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Update 27: Tons of fixes and improvements

Hello everyone,

There's a lot of good stability fixes and refactoring in this update. (And a new Spell!) One notable change is that there is now a one-time privacy policy popup; this is because I'm collecting detailed logs for multiplayer games so that I will better be able to debug issues that are reported.

Some game engine systems went through whole rewrites to be more stable and to improve predictions. A few important desync issues were resolved too.

Complete notes below:

feature: Add spell: Bone Shrapnel - Destroy corpses to damage nearby enemies - Thanks Ry for inspiration feature: Clones added to target list (#298) So now when you clone a unit or pickup it is automatically a target for subsequent spells in the same spell group balance: Reduce with of collision radius for ghost arrow It was far too wide

admin: Add arrow keys to navigate power bar admin: Add "Give Card", "Level up" and new level skip admin commands admin: Add powerbar Accessible via Ctrl + Space admin: Add admin tools for testing desync Closes #315 admin: Warn about needing a selectedUnit for admin functions that require one.

menu: Add Privacy Policy and EULA popup

a11y: Add font selector for accessibility #365 @Tatapstar

fix: Jan 10 Fixes (#370)

* Burst VFX Fix

* Some distance optimization

* Targeting spells sort added units by distance

* Swap targets last unit instead of initial

* Distances and Optimization

* Distances and Optimization 2

* Target Similar and Kind consistency

- Target Similar ignores factions when targeting dead units
- Target Kind uses the same logic target similar does, and removed multiple filter overlap to make it more readable

* sortClosestTo Function

* Removed Sqr Calcs for code clarity

- SqrDist and SqrMagnitude have been removed. Turns out they provide negligible levels of optimization, and is not worth the maintenance/readability of the codebase

keybind: Add Reset button to return to defaults. Allow 'Esc' to clear current key Thanks @BigRedCat

i18n: Fix missing localization

Note: the " spellmasons " class upgrade has spaces so as to not conflict
with the summon spellmason upgrade so I had to add
an extra line of localization

fix: Impact Damage Fix (#353) * Arrow speed fix and slight optimization

fix: Health potion capping blood curse health overflow Note: Regular healing over max is still denied in the takeDamage function. Tested with health potions and the healing spell Fixes #346

Further QA and Quick Fixes (#351) * Fixed Ice/Poison urns pushing units * Re-enable gripthulhu * Fixed blue circle issue * Gripthulhu uses LOS and correct movement/mana * Fixed poisoner using incorrect mana - Temp fix, used same workaround as the priest - Needs better fix in the future * Orient to match other LOS enemy behavior

fix player teleporting back to cast location when moving

during long-lived cast in multiplayer.  This ocurred because MOVE_PLAYER is handled syncronously (in queue) on all clients and the server except the client of the player whose moving and by the time they are triggered the SYNC_SOME_STATE occurs and resets the player position.

Now MOVE_PLAYER is handled immediately so players can move while casting on all screens (but still handled without the MOVE_PLAYER message on the current client for their own player to prevent stuttering while moving themselves).
Fixes #329

fix: awaitForceMoves timing out for long arrow spells

Now that projectiles work with the forceMove system, and because stacked arrow spells can continue to add force move projectils over time, the awaitForceMove timeout must be reset
everytime a new forceMove is added since its completion can last an arbitrary amount of time, but it still needs proecting against an erronous forcemove that never ends.

Fixes #352

UI: Fix missing spellIcons Closes #320

fix: Prevent tooltip stutter when scrollbar appears Fixes #211

src: Allow backups of the same day and name to overwrite each other. Tested in multiplayer.

Closes #345

clean: Prevent meaningless error on client process is undefined

content: Add spell icon recall

fix: runTurnStartEvents should complete for all units before moving on. This was not previously a problem because there weren't any onTurnStart events that were using async code, but to support that potential, all onTrunStart events should be awaited and completed before moving on in code execution. Thanks MattTheWaz Closes #326

a11y: Choosing default outlines saves your setting Closes #338

fix: Force Move Improvements (#341)

fix: Quick Fixes (#342) * Max mana no longer scales with strength * Resurrect sets endedTurn to false api: Add pull and makeForcePush to the api Thanks MattTheWaz Closes #326

fix: Refactor Force move projectile (#303) * src: Add Event.onProjectileCollision

* src: Projectile:
- Support pierce
- Clean up image when done
- Fix firing multiple arrows in sequence
- Clean up projectile on collision

* ref: Rework arrow spells to use forceMoveProjectile

* src: Add gameloop delta time to forceMoves

* log: Report loop count limit

* fix: Headless not having element.querySelector

* fix: Pull typing after refactor

* clean: Remove unused import

* wip: Build system for using setTimeout in headless and prediction

* fix: pull distance due to  forceMove refactor

* balance: ForceMove impact damage scales a lot
stronger than it used to

* log: Remove dev logs

* fix: Restore timeoutToNextArrow

which was changed for testing purposes

* fix: ArrowEffect takes the card id

so it triggers the right projectile collision function

* fix: pierce hitting the same unit multiple times

* fix: arrow not being awaited

* fix: shove magnitude after forceMove refactor

* fix: velocity falloff should take deltaTime into account

so that regardless of the deltaTime passed into
runForceMove and the number of times it's called, it will
have consistent results between clients

fix: Significant movement desync

Where if units started their turn already with a path, on headless,
as soon as they got stamina they'd start and complete their movement,
all before unit.action was invoked.  This is different than on
client because the server executes the gameLoop all at once.
The solution is to always clear the unit's path at the start
of their turn so that they don't start moving unless unit.moveTowards
is invoked inside their .action function.

log: reduce logging noise for server

Related #291

fix: Dark priest and ghost archer action desync

Closes #291

menu: fix codex UI issues

Closes #311

menu: Disable multiplayer game name and password fields once the client has joined the room since changing them won't have any effect

Closes #297

fix: Clear inventory in new underworld without calling syncInventory which requries a globalThis.player Fixes #305

npm: @websocketpie/client@1.1.3 Fix clientId being set to '' on roomLeave Fixes #292

Colorblind support (#314) Ref: #293 * src: Customizable color and thickness outlines * menu: Add outline accessibility controls * src: Persist accessibility outline to disk

Fixed Target Similar (#307) * Fixed Target Similar * Removed workaround and prediction copy * Updated pickups to match unit behavior * Initial Targets [] for multi-initial targets Fixed target similar adding the same target multiple times Fixed clone not adding pickups to target list * fix: Restore use of lastPredictionUnitId predictionUnitIds should be incremented differently from unit ids. This is because prediction loops can run different amounts on different clients, but all clients should call create for real units the same number of times, keeping the unit ids in parity.

fix: planningView graphics shouldn't use the prediction unit id to
find the corresponding real unit id, so I added `real` as a reference
to the original just like pickups.

End Turn Sfx plays when an ally ends their turn as well (#309)

Resurrect requires a valid corpse (#308) Res requires a valid corpse Fixed an issue where you could resurrect a unit after using bone shrapnel on them, which could lock the game in the case of a player character

fix: Reset out of bounds players This should never happen but to prevent the game from getting stuck, if a player gets out of bounds, reset them. Closes #277

fix: Multiple priests targetting the same corpse Fixes #247

fix: Prevent target similar from mutating targets array while iterating targets array which resulted in undesired extra targeting because the targets array is refreshed inside of every loop.

Fixed #299

fix: Timemason on Hotseat loses mana when other player is active

Fixes #302

Contaminate Exclude Corpse Decay (#287) * Contaminate exclude corpse decay * Corpse Decay can't affect players/living

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