annoying. <img width="720" height="320" alt="image" src="https://github.com/user-attachments/assets/661bc10d-b204-4b4f-b876-ee7c9b92de8c" /> ### 2. Team spawn zones for random spawn Maps can have `teamGameSpawnAreas` in their json file now. Spawn areas are currently active if - a supported map is chosen (Baikal Nuke Wars or Four Islands) - a supported team size is chosen (2 teams on Baikal Nuke Wars or 2/4 teams on Four Islands) - random spawn is enabled ## Please complete the following: - [X] I have added screenshots for all UI updates - [X] I process any text displayed to the user through translateText() and I've added it to the en.json file - [X] I have added relevant tests to the test directory - [X] I confirm I have thoroughly tested these changes and take full responsibility for any bugs introduced ## Please put your Discord username so you can be contacted if a bug or regression is found: FloPinguin |
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4b917c4153 |
Performance Overlay rework/redesign (#3274)
## Description:
updates the Performance Overlay to be more usable
(draggable/resizable/scrollable), adds tick-level metrics (TPS +
per-layer tick timings), and reduces overhead when the overlay is
hidden.
### UI/UX
- Overlay layout updated to a fixed, pixel-positioned panel (default
near top-left) with a dedicated drag handle.
- Overlay is touch-draggable (pointer events) and remains usable on
small viewports via internal scrolling.
- Overlay width is resizable with a right-edge handle; width is clamped
to viewport bounds.
- Render/tick layer breakdown sections are collapsible, with headers and
“last tick” summaries.
### New metrics
- Adds TPS reporting:
- Current TPS (ticks in the last 1s).
- Average TPS over the last ~60s, computed using elapsed time so it’s
accurate before a full 60s passes.
- Adds per-layer tick profiling (“Tick Layers”) alongside render
profiling (“Render Layers”).
- Adds “render-per-tick” metrics so render-layer costs can be understood
per simulation tick (frames + per-layer totals).
### Performance / overhead
- Avoids profiling overhead when the overlay is hidden:
- `GameRenderer` only calls `FrameProfiler.clear()/consume()` and
per-layer `start/end` when profiling is enabled.
- Tick-layer duration tracking is only collected when profiling is
enabled.
### Settings plumbing
- `UserSettings` now dispatches a `user-settings-changed` `CustomEvent`
on `set()` / `setFloat()`.
- The overlay listens for `settings.performanceOverlay` changes so
visibility stays in sync even when toggled outside the overlay.
## Implementation notes (by file)
- `src/client/graphics/layers/PerformanceOverlay.ts`
- Adds TPS tracking using a timestamp ring + moving heads (1s / 60s).
- Adds UI state for collapsibles, drag + resize pointer tracking, and
new breakdown models:
- Render layers: EMA avg/max + per-tick render aggregation.
- Tick layers: EMA avg/max + last-tick durations.
- Copy-to-clipboard snapshot now includes TPS, tick layers, and
render-per-tick last-tick details.
- `src/client/graphics/GameRenderer.ts`
- Gates render-layer profiling behind `FrameProfiler.isEnabled()`.
- Accumulates per-render-layer timings across frames and publishes them
once per tick via `updateRenderPerTickMetrics(...)`.
- Measures tick-layer durations (per layer `tick()` call) and publishes
them via `updateTickLayerMetrics(...)`.
- `src/core/game/UserSettings.ts`
- Adds `emitChange(key, value)` to dispatch `user-settings-changed` to
`globalThis` (best-effort).
- `resources/lang/en.json`
- Adds/updates `performance_overlay.*` strings for TPS and the new
render/tick layer sections.
