Commit Graph

200 Commits

Author SHA1 Message Date
FloPinguin cf0cf14a1f Add new public game modifiers 🙂 (#3500)
## Description:

Adds 5 new public game modifiers to the Special game mode modifier pool:

- **Ports Disabled** - disables port construction, focus on factories
- **Nukes Disabled** - disables atom bombs, hydrogen bombs, MIRVs,
missile silos and SAM launchers
- **SAMs Disabled** - disables SAM launchers (thats funny, you cant
protect against nukes, have to space out your stuff) (mutually exclusive
with nukes disabled)
- **1M Starting Gold** - gives all players 1M starting gold (was
requested by people, new chill tier alongside existing 5M and 25M)
- **4min Peace Time** - grants 4 minutes of PVP spawn immunity

All `PublicGameModifiers` boolean fields are now optional - inactive
modifiers are omitted from game JSON instead of being serialized as
`false` (stop bloating the JSON size)

I think we have enough modifiers now :) Good variety

## 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
2026-03-24 12:57:08 -07:00
Ryan 6e67c2bf0d visibleAt (#3497)
## Description:

 needs prereq of https://github.com/openfrontio/infra/pull/272

## 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
2026-03-24 12:53:32 -07:00
Ryan 1049b7e7dc Clan System Part 1 (#3276)
## Description:

Properly split out clantags and usernames, a clantag should not be part
of a username.

<img width="285" height="286" alt="image"
src="https://github.com/user-attachments/assets/8ac56e82-b12c-4fc0-9774-e445252a6e61"
/>

https://api.openfront.dev/game/ojkqZFb2


<img width="296" height="596" alt="image"
src="https://github.com/user-attachments/assets/85152f80-c111-4f87-b85b-8516c9c6137b"
/>


https://api.openfront.dev/game/MF32BkVc


requires;
https://github.com/openfrontio/infra/pull/264

## 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
2026-03-17 15:55:47 -07:00
FloPinguin 3838de1d30 Option to disable alliances + 2 new modifiers for variety 😄 (#3392)
## Description:

Rex had this idea: "It would be funny to have an option in private
lobbies to disable alliances."
I added it as an option.
Now people can choose to live in constant fear of their neighbors 😆 

Also added two new public game modifiers for variety (only for the
special rotation):
- Alliances disabled (low probability)
- x2 gold multiplier (low probability)

Would be nice to squeeze this into v30, last minute?

## Please complete the following:

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

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

FloPinguin
2026-03-09 21:13:13 -07:00
Ryan 0eb23c0c8c clientId replay bugfix (was picking first clientID in the array) (#3369)
## Description:

clientId replay bugfix (was picking first clientID in the array)

https://discord.com/channels/1359946986937258015/1479543573404844042

## Please complete the following:

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

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

w.o.n
2026-03-06 13:58:10 -08:00
FloPinguin 0b9d43cb46 Configurable nation count 🤖 (#3338)
## Description:

I hope we can get this into v30?
The nation count is configurable now, just like the bot count.
Replaced the "Disable Nations" toggle with a nations slider (0–400) in
SinglePlayer and Host Lobby modals.

<img width="710" height="121" alt="Screenshot 2026-03-03 021952"
src="https://github.com/user-attachments/assets/c8d0f0c3-db51-4303-95fa-dbc770460ec2"
/>


Public games are staying exactly the same, this is just for singleplayer
and private lobby fun.
Youtubers could play HvN against 400 nations, for example.
Singleplayer enjoyers no longer have to play against 1 nation in HvN,
they can freely choose.

`GameConfig.disableNations: boolean` got replaced by `nations: number
(0-400, optional)`
`undefined` = map default, 
`0` = disabled, 
number = custom count

Nations slider defaults to the map's nation count, shows "(MAP DEFAULT)"
label when unchanged
Compact map toggle reduces nations to 25% when at default, restores when
toggled off (just like we already do with bots)
The nation count for HvN no longer automatically matches the human count
in singleplayer and private games, only in public games.

**What if there aren't enough nations configured for the map?**
We just use the HvN logic (Generate random nations)

### Warning

**This infra PR also needs to get merged:
https://github.com/openfrontio/infra/pull/263
Otherwise players can set 0 nations and get achievements.**

## Please complete the following:

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

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

FloPinguin
2026-03-03 14:07:06 -08:00
FloPinguin 417fa0fe09 For v30: Add new modifiers (Hard nations and 25M Starting Gold) 🙂 (#3316)
## Description:

Adds two new public game modifiers for variety and improves compact map
eligibility for team games.

### New Modifiers

**Hard Nations (`isHardNations`)**
- We need this modifier for HvN, because medium nations are easier now
(will result in a much higher human winrate)
- In a discord discussion we concluded that HvN should generally be
easier (higher winrate than 50%, so players are less frustated)
- Thats why only 20% of HvN games have the hard nations modifier (for
now)
- For PvPvE enjoyers, the modifier is also active in FFA games => (Only
2.5% chance, and 1 ticket in `SPECIAL_MODIFIER_POOL`)

**25M Starting Gold (`startingGoldHigh`)**
- Some people in the main discord wanted this modifier, and it will
result in crazy games
- Rare special-only modifier (1 ticket in pool); mutually exclusive with
5M starting gold via `MUTUALLY_EXCLUSIVE_MODIFIERS`
- Disables nations (they lack PVP immunity, so 25M gold doesn't work
well with them)
- Excluded from HumansVsNations games (since it disables nations)
- Spawn immunity set to **2 minutes 30 seconds** (vs 30s for 5M gold),
so people can spend the gold and prepare

### Other Changes

- **Improved `supportsCompactMapForTeams`**: Replaced the hard `smallest
>= 50` land-tile cutoff with a per-team-config calculation that
simulates worst-case compact player count and checks every team gets at
least 2 players.
- **HvN spawn immunity**: Always 5 seconds in both regular and special
lobbies (to get rid of a confusing PVP immunity HeadsUpMessage in 5M
starting gold games)
- **Regular public lobby random spawn modifier probabilty**: Reduced
from 10% to 5% (Because of the new modifier, so there aren't too many
modifiers in non-special-lobbies, should only occur sometimes there)
- Rebalanced `SPECIAL_MODIFIER_POOL` a bit

## Please complete the following:

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

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

FloPinguin
2026-03-01 20:12:38 -08:00
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
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:

- [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
2026-02-16 11:10:26 -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:

- [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
2026-02-14 11:59:35 -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
Evan 294a1b4784 move lobby websockets to worker (#2974)
## Description:

Currently only the master process sends public lobby updates to clients.
This is not scalable since it could overload the master process.

