Commit Graph

1424 Commits

Author SHA1 Message Date
VariableVince 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
2026-02-22 21:57:12 -06:00
FloPinguin d48415ac2a Game creation rate: 1 minute -> 2 minutes 🔧 (#3259)
## Description:

Can we maintain a one-minute game creation rate with three times as many
lobbies?

I don’t think so - we should allow more time for players to join.

It still shouldn’t bore players, since they can also join the special
mix lobby. That lobby includes both FFA and team games and fills more
quickly due to the higher frequency of compact-map matches (the Wonder
PR https://github.com/openfrontio/OpenFrontIO/pull/3224 needs to be
merged for 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:

FloPinguin
2026-02-22 21:56:09 -06:00
VariableVince 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
2026-02-22 21:54:10 -06:00
Mykola f7b39faca7 Spawn. Fix respawn near the previos spawn (#3278)
## Description:

Because spawning is prohibited on tiles that have an owner, this created
a problem when a person tried to spawn near the center of their previous
spawn. This was resolved by relinquishing all the tiles conquered by the
previous spawn.

## 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:

nikolaj_mykola
2026-02-22 22:10:00 +00:00
Mykola 097c42740c Random spawn. Avoid spawning near water. (#3009)
## Description:

Fixing
https://discord.com/channels/1359946986937258015/1360078040222142564/1463898386854973642

Now, if not all tiles on the spawn circle can be owned, the algorithm
tries to select another random spawn tile.

## 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
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responsibility for any bugs introduced

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

nikolaj_mykola

---------

Co-authored-by: Ryan <7389646+ryanbarlow97@users.noreply.github.com>
2026-02-22 15:51:05 +00:00
Mattia Migliorini 6a30d2b38b Smarter factory placement for Nation AI 🤖 (#3244)
## Description:

Introduces a dedicated `factoryValue()` scoring function for AI factory
placement, replacing the generic `interiorStructureValue()` previously
shared with cities and missile silos.

Scoring criteria:
- High elevation and spacing from other factories (unchanged from
city/silo logic)
- Rail connectivity: bonus per distinct rail cluster reachable within
`trainStationMaxRange`, weighted by trade gold potential — allied
clusters score highest (1.0), team/neutral clusters score ~0.71, own
clusters ~0.29 (based on `config.tradeGold()` values). Based on
difficulty
- Cluster deduplication: connecting to the same cluster multiple times
does not inflate the score
- Embargoed and bot neighbors are excluded; all other non-embargoed
neighbors are included

The result is that the AI tends to place factories where they can bridge
separate rail networks or connect to high-value trade partners, rather
than deep in its own interior.

### EDIT

Added a dedicated `cityValue()` scoring function that takes into account
the connectivity score. This allows placement of cities in a
"factory-aware" way, while also enforcing spreading structures (we want
the network to grow, not a cluster of cities and factories all
together).

## 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: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com>
2026-02-21 21:12:44 -06:00
Evan 90978c0e92 bugfix: set lobby start time only when it's the next lobby in rotation (#3261)
## Description:

The master set lobby start times on creation, which caused an issue if
the previous lobby filled up and started before its timer ran out, the
next lobby would have its timer set too far back. For example, if lobby
time is 60 seconds, and the first lobby fills up after 10s, the
subsequent lobby would have its timer set for 110 seconds (60+50).

Instead we have the master set the lobby start time only when it is next
up in rotation. So all lobbies behind it don't have a start time,
because we don't actually know what it should be.

## 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
2026-02-21 21:08:33 -06:00
FloPinguin f09d9a3a5f Nations can overwhelm SAMs now 💥 (+ 3 little nation improvements) (#3246)
## Description:

### SAM Overwhelming (`NationNukeBehavior.ts`)

On Impossible difficulty, nations can now destroy enemy SAMs by
overwhelming them with coordinated atom bomb salvos. When no good nuke
target is found (all trajectories intercepted by SAMs), the nations
will:

- Identify the easiest enemy SAM to destroy (lowest level first)
- Calculate the total interception capacity of all covering SAMs and
send enough bombs to overwhelm them (+1 extra per 5 needed to account
for enemy building more SAMs during flight)
- Plan launches in NukeExecution's Manhattan-distance silo order,
tracking which silos have interceptable trajectories (wasted bombs)
- Use a sliding window over parabolic flight times to find the best
cluster of bombs that can arrive within half the SAM cooldown window
- Compute per-bomb wait ticks to synchronize arrivals from silos at
different distances
- Skip launching if a salvo is already in flight
- Upgrade the best SAM-protected silo when silo capacity is
insufficient; wait and save gold when only gold is lacking


https://github.com/user-attachments/assets/14fa592f-2902-4604-8e37-1eba2b2f0b85

### 2-Player Endgame Handling (`NationNukeBehavior.ts`)

- On Hard/Impossible with only 2 players remaining,
`findBestNukeTarget()` directly targets the other player (bypasses all
priority logic)
- `getPerceivedNukeCost()` returns actual cost (no MIRV saving
inflation) when only 2 players are left

### SAM Build Rate (`NationStructureBehavior.ts`)

- Reduced SAM perceived cost increase per owned from 1.0 to 0.5, so
nations build more SAMs

### Island Attack Variety (`AiAttackBehavior.ts`)

- `findNearestIslandEnemy()` now collects up to 2 reachable candidates
and has a 33% chance to pick the second-nearest, adding variety to boat
attack targeting

## 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
2026-02-20 23:16:03 -06:00
scamiv 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
2026-02-20 23:01:03 -06:00
FloPinguin 07b5d6e41f Prevent self-retaliation crash when own nuke destroys own ship 🔧 (#3260)
## Description:

Noticed this in two singleplayer games:

When a nation's nuke destroys its own transport/trade ship in the blast
radius, `NationWarshipBehavior` incorrectly tries to retaliate against
itself, calling `updateRelation(self)` which throws (GameRunner tick
error).

Added a self-check in `maybeRetaliateWithWarship` to skip retaliation
when the destroyer is the player itself.

## 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
2026-02-20 17:44:57 +00:00
Mattia Migliorini 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>
2026-02-19 19:47:57 -06:00
scamiv 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
2026-02-19 19:01:12 -06:00
VariableVince c235debb57 Cleanup: Replace literals by enums (#3252)
## Description:

Some literals were present that could/should have been enums. Replaced
them.

For Util.ts > createRandomName, also changed type of parameter
playerType from string to PlayerType. All callers already send it this
type.

## 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
2026-02-19 16:58:07 -06:00
scamiv fcf45db672 perf(core): reduce packed tile update churn (#3253)
## Description:
- Build packedTileUpdates directly into a BigUint64Array (avoid
intermediate JS array + copy).

- Transfer packedTileUpdates.buffer in worker postMessage to avoid
structured-clone.


- Avoids large short-lived allocations during tile-update (lower peak
heap and GC pressure).
- Prevents duplicating buffers across thread boundaries when the main
thread is behind. (one buffer per queued update, not two)

**Notes**

- after postMessage(..., [packedTileUpdates.buffer]) transfer the
worker’s packedTileUpdates becomes unusable (its .buffer is detached).


- [ ] 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
2026-02-19 15:53:46 -06:00
Ryan 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
2026-02-18 23:11:01 -06:00
VariableVince 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
2026-02-19 00:27:12 +00:00
DevelopingTom 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
2026-02-18 17:00:56 -06:00
VariableVince 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
2026-02-18 22:43:16 +00:00
VariableVince 348ccfc2c3 Perf/small refactor: NationStructureBehavio (#3237)
## Description:

PR 5/x in effort to break up PR
https://github.com/openfrontio/OpenFrontIO/pull/3220. Follows on already
merged https://github.com/openfrontio/OpenFrontIO/pull/3236.

Please see if these can be merged for v30.

**NationStructureBehavior**:
- maybeSpawnStructure: cache this.game to be used twice.
- maybeSpawnStructure: instead of hardcoded ruling out Defense Post for
upgrade check, check dynamically if type is upgradable. That way if
defense posts ever do become upgradable, we don't run into a bug right
away.

- maybeUpgradeStructure: removed canUpgradeUnit check. Since it already
checked this right before in findBestStructureToUpgrade, so only
upgradable units are returned. And canUpgradeUnit is also checked right
after in UpgradeStructureExecution. So we're going from 3 times to 2
times canUpgradeUnit, small perf win too.

- findBestStructureToUpgrade: cache this.game to be used thrice.

- shouldBuildStructure: cache this.game.config() to be used twice.