## 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
---------
Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com>
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c3a8d06cbb |
Perf: tradeship spawn (#3240)
## Description: Please merge for v30 if possible. Use .find instead of .filter for tradeShipSpawn since we're only looking for the first (if any) port found at the given tile anyway. Also just return targetTile instead of getting porr.tile() because targetTile is tile we found the port on. Also use no intermediate const, just return right away based on outcome of units.find. Found when working on PR #3220. But tradeShipSpawn is out of 3220's scope since it won't be called by playerImpl buildableUnits() anymore, it should and will be only ever used by TradeShipExecution via playerImpl canBuild(). ## 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 |
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1d73401c72 |
Small perf: find() instead of filter() for retreat (#3277)
## Description: Only need find() instead of filter() in orderRetreat and executeRetreat, since we just need the first hit. Small perf win. ## 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 |
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ea2a76609f |
perf(core): speed up packedTileUpdates (Uint32 pairs, no tile wrappers) (#3255)
## Description Reduces CPU + GC pressure from tile update serialization. **What changed** - Switched `packedTileUpdates` from `BigUint64Array` (BigInt packing) to `Uint32Array` `[tileRef, state]` pairs, updating `GameView` ingestion. - Updated tile state to use `GameMap.tileState(tile)` and `GameMap.updateTile(tile, state)`. - Removed per-tile `GameUpdateType.Tile` wrapper allocations by recording raw `(tile, state)` pairs in `GameImpl` and draining them via `drainPackedTileUpdates()` in `GameRunner`. **Why it’s faster** - Avoids BigInt and pack/unpack. - Avoids per-tile object allocations. **Compatibility** - Wire format change: `packedTileUpdates` is now `Uint32Array` pairs instead of `BigUint64Array`. ## 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 |
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90204f6628 |
Add alliance renewal action to Radial Menu (#3148)
## Description: The following PR replaces the (disabled) alliance request button with an alliance extension/renewal button when the alliance with the target player is expiring. Agreeing to renewal via radial menu also hides the message in the EventsDisplay. <img width="369" height="364" alt="image" src="https://github.com/user-attachments/assets/d8040f5c-ad7b-47d0-852f-925ecbf273a8" /> https://github.com/user-attachments/assets/aa589edf-6505-46bf-88a3-aa4c2df9137f Icon size adjusted: <img width="294" height="252" alt="image" src="https://github.com/user-attachments/assets/7ca63500-b1fb-427b-965c-cf121a5213da" /> ## Please complete the following: - [x] I have added screenshots for all UI updates - [x] I process any text displayed to the user through translateText() and I've added it to the en.json file - [x] I have added relevant tests to the test directory - [x] I confirm I have thoroughly tested these changes and take full responsibility for any bugs introduced ## Please put your Discord username so you can be contacted if a bug or regression is found: deshack_82603 --------- Co-authored-by: Claude Opus 4.6 <noreply@anthropic.com> Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com> |
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f6a08e16db |
Perf alloc (#3241)
If this PR fixes an issue, link it below. If not, delete these two lines. Resolves #(issue number) ## Description: ## PR Title perf(core): reduce hot-path allocations & safe optimizations This PR brings in a set of allocation-focused optimizations in core hot paths ### Scope - `src/core/execution/NukeExecution.ts` - `src/core/execution/WarshipExecution.ts` - `src/core/game/UnitGrid.ts` - `src/core/game/PlayerImpl.ts` - `src/core/configuration/DefaultConfig.ts` - `src/core/execution/SAMLauncherExecution.ts` ### What Changed - `NukeExecution.detonate`: reduced call overhead/allocations by caching `mg`/`config`, avoiding repeated lookups, and using allocation-free loops (no `forEach` closures) in the diminishing-effect pass. - `WarshipExecution.findTargetUnit`: replaced allocate+sort flow with single-pass best-target selection. - `UnitGrid.nearbyUnits`: reduced call overhead and allocations via single-type fast path and cached query coordinates. - `PlayerImpl.units`: added fast paths for common small-arity type queries (1-3 unit types). - `DefaultConfig.unitInfo`: cached `UnitInfo` objects per `UnitType` to avoid repeated object/closure creation. - `SAMLauncherExecution` targeting: removed sort churn and streamlined target selection with single-pass hydrogen prioritization. ### Rebase - One conflict was resolved in `NukeExecution.detonate` by keeping `main`'s diminishing-effect-per-impacted-tile behavior, while retaining the allocation-reduction refactors. ## 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 |