In this PR, the master uses IPC to send public lobby info to all
workers. Then clients connect to a random worker to get public lobby
updates via websocket. This way clients never connect directly to the
master websocket.

The flow looks like this:

Every 100ms:
1. Master schedules a public game on a random worker if new games are
needed
2. Master broadcasts public lobby info to all workers (all public games
& num clients connected to each game)
3. Each worker responds to that update with the number of clients
connected to its own public games
4. Master then updates its public lobby state so it knows how many
clients are connected to each public 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
2026-02-03 18:26:38 -08:00
Ryan 2baaebfef3 JoinLobbyModal for public and private lobbies (#3097)
## Description:

Replaced the src/client/JoinPrivateLobbyModal.ts with a new
src/client/JoinLobbyModal.ts which handles both public + private
lobbies.

<img width="771" height="714" alt="image"
src="https://github.com/user-attachments/assets/7ac55d91-3f0c-4f99-b960-cea9e617538d"
/>

also made a "connecting" to the lobby 
<img width="772" height="708" alt="image"
src="https://github.com/user-attachments/assets/a2812462-c5f4-459a-b63a-49d93bb2a6a2"
/>


It also needed to be updated to address the issue with the modal using
both polling + websockets

## 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
2026-02-02 21:02:20 -08:00
evanpelle c54c73d157 Merge branch 'v29' 2026-01-28 16:06:32 -08:00
Evan cb3128f390 Better CrazyGames integration (#3055)
## Description:

Better integration with CrazyGames:

* Don't show login because accounts have not been integrated with
CrazyGames yet
* Integrate CG invite links & usernames
* Refactor match making logic to Matchmaking.ts
* Allow periods to support crazy game usernames
* Create a no-crazygames class that disabled elements when on crazygames

## 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
2026-01-28 11:29:27 -08:00
FloPinguin 7942990037 Crowded modifier 😄 (#3023)
## Description:

To increase variety a bit more I present: The "crowded" public game
modifier :)
It basically simulates a crazy youtuber lobby. Cramp a lot of players on
a small map 😄
I think its fun, exciting and you actually need skill to manage the
chaos.
5% of public games get this modifier, but because we remove the modifier
for big maps its more like 2.5% (should be something special)

| <img width="321" height="269" alt="Screenshot 2026-01-25 200427"
src="https://github.com/user-attachments/assets/7d2e90c1-e6bc-40a8-a19e-a0849612f472"
/> | <img width="317" height="264" alt="Screenshot 2026-01-25 200554"
src="https://github.com/user-attachments/assets/8b4bd5da-bed1-4743-a107-9ce07fce3040"
/> | <img width="317" height="244" alt="Screenshot 2026-01-25 200521"
src="https://github.com/user-attachments/assets/16293de3-0fc4-431f-8151-31b4e11040fe"
/> |
|---|---|---|






## 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
2026-01-27 00:29:52 +00:00
Arkadiusz Sygulski f6454963b2 Pathfinding refinements (#2959)
## Description:

### Short path for multi-source HPA*

Math was not mathing, increased the bounds to 260x260, it is a bit
slower but should work better. The short path was breaking when player
owned a lot of shores. This is because the bounding box of tiles with
less than 120 distance + 10 padding could be as big as 260x260 and the
optimized array was set to 140x140. I made mistake of calculating it as
`2 * (60 + 10)` instead of `2 * (120 + 10)`.

### LoS path refinement

Previously, we ran 2 passes of LoS smoothing on the path. However, since
we are effectively tracing the same path, the line of sight is
essentially the same. This PR makes second line of sight stop on water
tiles with magnitude `n + 1` compared to first path. Practically, this
means it'll attempt LoS exactly 1 tile after previous corner. See
screenshot.

<img width="1299" height="1151" alt="image"
src="https://github.com/user-attachments/assets/726be236-1ff8-406c-896a-02902a762ab0"
/>

### SendBoatAttackIntentEvent

The flow of sending transport ships is currently strange. This PR makes
the flow more sane.

**Old flow**
```
- Player clicks TARGET tile, it can be deep inland
- Client asks Worker for the best START tile to TARGET tile
- Worker answers `false`, since the tile is inland
- Client sends BoatAttackIntent with START=false and TARGET tiles set
- Worker accepts BoatAttackIntent, computes DESTINATION as closest shore to TARGET
- Worker re-computes best START to DESTINATION
- Worker sends boat from START to DESTINATION
```

**New flow**
```
- Player clicks TARGET tile, it can be deep inland
- Client sends BoatAttackIntent with TARGET
- Worker accepts BoatAttackIntent, computes DESTINATION as closest shore to TARGET
- Worker computes START as the best tile to DESTINATION
- Worker sends boat from START to DESTINATION
```

## 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:

moleole
2026-01-19 19:28:45 -08:00
Arkadiusz Sygulski 18fb513326 Pathfinding refinements (#2959)
## Description:

### Short path for multi-source HPA*

Math was not mathing, increased the bounds to 260x260, it is a bit
slower but should work better. The short path was breaking when player
owned a lot of shores. This is because the bounding box of tiles with
less than 120 distance + 10 padding could be as big as 260x260 and the
optimized array was set to 140x140. I made mistake of calculating it as
`2 * (60 + 10)` instead of `2 * (120 + 10)`.