- getTotalStructureDensity: this.player.units can handle an array of
unit types to count. Input StructureTypes like this so we don't need a
loop and count, and only have to get an array length once.
getTotalStructureDensity needs to ignore unit levels so we can't make
use of other pre-defined functions in PlayerImpl (which were created to
avoid array length calls), but at least this saves a few.

## 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
2026-02-18 22:23:01 +00:00
VariableVince 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
2026-02-18 21:51:36 +00:00
Mattia Migliorini 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:

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and I've added it to the en.json file
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responsibility for any bugs introduced

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

deshack_82603
2026-02-18 21:44:08 +00:00
VariableVince f4f7ae3929 Cleanup: comments in BuildMenu and error messages in worker.worker (#3233)
## Description:

PR 1/x in effort to break up PR
https://github.com/openfrontio/OpenFrontIO/pull/3220.
Please see if these can be merged for v30.

- **BuildMenu**: remove one redundant comment about replacing an icon
(which has been done long ago already). And fix typo in one other
comment.
- **Worker.worker**: correct some existing error messages.

## Please complete the following:

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responsibility for any bugs introduced

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

tryout33
2026-02-18 20:21:19 +00:00
VariableVince 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:

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and I've added it to the en.json file
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responsibility for any bugs introduced

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

tryout33
2026-02-18 20:17:46 +00:00
Evan 2b830e9fcd Update tradeship spawn & gold meta (#3232)
## Description:

Now that pathfinding is much more efficient with hpa*, we can add more
trade ships.

This PR does the following:

1. No gold bonus for additional ports, keeps the meta simple
2. cut the gold per trade ship roughly in half.
3. Use a "pity bonus", the more times a port has failed to spawn a
tradeship, the higher the likelyhood it will spawn one
4. Increase the sigmoid so the mid-point is 200, with a half life of 50.
In tests about ~400 trade ships max.

It's pretty difficult to balance on singleplayer so I'm sure the values
will be adjusted after playtests.

## Please complete the following:

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and I've added it to the en.json file
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responsibility for any bugs introduced

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

evan
2026-02-17 21:40:20 -06:00
Abdallah Bahrawi 7bf6bfd4b9 🔴 Major SAM Targeting Fix (#3223)
## Description:

Bug (before): In multi-nuke scenarios (e.g., 6 incoming nukes), SAMs,
when stacked, could behave like they only engage one nuke at a time,
letting other nukes slip through and wipe the SAM stack. This was most
noticeable when nukes entered from certain angles/entry sides (from what
I’ve noticed, it happens more often in the 2 o’clock to 6 o’clock
direction).

<img width="734" height="743" alt="asadasada"
src="https://github.com/user-attachments/assets/7ca6c9ef-b2b4-47ea-bed2-249a84c8f5ed"
/>

What was fixed:
1- Removed permanent "unreachable" caching: When a nuke was out of SAM
range on first evaluation, it was cached as null (permanently
unreachable) and never re-evaluated. Since nukes move each tick, they
could later enter interception range but would be ignored. The fix
removes this permanent cache, so nukes are re-evaluated every tick.

2 - Moved targetedBySAM filter into the targeting system: The
targetedBySAM() check was at the launch decision, if the
highest-priority nuke was already claimed by another SAM, the launcher
skipped firing entirely instead of falling back to the next best target.
The fix moves the filter inside getSingleTarget() so claimed nukes are
excluded before ranking.

3 - Cleared targetedBySAM flag on SAM missile abort: When a SAM missile
aborted (for example target became allied), the targetedBySAM flag was
never cleared. This permanently prevented all other SAMs from targeting
that nuke. The fix calls setTargetedBySAM(false) on abort so the nuke
becomes available for re-targeting.

**Videos:** 
I uploaded a before/after clip showing SAM performance intercepting 6
nukes, before the fix, nukes could break through, but after the fix,
SAMs consistently intercept as expected.

Before: 

https://github.com/user-attachments/assets/d5a85354-f35c-4aca-82f8-902f5966312b

after:

https://github.com/user-attachments/assets/54074c09-fbdf-44d5-a88c-b1d54b20fee2

- Deployed for further testing

## Please complete the following:

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and I've added it to the en.json file
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responsibility for any bugs introduced

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

abodcraft1

---------

Co-authored-by: Ryan <7389646+ryanbarlow97@users.noreply.github.com>
2026-02-17 23:12:56 +00:00
1brucben 1443b62207 Refactor attacker troop loss calculation (#3227)
## Description:
This PR fixes (at least partially) the attack loss imbalance. Would
recommend adjusting the weighting towards 100% in the long run and then
removing redundant code. I haven't tested it at 100% yet, but it might
actually be fine to change it now. I don't notice any substantial
differences in how the game feels at 50%.


