Commit Graph

25 Commits

Author SHA1 Message Date
FloPinguin dbd4beef11 feat: add impassable terrain for non-rectangular maps 2026-06-18 20:11:56 +02:00
FloPinguin 775ae77e0a Fix nations not spawning when random spawn is enabled 🤖 (#4117)
## Description:

When random spawn is active, human SpawnExecutions are pre-created in
GameRunner.init() and fire on the same tick as NationExecution. Because
humans were added first, their SpawnExecution ticked first, called
endSpawnPhase() (in singleplayer), and NationExecution then saw
inSpawnPhase()=false, found the nation not alive, and deactivated it
before ever queuing a SpawnExecution.

Two changes fix this:

1. GameRunner.init(): Move nationExecutions() before spawnPlayers() so
NationExecution ticks first and queues its SpawnExecution before the
human SpawnExecution can end the spawn phase.

2. NationExecution.tick(): After the spawn-phase block, add a guard that
waits when spawnExecAdded is true but the nation hasn't actually spawned
yet. This prevents NationExecution from deactivating on the very next
tick (via !isAlive()) before its queued SpawnExecution has had a chance
to fire and give the nation territory.

I tested it in singleplaye with and without random spawn and also in
public lobbies. Nations now always 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

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

FloPinguin
2026-06-02 15:25:29 -07:00
evanpelle 0eb8578996 Fix nations not spawning in singleplayer when player picks fast
NationExecution gated its first SpawnExecution by the same
attackRate/attackTick throttle used for AI actions, so a nation
could wait up to ~100 ticks before scheduling its spawn. In
singleplayer the human's spawn ends the spawn phase immediately,
stranding any nation that hadn't yet reached its attackTick — on
the next tick its NationExecution sees inSpawnPhase()=false and
isAlive()=false (no tiles), and deactivates itself.

First spawn now fires on tick 1, gated by a one-shot flag to
avoid queuing duplicates. The attackRate cadence is preserved for
subsequent re-spawns so nations still hop locations during the
spawn phase.
2026-05-18 17:39:27 -07:00
babyboucher bd6c63b6ea Nation ship improvements (#3724)
## Description:

Nations preform poorly on large water maps, these changes aims to
improve how they handle and react to water combat.

Adding the ability for hard and impossible nations to retaliate against
incoming transport ships.
Adding the ability for ships to be moved if the nation is not able to
build a new ship.

## Please complete the following:

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

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

babyboucher

---------

Co-authored-by: iamlewis <lewismmmm@gmail.com>
Co-authored-by: FloPinguin <25036848+FloPinguin@users.noreply.github.com>
2026-04-29 18:18:00 +00:00
FloPinguin 692028d033 Make nations more forgiving toward humans on Easy difficulty 🕊️ (#3791)
## Description:

- Nations on Easy no longer betray human allies
- Nations on Easy now attack humans only 25% of the time (down from 50%)
- Increased Easy reaction tick range (65-100, up from 65-80) so nations
respond more slowly
- Raised MIRV steamroll-stop thresholds on Easy (city gap multiplier 1.5
-> 2, min leader cities 15 -> 20) and slightly tuned Medium/Hard
thresholds

## 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
2026-04-28 13:56:05 -06:00
FloPinguin 8099b9fad7 Massive nation improvement 🤖 (#3761)
## Description:

