Commit Graph

1708 Commits

Author SHA1 Message Date
crunchybbb f83e768631 Adds map of the Caspian Sea (With Team Spawns) (#4408)
> **Before opening a PR:** discuss new features on
[Discord](https://discord.gg/K9zernJB5z) first, and file bugs or small
improvements as
[issues](https://github.com/openfrontio/OpenFrontIO/issues/new/choose).
You must be assigned to an `approved` issue — unsolicited PRs will be
auto-closed.

**Add approved & assigned issue number here:**

Resolves #4389 

## Description:

It is basically a vertical version of Black Sea. This one is slighyly
smaller. It would be the first Central Asian map and it will also
complete all of the collection of caucasian maps that we will ever need.
There are 12 nations. (No additional nations, yet, possibly in a future
update i will add them for many maps.)
The map is split in half for team spawns.


https://www.youtube.com/watch?v=XSKXD6Qm6IQ

<img width="1008" height="1728" alt="image"
src="https://github.com/user-attachments/assets/0cbf6a29-6805-4089-9d42-ecdf265d23ab"
/>
<img width="334" height="463" alt="Screenshot 2026-06-24 174215"
src="https://github.com/user-attachments/assets/3549aa22-c828-45ea-a3f4-146f07e4a72d"
/>


## Please complete the following:



- [x] I have added screenshots for all UI updates
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [x] I have added relevant tests to the test directory

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

DISCORD_USERNAME crunchybbbbb
2026-06-26 16:42:18 -07:00
Zixer1 06c5a4ef35 fix:name reveal works by publicid during game config (#4415)
## Description:

Adds nameRevealPublicIds to GameConfig — the same per-player reveal as
nameReveals but keyed by stable account publicId instead of per-game
clientID. Lets an automated host (the admin bot / OFM) grant casters and
observers real-name vision at create_game, where it only knows publicIds
and never learns a client's per-game clientID.

viewerSeesAllNames resolves the viewer's clientID to its publicId via
allClients and checks membership; nameReveals (clientID) is unchanged.

## Please complete the following:

- [x] I have added screenshots for all UI updates
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [x] I have added relevant tests to the test directory

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

zixer._
2026-06-25 14:49:20 -07:00
RickD004 4c55f82e87 Adds map of the USA (made for new impassable terrain feature) (#4405)
## Description:

Adds map of the continental USA. This map was made for the brand new
impassable terrain feature:
https://github.com/openfrontio/OpenFrontIO/pull/4340

Only the territory of the US is playable, with canada and mexico being
impassable terrain. Also, adds a new category called "countries" for
Country maps like this map, that use Impassable Terrain.

49 default nations (Lower 48 + D.C.) , with additional nations (native
nations and proposed states) for a total of 62, for private games and
Human Vs Nations gamemode.

Also standarizes many of the flags of the US states, since they did not
have the black border like the other flags in the game

<img width="857" height="567" alt="Captura de pantalla 2026-06-24
165158"
src="https://github.com/user-attachments/assets/70a8d760-851f-40ed-ad79-d3e210dadb90"
/>
<img width="872" height="510" alt="Captura de pantalla 2026-06-24
165510"
src="https://github.com/user-attachments/assets/c998cc10-ee89-41a7-b5e9-091be5e90da0"
/>

## Please complete the following:

- [x] I have added screenshots for all UI updates
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [x] I have added relevant tests to the test directory

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

tri.star1011
2026-06-24 21:47:05 -07:00
TKTK123456 904a407a35 Fixed rail network path length limit and readded tests for it (#4406)
> **Before opening a PR:** discuss new features on
[Discord](https://discord.gg/K9zernJB5z) first, and file bugs or small
improvements as
[issues](https://github.com/openfrontio/OpenFrontIO/issues/new/choose).
You must be assigned to an `approved` issue — unsolicited PRs will be
auto-closed.

**Add approved & assigned issue number here:**

Resolves #4396 

## Description:

Makes the max rail length 1.4142 * the max station radius to be minimum
amount outside of the factory effect radius.

Bug:
<img width="1921" height="1078" alt="image"
src="https://github.com/user-attachments/assets/91b3b3fa-037a-4d9a-b06b-afe2fe2c8ea8"
/>
Fixed:
<img width="1922" height="1079" alt="image"
src="https://github.com/user-attachments/assets/3719cf73-bc41-494f-9d86-548f308f5896"
/>


## Please complete the following:

- [x] I have added screenshots for all UI updates
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [x] I have added relevant tests to the test directory

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

tktk1234567
2026-06-24 21:39:33 -07:00
Evan 181368f962 Add live game stats endpoint to the admin bot API (#4399)
## Summary

The game simulation runs **client-side**, so the server can't directly
see what's happening in a running game. This adds a way for the admin
bot to observe a live game: clients report a live stats snapshot every
~10s, the server reaches consensus on it (reusing the winner's vote
mechanism), and a new admin-bot endpoint serves it.

## How it works

1. **`LiveStatsController`** (client) emits a snapshot every **100
turns** (~10s at 100ms/turn) — only deterministic sim values, with
players sorted by clientID, so in-sync clients produce an identical
payload.
2. The snapshot is sent as a new **`live_stats`** wire message wrapping
a `LiveStats` object (`turn` + per-human-player
`tilesOwned`/`troops`/`gold`/`isAlive`/`team`).
3. **`GameServer.handleLiveStats`** tallies a per-turn **IP-weighted
majority vote** — the same consensus the winner uses — and keeps the
latest agreed snapshot.
4. **`GET /api/adminbot/game/:id/stats`** returns it, enriched with
usernames the server already holds. `liveStats` is `null` until the
first consensus.

The winner's vote tally was extracted into a small reusable
**`VoteRound`** (`src/server/VoteTally.ts`) and is now used for both
winner and live-stats consensus.

Names are deliberately **excluded** from the voted payload (they vary
per client under name anonymization, which would break exact-match
consensus); the server joins `clientID → username` instead.

## Changes

- `src/server/VoteTally.ts` *(new)* — reusable IP-weighted `VoteRound`
- `src/core/Schemas.ts` — `PlayerLiveStatsSchema`, `LiveStatsSchema`,
`ClientSendLiveStatsSchema` + unions
- `src/client/controllers/LiveStatsController.ts` *(new)* — per-100-turn
snapshot reporter
- `src/client/Transport.ts` — `SendLiveStatsEvent` + sender
- `src/client/hud/GameRenderer.ts` — register the controller
- `src/server/GameServer.ts` — refactor winner onto `VoteRound`; add
live-stats consensus + `liveStats()` accessor
- `src/server/AdminBotRoutes.ts` — `GET …/stats` endpoint

## Testing

- **Unit:** `tests/server/VoteTally.test.ts` (majority/dedup/ties),
`tests/server/LiveStats.test.ts` (consensus, disagreement, per-client
dedup, stale-turn rejection, turn advance, out-of-sync exclusion, +
endpoint 200/404/400). Full suite green (`npm test`), typecheck + lint
clean.
- **Manual e2e** against the dev server: created an admin-bot game,
joined it in a browser, force-started via `toggle_game_start_timer`, and
confirmed `GET …/stats` returned the consensus snapshot with username
enrichment and an advancing `turn`. Also verified wrong-worker → 400 and
missing-key → 401.

🤖 Generated with [Claude Code](https://claude.com/claude-code)

---------

Co-authored-by: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-24 15:21:52 -07:00
Ryan 8ffb19d938 Discord (#4367)
Resolves #(issue number)

## Description:

continuation of https://github.com/openfrontio/infra/pull/359
adds ability to put discord URL into a dedicated slot 

pc:
<img width="1917" height="921" alt="image"
src="https://github.com/user-attachments/assets/100a25d5-e998-4744-904e-df40b74ccd76"
/>

mobile:
<img width="385" height="826" alt="image"
src="https://github.com/user-attachments/assets/de904f83-c88f-41e7-9c98-81c2296ec9a2"
/>


## Please complete the following:

- [x] I have added screenshots for all UI updates
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [x] I have added relevant tests to the test directory

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

w.o.n

---------

Co-authored-by: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-24 15:15:05 -07:00
Zixer1 8ce5f3439c feat: kick_player can target a publicId (admin bot) (#4403)
## Description:

Add an optional `targetPublicId` to KickPlayerIntent; the server
resolves it against the connected clients to the live clientID, then
kicks as before. Existing clientID targeting (lobby / in-game kick) is
unchanged. That way you can kick player with both the clientID and
playerID

## Please complete the following:

- [x] I have added screenshots for all UI updates
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [x] I have added relevant tests to the test directory

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

zixer._
2026-06-24 14:34:17 -07:00
Zixer1 3b84a6f569 Feat/anonymize names (#4318)
**Add approved & assigned issue number here:**

Resolves #4296

## Description:

Adds an "Anonymous players" option to private lobbies (host toggle, off
by default).

When it is on, the server sends each client anonymized usernames for
everyone except themselves. The lobby creator and admins still see real
names so they can moderate. Names are hidden on every player-facing
surface: the game start message, lobby info, /api/game/:id, and the link
preview. It is enforced server-side, so a client extension cannot read
real names off the wire. Initially added as part of our overhaul of
OpenFront masters, but this feature can very well be useful for content
creators, and other tournament hosts.

Anonymized names reuse the existing tribe word lists (no emoji), so they
pass UsernameSchema, and they are seeded per user, so a player looks
different to different users but stays consistent from the lobby into
the game.

The saved game record keeps real names (anonymization is a per-send
transform, gameStartInfo is never mutated), so replays and stats are
unaffected. Nothing changes for normal games.