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70f2abb181 |
Homepage update & add 3 public lobbies (#3191)
## Description: Update UI check https://homepageupdate.openfront.dev/ Improved mobile UI (now fills whole screen for all modals) e.g.: <img width="432" height="852" alt="image" src="https://github.com/user-attachments/assets/56de40af-4137-4c57-96b7-3910c9a665b8" /> Converted PublicLobby to be "GameModeSelector" to get a nicer 4x4 grid div, where <GameModeSelector> now handles all the username validation now (removed redundant code from modals such as matchmaking) also fixed a bug where someone could have "[XX] X" as thier username (when the minimum should be 3 chars for their name) Now visually displays the 3 lobbies ffa/team/special (which is a continuation from the work done in: #3196 ) <img width="818" height="563" alt="image" src="https://github.com/user-attachments/assets/a15cd31b-6061-4fb8-83ee-ffde6225cfa7" /> updated the background: <img width="1919" height="807" alt="image" src="https://github.com/user-attachments/assets/358a7434-51b8-4540-baf2-d1be05053c44" /> slightly updated the glassy-look to be less glassy: <img width="825" height="729" alt="image" src="https://github.com/user-attachments/assets/1801871b-bbf8-43db-ac53-489337ae80a5" /> ## 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 |
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2a7db43db3 |
Small refactor/cleanup: RadialMenuElements and PlayerImpl (#3239)
## Description: PR 7/x in effort to break up PR #3220. Follows on already merged #3238. Please see if these can be merged for v30. -**RadialMenuElements**: - _getAllEnabledUnits_: use camelCase instead of PascalCase so change Units into units. - _getAllEnabledUnits_: use StructureTypes to loop through instead of having 6 individual lines of code to check if a structure is enabled. StructureTypes contains and will keep containing the same structures as those that are checked here. PR 3220 will later on also replace the individual lines for the attack type units into a loop with a newly introduced Types array, in the same way as we do in this PR with StructureTypes. - _getAllEnabledUnits_: rename the long named const addStructureIfEnabled to just addIfEnabled, which is clear enough from the context it is used in. -**PlayerImpl** - _buildableUnits_: removed unnecessary "as BuildableUnit" after the in-loop return; the function itself already says it returns BuildableUnit[]. ## 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 |
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031a17d880 |
Optimize nuke explosion (#3176)
## Description: When a nuke detonates, the explosion is looping over each tiles. Among other things, it filters the owner units to find the `TransportShips` units. This operation is cpu-intensive and repeated over each tiles can make the tick noticably slower. On this screenshot the detonation function took 100ms: <img width="1617" height="488" alt="image" src="https://github.com/user-attachments/assets/07009b18-4342-4caf-9e82-9ae5147b63f8" /> <img width="1645" height="375" alt="image" src="https://github.com/user-attachments/assets/fe9ead87-550a-4166-96ab-092d0c08be82" /> I suspect it led to a few frame freeze when I MIRVed too. Suggestion: loop over the impacted players rather than the tiles. With this suggestion, the same nuke takes between 4ms to 20ms: <img width="989" height="365" alt="image" src="https://github.com/user-attachments/assets/25c0faf0-cc34-41b7-8091-b14bde6db595" /> However this changes the death formula used, as they were repeated over each tiles with ever-smaller values, and with this change the operation is done all-at-once. This will result in a different outcome. In my opinion the performance gain is seductive enough to maybe tweak the formula to make it work with this revised strategy. What do you think? ## 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: IngloriousTom |
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8b66c8bd53 |
Perf/refactor: use StructureTypes, remove territoryBound (#3238)
## 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 |
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4f08e57304 |
Small refactor: nearbyUnits readonly UnitType[] (#3236)
## Description: PR 4/x in effort to break up PR https://github.com/openfrontio/OpenFrontIO/pull/3220. Follows on already merged https://github.com/openfrontio/OpenFrontIO/pull/3235. Please see if these can be merged for v30. - **Game**/**GameImpl**/**GameView**: nearbyUnits required "UnitType | UnitType[]" for tiles, but calls UnitGrid nearbyUnits which requires "UnitType | readonly UnitType[]". Made the requirement the same for Game/GameImpl/GameView nearbyUnits. This way, we don't have make a shallow copy of the StructureTypes array everytime we want to send it as an argument. Other callers than listNukeBreakAlliance in Util.ts are unaffected. - **Util.ts**: listNukeBreakAlliance needs no shallow copy of StructureTypes anymore as argument for NearbyUnits ## 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 |
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ba2a947061 |
