mirror of
https://github.com/openfrontio/OpenFrontIO.git
synced 2026-06-30 17:22:22 +00:00
c2567b48c6fccb486c4b8855a2c1e5594ea42d6c
1966 Commits
| Author | SHA1 | Message | Date | |
|---|---|---|---|---|
|
|
c2567b48c6 |
reword to Public Player ID (#3797)
updates wording to "Public Player ID" ## Description: Describe the PR. ## Please complete the following: - [x] I have added screenshots for all UI updates - [x] I process any text displayed to the user through translateText() and I've added it to the en.json file - [x] I have added relevant tests to the test directory - [x] I confirm I have thoroughly tested these changes and take full responsibility for any bugs introduced ## Please put your Discord username so you can be contacted if a bug or regression is found: w.o.n |
||
|
|
67a42c2fac | add malibu glow on edge of lobby card on hover | ||
|
|
2994a5f848 |
Start game via WebSocket intent (#3794)
## Description: Replaces the HTTP POST /api/start_game/:id endpoint with a WebSocket intent, making private game start consistent with how kick_player and update_game_config already work. Also verifies that only the lobby creator can start a game. ## 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 |
||
|
|
d00425871d |
Fix cross-browser CSS-mask CORS failures for OpenFrontLogo and SoldierIcon (#3792)
## Description: Cross-origin CSS-mask icons were failing on Chrome and Safari because mask: url(...) triggers a CORS-mode fetch (unlike plain <img>), and stale browser caches without ACAO break per-user. Instead change the svgs with the appropriate colors so we don't need to mask them ## Please complete the following: - [x] I have added screenshots for all UI updates - [x] I process any text displayed to the user through translateText() and I've added it to the en.json file - [x] I have added relevant tests to the test directory - [x] I confirm I have thoroughly tested these changes and take full responsibility for any bugs introduced ## Please put your Discord username so you can be contacted if a bug or regression is found: evan |
||
|
|
7d41f0dfbb |
fix: add copy button for game ID in game history details (#3783)
Resolves #3755 ## Description: The game ID in the history details panel was displayed as plain unselectable text, making it difficult to copy. Replaced the static text div with the existing <copy-button> component in compact mode, which allows users to click the game ID to copy it to clipboard instantly. No screenshot provided — feature requires a logged-in account to access game history. The change replaces a static text div with the existing <copy-button compact> component on line 118 of GameList.ts. ## 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 - [x] I confirm I have thoroughly tested these changes and take full responsibility for any bugs introduced |
||
|
|
70f425e354 | emit sound when structure starts building not on completion | ||
|
|
01b3cbe332 |
Set crossOrigin = "anonymous" on canvas-bound icon images (#3789)
## Description: StructureLayer.loadIcon and StructureDrawingUtils.loadIcon hand-roll new Image() and feed the result into a canvas. With assets now served from a cross-origin CDN, the default no-cors fetch tainted the canvas, and WebGL's texImage2D rejected the upload `Uncaught SecurityError: Tainted canvases may not be loaded`. Setting crossOrigin = "anonymous" before src switches to a CORS-checked fetch (R2 already returns ACAO), so the canvas stays clean and the texture upload succeeds. Other new Image() and <img> sites in the codebase don't need the change — they're either DOM-only or read naturalWidth/naturalHeight only. ## 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 |
||
|
|
fc45410ee5 | Remove the ticks() % 5 gate in TerritoryLayer.spawnHighlight() so the spawn highlight redraws every frame instead of every 5th frame. | ||
|
|
0c0f9c2a81 |
Update attack labels (#3784)
## Description: The motivation behind this PR is to standardize colors & icons for incoming and outgoing attacks. Outgoing attacks are always aquarious and incoming are red. This also makes it much easier to see which attacks are incoming vs outgoing at a glance, as previously the color changed depending on attack effictiveness. Instead, show a small bar on the left side that displays attack effectiveness. <img width="498" height="456" alt="Screenshot 2026-04-27 at 12 58 53 PM" src="https://github.com/user-attachments/assets/ea6928b3-5dfa-47fa-84d2-63e1e81ef6a4" /> Updates the in-game attack labels to match AttacksDisplay: a single soldier icon recolored via CSS filters, aquarius for outgoing and red-400 for incoming. Color is now purely directional — the previous attacker-vs-defender comparison (and the troopAttackColor / troopDefenceColor helpers that drove it) is gone, along with the defenderTroops plumbing. Also adds zoom-aware sizing via a new computeLabelScale(zoom) (full screen size when zoomed in, linear shrink with a floor so labels never disappear), bumps font/padding/snap-jump threshold for readability, and moves immutable per-label DOM writes (icon src/filter, color) into element creation so the per-tick path only updates the troop count. Also fixes a bug where the labels kept swapping when 2 clusters where similar size ## 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 |
||
|
|
4aeece4aef |
fix: render spawn highlight on 1/5 frames instead of 4/5 (#3782)
Resolves #3590 ## Description: The spawnHighlight() function in TerritoryLayer.ts was using `=== 0` as the condition to return early, which caused the spawn highlight to render on 4 out of every 5 frames instead of the intended 1 out of 5. Changed `=== 0` to `!== 0` so the function skips rendering on 4/5 frames, improving performance especially on large maps. ## 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 - [x ] I confirm I have thoroughly tested these changes and take full responsibility for any bugs introduced |
||
|
|
62299c9714 |
standardize UI colors to fit brand guidelines (#3754)
## Description: We have brand colors: <img width="738" height="900" alt="Screenshot 2026-04-25 at 12 52 29 PM" src="https://github.com/user-attachments/assets/aac69e87-91f2-4c3f-9f1e-f69f48f5943e" /> So update the homepage & in-game UI to use those colors: <img width="1185" height="946" alt="Screenshot 2026-04-25 at 12 51 06 PM" src="https://github.com/user-attachments/assets/89a0b12c-2db1-43d4-9500-fcf405c0f7ff" /> Also updated buttons to use the o-button element ## 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 |
||
|
|
9ae6f8a378 |
Feat/auto copy lobby code (#3758)
Resolves #3757 ## Description: Simple patch that would remove an extra click that users have to do each time they create a private lobby. On top of the existing button, the game link will automatically be copied to the clipboard when clicking "Create Lobby". ## 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: zixer._ |
||
|
|
37079e6a05 |
2661 PR 1/3 Warship Retreat Core, Blue UI Signal, and Transport-First Target Priority (#3498)