### LoS path refinement

Previously, we ran 2 passes of LoS smoothing on the path. However, since
we are effectively tracing the same path, the line of sight is
essentially the same. This PR makes second line of sight stop on water
tiles with magnitude `n + 1` compared to first path. Practically, this
means it'll attempt LoS exactly 1 tile after previous corner. See
screenshot.

<img width="1299" height="1151" alt="image"
src="https://github.com/user-attachments/assets/726be236-1ff8-406c-896a-02902a762ab0"
/>

### SendBoatAttackIntentEvent

The flow of sending transport ships is currently strange. This PR makes
the flow more sane.

**Old flow**
```
- Player clicks TARGET tile, it can be deep inland
- Client asks Worker for the best START tile to TARGET tile
- Worker answers `false`, since the tile is inland
- Client sends BoatAttackIntent with START=false and TARGET tiles set
- Worker accepts BoatAttackIntent, computes DESTINATION as closest shore to TARGET
- Worker re-computes best START to DESTINATION
- Worker sends boat from START to DESTINATION
```

**New flow**
```
- Player clicks TARGET tile, it can be deep inland
- Client sends BoatAttackIntent with TARGET
- Worker accepts BoatAttackIntent, computes DESTINATION as closest shore to TARGET
- Worker computes START as the best tile to DESTINATION
- Worker sends boat from START to DESTINATION
```

## 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:

moleole
2026-01-19 19:28:28 -08:00
FloPinguin 4e8454f3cc Lobby Gold Options (Starting Gold, Gold Multiplier) 💰 (#2915)
## Description:

We might want to add this to v29 to have a third possible public game
modifier from the beginning on 😄 Would be fun

- Add starting gold option (0 to 1_000_000_000 allowed, also applies to
nations)
- Add gold multiplier option (0.1 to 1000 allowed, also applies to
nations and bots)
- Add third public game modifier (3% chance of starting with 5M gold)
- Why 5M? It's enough gold to massively change the game start but not
enough to insta-hydro someone (launcher + hydro is 6M)

<img width="357" height="140" alt="image"
src="https://github.com/user-attachments/assets/72acc15c-e788-4e04-8590-ac72dd9657c7"
/>


## 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
2026-01-16 10:20:35 -08:00
FloPinguin fb910cbff5 Lobby Gold Options (Starting Gold, Gold Multiplier) 💰 (#2915)
## Description:

We might want to add this to v29 to have a third possible public game
modifier from the beginning on 😄 Would be fun

- Add starting gold option (0 to 1_000_000_000 allowed, also applies to
nations)
- Add gold multiplier option (0.1 to 1000 allowed, also applies to
nations and bots)
- Add third public game modifier (3% chance of starting with 5M gold)
- Why 5M? It's enough gold to massively change the game start but not
enough to insta-hydro someone (launcher + hydro is 6M)

<img width="357" height="140" alt="image"
src="https://github.com/user-attachments/assets/72acc15c-e788-4e04-8590-ac72dd9657c7"
/>


## 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
2026-01-16 10:19:41 -08:00
Evan 42c944c9cc Create ranked type enum, last person not afk wins in 1v1 (#2892)
## Description:

* Add RankedType enum, for now it's just 1v1
* Add new method to MapPlaylist to create 1v1 game config
* Update WinCheck so the last player is declared a winner on 1v1.

## 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
2026-01-13 19:48:14 -08:00
Ryan 247c78151c Discord(et al.) embedded URLs (#2740)
## Description:

Changes URL embeds within other platforms, e.g. Discord, WhatsApp & X.

Updates game URLs to `/game/<code>` instead of `/#join=<code>` (required
for embedded URLs). An added benefit of this is that you would be able
to change a url from `openfront.io/game/RQDUy8nP?replay` to
`api.openfront.io/game/RQDUy8nP?replay` (add api. In front) and be in
the right place for the API data.

Updates URLs when joining/leaving private lobbies

Appends a random string to the end of the URL when inside a private
lobby and options change - this is to force discord to update the
embedded details.

Updates URL in different game states to ?lobby / ?live and ?replay.
These do nothing other than being used as a _cache-busting_ solution.


-----------------------------------------------
### **Lobby Info**

Discord:
<img width="556" height="487" alt="image"
src="https://github.com/user-attachments/assets/efd4a06d-506c-4036-9403-ee7c9a669e21"
/>

WhatsApp:
<img width="353" height="339" alt="image"
src="https://github.com/user-attachments/assets/3b2d0c69-988c-424f-9dee-f4e6a6868f6b"
/>


x.com:
<img width="588" height="325" alt="image"
src="https://github.com/user-attachments/assets/d9e78169-20be-4a3e-8df4-8ad41d08a750"
/>


-------------------------
### **Game Win Details**
Discord:
<img width="506" height="468" alt="image"
src="https://github.com/user-attachments/assets/69947774-c943-4a50-b470-5634ed3bf3d7"
/>

WhatsApp:
<img width="770" height="132" alt="image"
src="https://github.com/user-attachments/assets/eec28bf8-bf64-4ab8-954e-03dfdd1aae40"
/>

x.com
<img width="584" height="350" alt="image"
src="https://github.com/user-attachments/assets/168063e2-b707-422b-b7a1-0025f3ebeb92"
/>


## 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
2026-01-13 19:48:00 -08:00
Evan 8ff3f4496c Update & improve 1v1 Ranked Matchmaking (#2831)
references #2001

## Description:

Improve the ranked matchmaking modal. Better messages, and show 1v1 elo


<img width="450" height="210" alt="Screenshot 2026-01-08 at 7 11 20 PM"
src="https://github.com/user-attachments/assets/e4f8323c-5d98-48de-babe-b51526a6d408"
/>

<img width="622" height="614" alt="Screenshot 2026-01-08 at 7 11 14 PM"
src="https://github.com/user-attachments/assets/73d10f84-b5b5-4ba8-95bb-a181a9fd9dae"
/>



## 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
2026-01-08 19:18:04 -08:00
Mattia Migliorini 2dada6f516 Handle Nation win condition (#2824)
Resolves #2823

## Description:

When playing in single-player mode, if an NPC reaches 80% land control
before the player, the game enters a broken state where:

- The game clock stops
- Win checking stops permanently
- Even if the player later conquers 100% of land, victory is never
awarded
- The game becomes "stuck" in a zombie state.