New option selection:
<img width="990" height="918" alt="image"
src="https://github.com/user-attachments/assets/31df0b0b-7757-4b2b-9bff-84310faee8d9"
/>

The host, when enabling the option, gets a little eye icon next to the
players(including himself to enable/disable the anon names for himself,
and/or other player)

By default(the names everyone will see are random and unique):
<img width="979" height="188" alt="image"
src="https://github.com/user-attachments/assets/f0caa4a4-9f14-41d3-89c6-9a38e8c2e6f0"
/>

Toggling the eye ON for yourself (the host, or any given player, will
allow them to see the real names of everyone, in the lobby and in game):
<img width="969" height="138" alt="image"
src="https://github.com/user-attachments/assets/89abf0e0-1433-43ea-9870-49d96ca46d30"
/>


## Please complete the following:

- [x] I have added screenshots for all UI updates
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [x] I have added relevant tests to the test directory

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

zixer._
2026-06-24 07:54:44 -07:00
Evan 67f7d09fe5 Add admin bot HTTP API for managing private games (#4388)
## What

A trusted, server-side HTTP API so a bot authenticated with a shared
secret can **create private games, change their settings, start them,
kick players, and pause/resume** — without opening a WebSocket or
joining as a player.

Two endpoints under `/api/adminbot/`, reaching the owning worker via the
existing `/wN/` nginx routing. They reuse the existing Zod schemas and
`GameServer` methods, mirroring the WebSocket intent flow rather than
inventing a new wire protocol.

| Endpoint | Purpose |
| --- | --- |
| `POST /api/adminbot/create_game` | Create a private game; the worker
mints a self-owned id and returns it (body:
`GameConfigSchema.partial()`) |
| `POST /api/adminbot/game/:id/intent` | Send a lobby-management intent
(body: base `IntentSchema`) |

## How it works

- **Auth:** `ADMIN_BOT_API_KEY` env var via the `x-admin-bot-key` header
(timing-safe compare). The whole API is **disabled — 404 — when the var
is unset**, so non-configured environments expose nothing. It's distinct
from the per-instance `ADMIN_TOKEN`, which an external bot can't know.
- **`GameServer.handleIntent`** is the unified intent dispatch for both
the WebSocket `case "intent"` path and the admin-bot HTTP API. An
`IntentActor` carries identity + authority (per-connection
lobby-creator/role checks for the WS path; admin authority for the bot).
It honors `update_game_config`, `toggle_game_start_timer`,
`kick_player`, and `toggle_pause` — **on private games only**
(`isPublic()` → 403). Gameplay intents and `mark_disconnected` are
rejected (400).
- **Private games only.** `create_game` rejects any `gameType` other
than `Private` (Public *and* Singleplayer → 400); an omitted `gameType`
defaults to `Private`.
- **The bot is never a player.** It sends no `clientID`; the server
stamps a placeholder `ADMIN_BOT_CLIENT_ID = "ADMINBOT"` (collision-proof
— contains `I`/`O`, which `generateID()` never emits). A gameplay intent
stamped with it would resolve to no player, so puppeteering is
structurally impossible on top of the explicit 400.
- **Determinism unchanged:** the only intent that reaches the sim is
`toggle_pause`, via the same `addIntent` → turn queue →
`ServerTurnMessage` path the WS uses.

## Notable details for review

- **`hostCheats` is assigned unconditionally — on purpose.**
`updateGameConfig` sets `this.gameConfig.hostCheats =
gameConfig.hostCheats` unconditionally, unlike its sibling fields (which
are guarded on `!== undefined`). The WS host clears cheats by re-sending
the *full* config with `hostCheats: undefined`, so here `undefined` must
mean "clear", not "leave unchanged". **Caveat for the admin bot**, which
is a *partial*-update client: a partial `update_game_config` that omits
`hostCheats` will clear it — the bot should send `hostCheats` explicitly
(or a full config) when it wants to keep a previously-set value.
- **Deploy wiring:** `ADMIN_BOT_API_KEY` is piped through the deploy
steps' `env:` in `deploy.yml`/`release.yml` → `deploy.sh` heredoc →
container via `update.sh`'s `--env-file`. The remaining manual step is
creating the GitHub secret itself.

## Tests

19 new tests:
- `GameServer.handleIntent` admin-bot behavior (per-intent,
private-only, post-start guards, placeholder clientID, rejected
gameplay/`mark_disconnected` intents).
- `create_game` gameType guard (Public and Singleplayer both rejected).
- `requireAdminBotKey` middleware (404 disabled / 401 missing / 401
wrong / pass).

tsc + eslint clean.

🤖 Generated with [Claude Code](https://claude.com/claude-code)

---------

Co-authored-by: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-23 19:09:14 -07:00
AmanorsElliot 170f506200 Fix transport ship's troop count to update when a hydro hits the player. (#4381)
**Add approved & assigned issue number here:**

Resolves #4308 

## Description:

When nuclear damage reduces a player's troop count, it also affects any
transports ships in the water. This works well and is useful to avoid
exploiting tranports to avoid hydro damages.

`UnitImpl.setTroops()` changes the transports troop count without
queuing a unit update. the core value changes, but the client never
receives a fresh UnitUpdate unless something else touches the ship.

- UnitImpl.ts now emits a UnitUpdate when a unit troop count actually
changes.
- NukeExecution.ts batches transport ship nuke losses, then applies one
final troop update per ship.
- Attack.test.ts now asserts the nuke tick includes a transport
UnitUpdate with the reduced troop count.

## Please complete the following:

- [N/A] I have added screenshots for all UI updates
- [N/A] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [X] I have added relevant tests to the test directory

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

elliotlepley
2026-06-22 13:20:01 -07:00
RickD004 b46476384d Take off the v32 maps from the "New" category to make room for v33 maps (#4378)
Resolves #4375

## Description:

Remove V32 maps from "new" to make way for v33 maps. This will allow map
makers to add their new maps for v33 into "new", with the v32 maps only
remaining in the continental and other categories like the rest of the
maps. This is a process we will make every update

## Please complete the following:

- [x] I have added screenshots for all UI updates
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [x] I have added relevant tests to the test directory

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

tri.star1011
2026-06-22 11:40:43 +00:00
Zixer1 758063651d Add allowlist for private lobbies (OFM) (#4351)
**Add approved & assigned issue number here:**

Resolves #4349

## Description:

1. **Private-lobby allowlist.** `create_game` accepts an optional
`allowedPublicIds`. It's set by whoever creates the lobby (admin-token
gated, no client UI), the game server pulls it out of the config so it's
never broadcast to clients or written to the game record, and it rejects
any joiner whose OF publicId isn't on the list before they take a slot
(stickily, so they can't retry on reconnect). Lobbies created without it
behave exactly as before.

It is off by default
Previews:
<img width="241" height="140" alt="image"
src="https://github.com/user-attachments/assets/30c4e47b-399d-4720-b25b-a04c63668577"
/>
<img width="982" height="456" alt="image"
src="https://github.com/user-attachments/assets/1b5c68b7-9b99-4ccc-b987-e70c8ec25dce"
/>
<img width="547" height="369" alt="image"
src="https://github.com/user-attachments/assets/1623090b-ea2b-4657-9cd8-903fbabca51b"
/>


I am not able to manually test all of it since it needs to also run the
auth API (infra) and actually be connected to disc and whatnot (but
still tested the refused flow)..
Also, we would need to place some guards and visual error feedback, but
since this only would affect casual of players and is more of a
improvement to the feature, I will consider it out of scope for now.

## Please complete the following:

- [x] I have added screenshots for all UI updates (no UI changes in this
PR)
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file (no new user-facing text)
- [x] I have added relevant tests to the test directory

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

zixer._
2026-06-21 15:10:48 -07:00
TKTK123456 08af8470fa Fixed factory ghost radius (#4337)
> **Before opening a PR:** discuss new features on
[Discord](https://discord.gg/K9zernJB5z) first, and file bugs or small
improvements as
[issues](https://github.com/openfrontio/OpenFrontIO/issues/new/choose).
You must be assigned to an `approved` issue — unsolicited PRs will be
auto-closed.

**Add approved & assigned issue number here:**

Resolves #4323 

## Description:

Made stations use euclidean distance for radius for checking if other
stations are close enough, removed redundant if check and unneeded
config

<img width="1920" height="1080" alt="Screenshot from 2026-06-18
14-19-48"
src="https://github.com/user-attachments/assets/a84f29f8-0cc1-46ea-9b96-3d70d6b0b20a"
/>


## Please complete the following:

- [x] I have added screenshots for all UI updates
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [x] I have added relevant tests to the test directory

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

tktk1234567
2026-06-19 19:27:54 -07:00
FloPinguin 805f0968b1 Add impassable terrain 🗺️ (#4340)
## Description:

Relates to #3725

Adds a new **Impassable** terrain type that enables non-rectangular maps
and creates impassable barriers on the map. Painted with pure black
(`#000`) in the map editor's `image.png`.

**Encoding:** Impassable terrain is encoded in the binary format as
`isLand=1, magnitude=31` (previously unused). The Go map generator
detects `#000` pixels and produces this encoding. The map generator's
minimap downscaling gives impassable highest priority (Impassable >
Water > Land). Thumbnails render impassable as transparent so the map
picker background shows through.

**Rendering:** Impassable tiles render as the map background colour
(`rgb(60, 60, 60)`, matching `gl.clearColor` in `Renderer.ts`), making
them visually indistinguishable from the area outside the map quad. This
enables maps to appear non-rectangular.