Part of #2661 (split into 3 PRs so they are not too large..) ## Description: Part 1/3 of #2661. This PR adds warship retreat basics, a blue retreating UI state, and updates target priority. Added: - Retreat state handling - Blue visual for retreating warships - Target priority: transport > warship > trade - Tests for retreat and target priority Example video: https://youtu.be/2hE2qeOeY48 Ship retreating: <img width="630" height="488" alt="image" src="https://github.com/user-attachments/assets/56d3e6d5-08af-453d-afe5-ee21dd6f3414" /> Ship healing: <img width="483" height="311" alt="image" src="https://github.com/user-attachments/assets/aeaf2239-bb81-444f-84ef-62dbcb48fddf" /> Back to being deployed: <img width="585" height="358" alt="image" src="https://github.com/user-attachments/assets/875828a2-8a24-4593-ac76-26426bb81057" /> ## 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: zixer._ |
||
|
|
66bbbc664b |
Colored SVG smiley icons next to nation names based on relation 😊 (#3746)
## Description: Instead of coloring nation names based on diplomatic relation, small inline SVG face icons are now shown next to the nation name in the player info overlay: - 😠 **Hostile** - red angry face (furrowed brows, downturned mouth) - 😟 **Distrustful** - orange slightly-sad face (flat mouth) - 😊 **Friendly** - green happy face (upturned smile) - **Neutral** - no icon shown <img width="509" height="80" alt="Screenshot 2026-04-23 013151" src="https://github.com/user-attachments/assets/85dc3f29-0a84-45d1-902e-e75c6cad4a44" /> <img width="511" height="82" alt="Screenshot 2026-04-23 012809" src="https://github.com/user-attachments/assets/7a37c8a3-08d0-448e-9eaa-16f254a296ad" /> <img width="511" height="88" alt="Screenshot 2026-04-23 012741" src="https://github.com/user-attachments/assets/d617f8ca-2315-467a-85f5-63f769bd0341" /> No longer conflicts with green text color because of alliance now. ## 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 |
||
|
|
236f611f61 |
Cap RailroadLayer Maximum Texture Size (#3584)
Resolves #3582 ## Description: Almost exactly the same fix as #3574 , just to RailroadLayer instead of StuctureLayer. While browsers like Firefox will report their maximum texture size of 16384, going over 8192 causes extreme VRAM usage and massive FPS drops. This issue is slightly more elusive as the RailroadLayer texture is not rendered until the first railroad is created, meaning FPS will suddenly drop mid-game. This PR sets the RailroadLayer texture size to cap at 8192, while keeping near-exact scales. The result is increased performance, reduced VRAM Usage, (especially in larger maps), and the resolution of the unplayable performance issues when RailroadLayer is present, with zero noticeable degradation. All tested on Giant World, where the issues were first spotted, but applies to all maps. ## 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 Discord: @EnderBoy9217 |
||
|
|
4fd162415a |
Add fullscreen support: HUD button (desktop/Android) + iOS Add to Home Screen banner (#3688)
Resolves #3685 ## Description: Adds fullscreen support for both desktop and mobile: **Desktop / Android** — a fullscreen toggle button in the in-game HUD (right sidebar), next to the settings button. Icon switches between expand/compress depending on current state, synced with `fullscreenchange` event (works with F11 too). Hidden on browsers that don't support `document.fullscreenEnabled`. **iOS** — since Safari doesn't support the Fullscreen API, a dismissible banner is shown on the main screen (above the lobby cards) explaining how to add the game to the Home Screen for a fullscreen experience. The banner includes: - **How** button — opens a step-by-step guide modal with iOS version detection (iOS 26+ shows updated steps for the new ··· menu location, including the extra Share step inside the menu) - **Later** — hides until next visit - **Never** — permanently dismisses via localStorage - **Click here** button styled as a speech bubble with a tail pointing toward the Share button location (center for iOS ≤18, right for iOS 26+) All user-facing strings are wired through `translateText()` with keys added to `en.json`. ## 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 ## UI changes: ### For [Fullscreen API supported browsers](https://caniuse.com/?search=fullscreen+api): https://github.com/user-attachments/assets/026e6a67-d070-4a7e-897b-52396a43191e ### For safari on ios: (add to homescreen modal) <img width="375" height="667" alt="IMG_2242" src="https://github.com/user-attachments/assets/9d0a6454-8512-44cf-b6ed-989de3ff02bc" /> <img width="648" height="1292" alt="CleanShot 2026-04-22 at 11 29 27@2x" src="https://github.com/user-attachments/assets/dba1c218-2b73-4bc0-ac7d-14962eb79327" /> ## Please put your Discord username so you can be contacted if a bug or regression is found: fghjk_60845 --------- Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com> |
||
|
|
f7716c7d42 |
Little Console Cleanup 🧹 (#3741)
## Description: Fixes these console warnings from bots: <img width="591" height="94" alt="Screenshot 2026-04-19 033624" src="https://github.com/user-attachments/assets/6ee79302-e2a7-4195-94e5-c1f455eb1799" /> Removes some spammy logs, they dont seem to be helpful? <img width="271" height="174" alt="Screenshot 2026-04-19 033739" src="https://github.com/user-attachments/assets/70122506-e8fb-4a72-b73e-08e72fe222bd" /> <img width="284" height="656" alt="Screenshot 2026-04-19 033646" src="https://github.com/user-attachments/assets/4b4ebef2-e191-4947-9615-0e26cd9bf075" /> ## 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 |
||
|
|
0801798fbd |
Feat: Alliance and betrayal hotkeys (#3110)
Original Feature request by @FloPinguin Resolves #3077 ## Description: Adds hotkeys for Requesting alliances and breaking alliances. This allows for players to send or break alliances whose tile is under the cursor, without opening the radial menu. Keybinds: New "Ally Keybinds" section in Settings -> Keybinds Request alliance: Default: K - sends an alliance request to the player/bot/nation under the cursor Break alliance: Default: L - breaks the alliance with the player at the cursor Behavior: - Cursor must be over a tile owned by the target player. The action runs only when the game allows it, following the same logic as the radial menu. (canSendAllianceRequest and canBreakAlliance) - When an alliance request is sent, the events log shows: "Alliance request sent to [target]" for confirmation. No extra message for breaking an alliance (betrayal/debuff message already exists and is sent upon breaking an alliance) ## Screenshots: Keybind menu: <img width="739" height="595" alt="image" src="https://github.com/user-attachments/assets/ee958eab-fd50-4971-85c5-dfd49c6f0bdc" /> In game logs: <img width="373" height="232" alt="image" src="https://github.com/user-attachments/assets/2cf6bb07-5f0d-425a-82d3-65a44fef99c5" /> ## 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 Discord username: _Dave9595_ |
||
|
|
eedb90ffb5 |
Fix game ID display for team games 🪪 (#3734)
