Zixer1 4ce57efbe2 Rebalance Doomsday Clock: late-game stalemate-breaker (10min grace + wave squeeze), slower troop drain, gentler-but-steeper warship attrition (#4518)
Resolves #<add your approved & assigned issue number>

## Description:

Rebalances the Doomsday Clock so it acts as a **late-game
stalemate-breaker** rather than an early-game culler, softens how fast
it removes troops and warships, and makes the HUD countdown clearer.

**Clock schedule (all presets):**
- A flat **10-minute grace** at 0% required share — the early game is
decided by combat, not the clock.
- Then a 6-wave squeeze at accelerating levels (4 / 9 / 16 / 26 / 40 /
55%) with short pauses, reaching the final 55% at each preset's cap:
**45 / 35 / 25 / 15 min** for slow / normal / fast / veryfast.
- `WaveSchedule` `rampSeconds`/`pauseSeconds` are now **per-wave
arrays**, so the curve can be shaped (gentle early, steeper late)
instead of one uniform ramp. `requiredBasisPoints` and the HUD companion
`doomsdayClockWaveState` walk the per-wave segments in lockstep.

**Troop drain:** warn window `10s → 30s`, drain eased (`2%→5%` over
`90s`), so a caught side takes ~2 minutes to wipe instead of ~1.

**Warship attrition:** warships get their own gentler start plus a
**convex** decay curve — a ship caught when its side is first doomed
lasts about as long as troops, but the rate ramps up steeply so a side
at full attrition still loses its fleet in ~2s. Adds a `curveExponent`
argument to `doomsdayClockDrain` (1 = linear, used for troops; higher =
convex, used for ships).

**Determinism:** the drain curve is **integer-only** (fixed-point power,
no floats), so the floored per-tick loss is bit-identical on every
client in the lockstep sim. The linear troop path keeps its exact
existing integer form; only the convex warship path is reshaped.

**HUD countdown clarity:** the clock readout now shows a live countdown
in both states — `Will reach 16% in M:SS` while the bar is actively
climbing, and `Starts rising to 26% in M:SS` during a pause (previously
`Next 26% in …`, which read as if it jumped there instantly). Backed by
a new `secondsToTarget` field on the shared wave state so the sim and
HUD stay in agreement. All display text goes through `translateText()` /
`en.json`.
<img width="278" height="116" alt="image"
src="https://github.com/user-attachments/assets/e0be3d2c-bb88-46be-b344-34d63e4859bd"
/>
<img width="304" height="171" alt="image"
src="https://github.com/user-attachments/assets/da74bd05-0b9a-4aec-bbf5-e7380fbda88e"
/>

**Danger skull:** while a side is below the bar in the warn window, its
on-map skull now blinks progressively faster as the countdown runs out
(accelerating to the moment the drain begins), then holds steady once it
is actually draining — a clearer "you are about to be hit" cue.

Rationale: the previous schedule removed players heavily in the first
half of a match and could leave a drawn-out endgame. Holding the clock
at 0% early keeps the opening about fighting, and concentrating its
pressure in the back half reserves it for actually breaking stalemates.
Values are tuning starting points and easy to adjust in
`DoomsdayClock.ts` / the config defaults.

## 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:

<add your Discord username>
2026-07-07 19:38:36 -07:00
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2026-03-23 13:40:21 -07:00
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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
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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.

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