**Gameplay restrictions:** Impassable terrain cannot be:
- Owned (`conquer()` throws)
- Attacked (`AttackExecution` skips impassable tiles in both `tick()`
and `addNeighbors()`)
- Nuked (targeting rejected in `nukeSpawn()`, blast radius filtered in
`tilesToDestroy()`)
- Spawned on (nations, human players, and structures all reject
impassable tiles)
- Converted to water (guarded in `WaterManager` and `setWater()`)

**Nuke trajectories:** Nuke trajectories cannot cross impassable
terrain, matching the existing map-border enforcement. This is checked
at launch time in `NukeExecution.tick()`. The client-side trajectory
preview turns red with a red X where the arc crosses impassable terrain
(reusing the existing SAM-intercept visual pipeline in
`NukeTrajectory.ts`). The nuke ghost preview is completely hidden when
hovering over impassable terrain (same as hovering outside the map).


https://github.com/user-attachments/assets/ff131146-9749-41e0-892a-617e5cd16c54

Impassable terrain is transparent on the thumbnail:

<img width="213" height="152" alt="Screenshot 2026-06-18 211640"
src="https://github.com/user-attachments/assets/ede16f8c-9239-4ab1-be5d-0ba81cce5e9e"
/>

Tested with water nukes, made sure there is no water depth gradient near
the impassable terrain, just like at the world border:

<img width="774" height="771" alt="Screenshot 2026-06-18 212348"
src="https://github.com/user-attachments/assets/4429069d-911b-48e8-91e3-7307d42c9397"
/>

Models used: GLM 5.2 and MiMo 2.5 Pro 😄

## Please complete the following:

- [X] I have added screenshots for all UI updates
- [X] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [X] I have added relevant tests to the test directory

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

FloPinguin
2026-06-19 14:54:09 -07:00
Zixer1 6e892839e8 Ofm tournament - Log Final standings and Per-Kill eliminations (#4350)
**Add approved & assigned issue number here:**

Resolves #4349

## Description:

The infra related PR is linked to this one and would need to be pushed
first (376)

Two changes for organized/tournament matches:

1. **Final standings.** `setWinner` snapshots each player's tiles owned
at game end into `PlayerStats` (`finalTiles`). It's a deterministic
integer captured in the sim, so it's replay-safe and rides into the
existing game record. This lets standings be derived directly (winner,
then surviving players by territory, then eliminated players by when
they died) without re-simulating, which matters because a domination win
ends with many players still alive.

2. **Per-kill log**. Records, per player, which humans they eliminated
and at what tick (kills on PlayerStats). This lets standings attribute
each kill to the victim's final placement, and gives a deterministic
kill graph for integrity review. Hooked once in conquerPlayer (the
single elimination funnel), humans only. Additive optional field that
rides the existing game record, no archive or wire changes.

These are off by default with no effect on normal play.

## Please complete the following:

- [x] I have added screenshots for all UI updates (no UI changes in this
PR)
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file (no new user-facing text)
- [x] I have added relevant tests to the test directory

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

zixer._
2026-06-19 12:27:20 -07:00
Josh Harris ff5eb78689 Login with Google — client UI (#4028) (#4279)
Resolves #4028 (client half — backend is openfrontio/infra#368, which
must be deployed first).

## Description:

Adds "Login with Google" to the client, alongside the existing Discord
login. Companion to the backend PR (openfrontio/infra#368).

- `Auth.ts` — `googleLogin()` (full-page redirect to
`/auth/login/google?redirect_uri=…`, mirrors `discordLogin()`).
- `ApiSchemas.ts` — `GoogleUserSchema` + optional `user.google` on
`UserMeResponseSchema`.
- `AccountModal.ts` — a "Login with Google" button (Google brand
guidelines: white surface, dark text, the multicolor "G" mark) in the
login options, and the logged-in view now renders a Google-authenticated
user's email (also added `google` to `isLinkedAccount()`).
- `en.json` — `main.login_google`.
- `resources/images/GoogleLogo.svg` — the Google "G" mark.

> **Draft.** Depends on infra#368 being deployed (the button hits the
live `/auth/login/google`).

## Please complete the following:

- [x] I have added screenshots for all UI updates <!-- TODO: add
screenshot of the Google button -->
- [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 <!-- no client
tests exist for AccountModal/Auth; verified via tsc --noEmit + eslint.
Backend behaviour is covered in infra#368 -->

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

jish
2026-06-19 11:47:40 +01:00
Evan 21291b9fa3 Add trade ship captured event with toggle setting (#4344)
## What

Notify a player when one of their trade ships is captured. The alert
appears in the **less-important (top) events tier** and is gated behind
a new in-game setting (on by default).

## Why

Previously there was no notification to the player who *lost* a trade
ship — only the capturer got a transient +gold pip on the ship's
arrival. This surfaces the loss to the victim, while letting players opt
out if they find it noisy.

## Changes

- **`src/core/execution/TradeShipExecution.ts`** — On capture detection,
emit a display message (`events_display.trade_ship_captured`, type
`UNIT_DESTROYED`) to the original owner. Fires once, guarded by the
existing `wasCaptured` flag. `UNIT_DESTROYED` is not a Tier-1 type, so
it lands in the top/less-important tier.
- **`src/client/hud/layers/EventsDisplay.ts`** — Suppress the message
when the setting is off, following the existing key-based filter
pattern.
- **`src/core/game/UserSettings.ts`** — New `tradeShipCapturedEvents()`
getter (default `true`) + `toggleTradeShipCapturedEvents()`.
- **`src/client/hud/layers/SettingsModal.ts`** — New toggle in the
in-game settings modal.
- **`resources/lang/en.json`** — New
`events_display.trade_ship_captured` and
`user_setting.trade_ship_captured_label`/`_desc` keys.
- **`tests/core/executions/TradeShipExecution.test.ts`** — Tests that
the notification is sent to the original owner with the right args and
only once across ticks.

## Notes

- The setting is gated client-side (in `EventsDisplay`), keeping
`src/core` free of client-local localStorage settings — consistent with
how display events are already filtered there.
- Reused `MessageType.UNIT_DESTROYED` (red/"loss" styling) rather than
adding a new message type, to keep the change minimal. Happy to add a
dedicated type/color if preferred.

## Testing

- `npx vitest tests/core/executions/TradeShipExecution.test.ts --run` —
7 passed
- lint clean, no type errors

🤖 Generated with [Claude Code](https://claude.com/claude-code)

---------

Co-authored-by: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-18 15:18:00 -07:00
Evan 661d96ba28 Fix structure cost double-counting units under construction (#4320)
## Problem

The ghost/build-menu price of a structure can show the wrong (inflated)
cost. Concretely: a player who owns a **captured** city and then starts
building their **first** city sees the 3rd-city price (**500k**) for
that build instead of the 2nd-city price (**250k**).

## Root cause

Structure cost scales as `2^(units built) × base` (city: 125k / 250k /
500k …), counted via:

```ts
Math.min(player.unitsOwned(type), player.unitsConstructed(type))
```

The `Math.min` is deliberate — it caps the count at how many you've
actually **built**, so **captured** units (owned but not built) don't
inflate the price.

`unitsConstructed()` defeated that by double-counting in-progress
builds:

```ts
const built = this.numUnitsConstructed[type] ?? 0;   // already includes the building unit
let constructing = 0;
for (const unit of this._units) {
  if (unit.type() !== type) continue;
  if (!unit.isUnderConstruction()) continue;
  constructing++;                                     // counts the SAME unit again
}
return constructing + built;                          // doubled
```

`recordUnitConstructed()` is called in `buildUnit()` the moment the unit
is created — while it is still under construction — so
`numUnitsConstructed` already accounts for in-progress builds. The extra
loop counted them a second time.

With one captured city + one city under construction: `unitsOwned = 2`,
double-counted `unitsConstructed = 2`, so `Math.min(2, 2) = 2` → 500k.
Without the double-count it's `Math.min(2, 1) = 1` → 250k. 

The redundant loop is a leftover from #2378, which removed the separate
`UnitType.Construction` unit. Back then in-progress builds were a
distinct unit type **not** recorded in `numUnitsConstructed`, so the
loop was needed; afterward it became a pure double-count. This is a
long-standing latent bug — present identically on `v31` — not a recent
regression.

## Fix

`unitsConstructed()` now just returns `numUnitsConstructed[type]`, which
already includes under-construction builds.

## Tests

`tests/economy/ConstructionCost.test.ts` covers both:
- pure case (first city under construction) → still 250k
- captured city + first city under construction → was 500k, now 250k
(fails without the fix with `expected 2 to be 1`)

All related suites (economy, PlayerImpl, nation structure behavior,
upgrades, MIRV pricing, stats) — 144 tests — pass.

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-authored-by: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-17 10:19:04 -07:00
Evan 83cd864018 Show rail ghost for initial factory 🚂 (#4294)
## Problem

Fixes #4284. When you build a factory in an area with **no pre-existing
factory** (e.g. just a city nearby), no rail ghost preview appeared —
even though building the factory *would* lay rail lines connecting it to
that city.

## Root cause

`computeGhostRailPaths` in `RailNetworkImpl.ts` had two factory-hostile
assumptions:

1. It bailed out early unless a `Factory` was already in range
(`hasUnitNearby(..., UnitType.Factory)`).
2. It only matched neighbors that were *already* train stations
(`findStation(...)` → skipped if null).

But a **Factory** always becomes a station itself and *promotes* nearby
City/Port/Factory into the rail network (see `FactoryExecution`). So it
needs no pre-existing factory, and its neighbors won't be stations yet
on first build. A **City/Port** only joins the network when a factory
already exists (`CityExecution`/`PortExecution`) — so their behavior is
correctly left unchanged.

## Fix

- Skip the "factory must be nearby" gate when the placed unit is itself
a `Factory`.
- For a factory build, pathfind to nearby City/Port/Factory even if they
aren't stations yet. City/Port keep connecting only to existing
stations.

## Tests

Added two cases to `RailNetwork.test.ts` (factory connects with no
pre-existing factory; city still doesn't without one). All 25 tests
pass.

## Note on scope

As @Katokoda noted on the issue, a fully build-exact preview
(neighboring structures also connecting to *each other*, merging
existing networks, etc.) is larger and order-dependent. This PR resolves
the reported bug — the initial factory now shows its rail ghost — and
leaves the exact-match cascade as a separate follow-up.

