Commit Graph

2977 Commits

Author SHA1 Message Date
Aotumuri eaf77cded1 Fix BoatIcon color to match other icons in HelpModal (#2849)
## Description:

In HelpModal, only the BoatIcon was displayed in black, which was
inconsistent with the other icons.
This PR updates its color to white so it matches the rest of the icons.

before
<img width="619" height="235" alt="スクリーンショット 2026-01-10 14 33 44"
src="https://github.com/user-attachments/assets/41c10308-7701-40bf-b068-9e14eb78a83a"
/>

after
<img width="722" height="260" alt="スクリーンショット 2026-01-10 14 35 17"
src="https://github.com/user-attachments/assets/2d535ded-83d2-4f3d-990d-49aaa1230642"
/>

## 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:
aotumuri
2026-01-10 22:24:59 +00:00
Stepan Hembarovskyi 97fffaf49e fix: Correctly handles unbound keybinds (#2854)
Resolves #2652 #2291

## Description:

Resolves a regression after a new design changes where keybinds
explicitly set to "Null" were incorrectly reverted to default values
instead of remaining unbound.

Updates the input handler to preserve "Null" as the designated value for
an unbound key. The UI now reflects this by displaying "None" for
keybinds that are set to "Null", providing clear user feedback.

Before/After:
<img width="378" height="371" alt="image"
src="https://github.com/user-attachments/assets/d1d640f2-93aa-47f1-be8e-7d8c68183aa1"
/> <img width="379" height="370" alt="image"
src="https://github.com/user-attachments/assets/f0512cce-c6e9-4180-9517-7669aed76f6f"
/>

## 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:

webdev.js

Co-authored-by: antigrid <Stepan.Hembarovskyi@Inu.edu.ua>
2026-01-10 10:06:47 -08:00
Mattia Migliorini a4209912a7 Consolidate formatPercentage to Utils (#2852)
## Description:

Removes code duplication by consolidating the `formatPercentage` utility
function to the `Utils.ts` file, removing the two identical
implementations in `TeamStats.ts` and `Leaderboard.ts`.

This is an improvement upon #2838 which is the PR that aligned the two
mentioned implementations.

## 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
2026-01-10 10:01:06 -08:00
Aotumuri a2bb059c81 mls (v4.12) (#2856)
If this PR fixes an issue, link it below. If not, delete these two
lines.
Resolves #(issue number)

## Description:

mls for v29 (?)
Version identifier within MLS: v4.11


## 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:
aotumuri
2026-01-10 09:59:59 -08:00
FloPinguin 240690c574 Yet another nation improvement PR 🤖 (#2841)
## Description:

### `NationAllianceBehavior`

- `isAlliancePartnerSimilarlyStrong()` now also checks for
`numTilesOwned`, should make it a bit easier to get alliances. The troop
calculation now also uses the players `outgoingAttacks` to make it feel
less random. OF-Discord-Humans complained.
- Rebalanced `checkAlreadyEnoughAlliances()` a bit

### `NationNukeBehavior`

- Don't save up for MIRV if they are disabled
- Don't try to throw atom bombs / hydros if they are disabled
- Hydro-Nations are allowed to throw atom bombs if they are under heavy
attack
- Rebalance `isUnderHeavyAttack()` a bit
- Increased perceived cost

### `NationEmojiBehavior`

- Fix multiple nations congratulated the winner instead of one
- Don't brag with our crown if the game is already over

### `DonateGoldExecution` & `DonateTroopExecution`

- Added `canSendEmoji` checks

## 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 20:46:21 -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
DevelopingTom a26590473c Fix small UI issues (#2845)
## Description:

Changes a few small UI issues:
- Player info text transparency made it less legible:
<img width="367" height="445" alt="image"
src="https://github.com/user-attachments/assets/a08b2808-74a5-4783-93f3-182d97b36055"
/>

- Fix naval invasion target end fade which didn't work previously


![ui_fade](https://github.com/user-attachments/assets/a4867257-0962-4c0d-9e1c-bcac7eba8089)


- Rename rendering function since the UI layer doesn't only handle
target

## 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
2026-01-09 20:39:04 -08:00
FloPinguin dc118708c0 Second Didier Map for Fuze 🧸 (#2846)
## Description:

Discussed that with Lewis.
Fuze liked the Didier map without the real france more...
So here it is. It won't get added to the playlist, the france version
stays in the playlist.
(Unrelated: Also quickly changed "Europe (classic)" to Europe (Classic)"
to match with "Britannia (Classic)")

<img width="934" height="839" alt="Screenshot 2026-01-10 005646"
src="https://github.com/user-attachments/assets/64925635-c15a-4167-a5bc-5cf7b3b140f8"
/>
<img width="1064" height="961" alt="Screenshot 2026-01-10 003335"
src="https://github.com/user-attachments/assets/9b6aa936-2c33-4a24-8076-a74a4704adc4"
/>
<img width="635" height="427" alt="Screenshot 2026-01-10 003316"
src="https://github.com/user-attachments/assets/e2b46db8-ef0b-4b45-8ea7-711b9b8f7524"
/>


## 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 20:38:22 -08:00
Ryan 5e6c90d9bb Main Menu UI Overhaul (#2829)
## Description:

Overhauls the Main Menu UI, visit https://menu.openfront.dev to see
everything.

## 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
2026-01-09 20:26:34 -08:00
FloPinguin 848a3a5633 Fix Amazon River Map 🏞️ (one row of pixels too much) (#2844)
## Description:

There was one row of white pixels at the top:

<img width="796" height="693" alt="image"
src="https://github.com/user-attachments/assets/5915c629-c2ce-4b3f-913a-bfe6e974561f"
/>

## 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 15:02:14 -08:00
Arkadiusz Sygulski d8762b1317 Fix transport ship src and dst to always be water (#2832)
## Description:

Issue discovered by @DevelopingTom, posted on Discord. After merging
pathfinding PR, transport ships lost the ability to navigate between
land tiles. For now, the quick fix is to select adjacent water tile and
select it for pathing. Conquer logic still applies to original
destination on the shore.