Feat: Display ghost railways when building cities and ports (#3202)
## Description: Based on [this suggestion on Discord](https://discord.com/channels/1284581928254701718/1447110257196138577) and feedback gathered in [this thread](https://discord.com/channels/1359946986937258015/1469598906173227184). Supersedes #3143 This PR introduces "ghost railways": when you are going to place a city or port, previews railway connections that will be made when actually building the structure. Ghost railways are skipped if the structure is going to be snapped to existing railways (as in railway snapping functionality introduced in #3156 ). ### Video https://github.com/user-attachments/assets/ff8cf325-6501-4df8-801d-c8ae3ced3d0e ### Ghost rails color revisited black with 40% opacity <img width="695" height="430" alt="image" src="https://github.com/user-attachments/assets/272efbcc-4185-426a-921c-7fae61f6c462" /> ## Please complete the following: - [x] I have added screenshots for all UI updates - [x] I process any text displayed to the user through translateText() and I've added it to the en.json file - [x] I have added relevant tests to the test directory - [x] I confirm I have thoroughly tested these changes and take full responsibility for any bugs introduced ## Please put your Discord username so you can be contacted if a bug or regression is found: deshack_82603 |
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52036cc20c |
Cleanup: remove unused code from four files (#3234)
## Description: PR 2/x in effort to break up PR https://github.com/openfrontio/OpenFrontIO/pull/3220. Removes unused code and properties. - **Game.ts** and **DefaultConfig** unitInfo: removed _canBuildTrainStation_ and _expirimental_ properties, as they weren't used anywhere anymore. - **PlayerActionHandler**: remove unused getPlayerActions, the only potential caller MainRadialMenu already just calls myPlayer.actions via GameView directly. - **StructureIconsLayer**: remove unused PlayerActions ## 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 |
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0b46f90d81 |
Feature add alps clean (#3229)
## Description: Fixes closed PR and adds the new “Alps” map and register it in the game/map playlist. With 7 geographically accurate nations. Pure large land map for land warfare only. <img width="2564" height="1400" alt="Untitled" src="https://github.com/user-attachments/assets/2c51fad3-7345-46a8-9256-2874d1c4211b" /> <img width="2000" height="1837" alt="551068953-fe4445cd-c0b2-4a5a-b652-1e480e38cdb6" src="https://github.com/user-attachments/assets/1c466262-e20b-46bc-b782-944cbf6ee62a" />  ## Please complete the following: - [X] I have added screenshots for all UI updates - [X] I process any text displayed to the user through translateText() and I've added it to the en.json file - [X] I have added relevant tests to the test directory - [X] I confirm I have thoroughly tested these changes and take full responsibility for any bugs introduced ## Please put your Discord username so you can be contacted if a bug or regression is found: TsProphet |
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86e51ab790 |
Fix nation spawnkilling 🔧 (#3222)
## Description: As far as I can remember, in v28 the spawn immunity applied to both humans and nations. With the configurable spawn immunity (added for v29) the spawn immunity no longer applies to nations... Because its called PVP immunity now. So right now it's possible to spawnkill nations. This is a big problem for the 5M gold modifier games... And you can "cheat" in singleplayer. This PR changes two things: - Nations always have 5 seconds spawn immunity now, no matter whats configured for the PVP immunity - Nations attack TerraNullius earlier (Otherwise the easy nations would sometimes do their first attack after the 5 seconds are over, spawnkills would still be possible) ## Please complete the following: - [X] I have added screenshots for all UI updates - [X] I process any text displayed to the user through translateText() and I've added it to the en.json file - [X] I have added relevant tests to the test directory - [X] I confirm I have thoroughly tested these changes and take full responsibility for any bugs introduced ## Please put your Discord username so you can be contacted if a bug or regression is found: FloPinguin --------- Co-authored-by: Ryan <7389646+ryanbarlow97@users.noreply.github.com> |
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f362e47413 |
Cancel nukes when accepting alliance via radial menu (#3155)
