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f0b3c490b15b3ca301ec58e07461bae01610cb4c
619 Commits
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f0b3c490b1 |
Fix: flag not visually removed when selecting default/none flag + should not update flag on clearFlag (#3626)
## Description: https://github.com/openfrontio/OpenFrontIO/pull/3479 put setFlag and clearFlag in UserSettings. https://github.com/openfrontio/OpenFrontIO/pull/3481 did some updates to incorporate them into UserSettings cache. But made two misjudgments. Which led to: when default/none flag was selected, FlagInput would still display the previously selected flag. And on clearFlag call, unnecessary updates where send to FlagInput > updateFlag. This PR fixes it. - Don't send update event on clearFlag by default, just like PR 3479 didn't. Although i could imagine potential cases where we would want to update the displayed flag in FlagInput. Not when clearFlag is called from Auth > logOut. But maybe in some, but not all, cases when it is called from Cosmetics > getPlayerCosmeticsRefs. That is for future investigations by another contributor. - Do sent update event when clearFlag is called from setFlag, if the "country:xx" (default/none) flag is set. Previously, it would have sent event this.emitChange(FLAG_KEY, **"country:xx"**). Now, via clearFlag, it sends this.emitChange(FLAG_KEY, **null**) - Have FlagInput > updateFlag handle null. Previously it expected to always recieve a string, even for default/none flag "country:xx". Now it will also set this.flag to null if it recieves an event with null. It being able to handle event value null actually hardens the code so seems better to me either way. FlagInput > isDefaultFlagValue() already did handle null values to determine the default flag, so no changes needed there. ## Please complete the following: - [x] I have added screenshots for all UI updates - [x] I process any text displayed to the user through translateText() and I've added it to the en.json file - [x] I have added relevant tests to the test directory - [x] I confirm I have thoroughly tested these changes and take full responsibility for any bugs introduced ## Please put your Discord username so you can be contacted if a bug or regression is found: tryout33 |
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7f7cbba12f |
Water-Nukes 💧 (#3604)
## Description: Adds a new `waterNukes` game config option that causes nuclear detonations to convert land tiles into water instead of just leaving fallout. When enabled, nuked land tiles are batched and converted to water each tick, with full terrain metadata updates including: - Ocean bit propagation from adjacent ocean tiles (BFS flood fill) - Magnitude recomputation via BFS from remaining coastlines - Shoreline bit fix-up in a 2-ring neighborhood around converted tiles - Minimap terrain sync (majority-rule downsampling) - Throttled water navigation graph rebuild (every 20 ticks) for ship pathfinding - Ship executions detect graph rebuilds and refresh their pathfinders - TransportShips auto-retreat if their destination becomes water - Water nuke craters use a smoothed angular noise ring with a bounding-box scan instead of the regular per-tile random coin flip with BFS, producing clean blob-shaped craters without scattered land pixels that players would have to boat to individually The `TerrainLayer` now incrementally repaints tiles that changed terrain type, and tile update packets encode the terrain byte alongside tile state so clients can reflect water conversions in real time. When `waterNukes` is disabled, behavior is unchanged (fallout only). Includes a new test suite (WaterNukes.test.ts) covering the conversion pipeline, ocean propagation, magnitude recalculation, shoreline updates, and minimap sync. Also adds a new public game modifier for the special rotation. ### The only problem A bit of lag on impact. But otherwise it works great and is fun. Maybe needs some followup improvements if it gets merged. I think its very cool in baikal / four islands team games. Chip away the territory of your opponents. Its also fun to turn The Box / Alps into a water map (its actually possible to boat-trade then) ### Media Video does not show the updated craters https://github.com/user-attachments/assets/aed8bf08-0e94-4484-b997-4de11ae313d9 Updated craters (no tiny islands after impact): <img width="1920" height="1080" alt="image" src="https://github.com/user-attachments/assets/e896870b-bc9d-493d-8bc8-b3a5427d69d3" /> <img width="1472" height="920" alt="image" src="https://github.com/user-attachments/assets/677065aa-0159-48cd-af44-a91b0f57adfc" /> <img width="1296" height="892" alt="image" src="https://github.com/user-attachments/assets/886ffaba-541f-4e46-97c6-ce963f632fe0" /> ## 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 |
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f3cbca059f |
Remove dead color code (#3613)
## Description: Remove dead code relating to colors. ## 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 babyboucher |
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38222bfe34 |
Strait of Malacca map adition (#3599)
## Description: Adition of Strait of Malacca map It adds a new map, requested by Coolson awildcoolson Describe the PR. The map added is a map inspired by the strait of Malacca, it contains two large landmasses and some islands ## 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: lerithmercano --------- Co-authored-by: Ricky G.P. <realtacoco@gmail.com> Co-authored-by: VariableVince <24507472+VariableVince@users.noreply.github.com> |
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341f344ce5 |
Perf/Refactor(UserSettings): caching makes it 10-20x faster (#3481)
## Description: Skip slow and blocking LocalStorage reads, replace by a Map. Also some refactoring. ### Contains - No out-of-sync issue between main and worker thread: Earlier PRs got a comment from evan about main & worker.worker thread having their own version of usersettings and possibly getting out-of-sync (see https://github.com/openfrontio/OpenFrontIO/pull/760#pullrequestreview-2845155737, https://github.com/openfrontio/OpenFrontIO/pull/896#pullrequestreview-2871836979 and https://github.com/openfrontio/OpenFrontIO/pull/1266. But userSettings is not used in files ran by worker.worker, not even 10 months after evan's first comment about it. In GameRunner, createGameRunner sends NULL to getConfig as argument for userSettings. And DefaultConfig guards against userSettings being null by throwing an error, but it has never been thrown which points to worker.worker thread not using userSettings. So we do not need to worry about syncing between the threads currently. (If needed in the future after all, we could quite easily sync it, by loading the userSettings cache on worker.worker and listening to the "user-settings-changed" event @scamiv to keep it synced (changes in WorkerMessages and WorkerClient etc would be needed to handle this). - Went with cache in UserSettings, not with listening to "user-settings-changed" event: "user-settings-changed" was added by @scamiv and is used in PerformanceOverlay. Which is great for single files that need the very best performance. But having to add that same system to any file reading settings, scales poorly and would lead to messy code. Also, a developer could make the mistake of not listening to the event and it would end up just reading LocalStorage again just like now. Also a developer might forget removing the listener or so etc. The cache is a central solution and fast, without changes to other files needed and future-proof. - Make sure each setting is cached: UserSettingsModal was using LocalStorage directly by itself for some things. Made it use the central UserSettings methods instead so we avoid LocalStorage reads as much as possible. For this, changed get() and set() in UserSettings to getBool() and setBool(), to introduce a getString() and setString() for use in UserSettingsModal while keeping getCached() and setCached() private within UserSettings. - Remove unused 'focusLocked' and 'toggleFocusLocked' from UserSettings: was last changed 11 months ago to just return false. Since then we've moved to different ways of highlighting and this setting isn't used anymore. No existing references or callers are left. - Other files: -- Have callers call the renamed functions (see point above) -- Remove userSettings from UILayer and Territorylayer: the variable is unused in those files. Also remove from GameRenderer when it calls TerritoryLayer. -- Cache calls to defaultconfig Theme (which in turn calls dark mode setting)/Config better in: GameView and Terrainlayer. ### Update on Contents later on It wasn't really in scope of this PR but further consolidation was called for. These changes could also pave the way for UserSettingsModal (main menu) perhaps being partly mergable with SettingsModal (in-game) one day as it begins to look more like it. Even though UserSettingsModal still does things its own way, and does console.log where SettingsModal doesn't, etc. They both have partially different content and settings but also have a large overlap. - UserSettings: Removed localStorage call from clearFlag() and setFlag() which were added after creation of this PR, and were neatly merged in silence without merge conflicts so i wasn't aware of them yet until now. - UserSettings: added key constants, exported to use both inside UserSettings and in files that listen to its events. - UserSettings 'emitChange': now done from setCached, removed from setBool, setFlag etc. Also removed from the new setFlag. And from setPattern even though it emitted "pattern" instead of key name "territoryPattern"; now it emits the default "territoryPattern" from