## Please complete the following:

- [ ] I have added screenshots for all UI updates
- [ ] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [ ] I have added relevant tests to the test directory
- [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
2026-01-09 15:01:44 -08:00
Mattia Migliorini cf1e67cd9c Fix team stats owned percentage 100% (#2838)
Resolves #2837

## Description:

This PR aligns the "Owned" percentage format in TeamStats to the same
data in Leaderboard, fixing the issue that currently happens when team
reaches 100%, and the percentage is displayed as "1.0e+2%".

Previous implementation to avoid this problem involved checking for the
"100" value, but we all know how floating point arithmetic works in
JS...

Before:

<img width="912" height="450" alt="image"
src="https://github.com/user-attachments/assets/a3ce03ab-53c6-4b7b-b3fd-7073a6095252"
/>

After:

<img width="441" height="233" alt="image"
src="https://github.com/user-attachments/assets/21b07834-e3ec-44c3-bd6f-3d5a5d6c851c"
/>

## 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
2026-01-09 10:46:46 -08:00
evanpelle 1c3ba55ecf update openfront email address in privacy policy and terms of service 2026-01-08 20:31:05 -08:00
bijx 8b6dfeaf4a Feat: Sierpinski map - live play-tested (#2819)
## Description:

Map requested by creator on [dev
discord](https://discord.com/channels/1359946986937258015/1458638914012315741/1458638914012315741)
and playtested by 42 players on [Rex's
stream](https://www.youtube.com/watch?v=r9w9nr5Toso), adds map
Sierpinski, which is a sierpinski carpet shape. The map is a "party map"
great for private matches, but is not part of the public map rotation.

<img width="1400" height="1400" alt="image"
src="https://github.com/user-attachments/assets/8eead359-73d5-497f-8fee-40f413a22d0e"
/>



https://github.com/user-attachments/assets/3a726343-18e4-4f91-9f5c-1fff459d5a5f



## 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:

bijx

---------

Co-authored-by: iamlewis <lewismmmm@gmail.com>
2026-01-08 20:01:43 -08:00
FloPinguin eaef00e05c Some little HumansVsNations improvements before public games launch 🤖 (#2825)
## Description:

- Added `generateUniqueNationName()` to `NationCreation` because I saw a
duplicate name while spawning 300 nations on Pangaea 😄
- Switched HumansVsNations public game difficulty from hard to
impossible because I realized how crazy strong troop donations between
humans are (in an enzo HVN stream).

Maybe I have to make nations donate troops to each other, we will see...
Playtests won't tell the truth because the players attending these are
probably better than the usual OF player. I will try to check the HVN
winrate via API after launch

## 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 19:58:27 -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
dependabot[bot] 9c7709ccb5 Bump the npm_and_yarn group across 1 directory with 2 updates (#2830)
Bumps the npm_and_yarn group with 2 updates in the / directory:
[@smithy/config-resolver](https://github.com/smithy-lang/smithy-typescript/tree/HEAD/packages/config-resolver)
and [qs](https://github.com/ljharb/qs).