- Hard / Impossible nations in team games auto-stop trading with all
enemies
- If there are a LOT of nations on the map (Enzo stream with 400 nation
HvN private games) they no longer start with a city, they start with eco
(port / factory) because they cannot gain much gold from bot-killing
- Impossible nations built way too many missile silos sometimes, caused
by the SAM overwhelming logic. Fixed now.
- In public HvN games with 5M starting gold, nations placed their
structures way too fast, which slowed down their expansion. And humans
could easily cause a lot of damage with one atom bomb. Now their first
structure is a SAM (on hard / impossible) and they wait between their
earlygame structure placements.
- Nations now spread out their port placements more evenly
- Nations are now able to attack much stronger enemies in team games
(They can expect donations)
- Improve performance a bit by adding more early-returns (Dont run any
nuking logic if nukes are disabled, no alliance logic if alliances are
disabled, no boating logic if transport boats are disabled, ...)
- Fix some of the "cannot send troops" messages in the console
(DonateTroopExecution)
- Nations build their first missile silo sooner, they should also build
more SAMs
- Nations spend their gold better after reaching the save-up-target
(previously they stopped nuking)
- Optimized save-up-targets for team games
- The richest impossible nation is nuking very dense players now (lot of
structure levels on a small island)

### How does a 5M gold HvN start look like now?


https://github.com/user-attachments/assets/e9da89c3-c0d4-4144-a741-3101746b16da

## 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
2026-04-26 18:43:45 -06:00
FloPinguin 339ace0bd6 v30 nuke wars preparation: Disable boats & Team spawn zones (#3263)
## Description:

Preparation for nuke wars, for v30.
Next PR will be adding the nuke wars modifier for public games, but
Wonders https://github.com/openfrontio/OpenFrontIO/pull/3224 needs to be
merged first to avoid merge conflicts.

### 1. Disable boats setting

It's possible to disable `UnitType.TransportShip` now. Because they are
not needed in nuke wars and can even be annoying.

<img width="720" height="320" alt="image"
src="https://github.com/user-attachments/assets/661bc10d-b204-4b4f-b876-ee7c9b92de8c"
/>

### 2. Team spawn zones for random spawn

Maps can have `teamGameSpawnAreas` in their json file now.
Spawn areas are currently active if 
- a supported map is chosen (Baikal Nuke Wars or Four Islands)
- a supported team size is chosen (2 teams on Baikal Nuke Wars or 2/4
teams on Four Islands)
- random spawn is enabled

## Please complete the following:

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

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

FloPinguin
2026-02-23 16:12:24 -06:00
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:

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

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

FloPinguin

---------

Co-authored-by: Ryan <7389646+ryanbarlow97@users.noreply.github.com>
2026-02-17 00:19:36 +00:00
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:

- [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
2026-02-12 11:01:08 -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
FloPinguin 8ab9cef65b Various little nation improvements 🤖 (#3082)
## Description:

- Maybe greet nearby players with a 👋 emoji in the earlygame (make
nations feel a little bit more lively)
- Destroying a transport ship / capturing a trade ship of a nation now
updates the relation (mainly on higher difficulties)
- On hard difficulty: Only lift embargos if we have a friendly relation.
On impossible difficulty: Don't lift embargos
- Improve totalPlayers calculation and return value of
`hasTooManyAlliances` in `NationAllianceBehavior`

## 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
2026-02-01 20:12:19 -08:00
FloPinguin 5955f89fe8 Nation build order improvements 🤖 (#2833)
## Description:

My first PR about the nation build order.
This one is a bit important for HumansVsNations.

- Nations build more SAMs in team games
- Nations build less factories if they have access to the ocean (instead
of focusing ports and factories with the same priority)
- Nations no longer place defense posts "without reason" - only when
they share a border with someone they haven't allied

I'm planning to make the build order a bit different based on
difficulty.

## 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
2026-01-09 20:40:15 -08:00
FloPinguin 96aa39a415 Improve nations 🤖 (#2817)
## Description:

### Refactor

- Moved `maybeSpawnWarship()` from `NationExecution` to
`NationWarshipBehavior`
- Moved `maybeAttack()` (and sub-methods) from `NationExecution` to
`AiAttackBehavior`

### Betrayal

- Added nice betrayal logic in `maybeBetray()`. Previously that method
was basically just a placeholder for a future implementation.

