Commit Graph
60 Commits
Author SHA1 Message Date
evanpelleandGitHub e895e53a1e fix spawn highlighting bug & improve highlight ring (#2157)
## Description:

The PR that added a highlight ring, broke highlights for other player
spawns. This PR fixes that, and makes the highlight ring more visible.

## 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
2025-10-08 16:40:53 -07:00
Tiago Santos Da SilvaandGitHub 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
evanpelleandGitHub a26585a47b Add support for colored patterns (#2062)
## Description:

Add support for colored territory patterns/skins

* Refactored & updated territory pattern rendering to render colored
skins
* rename public from pattern to skin (keep pattern name internally, too
difficult to rename)
* Moved all territory color logic to PlayerView
* Updated WinModal to show colored skins
* Refactored decode logic into a separate function: decodePatternData
* Refactored/updated how cosmetics are sent to server. Players now send
a PlayerCosmeticRefsSchema in the ClientJoinMessage.
PlayerCosmeticRefsSchema just contains names of the cosmetics, and the
server replaces the names/references with actual cosmetic data
* Refactored PastelThemeDark: have it extend Pastel theme so duplicate
logic can be removed.
* 

## 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
2025-09-18 20:00:15 -07:00
8010688d27 Feat/breathing animation around spawn cell (#1951)
## Description:

Noticed many people are struggling to see where they choose to spawn or
forget where they chose , what leads to confusion.
solved it with this animation around the spawning player cell.


![giphy](https://github.com/user-attachments/assets/938f7dc8-97cb-40d0-8222-9f8ddbc2b21f)

<img width="231" height="265" alt="image"
src="https://github.com/user-attachments/assets/22e157a5-301d-4d41-8f2c-21a9dd09a1f6"
/>




ALSO: Added a missing translation for hebrew


## 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:

boostry

Co-authored-by: evanpelle <evanpelle@gmail.com>
2025-09-05 18:25:17 +00:00
evanpelleandGitHub 7de962eb5b fix alternate view perf regression (#1734)
## Description:

Have the diplomacy view only draw border, not interior tiles. Drawing
the interior tiles is a very expensive operation and caused main thread
cpu usage to spike to close to 100%.

Also change the color scheme so that neutral players are gray, and
embargoed players are red. I think long term embargo should be more of a
war state.

Added embargo update and cleaned it up to use Player instead of
PlayerID. There's no reason to pass ids around.


<img width="493" height="466" alt="Screenshot 2025-08-07 at 6 25 55 PM"
src="https://github.com/user-attachments/assets/75552036-42f1-4103-9537-234ff1c0464f"
/>

## 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 have read and accepted the CLA agreement (only required once).

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

evan
2025-08-08 16:37:17 -07:00
maxime.ioandGitHub 71fe6a81a0 Improve the alternate view by adding geopolitical colors for territories and hover-based highlighting (#1320)
## Description:

Improve existing alternate view (space bar).
It now displays territories in different colours based on their status
(enemy, allied, or your own).
Hovering over a territory highlights it. I tested several approaches,
and this one delivers excellent performance (on mobile too).
![VERT_OpenFront (ALPHA)
(6)](https://github.com/user-attachments/assets/40eeb4cd-e1dc-4daf-9165-b41f8693494c)


![image](https://github.com/user-attachments/assets/53a24369-698d-4213-9b4c-cb736feee22d)

## 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


Related issue:
https://github.com/openfrontio/OpenFrontIO/issues/900
https://github.com/openfrontio/OpenFrontIO/issues/484

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

devalnor
2025-07-25 19:50:26 -04:00
evanpelleandGitHub a83c2bda97 lighten pattern (#1326)
## Description:

Make territory pattern less dark, from .2 => .125 darker. It's still
very legible and a bit less harsh.

I think we should err on the side of being too light, because we can
always darken it, but people will be upset if we ever lighten it in the
future since they'll feel rug pulled after paying for the pattern.

## Please complete the following:

.2
<img width="496" alt="Screenshot 2025-07-02 at 10 53 44 AM"
src="https://github.com/user-attachments/assets/0ee29bc0-ec05-482d-bfa7-b032cef57eba"
/>

.125
<img width="577" alt="Screenshot 2025-07-02 at 11 09 55 AM"
src="https://github.com/user-attachments/assets/83dcac0d-169b-47a4-bf6b-d4778ca496ba"
/>

.1
<img width="594" alt="Screenshot 2025-07-02 at 10 54 47 AM"
src="https://github.com/user-attachments/assets/893a18f2-9e56-464e-b072-c2bd7f464f02"
/>

- [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:
evan
2025-07-02 16:31:00 -07:00
Scott AndersonandGitHub 47ccbc0473 Patterns (#1318)
## Description:

Replace the HTML element pattern grid with a PNG image.


![image](https://github.com/user-attachments/assets/557d1f35-1a5e-4bb2-bd6e-4ba4ad1593f9)


![image](https://github.com/user-attachments/assets/426194ef-237d-42d7-a775-d91a7cc161f4)

## 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
2025-07-01 15:45:18 -04:00
evanpelleandGitHub ca522a5937 refactor cosmetics out of PlayerInfo (#1299)
## Description:

Remove Cosmetics from PlayerInfo. The game engine should have no
knowledge of cosmetics since they shouldn't affect game play at all.
Instead pass player cosmetics into the GameView.