Resolves #3154 ## Description: #2716 introduced nuke cancellation logic on alliance acceptance via `AllianceRequestReplyExecution`. The radial menu action, though, calls `AllianceRequestExecution` instead, which accepts the alliance if a request has already been made by the other player. This PR moves the nuke cancellation logic to `GameImpl`, hooking into the `acceptAllianceRequest` method, therefore accounting for every alliance acceptance, regardless of the specific action that brought to that. ## Please complete the following: - [x] I have added screenshots for all UI updates - [x] I process any text displayed to the user through translateText() and I've added it to the en.json file - [x] I have added relevant tests to the test directory - [x] I confirm I have thoroughly tested these changes and take full responsibility for any bugs introduced ## Please put your Discord username so you can be contacted if a bug or regression is found: deshack_82603 |
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d0bb3a016e |
"Catching up..." HeadsUpMessage 🏃♀️ (#3194)
## Description: After an internet problem or page reload the game catches up, replaying the ticks. But especially new players might be confused what is happening. The game runs fast??? And you can't easily tell when its finished catching up. You need to spot when it stops running faster than usual. So add a HeadsUpMessage to tell people what is happening. https://github.com/user-attachments/assets/6fcdd85f-c58e-4549-89d0-5ba51df39339 ## Please complete the following: - [X] I have added screenshots for all UI updates - [X] I process any text displayed to the user through translateText() and I've added it to the en.json file - [X] I have added relevant tests to the test directory - [X] I confirm I have thoroughly tested these changes and take full responsibility for any bugs introduced ## Please put your Discord username so you can be contacted if a bug or regression is found: FloPinguin --------- Co-authored-by: iamlewis <lewismmmm@gmail.com> |
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040766d417 |
Add units filter on playeractions for performance (#3213)
## Description: The ghost structure calls player actions each frame, which is costly since it's checking for all possible actions. This add a unit list filter in actions so if there are units it only checks for buildability of those units. Before:  Player actions takes 20-30% of the worker After: <img width="825" height="342" alt="image" src="https://github.com/user-attachments/assets/36e47547-5028-4dc9-bc42-e17df4a87200" /> Player actions takes 1-3% of the worker Both performances are relevant only when a ghost structure is selected ## Please complete the following: - [x] I have added screenshots for all UI updates - [x] I process any text displayed to the user through translateText() and I've added it to the en.json file - [x] I have added relevant tests to the test directory - [x] I confirm I have thoroughly tested these changes and take full responsibility for any bugs introduced ## Please put your Discord username so you can be contacted if a bug or regression is found: Mr. Box |
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8e889fe857 | Merge branch 'v29' | ||
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6e557c52db |
Add Hawaii map (#3187)
## Description: Add Hawaii as a new regional map. Features 9 nations across the Hawaiian island chain (Niihau, Kauai, Oahu, Molokai, Lanai, Kahoolawe, Maui, Kona, Hilo). ~~612K land tiles at 3920x2544~~ 408K land tiles at 3200x2076, terrain generated from real relief data with accurate volcanic peaks and coastal lowlands. Playlist frequency: 4.  ## 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 Source: https://commons.wikimedia.org/wiki/File:USA_Hawaii_relief_location_map.svg Discord: gabigabogabu |
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a1b3afe534 |
Fix cluster deletion (#3185)
## Description: When a train station is removed, the clusters are recomputed. However the cluster recomputation code has not been changed from the original rail network implementation, which was a tree. The deletion code made assumptions that are not true anymore since we introduced loops in the network. As a result the cluster recomputation was very inefficient, although the data was correct. Changes: - Fix clusters computation when a structure is deleted - Structures are frequently deleted in bulk: atom/hydro/MIRV. Re-computing the clusters when a single structure is deleted would be inefficient because the recomputed cluster would probably need to be recomputed again in the same tick. Instead, when a structure is deleted, flag the cluster as "dirty", and recompute all the dirty clusters once per tick only. Previous performances (hydro over a dense area): <img width="700" height="160" alt="image" src="https://github.com/user-attachments/assets/cd3ceb42-6d5f-4ad1-b35a-f8e5e0513821" /> Now: <img width="450" height="269" alt="image" src="https://github.com/user-attachments/assets/55dec3b9-8619-4a6c-9a16-f5368fe40da1" /> ## Please complete the following: - [x] I have added screenshots for all UI updates - [x] I process any text displayed to the user through translateText() and I've added it to the en.json file - [x] I have added relevant tests to the test directory - [x] I confirm I have thoroughly tested these changes and take full responsibility for any bugs introduced ## Please put your Discord username so you can be contacted if a bug or regression is found: IngloriousTom |
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07e13b3479 |