Updates `@smithy/config-resolver` from 4.1.4 to 4.4.5
<details>
<summary>Release notes</summary>
<p><em>Sourced from <a
href="https://github.com/smithy-lang/smithy-typescript/releases"><code>@​smithy/config-resolver</code>'s
releases</a>.</em></p>
<blockquote>
<h2><code>@​smithy/config-resolver</code><a
href="https://github.com/4"><code>@​4</code></a>.4.5</h2>
<h3>Patch Changes</h3>
<ul>
<li>Updated dependencies [9ccb841]
<ul>
<li><code>@​smithy/types</code><a
href="https://github.com/4"><code>@​4</code></a>.11.0</li>
<li><code>@​smithy/node-config-provider</code><a
href="https://github.com/4"><code>@​4</code></a>.3.7</li>
<li><code>@​smithy/util-endpoints</code><a
href="https://github.com/3"><code>@​3</code></a>.2.7</li>
<li><code>@​smithy/util-middleware</code><a
href="https://github.com/4"><code>@​4</code></a>.2.7</li>
</ul>
</li>
</ul>
</blockquote>
</details>
<details>
<summary>Changelog</summary>
<p><em>Sourced from <a
href="https://github.com/smithy-lang/smithy-typescript/blob/main/packages/config-resolver/CHANGELOG.md"><code>@​smithy/config-resolver</code>'s
changelog</a>.</em></p>
<blockquote>
<h2>4.4.5</h2>
<h3>Patch Changes</h3>
<ul>
<li>Updated dependencies [9ccb841]
<ul>
<li><code>@​smithy/types</code><a
href="https://github.com/4"><code>@​4</code></a>.11.0</li>
<li><code>@​smithy/node-config-provider</code><a
href="https://github.com/4"><code>@​4</code></a>.3.7</li>
<li><code>@​smithy/util-endpoints</code><a
href="https://github.com/3"><code>@​3</code></a>.2.7</li>
<li><code>@​smithy/util-middleware</code><a
href="https://github.com/4"><code>@​4</code></a>.2.7</li>
</ul>
</li>
</ul>
<h2>4.4.4</h2>
<h3>Patch Changes</h3>
<ul>
<li>Updated dependencies [5a56762]
<ul>
<li><code>@​smithy/types</code><a
href="https://github.com/4"><code>@​4</code></a>.10.0</li>
<li><code>@​smithy/node-config-provider</code><a
href="https://github.com/4"><code>@​4</code></a>.3.6</li>
<li><code>@​smithy/util-endpoints</code><a
href="https://github.com/3"><code>@​3</code></a>.2.6</li>
<li><code>@​smithy/util-middleware</code><a
href="https://github.com/4"><code>@​4</code></a>.2.6</li>
</ul>
</li>
</ul>
<h2>4.4.3</h2>
<h3>Patch Changes</h3>
<ul>
<li>Updated dependencies [3926fd7]
<ul>
<li><code>@​smithy/types</code><a
href="https://github.com/4"><code>@​4</code></a>.9.0</li>
<li><code>@​smithy/node-config-provider</code><a
href="https://github.com/4"><code>@​4</code></a>.3.5</li>
<li><code>@​smithy/util-endpoints</code><a
href="https://github.com/3"><code>@​3</code></a>.2.5</li>
<li><code>@​smithy/util-middleware</code><a
href="https://github.com/4"><code>@​4</code></a>.2.5</li>
</ul>
</li>
</ul>
<h2>4.4.2</h2>
<h3>Patch Changes</h3>
<ul>
<li>372b46f: allow * region with warning</li>
</ul>
<h2>4.4.1</h2>
<h3>Patch Changes</h3>
<ul>
<li>Updated dependencies [6da0ab3]
<ul>
<li><code>@​smithy/types</code><a
href="https://github.com/4"><code>@​4</code></a>.8.1</li>
<li><code>@​smithy/node-config-provider</code><a
href="https://github.com/4"><code>@​4</code></a>.3.4</li>
<li><code>@​smithy/util-endpoints</code><a
href="https://github.com/3"><code>@​3</code></a>.2.4</li>
<li><code>@​smithy/util-middleware</code><a
href="https://github.com/4"><code>@​4</code></a>.2.4</li>
</ul>
</li>
</ul>
<h2>4.4.0</h2>
<h3>Minor Changes</h3>
<!-- raw HTML omitted -->
</blockquote>
<p>... (truncated)</p>
</details>
<details>
<summary>Commits</summary>
<ul>
<li><a
href="https://github.com/smithy-lang/smithy-typescript/commit/521d67c38f8928c514d1fcea3fc08e40c2300513"><code>521d67c</code></a>
Version NPM packages</li>
<li><a
href="https://github.com/smithy-lang/smithy-typescript/commit/8b90f360df2a5c80c105db732b3c2f6972994854"><code>8b90f36</code></a>
Version NPM packages</li>
<li><a
href="https://github.com/smithy-lang/smithy-typescript/commit/cc0124e69e2d6943f0960854bcc3abf2defd2c20"><code>cc0124e</code></a>
Version NPM packages</li>
<li><a
href="https://github.com/smithy-lang/smithy-typescript/commit/07f95d95712b511256b542c4dfa368bd70580be8"><code>07f95d9</code></a>
Version NPM packages</li>
<li><a
href="https://github.com/smithy-lang/smithy-typescript/commit/372b46fb0751e6e61cdfccee1fa7e6a531cf6aa4"><code>372b46f</code></a>
fix(config-resolver): allow asterisk region with warning (<a
href="https://github.com/smithy-lang/smithy-typescript/tree/HEAD/packages/config-resolver/issues/1760">#1760</a>)</li>
<li><a
href="https://github.com/smithy-lang/smithy-typescript/commit/472a5ea035237e10c560ed362c0e0105805ad26f"><code>472a5ea</code></a>
Version NPM packages</li>
<li><a
href="https://github.com/smithy-lang/smithy-typescript/commit/8af2d330260513d3e51c98f1f137793b5330ceb4"><code>8af2d33</code></a>
Version NPM packages</li>
<li><a
href="https://github.com/smithy-lang/smithy-typescript/commit/13c5cd95b682c9252e6cf15b771b5decdc860729"><code>13c5cd9</code></a>
chore(config-resolver): add region validation cache (<a
href="https://github.com/smithy-lang/smithy-typescript/tree/HEAD/packages/config-resolver/issues/1750">#1750</a>)</li>
<li><a
href="https://github.com/smithy-lang/smithy-typescript/commit/f7c7b8249fa91391f73f62fb4237e5436c61be41"><code>f7c7b82</code></a>
Version NPM packages</li>
<li><a
href="https://github.com/smithy-lang/smithy-typescript/commit/9fb748e02081659c1aa523cdab64621467eddbf6"><code>9fb748e</code></a>
Version NPM packages</li>
<li>Additional commits viewable in <a
href="https://github.com/smithy-lang/smithy-typescript/commits/@smithy/config-resolver@4.4.5/packages/config-resolver">compare
view</a></li>
</ul>
</details>
<br />