PATTERN_KEY which is re-used in Store, TerritoryPatternsModal and PatternInput. - UserSettingsModal: made UserSettingsModal call existing toggle functions in UserSettings, or new or existing getter or setter. We do not need CustomEvent: checked anymore. In UserSettingsModal, its toggle functions did not all actually toggle, some like toggleLeftClickOpensMenu actually just set a value. Based on the 'checked' value of the CustomEvent. But we don't need that 'checked' value anymore and none of the checks for it inside the toggle functions in UserSettingsModal, now that we just directly call toggleLeftClickOpensMenu and others in UserSettings. - SettingToggle: continuing about not needing CustomEvent anymore: the old way actually fired two events. The native change event from <input> and our own CustomEvent from handleChange in SettingToggle. It prevented handling both events by checking e.detail?.checked === undefined. But now, the native <input> event is all we need to show the visual toggle change and trigger @changed in UserSettingsModal which calls the toggle function. - Use the toggle functions too from CopyButton and PerformanceOverlay.ts. In PerformanceOverlay, change in onUserSettingsChanged was needed because of how setBool works. - UserSettingsModal 'toggleDarkMode': in UserSettingsModal, removed the event from toggleDarkMode in UserSettingsModal; nothing is listening to this event anymore after DarkModeButton.ts was removed some time ago. Also both UserSettingsModal an UserSettings added/removed "dark" from the document element. Now that UserSettingsModal calls toggleDarkMode in UserSettings, we could centralize that. But UserSettings is in core, not in client like UserSettingsModal. But now that we emit "user-settings-changed", we could handle it even more centralized and not have UserSettingsModal or UserSettings touch the element directly. Instead have Main.ts listen to the event and change it dark mode from there. - UserSettings: added claryfing comment to attackRatioIncrement and the new attackRatio setters/getters, to explain their difference. Noticed a small omitment in its description and fixed that right away in en.json: you can change attack ratio increment by shift+mouse wheel scroll or by hotkey. So made "How much the attack ratio keybinds change per press" also mention "/scroll." **BEFORE** (with getDisplayName added back to NameLayer as a fix i will do soon) get > getItem in UserSettings  renderLayer in NameLayer (with getDisplayName added back to NameLayer as a fix i will do soon)  **AFTER** (with getDisplayName added back to NameLayer as a fix i will do soon) getCached in UserSettings  renderLayer in NameLayer (with getDisplayName added back to NameLayer as a fix i will do soon)  ## Please complete the following: - [x] I have added screenshots for all UI updates - [x] I process any text displayed to the user through translateText() and I've added it to the en.json file - [x] I have added relevant tests to the test directory - [x] I confirm I have thoroughly tested these changes and take full responsibility for any bugs introduced ## Please put your Discord username so you can be contacted if a bug or regression is found: tryout33 |
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b5ca0f9d8f |
Perf/refactor/fix(NameLayer): about 10% extra improvement (#3540)
## Description: NameLayer perf part 2 after https://github.com/openfrontio/OpenFrontIO/pull/3475 with thanks to @scamiv. Shaves off another 10% or thereabouts, even doing something extra for a fix (see below). Also refactor/fixes around NameLayer and PlayerIcons, which is used by both NameLayer and PlayerInfoOverlay, and underlying function in GameView. This would go well with other PR https://github.com/openfrontio/OpenFrontIO/pull/3481, since this layer reads multiple settings. Reasoning to not use events and instead rely on fast caching is explained in that PR. ### Contents - Fixes: -- Fixes bug on .dev introduced by wrong assumption by me in previous PR https://github.com/openfrontio/OpenFrontIO/pull/3475. displayName CAN change during game, when Hidden Names is toggled from settings, so needs to be put back in renderPlayerInfo. -- Fixes longer existing bug: it was assumed Dark Mode didn't change after creation of icon element. Now it also sets Dark Mode attribute when updating icons elements. -- Fixes target mark icons not being shown to team members, while the icons were shown to normal allies. And EventsDisplay displayed message "XX requests you attack XX" to both team members and allies already. So why is the icon not shown to both if the message already is. While we improve performance of GameView > PlayerView > transitiveTargets (which is only used by NameLayer/PlayerIcons so only in this context). We can add team members' targets to it in one go. So previously transitiveTargets returned: your own targets and allies' targets. Now transitiveTargets is faster and returns: your own targets and allies' targets and team members' targets. - NameLayer: -- renderLayer: for target icons, getPlayerIcons used to fetch myPlayer.transitiveTargets each time. While that doesn't change per player we're rendering for. So now, we fetch myPlayer.transitiveTargets once per call to renderPlayerInfo, which passes it on to getPlayerIcons. So now we check it 1x each 100ms (renderCheckRate) inside of renderLayer. Instead of up to 100s of times each 500ms (renderRefreshRate) inside of getPlayerIcons inside of renderPlayerInfo loop. -- createBasePlayerElement and renderPlayerInfo: use cloneNode where possible with templates -- createPlayerElement: only find the elements and set font and flag. Leave the rest to renderLayer > renderPlayerInfo which fills displayName and troops and font color very soon after anyway. I haven't noticed a difference in testing. -- cache game.config() and others -- renderPlayerInfo: remove check if render.flagDiv exists, we know it exists. Check if fontColor changed before assigning it (it never changes, currently, be it dark mode or light mode). Don't check if troops or size changes, that happens so often that the overhead for checking would be smaller than the win, probably. -- We don't require nameLocation to be changed to change scale (see previous Namelayer perf PR for the reason). But it seems good to check if the transform changed before 'overwriting' it, so do that now instead. -- Remove Alliance icon DOM traversals. Only do it once, for each time an alliance icon is displayed. To this end, also made NameLayer more agnostic on Alliance icon stuff. By moving more code to PlayerIcons. See below. -- Use cached allianceDuration instead of fetching this static value every time -- Re-use from PlayerIcons: ALLIANCE_ICON_ID, TRAITOR_ICON_ID etc -- create more sub-functions to make the icons loop in renderLayer more readable: handleEmojiIcon, handleAllianceIcons, createOrUpdateIconElement (createIconElement already existed, now combined), handleTraitorIcon. For Alliance icons, this was already done in PlayerIcons.ts through createAllianceProgressIcon (now createAllianceProgressIconRefs), and more now to skip some DOM traversals. But most of this belongs in NameLayer itself when it comes to seperation of concern. - cache dark mode (as boolean and as string) - use dark mode to update (alliance) icons too, not only on create, since the setting can change after icon element creation and before it is removed -- for getPlayerIcons, add this.alliancesDisabled. If disabled, getPlayerIcons won't fetch Alliance icon and Alliance Request icon. - PlayerIcons: -- use cloneNode where possible -- added check for alliances disabled: then skip alliance (request) icon checks -- See point under NameLayer about the move of Alliance icon code to PlayerIcons. To make NameLayer even more agnostic on it and keep it in one place. -- getPlayerIcons: skip creating a new Set from myPlayer.transitiveTargets() each time getPlayerIcons is called. One allocation less. Just do .includes on the returned array. Probably just as fast in this case, also because not many Targets are present many times anyway. -- getPlayerIcons: on outgoingEmojis(), use .find() instead of .filter() since we only use the first result anyway and it saves us another allocation. -- getPlayerIcons: for nukes, only fetch the ones from the player we're rendering for, not all game nukes. Also don't use .filter() and just a normal loop to skip an allocation. Logic outcome is the same. -- getPlayerIcons: for target icons, it used to fetch myPlayer.transitiveTargets each time. While that doesn't change per player we're rendering for. So now, NameLayer fetches myPlayer.transitiveTargets once per call to renderPlayerInfo, which passes it on to getPlayerIcons. -- Remove the need for querySelector and getElementsByTagName("img") alltogether. Since this would be done for every time an alliance was (re-)created, here in createAllianceProgressIconRefs in PlayerIcons it makes more sense to not do DOM traversal than in createPlayerElement in NameLayer where we only do it once per player per game anyway. We assume updateAllianceProgressIconRefs just knows of all image names in createAllianceProgressIconRefs. This is a bit less dynamic and maintainable maybe, but i think worth the win. And the functions are all one-purpose and not meant to be used dynamically by another caller anyway. -- So instead of updateAllianceProgressIconRefs looping through refs.images, now just update the different images each. See point above. - PlayerInfoOverlay: also re-use the new exported consts from PlayerIcons. Since we put those in PlayerIcons anyway, need to be consistent. Even though PlayerInfoOverlay is outside of the scope of this PR otherwise. -- for getPlayerIcons, add this.alliancesDisabled here too. If disabled, getPlayerIcons won't fetch Alliance icon and Alliance Request icon. We also send includeAllianceIcon = false, which means Alliance icon will already be excluded but Alliance Request icon is normally still fetched and shown. - GameView > PlayerView: for transitiveTargets (only used in NameLayer/PlayerIcons so only in this context), improve performance. It did several allocations. Now it loops directly over the arrays we need. Also (as mentioned under Fixes) previously transitiveTargets returned: your own targets and allies' targets. Now transitiveTargets is faster and returns: your own targets and allies' targets and team members' targets. **BEFORE**  **AFTER** (including now getting team members' targets for myPlayer.transitiveTargets)  ## Please complete the following: - [x] I have added screenshots for all UI updates - [x] I process any text displayed to the user through translateText() and I've added it to the en.json file - [x] I have added relevant tests to the test directory - [x] I confirm I have thoroughly tested these changes and take full responsibility for any bugs introduced ## Please put your Discord username so you can be contacted if a bug or regression is found: tryout33 |
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e7029564a2 |