This PR addresses this allowing Nations to be set as winners in single
mode, and in this case showing a "Nation {nation} has won" modal to the
user. This WinModal is the same as the "{player} has won", with the only
change being the title.

Nation wins in FFA, from the human player perspective:

<img width="1457" height="837" alt="image"
src="https://github.com/user-attachments/assets/1ce569bd-6616-4a23-b4a4-afedad2c64f8"
/>

## 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
2026-01-08 13:51:23 -08:00
Arkadiusz Sygulski b090f2f624 HPA* Pathfinding (#2815)
## Pathfinding with HPA*

Hi! The primary objective of this PR is to replace per-tile A* with
hierarchical pathfinding - HPA*. In practice, this means we create an
abstract graph on top of the actual map with far fewer points and use it
to decide on general path structure. Only then we go back to tile-level
and build path between selected waypoints. This speeds up long distance
pathfinding by over 1000x in some cases. To make the review easier, it
comes with a benchmark and visual playground.

## PREPROCESSING

H part of HPA* means "hierarchical" and requires preprocessing.

This PR includes pre-processing as part inside `new Game()` constructor.
It takes about 135ms for `giantworldmap` on my machine, which increases
the effective initialization from ~95ms to ~230ms. This time could be
reduced in different ways, which are **out of scope** for this PR.

After confirming the initialization time is bearable on low-end devices,
I argue merging this PR as-is is acceptable tradeoff. It creates small
lag at the beginning of a round but pays for itself in the first minute
of the match.

## Nerdy details

**Architecture**
- HPA*-style hierarchical pathfinding
- 32×32 sectors on minimap with gateway nodes on borders
- Gateway graph built via BFS during preprocessing
- Water component optimization skips unreachable gateway pairs
- A* on gateway graph → local A* within sectors → Bresenham path
smoothing
- Minimap upscaling identical to currently used in MiniAStar

**Key Optimizations**
- Typed arrays instead of high-level primitives
- Stamp-based visited tracking (no need to recreate buffers, O(1)
clearing)
- Optional - enabled by default - caching of tile paths between gateways
- Line of sight smoothing for the final path

## Review Focus

Play with included tools, benchmark and visualization. Pathfinding
should be safe to merge as a black box - you do not need to understand
the details. Outcomes can be tested empirically in-game. Visualize (and
share!) edge cases with included playground. Confirm the 100x speedup is
real with benchmark.

If you plan to dive into the code, I suggest the following order:
- Pathfinding abstraction in `src/core/pathfinding/`
- Pathfinding tests in `tests/core/pathfinding/`
- NavMesh in `src/core/pathfinding/navmesh/` + integration with
`Game.ts`
- Benchmark in `tests/pathfinding/benchmark/`

Do not look at playground's code, it has been created with a clanker.
The design is 100% mine and I spent way too long polishing it, but I
haven't even once edited the code manually. There is probably no
abstraction whatsoever, just do not look at the code, let it play.

## Core Changes

#### Pathfinding (`src/core/pathfinding/navmesh/`)
- HPA* + refinement -> three phased pathfinding: A* over the graph ->
naive path -> refinement
- comes with A* and BFS optimized for for specific needs

#### Pre-Processing (`src/core/pathfinding/navmesh/`)
- identify water bodies to avoid pathfinding between disconnected nodes
- create high-level graph of gateways on top of tile map

#### Abstraction (`src/core/pathfinding/`)

- common `PathFinder` interface that can return full path and also act
as state machine (`.next()`)
- adapters for both new and legacy algorithm with fallback to legacy if
navigation mesh not available

#### Benchmark (`tests/pathfinding/benchmark/`)

- `npx tsx tests/pathfinding/benchmark/run.ts` - no guesswork, numbers
- `npx tsx tests/pathfinding/benchmark/run.ts --synthetic` - 1000s of
synthetic paths
- `npx tsc tests/pathfinding/benchmark/generate.ts` - generate more as
needed, test new maps
- includes ONE synthetic scenario to avoid PR bloat, generate more
locally / later

#### Playground (`tests/pathfinding/playground/`)

- `npx tsx tests/pathfinding/playground/server.ts` - visualize paths
with both new and legacy algorithm

## Benchmarks

### Compared with legacy in default - hand picked - scenario:
```
Initialization: 95.95ms -> 227.29ms
Pathfinding: 3038.43ms -> 6.45ms
Distance: 26972 -> 26810 tiles
```