### Attacking

- Added `veryWeak()` attack strategy for hard and impossible difficulty
nations attack orders to target MIRVed players with higher priority
- Optimized the `weakest()` attack strategy so that nations don't attack
stronger players. This should make nation-attacks feel less random
(humans complained in discord)
- `findNearestIslandEnemy()` and `randomBoatTarget()` also no longer
returns stronger players
- `afk()` and `hated()` attack strategies no longer return MUCH stronger
players
- Several tiny refactorings, fixes and balance optimizations in
`AiAttackBehavior`

### Emojis

- Added some `canSendEmoji()` because I saw some "cannot send emoji"
warnings in the console

## 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
2026-01-08 19:27:47 -08:00
FloPinguin f73953c240 ☢️ Nations send much better nukes now (Part 2) ☢️ (#2779)
## Description:

### Refactor

- Moved `findBestNukeTarget()` (and child methods) from
`AiAttackBehavior` to `NationNukeBehavior` because it makes more sense.
- `NationNukeBehavior`: Renamed `mg` to `game` (So its similar to the
other nation .ts files)
- Moved the `removeOldNukeEvents()` method a bit

### New features

- Impossible difficulty nations are now optimized for SAM outranging!
- 1 of 3 nations is now a hydro-nation. They cannot send atom bombs.
They save up for hydros. This is to reduce atom-bomb-spam on the map.
- On impossible difficulty, the crown nukes the second place now (in
FFAs)
- On hard and impossible difficulty, nations now ignore the perceived
cost for nukes if they get heavily attacked. Reasoning: They should stop
saving for MIRV, they should defend with all their gold!
- On medium, hard and impossible difficulty, nations no longer throw
nukes at places where another team member already has a nuke "in the
flying process"
- Optimized `lastNukeSent` a bit (to respect nuke radius)
- Adjusted `maybeSendNuke()` to use 30 instead of 10 randomTiles on
impossible difficulty to improve chances of finding a perfect SAM
outranging spot
- On impossible difficulty, nations now ignore their "most hated enemy"
if the crown has 50%+ of the map (Very big danger). Instead they are
nuking the crown.
- Added `isFriendly` check to `findStrongestTeamTarget()`

### Media

SAM outranging:


https://github.com/user-attachments/assets/d1e88bb6-0060-400b-9c16-24d7399f5949

Team game nukes not hitting the same spot:

<img width="1160" height="708" alt="Screenshot 2026-01-03 042236"
src="https://github.com/user-attachments/assets/c017fb3c-3e3f-45fb-9d45-dd4caba7a59f"
/>

## Please complete the following:

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

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

FloPinguin

---------

Co-authored-by: iamlewis <lewismmmm@gmail.com>
2026-01-04 22:28:33 +00:00
FloPinguin 23e4bf6725 ☢️ Nations send much better nukes now (Part 1) ☢️ (#2756)
This is a very important PR for HumansVsNations (But also for
singleplayer).
Humans will throw lots of nukes onto nations, but nations didn't do
that. Until now :)

## Refactor

- Moved all the nuking logic to the new file `NationNukeBehavior.ts`
- Moved `randTerritoryTileArray()` and `randTerritoryTile()` to the new
file `NationUtils.ts` because we need that method in multiple places now
- Because we already have an `NationUtils.ts` (It contains the method
`createNationsForGame` for HumansVsNations) I renamed the old one to
`NationCreation.ts` to avoid confusion

## Bug fixed

- `allRelationsSorted()` in `PlayerImpl` returned dead players all the
time... Which caused nations to not attack / send nukes in some cases...