## Description: Game ID display was looking weird in team games... Before: <img width="389" height="321" alt="image" src="https://github.com/user-attachments/assets/cf39b490-cfba-4c3a-86af-8f9498380eae" /> After: <img width="394" height="323" alt="image" src="https://github.com/user-attachments/assets/9e828169-b267-4627-85eb-548dca224a8a" /> ## 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 |
||
|
|
29a1e8dfda |
feat: multi-warship selection with Shift+drag box (#3677)
Resolves #3666 ## Description: Adds RTS-style box selection for warships. Hold Shift and drag (desktop) or long-press and drag (touch/mobile) to draw a selection rectangle — all player-owned warships inside get selected at once. A subsequent click/tap on water sends them all to that location. - `SelectionBoxLayer` — pixel-dashed rectangle in world-space, player territory color; shared between desktop and touch - `UILayer` — same pulsing selection outline on each box-selected warship; clears correctly when switching between single/multi selection - `UnitLayer` — finds warships in screen rect, filters inactive ships before sending; touch support included - `InputHandler` — Shift+drag and touch long-press+drag both emit selection box events; cursor becomes crosshair on Shift; discards active ghost structure on Shift press; configurable via `shiftKey` keybind - `Transport` — single atomic `move_multiple_warships` intent (no split on socket drop) - `Schemas` + `ExecutionManager` + `MoveMultipleWarshipsExecution` — server fans out atomic intent into individual `MoveWarshipExecution` per ship - `DynamicUILayer` — `MoveIndicatorUI` chevron animation on target tile for both single and multi move - `UnitDisplay` — warship tooltip Shift hint via `translateText` - `HelpModal` — new hotkey row: Shift + drag → select multiple warships ## 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 ## UI update ### Mouse + Keyboard https://github.com/user-attachments/assets/3f35ab5e-1f3c-4c5d-bc4f-aabccf64dc60 ### Touch https://github.com/user-attachments/assets/0d6aec3f-44fa-4fee-b5c6-b267b9b14d79 ## ## Please put your Discord username so you can be contacted if a bug or regression is found: fghjk_60845 |
||
|
|
c3d7d0373e |
Improve ingame moderation for admins (#3678)
## Description: Players with the `admin` flare can now kick players from any game (including public lobbies), not just the lobby creator in private lobbies. ## 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 |
||
|
|
20f428d19e |
Fix middle-click SAM not upgrading other buildings when SAM is unaffo… (#3670)
Resolves #3511 ## Description: When middle-clicking a SAM launcher you own, the game calls findAndUpgradeNearestBuilding which queries all upgradeable structures near the clicked tile. If you can't afford the SAM upgrade, canUpgrade is false for the SAM (because canBuildUnitType returns false when gold < cost), so the SAM is excluded from the candidates list. If a nearby building (e.g. a Factory) can be upgraded, it gets picked as the "nearest" target and is upgraded instead — spending gold the player was saving for the SAM. The fix: after finding the best upgrade candidate, check if there's an owned SAM within the same search radius as the clicked tile. If there is, but the best candidate is not a SAM (meaning the SAM couldn't be afforded), do nothing instead of upgrading the other building. This ensures middle-clicking a SAM either upgrades it or takes no action. ##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: fghjk_60845 |
||
|
|
4e04bed44c |
Show game ID ingame 🪪 (#3674)
## Description: Instead of begging youtubers to share their game id to be able to debug: Display the current game ID in the top-right corner of the in-game leaderboard panel (there was unused space) <img width="391" height="326" alt="image" src="https://github.com/user-attachments/assets/8b0aa7c2-fc8c-48e5-ae11-edd60fd40de9" /> ## 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 |
||
|
|
e5e1211480 |
feat: add Shift+ modifier support for keybinds (#3679)
## Description: This PR adds support for `Shift+<key>` keybind combinations across the entire keybind system. Previously, keybinds only supported a single key (e.g. `KeyB` for boat attack). Now any keybind can be configured as `Shift+KeyB`, which will only trigger when Shift is held down simultaneously. Enables to use Shift + A for "select all" feature from #3677 **Changes:** - `InputHandler.ts`: Added `parseKeybind()` helper that parses `"Shift+KeyB"` → `{ shift: true, code: "KeyB" }`. Added `keybindMatchesEvent()` for consistent matching across all keyup/keydown handlers. Updated `resolveBuildKeybind()` and all keybind comparisons to respect the shift modifier. - `SettingKeybind.ts`: When recording a keybind, lone modifier keys (Shift, Ctrl, etc.) are skipped — the component waits for the actual key. If Shift is held when the key is pressed, the value is stored as `"Shift+<code>"`. - `Utils.ts`: `formatKeyForDisplay()` now handles the `Shift+` prefix, displaying e.g. `"Shift+B"`. - `tests/InputHandler.test.ts`: Added 6 tests covering Shift+ keybind matching, negative cases (plain key not triggering Shift-bound action), coexistence of `Digit1` and `Shift+Digit1` on different actions, and Numpad alias support with Shift. ## 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 ## UI changes: <img width="2255" height="2070" alt="CleanShot 2026-04-15 at 20 23 25@2x" src="https://github.com/user-attachments/assets/96c19fc3-6294-40b7-82eb-3fde52b71618" /> ## Please put your Discord username so you can be contacted if a bug or regression is found: fghjk_60845 |
||
|
|
565060f346 | Merge branch 'v30' | ||
|
|
76f8441b45 |
feat: add warning news type and Firefox performance notice (#3680)
## Description: Adds a new `warning` news type to the news banner system and uses it to display a Firefox performance notice. Changes: - Added `warning` type with red styling to `NewsBox.ts` - Added `news_box.warning` key (`"WARNING"`) to `en.json` - Added Firefox performance notice to `resources/news.json` using the new `warning` type - Added `news_box.*` dynamic key pattern to `TranslationSystem.test.ts` to fix unused key detection ## 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 ## UI change: <img width="2101" height="1770" alt="CleanShot 2026-04-16 at 15 04 35@2x" src="https://github.com/user-attachments/assets/7a8b9290-4216-4799-b271-606afd9b8723" /> ## Please put your Discord username so you can be contacted if a bug or regression is found: fghjk_60845 |
||
|
|
adeb6a306a |
Update homepage & in-game promos (#3602)
## Description: * Replace the static footer ad (HomeFooterAd component) with a Playwire bottom_rail ad that loads on lobby join and persists into the spawn phase * Expand in-game ad slots from 1 to 3 (standard_iab_left1, left3, left4) with a timer-based visibility check to show a background container when ads render * Remove the resize-based footer ad height logic and gutter ad vertical offset adjustments that depended on it <img width="1828" height="961" alt="Screenshot 2026-04-16 at 12 14 00 PM" src="https://github.com/user-attachments/assets/50bfd0de-dd54-4f8b-b75e-04b720a1841b" /> <img width="1286" height="939" alt="Screenshot 2026-04-16 at 11 59 18 AM" src="https://github.com/user-attachments/assets/e0fb0762-82e7-444f-8706-5908aad0f094" /> ## 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 |
||