### 42,000 synthetic routes across all maps
```
Running 42 synthetic scenarios with hpa.cached adapter...

 synthetic/achiran                   | Init:    93.42ms | Path:    139.07ms | Dist: 1481630 tiles | Routes: 1000/1000
 synthetic/africa                    | Init:    87.14ms | Path:    155.08ms | Dist: 1829414 tiles | Routes: 1000/1000
 synthetic/asia                      | Init:    57.60ms | Path:    112.55ms | Dist: 1204082 tiles | Routes: 1000/1000
 synthetic/australia                 | Init:    78.18ms | Path:     77.12ms | Dist:  978375 tiles | Routes: 1000/1000
 synthetic/baikal                    | Init:    78.26ms | Path:    152.14ms | Dist: 1600016 tiles | Routes: 1000/1000
 synthetic/baikalnukewars            | Init:    81.44ms | Path:    165.90ms | Dist: 1699283 tiles | Routes: 1000/1000
 synthetic/betweentwoseas            | Init:    29.29ms | Path:    114.99ms | Dist: 1338075 tiles | Routes: 1000/1000
 synthetic/blacksea                  | Init:    30.66ms | Path:     93.14ms | Dist:  949217 tiles | Routes: 1000/1000
 synthetic/britannia                 | Init:    74.12ms | Path:     85.62ms | Dist:  866752 tiles | Routes: 1000/1000
 synthetic/deglaciatedantarctica     | Init:   105.49ms | Path:    192.93ms | Dist: 1574684 tiles | Routes: 1000/1000
 synthetic/didier                    | Init:    81.51ms | Path:    153.70ms | Dist: 1734876 tiles | Routes: 1000/1000
 synthetic/eastasia                  | Init:    49.29ms | Path:    128.63ms | Dist: 1410270 tiles | Routes: 1000/1000
 synthetic/europe                    | Init:    92.55ms | Path:    178.35ms | Dist: 1525216 tiles | Routes: 1000/1000
 synthetic/europeclassic             | Init:    33.50ms | Path:    104.40ms | Dist: 1209759 tiles | Routes: 1000/1000
 synthetic/falklandislands           | Init:    63.00ms | Path:    107.41ms | Dist: 1080251 tiles | Routes: 1000/1000
 synthetic/faroeislands              | Init:    71.91ms | Path:     49.52ms | Dist:  604613 tiles | Routes: 1000/1000
 synthetic/fourislands               | Init:    45.75ms | Path:     78.91ms | Dist:  937439 tiles | Routes: 1000/1000
 synthetic/gatewaytotheatlantic      | Init:    81.00ms | Path:    257.06ms | Dist: 2555551 tiles | Routes: 1000/1000
 synthetic/giantworldmap             | Init:   214.25ms | Path:    220.42ms | Dist: 1976693 tiles | Routes: 1000/1000
 synthetic/gulfofstlawrence          | Init:    45.16ms | Path:     96.05ms | Dist: 1014604 tiles | Routes: 1000/1000
 synthetic/halkidiki                 | Init:    74.68ms | Path:    149.39ms | Dist: 1546781 tiles | Routes: 1000/1000
 synthetic/iceland                   | Init:    58.72ms | Path:     78.16ms | Dist: 1001554 tiles | Routes: 1000/1000
 synthetic/italia                    | Init:    29.78ms | Path:    139.93ms | Dist: 1412024 tiles | Routes: 1000/1000
 synthetic/japan                     | Init:   161.07ms | Path:    118.65ms | Dist: 1154393 tiles | Routes: 1000/1000
 synthetic/lemnos                    | Init:    52.59ms | Path:    136.69ms | Dist: 1481101 tiles | Routes: 1000/1000
 synthetic/lisbon                    | Init:    49.27ms | Path:     86.53ms | Dist: 1032011 tiles | Routes: 1000/1000
 synthetic/manicouagan               | Init:    53.74ms | Path:    110.52ms | Dist: 1307630 tiles | Routes: 1000/1000
 synthetic/mars                      | Init:    29.39ms | Path:     80.55ms | Dist: 1091702 tiles | Routes: 1000/1000
 synthetic/mena                      | Init:    26.37ms | Path:    120.09ms | Dist: 1272751 tiles | Routes: 1000/1000
 synthetic/montreal                  | Init:    26.08ms | Path:    106.77ms | Dist: 1187736 tiles | Routes: 1000/1000
 synthetic/newyorkcity               | Init:    56.60ms | Path:    181.19ms | Dist: 1753875 tiles | Routes: 1000/1000
 synthetic/northamerica              | Init:    96.29ms | Path:    123.02ms | Dist: 1217221 tiles | Routes: 1000/1000
 synthetic/oceania                   | Init:    52.81ms | Path:     51.96ms | Dist:  482373 tiles | Routes: 1000/1000
 synthetic/pangaea                   | Init:    21.29ms | Path:     56.58ms | Dist:  716189 tiles | Routes: 1000/1000
 synthetic/pluto                     | Init:    53.89ms | Path:    141.62ms | Dist: 1304362 tiles | Routes: 1000/1000
 synthetic/southamerica              | Init:    85.19ms | Path:    123.03ms | Dist: 1301403 tiles | Routes: 1000/1000
 synthetic/straitofgibraltar         | Init:    76.68ms | Path:    108.30ms | Dist: 1304592 tiles | Routes: 1000/1000
 synthetic/straitofhormuz            | Init:    38.97ms | Path:     67.78ms | Dist:  754920 tiles | Routes: 1000/1000
 synthetic/surrounded                | Init:    95.35ms | Path:     90.18ms | Dist: 1017142 tiles | Routes: 1000/1000
 synthetic/svalmel                   | Init:    60.58ms | Path:    104.75ms | Dist: 1235501 tiles | Routes: 1000/1000
 synthetic/twolakes                  | Init:    62.05ms | Path:     94.54ms | Dist: 1140807 tiles | Routes: 1000/1000
 synthetic/world                     | Init:    41.43ms | Path:     93.42ms | Dist:  873406 tiles | Routes: 1000/1000

Completed 42 scenarios
Total Initialization Time: 2796.32ms
Total Pathfinding Time: 5026.64ms
Total Distance: 53160274 tiles
```

## Playground

**That's the fun part**. Watch NavMesh running circles around legacy
`PathFinder.Mini` in real time. Debug inner workings, test edge cases,
share URLs for debugging.


https://github.com/user-attachments/assets/34e2e3f5-fbc1-4b1f-917d-820766e98d5d

## Discord Tag
`moleole`
2026-01-08 13:34:18 -08:00
Ryan Huellen f67ba713bc fix: possibility for negative values in gold and troop donation (#2810)
## Description:

Previously, the zod schemas for troop and gold donation allowed for
negative values which could open the game up to vulnerabilities through
undefined behavior in the future. We mitigate these vulnerabilities but
adding `.nonnegative` to the `DonateGoldIntentSchema` and
`DonateTroopIntentShcema` respectively. Today, code exists to prevent
this deeper in the codebase, but we should also prevent this earlier if
possible during intent validation.