Updates `qs` from 6.13.0 to 6.14.1
<details>
<summary>Changelog</summary>
<p><em>Sourced from <a
href="https://github.com/ljharb/qs/blob/main/CHANGELOG.md">qs's
changelog</a>.</em></p>
<blockquote>
<h2><strong>6.14.1</strong></h2>
<ul>
<li>[Fix] ensure arrayLength applies to <code>[]</code> notation as
well</li>
<li>[Fix] <code>parse</code>: when a custom decoder returns
<code>null</code> for a key, ignore that key</li>
<li>[Refactor] <code>parse</code>: extract key segment splitting
helper</li>
<li>[meta] add threat model</li>
<li>[actions] add workflow permissions</li>
<li>[Tests] <code>stringify</code>: increase coverage</li>
<li>[Dev Deps] update <code>eslint</code>,
<code>@ljharb/eslint-config</code>, <code>npmignore</code>,
<code>es-value-fixtures</code>, <code>for-each</code>,
<code>object-inspect</code></li>
</ul>
<h2><strong>6.14.0</strong></h2>
<ul>
<li>[New] <code>parse</code>: add
<code>throwOnParameterLimitExceeded</code> option (<a
href="https://redirect.github.com/ljharb/qs/issues/517">#517</a>)</li>
<li>[Refactor] <code>parse</code>: use <code>utils.combine</code>
more</li>
<li>[patch] <code>parse</code>: add explicit
<code>throwOnLimitExceeded</code> default</li>
<li>[actions] use shared action; re-add finishers</li>
<li>[meta] Fix changelog formatting bug</li>
<li>[Deps] update <code>side-channel</code></li>
<li>[Dev Deps] update <code>es-value-fixtures</code>,
<code>has-bigints</code>, <code>has-proto</code>,
<code>has-symbols</code></li>
<li>[Tests] increase coverage</li>
</ul>
<h2><strong>6.13.1</strong></h2>
<ul>
<li>[Fix] <code>stringify</code>: avoid a crash when a
<code>filter</code> key is <code>null</code></li>
<li>[Fix] <code>utils.merge</code>: functions should not be stringified
into keys</li>
<li>[Fix] <code>parse</code>: avoid a crash with
interpretNumericEntities: true, comma: true, and iso charset</li>
<li>[Fix] <code>stringify</code>: ensure a non-string
<code>filter</code> does not crash</li>
<li>[Refactor] use <code>__proto__</code> syntax instead of
<code>Object.create</code> for null objects</li>
<li>[Refactor] misc cleanup</li>
<li>[Tests] <code>utils.merge</code>: add some coverage</li>
<li>[Tests] fix a test case</li>
<li>[actions] split out node 10-20, and 20+</li>
<li>[Dev Deps] update <code>es-value-fixtures</code>,
<code>mock-property</code>, <code>object-inspect</code>,
<code>tape</code></li>
</ul>
</blockquote>
</details>
<details>
<summary>Commits</summary>
<ul>
<li><a
href="https://github.com/ljharb/qs/commit/3fa11a5f643c76896387bd2d86904a2d0141fdf7"><code>3fa11a5</code></a>
v6.14.1</li>
<li><a
href="https://github.com/ljharb/qs/commit/a62670423c1ccab0dd83c621bfb98c7c024e314d"><code>a626704</code></a>
[Dev Deps] update <code>npmignore</code></li>
<li><a
href="https://github.com/ljharb/qs/commit/3086902ecf7f088d0d1803887643ac6c03d415b9"><code>3086902</code></a>
[Fix] ensure arrayLength applies to <code>[]</code> notation as
well</li>
<li><a
href="https://github.com/ljharb/qs/commit/fc7930e86c2264c1568c9f5606830e19b0bc2af2"><code>fc7930e</code></a>
[Dev Deps] update <code>eslint</code>,
<code>@ljharb/eslint-config</code></li>
<li><a
href="https://github.com/ljharb/qs/commit/0b06aac566abee45ef0327667a7cc89e7aed8b58"><code>0b06aac</code></a>
[Dev Deps] update <code>@ljharb/eslint-config</code></li>
<li><a
href="https://github.com/ljharb/qs/commit/64951f6200a1fb72cc003c6e8226dde3d2ef591f"><code>64951f6</code></a>
[Refactor] <code>parse</code>: extract key segment splitting helper</li>
<li><a
href="https://github.com/ljharb/qs/commit/e1bd2599cdff4c936ea52fb1f16f921cbe7aa88c"><code>e1bd259</code></a>
[Dev Deps] update <code>@ljharb/eslint-config</code></li>
<li><a
href="https://github.com/ljharb/qs/commit/f4b3d39709fef6ddbd85128d1ba4c6b566c4902e"><code>f4b3d39</code></a>
[eslint] add eslint 9 optional peer dep</li>
<li><a
href="https://github.com/ljharb/qs/commit/6e94d9596ca50dffafcef40a5f64eca89962cf34"><code>6e94d95</code></a>
[Dev Deps] update <code>eslint</code>,
<code>@ljharb/eslint-config</code>, <code>npmignore</code></li>
<li><a
href="https://github.com/ljharb/qs/commit/973dc3c51c86da9f4e30edeb4b1725158d439102"><code>973dc3c</code></a>
[actions] add workflow permissions</li>
<li>Additional commits viewable in <a
href="https://github.com/ljharb/qs/compare/v6.13.0...v6.14.1">compare
view</a></li>
</ul>
</details>
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2026-01-08 19:23:34 -08:00
Aotumuri 9f530b5fd7 Public lobby team count wording update (#2836)
If this PR fixes an issue, link it below. If not, delete these two
lines.
Resolves
https://github.com/openfrontio/OpenFrontIO/pull/2677#issuecomment-3725268126

## Description:

Update public lobby team count strings to clarify that counts refer to
teams .

## 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:

aotumuri
2026-01-08 19:22:39 -08:00
DevelopingTom 971e7f4a45 Move UI elements from the FX layer to a new UI layer (#2827)
## Description:

Some FX animations were previously used as UI elements (e.g. nuke area,
naval invasion target, gold text).
This PR moves those animations to a dedicated UI layer.

Those UI elements handle correctly the current zoom level and remain
sharply rendered at all zoom levels.

The new UI layer can be disabled using the same setting that disables
the FX layer.

Performance-wise, this layer is equivalent to the FX layer, as it reuses
the same animations.

### Naval target
Don't scale with the zoom level, but has a minimum zoom level so the
targeted tile can still be easily highlighted by zooming


![ui_naval_invasion](https://github.com/user-attachments/assets/43c36c80-ffba-4443-bd53-05617c793fc8)

### Nukes
Has to scale because the size is set, but the border radius is not so
the area is more visible from afar.


![ui_nukes](https://github.com/user-attachments/assets/7ca0685c-0432-4b72-8c6d-48a814a02326)


### Popup text
Scale with zoom level, and stop showing when zoomed-out:

![ui_text](https://github.com/user-attachments/assets/d92c085e-9e20-4cad-bf3a-ae5d320dde33)

## 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
2026-01-08 19:21:40 -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
bijx c769e4a99a Feat: SAM Radius arcs show when building cities (#2828)
## Description:

Simple PR, but adds the feature where using the hotkey to build a city
will show SAM radius layer to let user know safe areas to build.