## Please complete the following:

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responsibility for any bugs introduced

## Please put your Discord username so you can be contacted if a bug or
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1brucben
2026-02-17 14:56:36 -06:00
TsProphet94 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"
/>


![551068657-3125718d-9bf2-44d5-8e3b-a5073df5b785](https://github.com/user-attachments/assets/1abf131a-2e3e-4acf-b205-2bf56f229ed1)

## Please complete the following:

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and I've added it to the en.json file
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responsibility for any bugs introduced

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

TsProphet
2026-02-17 17:22:23 +00:00
FloPinguin 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:

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and I've added it to the en.json file
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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>
2026-02-17 00:19:36 +00:00
FloPinguin 4e62114ea0 Improve nations 🤖 (#3206)
## Description:

- `AiAttackBehavior`: Because bots delete stolen structures now, nations
prioritize attacking bots with structures
- `NationMIRVBehavior`: Nations no longer MIRV enemies who already got
MIRVed in the last 30 seconds. Some humans complained about getting
double-MIRVed by nations. And in games with very high starting gold, ALL
nations MIRVed the same player (stop steamroll logic).
- `NationAllianceBehavior`: Fixes a comparison logic bug (Thanks to
Deshack)
- `NationNukeBehavior.ts`: Little atom bomb perceived cost balance
change
- `MIRVExecution`: To make sure the MIRVing nations are attacking the
MIRVed nations (even if they don't share a border), the relation gets
updated in both directions now.
- `SinglePlayerModal` & `HostLobbyModal`: Update the default difficulty
to "Medium" (to synchronize the defaults with the public game default)

## Please complete the following:

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and I've added it to the en.json file
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responsibility for any bugs introduced

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

FloPinguin
2026-02-16 11:13:07 -08:00
Mattia Migliorini 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:

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and I've added it to the en.json file
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responsibility for any bugs introduced

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

deshack_82603
2026-02-16 11:10:26 -08:00
FloPinguin 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:

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and I've added it to the en.json file
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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>
2026-02-16 11:08:11 -08:00
Vivacious Box 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:
![WhatsApp Image 2026-02-14 at 23 25
25](https://github.com/user-attachments/assets/beda6142-9dc7-4a9c-a702-cee3b6ea043c)
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:

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and I've added it to the en.json file
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responsibility for any bugs introduced

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

Mr. Box
2026-02-14 19:54:12 -08:00
evanpelle 8e889fe857 Merge branch 'v29' 2026-02-14 12:14:19 -08:00
Evan 2e2e686699 have lobby schedule ffa, teams, & special game types (#3196)
## Description:

This implements the backend for multiple lobbies in preparation for
https://github.com/openfrontio/OpenFrontIO/pull/3191

The server now schedules & sends a map of game type (ffa, teams,
special) => public lobbies.

NOTE: this is just temporary, the lobby only shows ffa currently.

Have the Master scheduler schedule ffa, teams, & special games. 

## Please complete the following:

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responsibility for any bugs introduced

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

evan
2026-02-14 11:59:35 -08:00
gabigabogabu 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.

![Hawaii
thumbnail](https://raw.githubusercontent.com/gabigabogabu/OpenFrontIO/feature/hawaii-map/resources/maps/hawaii/thumbnail.webp)

## 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
2026-02-14 17:28:42 +00:00
DevelopingTom 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:

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and I've added it to the en.json file
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responsibility for any bugs introduced

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

IngloriousTom
2026-02-12 15:00:56 -08:00
VariableVince 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:

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and I've added it to the en.json file
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responsibility for any bugs introduced

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

tryout33
2026-02-12 11:01:08 -08:00
FloPinguin 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
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and I've added it to the en.json file
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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>
2026-02-12 10:57:18 -08:00
Evan 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
2026-02-11 20:52:48 -08:00
FloPinguin eb6b2a9948 Rebalance nation difficulty 📊 More oriented towards beginners now (#3184)
## Description:

**3 problems:**

* Nation difficulty steps in `DefaultConfig` don't look good (max
troops: 0.5 → 1 → 1.125 → 1.25).
* We previously reduced the difficulty of easy nations for singleplayer,
but now they are too easy for public FFAs.
* In Discord we discussed HvN difficulty and concluded that a 50% human
win rate (my previous target) is too low; nations should be easier.