|
|
1ebac8e854 |
Move brand images to proprietary/ and support multi-dir asset pipeline (#3662)
## Description: * Move proprietary brand images (logos, favicon) from resources/images/ to proprietary/images/ to separate open-source assets from proprietary ones * Extend the asset pipeline (PublicAssetManifest, vite.config.ts) to support multiple source directories (resources/ + proprietary/), so buildAssetUrl resolves assets from either location transparently * In dev, serve proprietary/ as a fallback middleware (registered after Vite's publicDir handler) so resources/ takes precedence when files exist in both. The idea is we could have placeholder assets placeholders that can be used by forks, and only the production build uses proprietary assets. ## 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 |
||
|
|
9821e8e041 |
Add host cheats for streamers (Specifically Enzo) ⭐ (#3671)
## Description: - Adds a "Host Cheats" toggle in the private lobby options section that reveals a dedicated section with four host-only cheats: infinite gold, infinite troops, gold multiplier, and starting gold - Only the lobby creator receives the cheat effects in-game (checked via `isLobbyCreator` in DefaultConfig) - Joining players see active host cheats displayed as yellow badges in the lobby UI - Adds `hostCheats` optional object to `GameConfigSchema` and wires it through the server config update whitelist - Raises the intent size limit for `update_game_config` messages (lobby-only, not stored in turn history) to prevent rate-limiter kicks (I always got too-much-data-kicked after selecting "host cheats" lol) <img width="861" height="525" alt="image" src="https://github.com/user-attachments/assets/51e51ec4-c2e8-46ca-b258-11a93487964f" /> <img width="933" height="825" alt="image" src="https://github.com/user-attachments/assets/5acbd38d-2097-42e1-ba78-0fb17d6afe82" /> ## 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 |
||
|
|
3a49b9a794 |
Fix settings-slider visuals (#3673)
Resolves #3672 ## Description: Correctly aligns elements in the `settings-slider` element to avoid them from overflowing off of the card. Also moves the slider label to keep all settings buttons/sliders in the same column. Before: <img width="875" height="326" alt="image" src="https://github.com/user-attachments/assets/0aad7b1c-be87-4a8f-a816-5892343af377" /> After: <img width="861" height="323" alt="image" src="https://github.com/user-attachments/assets/5d8129f4-3b9d-4fb8-952b-bbdae461181f" /> ## 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: @EnderBoy9217 |
||
|
|
e569c05fb1 |
Fix muti game joining issue (#3675)
If this PR fixes an issue, link it below. If not, delete these two lines. Resolves #3669 ## Description: Added a check to make sure that there is only one active lobbyHandle by checking if there has been a new event before it finished processing. ## 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: babyboucher |
||
|
|
41c72a0f9e |
UI Updates (#3616)
## Description: Updates Favicon and other key UI elements ## 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: iamlewis --------- Co-authored-by: iamharry <harrylong0905@gmail.com> Co-authored-by: FloPinguin <25036848+FloPinguin@users.noreply.github.com> Co-authored-by: evanpelle <evanpelle@gmail.com> |
||
|
|
318d1e2c44 |
Refactor/Fix(UserSettings): last localstorage calls now use UserSettings, and Keybinds fixes (#3619)
## Description: 1) Have last localstorage calls for keybinds and attack ratio also use UserSettings cache instead, after #3481. Remaining calls to localstorage are for different things than user settings, so they are left as is. 2) Consolidate and centralize keybinds logic. And three fixes for it. - **UnitDisplay** and **UserSettingsModal**: _parsedUserKeybinds_ is introduced in **UserSettings** to centralize their logic. It is also used by _normalizedUserKeybinds_, see point below. - **UserSettingsModal** -- replaced unwanted cast `as SettingKeybind` by a typed QuerySelector. -- renamed this.keybinds to this.userKeybinds for more clarity, and distinction from defaultKeybinds. -- state private _userKeybinds_: remove type string[] since loadKeybindsFromStorage replaces a value array by its first string element, so it can not contain string[] anymore. -- _handleKeybindChange_ and _getKeyValue_: no need to check for Array.isArray anymore, see above reason. -- **Fix**: checks after calling _parsedUserKeybinds_ are improved a bit: don't delete all keybinds and print a console warning when finding just one invalid keybind and (i think i have seen people complaining about things being removed). Instead it now migrates or throws out the invalid ones but keeps the valid ones. Also works with the "Null" value expected and removed within **UserSettingsModal**._handleyKeybindChange_() and in **HelpModal**. When legacy value is an array and key is empty, don't put value as key but get first array element or empty string as key name. So that check on line 68 is true. - **HelpModal** and **InputHandler**: Also centralize/consolidate their logic more, by having __keybinds()_ from **UserSettings** perform fetching _getDefaultKeybinds_ and _normalizedUserKeybinds_. -- Functionality in _normalizedUserKeybinds_ is the same: Where HelpModal did return [k, v.value] if typeof (v as any).value === "string", this is now handled by lines 309-310 of normalizedKeybinds still the same but with less lines. Same for old HelplModal if (typeof v === "string") return [k, v], this is stil returned by line 112 of normalizedKeybinds. And return [k, undefined] when (typeof val !== "string") as was done in InputHandler, isn't needed as values that weren't strings were already filtered out right after which we still do on line 314 of normalizedKeybinds. -- **Fix** in _normalizedUserKeybinds_: added one extra thing that was a discrepancy between **HelpModal**/**InputHandler** and **UserSettingsModal** before: **UserSettingsModal** would handle array values, and normalize them by picking only the first value if it is a string. Now have _normalizedKeybinds_ do the same. Otherwise it would have thrown those values out while **UserSettingsModal** would have kept the first value. This may still help a returning player who hasn't played in the last version (i think i have seen people complaining about things being removed, but that may not have been about this). And makes the logic more consistent between **UserSettingsModal** and **HelpModal**/**InputHandler**. - **UserSettings**: -- _getDefaultKeybinds_: centralized/consolidated logic, accepts Platform.isMac parameter. In **HelpModal**, **InputHandler** and **UserSettingsModal** the same list with default keybinds was hardcoded. Now they all read from _getDefaultKeybinds_. The list of default keybinds in **HelpModal** was a little shorter, but that doesn't matter since its _render_() function has hardcoded which of the hotkeys **HelpModal** shows. Have thought about putting default keybinds in **DefaultConfig** but with all the logic handled through **UserSettings**, this seemed the better place in the current refactor. -- _removeCached_: make public, now that **InputHandler.test.ts** needs to be able to call it. We could instead make a public function like removeKeybinds() and keep removeCached() private, but went with this for now. -- _parsedUserKeybinds_: centralized/consolidated logic for **UserSettingsModal**/**UserDisplay**. Always returns an object, even an empty one if the JSON wasn't parsable. -- _normalizedKeybinds_: centralized/consolidated logic. Used by _keybinds_() which is now called by **HelpModal**/**InputHandler**. -- _keybinds_: now uses getDefaultKeybinds() and normalizedKeybinds() to get the default and user changed keybinds. -- **Fix** in _keybinds_: it now removes a key if it is Unbound by the user in **UserSettingsModal**. Instead of first loading the parsedUserKeybinds, removing "Null" keys from it, and then merging that with defaultKeybinds (so default key would overwrite an unbound key), we now merge parsedUserKeybinds with defaultKeybinds and after that remove "Null" keys from it (so that unbound key stays removed). For example if Boat Attack Up is set to "None" ("Null") by clicking Unbind, there is now no hotkey working for it anymore. Even when the default is "B". Why? This prevents the user from being confused, they have deliberately Unbound it, they don't understand why it still works (have seen bug reports and game feedback about this)? Also more importantly: they used to now be able to bind "B" to another action. Effectively making key "B" bound to two actions: the user choosen one and Boat Attack. This also makes the logic more consistent. Because building hotkeys in **UnitDisplay** already didn't work when unbound, eg. when Build Missile Silo was Unbound, the "5" key did not do anything anymore (there is a fallback in **UnitDisplay** in case the key is actually null, but it does respect "Null" as it should). -- _setKeybinds_: have it accept an object, it stringifies it itself. Callers UserSettingsModal and InputHandler.test.ts now just send either a string or an object. - **InputHandler.test.ts**: -- use **UserSettings** functions instead of localStorage for more real-world testing. -- change test "ignores non-string values and preserves defaults, removes 'Null' for unbound keys". As explained above, as a fix we no longer preserve unbound ("Null") keys within InputHandler. UserSettings.keybinds() now removes "Null" keys as explained above. - ControlPanel: use UserSettings to fetch initial attack ratio. ## 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 |
||
|
|
616ba1c794 |
Add support to purchase cosmetics with in-game currency (#3648)
## Description: Caps & Plutonium can be used to purchase different cosmetics. * The cosmetic button can display pluto/caps/dollars * Create a "purchaseCosmetic" helper function that handles purchase logic ## 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 |
||
|
|
17c1a6300f |
Trading in lakes 🚤 (#3653)
## Description: - Widened port placement and warship spawn/patrol checks from `isOcean`/`isOceanShore` to `isWater`/`isShore`, so ports can be built on lake shores and ships can operate on lakes, we discussed it here: <img width="996" height="423" alt="image" src="https://github.com/user-attachments/assets/acf1e970-9631-4848-a0ed-6d0470616e1d" /> - Filtered `tradingPorts()` by water component so ports only attempt trades with reachable ports - prevents silent path-not-found failures across disconnected water bodies - Applied the same water component filter when a captured trade ship reroutes to its new owner's nearest port - Removed the `WaterManager` fallback that force-marked isolated water-nuked-tiles as ocean (no longer needed since lakes are now navigable) - Added a check to prevent nations from building ports on water bodies that aren't accessible to other players ## 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> |
||
|
|
4780eff25b | don't show store button on crazy games | ||
|
|
696e727a39 |
support for purchasing currency packs (#3629)
## Description: Adds a currency pack system to the store. Players can purchase packs of in-game currency (Plutonium and Caps) via Stripe checkout. What's new: * Pack schema (PackSchema) — new cosmetic type with currency (hard/soft), amount, and displayName * "Packs" tab in the Store — renders purchasable currency packs using existing CosmeticButton infrastructure * Stripe checkout flow — new createCurrencyPackCheckout API call and handlePackPurchase handler * Currency display in Account modal — shows Plutonium and Caps balances when logged in I* con components — <plutonium-icon> (animated green glow + rotate) and <cap-icon> with new SVG assets * Currency in UserMeResponse — player.currency.hard / player.currency.soft added to the API schema ## 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 |
||
|
|
ece1355c47 |
Fix for v30: do not show "Not logged in" on flag modal on CrazyGames (#3631)
## Description: Fix for v30 and main. Do not show "Not logged in" on the FlagInputModal in CrazyGames, since our own login should not work there. It was added in https://github.com/openfrontio/OpenFrontIO/pull/3521 in v30 so this fix is needed for production too. <img width="1415" height="797" alt="image" src="https://github.com/user-attachments/assets/ef839e08-827d-4eea-b5aa-8aca6357ad07" /> ## 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 |
||
|
|
de92a2721a |
Fix for v30: do not show "Not logged in" on flag modal on CrazyGames (#3631)
## Description: Fix for v30 and main. Do not show "Not logged in" on the FlagInputModal in CrazyGames, since our own login should not work there. It was added in https://github.com/openfrontio/OpenFrontIO/pull/3521 in v30 so this fix is needed for production too. <img width="1415" height="797" alt="image" src="https://github.com/user-attachments/assets/ef839e08-827d-4eea-b5aa-8aca6357ad07" /> ## 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 |
||
|
|
d5a2cc0fca |
cosmetic refactor (#3628)
## Description: The motivation is to have a single "cosmetic-button" element, so we can abstract out the cosmetic types. This will make it much easier to add new cosmetic types in the future. Unifies PatternButton and FlagButton into a single CosmeticButton component. Extracts a resolveCosmetics() function that flattens patterns × color palettes + flags into a ResolvedCosmetic[] with relationship status pre-computed, replacing duplicated resolution logic across four callers. * New CosmeticButton — renders patterns or flags based on ResolvedCosmetic.type * New resolveCosmetics() — centralizes ownership/purchase/blocked resolution * Extracted PatternPreview — canvas rendering split into its own module * Added type: "pattern" | "flag" discriminator to Zod cosmetic schemas * Deleted FlagButton.ts and PatternButton.ts * Added 320-line test suite for resolveCosmetics ## 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 |
||