<img width="2126" height="1398" alt="image"
src="https://github.com/user-attachments/assets/8aed5514-51c4-40f4-a446-e3c52346abc8"
/>

## 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:

bijx
2026-01-09 01:10:22 +00:00
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
bijx 9512e480d2 Fix: Players don't auto-send emoji replies when donated to, unlike nations (#2808)
## Description:

The new (awesome) nation emoji updates had a small bug in them when I
was playtesting with a friend where donating troops to them (a human
player) would result in the player automatically sending an emoji reply.
Sometimes these replies were negative-connotations like  and 🥱, which
could impact how other players perceive their donation attempt. This PR
fixes that issue.

### Example of player nation sending emojis automatically


https://github.com/user-attachments/assets/99689966-b784-4c3f-b43b-953a4a102e2d

### Donating to player after fix


https://github.com/user-attachments/assets/ace0c1ee-3eb8-4240-9c78-167dd773cfb2



## 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:

bijx
2026-01-08 15:08:11 +00:00
bijx 5d9b834696 Feat: Infocard shows wilderness / irradiated terrain state (#2807)
If this PR fixes an issue, link it below. If not, delete these two
lines.
Resolves #2516

## Description:

Introduces a state to the Player Info Overlay which simply shows what
type of terrain the player is hovering on. This just builds on the
principles of continuous feedback when designing UX because players
react positively when the game responds to input action.

<img width="839" height="846" alt="image"
src="https://github.com/user-attachments/assets/4b2969e0-127d-4032-9c49-9cbff9bb2aeb"
/>

<img width="666" height="602" alt="image"
src="https://github.com/user-attachments/assets/5fd15ab1-98b1-472f-a83e-a1ee10338673"
/>



https://github.com/user-attachments/assets/7e39f53e-6d2e-479e-badd-b41484591b8b



## 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:

bijx
2026-01-07 19:49:49 -08:00
bijx 1cd18835c2 fix: Input text fields no longer have transparent backgrounds after tailwind update (#2809)
## Description:

Woah 🚨🚨 massive PR alert!!! Kidding, this is a really small fix that
adds back the white background on text input fields since (I believe)
the tailwind updates made recently reset the styles here. This just adds
it back via CSS.

### Before
<img width="1317" height="724" alt="image"
src="https://github.com/user-attachments/assets/8ecaed7e-2808-4e36-8348-c9f8da7804ca"
/>
<img width="1135" height="629" alt="image"
src="https://github.com/user-attachments/assets/713d0aae-5209-474f-b48e-1623fb8f513d"
/>

## After
<img width="1330" height="812" alt="image"
src="https://github.com/user-attachments/assets/afe5c392-0555-47d7-a5b2-a068561efdb2"
/>
<img width="1219" height="834" alt="image"
src="https://github.com/user-attachments/assets/6bf51124-55e2-4bc3-b475-75f931a4ee84"
/>


## 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:

bijx
2026-01-07 19:31:45 -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
TsProphet94 516d268c88 Restructured PR for Britannia Remastered Addition (#2813)
## Description:

Adds a new detailed Britannia map featuring modern UK, Ireland, and
northern France regions. The previous Britannia map has been preserved
as "Britannia Classic".

<img width="4096" height="5031" alt="United Kingdom"
src="https://github.com/user-attachments/assets/8a6ca3ab-bc91-438f-8ca7-7fdf7c5260b8"
/>

<img width="4096" height="5031" alt="United Kingdom_debug"
src="https://github.com/user-attachments/assets/a9a7bcd2-1dc5-40c6-a547-a7a79e636060"
/>



Changes
Added new Britannia map with modern county/region divisions
Renamed existing Britannia map to "Britannia Classic"
Added map-generator source assets for both maps
Updated GameMapType enum with BritanniaClassic
Configured player counts: 50/30/20 for both maps
Added playlist frequencies: Britannia (5), Britannia Classic (4)
Updated language translations

New Britannia Nations (partial list)
Ireland: Mayo, Kerry, Clare, Meath, and more
Scotland: Highland, Argyll and Bute, and more
England: North Yorkshire, and more
France: Pas-de-Calais
Britannia Classic

The original Britannia map with historical kingdoms (Dumnonia, Dyfed,
Gwent, Gwynedd, Powys, Strathclyde, Dalriata, Wessex, Sussex, Kent,
etc.) is now available as "Britannia Classic".

## 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:

TSProphet

---------

Co-authored-by: Harry <Harry.bath94@gmail.com>
Co-authored-by: iamlewis <lewismmmm@gmail.com>
2026-01-07 19:29:35 -08:00
evanpelle 81ae714533 Revert "Allow NUM_WORKERS override (#2776)"
This reverts commit 3cd22745f7.

num_workers was not passed to the client
2026-01-07 16:16:58 -08:00
Aotumuri 3cd22745f7 Allow NUM_WORKERS override (#2776)
Resolves #2610

## Description:

Add NUM_WORKERS env override for server worker count.

## 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:
aotumuri

---------

Co-authored-by: Evan <evanpelle@gmail.com>
2026-01-06 19:40:00 -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
FloPinguin 387190b916 New map! "Amazon River" 🏞️ (#2798)
## Description:

We didn't have a river map and we didn't have a map with a crazy size.
So I made a "Amazon River" map with a crazy size.
280 x 5536!
21 nations based on real locations.
Should be interesting gameplay because you don't have many attack
options, your only escape is the river.
The land tiles size is similar to the achiran and iceland map.