Fix: remove alliances on death (#3168)
## 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 |
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6cc0ef7d14 |
Add PVP immunity to 5M starting gold modifier games 🔧 (#3180)
## Description: Adds 30 seconds of PVP immunity to 5M starting gold modifier games. So you cannot insta-nuke other players. Because I'm sure people would be confused "I cannot attack!!!!" I added a HeadsUpMessage which informs about the PVP immunity. We already have a ImmunityTimer progress bar but I don't think its enough. <img width="1270" height="745" alt="image" src="https://github.com/user-attachments/assets/0ee23dc4-1c7b-4d62-8b3d-8de214f03c2b" /> I had a second count in the HeadsUpMessage (seconds until PVP immunity is over) but it felt too busy. So I removed it. You can tell when PVP immunity is over by looking at the progress 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 - [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> |
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97d0a05d58 |
Rewarded videos ads to test a skin (#3120)
## Description: Added rewarded video ads for skin trials via Playwire's manuallyCreateRewardUi API. Users can now click "Try me" to watch a video ad and receive a temporary skin trial. Upon completion a temporary flare is granted to the player so they have ~5 minutes to use the skin. added getPlayerCosmeticsRefs and getPlayerCosmetics to Cosmetics.ts to centralize cosmetic retrieval & validation. <img width="801" height="534" alt="Screenshot 2026-02-10 at 7 58 14 PM" src="https://github.com/user-attachments/assets/51cc378c-2feb-4692-8cf2-20ee54cea3b8" /> ## Please complete the following: - [x] I have added screenshots for all UI updates - [x] I process any text displayed to the user through translateText() and I've added it to the en.json file - [x] I have added relevant tests to the test directory - [x] I confirm I have thoroughly tested these changes and take full responsibility for any bugs introduced ## Please put your Discord username so you can be contacted if a bug or regression is found: evan |
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c44130cf32 |
New map! "Traders Dream" 🏝️ (#3177)
## Description: A redditor posted this, got quite a few upvotes <img width="753" height="667" alt="image" src="https://github.com/user-attachments/assets/9cd6664f-6afa-428a-b85e-4c335dbe1699" /> https://www.reddit.com/r/Openfront/comments/1qlrqro/these_maps_are_so_fun_i_want_more/ So I thought why not make another one, this time a bit focused on traders (tiny islands to trademaxx) And two big islands (about 50% of the map land tiles). So its big islands vs small islands. <img width="1098" height="959" alt="Screenshot 2026-02-10 231024" src="https://github.com/user-attachments/assets/32368223-bef4-4ba1-a203-29d9afd5b762" /> 13 nations :) 2200 × 1920 ## Please complete the following: - [X] I have added screenshots for all UI updates - [X] I process any text displayed to the user through translateText() and I've added it to the en.json file - [X] I have added relevant tests to the test directory - [X] I confirm I have thoroughly tested these changes and take full responsibility for any bugs introduced ## Please put your Discord username so you can be contacted if a bug or regression is found: FloPinguin |
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900cc89067 |
Better username censoring (#3122)
## Description: Many inapropriate names bypass the current filter. This PR does the following: 1. Moves name censoring to server side so inappropriate names are scrubbed before being sent to the client 2. Requests a list of profane words from the api, this allows us to quickly add new profane words in the admin panel without having to redeploy. ## Please complete the following: - [x] I have added screenshots for all UI updates - [x] I process any text displayed to the user through translateText() and I've added it to the en.json file - [x] I have added relevant tests to the test directory - [x] I confirm I have thoroughly tested these changes and take full responsibility for any bugs introduced ## Please put your Discord username so you can be contacted if a bug or regression is found: evan |
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c6c793f6b3 |
Highlight hovering railroad (#3156)