|
|
f0b3c490b1 |
Fix: flag not visually removed when selecting default/none flag + should not update flag on clearFlag (#3626)
## Description: https://github.com/openfrontio/OpenFrontIO/pull/3479 put setFlag and clearFlag in UserSettings. https://github.com/openfrontio/OpenFrontIO/pull/3481 did some updates to incorporate them into UserSettings cache. But made two misjudgments. Which led to: when default/none flag was selected, FlagInput would still display the previously selected flag. And on clearFlag call, unnecessary updates where send to FlagInput > updateFlag. This PR fixes it. - Don't send update event on clearFlag by default, just like PR 3479 didn't. Although i could imagine potential cases where we would want to update the displayed flag in FlagInput. Not when clearFlag is called from Auth > logOut. But maybe in some, but not all, cases when it is called from Cosmetics > getPlayerCosmeticsRefs. That is for future investigations by another contributor. - Do sent update event when clearFlag is called from setFlag, if the "country:xx" (default/none) flag is set. Previously, it would have sent event this.emitChange(FLAG_KEY, **"country:xx"**). Now, via clearFlag, it sends this.emitChange(FLAG_KEY, **null**) - Have FlagInput > updateFlag handle null. Previously it expected to always recieve a string, even for default/none flag "country:xx". Now it will also set this.flag to null if it recieves an event with null. It being able to handle event value null actually hardens the code so seems better to me either way. FlagInput > isDefaultFlagValue() already did handle null values to determine the default flag, so no changes needed there. ## 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 |
||
|
|
7f7cbba12f |
Water-Nukes 💧 (#3604)
## Description: Adds a new `waterNukes` game config option that causes nuclear detonations to convert land tiles into water instead of just leaving fallout. When enabled, nuked land tiles are batched and converted to water each tick, with full terrain metadata updates including: - Ocean bit propagation from adjacent ocean tiles (BFS flood fill) - Magnitude recomputation via BFS from remaining coastlines - Shoreline bit fix-up in a 2-ring neighborhood around converted tiles - Minimap terrain sync (majority-rule downsampling) - Throttled water navigation graph rebuild (every 20 ticks) for ship pathfinding - Ship executions detect graph rebuilds and refresh their pathfinders - TransportShips auto-retreat if their destination becomes water - Water nuke craters use a smoothed angular noise ring with a bounding-box scan instead of the regular per-tile random coin flip with BFS, producing clean blob-shaped craters without scattered land pixels that players would have to boat to individually The `TerrainLayer` now incrementally repaints tiles that changed terrain type, and tile update packets encode the terrain byte alongside tile state so clients can reflect water conversions in real time. When `waterNukes` is disabled, behavior is unchanged (fallout only). Includes a new test suite (WaterNukes.test.ts) covering the conversion pipeline, ocean propagation, magnitude recalculation, shoreline updates, and minimap sync. Also adds a new public game modifier for the special rotation. ### The only problem A bit of lag on impact. But otherwise it works great and is fun. Maybe needs some followup improvements if it gets merged. I think its very cool in baikal / four islands team games. Chip away the territory of your opponents. Its also fun to turn The Box / Alps into a water map (its actually possible to boat-trade then) ### Media Video does not show the updated craters https://github.com/user-attachments/assets/aed8bf08-0e94-4484-b997-4de11ae313d9 Updated craters (no tiny islands after impact): <img width="1920" height="1080" alt="image" src="https://github.com/user-attachments/assets/e896870b-bc9d-493d-8bc8-b3a5427d69d3" /> <img width="1472" height="920" alt="image" src="https://github.com/user-attachments/assets/677065aa-0159-48cd-af44-a91b0f57adfc" /> <img width="1296" height="892" alt="image" src="https://github.com/user-attachments/assets/886ffaba-541f-4e46-97c6-ce963f632fe0" /> ## 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 |
||
|
|
f3cbca059f |
Remove dead color code (#3613)
## Description: Remove dead code relating to colors. ## 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 babyboucher |
||
|
|
646d7ecaf6 |
Disable Radial Menu during spawn phase, just left click or tap to pick spawn point (#3611)
## Description: During spawn phase, disable Radial Menu further. Its options where already greyed out or non-responding on purpose, except for the attack button (middle button) which could only be used to select a spawn point but two clicks for that is convoluted. It was mostly a nuisance, especially on mobile where you where forced to go through the Radial Menu, so tap and then tap again to pick a spawn point. - Now, left click directly places a spawn point. Even if "Left click opens menu" is enabled. - And right click does not open Radial menu anymore. Which had no use anyway. And also makes touch screen and mouse players more alike in that they now both have no access to the Radial Menu (which didn't have a purpose anyway except picking spawn point in a convoluted way with two clicks). - On touch screen during spawn phase, the Radial Menu also doesn't open anymore. Instead of two taps (open Radial Menu > tap attack button), now one tap suffices to pick a spawn point just like one left mouse click now does. Fixes https://github.com/openfrontio/OpenFrontIO/issues/3609 Also from UnitLayer > onTouch: - remove redundant isValidRef check. Since isValidCoord check was added in PR 3226 above it, we know it is a correct coord and with that correct ref, already. - remove redundant comment about isValidCoord/Ref not being checked there yet intentionally, because it is actually being checked there since PR 3226. ## 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: iamlewis <lewismmmm@gmail.com> |
||
|
|
105404ca50 |
Fix: Player Panel shown on top of Win Modal (#3618)
## Description: Put Win Modal on top of other modals, namely the Player Panel (z-index 10001) and EmojiTable (z-index 10002). Because currently if Player Panel is open when the Win Modal (z-index 9999) appears on death/win, the Panel is incorrectly shown on top of the Win Modal. Fix is to up Win Modal z-index to 10010, which also leaves room for other (newly added) panels/modals below it still. Fixes: https://discord.com/channels/1284581928254701718/1284581928833388619/1491504813521895534  ## 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 |
||
|
|
55e8a4edb7 |
feat: add NewsBox component and integrate news items into PlayPage (#3545)