adds map of the Great Lakes (#3588)
## Description: Highly requested map. Map of the 5 Great Lakes (Superior, Michigan, Huron, Erie and Ontario) with adjacent rivers and lakes. Local cities and towns as nations / NPCs. https://github.com/user-attachments/assets/157346fa-e3e6-4d63-9f51-46bae002d529 (Kinda obvious we needed this location at some point) ## 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: tri.star1011 |
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6467007fd7 |
Add map dyslexdria (#3568)
## Description: Re Add map Dyslexdria. I adjusted the rivers to make boat traffic go through main channels isntead of shortcuts. Flags adjusted. Correct thumbnail added ## 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 ## Discord username Plays Badly |
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6ca5cb9701 |
Revert "Add multiple funny maps april fools day (#3538)"
This reverts commit
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8b9f714d6f |
Revert "Fix WorldRotated enum value to match lang key 🌐 (#3553)"
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ff7f459825 |
Revert "Add Map - Dyslexdria - April Fools (#3413)"
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85f09c1c98 |
Revert "Make april fool maps have the same name as normal maps (#3555)"
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38be51a2d6 |
Make april fool maps have the same name as normal maps (#3555)
## Description: Make the april fool maps have the same name as the normal maps, in order to make the prank better. NOTE: In order for this to work, it re-adds the normal maps into rotation. These normal maps have been given a lower rotation however. In custom matches the maps will appear with the april fools names. This change will be reverted after April Fools. Check this for proof of it working: https://canary.discord.com/channels/1359946986937258015/1450487807242932336/1488682300924231882 ## 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 |
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2bf96db464 |
Add Map - Dyslexdria - April Fools (#3413)
Re-submission, previous request was not branched properly. ## Description: Add custom map Dyslexdria. Based off of large_world_map_recolor.tif and rivers from the XL World map. Map is intended for long term use. Suggesting that map be used as an April Fools gag by replacing thumbnail and title with 'World' during first run. <img width="995" height="721" alt="dyslexdria screenshot" src="https://github.com/user-attachments/assets/8826839f-b4e0-431d-af9c-0b0e43dc601d" /> - [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 ## Following: - Build log, screen shots, and test videos. https://discord.com/channels/1284581928254701718/1456890656147374080 ## Discord username: PlaysBadly --------- Co-authored-by: Duwibi <86431918+Duwibi@users.noreply.github.com> Co-authored-by: VariableVince <24507472+VariableVince@users.noreply.github.com> |
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4dda807b03 |
Fix WorldRotated enum value to match lang key 🌐 (#3553)
## Description: Fixes this display bug, says "WORLD ROTATED" now <img width="235" height="140" alt="image" src="https://github.com/user-attachments/assets/dc8bb97d-350a-4ced-a63d-f3564479ba41" /> ## 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 |
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a7d9652886 |
Add multiple funny maps april fools day (#3538)
## Description: Requesting that these 4 maps be added temporarily for the April Fools holiday. Included are: - A wider version of the Amazon River to allow for larger ships. - An edit of The Box with more varied terrain. - A modification to The World which optimizes play for mobile users. - A custom remix to Antarctica which re-adds ice to the map. All maps are edits of existing work. All maps have been added as their own individual map files rather than edits to existing files for ease of management. <img width="912" height="1067" alt="temp" src="https://github.com/user-attachments/assets/089ef59f-8bdf-4c86-b479-620b8c220c3a" /> https://discord.com/channels/1284581928254701718/1483786939332169830 - [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 ## Discord username PlaysBadly |
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6fa9bf692b |
Add Mediterranean map (#3523)
## Description: Adds Mediterranean sea map, from Iberia to Asia. Map contains ancient Roman Empire provinces and its rivals as Nations. This map was requested by the dev. elevation data from Opentopography <img width="2850" height="1450" alt="image" src="https://github.com/user-attachments/assets/6aa5ba12-f4f7-414d-a712-b90323f1d796" /> <img width="590" height="304" alt="Captura de pantalla 2026-03-27 010038" src="https://github.com/user-attachments/assets/efd1deea-bd88-4ae2-92a0-47a6626a0c0f" /> <img width="585" height="302" alt="Captura de pantalla 2026-03-27 005758" src="https://github.com/user-attachments/assets/a127696e-fe34-424c-a88d-b86b99a5f414" /> ## 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: tri.star1011 |
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217a2c4548 |
Adds Milky Way Map (#3519)
## Description: Adds Milky Way galaxy map based on real reconstruction by NASA. Star density simulated as terrain. Best played in Dark Mode. Also adds credits to JPL NASA <img width="532" height="533" alt="Captura de pantalla 2026-03-26 142938" src="https://github.com/user-attachments/assets/87bb19bb-4e2d-4383-a3e9-6e14b714b84c" /> ## 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: tri.star1011 |
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7fdda33fb9 | Merge branch 'v30' | ||
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cf0cf14a1f |
Add new public game modifiers 🙂 (#3500)
## Description: Adds 5 new public game modifiers to the Special game mode modifier pool: - **Ports Disabled** - disables port construction, focus on factories - **Nukes Disabled** - disables atom bombs, hydrogen bombs, MIRVs, missile silos and SAM launchers - **SAMs Disabled** - disables SAM launchers (thats funny, you cant protect against nukes, have to space out your stuff) (mutually exclusive with nukes disabled) - **1M Starting Gold** - gives all players 1M starting gold (was requested by people, new chill tier alongside existing 5M and 25M) - **4min Peace Time** - grants 4 minutes of PVP spawn immunity All `PublicGameModifiers` boolean fields are now optional - inactive modifiers are omitted from game JSON instead of being serialized as `false` (stop bloating the JSON size) I think we have enough modifiers now :) Good variety ## 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 |
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39ad547c04 |
support for unlockable flags (#3479)
## Description: Add support for purchasable/gated flags. * Create a new "Store" modal that renders both skins & flags * move all store related logic out of TerritoryPatternsModal * use nation:code for existing nation flags & flag:key for gated flags * check if user has the appropriate flags before purchasing ## 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 |
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eb51853b05 |
Perf/Fix: spawn and other functions that need closest by unit (#3243)
