## Description:
Taken from PR #506
Improve transport source tile by considering border extremums
Only calculate better spawn tile for humans, and have the sender
calculate it and send the src tile in the intent for better performance.
## Please complete the following:
- [x] I have added screenshots for all UI updates
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
- [x] I understand that submitting code with bugs that could have been
caught through manual testing blocks releases and new features for all
contributors
## Please put your Discord username so you can be contacted if a bug or
regression is found:
<DISCORD USERNAME>
evan
Co-authored-by: evan <openfrontio@gmail.com>
## Description:
- Allow up to seven teams for players, and one for bots.
- Add team count selection to the single player dialog.
- Select random number of teams in server rotation.
Fixes#456
## 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:
fake.neo
---------
Co-authored-by: Scott Anderson <662325+scottanderson@users.noreply.github.com>
## Description:
In most cases we do not need to solve for the hypotenuse length and can
do math directly on the square of the hypotenuse. For example, the
common use case for calculating euclidean distance is to check if two
points are within a certain distance of each other. In this case,
`Math.sqrt(x*x + y*y) < d` can be rewritten as `x*x + y*y < d*d`.
## 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:
fake.neo
---------
Co-authored-by: Scott Anderson <662325+scottanderson@users.noreply.github.com>
## Description:
I've added the option to toggle the Territory highlighting focus from
the current behaviour where the focus set by the currently hovered
player, to "locked focus" which will always focus/highlight your player
territory.
While the highlighting is very helpful to identify your own borders,
especially if you share borders with a player with the same colors, I
find it very distracting, and makes the game feel laggy.
## 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:
mrh0


changed the sam cooldown to be a general cooldown function and added a
missilesilo cooldown
The function either adds the current tick as the starting point of the
cooldown or sets the cooldown to null and updates the unit. That way
getcooldown function can be used to get back the tick the cooldown was
started and can be compared to the cooldown set in the config.
changed the sam test / added a missilesilo test
---------
Co-authored-by: evanpelle <evanpelle@gmail.com>
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).




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.
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
Hard to know when warship captures your trade so if they target one of
your trade or war ship they are highlighted in red.
Known limitation: doesn't work well if the WarShip is already in red
(player's color)