Resolves #2998 ## Description: Adds a news box to the lobby homepage that advertises upcoming clan tournaments, weekly tournaments, and new player tutorials. The component sits above the username input and cycles through items automatically. <img width="1138" height="591" alt="screenshot-2026-03-31_00-48-33" src="https://github.com/user-attachments/assets/4b79287d-6aca-4c81-9bfe-36aad043f381" /> <img width="1107" height="595" alt="screenshot-2026-03-31_00-48-24" src="https://github.com/user-attachments/assets/598e6b8b-e0f2-4864-a5fb-a00c0cc98f37" /> <img width="1367" height="599" alt="screenshot-2026-03-31_00-48-04" src="https://github.com/user-attachments/assets/14f74e70-9dc0-4d67-af6e-c4708e539490" /> ## 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: deathllotus --------- Co-authored-by: Evan <evanpelle@gmail.com> |
||
|
|
50bd075b1c |
Fix deselected host lobby settings persisting for joiners 🐛 (#3607)
## Description: ### Problem When a host toggled off certain settings (game length, PVP immunity, starting gold, gold multiplier, disable alliances) in the host lobby modal, joiners still saw the old values. The settings appeared "stuck" once enabled. ### Root Cause `putGameConfig()` sent `undefined` for disabled settings, but `JSON.stringify` strips `undefined` properties entirely. The server's `!== undefined` guard never fired, so the old value was never cleared. ### Fix - **HostLobbyModal**: Send `null` instead of `undefined` when these settings are toggled off (`null` survives JSON serialization) - **Schemas**: Add `.nullable()` to the five affected fields (`maxTimerValue`, `spawnImmunityDuration`, `goldMultiplier`, `startingGold`, `disableAlliances`) - **GameServer**: Use `?? undefined` (nullish coalescing) to convert incoming `null` back to `undefined` when storing on the config Other settings are unaffected. Booleans like `infiniteGold` always send `true`/`false`, and fields like `bots`/`gameMap` always have a concrete value.. ## 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> |
||
|
|
1cbee79cc7 |
Reduce Attacking Troops Overlay Reflows (#3608)
## Description: Vimacs on Discord pointed out a heavier than needed DOM load from the [AttackingTroopsOverlay PR](https://github.com/openfrontio/OpenFrontIO/pull/3427) - Caches a single `labelTemplate` in `AttackingTroopsOverlay`, built once on init and cloned per label instead of recreating it each time - Removes redundant inline style assignments that were repeated on every label creation - Simplifies `updateLabelContent` by accessing template-guaranteed children directly by index ## 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: Radyus |
||
|
|
18da7134c8 |
Implement FX sound effects (#3394)
## Description: Adds sound effects for approved events from the [sound asset pack](https://drive.google.com/drive/folders/1KpGYJkmLxipy8XmTeyHf40XDC4P--Ck8?usp=sharing). 15 new sound effects triggered from `FxLayer`, `EventsDisplay`, and `RadialMenu`. Sounds play even when visual FX are off, so disabling explosions doesn't kill audio. Unapproved sounds are included as assets but not wired up yet. ### SoundManager architecture Reworked `SoundManager` per [maintainer feedback](https://github.com/openfrontio/OpenFrontIO/issues/1893#issuecomment-4184649434) and [follow-up review](https://github.com/openfrontio/OpenFrontIO/pull/3394): - No more singleton. `SoundManager` is instantiated in `createClientGame()` with `EventBus` and `UserSettings` - Layers emit events (`PlaySoundEffectEvent`, `SetBackgroundMusicVolumeEvent`, `SetSoundEffectsVolumeEvent`) via EventBus instead of holding a `SoundManager` reference - `SoundManager` subscribes to these events in its constructor - `SoundEffect` is a type union (not an enum), per project convention - All sound configuration (type, URL mapping, events) lives in `Sounds.ts` - Sound effects are lazy-loaded on first play - Channel limit of 8 concurrent sounds. New sounds always play; when at the limit, the oldest active sound gets stopped - `SoundManager` bootstraps volume from `UserSettings` in its constructor - All Howler calls are wrapped in try/catch with error logging, so sound failures never crash the game - `dispose()` method unsubscribes from EventBus and unloads all Howl instances on game shutdown - Sound code stays entirely in `src/client/`, nothing in `core/` touches it ## Sound approval status (per [spreadsheet](https://drive.google.com/drive/folders/1KpGYJkmLxipy8XmTeyHf40XDC4P--Ck8?usp=sharing)) ### Approved, wired up in this PR | Event | Sound file | Trigger location | |-------|-----------|-----------------| | Message sent/received | `message.mp3` | EventsDisplay | | Menu open/select | `click.mp3` | RadialMenu | | Atom bomb launch | `atom-launch.mp3` | FxLayer (unit created) | | Atom bomb / MIRV hit | `atom-hit.mp3` | FxLayer (reached target) | | Hydrogen launch | `hydrogen-launch.mp3` | FxLayer (unit created) | | Hydrogen hit | `hydrogen-hit.mp3` | FxLayer (reached target) | | MIRV launch | `mirv-launch.mp3` | FxLayer (unit created) | | Alliance suggested | `alliance-suggested.mp3` | EventsDisplay | | Alliance broken | `alliance-broken.mp3` | EventsDisplay | | Port built | `build-port.mp3` | FxLayer (construction complete) | | City built | `build-city.mp3` | FxLayer (construction complete) | | Defense post built | `build-defense-post.mp3` | FxLayer (construction complete) | | Warship built | `build-warship.mp3` | FxLayer (unit created) | | SAM built | `sam-built.mp3` | FxLayer (construction complete) | ### Waiting for approval, sound files included but NOT wired up | Event | Sound file | Notes | |-------|-----------|-------| | Missile Silo built | `silo-built.mp3` | Waiting for Approval | | SAM shoot | `sam-shoot.mp3` | Waiting for Approval | | SAM hit | - | Waiting for Approval, no sound file assigned | | Warship sunk | - | Waiting for Approval, no sound file assigned | | Warship shoot | - | Waiting for Approval, no sound file assigned | ### Not done, no sound files exist yet | Event | Notes | |-------|-------| | Looted player | "Not sure if needed" | | Invaded | - | | Ship invasion incoming | - | | Ship sent | - | | Menu theme song | - | | Ambience | "Not sure if needed" | ## Test plan - [x] Start a private game and launch atom/hydrogen/MIRV nukes, verify launch and detonation sounds - [x] Build structures (city, port, defense post, SAM), verify build completion sounds - [x] Build a warship, verify warship built sound - [x] Receive an alliance request, verify alliance suggested sound - [x] Break an alliance, verify alliance broken sound - [ ] Receive a chat message, verify message sound - [x] Open the radial menu and click items, verify click sound - [x] Disable visual FX in settings, verify sounds still play - [x] Adjust SFX volume slider, verify it affects all new sounds - [x] Verify no audio issues with rapid/overlapping events - [x] Verify SoundManager responds to EventBus events and unsubscribes cleanly on dispose - [x] Verify SoundManager swallows Howler errors without crashing the game - [x] Verify channel limit of 8, oldest sound stopped when at cap ## 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 Resolves #1893 ## Please put your Discord username so you can be contacted if a bug or regression is found: cool_clarky |
||