<img width="2442" height="147" alt="Screenshot 2026-01-06 150831"
src="https://github.com/user-attachments/assets/91c4142d-c1e3-4aee-ac49-529b8d9f60c4"
/>

<img width="2324" height="139" alt="Screenshot 2026-01-06 150957"
src="https://github.com/user-attachments/assets/5e049ae5-f32a-495f-afde-9e20257b3676"
/>

Because the map is so wide, it looked really ugly stretched in the
thumbnails. So I added some CSS which removes the thumbnail stretching
of the Amazon River map. We can also use this logic for other thumbnails
which shouldn't get stretched.

In `Maps.ts`, `PublicLobby.ts` and `GameInfoModal.ts`.

## 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 19:34:02 -08:00
Wraith ae5c111282 fix(build): remove old configration files for postcss and tailwind in (#2803)
## Description:

fix(build): remove old configration files for postcss and tailwind in
docker builds and eslint config

## 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:

wraith4081
2026-01-06 19:31:26 -08:00
aConifer effce3d14a add teammate pulse highlight during spawn phase in team games (#2768)
Adds a pulsing highlight effect for teammates during the spawn phase in
team games. This helps colorblind players identify their teammates on
the map more easily.

- Teammates show a subtle green/team-colored pulse (5-14px radius)
- Player's own pulse remains unchanged (8-24px white pulse)
- Only activates during spawn phase in team games
- Animation stays synchronized with player's own pulse

I didn't want to come empty handed with my request so I generated the
code
I do know python and a little rust, but don't have TypeScript experience
- I know you guys are probably getting flooded with AI slop so I hope
its okay.
Please implement the feature at the very least because its SO much
better not having to hunt around.
🤖 Generated with [Claude Code](https://claude.com/claude-code)

So the code calls drawTeammateHighlights() inside of
drawFocusedPlayerHighlight() so it can only occur where current
highlighting occurs
Then uses the existing isOnSameTeam() to find teammates
Then uses the existing drawBreathingRing() function 


- [x] I have added screenshots for all UI updates
I took a video since it best captures the feature
- [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
I'm not that good at coding formally, I tested it manually by loading
into team games, but I'm going to need help with the code being tested.
(Please help)
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
I did load into multiple lobbies and made sure the feature works, its a
really simple feature so I am confident there isn't any Lovecraftian bug
lurking in it. It also uses mostly existing functions and features
within the code base.




https://github.com/user-attachments/assets/857cce43-4fb2-4c5d-bc04-1a6617570dee

Co-authored-by: Daniel <daniel@mangoit.ca>
Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
Co-authored-by: iamlewis <lewismmmm@gmail.com>
2026-01-06 14:22:57 -08:00
Wraith e79c805804 refactor(ui): migrate tailwindcss v3 to v4 (#2735)
## Description:

migrate tailwindcss v3 to v4

## 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:

wraith4081

---------

Co-authored-by: iamlewis <lewismmmm@gmail.com>
Co-authored-by: Ryan <7389646+ryanbarlow97@users.noreply.github.com>
2026-01-06 14:21:52 -08:00
evanpelle 24716f848d bugfix: hide language button when starting game 2026-01-06 09:33:25 -08:00
FloPinguin 69fe93f6ff Fix little translation problem "host_modal.bots" (#2799)
## Description:

Fixes this:

<img width="1485" height="960" alt="image"
src="https://github.com/user-attachments/assets/fa27b2da-fe2c-4423-9f25-3051b93de77b"
/>

## 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 08:23:13 -08:00
Evan 38f8c6b995 Move language button to bottom left (#2796)
## Description:

Move the language button to the bottom left so it takes up less space.

<img width="615" height="567" alt="Screenshot 2026-01-05 at 5 54 23 PM"
src="https://github.com/user-attachments/assets/f29d5bcb-8627-493a-8c0f-1966cb9c9be6"
/>

## 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
2026-01-05 17:57:26 -08:00
bijx b9f4a8d77b Feat: Singleplayer Achievements (#2734)
Contributes towards the ongoing task of adding achievements: #2706

## Description:
Introduces a concept design and API implementation for singleplayer win
achievements. New row of ~5~ 4 medals is added to the map select screen
in the Singleplayer modal, one for each difficulty:
<img width="3132" height="779" alt="image"
src="https://github.com/user-attachments/assets/da8f0314-ccad-4f45-a03f-1beb46981301"
/>

In order to achieve a medal in a particular map, you must win the
singleplayer game (multiplayer and private match games don't count) in
the selected difficulty **without tampering with the options or
settings**. If any setting is changed from the default, regardless of
the difficulty, you will ~receive a fifth "Custom" medal~ not receive
the medal for that difficulty. Team games **do not** count towards the
medal achievement.

Completion of a medal will fill in the full correct color, as defined in
our `variables.css`:
<img width="694" height="778" alt="image"
src="https://github.com/user-attachments/assets/1b2d8370-aa86-4329-9402-adf43f3ef799"
/>

Completion medals can be toggled on or off (hidden by default) with the
toggle button at the top of the section:


https://github.com/user-attachments/assets/d08a58e0-b534-430e-9e8f-559134ad8852


[API implementation PR](https://github.com/openfrontio/infra/pull/234)

## 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:

bijx

---------

Co-authored-by: iamlewis <lewismmmm@gmail.com>
Co-authored-by: Evan <evanpelle@gmail.com>
2026-01-05 16:27:36 -08:00
FloPinguin ecc174d248 New map! "Didier" 🧸 (#2794)
## Description:

Didier map for the big french youtuber Fuze which already published
several OpenFront videos.
I took the real france, cut away the bordering countries and made it
look like Didier 😄
Gave it eyes, hands and feet.
Made sure we have some rivers, also put Corsica in the right bottom
corner!
It's quite large. Similar to the europe map. Has 42 nations (38 french
cities and 4 funny custom nations for the youtuber).
Made with [TsProphets map
generator](https://github.com/TsProphet94/OpenFrontMapGenerator), QGIS
and GIMP.
For public games I put a rare map frequenzy of 2 because most people
probably don't know Fuze.