## Description: Performance improvements. - **PlayerImpl**: for _nukeSpawn_, cache config to const. - **Other files**: for nukeSpawn and other functions doing the same, introduce findClosestBy function. - for **TradeShipExecution**, with the move from _distSortUnit_ to _findClosestBy_, also add check if port isActive, !_isMarkedForDeletion_ and !_isUnderConstruction_. These checks should have been there already, so now do it in one go to make use of the predicate isCandidate in findClosestBy. - for **TradeShipExectution.test.ts**, add mock functions for _isMarkedForDeletion_ and _isUnderConstruction_ because of the above. Also, set Unit tiles and Pathfinding node to actual valid TileRefs for the testing map. This prevents NaN as return value from manhattanDist. This problem was already present with the use of distSortUnit, but that function just did NaN - NaN, returned the first and only port unit in the array and called it a day. For findClosestBy we have to make sure the predicate manhattanDist actually returns a number instead of NaN so we need actually valid tiles. We now have a working test instead of a test that actually silently failed like before. - **PlayerImpl**: _warshipSpawn_ and _nukeSpawn_: Make use of the isCandidate predicate of findClosestBy to have warshipSpawn not return ports under construction or (smaller change) inactive. This fixes a bug i have seen right away (where Warship spawns from under construction Port). Same for _nukeSpawn_ silos, don't return inactive silo just to be sure now that we can easily add it to isCandidate predicate anyway. This costs no performance in the _nukeSpawn_ benchmarks actually. This should as a by-effecft fix an edge case bug i have seen, where a nuke is sent from a phantom silo. Some of this goes along with PR #3220 since playerImpl buildableUnits makes use of the underlying spawn functions via canBuild. Just like ConstructionExecution does. But i didn't want to add more to PR 3220 since there's already a lot in there. The new function _findClosestBy_ could also be applied to some other parts of code to benefit of it being faster, so i did that. _findClosestBy_ uses _findMinimumBy_, which is a little more generic in name. I think _findMinimumBy_ could be used by other parts of code, while _findClosestBy_ is more clear naming for what it does now. But we could ditch _findMinimumBy_ and just leave findClosestBy? Examples of synthetic benchmarks (not included in this PR): **BEFORE CHANGES (before Scamiv's PR #3241)** <img width="705" height="91" alt="image" src="https://github.com/user-attachments/assets/d6d91c08-39f1-4387-9ccc-e51951caa539" /> <img width="751" height="101" alt="image" src="https://github.com/user-attachments/assets/80d400ac-3408-4107-aa58-6d2a847311e9" /> **AFTER CHANGES (before Scamiv's PR #3241)**   **BEFORE CHANGES (after Scamiv's PR #3241)**   **AFTER CHANGES (after Scamiv's PR #3241)** <img width="717" height="96" alt="image" src="https://github.com/user-attachments/assets/5b106843-bf6e-4448-a8e8-94448fb30ced" /> <img width="767" height="92" alt="image" src="https://github.com/user-attachments/assets/e6714c7b-26c1-455b-adae-f0060f1cbc7b" /> _Also see more **BEFORE** and **AFTER** in this comment:_ https://github.com/openfrontio/OpenFrontIO/pull/3243#issuecomment-3949060395 _And here a comparison in the flame charts:_ - based on the same replay and tried to get the performance recording going at the same speed and length but always end up with small differences - because of a bug in replays currently, it puts you in with the same clientID/persistantID currently. This means we can also record part of what is normally only recordable with live human input (the playerActions/playerBuildables). **BEFORE** flame chart with nukeSpawn (human player) and maybeSendNuke (Nation players, uses nukeSpawn via canBuild):    **AFTER** flame chart with nukeSpawn (human player) and maybeSendNuke (Nation players, uses nukeSpawn via canBuild):      ## Please complete the following: - [x] I have added screenshots for all UI updates - [x] I process any text displayed to the user through translateText() and I've added it to the en.json file - [x] I have added relevant tests to the test directory - [x] I confirm I have thoroughly tested these changes and take full responsibility for any bugs introduced ## Please put your Discord username so you can be contacted if a bug or regression is found: tryout33 |
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05e2bc9f0a |
Improve cacheability with content-hashed public assets and a cacheable app shell (#3494)
## Description: This reworks asset delivery and cacheability across the app and moves non-bundled public resources onto immutable, content-hashed URLs. Vite bundle outputs continue to live under `/assets/**` and remain content-hashed by Vite. Public resources that were previously fetched from stable paths in `resources/` now go through a custom hashed namespace under `/_assets/**`, backed by a generated asset manifest that is available to the server, browser, and worker runtime. In parallel, the root app shell is now cacheable shared HTML instead of request-time `no-store` HTML. Dynamic and live routes remain explicitly uncached. ## Why - Improve browser and Cloudflare cacheability for static assets. - Remove query-string and release-version cache busting for runtime-fetched assets. - Allow unchanged public assets to keep the same URL across releases. - Reduce avoidable work on `/` by serving a shared app shell instead of rendering HTML on every request. - Make cache behavior explicit instead of relying on mixed framework defaults and file-extension heuristics. ## What Changed ### 1. Content-hashed public asset pipeline - Added a build-time public asset manifest and hashing pipeline for non-Vite resources. - Production now emits hashed public assets under `/_assets/**`. - Added runtime manifest loading for Node so server-rendered paths resolve against built hashed files instead of rebuilding from source at runtime. - Emitted the runtime asset manifest as an ESM module for server consumption. Result: - `/assets/**` = Vite-managed hashed bundle outputs - `/_assets/**` = custom content-hashed public resources ### 2. Runtime asset URL migration - Added a shared `assetUrl(...)` resolution path. - Migrated runtime references away from query-string versioning and stable source paths. - Updated browser, worker, and server-side rendering paths to resolve through the asset manifest. - Moved map manifests, map binaries, thumbnails, sprites, sounds, fonts, flags, icons, screenshots, and other runtime-fetched resources onto hashed URLs. ### 3. Map and preview fixes - Fixed directory and per-file map asset resolution so map manifest and binary fetches resolve to the correct hashed URLs. - Updated preview metadata and map thumbnail paths to use the hashed asset namespace. - Fixed runtime manifest loading in prod after deployment. ### 4. Explicit cache policies - Added explicit immutable cache headers for: - `/assets/**` - `/_assets/**` - worker-prefixed equivalents under `/wN/...` - Added explicit `no-store` headers for live and dynamic APIs. - Removed the old `/api/env` bootstrap request and baked `gameEnv` into the HTML bootstrap instead. ### 5. Cacheable root app shell - Refactored the root HTML path to serve a shared app shell with: - `Cache-Control: public, max-age=0, s-maxage=300, stale-while-revalidate=86400` - `/` and the SPA fallback now serve shared cacheable HTML instead of request-time `no-store` rendering. - `/game/:id` remains dynamic and `no-store`, but now reuses the shared shell before injecting preview tags. ### 6. Matchmaking instance handling - Because the app shell is now cacheable, `INSTANCE_ID` was removed from shared HTML. - Added `/api/instance` as a temporary `no-store` runtime lookup used only by matchmaking. - This preserves correctness with the current random-per-boot `INSTANCE_ID` model while keeping `/` cacheable, but it is not the intended long-term design. ## Behavior Changes ### Asset URL contract Production URLs for non-Vite public resources now change from stable paths such as: - `/maps/...` - `/images/...` - `/manifest.json` to content-hashed paths under: - `/_assets/...` Examples: - `/_assets/maps/<map>/manifest.<hash>.json` - `/_assets/images/Favicon.<hash>.svg` ### Bootstrap/config - `/api/env` is removed. - `gameEnv` is now bootstrapped from HTML. ### HTML caching - `/` and the SPA fallback are now cacheable shared HTML. - `/game/:id` remains dynamic. ## Cache Matrix After This Branch - `/_assets/**`: `public, max-age=31536000, immutable` - `/assets/**`: `public, max-age=31536000, immutable` - live `/api/**`: explicit `no-store` - `/api/health`: explicit `no-store` - `/api/instance`: explicit `no-store` - `/game/:id`: explicit `no-store` - `/` and SPA fallback: `public, max-age=0, s-maxage=300, stale-while-revalidate=86400` ## Notes / Tradeoffs - `/api/instance` is a temporary compromise. It exists because `INSTANCE_ID` is currently random per boot, which is not safe to embed into cacheable shared HTML. - The current matchmaking flow still asks the client to provide `instance_id` during `matchmaking/join`. That is functional, but it is the wrong ownership boundary: instance selection should be handled by the matchmaking service, not by the browser. - The cleaner end-state would be: - make `matchmaking/join` stop requiring `instance_id` from the client, and let the matchmaking service select a healthy instance from worker check-ins - This branch makes the origin behavior edge-cache-friendly, but Cloudflare still needs matching cache rules if HTML itself should be cached at the edge. ## Validation Verified during development with: - `npx tsc --noEmit` - `node node_modules\\vite\\bin\\vite.js build` - `node node_modules\\vitest\\vitest.mjs run tests/server/RenderHtml.test.ts tests/server/NoStoreHeaders.test.ts tests/server/StaticAssetCache.test.ts tests/core/configuration/ConfigLoader.test.ts` Additional targeted tests added: - `tests/AssetUrls.test.ts` - `tests/core/game/FetchGameMapLoader.test.ts` - `tests/core/configuration/ConfigLoader.test.ts` - `tests/server/NoStoreHeaders.test.ts` - `tests/server/StaticAssetCache.test.ts` - `tests/server/RenderHtml.test.ts` ## Known Existing Warnings The production build still reports pre-existing warnings that are not addressed by this branch: - inconsistent JSON import attributes for `resources/countries.json` - inconsistent JSON import attributes for `resources/QuickChat.json` - large chunk warnings from Vite ## Rollout Notes - Cache rules should treat `/_assets/**` and `/assets/**` as immutable. - Cloudflare will still classify HTML as dynamic after deploy unless matching edge cache rules are configured for it. ## Follow-ups - Remove `/api/instance` by changing `matchmaking/join` so the server selects the target instance, or by making `INSTANCE_ID` deploy-stable if the current contract must remain. ## 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 - [ ] 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 |
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95cdd3b4b9 |