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-authored-by: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-17 08:22:01 -07:00
FloPinguin 8a8079b979 Fix parallel bot boat attacks of nations 🐛 (#4297)
## Description:

When a nation attacked multiple bots via boat attacks in parallel, each
boat attack computed its troop allocation independently using
`player.troops() / 5` without subtracting `botAttackTroopsSent`. The
cumulative troop commitment could exceed the nation's actual troop
count, and when the queued `AttackExecution`s ran `init()`, they drained
the nation to zero.

Planetary Realignment found this bug by accident, here Russia has only
39 troops:

<img width="1189" height="654" alt="image"
src="https://github.com/user-attachments/assets/07b85e00-6734-4ddd-a16e-fe53309e0ef8"
/>

The land attack path already handled this correctly. The bug in
`sendBoatAttack` was introduced by #3786, which made nations see and
attack enemies across rivers via boats, and changed `attackBots()` from
`.neighbors()` to `.nearby()`.

So the bug was on prod for the entirety of v31.

This fix extracts the shared attack troop calculation (reserve,
bot-aware allocation, troopSendCap, isAttackTooWeak, emoji) into a new
`calculateAttackTroops` method, with a callback for the non-bot troop
default (land: `player.troops() - targetTroops`, boat: `player.troops()
/ 5`). Bot targets in both paths now go through the same reserve-aware
calculation.

## Please complete the following:

- [X] I have added screenshots for all UI updates
- [X] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [X] I have added relevant tests to the test directory

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

FloPinguin
2026-06-16 10:22:06 -07:00
FloPinguin 094aa766ce Improve "Better troop management for nations 🤖" (#4278)
## Description:

**Allow Hard/Impossible nations to retaliate and expand freely**

Previously, nations on Hard/Impossible difficulty could be stuck unable
to fight back if their `troopSendCap` or `isAttackTooWeak` checks
blocked them from sending enough troops. **@legan320** on the main
discord noticed it. Now:

- `troopSendCap` raises the cap to at least the total incoming attack
troops, so nations can match the force being used against them
- `isAttackTooWeak` bypasses the 20% minimum check entirely when under
attack
- `troopSendCap` no longer applies when attacking Terra Nullius, so
nations can always expand into unowned land with full troops

All checks still apply normally for unprovoked attacks against other
players.

## Please complete the following:

- [X] I have added screenshots for all UI updates
- [X] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [X] I have added relevant tests to the test directory

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

FloPinguin
2026-06-14 18:53:01 -07:00
FloPinguin 6c8ce958b2 Fix nations being blocked by PVP immunity 🛡️ (#4282)
## Description:

### Problem

PVP immunity (the extended spawn immunity setting) was incorrectly
preventing AI nations from attacking human players. The intent of PVP
immunity is to protect human-vs-human combat only, but nations were
subject to the same restriction.

### Root Cause

In `canAttackPlayer()`, only `PlayerType.Bot` was exempt from checking
target immunity. Nations fell through to the same path as humans, so
when a nation tried to attack an immune human, `player.isImmune()`
returned true and the attack was blocked.

### Fix

Changed the immunity bypass condition from `this.type() ===
PlayerType.Bot` to `this.type() !== PlayerType.Human`. Now only human
attackers check target immunity. Both bots and nations bypass it (they
only check alliance status).

This does not affect nation spawn immunity
(`nationSpawnImmunityDuration`), which is a separate mechanism that
protects newly spawned nations from all attackers and continues to work
independently.

## Please complete the following:

- [X] I have added screenshots for all UI updates
- [X] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [X] I have added relevant tests to the test directory

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

FloPinguin
2026-06-14 17:54:08 -07:00
evanpelle f7ce58a49f Meta update: increase nuke speed from 10=>12 2026-06-14 16:10:44 -07:00
Evan 769da27257 Fix railroad glowing green for non-snapping structures (#4281)
## Problem

When placing a building near a railroad, the railroad glows green to
show the building would snap to it. This should only apply to **City**,
**Port**, and **Factory** — but missile silos, SAMs, and defense posts
(which cannot be placed on railroads) were also triggering the green
highlight.

## Root cause

The core's `overlappingRailroads()` populated snap tiles for *every*
buildable type. In v31 the green highlight didn't leak because the
client renderer (`RailroadLayer.ts`) gated it with a
`SNAPPABLE_STRUCTURES = [Port, City, Factory]` allowlist:

```ts
if (!SNAPPABLE_STRUCTURES.includes(this.uiState.ghostStructure)) return;
```

That guard was lost when the rendering was rewritten into the WebGL
`RailroadPass`, which now unconditionally highlights every tile in
`overlappingRailroads`. The data was always there; only the renderer's
filter was protecting it.

## Fix

Filter by unit type inside `overlappingRailroads()`, mirroring the
existing guard in `computeGhostRailPaths()`. This keeps the
snap-eligible type list defined once in the core (`RailNetworkImpl`) and
fixes the leak regardless of which renderer consumes the data — rather
than re-adding a client-side allowlist a future rewrite could drop
again.

## Tests

Updated `tests/core/game/RailNetwork.test.ts` for the new signature and
added a case asserting `MissileSilo`/`DefensePost`/`SAMLauncher` return
`[]` (and don't even query the rail grid). All 23 tests pass.

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-authored-by: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-14 12:52:17 -07:00
Evan 52bcae5106 Replace dark mode with player-adjustable lighting (#4280)
## What

Removes the binary **dark mode** feature and replaces it with a
player-adjustable **Lighting** section in graphics settings.

### In-game settings
- Removed the Dark Mode toggle from both `SettingsModal` and
`UserSettingModal`, and `darkMode()`/`toggleDarkMode()`/`DARK_MODE_KEY`
from `UserSettings`.

### New Lighting section (Graphics Settings)
- **Ambient light** slider (1–3): mapped to the renderer's ambient as
`ambient = 1 / level`. **1.0 = no effect (unchanged look), 3.0 = darkest
with the strongest structure glow.**
- **Light falloff** slider (1–3): writes straight to
`lighting.falloffPower`.
- Lighting auto-enables only when ambient < 1, so the default (slider at
1) has zero GPU cost — off by default.

### Removed dark-mode overrides
- Deleted `applyDarkModeOverride()` + `DARK_AMBIENT` and their wiring in
`ClientGameRunner`, `gl/index.ts`, and the `DARK_MODE_KEY` listener.
- Removed the `.dark` HUD-class toggle in `Main.ts` and the
`userSettings.darkMode()` read in `PlayerIcons`.

### Train glow
- `UT_TRAIN` light reduced (intensity `2.0 → 0.5`, radius `8 → 6`) so
structures dominate the glow.

## Notes
- Removing the dark-mode setting also retires the HUD's Tailwind dark
theme (same setting). The dormant `dark:` CSS variants and unused
white-icon assets are left in place (out of scope).

🤖 Generated with [Claude Code](https://claude.com/claude-code)

---------

Co-authored-by: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-14 12:42:19 -07:00
Evan f4db4a33c8 Send nukes as motion plans and render them smoothly per frame (#4255)
## Summary

Follow-up to #4244's payload work: nukes were the last per-tick movers
flooding the worker → main update stream.

- **Core**: nuke trajectories are fully determined at launch
(precomputed parabola), so `NukeExecution` now records a `GridPathPlan`
when the nuke is built — same mechanism trade ships use — and the client
derives the position each tick. Per-tick `UnitUpdate`s for nukes in
flight are suppressed; only targetable flips and deletion
(interception/detonation) still emit. This covers atom bombs, hydrogen
bombs, and MIRV warheads (dozens of per-tick movers per MIRV
separation).
- The plan path replays a separate pathfinder rather than reusing the
stored trajectory array: the curve's cached points don't advance exactly
one index per tick, and the plan must match the movement pathfinder's
exact per-tick tile sequence.
  - `startTick` accounts for MIRV warheads' staggered `waitTicks`.
- **Render**: `UnitPass.drawMissiles` now lerps each nuke's instance
position `lastPos→pos` by wall-clock progress through the current tick,
so nukes glide along their arc at render framerate instead of jumping
once per 100ms tick. Both endpoints are real simulated positions — the
rendered nuke trails the sim by at most one tick and settles exactly on
it when ticks stop. Plan-driven units sync `lastPos` on path-stall ticks
so the lerp never replays a segment. Shells keep their existing
two-instance trail; SAM missiles are unchanged.

## Test plan

- New `tests/nukes/NukeMotionPlan.test.ts`: tick-exact alignment between
the recorded plan and core nuke position over the whole flight
(mirroring `GameView.advanceMotionPlannedUnits` math), `waitTicks`
offset, and that no per-tick unit updates are emitted in flight except
targetable flips and deletion.
- Full suite passes (1452 + 65), tsc/eslint/prettier clean.
- Verified in-game (headless Chromium, real WebGL): atom bomb arcs from
silo to target with the client position driven by the plan, missile
sprite renders intact while the smoothing rewrites the instance buffer
every frame, detonation FX land at the target.

🤖 Generated with [Claude Code](https://claude.com/claude-code)

---------

Co-authored-by: Claude Fable 5 <noreply@anthropic.com>
2026-06-13 13:59:03 -07:00
RickD004 e494f83e8e New and updated categories for maps (#4254)
Resolves #4250

## Description:

Huge update for the map categories:


https://github.com/user-attachments/assets/b7dc6344-efdc-4073-b15a-92b6dccdcc19

**New Categories**

- Re-adds Continental category, with the 7 traditional continents

- Re-adds the category of Arcade along all its maps.