## Description:  The `RailroadLayer` simply displays tiles as instructed by the core worker. While it's practical for the layer to only care about the tiles, it also means it has no understanding of railroads as entities (their paths, connections, or identities). It also means that the core worker is responsible for rendering tasks such as tile orientation and construction animation, which is not expected. To support ID-based events and better separation of concerns, the rendering layer needs to be aware of complete railroads. With this change, the core worker can send the tiles once and subsequently reference railroads only by ID for all other events. #### Changes: - `RailroadLayer` now stores full railroad data instead of only individual tiles - `RailroadLayer` is responsible for animating newly built railroads - Add a new `RailroadSnapUpdate` sent when a new structure is built over an existing railroad. This event is used by `RailroadLayer` to keep railroad ID in sync. - When hovering over a railroad, the render worker is querying the core worker about overlapping railroads. Alternatively, RailroadLayer could compute overlaps itself now that it has full railroad knowledge, but this logic would need to be duplicated and kept in sync across workers. Keeping a single source of truth in the core worker is preferred. #### Edgecases: - When a structure snaps over a railroad, the original railroad is split into two new railroads. If the construction animation is still in progress, instead of resuming the animation at the correct point on the new railroads, all remaining tiles are rendered immediately - Previously, `RailroadUpdate` handled both construction and destruction. This no longer works with `RailroadSnapUpdate`, as event ordering is now pretty important and IDs may be lost before they are consumed. To address this, RailroadUpdate is split in two: `RailroadConstructionUpdate` and `RailroadDestructionUpdate`. ## Please complete the following: - [x] I have added screenshots for all UI updates - [x] I process any text displayed to the user through translateText() and I've added it to the en.json file - [x] I have added relevant tests to the test directory - [x] I confirm I have thoroughly tested these changes and take full responsibility for any bugs introduced ## Please put your Discord username so you can be contacted if a bug or regression is found: IngloriousTom --------- Co-authored-by: jrouillard <jon@rouillard.org> |
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e97f4650b7 |
Readd Yenisei (#3145)
## Description: This PR readds the Yenisei map, with it being about 3 times smaller than before. I haven't updated the en.json file, as it still has the string for the map, which was probably forgotten when the map got removed from the repo. ## Please complete the following: - [x] I have added screenshots for all UI updates - [x] I process any text displayed to the user through translateText() and I've added it to the en.json file - [x] I have added relevant tests to the test directory - [x] I confirm I have thoroughly tested these changes and take full responsibility for any bugs introduced ## Please put your Discord username so you can be contacted if a bug or regression is found: DISCORD_USERNAME Nikola123 |
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0255a6e5a8 |
Fix: don't stop seperation of MIRV warheads after launching player died (#3134)
## Description: Like Atom and H-bombs, MIRV warheads should still land after the launching player died. PlayerExecution already makes sure to skip nukes when deleting a dead player's units. But MIRVexecution separate() creates NukeExecutions which check canBuild, which returns false for a dead player. Fix: Skip alive and cost check for MIRV warheads. canBuild is only applicable when creating the MIRV itself, not at the seperation stage mid-flight. There's no cost involved either. Note: this bug has been there since MIRVs were added to the game. But the bug wasn't noticed often in all that time. Still the fix may have some impact on gameplay. ## 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: Ryan <7389646+ryanbarlow97@users.noreply.github.com> |
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8cc6c2c2aa |
Perf spawn train (#3130)
## Description: Train spawning hot-path optimization (trade destination selection) ## Summary This PR reduces per-tick overhead in train spawning by removing temporary allocations and reducing work in the destination-selection path. The change focuses on `Cluster` trade destination lookup and how `TrainStationExecution` picks a destination. ## What changed ### 1) Maintain a “trade-capable” station subset per cluster `src/core/game/TrainStation.ts` - `Cluster` now maintains: - `stations`: all stations in the cluster (unchanged) - `tradeStations`: maintained subset of stations that can act as trade endpoints (`City` or `Port`) - `tradeStations` is kept in sync in: - `addStation()` - `removeStation()` - `clear()` Impact: - Trade queries no longer scan every station in the cluster; they only scan `tradeStations`. ### 2) Add cheap eligibility