More random nation names 😄 (#3486)
## Description: Extend NationCreation for a bit more variety :D ## 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 |
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837458c369 |
Feat: Tournament Maps (#3483)
## Description: Introduces 4 new private match maps for the OFM tournament in May. Includes 2, 3, 4, and 8 player maps. Playtested, and include as many default nations as the map expects players, named after compass points. Give it a try at https://tourney-maps.openfront.dev/ <img width="1500" height="1500" alt="image" src="https://github.com/user-attachments/assets/9138b636-5dd7-4118-82e2-50a5125a7963" /> The base images were created from scratch based on prototype designs, and they were converted from vector versions I made. I haven't decided on what the names should be for the maps themselves, so for now they're just `Tourney Map 1`, `Tourney Map 2`, etc. Ideas welcome. ## 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 |
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015e3c7d19 |
feat: Attacking Troops Overlay (#3427)
## Description: https://troop-advantage-layer.openfront.dev/ Hey OpenFront dev team, I've been really enjoying the game, and the v0.30 changes have felt great so far. Happy to start contributing! This PR introduces `AttackingTroopsOverlay`, a layer that renders live attacker vs. defender troop counts directly on active front lines. Players can immediately gauge combat strength without leaving the map view.  A recent change updates the layer to just the # of attackers and a symbol for attack/defence:  Left: Perspective of Anon 667 (Blue) | Right: Perspective of Anon332 (Red)  **How it works:** - Attacker count shown for ground invasions. When attacking, your troop count will display amber for disadvantageous, and green for advantageous battles. When defending, the enemy troop count will switch to red if you are at a severe disadvantage. - Label position recalculates every tick at 200ms, tracking the front line as it moves. - Automatically hidden during Terrain view (spacebar) - Labels clean up when an attack ends or its target becomes invalid **Settings:** An "Attacking Troops Overlay" toggle is added to Settings, enabled by default. --> the screenshot is old, but the text has been updated <img width="448" height="410" alt="Settings toggle" src="https://github.com/user-attachments/assets/2df8ec7a-3f77-48b7-a9b5-ee4a6eed0412" /> ## Checklist - [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 ## Discord Radyus |
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1049b7e7dc |
Clan System Part 1 (#3276)
## Description: Properly split out clantags and usernames, a clantag should not be part of a username. <img width="285" height="286" alt="image" src="https://github.com/user-attachments/assets/8ac56e82-b12c-4fc0-9774-e445252a6e61" /> https://api.openfront.dev/game/ojkqZFb2 <img width="296" height="596" alt="image" src="https://github.com/user-attachments/assets/85152f80-c111-4f87-b85b-8516c9c6137b" /> https://api.openfront.dev/game/MF32BkVc requires; https://github.com/openfrontio/infra/pull/264 ## 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 |
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3013133d08 |
Embrace the aftergame! 😄 (#3410)
## Description: In v30 we have the following change to prevent teammates from destroying your structures: **Block nuking teammate structures** - Nukes blocked if they'd hit a teammate's structure (that was possible by nuking oceans / rivers) (by @FloPinguin) Original idea was from Wonder. I think it makes sense, but it has a side effect: The aftergame, which many players love, will be dead because of this change. <img width="835" height="103" alt="image" src="https://github.com/user-attachments/assets/521b7915-be28-4d83-8d45-65835e7385ab" /> <img width="1101" height="105" alt="image" src="https://github.com/user-attachments/assets/db74a9c6-da12-44a2-aa06-f042b8e58b8a" /> I think a lot of complaints will follow after v30 is live. So why not add a little bit of logic for the aftergame? After a team wins/loses, players can nuke their teammates. No longer need to aim for water. SAMs also intercept teammate nukes in this phase. ## 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 |
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3e65d08942 |
reduce train gold after each city (#3400)
## Description: Now that cities snap to existing rails, it's possible to line up dozens of cities in a row, producing way too much gold. This PR reduces the gold after each stop to prevent that. Gold only starts decreasing after the 3rd city. ## 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 |
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be9ea14fe9 |
refactor: rename Bot to Tribe in internal execution code (#3372)
## Description Follows up on #3290 which renamed the user-facing "Bots" to "Tribes". This renames the internal implementation to match: - `BotExecution` → `TribeExecution` - `BotSpawner` → `TribeSpawner` - `BotNames` → `TribeNames` (`BOT_NAME_*` → `TRIBE_NAME_*`) All callers updated accordingly. `PlayerType.Bot` and `ColoredTeams.Bot` are intentionally left unchanged as they are serialised wire-format values. Closes #3335 ## Please complete the following: - [x] My changes do not break existing functionality - [x] I have tested my changes ## Please put your Discord username so you can be contacted if a bug or regression is found: Just reply here --------- Co-authored-by: PGray <PGrayCS@users.noreply.github.com> |
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3838de1d30 |
Option to disable alliances + 2 new modifiers for variety 😄 (#3392)
## Description:
Rex had this idea: "It would be funny to have an option in private
lobbies to disable alliances."
I added it as an option.
Now people can choose to live in constant fear of their neighbors 😆
Also added two new public game modifiers for variety (only for the
special rotation):
- Alliances disabled (low probability)
- x2 gold multiplier (low probability)
Would be nice to squeeze this into v30, last minute?
## 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
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84ae5fc879 |
Adds Aegean map (#3384)
## Description: Adds Aegean map, a map centered in the Aegean Sea and the aegean islands between Greece and Turkey. Map has approx. 1M land tiles, size of 1600x2000. Nations are named after Ancient Greece era city-states and tribes. Elevation source from OpenTopography, already credited <img width="1600" height="2000" alt="image" src="https://github.com/user-attachments/assets/e4f52d6e-bba4-4641-9eac-31e3ddee354e" /> <img width="453" height="445" alt="Captura de pantalla 2026-03-08 141256" src="https://github.com/user-attachments/assets/5d2bc8cf-1e54-461a-ae0f-9bb2dafc2db6" /> This has been a heavily requested map in the community, having suggestions in the Discord, Subreddit and even in some videos (for example i saw Ultimus Rex suggest an aegean map when asked what maps he would like in his last stream) The map is designed so that the greek and turkish main landmasses are around 400,000 pixels in area, which combined account for around less or equal to 80% of the map. This means players will have to cross the sea to win, and to do so they will have to hop across the islands, which means there will be heavy warship action, instead of having stalemates like in most island maps where the gap between islands is too large and players would rather bomb each other. ## 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: tri.star1011 |
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df62251d3a |
Add San Francisco map (#3373)
## Description: Adds San Francisco bay map. 21 nations based on cities and towns of the area. 1.8M land pixels , size of 2000x1700 Elevation data from Opentopography, already credited. Map frequency of 3, as to mirror New York map. <img width="2000" height="1700" alt="image" src="https://github.com/user-attachments/assets/dc80a2db-6233-4b50-8f07-bd21c23c8b53" /> ## 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: tri.star1011 |
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0eb23c0c8c |
clientId replay bugfix (was picking first clientID in the array) (#3369)
## Description: clientId replay bugfix (was picking first clientID in the array) https://discord.com/channels/1359946986937258015/1479543573404844042 ## 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 |
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6254cc0598 |
Add Arctic map (#3341)
## Description: Adds Arctic map, a map centered about the Geographical North Pole using an azimuthal equidistant projection. Features Cold War themed countries and subdivisions as nations. Square map with 1.6M land tiles. Terrain data from Opentopography and Arctic SDI real relief data <img width="1830" height="1830" alt="image" src="https://github.com/user-attachments/assets/0b8b1e42-f477-4ebf-a256-c07536db87d9" /> ## 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: tri.star1011 |
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0733c680b9 |
homepage UI improvements (#3352)