- Renames "Other" to "Fictional", so that tag is more specific and feels
more in-theme with the others. The info.json's of the maps that had the
Other category got changed to Fictional

**Map Category changes**

- **achiran**: adds Europe (while the map is fictional, it is made up of
real islands from ireland. (Since world includes Dyslexdria and
Antarctica has Deglaciated Antarctica, both fictional , i figured for
consistency we could include these mash-up maps too)
- **aegean**: adds Asia category (Turkey is in Asia)
- **arctic**: adds Asia category 
- **choppingblock**: updated "other" to "fictional", added to "new"
- **deglaciatedantarctica**: updated "other" to "fictional"
- **didier**: re-added to Arcade
- **didierfrance**: re-added to Arcade
- **dyslexdria**: updated "other" to "fictional"
- **fourislands**: updated "other" to "fictional"
- **hawaii**: remove north_america tag (while part of the US, hawaii is
geographically only in Oceania)
- **labyrinth**: added to new, re-added to Arcade
- **marenostrum**: added africa and asia tags, the continents which the
mediterranean borders
- **onion**: re-added to Arcade
- **pangaea**: updated "other" to "fictional"
- **passage**: updated "other" to "fictional"
- **sierpinski** re-added to Arcade
- **surrounded**: updated "other" to "fictional"
- **svalmel**: updated "other" to "fictional", added to europe and
north_america (same logic as achiran)
- **thebox**: re-added to Arcade
- **tradersdream**: updated "other" to "fictional"
- **worldinverted**: updated "other" to "fictional", added to "new"
- **africa**: added to Continental
- **antarctica**: added to Continental
- **asia**: added to Continental
- **europe**: added to Continental
- **northamerica**: added to Continental
- **southamerica**: added to Continental
- **oceania**: added to Continental
- **mississippiriver**: added to "new"
- **korea**: added to "new"
- **middleeast**: added to "new"
- **balkans**: added to "new"
- **indiansubcontinent**: added to "new"
- **taiwanstrait**: added to "new"
- **northwestpassage**: added to "new"
- **southeastasia**: added to "new"
- **venice**: added to "new"
- **yellowsea**: added to "new"
- **hongkong**: added to "new"
- **titan**: added to "new"
- **caribbean**: added to "new"
- **juandefucastrait**: added to "new"
- **danishstraits**: added to "new"

## Please complete the following:

- [x] I have added screenshots for all UI updates
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [x] I have added relevant tests to the test directory

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

tri.star1011
2026-06-13 13:42:24 -07:00
FloPinguin 82b68d16a1 Fix "Better troop management for nations 🤖" (#4265)
## Description:

There was a check missing...
The troop management stuff should be disabled for team games because
nations can expect donations in that case, and its mainly relevant for
FFAs.

## Please complete the following:

- [X] I have added screenshots for all UI updates
- [X] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [X] I have added relevant tests to the test directory

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

FloPinguin
2026-06-13 12:57:44 -07:00
crunchybbb 5102805d77 Adds Warship Warship map (with additional nations and team spawn) (#4261)
> **Before opening a PR:** discuss new features on
[Discord](https://discord.gg/K9zernJB5z) first, and file bugs or small
improvements as
[issues](https://github.com/openfrontio/OpenFrontIO/issues/new/choose).
You must be assigned to an `approved` issue — unsolicited PRs will be
auto-closed.

**Add approved & assigned issue number here:**

Resolves #4259 

## Description:

2 Warship shaped islands next to each other. Trade ships and land
attacks can go through the corners. This can be either a 2 teams or a
ffa map. Size is 3000x1396 with 29% land. This will complete the 20th
map for v32 before it releases in 2 days.
There are 10 nations with 23 additional nations (with ai generated
names). The nations are made up similarly to the ones in traders dream
but they are piracy themed and theres also a meme "Evil island man"
nation (rex reference)

It is based on a meme when Ultimus-Rex says "warship warship" when
deploying warships and now people spam "warship warship" in the
comments, especially this user named @warshipwarship who comments
warship warship on every video.


[https://youtu.be/DGMIji0bQQM](https://github.com/openfrontio/OpenFrontIO/issues/url)
<img width="3000" height="1396" alt="image"
src="https://github.com/user-attachments/assets/4bf6d708-afbc-41ea-be7c-cf43fdf69cbc"
/>


## Please complete the following:

- [x] I have added screenshots for all UI updates
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [x] I have added relevant tests to the test directory

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

DISCORD_USERNAME crunchybbbbb
2026-06-13 08:38:18 -07:00
evanpelle f4840a1cfd Add Giant World Map to the multiplayer queue after recent performance improvements. I'm hitting 40fps on a 10 year old chromebook 2026-06-12 17:08:32 -07:00
Evan bca980f572 Shrink the per-tick worker → main update payload by ~90% (#4244)
Stacked on #4243 (the `perf:client` harness) — first step of fixing the
every-100ms main-thread stutter: make the per-tick burst small before
spreading what remains across frames.

## Problem

The harness showed the main-thread burst was dominated by
`structuredClone` of the `updates` object, and the clone was dominated
by two kinds of per-tick churn that re-sent object payloads every tick:

- `gold` / `troops` / `tilesOwned` change for nearly every alive player
every tick → ~278 partial `PlayerUpdate` objects per tick (world/400
bots), ~508 on giantworldmap.
- Attack troop counts tick down every tick → whole
`outgoingAttacks`/`incomingAttacks` arrays re-cloned for every fighting
player every tick.
- `playerNameViewData` (an all-players record) was cloned every tick but
only recomputed every 30 ticks.

## Change

Three additions to the worker → main protocol (all transferable,
zero-clone):

1. **`packedPlayerUpdates`** — `[smallID, tilesOwned, gold, troops]`
float64 quads for players whose stats changed. These fields no longer
appear in `PlayerUpdate` diffs (first emissions still carry the full
snapshot). Gold is exact in a float64 (game values ≪ 2^53).
2. **`packedAttackUpdates`** — `[ownerSmallID, direction, index,
troops]` quads. Attack arrays are only resent when
membership/order/retreating changes — which is exactly the condition
that keeps the patch indexes valid (a tick either resends an array or
patches it, never both).
3. **`playerNameViewData` is now optional** — attached only on
placement-rebuild ticks (spawn ticks, first ticks, every 30th, spawn
end). The client keeps the last applied values; dead players' name
placements freeze at death (matching the previous effective behavior).

On the client, `GameView.populateFrame` now also rebuilds `names` /
`relationMatrix` / `allianceClusters` only when their inputs changed
that tick — field presence on a partial `PlayerUpdate` marks them dirty.
(`playerStatus`, nuke telegraphs, and attack rings still recompute every
tick; they're tick- or unit-dependent.)

## Results (perf:client, this machine; low-end devices ~5–20× slower)

Default run (world, 400 bots, 1800 ticks):

| stage | before | after |
|---|---|---|
| clone (serialize+deserialize) | 1.02ms | **0.09ms** |
| GameView.update | 0.62ms | **0.29ms** |
| WebGLFrameBuilder.update | 0.04ms | 0.04ms |
| **TOTAL burst mean** | **1.67ms** | **0.42ms** |
| TOTAL p99 / max | 3.47 / 10.3ms | **1.21 / 3.92ms** |

giantworldmap/600t: 2.54 → 0.68ms mean. Player update objects: 278 → 6.5
per tick (world), 508 → 12 (giant). The remaining burst is mostly tile
apply + per-tick derivations — the part that frame-spreading (next step)
addresses.

## Verification

- **Sim final hash unchanged** on all three reference configs
(`5607618202213430`, `29309648281599524`, `39945089450032050`) — no
simulation behavior change.
- **View hash unchanged** on all three configs (`942106e9`, `a3aae227`,
`cbaaf265`) — the rendered view state is provably identical
tick-for-tick, including the name-freeze semantics.
- New tests: `tests/PackedPlayerUpdates.test.ts` (drain + GameRunner
cadence), packed-channel and freeze-at-death cases in
`tests/client/view/GameView.test.ts`, `packAttackTroopDeltas` unit tests
and updated diff contract in `tests/GameUpdateUtils.test.ts` /
`tests/PlayerUpdateDiff.test.ts`.
- `npm test` (1490 tests), `eslint`, `prettier`, `tsc --noEmit` all
pass.

🤖 Generated with [Claude Code](https://claude.com/claude-code)

---------

Co-authored-by: Claude Fable 5 <noreply@anthropic.com>
2026-06-12 16:50:56 -07:00
Evan aa4b490e68 Simplify WebGL renderer integration: remove dead extension code, untangle GameView naming (#4240)
## Summary

The WebGL renderer was adapted from an external extension and carried a
lot of machinery this integration never uses (replay playback, its own
input/event system, a GL radial menu). This PR is two mechanical cleanup
passes with **no behavior change**: delete the dead code, then untangle
the `GameView` naming collision.

**78 files, +142 / −2,197.**

### Pass 1 — remove dead extension baggage

- **Replay/copy mode**: `FrameData.tileMode` was hard-coded `"live"`;
the copy branches in `frame/Upload.ts`, `UploadOptions` (never passed),
`applyFullFrame`/`applyFullTiles`/`applyDelta` on the facade and
`GPURenderer`, `HeatManager.resetForSeek`, and the seek-upload methods
on `TerritoryPass`/`TrailPass` were all unreachable. Also deletes
`types/Replay.ts`, `types/FrameSource.ts`, `types/GameUpdates.ts`,
`types/Game.ts` (imported only by the types barrel).
- **FrameEvents**: trimmed from 14 fields to the 3 actually populated
and read (`deadUnits`, `conquestEvents`, `bonusEvents`). The other 11
fed the extension's stats system and were never written or read here.
- **GL radial menu**: `RadialMenuPass`, its 4 shaders, and ~10 API
methods on facade + renderer had zero callers — the game uses the DOM/d3
radial menu in `hud/layers/RadialMenu.ts`. The pass was constructed and
drawn every frame for nothing.
- **Facade event system**: `GameViewEventMap` defined 10 event types
(`click`, `hover`, `scroll`, …) but only `contextrestored` was ever
emitted — input actually flows through `InputHandler` → EventBus →
controllers. Replaced the listener map with a single `onContextRestored`
callback and deleted `Events.ts`. Also fixed the stale header comment
claiming the facade handles user interaction.
- **Unused API surface**: removed ~20 facade/renderer methods with zero
callers (camera passthroughs like
`panTo`/`zoomTo`/`fitMap`/`screenToWorld`, hit-testing queries, SAM
replay setters, `setSelectedUnit`, `clearFx`/`setFxTimeFn`,
`onFrame`/`afterRender`/fps tracking).