This PR addresses all of them:

* Difficulty steps in `DefaultConfig` are now cleaner (max troops: 0.5 →
0.75 → 1 → 1.25).
* Nation difficulty in public-game FFAs is restored to *medium* (0.75
max troops - still weaker than humans, but not too weak).
* HvN difficulty (medium) is now easier.

Regarding singleplayer:
These rebalances make nation difficulties more beginner-friendly, while
experts still have their challenge at *Impossible*.


## Please complete the following:

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and I've added it to the en.json file
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responsibility for any bugs introduced

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

FloPinguin
2026-02-11 14:42:26 -08:00
FloPinguin 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:

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and I've added it to the en.json file
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responsibility for any bugs introduced

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

FloPinguin
2026-02-10 16:33:09 -08:00
Evan 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
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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
2026-02-09 21:05:59 -08:00
FloPinguin f7da20ddfd Nation build order improvements + Nation structure upgrading 🏠 (#3152)
Resolves #2997

## Description:

### New stuff

- Nations can upgrade structures now. They do it if they have too many
structures compared to their territory size
- They prefer to upgrade stuff thats protected by SAMs (based on
difficulty)
- Updated the build order, it also depends a bit on the difficulty now
(easy nations build less SAMs)
- Nations can handle extreme amounts of gold now. 500M starting gold? no
problem. Previously they only built cities
- They stop saving up for MIRV if they can afford it (in some old Enzo
"impossible difficulty experiment" videos you could see nations with
like 300M gold...)
- The save-up-target changes when bombs / hydros / MIRVs are disabled
- Added many checks for disabled units. For example: Don't build SAMs
when missile silos are disabled, focus on factories when ports are
disabled
- Updated the `structureSpawnTileValue` method, SAM-placement depends a
bit on the difficulty now

### Refactor

- Moved all structure related nation code into
`NationStructureBehavior.ts`
- Split up the good old `structureSpawnTileValue` method to make it more
readable
- Cleaned up NationExecution a bit

### A screenshot

<img width="1681" height="755" alt="Screenshot 2026-02-08 001108"
src="https://github.com/user-attachments/assets/c9b3df01-41ca-4c68-b450-b20e7d7d910a"
/>

## 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
2026-02-09 16:18:13 -08:00
Ryan ebdd1a5664 sam missile immunity (#3167)
## Description:

added sam missile immunity (was missing from the immunity list)

## 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
2026-02-09 16:10:11 -08:00
Ryan e93cab3392 sam missile immunity (#3167)
## Description:

added sam missile immunity (was missing from the immunity list)

## 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
2026-02-09 16:09:48 -08:00
DevelopingTom c6c793f6b3 Highlight hovering railroad (#3156)
## Description:


![rail_snap](https://github.com/user-attachments/assets/1dc66dc8-5df8-4826-8a8e-521d72a1f8aa)

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>
2026-02-09 13:37:27 -08:00
Ryan 8dcc7cfb9a Fix client reconnection after page refresh (#3117)
## Description:

- Removed all code related to generating a client ID on the client. The
server now assigns the client ID and sends it to the client in lobby
messages.

## 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
2026-02-09 01:10:11 +00:00
rubenperezrial 1ef0cf28a1 feat: improve team colors with LCH color space (#3146)
## Summary

Refactor `generateTeamColors()` to use LCH (Lightness-Chroma-Hue) color
space instead of HSL for perceptually uniform team color variations.

## Changes

- **`Colors.ts`**: Rewrite `generateTeamColors()` to use LCH color space
- Golden angle hue distribution clamped to ±12° to preserve team
identity
- Chroma oscillates ±10% around the base to add variety without washing
out
- Lightness alternates ±18 around the base to keep teammates
recognizable

## Why LCH?

LCH is a perceptually uniform color space, meaning equal numeric
differences correspond to equal perceived differences. This produces
team color variations that look more consistent and distinguishable
compared to HSL-based generation.

## Notes

- The "skip ally attack confirmation" feature that was previously in
this PR has been split into a separate PR as requested by @evanpelle.
2026-02-07 19:56:06 -08:00
Duwibi 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
2026-02-07 12:55:58 -08:00
VariableVince 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>
2026-02-06 19:57:34 +00:00