## Description: A bunch of small UI improvements: * Make the content width a bit smaller so gutter ads fit * remove the "duos" "trios" "quads" description on the game card since it's redundant * update UI in game card * minor footer layout changes * update z-index to ensure content appears above ads * removed hasUnusualThumbnailSize, instead just check the map ratio * Use "object cover" for non-irregular maps to the entire game card is filed * remove white ouline from the version * changed solo button to sky blue * make timer "s" lowercase I think we may need to change the openfront logo color a bit too to match the color palette, but we can do that in a follow up. <img width="1591" height="969" alt="Screenshot 2026-03-05 at 2 04 48 PM" src="https://github.com/user-attachments/assets/7bb9ea4c-5a17-47e1-bdad-9d6437b363b3" /> ## 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 |
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e137fcaa6c |
Fix/Perf/Refactor: playerActions and buildableUnits, their callers and related types (#3220)
## Description: TL;DR: it's faster. buildableUnits is called via PlayerView.actions from UnitDisplay (each tick without TileRef), BuildMenu (each tick when open), MainRadialMenu (each tick when open), PlayerPanel (each tick when open), StructureIconsLayer (when placing a building from build bar), NukeTrajectoryPreviewLayer (when placing nuke, on tick when tile changes), ClientGameRunner (on click to attack/auto-boat or hotkey B or G). After https://github.com/openfrontio/OpenFrontIO/pull/3213 got merged, the change with largest impact in https://github.com/openfrontio/OpenFrontIO/pull/3193 was done in such a different way that a new PR was needed The idea in 3193 was to not always ask for Transport Ship from buildableUnits. In such a way that very little extra data was send to the worker. This had the biggest impact on performance (the idea was months older btw, see https://github.com/openfrontio/OpenFrontIO/pull/2295). Now, we do it the other way around, by telling buildableUnits all unit types we want. Or we want them all (undefined). The downside is more data is send in the worker message. The upside is we have more options and can add more in this PR. This PR implements some of the leftovers in 3193 on top of 3213 and adds further improvements. (Some unrelated refactor/perf changes where moved out of this PR and into already merged https://github.com/openfrontio/OpenFrontIO/pull/3233, https://github.com/openfrontio/OpenFrontIO/pull/3234, https://github.com/openfrontio/OpenFrontIO/pull/3235, https://github.com/openfrontio/OpenFrontIO/pull/3236, https://github.com/openfrontio/OpenFrontIO/pull/3237, https://github.com/openfrontio/OpenFrontIO/pull/3238, https://github.com/openfrontio/OpenFrontIO/pull/3239) - **GameRunner**, **WorkerMessages**: _playerActions_ and _PlayerActionsMessage ._ Option to ask for no buildable units (null). It now has 3 modes: get all actions and all buildings (units undefined), get all actions and no buildings (units null), or get all actions and specific building (units contains Unit Types). - **GameRunner**: _playerActions_. fixes wrong assumption in PR 3213: that only if units was undefined, we have to know canAttack. ClientGameRunner wants to know both, in case of a click on non-bordering land, to decide if it should auto-boat using a Transport Ship. So units is not undefined (we only ask for Transport Ship now which has a positive effect on performance for each click/tap) but we need canAttack still. Solved by removing the unit === undefined check before _canAttack_ in _playerActions_. - **GameRunner**, **GameView**, **WorkerClient**, **WorkerMessages**, **Worker.worker**: added _playerBuildables_ / _buildables_ next to existing _playerActions_ / _actions_. With above solved, there was still no option to only get buildable units when the actions are not needed. While **StructureIconsLayer**, **NukeTrajectoryPreviewLayer**, **BuildMenu** and **UnitDisplay** need only that. To not make playerActions more convoluted with more params or so, i've added a new function _playerBuildables_ in **GameView** to only get buildable units (**GameRunner** _playerBuildables_). _playerBuildables_ has 2 modes: get all buildings (units undefined) or get specific buildings (units contains Unit Types). Also update some comments that mentioned .actions in **NukeTrajectoryPreviewLayer**. - **ClientGameRunner**, **PlayerPanel**, **BuildMenu**, **UnitDisplay**, **StructureIconsLayer** and **NukeTrajectoryPreviewLayer**: Since PR 3213, **StructureIconsLayer** and **NukeTrajectoryPreviewLayer** ask for specific types of units from **GameView** _actions_ (**GameRunner** playerActions). Now have the other files do the same. For example **BuildMenu** asks for the new _BuildMenuTypes_ when it calls ._buildables_ and **ClientGameRunner** asks for UnitType.TransportShip when sending a boat - **ClientGameRunner**: canBoatAttack now accepts BuildableUnit[] instead of PlayerActions so we can send it either actions.buildableUnits or just buildables. Have functions call myPlayer.buildables(tileRef, [UnitType.TransportShip]) when we only need a buildable unit and no actions. Or myPlayer.actions(tileRef, null) when we need actions but no buildable units. Or myPlayer.actions(tileRef, [UnitType.TransportShip]) when we need both actions, like canAttack, and a buildable unit. Then if needed send either actions.buildableUnits or buildables to to _canAutoBoat_ / _canBoatAttack_. - **MainRadialMenu**: needs all player buildable unit types including Transport Ship, so the _actions_ call argument for unit types can stay undefined (unchanged) there. - **MainRadialMenu**: now that **BuildMenu** uses _playerBuildables_ instead of _playerActions_, we must put data in _this.buildMenu.playerBuildables_. And since we're not putting the (unneeded) full _actions_ in there anymore, we can now put only the needed and expected _actions._buildableUnits_ in it. - **Game**, **PlayerImpl**, **StructureIconsLayer**: Typesafety and some added perf: new type _PlayerBuildableUnitType_ (see also the below point for how it is formed). So callers of _buildableUnits_ can never ask for the wrong type like e.g. UnitType.Train because it doesn't return data for that type. This type is now used in **PlayerImpl**, **BuildMenu**, **RadialMenuElements**, **StructureDrawingUtils** and **UnitDisplay** for that reason. And **InputHandler**, **StructureIconsLayer** and **UIState** (little more on that in point below). - **InputHandler**, **StructureIconsLayer**, **UIState**: In order to make type safety work for GhostUnit.buildableUnit.type too (line ~217 of StructureIconsLayer), changed type of interface _BuildableUnit_ to _PlayerBuildableType_. Which is only more accurate. Same for and this.structures and uiState.ghostStructure and with the latter, _renderUnitItem_ in **UnitDisplay** and _setGhostStructure_ in **InputHandler**. All Structures are of PlayerBuildableType (there are even some in PlayerBuildables that aren't Structures, but it is much more confined than UnitType). - **Game**: Typesafety and some added perf: added _BuildMenus_ and _BuildableAttacks_ in the same fashion that the existing StructureTypes was already used (simplified it a bit too, with it renamed _StructureTypes_ to _Structures_ and removed _isStructureType_). They can be used with .types or .has(). _BuildableAttacks_.has() is used in **RadialMenuElements**. _BuildableAttacks_ and existing _Structures_ now make up _BuildMenus_. Which is used in **BuildMenu**, **StructureIconsLayer** and **UnitDisplay**. Then _BuildMenus_ together with UnitType.TransportShip make up the _PlayerBuildables_. Which is used in **PlayerImpl** _buildableUnits_ (see point below). And with _PlayerBuildableUnits_ we get the new _PlayerBuildableUnitType_ (see above point on Game / PlayerImpl). - **RadialMenuElements**: replace non-central ATTACK_UNIT_TYPES in **RadialMenuElements** with centralized _BuildableAttackTypes_ too. Use _PlayerBuildableUnitType_ for more type safety (can't by mistake add UnitType.Train to its build menu). Make use of _BuildableAttackTypes_ instead of adding items hardcoded line by line in _getAllEnabledUnits_, just like we already did since PR 3239 with _StructureTypes_. And use _BuildableAttacks.types_ in the same fashion that existing _isStructureTypes_ (now Structures.types) was already used elsewhere. - **PlayerImpl**: _buildableUnits_ -- would do Object.values(UnitTypes) on every call. Now for better perf directly loop over player buildable units by using _PlayerBuildables_ (see above point). In this way we also exclude MIRVWarhead, TradeShip, Train, SamMissile and Shell so there are less unit types to loop through by default. Since a player doesn't build those by themselves, they are only build by Executions which use _canBuild_ directly and not _buildableUnits_. -- for more performance, do for loop instead of using .map and .filter, no intermediate array needed nor callback overhead. We just loop over the given units (which if undefined will contain _PlayerBuildables_). Also pre-allocate the results array to get the most out of it, even if V8 might already be very good at this. -- cache config, railNetwork and inSpawnPhase so they can be re-used inside the for loop. -- cache cost inside the loop -- it would check twice for tile!