## 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:

evan
2025-06-28 12:33:19 -07:00
AotumuriandGitHub b71acdc993 Patterned territory (#786)
## Description:
This is meant to give players more customization options.
Permission handling hasn’t really been implemented yet.
## 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:

aotumuri
2025-06-22 23:57:24 -04:00
NofaceandGitHub 8158ca966a this is a fix for the "possibly null" error. dosent seem to cause runtime issues but does cause the compiler to throw an error (#1005)
## Description:
this is a fix for the "possibly null" error. dosent seem to cause
runtime issues but does cause the compiler to throw an error this just
adds a safety check

## Please complete the following:

- [x] I have added screenshots for all UI updates (No UI Updates)
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file (No Text Updates)
- [x] I have added relevant tests to the test directory (No Tests to
add)
- [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:

jerryslang
2025-06-02 13:36:51 -07:00
851526ba4e Only load tiles when viewed by player (#887)
## Description:
Tiles are only run through putImageData() if they are currently viewed
by the player.

This significantly (usually between 20-80%) reduces the computation time
of putImageData() on large maps.
## 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:

1brucben

---------

Co-authored-by: evanpelle <evanpelle@gmail.com>
2025-05-30 14:19:39 -07:00
70745faac4 Enable strictNullChecks, eqeqeq (#436)
## 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>
2025-05-15 16:39:40 -07:00
369483b4ac Small optimisation in TerritoryLayer.renderLayer call to dedupe Date.… (#759)
## Description:

Small optimisation in TerritoryLayer.renderLayer call to dedupe
Date.now()

## Please complete the following:

- [-] 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:

N/A

Co-authored-by: robertpitt <robertpitt1988@gmail.com>
2025-05-15 16:07:39 -07:00
Vivacious BoxandGitHub c65c9a6ca8 Fix border color changes edge cases (#754)
## Description:

Fixes a couple of bugs with the defended border color:
- When a defense post is destroyed it doesnt redraw defended border to
normal ones
- The distance to draw borders at unit update is not the same as
territory update
- When a defense post changes owner, only the directly touching borders
were redrawn. Had to refactor units a bit so it keeps track of the last
owner

## Gifs:
Before fix:

![image](https://github.com/user-attachments/assets/99b2763c-9c49-4d5d-8059-a9f938e8cef8)


After fix:

![capture](https://github.com/user-attachments/assets/4ebf388d-91e4-4e9e-bc96-9fe6e02cd9ea)

![destruct](https://github.com/user-attachments/assets/5a1204a8-d5c4-473f-8f4d-5cc46cd19080)



## 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:

VivaciousBox
2025-05-15 11:48:18 -07:00
DevelopingTomandGitHub 3b9e94ddb9 Improve border drawing performances (#751)
## Description:
When drawing the border colors, the territory layer is using the generic
`nearbyUnit` function to check if any allied outpost is nearby.
But `nearbyUnit` is uselesly computing the distance with all units,
which is very costly specially in late games with plenty of units.

Early game (<1 min):


![image](https://github.com/user-attachments/assets/faa90c82-a7dd-43db-b2ff-1f6cd24b24cd)

Late game (> 10 min):


![image](https://github.com/user-attachments/assets/863d4d1a-6d5e-4971-a66c-461a876ca53f)

This PR adds another function tailored for this requirement.
## Improvements:
- New `hasNearbyUnit()` function stopping at the first correct unit,
rather than computing the distance with every unit
- Check the unit type before computing its distance
- Selecting the correct cells:
The previous algorithm was very generous and looking at cells uselessly.
Admittedly this is marginal but since it is called on every border pixel
change, we should squeeze the most performances out of it.



![overflow](https://github.com/user-attachments/assets/22b26c49-ba9d-4050-8ccd-9dde48913720)


Performances after (with bots):
Early:

![image](https://github.com/user-attachments/assets/f78d08d4-938c-466b-b8b3-9d1ad57b5dfb)

Late:

![image](https://github.com/user-attachments/assets/c12a8793-4039-4278-9413-07b2af5c8f3d)

Both Chrome and Firefox seems to benefit from it:
Previous behavior on chrome:
![Sans
titre](https://github.com/user-attachments/assets/e10256f7-dcc0-47c7-8878-fa0ce8a02b39)
After:
![Sans
titre-1](https://github.com/user-attachments/assets/15747e02-69fd-45a2-90f8-389250f261cd)


## 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:

IngloriousTom
2025-05-15 11:25:12 -07:00
DevelopingTomandGitHub 890972cb0c Add checkered colors for defended borders (#691)
## Description:

The borders near a defense post are currently colored differently, but
too discreetly for the user.

I suggest coloring them with a checkerboard pattern.