## Nuke-sending features / improvements

- On hard and impossible difficulty, nations no longer make sure that
nukes will only hit inside of their targets border. This logic very
often stopped nations from throwing nukes. Now their nukes are allowed
to hit TerraNullius (=> ocean!). And in team games, it's even allowed
that their nukes hit other non-friendly players as well! This is very
important for HumansVsNations.
- The basic check for SAMs now gets skipped if we are on easy difficulty
(easy nations are not smart enough to do that)
- I improved the basic check for SAMs (medium difficulty) a bit (nations
send less nukes into SAMs)
- On hard and impossible difficulty, we now use the new method
`isTrajectoryInterceptableBySam()` to avoid SAMs completely. It's
mirroring `NukeTrajectoryPreviewLayer.ts` logic a bit.
- I added "perceived cost" to simulate nations saving up for a MIRV
(Otherwise most hard/impossible nations will spend all their gold on
nukes). But if we are in a team game (MIRVs are not relevant) or if we
already saved up for a MIRV, the "perceived cost" gets ignored.
- Updated the "most hated player" selection in `findBestNukeTarget()` to
ignore very weak players. We don't need to throw nukes at players which
we can easily steamroll by land.
- Added `findFFACrownTarget()` to nuke the crown (based on difficulty).
- Added `findStrongestTeamTarget()` to nuke the strongest team.
- Updated `randTerritoryTile()` so that it has a higher chance of
returning the tiles of a
"leftover-nuked-to-death-player-with-some-tiles-left": `if
(p.numTilesOwned() <= 100) {return
random.randElement(Array.from(p.tiles()));}`.
- Changed `const range = nukeType === UnitType.HydrogenBomb ? 60 : 15`
to `config().nukeMagnitudes(nukeType).inner`. Should make more sense.
- Adjusted `nukeTileScore()` to search for units in
`this.mg.config().nukeMagnitudes(nukeType).inner` instead of fixed 25
- Adjusted `nukeTileScore()` to account for unit levels (levels got
ignored previously). Also increased score for ports from 10_000 to
15_000.
- I made sure that nations can nuke EVERY SINGLE TILE from an enemy,
even if the enemy has no structures ("Prefer tiles that are closer to a
silo" can no longer make the `nukeTileScore()` drop too much,
`bestValue` in `maybeSendNuke()` starts at -1 now)
- In the entire nuking logic, factories were missing. Now they are
added.

## Media

Nation team vs. nation team: They are nuking the very last pixels of
red, just like humans would do it 😀

<img width="915" height="683" alt="image"
src="https://github.com/user-attachments/assets/109c7921-b959-4aa9-a971-0d7742971686"
/>

Hard difficulty FFA game: Nations throwing much more nukes. And they are
nuking the crown.


https://github.com/user-attachments/assets/a6e43924-a6ca-4b1a-a578-4e4f8252e383

Lots of nukes flying:


https://github.com/user-attachments/assets/8fc4edad-a6e6-4476-8a86-08cdef58169e

## Please complete the following:

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

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

FloPinguin

---------

Co-authored-by: iamlewis <lewismmmm@gmail.com>
2026-01-01 13:29:46 -08:00
FloPinguin d321c08d92 Nations now gang up on players and prioritize traitors/AFK players 🤖 (+ other improvements) (#2730)
## Description:

- **Nations now specifically target AFK players, traitors, and players
who are already being attacked (they gang up on them).** Depends on the
difficulty.
- Added ally assistance directly to the attack order (instead of calling
it separately beforehand).
- Added ally assistance to `findBestNukeTarget`.
- Removed some checks from `findBestNukeTarget` (not necessary; better
checks will follow in a dedicated nuking PR).
- Relation updates on attack now depend on difficulty (makes Easy &
Medium nations a bit easier).
- On betrayal, every nation in the game previously received a –40
relation penalty toward the betrayer. That was too extreme, so now this
only applies only to neighbors.
- Nations send fewer alliance requests now; it felt like too many
before.
- In team games, nations may now reject alliance requests more often
(depending on difficulty).
- To ensure there are enough non-friendly players to stop the crown with
nukes, nations may now reject alliance requests if the other player has
too many alliances (on Hard and Impossible difficulty).
- Rebalanced nation emoji usage a bit.
- Nations may now send an emoji when they get MIRVed.

