## Description:
1. Refactor WarshipExecution so that it takes either attrs or a warship
unit. This makes testing much simpler as the unit test can construct a
warship and then pass it into a warship execution
2. Have MoveWarshipExecution set the patrol tile, not the move tile so
warships stay in new location instead of moving back to original
location.
3. Warships no longer target trade ships outside of its patrol range.
this prevents warships from wandering
4. Refactored & simplified WarshipExecution
5. Added more tests for warships
6. Move health modification from PlayerExecution to WarshipExecution
since Warships are the only unit that have health
7. Move fields from WarshipExecution to the Warship unit itself, this
allows other executions & components to see more data about the warship.
## Please complete the following:
- [x] I have added screenshots for all UI updates
- [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:
<DISCORD USERNAME>
## Description:
Record player stats for the analytics worker to import in to to
postgres. This changes defines a new Analytics schema version, `v0.0.2`,
containing additional metadata about each player.
## Please complete the following:
- [x] I have added screenshots for all UI updates
- [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
## Description:
Current behavior:
TerraNullius tiles are taken into account for capturing isolated
clusters
Also isolated clusters can be captured by allies
It might be intended behavior but in case it is not, here is a quick fix
Before:

After:

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