## 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:

haticus
2026-01-07 19:31:08 -08:00
FloPinguin ebcb654825 Added a public game modifier system 😮 For more variety (#2801)
## Description:

Added a public game modifier system. It causes that

5% of public games are played on the compact version of the map
10% of public games have "Random Spawn" activated

Percentages can easily get changed via `DefaultConfig`.
We can also easily add more modifiers.
Modifiers can stack, so in rare cases you will play on a compact map
with random spawn 😄
More variety!

### "Compact Map" modifier implementation

- With the "Compact Map" modifier the lobby max player count gets
reduced to 25% and only 25% of the regular bots and only 25% of the
regular nations will spawn (because the map has only 25% of its regular
size)
- In private lobbies and singleplayer the nation reduction happens too
(When "Compact Map" is enabled).

### Restrictions

- Duos/Trios/Quads team modes do not get Random Spawn (defeats the
purpose)
- Maps with smallest player count < 50 do not get Compact Map in team
games (not enough players after the reduction to 25%). I have calculated
all the possible max player counts.

### How it looks like

Random Spawn modifier:

<img width="528" height="183" alt="Screenshot 2026-01-06 194959"
src="https://github.com/user-attachments/assets/2f729da9-80c3-4548-8205-71129da2a76a"
/>

Very rare case: Two modifiers at the same time and only 10 max players
have been chosen from `[GameMapType.FaroeIslands]: [20, 15, 10]`.
Because of the 75% reduction in player count only 3 players are allowed
(3 is the minimum). I think its funny that you can play a 1v1v1 in rare
occasions 😄

<img width="526" height="184" alt="Screenshot 2026-01-06 194938"
src="https://github.com/user-attachments/assets/834326eb-df03-41b7-b1db-1efa3f1013b5"
/>

### Funny side-effect

Team games with random spawn. That will be interesting. No more "Who is
better in donating troops to the frontline". Instead you have to heavily
coordinate with your teammates.

## 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
2026-01-06 19:37:58 -08:00
DevelopingTom af0b8a8d50 Configurable immunity timer (#2763)
## Description:

Resolve discussions about stalled PR
https://github.com/openfrontio/OpenFrontIO/pull/2460

<img width="724" height="348" alt="image"
src="https://github.com/user-attachments/assets/c2c9fa79-cace-431a-9ca4-b3656612fa9d"
/>

Changes:
- Added a `Player::canAttackPlayer(other)` function to determine whether
a player can be attacked.
- This function is now used in most places where a fight can occur:
    - AttackExecution (land attacks)
    - Naval invasion
    - Warship fight
- Nukes can't be thrown during the truce
- Immunity only affect human players. Nations and bot will fight as
usual, and can be fought against.
- The immunity timer uses minutes in the modal window.

UI:

- The immunity phase is displayed with a timer bar at the top. This is
from the original PR, to be discussed if it's not deemed visible enough:

<img width="632" height="215" alt="image"
src="https://github.com/user-attachments/assets/f5ab9aa0-bd4f-4503-b8d6-b40b121fba65"
/>


## 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: newyearnewphil <git@nynp.dev>
2026-01-03 20:04:48 -08:00
Vahant Sharma b990fe6ae5 Use WebSocket intent for lobby game configuration updates (#2761)
Fixes #2758

## Description:
This PR migrates lobby configuration updates from the HTTP PUT
`/game/:id` endpoint to a WebSocket-based intent flow.

The lobby creator is already authenticated via the game WebSocket, so
updating configuration through intents removes redundant authentication
and aligns with existing real-time lobby actions such as `kick_player`
and `toggle_pause`.

## Changes Made
- Added `update_game_config` WebSocket intent schema
- Wired client → transport → server intent handling
- Refactored `putGameConfig()` to emit WebSocket intent instead of HTTP
fetch
- Preserved all existing validation, partial-update semantics, and
client-side debouncing
- Left the REST endpoint untouched for backward compatibility

## Testing
- All existing automated tests pass
- Manual verification completed:
  - Lobby creator can update all lobby settings
  - Non-creators are rejected
  - Updates are rejected after game start
  - Bots slider debounce (300ms) remains intact
  - No `PUT /api/game/:id` requests are made from the lobby UI

## 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
2026-01-01 16:46:53 -08:00
Evan 4f3d9df46a vite: fix docker build (#2738)
## Description:

The sync-assets wasn't executing on docker-build. so instead just import
it from resources/ directory, vite logs a warning but I think that's
okay for 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:

evan
2025-12-29 18:37:51 -08:00
Ryan f1561df470 Bomb Direction (#2435)
Resolves #2434 

## Description:

Allows bomb direction to be inverted by pressing a hotkey - currently
"U".

**Check the issue for screenshots / videos.**

## Please complete the following:

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

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

w.o.n

---------

Co-authored-by: Evan <evanpelle@gmail.com>
Co-authored-by: iamlewis <lewismmmm@gmail.com>
2025-12-29 09:03:46 -08:00
Wraith 26f5d40819 build: migrate build system to Vite and test runner to Vitest & Remove depracated husky usage (#2703)
- Replace Webpack with Vite for faster client bundling and HMR.
- Migrate tests from Jest to Vitest and update configuration.
- Update Web Worker instantiation to standard ESM syntax.
- Implement Env utility in `src/core` for safe, hybrid environment
variable access (Vite vs Node).
- Refactor configuration loaders to remove direct `process.env`
dependencies in shared code.
- Update TypeScript environment definitions and project scripts for the
new toolchain.
- Remove the [depracated usage of the
husky](https://github.com/typicode/husky/releases/tag/v9.0.1).

## Description:

migrate build system to Vite and test runner to Vitest & Remove
depracated husky usage

## Please complete the following:

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

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

wraith4081

---------

Co-authored-by: evanpelle <evanpelle@gmail.com>
2025-12-28 22:10:26 -08:00
YoussfeCantCode 1c52d20e83 Added pause functionality for private multiplayer games (#2657)
If this PR fixes an issue, link it below. If not, delete these two
lines.
Resolves #2491

## Description:
Adds pause/unpause functionality for private multiplayer games. Only the
lobby creator can pause the game, and all players see a pause overlay
when the game is paused.