## Please complete the following:

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

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

FloPinguin

---------

Co-authored-by: iamlewis <lewismmmm@gmail.com>
2025-12-29 10:16:26 -08:00
FloPinguin f6412a5979 Re-Enable HumansVsNations 🎉 (#2689)
## Description:

**HumansVsNations is back!**

The original PR had an issue: only the nations listed in the map’s
`manifest.json` were being spawned, which resulted in completely
unbalanced games.

What did I change with this PR?

- The number of humans and nations is now always the same.
- If a map contains too many nations, we take a random subset.
- If a map doesn’t contain enough nations, we dynamically add additional
ones. These get random spawn locations, and their names are taken from
the new name generator `NationNames.ts`. The name generator was taken
from the closed PR #2245 (idea from @VariableVince).

These changes apply to private lobbies and singleplayer as well. In
singleplayer, you now simply play a 1-vs-1 against a nation.

For public lobbies, we use 50% of the regular team-game player count.
The remaining 50% are nations.

We are also using the Hard difficulty for HumansVsNations.
At the moment, it’s important that nations cheat a little because humans
can donate troops, whereas nations cannot, at least not yet. In the
future, we may make that work.

We might need to adjust the difficulty or do fine-tuning depending on
the humans’ win rate in production. Ideally, we want a ~50% win rate;
otherwise, the mode may become boring. Over time, humans will likely
develop strategies that nations can’t counter, in which case we’ll need
to improve the nation AI.

Here is a screenshot showing that the number of nations now matches the
number of humans in the private lobby UI:

<img width="806" height="304" alt="Screenshot 2025-12-25 004023"
src="https://github.com/user-attachments/assets/cb4ac6f6-13cc-452c-8cc5-7a500670d7f2"
/>

The `PuplicLobby` display was a bit bugged for HumansVsNations:

<img width="532" height="191" alt="Screenshot 2025-12-23 221832"
src="https://github.com/user-attachments/assets/3950bcd9-0072-4c28-b1a0-83c0a24e9b8e"
/>

So I fixed it to look like this;

<img width="532" height="195" alt="Screenshot 2025-12-23 224127"
src="https://github.com/user-attachments/assets/690fc554-b607-4c8a-8b22-0c2912ee671a"
/>

## Please complete the following:

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

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

FloPinguin

---------

Co-authored-by: iamlewis <lewismmmm@gmail.com>
2025-12-28 21:01:32 -08:00
FloPinguin 5d52f73278 The clown is gone! 🤡 Nations send much better emojis now (#2696)
## Description:

Previously, nations just spammed these two rather toxic emojis: 🤡😡

They now send fewer emojis while attacking, and the clown emoji is
reserved for special cases.

They got the ability to send emojis in much more cases:
- Human didn't donate enough for relation update
- Human did donate an ok amount
- Human did donate a lot
- Responding to emojis that they get sent from a human
- Nuke sent
- MIRV sent
- Retaliation warship sent
- Traitor tries to ally
- Threat asks for / accepts an alliance request
- Disliked human tries to ally
- Friendly human tries to ally
- They are getting attacked by very much troops
- They are getting attacked by very little troops
- Congratulating the winner
- Bragging with their crown
- Charming their allies
- Clown-Emoting traitors
- Easteregg: Sending a rat emoji to very small humans

## Please complete the following:

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

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

FloPinguin

---------

Co-authored-by: iamlewis <lewismmmm@gmail.com>
2025-12-26 13:07:31 -08:00
FloPinguin 86d1ac6c62 Nations now counter warship infestations 🚢 (#2658)
## Description:

Relevant for singleplayer and HumansVsNations: 
Humans sometimes try to flood the entire ocean with warships. The goal
is to dominate the trade and to block transport ships.

The already existing `trackTransportShipsAndRetaliate` and
`trackTradeShipsAndRetaliate` methods can't stop these large scale
infestations, the nations are completely helpless.

The new `counterWarshipInfestation` method checks if a nation is one of
the top 3 richest players (Enough money for warships) and if any enemy
(or enemy team) has accumulated more than 10 (for teams total 15)
warships, then builds a counter-warship targeting that threat.