@ibnhalwa from discord gave some insider knowledge about Fuze (He's
french, I'm not).

<img width="2100" height="2250" alt="image"
src="https://github.com/user-attachments/assets/5d1c3c45-4b2e-4f60-a02f-89b26f938652"
/>

<img width="1278" height="1218" alt="Screenshot 2026-01-05 184540"
src="https://github.com/user-attachments/assets/6e300bb0-6e9f-4b0f-bad8-94f031d250b1"
/>


![1_1200x1200_crop_center](https://github.com/user-attachments/assets/09b2aca7-32be-4ddc-9638-de7fe8c9f30c)

## 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
2026-01-05 16:19:13 -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 6d1e2f59de Optimize player count configuration for Surrounded map 🏝️ (#2780)
## Description:

Based on Nikola map lead feedback

## 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
2026-01-03 20:07:30 -08:00
VectorSophie 70767d2541 Fluentslider rapid-fire bug fix (#2778)
## Description:

Describe the PR.

Modified FluentSlider(my code) to split number input handle to visual
update(NumberInput) and dispatch value(NumberComplete)

updated the event flow to match them, will fix rapid-fire updates that
seemed to glitch bots out.

## 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:

jackochess
2026-01-03 20:07:13 -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
Arkadiusz Sygulski ab5b044362 Fix train was destroyed message spam (#2774)
## Description:

Trains are made of a primary unit (`TrainExecution.train`) followed by 6
cars (`TrainExecution.cars`). Currently when any of the units is
destroyed, a message "Your Train was destroyed" is shown. In worst case
scenario, when all cars are blasted by a nuke, 7 messages are displayed
to the user, but the train continues.

Since the actual logic is unaffected as long as the primary unit stays
alive, displaying messages is confusing. This PR fixes it. The message
is only displayed when the primary unit is destroyed. The following cars
are only there for fancy visuals.



## Screencast

##### Current - multiple messages for single train


https://github.com/user-attachments/assets/3df04c71-d899-4f68-af83-36c9d0ffa730

First nuke was a test.
Second nuke destroyed the entire train, prompting 7 messages.
Third nuke destroyed one full train and then some. Prompting many too
many messages.

##### Fixed - one message, only if train was fully destroyed


https://github.com/user-attachments/assets/1f3840a7-6c62-487d-af3a-82de39dad9e8

First train was only partially destroyed, no message was shown, delivery
mission completed A+.
Following 2 trains had the front engine destroyed and therefore were
promptly decommissioned.

## Please complete the following:

- [x] I have added screenshots for all UI updates
- [ ] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [ ] I have added relevant tests to the test directory
- [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
2026-01-02 18:53:24 -08:00
Aotumuri ae6293f6da Add language metadata and enhance language validation tests (#2748)
Resolves #2739

## Description:

Introduce language metadata handling and refactor existing language
checks to validate the existence of language JSON and corresponding SVG
files. Add tests to ensure the integrity of the new metadata structure
and its references.

The lang field is intentionally kept in each language file.
This is because the files are frequently regenerated by Crowdin, and the
field also serves as a hint for management and maintenance.

## 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:

aotumuri

---------

Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com>
2026-01-02 18:45:49 -08:00
dependabot[bot] d9ccb0ea16 Bump qs from 6.13.0 to 6.14.1 in the npm_and_yarn group across 1 directory (#2753)
Bumps the npm_and_yarn group with 1 update in the / directory:
[qs](https://github.com/ljharb/qs).