helpers `src/core/game/TrainStation.ts` - `hasAnyTradeDestination(player)`: - Fast early-exit check: returns as soon as it finds any eligible trade destination. - `randomTradeDestination(player, random)`: - Picks a random eligible trade destination directly without materializing an intermediate `Set`. ### 3) Use reservoir sampling for single-pass random choice `src/core/game/TrainStation.ts` `Cluster.randomTradeDestination()` uses reservoir sampling: - Iterates `tradeStations` once. - Maintains a running count of eligible stations (`eligibleSeen`). - Replaces the selected station with probability `1/eligibleSeen`. Properties: - Uniform selection among eligible stations. - One pass instead of “count then pick by index” (two pass). - Allocation-free. - Returns `null` when no eligible destination exists. ### 4) Update train spawning to avoid temporary sets `src/core/execution/TrainStationExecution.ts` - Previously: `spawnTrain()` called `cluster.availableForTrade()` and then `random.randFromSet(...)`. - This built a new `Set` on the hot path. - Now: - Early-exit via `cluster.hasAnyTradeDestination(owner)`. - Destination via `cluster.randomTradeDestination(owner, random)`. Net effect: - Less per-tick work and no per-spawn temporary `Set` allocations. ## Why this helps Train spawning happens frequently and can become a hot path in large games / large rail clusters. Avoiding repeated allocations and reducing work inside `tick()` helps keep frame/update time predictable. ## notes - Trade rules are unchanged (`tradeAvailable(player)` still gates eligibility). - Destination selection remains random-uniform over eligible `City`/`Port` stations that satisfy `tradeAvailable(player)`. - `TrainStationExecution` now avoids calling `spawnTrain()` entirely when `spawnTrains` is falsy (it was already guarded inside). ## 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 |
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d40923fc18 |
perf(game): optimize border tile updates (#3124)
## Description Optimize border-tile maintenance in `GameImpl` to reduce per-conquest overhead. Border tiles are updated whenever ownership changes; this PR trims allocations and avoids unnecessary iteration in the hot path. ## Changes - `src/core/game/GameImpl.ts` - `updateBorders(tile)` no longer allocates an array of tiles; it updates the changed tile and its 4-neighbors directly via `forEachNeighbor`. - `calcIsBorder(tile)` no longer calls `neighbors(tile)` / loops an array; it checks the four cardinal neighbors via `x/y` bounds and `ownerID`. ## Affected Functions - `GameImpl.updateBorders(tile: TileRef)` - `GameImpl.calcIsBorder(tile: TileRef): boolean` - Call sites impacted by behavior/perf: - `GameImpl.conquer(owner, tile)` - `GameImpl.relinquish(tile)` ## 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 |
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c2663944e5 |
Stop getting gold from conquering inactive players 🔧 (#3020)
## Description:
Maybe for v29.
In the 5M starting gold modifier games you can conquer a inactive player
(spawned but didn't do anything) and get their 5M gold.
Huge unfair advantage.
I think that even without the starting gold modifier you should not get
the gold of inactive players because its unfair.
I identify inactive players (spawned but didn't do anything) by checking
the attack stats.
I added a translation for the displayMessage "Conquered {name}, received
{gold} gold". Why was that not translated?
I added a new message "Conquered {name} (Inactive player, received no
gold)".
## Please complete the following:
- [X] I have added screenshots for all UI updates
- [X] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [X] I have added relevant tests to the test directory
- [X] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
## Please put your Discord username so you can be contacted if a bug or
regression is found:
FloPinguin
---------
Co-authored-by: Ryan <7389646+ryanbarlow97@users.noreply.github.com>
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904425cab0 |
Prevent players from nuking their teammates structures 💥 (#3105)
## Description: It is possible to hit your teammates while throwing a nuke onto water or enemies. This PR blocks the nuking entirely if you would hit a teammates structure. Because they are valuable. Feature requested by Wonder :) https://github.com/user-attachments/assets/448a3444-cc3d-4e76-acaf-595decab1634 ## Please complete the following: - [X] I have added screenshots for all UI updates - [X] I process any text displayed to the user through translateText() and I've added it to the en.json file - [X] I have added relevant tests to the test directory - [X] I confirm I have thoroughly tested these changes and take full responsibility for any bugs introduced ## Please put your Discord username so you can be contacted if a bug or regression is found: FloPinguin --------- Co-authored-by: Ryan <7389646+ryanbarlow97@users.noreply.github.com> |