==null to decide to call findUnitToUpgrade and canBuild. Now once. -- eliminated double/triple checks for the same thing. It called _findUnitToUpgrade_ (and with that _canUpgradeUnit_) and then _canBuild_ which both check if player has enough gold for the cost of the unit type. And they both check if the unit type is disabled. Now we call private functions _canBuildUnitType_, _canUpgradeUnitType_ to first do checks on unit type level for early returns, and _findExistingUnitToUpgrade_ to find existing unit without doing anything extra. in a specific order to check everything only once. The public functions _findUnitToUpgrade_ and _canBuild_ have an unchanged functionality and we don't call them from _buildableUnits_ anymore. -- would get _overlappingRailRoads_ and _computeGhostRailPaths_ when canBuild was true. But this data is only meant for **StructureIconsLayer** and it logically only uses it when placing a new unit, not when upgrading one. Which is also commented on line 351 of **StructureIconsLayer**. So, we now only get overlapping railroads and ghost rails if we're not hovering to upgrade an existing unit. - **PlayerImpl**: _findUnitToUpgrade_: unchanged functionality, but have it call new private function _findExistingUnitToUpgrade_ to find existing unit. - **PlayerImpl**: _canBuild_: unchanged functionality, but have it call new private function _canBuildUnitType_ to do the checks it first did itself. And then new private function _canSpawnUnitType_ for the rest of the checks. This way we can call _canBuildUnitType_ and _canSpawnUnitType_ from _buildableUnits_ in a specific order to prevent double/triple checks. - **PlayerImpl**: _canBuildUnitType_: new private function to be shared by _buildableUnits_, _canBuild_ and _canUpgradeUnit_ to be able do unit type level checks in a specific order to prevent double/triple checks. Via parameter knownCost, _buildableUnits_ can send it the cost it already fetched so that it doesn't have to be fetched again. For caller _canUpgradeUnit_, the isAlive() check (which was previously only done in canBuild) is new but harmless, maybe even better to have also check isAlive() on upgrade now that Nations are also upgrading which might prevent some edge case bugs. - **PlayerImpl**: _canUpgradeUnitType_: new private function to be shared by _buildableUnits_ and _canUpgradeUnit_ to be able do unit type level checks in a specific order to prevent double/triple checks. - **PlayerImpl**: _canSpawnUnitType_: new private function to be shared by _buildableUnits_ and _canBuildUnit_ to be able do unit type level checks in a specific order to prevent double/triple checks. - **PlayerImpl**: _findExistingUnitToUpgrade_: new private function to be shared by _buildableUnits_ and _findUnitToUpgrade_ to be able do unit level checks in a specific order to prevent double/triple checks. - **PlayerImpl**: _isUnitValidToUpgrade_: new private function to be shared by _buildableUnits_ and _canUpgradeUnit_ to be able do unit level checks in a specific order to prevent double/triple checks. - **PlayerImpl.test.ts**: because of the isAlive() check in which is new for _canUpgradeUnit_ (see above at _canBuildUnitType_), the tests needed to have the players be alive at the start, in order to pass. - **BuildMenu**: use .find instead of .filter in canBuildOrUpgrade, a function we already needed to change. This is faster and prevents an allocation. **PERFORMANCE** As for calling ._buildables_ instead of unnecessarily getting ._actions_, there is an obvious win because there's less to send calculate and recieve. Also asking for only the needed buildings helps a lot (especially if TradeShip isn't needed, see the difference in benchmark in original #3193). But the real-world impact is hard to measure. gave it a try in #3193 and those results should be even better now. Now testing only _buildableUnits_ performance in a synthetic benchmark, we get these results. This is after other performance improvments so the base is already better than it was in original #3193: **BEFORE** (only buildableUnits itself) <img width="602" height="96" alt="image" src="https://github.com/user-attachments/assets/7770c0fa-a35e-42fc-90de-1de83242ec23" /> **AFTER** (only buildableUnits itself) <img width="603" height="91" alt="image" src="https://github.com/user-attachments/assets/a1578382-7010-4160-937c-7117bad18beb" /> ## Please complete the following: - [x] I have added screenshots for all UI updates - [x] I process any text displayed to the user through translateText() and I've added it to the en.json file - [x] I have added relevant tests to the test directory - [x] I confirm I have thoroughly tested these changes and take full responsibility for any bugs introduced ## Please put your Discord username so you can be contacted if a bug or regression is found: tryout33 --------- Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com> |
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0b9d43cb46 |
Configurable nation count 🤖 (#3338)
## Description: I hope we can get this into v30? The nation count is configurable now, just like the bot count. Replaced the "Disable Nations" toggle with a nations slider (0–400) in SinglePlayer and Host Lobby modals. <img width="710" height="121" alt="Screenshot 2026-03-03 021952" src="https://github.com/user-attachments/assets/c8d0f0c3-db51-4303-95fa-dbc770460ec2" /> Public games are staying exactly the same, this is just for singleplayer and private lobby fun. Youtubers could play HvN against 400 nations, for example. Singleplayer enjoyers no longer have to play against 1 nation in HvN, they can freely choose. `GameConfig.disableNations: boolean` got replaced by `nations: number (0-400, optional)` `undefined` = map default, `0` = disabled, number = custom count Nations slider defaults to the map's nation count, shows "(MAP DEFAULT)" label when unchanged Compact map toggle reduces nations to 25% when at default, restores when toggled off (just like we already do with bots) The nation count for HvN no longer automatically matches the human count in singleplayer and private games, only in public games. **What if there aren't enough nations configured for the map?** We just use the HvN logic (Generate random nations) ### Warning **This infra PR also needs to get merged: https://github.com/openfrontio/infra/pull/263 Otherwise players can set 0 nations and get achievements.** ## 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 |
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c238af389a |
Feat: Passage Map 🚢 (#3304)
## Description: Introduces Passage, an island filled thin map (like Amazon River but inverted) which is a long, thin stretch of islands that makes for some really fun gameplay. I playtested with 3 friends a number of times and it's great in pretty much all the modes. Naval gameplay on this map is particularly fun since some islands in the center basically hold the choke points on trade ships passing from one side to another, making them hotly contested territory. <img width="6000" height="400" alt="long map" src="https://github.com/user-attachments/assets/7904d6f8-e7b8-437d-852e-68a2f006d200" /> Describe the PR. ## 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 |
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9ca342e510 |
Add Nile Delta map (#3306)
## Description: Add Nile Delta as a new regional map. Features 11 nations across the delta region (Alexandria, Damietta, Faraskur, Sheremsah, El Senbellawein, Aga, Mit Ghamr, Cairo, Heliopolis, Memphis, El Mansoura). 1.36M land tiles at 1556x1280, terrain generated from real relief data. Includes the Suez Canal. Playlist frequency: 4.  ## Checklist - [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 Source: https://commons.wikimedia.org/wiki/File:Niledelta_33.svg Discord: gabigabogabu |
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417fa0fe09 |
For v30: Add new modifiers (Hard nations and 25M Starting Gold) 🙂 (#3316)
## Description: Adds two new public game modifiers for variety and improves compact map eligibility for team games. ### New Modifiers **Hard Nations (`isHardNations`)** - We need this modifier for HvN, because medium nations are easier now (will result in a much higher human winrate) - In a discord discussion we concluded that HvN should generally be easier (higher winrate than 50%, so players are less frustated) - Thats why only 20% of HvN games have the hard nations modifier (for now) - For PvPvE enjoyers, the modifier is also active in FFA games => (Only 2.5% chance, and 1 ticket in `SPECIAL_MODIFIER_POOL`) **25M Starting Gold (`startingGoldHigh`)** - Some people in the main discord wanted this modifier, and it will result in crazy games - Rare special-only modifier (1 ticket in pool); mutually exclusive with 5M starting gold via `MUTUALLY_EXCLUSIVE_MODIFIERS` - Disables nations (they lack PVP immunity, so 25M gold doesn't work well with them) - Excluded from HumansVsNations games (since it disables nations) - Spawn immunity set to **2 minutes 30 seconds** (vs 30s for 5M gold), so people can spend the gold and prepare ### Other Changes - **Improved `supportsCompactMapForTeams`**: Replaced the hard `smallest >= 50` land-tile cutoff with a per-team-config calculation that simulates worst-case compact player count and checks every team gets at least 2 players. - **HvN spawn immunity**: Always 5 seconds in both regular and special lobbies (to get rid of a confusing PVP immunity HeadsUpMessage in 5M starting gold games) - **Regular public lobby random spawn modifier probabilty**: Reduced from 10% to 5% (Because of the new modifier, so there aren't too many modifiers in non-special-lobbies, should only occur sometimes there) - Rebalanced `SPECIAL_MODIFIER_POOL` a bit ## 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 |
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5542ac12e1 |
Add new map: Bosphorus Straits (#2927)
## Description: Adds a new Bosphorus Map (Turkey). One of the key strategic locations in the world and control access to the Black Sea. Smaller map that most to facilitate smaller FFA and Team games. Added are a selection of nations that correspond to the location. <img width="1000" height="612" alt="image" src="https://github.com/user-attachments/assets/27a6debc-a33b-4b54-b522-69ab814c39f0" />   ## 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: Ryan <7389646+ryanbarlow97@users.noreply.github.com> Co-authored-by: iamlewis <lewismmmm@gmail.com> |
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11d3228608 |
Adds Bering Strait map. (#2924)