|
|
341f344ce5 |
Perf/Refactor(UserSettings): caching makes it 10-20x faster (#3481)
## Description: Skip slow and blocking LocalStorage reads, replace by a Map. Also some refactoring. ### Contains - No out-of-sync issue between main and worker thread: Earlier PRs got a comment from evan about main & worker.worker thread having their own version of usersettings and possibly getting out-of-sync (see https://github.com/openfrontio/OpenFrontIO/pull/760#pullrequestreview-2845155737, https://github.com/openfrontio/OpenFrontIO/pull/896#pullrequestreview-2871836979 and https://github.com/openfrontio/OpenFrontIO/pull/1266. But userSettings is not used in files ran by worker.worker, not even 10 months after evan's first comment about it. In GameRunner, createGameRunner sends NULL to getConfig as argument for userSettings. And DefaultConfig guards against userSettings being null by throwing an error, but it has never been thrown which points to worker.worker thread not using userSettings. So we do not need to worry about syncing between the threads currently. (If needed in the future after all, we could quite easily sync it, by loading the userSettings cache on worker.worker and listening to the "user-settings-changed" event @scamiv to keep it synced (changes in WorkerMessages and WorkerClient etc would be needed to handle this). - Went with cache in UserSettings, not with listening to "user-settings-changed" event: "user-settings-changed" was added by @scamiv and is used in PerformanceOverlay. Which is great for single files that need the very best performance. But having to add that same system to any file reading settings, scales poorly and would lead to messy code. Also, a developer could make the mistake of not listening to the event and it would end up just reading LocalStorage again just like now. Also a developer might forget removing the listener or so etc. The cache is a central solution and fast, without changes to other files needed and future-proof. - Make sure each setting is cached: UserSettingsModal was using LocalStorage directly by itself for some things. Made it use the central UserSettings methods instead so we avoid LocalStorage reads as much as possible. For this, changed get() and set() in UserSettings to getBool() and setBool(), to introduce a getString() and setString() for use in UserSettingsModal while keeping getCached() and setCached() private within UserSettings. - Remove unused 'focusLocked' and 'toggleFocusLocked' from UserSettings: was last changed 11 months ago to just return false. Since then we've moved to different ways of highlighting and this setting isn't used anymore. No existing references or callers are left. - Other files: -- Have callers call the renamed functions (see point above) -- Remove userSettings from UILayer and Territorylayer: the variable is unused in those files. Also remove from GameRenderer when it calls TerritoryLayer. -- Cache calls to defaultconfig Theme (which in turn calls dark mode setting)/Config better in: GameView and Terrainlayer. ### Update on Contents later on It wasn't really in scope of this PR but further consolidation was called for. These changes could also pave the way for UserSettingsModal (main menu) perhaps being partly mergable with SettingsModal (in-game) one day as it begins to look more like it. Even though UserSettingsModal still does things its own way, and does console.log where SettingsModal doesn't, etc. They both have partially different content and settings but also have a large overlap. - UserSettings: Removed localStorage call from clearFlag() and setFlag() which were added after creation of this PR, and were neatly merged in silence without merge conflicts so i wasn't aware of them yet until now. - UserSettings: added key constants, exported to use both inside UserSettings and in files that listen to its events. - UserSettings 'emitChange': now done from setCached, removed from setBool, setFlag etc. Also removed from the new setFlag. And from setPattern even though it emitted "pattern" instead of key name "territoryPattern"; now it emits the default "territoryPattern" from PATTERN_KEY which is re-used in Store, TerritoryPatternsModal and PatternInput. - UserSettingsModal: made UserSettingsModal call existing toggle functions in UserSettings, or new or existing getter or setter. We do not need CustomEvent: checked anymore. In UserSettingsModal, its toggle functions did not all actually toggle, some like toggleLeftClickOpensMenu actually just set a value. Based on the 'checked' value of the CustomEvent. But we don't need that 'checked' value anymore and none of the checks for it inside the toggle functions in UserSettingsModal, now that we just directly call toggleLeftClickOpensMenu and others in UserSettings. - SettingToggle: continuing about not needing CustomEvent anymore: the old way actually fired two events. The native change event from <input> and our own CustomEvent from handleChange in SettingToggle. It prevented handling both events by checking e.detail?.checked === undefined. But now, the native <input> event is all we need to show the visual toggle change and trigger @changed in UserSettingsModal which calls the toggle function. - Use the toggle functions too from CopyButton and PerformanceOverlay.ts. In PerformanceOverlay, change in onUserSettingsChanged was needed because of how setBool works. - UserSettingsModal 'toggleDarkMode': in UserSettingsModal, removed the event from toggleDarkMode in UserSettingsModal; nothing is listening to this event anymore after DarkModeButton.ts was removed some time ago. Also both UserSettingsModal an UserSettings added/removed "dark" from the document element. Now that UserSettingsModal calls toggleDarkMode in UserSettings, we could centralize that. But UserSettings is in core, not in client like UserSettingsModal. But now that we emit "user-settings-changed", we could handle it even more centralized and not have UserSettingsModal or UserSettings touch the element directly. Instead have Main.ts listen to the event and change it dark mode from there. - UserSettings: added claryfing comment to attackRatioIncrement and the new attackRatio setters/getters, to explain their difference. Noticed a small omitment in its description and fixed that right away in en.json: you can change attack ratio increment by shift+mouse wheel scroll or by hotkey. So made "How much the attack ratio keybinds change per press" also mention "/scroll." **BEFORE** (with getDisplayName added back to NameLayer as a fix i will do soon) get > getItem in UserSettings  renderLayer in NameLayer (with getDisplayName added back to NameLayer as a fix i will do soon)  **AFTER** (with getDisplayName added back to NameLayer as a fix i will do soon) getCached in UserSettings  renderLayer in NameLayer (with getDisplayName added back to NameLayer as a fix i will do soon)  ## 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 |