  **Key features:**
- Lobby creator sees pause/play button in control panel (alongside
existing singleplayer/replay controls)
  - Server validates that only lobby creator can toggle pause
  - All players see "Game paused by Lobby Creator" overlay when paused
  - Game state freezes (no turn execution) while paused
  - Unpause resumes normal gameplay

  **Implementation details:**
- Server-side pause state (`isPaused`) prevents turn execution during
pause
- Each client receives `isLobbyCreator` flag in `GameStartInfo` to
show/hide pause button
- Added `TogglePauseIntent` that broadcasts to all clients via
`NoOpExecution`
  - New `PauseOverlay` component (shows in single player also)

## 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:

furo18

<img width="1459" height="861" alt="Screenshot 2025-12-20 at 15 16 33"
src="https://github.com/user-attachments/assets/f5a3222f-f54b-473c-b0f6-104ce4c1e7a8"
/>
2025-12-26 10:21:18 -08:00
FloPinguin 4d5bb7a835 Cleanup nations (Part 1) 🧹 (#2637)
## Description:

1. Using the wording `"Nation"`, `"FakeHuman"` and `"NPC"` at the same
time is confusing.
So I renamed every mention of `"FakeHuman"` and `"NPC"` in the entire
project to `"Nation"`. Just like they are called ingame.

2. `BotBehavior.ts` was originally intended for sharing the logic
between nations and bots.
But at the moment, the logic there isn't really shared and it's
basically just about attacking.
So I renamed `BotBehavior.ts` to `AiAttackBehavior.ts`. I use "Ai" to
indicate that this file is used by bots AND nations.

3. Moved `execuction/utils/AllianceBehavior.ts` to
`execuction/nation/NationAllianceBehavior.ts` to make sure everybody
understands that this file is not about alliances in general. It's just
about nations and how they handle alliances.

4. Removed `difficultyModifier` from `DefaultConfig`. It's unused and I
think we usually want to finetune the difficulty instead of using that
method.

5. Added `assertNever` in all `switch (difficulty)` default cases.

## Please complete the following:

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

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

FloPinguin
2025-12-18 16:20:23 -08:00
Danny 58c7cdd46f Task: Unify username validation and remove username sanitation (#2622)
## Description:

This PR centralizes all username validation using UsernameSchema with a
set maximum, minimum, and a regex pattern,

It also removes sanitization, as all places where the username would be
sanitized on the server have been gatekept, so no unvalidated usernames
can get onto the server past the ClientMessageSchema safeParse in
GameServer's on message func.

Here is how the errors look if that happens, Note that if the client is
funtioning correctly and the user doesn't manually send a WS message,
they should never see this. The screenshots are from a debug build where
client uname validation was disabled.
<img height="300" alt="error message too short"
src="https://github.com/user-attachments/assets/1b7ac32c-2f03-40fb-8ce9-1f4ab66100bd"
/>
<img height="300" alt="error message bad regex"
src="https://github.com/user-attachments/assets/c78b4114-7e4b-4d39-a135-4cab3ad52c0b"
/>

Profanity sanitization was not changed.

Additionally, the censor tests were updated to reflect the new
expectations.
Jose was added to the jest config as an allowed transform pattern, as it
didn't make sense to me to mock a zod schema.

The UsernameSchema pattern was set to `^[a-zA-Z0-9_ \[\]üÜ]+$`, I
personally think either we should allow all latin characters (regex has
a pattern for this, `\p{L}` or `\p{sc=Latin}`) and then we'd use some
kind of library to normalize all latin characters into regular ascii for
name filtering, or we should only keep ascii letters.

## Please complete the following:

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

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

Lavodan


(I just realized sanitization isn't a word, it's supposed to be
sanitation, sorry.)
2025-12-15 10:07:15 -08:00
Evan 3314ca16ce Turnstile: require token before joining a multiplayer game (#2572)
When user tries to join either a public or private multiplayer game, the
turnstile callback is triggered, and the turnstile token is passed to
the server when joining 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
2025-12-08 16:16:31 -08:00
Evan 075c232d8a improve game websockt (re)connection (#2584)
Previously, the connection and reconnection logic were identical in
Worker.ts, so clients would need to be re-authorized for cosmetics etc
even when reconnecting. Now, on reconnect, Worker.ts only does
authentication - verifying the jwt is valid.

This will allow clients to require a valid turnstile token when first
connecting, and not when reconnecting after a broken ws connection.

## Please complete the following:

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

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

evan
2025-12-08 14:07:07 -08:00
Ryan 34251c0673 lobby fill time added to stats (#2382)
## Description:

Finishes & closes #1969 and closes #1806.

## Please complete the following:

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

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

w.o.n

---------

Co-authored-by: Evan <evanpelle@gmail.com>
2025-11-10 19:53:25 -08:00
Mykola 25ea11114e Random spawn (#2375)
## Description:

https://github.com/openfrontio/OpenFrontIO/issues/2352

This is my first PR in this project, and I’ll continue refining it based
on feedback.

<img width="1088" height="859" alt="image"
src="https://github.com/user-attachments/assets/07f4f8b1-52fa-4136-add4-19b00aefd963"
/>

<img width="1157" height="783" alt="image"
src="https://github.com/user-attachments/assets/1c5be80d-72f8-4ead-8d4b-706a3a04fd73"
/>

<img width="1488" height="777" alt="image"
src="https://github.com/user-attachments/assets/4d743548-f0c3-4579-963b-43676f68fab1"
/>

<img width="1499" height="778" alt="image"
src="https://github.com/user-attachments/assets/f808e44f-ef97-467f-9e41-812e2857c36e"
/>


## 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

---------

Co-authored-by: Evan <evanpelle@gmail.com>
2025-11-06 15:49:37 -08:00
Adarsh Das 0789f0d7f8 Add Nations Vs Players Game Mode (#2233)
## Description:
Fixes: #676 
This PR adds Players Vs Nations as a game mode in the menu.

