Evan 0c83444dc9 feat(client): custom plutonium amount purchase in store (#4515)
## Summary

Adds a **custom plutonium amount** purchase option to the Store, wiring
the client to the new `POST /stripe/create-custom-currency-checkout`
endpoint (infra [PR
#400](https://github.com/openfrontio/infra/pull/400)). Players can buy
any integer **20–2000** plutonium, priced inline server-side at **20
plutonium = \$1.00**.

A new `<custom-currency-card>` renders as the **last tile in the Store
"Packs" tab** — a slider + number input with a live price and a "Buy for
\$X.XX" button that redirects to Stripe Checkout.

## Changes

| File | Change |
|---|---|
| `src/client/Api.ts` | New `createCustomCurrencyCheckout(hardAmount)` —
POSTs `{ hardAmount, hostname }`, returns the Stripe `url` (mirrors
`createCheckoutSession`). |
| `src/client/components/CustomCurrencyCard.ts` | New
`<custom-currency-card>` component: plutonium slider + number input,
live price, clamps to 20–2000 integer client-side, redirects to Stripe
on buy. |
| `src/client/Store.ts` | Renders the card after the fixed packs in the
"Packs" tab; drops the now-unreachable "no packs" empty state. |
| `src/client/Main.ts` | Handles `type=custom_currency` in the
`#purchase-completed` redirect (success alert + strip hash; balance
refetches from `/users/@me` on load). |
| `src/client/LangSelector.ts` | Registers `custom-currency-card` for
translation-reload re-render. |
| `resources/lang/en.json` | Adds `store.buy_for`,
`store.custom_amount`, `store.custom_currency_purchase_success`; removes
the orphaned `store.no_packs`. |

## Notes

- **No catalog product** — unlike currency packs, the custom amount is
priced inline server-side, so the card is standalone (not a
`resolveCosmetics` item).
- **Async credit** — no optimistic balance bump; the balance reflects
the Stripe webhook via `/users/@me` on return, matching the
currency-pack flow.
- Server is authoritative on bounds/rate; client-side clamping is
UX-only.

## Testing

- Full suite green: **1842 tests / 153 files**; `tsc --noEmit` and
eslint clean.
- Manually verified in the running app (headless Chromium): card renders
in the Packs tab; amount/price stay in sync across slider + number
field; clamping confirmed (5000→2000/\$100.00, 5→20/\$1.00, 750→\$37.50
— matches the pricing table).

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

Co-authored-by: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-06 17:23:58 -07:00
2025-06-22 08:14:08 -07:00
2026-07-01 14:12:37 -07:00
2026-05-31 15:09:08 +01:00
2025-05-15 23:09:39 -04:00
2025-03-06 15:50:29 -08:00
2025-05-15 23:09:39 -04:00
2026-03-23 13:40:21 -07:00
2026-04-29 12:49:19 -06:00
2026-01-21 10:00:55 -08:00
2026-05-31 15:09:08 +01:00
2026-05-31 15:09:08 +01:00

OpenFrontIO Logo

OpenFront.io is an online real-time strategy game focused on territorial control and alliance building. Players compete to expand their territory, build structures, and form strategic alliances in various maps based on real-world geography.

This is a fork/rewrite of WarFront.io. Credit to https://github.com/WarFrontIO.

CI Crowdin CLA assistant License: AGPL v3 Assets: CC BY-SA 4.0

License

OpenFront source code is licensed under the GNU Affero General Public License v3.0

Current copyright notices appear in:

  • Footer: "© OpenFront and Contributors"
  • Loading screen: "© OpenFront and Contributors"

Modified versions must preserve these notices in reasonably visible locations.

See the LICENSE for complete requirements.

For asset licensing, see LICENSE-ASSETS.
For license history, see LICENSING.md.

🌟 Features

  • Real-time Strategy Gameplay: Expand your territory and engage in strategic battles
  • Alliance System: Form alliances with other players for mutual defense
  • Multiple Maps: Play across various geographical regions including Europe, Asia, Africa, and more
  • Resource Management: Balance your expansion with defensive capabilities
  • Cross-platform: Play in any modern web browser

📋 Prerequisites

  • npm (v10.9.2 or higher)
  • A modern web browser (Chrome, Firefox, Edge, etc.)

🚀 Installation

  1. Clone the repository

    git clone https://github.com/openfrontio/OpenFrontIO.git
    cd OpenFrontIO
    
  2. Install dependencies

    npm run inst
    

    Do NOT use npm install nor npm i but instead use our npm run inst. It runs the safer npm ci --ignore-scripts to install dependencies exactly according to the versions in package-lock.json and doesn't run scripts. This can prevent being hit by a supply chain attack.

🎮 Running the Game

Development Mode

Run both the client and server in development mode with live reloading:

npm run dev

This will:

  • Start the webpack dev server for the client
  • Launch the game server with development settings
  • Open the game in your default browser (to disable this behavior, set SKIP_BROWSER_OPEN=true in your environment)

Client Only

To run just the client with hot reloading:

npm run start:client

Server Only

To run just the server with development settings:

npm run start:server-dev

Connecting to staging or production backends

Sometimes it's useful to connect to production servers when replaying a game, testing user profiles, purchases, or login flow.

To replay a production game, make sure you're on the same commit that the game you want to replay was executed on, you can find the gitCommit value via https://api.openfront.io/game/[gameId]. Unfinished games cannot be replayed on localhost.

To connect to staging api servers:

npm run dev:staging

To connect to production api servers:

npm run dev:prod

🛠️ Development Tools

  • Format code:

    npm run format
    
  • Lint code:

    npm run lint
    
  • Lint and fix code:

    npm run lint:fix
    
  • Testing

    npm test
    

🏗️ Project Structure

  • /src/client - Frontend game client
  • /src/core - Deterministic game simulation
  • /src/server - Backend game server
  • /resources - Static assets (images, maps, etc.)

🤝 Contributing

Contributions and translations are welcome! See CONTRIBUTING.md for the workflow, the approved-issue process, project governance, and translation info.

S
Description
Languages
TypeScript 91.4%
GLSL 2.5%
JavaScript 2%
HTML 1.5%
Go 1%
Other 1.5%