![image](https://github.com/user-attachments/assets/8f414976-bada-4793-812a-10f28da911f5)

![image](https://github.com/user-attachments/assets/81261148-88e3-4498-9f29-27a6a201b6c5)


## 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:

IngloriousTom
2025-05-10 06:17:51 -07:00
evan 491ad109da in spawn phase highligh player as green if on the same team 2025-04-30 14:09:51 -07:00
Evan 952a2568aa Make territory highlighting more efficient 2025-04-06 09:43:33 -07:00
Evan d560e90486 reduce refresh rate for smoother terrain rendering 2025-04-05 15:00:24 -07:00
Evan 8b6895d745 add prettier import plugin 2025-03-31 13:09:27 -07:00
ReadixyeeandGitHub ebdaa3c950 Border highlight rework (#385)
## Description:

## 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:

Readix
2025-03-31 10:24:55 -07:00
tropptr-torrptropandGitHub 72016f3dd4 Focused player border highlight (#304)
Tried to implement feature to outline player under mouse cursor.
Intention is to improve gameplay and provide a way to estimate players
territories for strategic planning / avoid attacking wrong players with
confusingly similar colors.

When you stop cursor at the player - his borders will be drawn in white
color.
To focus on other player - click or move cursor to other player. 
To hide outline - click on empty space (water, land). 
"Focus" UI feature also triggers outline for the target player (easier
to see who exactly is that you are looking at).


![1](https://github.com/user-attachments/assets/f7bda876-4b20-456c-9463-d2cfbb53ad5a)

![2](https://github.com/user-attachments/assets/f5cd6d12-fd52-4890-b3ee-caba9ff17753)
![FUN 2025-03-20 23 06
23](https://github.com/user-attachments/assets/f0e6e343-9442-4d89-9b7a-4bd01c6e00d0)
![FUN 2025-03-20 23 07
51](https://github.com/user-attachments/assets/2cc748e1-bc66-4834-82ad-22a4184a3006)


Done via getting player under mouse cursor, setting it as global
focusedPlayer and painting borders in white color.
Tried to maintain minimal changes and utilize existing rendering queue.
Also added hover delays to avoid excessive redraws and provide better
experience. Redraws only happens when focusedPlayer changes - one time
for old focused player to clean outline and one time for new focused
player.
2025-03-29 14:41:28 -07:00
evanpelleandGitHub d8fe41de7a teams (#349) 2025-03-27 20:43:56 -07:00
ReadixyeeandGitHub 6b07446965 unitgrid instead of defensepostgrid (#265)
added a unitgrid instead of a defensepostgrid for all units to be able
to see if a tile is inside the range of a unit by a custom distance

this is used for the sam launcher to draw a circle around the area it
protects

removed all parts that use the defensepostgrid and made it use the
unitgrid instead
2025-03-26 10:00:37 -07:00
evanpelleandGitHub 5aae1468c2 fix player glow during spawn phase (#206) 2025-03-10 13:27:45 -07:00
Ilan SchemoulandGitHub afe4f85919 fix: warship icon (#178) 2025-03-08 10:27:16 -08:00
Evan 421c6e7841 use tileref instead of MapPos for UnitUpdate 2025-02-12 16:22:02 -08:00
Evan 40966ca3b9 format all files with prettier 2025-02-12 08:28:15 -08:00
Evan 67b9c869cf don't pause territory drawing on drag 2025-02-09 20:56:12 -08:00
Evan 0487509c03 reimplement defense posts 2025-02-08 09:56:07 -08:00
Evan 4ee37323f9 format codebase with prettier 2025-02-01 12:05:11 -08:00
evanpelle 4bbb63fd48 move Game updates to GameUpdate.ts 2025-02-01 12:05:11 -08:00
Evan b91d9d4148 fix bugs from using tilerefs 2025-02-01 12:05:11 -08:00
Evan f0f5bae79f thread_split: convert all tile to tileref 2025-02-01 12:05:11 -08:00
evanpelle bf52754fb7 simplify tile rendering 2025-02-01 12:05:11 -08:00
Evan 818fbbdcd5 tile perf improvements 2025-02-01 12:05:11 -08:00
Evan 5fca2f287b minor perf improvments 2025-02-01 12:05:11 -08:00
Evan 459fc50dae builds 2025-02-01 12:05:11 -08:00
evanpelle 10a1f1af8e thread_split: enable spawn highlight 2025-02-01 12:05:11 -08:00
evanpelle fa02c7d6b5 update tile render amount per tick 2025-02-01 12:05:11 -08:00
Evan beb00fd637 only refresh territory layer every 50ms 2025-02-01 12:05:11 -08:00
Evan 74716cdfdf don't render territory on drag to make it smoother 2025-02-01 12:05:11 -08:00
Evan 1bbb5c9ac3 packing tiles for more efficient transfer 2025-02-01 12:05:11 -08:00
Evan 3e8517363f use GameView in renderers 2025-02-01 12:05:11 -08:00
Evan f988d555bb update views 2025-02-01 12:05:11 -08:00
Evan 4afe6f4cbf make territory more opaque, space bar makes territory invisible. 2024-12-26 19:41:52 -08:00
evanpelle fbdf26cff8 alt-r to redraw graphics 2024-12-25 17:07:11 -08:00
Evan 8347190c70 highlight human spawn 2024-12-21 13:09:17 -08:00