Deliberately left alone: `Camera`'s pan/zoom primitives (building blocks
for a possible future camera unification) and the `timeFn` plumbing
inside the FX passes (deeply embedded as defaults; only the dead
renderer-level wrappers were removed).

### Pass 2 — untangle the three GameViews

- `render/gl/GameView.ts` → **`MapRenderer.ts`** (class `MapRenderer`).
Every importer was already aliasing it as `WebGLGameView` to dodge the
collision with the simulation-mirror `GameView` in `client/view/`, so
this removes aliasing rather than adding churn. `render/CLAUDE.md`
updated.
- Deleted the `src/core/game/GameView.ts` back-compat shim (its own TODO
asked for this). All 51 importers now import from `src/client/view/`
directly via a new 3-line barrel `view/index.ts`.

## Test plan

- `tsc --noEmit` clean, `eslint` clean
- Full test suite passes (1,385 + 65 server tests)
- Manual verification via headless Chromium: started a singleplayer game
and confirmed the renderer works end-to-end — terrain draws, spawn-phase
overlay shows, territories fill with borders after spawning, player
names/flags render, no renderer console errors

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-authored-by: Claude Fable 5 <noreply@anthropic.com>
2026-06-12 14:21:24 -07:00
FrederikJA 19db66f424 Delayed lobby start (#4184)
Resolves #4169

## Description:

Adds a delayed lobby start option.
Utilizes the same system as for public lobbies.
The default for the option is for lobbies to take 3 seconds to start,
however this can easily be changed.

The current setting is controlled through an enable-disable slider,
however there are multiple other options for how to control this.
For example we could do a slider, an input field, a dropdown etc. And i
dont necessarily know if the currently implemented option is the best.

Furhtermore im not sure if i have used the language file completely
correctly. There is now a duplicate field for both private and public
lobby. However there is not category shared between the two. So i
decided to reuse the field from public for private games, as this
simplified the code a bit.

**Host video**

https://github.com/user-attachments/assets/6f3db6e4-7323-4fad-8544-efb8cef4d969

**Non-host video**

https://github.com/user-attachments/assets/ee02a072-1f42-4dde-a5d9-120fda862eb7

## Please complete the following:

- [X] I have added screenshots for all UI updates
- [X] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [x] I have added relevant tests to the test directory


## Please put your Discord username so you can be contacted if a bug or
regression is found:
FrederikJA
2026-06-12 12:22:03 -07:00
FloPinguin d96c055df1 Better troop management for nations 🤖 (#4239)
## Description:

When human pro players have non-allied players with similar troops next
to them, they wouldn't send out a big attack.

But nations are doing exactly that.

With this PR, they no longer do. On hard and impossible.
On easy and medium they are stupid 😀

```
1. Troop send cap: the nation must retain a minimum fraction of its
   strongest non-allied neighbor's troop count (Hard: 75%, Impossible:
   90%). Attacks that would drop below this floor are scaled down or
   skipped entirely. Allied and same-team neighbors are ignored since
   they pose no threat. The cap applies to land attacks, boat attacks,
   and random boat attacks.

2. Minimum attack strength: if the capped troop count is less than 20%
   of the target's troop count, the attack is skipped as too weak to be
   worthwhile. Only applies on Hard and Impossible.
```

_Coded by MiMo 2.5 Pro, reviewed by MiniMax M3_

## Please complete the following:

- [X] I have added screenshots for all UI updates
- [X] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [X] I have added relevant tests to the test directory

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

FloPinguin
2026-06-12 09:35:43 -07:00
Evan 2e6f70c098 Speed up the core sim: inline sfc32 PRNG and allocation-free player updates (#4233)
## Summary

Follow-up to #4230. Two more core-sim optimizations — these are
**behavior-affecting in controlled ways** (unlike #4230, which was
hash-identical), so both come with dedicated test coverage written
before the change.

Combined results (`npm run perf:game`, same machine, before → after):

| run | mean tick | ticks/sec | p99 | peak heap |
|---|---|---|---|---|
| default (world, 400 bots, 1800 ticks) | 7.98 → **6.96 ms** | 125 →
**144** | 21.2 → **19.0 ms** | 438 → **294 MB** |
| giantworldmap, 600 ticks | 17.4 → **15.2 ms** | 58 → **66** | 32.6 →
30.5 ms | |

Cumulative with #4230 vs. the original baseline: default run mean 9.04 →
6.96 ms (111 → 144 ticks/sec); giantworldmap 22.5 → 15.2 ms (44 → 66
ticks/sec, max tick 52.8 → 40.1 ms).

### 1. `PseudoRandom`: seedrandom ARC4 → inline sfc32

- ARC4 was ~4% of profiled self time. The new engine is sfc32 with
splitmix32 seed expansion and a warmup, using only 32-bit integer ops —
sequences are identical across platforms. The class API is unchanged.
- This **removes the `seedrandom` dependency entirely**, making
`src/core` actually dependency-free (the import was the only violation
of that rule).
- ⚠️ **The random stream differs, so the deterministic game-state hash
changes.** All clients run the same code, so cross-client sync is
unaffected; the harness reproduces the same hash on repeated runs per
seed. New reference hashes:
  - `--map world --ticks 200 --bots 100` → `5607618202213430`
  - default run → `29309648281599524`
  - `--map giantworldmap --ticks 600` → `39945089450032050`
- New `tests/PseudoRandom.test.ts` (15 tests) pins the engine-agnostic
contract: per-seed determinism, ranges, uniformity, adjacent-seed
decorrelation, and every API method. The tests were verified green
against the old engine first, then the swap.
- The stream change exposed a test that passed **by RNG luck**: in
`AiAttackBehavior.test.ts`, "nation cannot attack allied player" was
actually being blocked by the difficulty dice gate in `shouldAttack`,
not the alliance check — hiding that the test's `AiAttackBehavior` was
constructed without its `NationEmojiBehavior`. The test now supplies one
and verifies the real protection layer (`AttackExecution`'s alliance
check), robust to any dice outcome.

### 2. `PlayerImpl.toFullUpdate`: allocation-free empty collections

- `toFullUpdate` runs for every player every tick and allocated ~10
collections each (allies, embargoes Set, attacks, alliance views, …)
even when all were empty — the common case for most of 472 players.
Because `lastSentUpdate` retains each snapshot for a full tick, these
objects survived minor GC, got promoted, and accumulated as old-space
garbage between major GCs — that's the peak-heap drop.
- Empty collections now reuse shared **frozen** module-level singletons,
so `diffPlayerUpdate`'s existing `a === b` fast paths skip structural
comparison entirely. Non-empty collections build in single passes.
Freezing makes accidental in-worker mutation throw loudly instead of
silently corrupting every player; consumers across the worker boundary
get mutable structured clones as before. (`Set` cannot be frozen —
`EMPTY_EMBARGOES` is documented as never-mutate.)
- Value-identical: the game-state hash is unchanged by this part
(verified against the post-PRNG baseline).
- New `tests/PlayerUpdateDiff.test.ts` (8 tests): full-snapshot shape,
null-when-unchanged, embargo/alliance/target/attack diffs through the
real tick pipeline, and the freeze contract.

### Verification

- Full suite passes: 124 files / 1408 tests (23 new) + server tests;
lint and prettier clean.
- Hash reproducibility confirmed: repeated runs with identical args
produce identical hashes on all three configs.

🤖 Generated with [Claude Code](https://claude.com/claude-code)

---------

Co-authored-by: Claude Fable 5 <noreply@anthropic.com>
2026-06-12 08:15:01 -07:00
Evan 182d008ddd Generate a single MapInfo list; move SPECIAL_TEAM_MAPS and en.json map names into info.json (#4231)
**Add approved & assigned issue number here:**

N/A — maintainer follow-up to #4227.

## Description:

Follow-up to #4227, finishing the "info.json is the single source of
truth" refactor.

**Maps.gen.ts now generates one `MapInfo` interface and a `maps` list**
instead of parallel lookup records. `mapCategories`,
`mapTranslationKeys`, and `multiplayerFrequency` are gone — consumers
read the list directly (`map.categories`, `map.translationKey`,
`map.multiplayerFrequency`). MapPicker got simpler in the process: it
renders from `MapInfo` objects, so the reverse
`Object.entries(GameMapType)` lookup to recover the enum key is gone.
The featured-rank sort moved out of the Go codegen into the picker,
where the presentation concern belongs.

**`SPECIAL_TEAM_MAPS` moves into info.json** as an optional
`special_team_count` field (set on the same 17 maps with the same
values). MapPlaylist derives its map from the generated list;
`SPECIAL_TEAM_FORCE_CHANCE` and the frequency multiplier behavior are
unchanged.

**The en.json `map` section is now generated.** A new optional
`display_name` field in info.json (defaulting to `name`) is written to
`resources/lang/en.json` by the generator, preserving the section's
non-map UI keys (`map`, `featured`, `all`, `favorites`, `random`). The 8
maps whose English display name intentionally differs from the frozen
enum value (e.g. `MENA`, `Milky Way`, `Europe (Classic)`, `Baikal (Nuke
Wars)`) declare it via `display_name`, so no display text changes. The
section is emitted alphabetically; since #4232 already sorted en.json
and every value matches, regeneration is byte-identical and this PR has
no en.json diff. Other languages remain Crowdin-managed.

The generator also now validates `translation_key` is exactly
`map.<folder>` and `special_team_count >= 2`. MapConsistency tests
compare info.json directly against the generated list and the en.json
section, and fail with a "run `npm run gen-maps`" message on drift. No
behavior changes: enum values, playlist frequencies, special-team
counts, featured order, and display names are all byte-identical.