Updates `qs` from 6.13.0 to 6.14.1
<details>
<summary>Changelog</summary>
<p><em>Sourced from <a
href="https://github.com/ljharb/qs/blob/main/CHANGELOG.md">qs's
changelog</a>.</em></p>
<blockquote>
<h2><strong>6.14.1</strong></h2>
<ul>
<li>[Fix] ensure arrayLength applies to <code>[]</code> notation as
well</li>
<li>[Fix] <code>parse</code>: when a custom decoder returns
<code>null</code> for a key, ignore that key</li>
<li>[Refactor] <code>parse</code>: extract key segment splitting
helper</li>
<li>[meta] add threat model</li>
<li>[actions] add workflow permissions</li>
<li>[Tests] <code>stringify</code>: increase coverage</li>
<li>[Dev Deps] update <code>eslint</code>,
<code>@ljharb/eslint-config</code>, <code>npmignore</code>,
<code>es-value-fixtures</code>, <code>for-each</code>,
<code>object-inspect</code></li>
</ul>
<h2><strong>6.14.0</strong></h2>
<ul>
<li>[New] <code>parse</code>: add
<code>throwOnParameterLimitExceeded</code> option (<a
href="https://redirect.github.com/ljharb/qs/issues/517">#517</a>)</li>
<li>[Refactor] <code>parse</code>: use <code>utils.combine</code>
more</li>
<li>[patch] <code>parse</code>: add explicit
<code>throwOnLimitExceeded</code> default</li>
<li>[actions] use shared action; re-add finishers</li>
<li>[meta] Fix changelog formatting bug</li>
<li>[Deps] update <code>side-channel</code></li>
<li>[Dev Deps] update <code>es-value-fixtures</code>,
<code>has-bigints</code>, <code>has-proto</code>,
<code>has-symbols</code></li>
<li>[Tests] increase coverage</li>
</ul>
<h2><strong>6.13.1</strong></h2>
<ul>
<li>[Fix] <code>stringify</code>: avoid a crash when a
<code>filter</code> key is <code>null</code></li>
<li>[Fix] <code>utils.merge</code>: functions should not be stringified
into keys</li>
<li>[Fix] <code>parse</code>: avoid a crash with
interpretNumericEntities: true, comma: true, and iso charset</li>
<li>[Fix] <code>stringify</code>: ensure a non-string
<code>filter</code> does not crash</li>
<li>[Refactor] use <code>__proto__</code> syntax instead of
<code>Object.create</code> for null objects</li>
<li>[Refactor] misc cleanup</li>
<li>[Tests] <code>utils.merge</code>: add some coverage</li>
<li>[Tests] fix a test case</li>
<li>[actions] split out node 10-20, and 20+</li>
<li>[Dev Deps] update <code>es-value-fixtures</code>,
<code>mock-property</code>, <code>object-inspect</code>,
<code>tape</code></li>
</ul>
</blockquote>
</details>
<details>
<summary>Commits</summary>
<ul>
<li><a
href="https://github.com/ljharb/qs/commit/3fa11a5f643c76896387bd2d86904a2d0141fdf7"><code>3fa11a5</code></a>
v6.14.1</li>
<li><a
href="https://github.com/ljharb/qs/commit/a62670423c1ccab0dd83c621bfb98c7c024e314d"><code>a626704</code></a>
[Dev Deps] update <code>npmignore</code></li>
<li><a
href="https://github.com/ljharb/qs/commit/3086902ecf7f088d0d1803887643ac6c03d415b9"><code>3086902</code></a>
[Fix] ensure arrayLength applies to <code>[]</code> notation as
well</li>
<li><a
href="https://github.com/ljharb/qs/commit/fc7930e86c2264c1568c9f5606830e19b0bc2af2"><code>fc7930e</code></a>
[Dev Deps] update <code>eslint</code>,
<code>@ljharb/eslint-config</code></li>
<li><a
href="https://github.com/ljharb/qs/commit/0b06aac566abee45ef0327667a7cc89e7aed8b58"><code>0b06aac</code></a>
[Dev Deps] update <code>@ljharb/eslint-config</code></li>
<li><a
href="https://github.com/ljharb/qs/commit/64951f6200a1fb72cc003c6e8226dde3d2ef591f"><code>64951f6</code></a>
[Refactor] <code>parse</code>: extract key segment splitting helper</li>
<li><a
href="https://github.com/ljharb/qs/commit/e1bd2599cdff4c936ea52fb1f16f921cbe7aa88c"><code>e1bd259</code></a>
[Dev Deps] update <code>@ljharb/eslint-config</code></li>
<li><a
href="https://github.com/ljharb/qs/commit/f4b3d39709fef6ddbd85128d1ba4c6b566c4902e"><code>f4b3d39</code></a>
[eslint] add eslint 9 optional peer dep</li>
<li><a
href="https://github.com/ljharb/qs/commit/6e94d9596ca50dffafcef40a5f64eca89962cf34"><code>6e94d95</code></a>
[Dev Deps] update <code>eslint</code>,
<code>@ljharb/eslint-config</code>, <code>npmignore</code></li>
<li><a
href="https://github.com/ljharb/qs/commit/973dc3c51c86da9f4e30edeb4b1725158d439102"><code>973dc3c</code></a>
[actions] add workflow permissions</li>
<li>Additional commits viewable in <a
href="https://github.com/ljharb/qs/compare/v6.13.0...v6.14.1">compare
view</a></li>
</ul>
</details>
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2026-01-02 16:22:31 -08:00
bijx cdecdc5fa5 Feat: Add troop count bar to PlayerInfoOverlay (#2773)
## Description:

This feature adds a troop count bar into the PlayerInfoOverlay that
visualizes how many troops a player/nation has, how big of an attack
they are sending, and in general the percentages of their overall troop
count. I originally added the toggling of this feature as a setting but
thought it might be too narrow to need it's own setting. Would
appreciate anyone's thoughts on adding it back in or not.

Inspired by [this
comment](https://discord.com/channels/1359946986937258015/1359949371956789289/1452559404401430674)
in the Dev Discord.

### Video Demo


https://github.com/user-attachments/assets/4a4397f7-c0a1-475a-867d-ef00b57661c4



## 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:

bijx
2026-01-02 16:19:51 -08:00
Magnan Jules 5f4efacea2 Add Upper and Lower Silesia flags (#2771)
Resolves #2755
https://github.com/openfrontio/OpenFrontIO/issues/2755

## Description:

Add flags of Upper Silesia and Lower Silesia. Added both regions in
`resources/countries.json` and both SVG flags.

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

jeunemage333

<img width="609" height="69" alt="image"
src="https://github.com/user-attachments/assets/d223642f-f133-4e7b-a811-83a4e6b9cfe5"
/>
<img width="1910" height="980" alt="image"
src="https://github.com/user-attachments/assets/0c7b7a6c-358a-4879-9991-ef540688d790"
/>
<img width="609" height="69" alt="image"
src="https://github.com/user-attachments/assets/4b322b08-96f6-4059-a84c-cddce1eb94b7"
/>
2026-01-02 16:16:47 -08:00
FloPinguin 1eee8b4ddb New Map! "Surrounded" 🏝️ (#2770)
## Description:

A new map where you basically have to hop from island to island :) 
We don't have such a map at the moment.
There is a special center island which isn't necessary to get 80% of the
map.
This map could be very interesting in team games. One hydro will destroy
an entire island.
Size: 1976 x 1976
Nations: 8

<img width="949" height="951" alt="Screenshot 2026-01-02 214219"
src="https://github.com/user-attachments/assets/7139bcc9-6a05-414d-90c1-33cc36dd94fb"
/>

## 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
2026-01-02 13:09:59 -08:00