This feature only activates on Hard or Impossible difficulty.

Thats how it can look, nations send out a warship every couple of
seconds, until the infestation threat is gone:

<img width="779" height="670" alt="Screenshot 2025-12-20 160600"
src="https://github.com/user-attachments/assets/25040077-e7db-4720-aea4-7c230afe05ea"
/>

## 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
2025-12-24 10:07:44 -08:00
FloPinguin 6afaf932a5 Make easy and medium nations less aggressive 📊 (#2671)
## Description:

1. Players complained that they have problems allying with nations in
the earlygame. So I added an `isEarlygame()` check to
`AllianceBehavior`. This should make the easier difficulties much easier
:)

2. The attack order of nations now depends on the difficulty. Easy and
medium nations got dumbed down, they now take nuked territory before
retaliating against attacks again.

3. The attack rate now depends on the difficulty. Easy nations are
reacting slower than impossible nations (to make sure the number of sent
alliance requests stays the same I removed the difficulty check in
`maybeSendAllianceRequests()`).

4. On easy and medium difficulty nations will sometimes just skip an
attack if the enemy is a human (`shouldAttack()`). But this did not
apply for the nuking logic. Now it does, which makes the easier
difficulties a bit easier.

5. I tuned the `getBotAttackMaxParallelism()` method a bit. The nations
are doing a bit less parallel bot attacks now, which makes the easier
difficulties a bit easier.

6. The settings in MIRVBehavior now depend on the difficulty. On easy
difficulty, nations will only send MIRVs very rarely.

7. Unrelated MIRVBehavior Cleanup: There was a 2 second cooldown and
cache logic. But it was completely useless because `considerMIRV()` is
only called every 4-8 seconds by NationExecution. So I removed it.

8. Unrelated little cleanup: I made a couple of methods `private`

## 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
2025-12-24 03:10:39 +00:00
Mykola 56e497145e Fix nations spawn (#2672)
## Description:

Returned code that spawns nations around predefined coordinates from the
map manifest.

## 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
2025-12-24 03:07:51 +00:00
FloPinguin 183b0ae4cf Fix: Optimize nation random boat targeting by skipping unreachable players 🚢 (#2660)
## Description:

Saw lots of `"cannot send ship to Player"` warnings in the console.
It was caused by `randomBoatTarget` not checking if the target is
reachable by boat.
It also caused the for loop in `randomBoatTarget` to exit too early (=>
no boat sent).
So I added a `canBuildTransportShip` check. Because this runs expensive
(?) pathfinding I added a `unreachablePlayers` Set to optimize
performance.

## 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
2025-12-21 13:17:52 -08:00
Mykola 6112547273 Improve random spawn (#2503)
## Description:

This is a previously approved PR with an additional commit that fixes
case when nations change spawn & jump around, their previous territory
wasn't getting deleted.

## 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>
2025-12-20 13:35:30 -08:00
FloPinguin af1e05961c Cleanup nations (Part 2) 🧹 (#2647)
## Description:

1. Moved the currently very small betrayal logic from `AiAttackBehavior`
to `NationAllianceBehavior` because it makes more sense to have it
there.

3. Very small bugfix in `AiAttackBehavior::shouldAttack()`: the numbers
in the two `random.chance` calls were the wrong way round.

4. `NationExecution` was quite big and a lot of it was about MIRVs. So I
moved all the MIRV logic to the new `NationMIRVBehavior`.

5. `emoji()` and `maybeSendEmoji()` did not really fit in
`AiAttackBehavior`. So I moved it to the new `NationEmojiBehavior` (and
did some renaming for clarity). I'm planning to extend that class in a
future PR.

2. Reordered methods in `AiAttackBehavior` to easily find related
methods.
6. Reordered methods in `NationExecution` to easily find related
methods.

## 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
2025-12-19 19:08:37 -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