## Please complete the following:

- [x] I have added screenshots for all UI updates (no UI changes —
internal refactor, rendering output identical)
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [x] I have added relevant tests to the test directory

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

evanpelle

🤖 Generated with [Claude Code](https://claude.com/claude-code)

---------

Co-authored-by: Claude Fable 5 <noreply@anthropic.com>
2026-06-11 21:06:48 -07:00
Evan 94f2293149 Reduce main bundle size by ~44% gzipped (732 KB → 412 KB) (#4229)
## Summary

Cuts the main JS chunk from **2,891 KB (732 KB gzip)** to **1,679 KB
(412 KB gzip)** by fixing two bundling issues and removing/replacing
heavy dependencies. Measured with a per-module `renderedLength` analysis
of the rolldown output (its prod sourcemaps are malformed, so
sourcemap-based tools misattribute sizes).

| Chunk | Before | After |
|---|---|---|
| `index-*.js` (min) | 2,891 KB | 1,679 KB |
| `index-*.js` (gzip) | 732 KB | **412 KB** |

## Changes

- **Sim worker moved out of the main bundle (~512 KB).** The
`?worker&inline` payload is now reached through a dynamic `import()`, so
it lands in its own lazy chunk fetched when a game starts. The worker
itself still uses Vite's inline Blob mechanism (with its `data:` URL
fallback) — runtime instantiation is byte-for-byte unchanged.
- **Replaced `lit-markdown` with `marked` + the already-bundled
DOMPurify (~380 KB).** lit-markdown transitively pulled sanitize-html,
htmlparser2, postcss, and two copies of entities into the client just to
render news markdown. New `src/client/Markdown.ts` matches its
image-stripping default.
- **Dropped `colorjs.io` (~114 KB).** It was only used for ΔE2000
distance in `ColorAllocator`; colord's lab plugin (already imported
there) provides the same CIEDE2000 via `.delta()`. Only relative
magnitudes are compared, so allocation behavior is unchanged.
- **`msdf-atlas.json` (~319 KB) fetched at runtime** like the atlas PNG,
preloaded in parallel with worker init in `ClientGameRunner` so
game-load latency is unaffected.
- **Tailwind CSS no longer shipped twice (~158 KB).** `o-modal` imported
`styles.css?inline`, duplicating the emitted stylesheet as a JS string.
It now adopts a constructed stylesheet built from the document's own CSS
(HTTP-cache hit in prod, `<style>` tags + HMR re-sync in dev) via
`SharedStyles.ts`.
- **Debug GUI lazy-loaded.** lil-gui + `gl/debug/*` now load on first
toggle (46 KB lazy chunk) instead of shipping in the main bundle.

Also looked at the `import * as d3` in RadialMenu (~84 KB) but left it:
rolldown tree-shakes the metapackage well and all but ~2 KB is the
genuine dependency closure of the selection/transition/shape/color APIs
in use.

## Test plan

- [x] `tsc --noEmit` clean
- [x] ESLint clean
- [x] Full test suite passes (1,374 + 65 tests)
- [x] `npm run build-prod` succeeds; worker/debug chunks present in
`asset-manifest.json` for the R2 upload
- [ ] Manual smoke test in dev: start a game (worker dev path), open a
modal (shared stylesheet), open news modal (markdown rendering)

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-authored-by: Claude Fable 5 <noreply@anthropic.com>
2026-06-11 20:07:16 -07:00
Evan 2789db8b96 Optimize core simulation hot paths (no behavior change) (#4230)
## Summary

Pure performance optimizations to the attack/conquer/cluster hot paths
in `src/core`, driven by the full-game perf harness from #4228. **No
behavior change**: the final game-state hash is identical before/after
on every config tested — world quick run (2 different seeds),
giantworldmap, and the default 1800-tick run.

### Changes

- **Flat-arithmetic neighbor iteration**: `forEachNeighbor` /
`forEachNeighborWithDiag` / `isBorder` / `isOceanShore` are now
implemented inside `GameMapImpl` using raw `ref±1` / `ref±width` index
math, skipping the per-neighbor `ref()` coordinate validation
(`Number.isInteger` etc.). `GameImpl` and `GameView` delegate.
- **New `neighbors4(ref, out)`**: zero-allocation, callback-free
neighbor query for hot loops (W, E, N, S — same order as
`forEachNeighbor`).
- **`AttackExecution`**: the per-tile closures in `tick()` /
`addNeighbors()` are replaced with reusable neighbor buffers, a cached
`GameMap` reference, and integer `smallID()` owner comparisons instead
of owner-object lookups.
- **`GameImpl`**: the per-conquer `updateBorders` closure is hoisted to
a method with a reusable buffer; `removeInactiveExecutions` compacts the
executions array in place instead of allocating a new ~4200-element
array every tick.
- **`PlayerExecution`**: `surroundedBySamePlayer` / `isSurrounded` /
`getCapturingPlayer` de-closured (`neighbors4` + integer compares;
neighbor visit order preserved, so `getCapturingPlayer`'s
Map-insertion-order tie-breaking is unchanged); flood-fill visit closure
hoisted out of the while loop.
- **`FlatBinaryHeap.dequeue`**: returns the tile directly instead of
allocating a `[tile, priority]` tuple per dequeued tile (AttackExecution
is the only caller).

### Performance (`npm run perf:game`, same machine, before → after)

| run | mean tick | ticks/sec | max tick |
|---|---|---|---|
| default (world, 400 bots, 1800 ticks) | 9.04 → **7.98 ms** | 111 →
**125** | 31.7 → 35.7 ms |
| giantworldmap, 600 ticks | 22.5 → **17.4 ms** | 44 → **58** | 52.8 →
**36.2 ms** |

The giantworldmap tail improvement (max tick −31%) is the most relevant
for the 100 ms tick budget.

### Determinism verification

Identical `Final hash` before and after on all configs:

| config | hash |
|---|---|
| `--map world --ticks 200 --bots 100` | `5455008589403520` |
| same + `--seed second-seed-check` | `5580840142777488` |
| `--map giantworldmap --ticks 600` | `37373734953428430` |
| default run | `26773450321979388` |

### Tests

- New `tests/NeighborIteration.test.ts` pins the exact neighbor
iteration orders (W,E,N,S cardinal; dx-major diagonal — conquest order
and RNG consumption depend on them) and conquer/border-tile invariants
checked mid-battle.
- New `tests/FlatBinaryHeap.test.ts` covers heap ordering, clear, and
growth.
- Full suite passes (122 files / 1386 tests + server tests); lint and
prettier clean.

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-authored-by: Claude Fable 5 <noreply@anthropic.com>
2026-06-11 19:58:42 -07:00
Evan 3de5fb4204 Move map metadata into info.json and generate map TypeScript from it (#4227)
**Add approved & assigned issue number here:**

N/A — maintainer refactor.

## Description:

Makes each map's `info.json` the single source of truth for map metadata
— adding a map is now a folder with `image.png` + `info.json`, a
`gen-maps` run, and an en.json display name.

**info.json / manifest.json carry full map metadata.** Every
`map-generator/assets/maps/<map>/info.json` declares `id` (the
`GameMapType` enum key), `name` (the enum value — wire format, unchanged
for all 94 maps), `translation_key`, `categories`, and
`multiplayer_frequency` (the public-playlist weight that used to be the
`FREQUENCY` record in MapPlaylist.ts). The generator validates
everything and mirrors it into `resources/maps/<map>/manifest.json`. 23
stale info.json `name` values were normalized to the canonical enum
value; enum values are byte-identical, so replays and stored game
configs are unaffected.

**The generator emits the TypeScript and discovers maps itself.** New
`map-generator/codegen.go` generates `src/core/game/Maps.gen.ts`
(`GameMapType`, `GameMapName`, `mapCategories`, `mapTranslationKeys`,
`multiplayerFrequency` — now a full `Record<GameMapName, number>`,
killing the old `Partial`) on every run; `Game.ts` re-exports it. The
hardcoded map registry in `main.go` is gone — maps are auto-discovered
from the `assets/maps` / `assets/test_maps` directories. MapConsistency
tests fail with a "run `npm run gen-maps`" message if info.json,
manifest.json, and Maps.gen.ts drift. The tracked
`map-generator/map-generator` binary is rebuilt to match.

**New categories: continents + world/cosmic/tournament/other,
multi-category support.** `continental`/`regional`/`fantasy`/`arcade`
are replaced by `featured`, `world`, `europe`, `asia`, `north_america`,
`africa`, `south_america`, `oceania`, `antarctica`, `cosmic`,
`tournament`, and `other`. Maps can list multiple categories, so
straddlers (Black Sea, Bosphorus, Caucasus, Between Two Seas, Bering
Sea/Strait, Mena, Strait of Gibraltar, Hawaii, Arctic) appear under both
regions. Featured is itself a category (same 7 maps as before).
MapPlaylist keeps its arcade exclusion via an explicit set.

**Map picker UI.** Two tabs: **Featured** (default — featured maps plus
a Favorites section when maps are starred) and **All** (one prominent
collapsible bar per category with a map count, collapsed by default).
The selected map is prepended to the featured grid when it lives
elsewhere. `getMapName()` resolves through the generated
`mapTranslationKeys`, which also fixes tourney maps never resolving a
valid translation key.

## Please complete the following:

- [ ] I have added screenshots for all UI updates (maintainer change —
picker described above)
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [x] I have added relevant tests to the test directory

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

evanpelle

🤖 Generated with [Claude Code](https://claude.com/claude-code)

---------

Co-authored-by: Claude Fable 5 <noreply@anthropic.com>
2026-06-11 19:36:53 -07:00
RickD004 7405339ea7 Add Titan map with random spawn nations - along new Cosmic map category (#4183)
Resolves #4182

## Description:

Adds "Titan" (real moon of Saturn with methane seas) map . Uses new
random spawn nation feature by FloPinguin.
https://github.com/openfrontio/OpenFrontIO/pull/4156

Also adds new Cosmic map category. The "Other" map category has become a
wastebasket of unrelated maps, and with increasing number of maps, i
think its a good addition to have better categories for these maps.