For this change I have added two mutually exclusive option for this
mode:
1. Match number of nations to number of players who have joined
2. Set the number of nations to a fixed value

### Screenshots:
#### Options in Single player mode
<img width="1025" height="790" alt="image"
src="https://github.com/user-attachments/assets/c0685ea5-94f5-43c7-a9e5-390835fc94e9"
/>
<img width="1005" height="795" alt="image"
src="https://github.com/user-attachments/assets/dddba015-a424-40dd-a0fe-2571fd7b0fba"
/>

#### Options in lobby mode
<img width="1015" height="888" alt="image"
src="https://github.com/user-attachments/assets/45bc865b-c6a8-4b6a-9062-4eb499c1ea36"
/>

#### Example gameplay (1 Human Vs 90 Nations)
<img width="1888" height="912" alt="image"
src="https://github.com/user-attachments/assets/38faec75-171f-4358-a3be-93630cca1587"
/>


## 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:

saphereye

---------

Co-authored-by: Evan <evanpelle@gmail.com>
2025-10-28 16:40:30 -07:00
evanpelle 02bdaaa2c6 Merge branch 'v26' 2025-10-28 14:10:27 -07:00
Evan 3fd38e7306 Add clanTag to GameRecord for archiving (#2314)
## Description:

This will be used to determine clan winners in the api layer.

## Please complete the following:

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

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

evan
2025-10-27 20:05:09 -07:00
Abdallah Bahrawi 0a2b6ed9a6 Implement Stop/Start trading with all (#2278)
fixes #2275

Added global Start/Stop trading; use your **player panel** to trigger
it.

<img width="370" height="540" alt="Screenshot 2025-10-23 184447"
src="https://github.com/user-attachments/assets/c3b7967e-ffdd-4f37-ba67-b60a602278ce"
/>

- [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
regression is found:

abodcraft1
2025-10-26 13:42:30 -07:00
Abdallah Bahrawi 380eab5d12 Implement Stop/Start trading with all (#2278)
## Description:
fixes #2275 

Added global Start/Stop trading; use your **player panel** to trigger
it.

<img width="370" height="540" alt="Screenshot 2025-10-23 184447"
src="https://github.com/user-attachments/assets/c3b7967e-ffdd-4f37-ba67-b60a602278ce"
/>

## Please complete the following:

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

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

abodcraft1
2025-10-25 20:59:40 +00:00
Vivacious Box f161c94ff4 Max timer (#1289)
## Description:

Adds a max timer setting
The timer starts at max timer and goes down, becoming red if reaching <
1 min
The player with the biggest territory wins at the end of the timer


![image](https://github.com/user-attachments/assets/888099fc-95ae-4303-8c80-c850e58d36e2)

## 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
- [x] I understand that submitting code with bugs that could have been
caught through manual testing blocks releases and new features for all
contributors

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

Vivacious Box

---------

Co-authored-by: Loymdayddaud <145969603+TheGiraffe3@users.noreply.github.com>
2025-10-17 17:09:10 -07:00
evanpelle 9ab35a0436 bugfix: don't use bigint for zod schema as it causes json parsing issues 2025-10-14 19:05:53 -07:00
evanpelle 584fa9fb5d add support for custom colors (#2103)
## Description:

Added a colors tab in territory patterns modal so players can select
their color.

Refactored the PrivilegeChecker, removed custom flag checks since we no
longer support custom flags.

<img width="479" height="345" alt="Screenshot 2025-09-27 at 5 01 17 PM"
src="https://github.com/user-attachments/assets/ad96da65-f0eb-4731-a861-e6e5fcb4566a"
/>
## Please complete the following:

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

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

evan
2025-10-09 20:47:20 -07:00
Tiago Santos Da Silva fa7b7fceb3 Enable the @typescript-eslint/no-unused-vars eslint rule (#2130)
## Description:

###  Summary of Changes

This PR enables the ESLint rule **`@typescript-eslint/no-unused-vars`**
as requested in the issue and applies the necessary code adjustments
across the project.

#### 🔧 What was done:
- Activated the rule `@typescript-eslint/no-unused-vars` in the ESLint
config.
- Updated ~70 files to comply with the rule:
  - Replaced unused variables with a `_` prefix where appropriate.
- Added inline ESLint disable comments (`eslint-disable-next-line`) for
specific cases where the variable or code block seemed important for
context, readability, or future use.
- Ensured no linting errors remain related to this rule.

---

###  Clarification

Some cases were handled with inline disable comments instead of removing
the variable entirely, to avoid accidental breaking changes or loss of
intent.
If a different approach is preferred (e.g., stricter removal or
alternative handling), I’m happy to adjust the implementation
accordingly — just let me know!

---

### 🙌 Next Steps

Please review and let me know if:
- Any file should be handled differently.
- You prefer removal instead of disabling in certain areas.
- Additional rules should be enforced or reverted.

I’m available to make any follow-up improvements needed.

---

### 🎃 Hacktoberfest Note

I'm participating in **Hacktoberfest**, so if this PR is accepted,
please add the label:

`hacktoberfest-accepted`

Thank you!

#1784 

## Please complete the following:

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

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

DISCORD_USERNAME
2025-10-06 13:26:43 -07:00
evanpelle fdb05bf777 Merge branch 'v25' 2025-09-26 10:53:57 -07:00
evanpelle 5d9b62da4d add compact map option (#2095)
## Description:

Create mini map option
<img width="741" height="234" alt="Screenshot 2025-09-25 at 4 47 47 PM"
src="https://github.com/user-attachments/assets/6c442698-8e3b-44d5-b07e-c4f0a916c3bc"
/>

## Please complete the following:

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

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

evan
2025-09-25 16:51:25 -07:00