## Description: PR to add Bering Strait map. Produced using TOPO data from real world location, rivers and lakes correct to real world location. The map is slightly smaller than most so facilitates smaller FFA games or 2 team game modes. The centre island has been increased in size to enable better warfare to capture the strategic location. <img width="1500" height="918" alt="image" src="https://github.com/user-attachments/assets/bc9b2e69-cef1-4f21-92b5-4ffdce5812e1" />  ## 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: Ryan <7389646+ryanbarlow97@users.noreply.github.com> |
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c911bfb2d8 |
Packed unit updates / MotionPlans (#3292)
## Description: Reduce per-step `Unit` update traffic by shipping packed motion plans and letting the client advance plan-driven units locally. Changes: - Add packed motion plan records (`packedMotionPlans?: Uint32Array`) to game updates and transfer the buffer worker -> main. - Introduce `src/core/game/MotionPlans.ts` (schema + pack/unpack) for grid + train motion plans. - Extend `Game` with `recordMotionPlan(...)` and `drainPackedMotionPlans()`, and implement buffering/packing in `GameImpl`. - Treat units with motion plans as “plan-driven”: suppress per-tile `Unit` updates on `move()` and advance positions client-side. - Emit motion plans from executions: - `TradeShipExecution`: record/update grid motion plans and `touch()` when changing target after capture. - `TransportShipExecution`: record initial plan and update it when destination changes. - `TrainExecution`: record a train plan on init (engine + cars). - Client: apply motion plans in `GameView` and ensure `UnitLayer` updates sprites for motion-planned units even when no `Unit` updates arrived. ## 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 - [ ] 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 |
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bd3db55a22 |
Add configurable attack ratio keybind increment setting (#2835)
If this PR fixes an issue, link it below. If not, delete these two lines. Resolves #2822 ## Description: Adds an attack ratio keybind increment setting with a new dropdown UI, wires keybinds to use the configured step, updates the attack ratio adjustment logic, and makes the select reflect stored settings. <img width="806" height="165" alt="スクリーンショット 2026-01-12 9 11 12" src="https://github.com/user-attachments/assets/c6eaa96d-e147-4927-b3ed-964e832ecc36" /> ## 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: Ryan <7389646+ryanbarlow97@users.noreply.github.com> Co-authored-by: iamlewis <lewismmmm@gmail.com> |
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339ace0bd6 |
v30 nuke wars preparation: Disable boats & Team spawn zones (#3263)
## Description: Preparation for nuke wars, for v30. Next PR will be adding the nuke wars modifier for public games, but Wonders https://github.com/openfrontio/OpenFrontIO/pull/3224 needs to be merged first to avoid merge conflicts. ### 1. Disable boats setting It's possible to disable `UnitType.TransportShip` now. Because they are not needed in nuke wars and can even be annoying. <img width="720" height="320" alt="image" src="https://github.com/user-attachments/assets/661bc10d-b204-4b4f-b876-ee7c9b92de8c" /> ### 2. Team spawn zones for random spawn Maps can have `teamGameSpawnAreas` in their json file now. Spawn areas are currently active if - a supported map is chosen (Baikal Nuke Wars or Four Islands) - a supported team size is chosen (2 teams on Baikal Nuke Wars or 2/4 teams on Four Islands) - random spawn is enabled ## Please complete the following: - [X] I have added screenshots for all UI updates - [X] I process any text displayed to the user through translateText() and I've added it to the en.json file - [X] I have added relevant tests to the test directory - [X] I confirm I have thoroughly tested these changes and take full responsibility for any bugs introduced ## Please put your Discord username so you can be contacted if a bug or regression is found: FloPinguin |
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4b917c4153 |
Performance Overlay rework/redesign (#3274)
## Description:
updates the Performance Overlay to be more usable
(draggable/resizable/scrollable), adds tick-level metrics (TPS +
per-layer tick timings), and reduces overhead when the overlay is
hidden.
### UI/UX
- Overlay layout updated to a fixed, pixel-positioned panel (default
near top-left) with a dedicated drag handle.
- Overlay is touch-draggable (pointer events) and remains usable on
small viewports via internal scrolling.
- Overlay width is resizable with a right-edge handle; width is clamped
to viewport bounds.
- Render/tick layer breakdown sections are collapsible, with headers and
“last tick” summaries.
### New metrics
- Adds TPS reporting:
- Current TPS (ticks in the last 1s).
- Average TPS over the last ~60s, computed using elapsed time so it’s
accurate before a full 60s passes.
- Adds per-layer tick profiling (“Tick Layers”) alongside render
profiling (“Render Layers”).
- Adds “render-per-tick” metrics so render-layer costs can be understood
per simulation tick (frames + per-layer totals).
### Performance / overhead
- Avoids profiling overhead when the overlay is hidden:
- `GameRenderer` only calls `FrameProfiler.clear()/consume()` and
per-layer `start/end` when profiling is enabled.
- Tick-layer duration tracking is only collected when profiling is
enabled.
### Settings plumbing
- `UserSettings` now dispatches a `user-settings-changed` `CustomEvent`
on `set()` / `setFloat()`.
- The overlay listens for `settings.performanceOverlay` changes so
visibility stays in sync even when toggled outside the overlay.
## Implementation notes (by file)
- `src/client/graphics/layers/PerformanceOverlay.ts`
- Adds TPS tracking using a timestamp ring + moving heads (1s / 60s).
- Adds UI state for collapsibles, drag + resize pointer tracking, and
new breakdown models:
- Render layers: EMA avg/max + per-tick render aggregation.
- Tick layers: EMA avg/max + last-tick durations.
- Copy-to-clipboard snapshot now includes TPS, tick layers, and
render-per-tick last-tick details.
- `src/client/graphics/GameRenderer.ts`
- Gates render-layer profiling behind `FrameProfiler.isEnabled()`.
- Accumulates per-render-layer timings across frames and publishes them
once per tick via `updateRenderPerTickMetrics(...)`.
- Measures tick-layer durations (per layer `tick()` call) and publishes
them via `updateTickLayerMetrics(...)`.
- `src/core/game/UserSettings.ts`
- Adds `emitChange(key, value)` to dispatch `user-settings-changed` to
`globalThis` (best-effort).
- `resources/lang/en.json`
- Adds/updates `performance_overlay.*` strings for TPS and the new
render/tick layer sections.
## 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
- [ ] 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
---------
Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com>
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c3a8d06cbb |
Perf: tradeship spawn (#3240)
## Description: Please merge for v30 if possible. Use .find instead of .filter for tradeShipSpawn since we're only looking for the first (if any) port found at the given tile anyway. Also just return targetTile instead of getting porr.tile() because targetTile is tile we found the port on. Also use no intermediate const, just return right away based on outcome of units.find. Found when working on PR #3220. But tradeShipSpawn is out of 3220's scope since it won't be called by playerImpl buildableUnits() anymore, it should and will be only ever used by TradeShipExecution via playerImpl canBuild(). ## Please complete the following: - [x] I have added screenshots for all UI updates - [x] I process any text displayed to the user through translateText() and I've added it to the en.json file - [x] I have added relevant tests to the test directory - [x] I confirm I have thoroughly tested these changes and take full responsibility for any bugs introduced ## Please put your Discord username so you can be contacted if a bug or regression is found: tryout33 |
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1d73401c72 |
Small perf: find() instead of filter() for retreat (#3277)
## Description: Only need find() instead of filter() in orderRetreat and executeRetreat, since we just need the first hit. Small perf win. ## Please complete the following: - [x] I have added screenshots for all UI updates - [x] I process any text displayed to the user through translateText() and I've added it to the en.json file - [x] I have added relevant tests to the test directory - [x] I confirm I have thoroughly tested these changes and take full responsibility for any bugs introduced ## Please put your Discord username so you can be contacted if a bug or regression is found: tryout33 |
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ea2a76609f |
perf(core): speed up packedTileUpdates (Uint32 pairs, no tile wrappers) (#3255)
## Description Reduces CPU + GC pressure from tile update serialization. **What changed** - Switched `packedTileUpdates` from `BigUint64Array` (BigInt packing) to `Uint32Array` `[tileRef, state]` pairs, updating `GameView` ingestion. - Updated tile state to use `GameMap.tileState(tile)` and `GameMap.updateTile(tile, state)`. - Removed per-tile `GameUpdateType.Tile` wrapper allocations by recording raw `(tile, state)` pairs in `GameImpl` and draining them via `drainPackedTileUpdates()` in `GameRunner`. **Why it’s faster** - Avoids BigInt and pack/unpack. - Avoids per-tile object allocations. **Compatibility** - Wire format change: `packedTileUpdates` is now `Uint32Array` pairs instead of `BigUint64Array`. ## 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 - [ ] 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 |