I figured these 2 changes should go together since im adding a cosmic
map, and a cosmic category.

proof of nations spawning randomly and how the cosmic category looks in
the menu:


https://github.com/user-attachments/assets/b84bd3ef-6b8f-46fe-a6ea-ea5e79c6dc00

## Please complete the following:

- [x] I have added screenshots for all UI updates
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [x] I have added relevant tests to the test directory

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

tri.star1011

---------

Co-authored-by: Evan <evanpelle@gmail.com>
2026-06-11 10:55:46 -07:00
RickD004 af2849a2d7 Adds "Juan De Fuca Strait" map - 3 way team map (#4215)
Resolves #4148

## Description:

Adds "Juan de Fuca Strait" map. This is the Strait in Washington and
British Columbia: https://en.wikipedia.org/wiki/Strait_of_Juan_de_Fuca

This map is meant to be a brand new 3-team way map, since all the team
maps we have are either made for 2 or 4 teams.
The map is bumped towards this gamemode similar to how Baikal is bumped
to 2 teams.

Map also has Additional Nations, for a total fof 62, for Human vs
Nations and solo games
<img width="1365" height="602" alt="image"
src="https://github.com/user-attachments/assets/9cb86727-db06-4fcb-bee4-85e7b5d47d15"
/>
<img width="1319" height="488" alt="image"
src="https://github.com/user-attachments/assets/13fd9a01-7ec6-49ab-81c3-40b566cbf6e0"
/>
data from OpenTopography, already credited

## Please complete the following:

- [x] I have added screenshots for all UI updates
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [x] I have added relevant tests to the test directory

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

tri.star1011
2026-06-10 20:00:53 -07:00
FloPinguin b0e7d04f6e Add help notification system to control panel ℹ️ (#4212)
Resolves https://github.com/openfrontio/OpenFrontIO/issues/3445

## Description:

I copied the PR #3743 from @luctrate (Add army limit warning indicator
for team games) to this PR because he didn't respond to requested
changes but I thought it's important.

I expanded on it, now its a full help message system:

**Warnings (orange):**
- Army limit: shown in team games with donations when troops exceed 80%
of max
- Low troops: shown when troops drop below 1k (=> new noob player who
clicks too much)

<img width="764" height="251"
alt="582494157-cf19b13e-a0a9-44e4-8de8-86c007fe9c79"
src="https://github.com/user-attachments/assets/6b4996d9-1993-4d2c-98ba-afba17a5ca4d"
/>

**Info messages (blue):**
- Borders a traitor ally: "You can betray traitors without becoming a
traitor yourself" (Because its not obvious for new players)
- Borders an allied AFK player: "You can attack disconnected players
even if you are allied with them" (Because its not obvious for new
players)
- Borders an AFK teammate: "You can attack disconnected teammates"
(Because its not obvious for new players)

Info messages only appear when the player has not attacked the relevant
neighbor for at least 15 seconds, so they do not show up without reason.

<img width="524" height="141" alt="image"
src="https://github.com/user-attachments/assets/88d74661-d47e-45a7-9f91-d4f5361114b7"
/>

New "Help Messages" toggle in settings (default: on)

<img width="409" height="105" alt="image"
src="https://github.com/user-attachments/assets/24bc8bed-777b-4f72-9451-02116ac39db0"
/>

Implementation details:
- Border detection uses async borderTiles() refreshed every 1s, cached
in a Set of nearby player smallIDs
- Outgoing attacks are tracked per-target to compute the 15-second idle
threshold
- New armyLimitWarningThreshold() on Config (returns 0.8)
- All user-facing strings go through translateText() with en.json
entries

AI Model used: MiMo 2.5 Pro

## Please complete the following:

- [X] I have added screenshots for all UI updates
- [X] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [X] I have added relevant tests to the test directory

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

FloPinguin
2026-06-10 17:00:24 -07:00
evanpelle 5cb155267d Only notify on warship and transport ship destruction
displayMessageOnDeleted fired a "Your {unit} was destroyed" message for
nearly every unit type (denylisting only MIRV warheads and train cars),
which spammed the event feed with low-stakes losses like ports, cities,
and trade ships.

Flip it to an allowlist: only surface destruction of warships and
transport ships, the two losses with real tactical weight (lost naval
control, lost army at sea). Everything else is either visible on the map
or not worth a notification.
2026-06-10 16:00:29 -07:00
evanpelle 9396df1ca4 Remove unit capture event messages
Drop the "Your {unit} was captured by {name}" and "Captured {unit} from
{name}" display messages on unit ownership change in UnitImpl. They fired
on every capture — dominated by warships taking trade ships — and were
too spammy to be useful, so players tuned them out.

Also clean up the now-unused pieces:
- Remove the UNIT_CAPTURED_BY_ENEMY message type, its category mapping,
  and its case in getMessageTypeClasses.
- Remove the orphaned unit_captured_by_enemy and captured_enemy_unit
  en.json keys.

CAPTURED_ENEMY_UNIT is kept — still used by the trade-ship gold message.
2026-06-10 15:58:25 -07:00
FloPinguin 3aaf0ea05d Remove lakes from the game 🌊 (#4214)
## Description:

Nametags look weird here because on the left is a lake:

<img width="954" height="765" alt="Screenshot 2026-06-10 170116"
src="https://github.com/user-attachments/assets/2b679a68-fab3-458e-8e29-e12b9a4f281b"
/>

I removed isLake from the nametag position calculation

Because isLake was unused then, I removed it completely.

Full changelog:

- Remove isLake() from GameMap interface, GameMapImpl, GameImpl, and
GameView
- Remove TerrainType.Lake enum value
- terrainType() now returns Ocean for all water tiles (previously
distinguished lake vs ocean, but nothing treated them differently)
- Remove Lake case from PastelTheme and PastelThemeDark (already fell
through to Ocean)
- Exclude lakes from nametag placement grid in NameBoxCalculator

Maybe as a next step also remove lakes metadata from the map generator?

AI Model used: MiMo 2.5 Pro

## Please complete the following:

- [X] I have added screenshots for all UI updates
- [X] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [X] I have added relevant tests to the test directory

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

FloPinguin
2026-06-10 13:20:52 -07:00
evanpelle f17ca9bd65 meta: increase trade ship sigmoid midpoint 200 => 400 2026-06-10 10:39:59 -07:00
crunchybbb 855695b78e Adds Hong Kong map (#4191)
> **Before opening a PR:** discuss new features on
[Discord](https://discord.gg/K9zernJB5z) first, and file bugs or small
improvements as
[issues](https://github.com/openfrontio/OpenFrontIO/issues/new/choose).
You must be assigned to an `approved` issue — unsolicited PRs will be
auto-closed.

**Add approved & assigned issue number here:**

Resolves #4152(issue number)

## Description:


- Adds a map of Hong Kong. The size is 2781x1997 with land area of 41%
(2.2mil pixels). The islands, straits, harbors, coastlines and
peninsulas make for some very intersting gameplay.
- HK is the second densest place on earth. To simulate this, there are
71 nations based on districts, parks, islands, etc. (Kowloon and HK
Island are so crowded with nations, there may be only 1-2 tribes that
spawn there!)
- Large coastal plains, passes and mountain ranges across islands and
the mainland

map image
<img width="2781" height="1997" alt="hk-improvedriver"
src="https://github.com/user-attachments/assets/ef324fca-88f7-487c-adb0-fa31fc370458"
/>

showcase https://www.youtube.com/watch?v=DosBDttQVmE

## Please complete the following:

- [x] I have added screenshots for all UI updates
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [x] I have added relevant tests to the test directory

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

DISCORD_USERNAME crunchybbbbb

---------

Co-authored-by: RickD004 <realtacoco@gmail.com>
2026-06-09 18:39:48 -07:00
evanpelle ea95069604 Move special effects toggle to graphics settings, wire to renderer
The special effects toggle wrote settings.specialEffects but nothing in
the WebGL pipeline read it — the FX pass is gated on passEnabled.fx. The
setting was orphaned when the old canvas renderer was removed, so the
toggle had no visual effect.

Move the toggle into the graphics settings modal (under a new Effects
section) and remove it from the in-game settings modal and the homepage
user settings modal. Rewire it to a passEnabled.fx graphics override so
it actually toggles the FX pass, applied live via the existing graphics
override listener.

Delete the now-dead fxLayer()/toggleFxLayer() from UserSettings.

Note: users who previously disabled special effects will reset to on,
since the old settings.specialEffects key is no longer read.
2026-06-08 14:15:07 -07:00
Patrick Plays Badly 1e3f50436c Add map world inverted (#4189)
Resolves #4187

## Description:
Add Map - World Inverted

1248x2500, 1,561,000 land tiles
~100 standard. Over 250+ total.
https://www.youtube.com/watch?v=w2LVZQXZoaU
https://discord.com/channels/1284581928254701718/1509034328766812210

## Please complete the following:

- [X] I have added screenshots for all UI updates
- [X] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [X] I have added relevant tests to the test directory


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

PlaysBadly
2026-06-08 13:43:55 -07:00
RickD004 27517e3698 Adds Mississippi River map - vertical pipe map (#4176)
Resolves #4153 

## Description:

Add Mississippi river, inspired by Amazon, but vertical. Pipe-type map
along Amazon and Passage. 11 nations, with 51 additional nations for a
total of 62 for Humans vs Nations gamemode.


https://github.com/user-attachments/assets/6596a7bf-b529-442a-99b1-815493ee0e96


https://github.com/user-attachments/assets/5bb4959b-8ef3-428a-8e3a-94c424fa092b


https://github.com/user-attachments/assets/e4d4622e-ea42-4edf-9d86-d9d00c0fdde4

## Please complete the following:

- [x] I have added screenshots for all UI updates
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [x] I have added relevant tests to the test directory

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

tri.star1011
2026-06-06 19:26:34 -07:00