fix: traitor bug when attacking immediately after initiating an alliance (#2044)

## Description:

This PR fixes a critical race condition bug where players could
unintentionally receive the traitor debuff when alliance requests were
accepted mid-attack.


Critical Bug Fixes #1866

**Root Cause:** 
Players could bypass UI alliance checks ( isFriendly() ) by accepting
alliances and immediately attacking after that, causing the server to
treat the attack as betrayal
Solution: Added server-side alliance validation in
AttackExecution.init()
This ensures attacks on allies are blocked at the server level.

- Once Bots and Nations decide to attack, they breaks the alliance. I
added maybeConsiderBetrayal(), which currently always returns true. I’ll
add proper logic for alliance-breaking soon on another PR; this didn’t
exist in the code before.

## Please complete the following:

- [x] I have added screenshots for all UI updates
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [x] I have added relevant tests to the test directory
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced

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

abodcraft1

---------

Co-authored-by: evanpelle <evanpelle@gmail.com>
This commit is contained in:
Abdallah Bahrawi
2025-09-13 19:21:21 +03:00
committed by GitHub
parent ec5f95ef22
commit 0a6ab07d2e
7 changed files with 244 additions and 28 deletions
+13 -20
View File
@@ -16,8 +16,6 @@ import { FlatBinaryHeap } from "./utils/FlatBinaryHeap"; // adjust path if neede
const malusForRetreat = 25;
export class AttackExecution implements Execution {
private breakAlliance = false;
private wasAlliedAtInit = false; // Store alliance state at initialization
private active: boolean = true;
private toConquer = new FlatBinaryHeap();
@@ -68,6 +66,18 @@ export class AttackExecution implements Execution {
return;
}
// ALLIANCE CHECK — block attacks on friendly (ally or same team)
if (this.target.isPlayer()) {
const targetPlayer = this.target as Player;
if (this._owner.isFriendly(targetPlayer)) {
console.warn(
`${this._owner.displayName()} cannot attack ${targetPlayer.displayName()} because they are friendly (allied or same team)`,
);
this.active = false;
return;
}
}
if (this.target && this.target.isPlayer()) {
const targetPlayer = this.target as Player;
if (
@@ -149,11 +159,6 @@ export class AttackExecution implements Execution {
}
if (this.target.isPlayer()) {
// Store the alliance state at initialization time to prevent race conditions
this.wasAlliedAtInit = this._owner.isAlliedWith(this.target);
if (this.wasAlliedAtInit) {
this.breakAlliance = true;
}
this.target.updateRelation(this._owner, -80);
}
}
@@ -222,20 +227,8 @@ export class AttackExecution implements Execution {
return;
}
const alliance = targetPlayer
? this._owner.allianceWith(targetPlayer)
: null;
if (this.breakAlliance && alliance !== null) {
this.breakAlliance = false;
this._owner.breakAlliance(alliance);
}
if (
targetPlayer &&
this._owner.isAlliedWith(targetPlayer) &&
!this.wasAlliedAtInit
) {
if (targetPlayer && this._owner.isFriendly(targetPlayer)) {
// In this case a new alliance was created AFTER the attack started.
// We should retreat to avoid the attacker becoming a traitor.
this.retreat();
return;
}
+7
View File
@@ -69,6 +69,13 @@ export class BotExecution implements Execution {
if (toAttack !== null) {
const odds = this.bot.isFriendly(toAttack) ? 6 : 3;
if (this.random.chance(odds)) {
// Check and break alliance before attacking if needed
const alliance = this.bot.allianceWith(toAttack);
if (alliance !== null) {
this.bot.breakAlliance(alliance);
}
this.behavior.sendAttack(toAttack);
return;
}
+34 -1
View File
@@ -162,6 +162,30 @@ export class FakeHumanExecution implements Execution {
this.maybeAttack();
}
/**
* TODO: Implement strategic betrayal logic
* Currently this just breaks alliances without strategic consideration.
* Future implementation should consider:
* - Relative strength (troop count, territory size) compared to target
* - Risk vs reward of betrayal
* - Potential impact on relations with other players
* - Timing (don't betray when already fighting other enemies)
* - Strategic value of target's territory
* - If target is distracted
*/
private maybeConsiderBetrayal(target: Player): boolean {
if (this.player === null) throw new Error("not initialized");
const alliance = this.player.allianceWith(target);
if (!alliance) return false;
this.player.breakAlliance(alliance);
// Successfully broken an alliance
return true;
}
private maybeAttack() {
if (this.player === null || this.behavior === null) {
throw new Error("not initialized");
@@ -209,6 +233,7 @@ export class FakeHumanExecution implements Execution {
const toAttack = this.random.chance(2)
? enemies[0]
: this.random.randElement(enemies);
if (this.shouldAttack(toAttack)) {
this.behavior.sendAttack(toAttack);
return;
@@ -229,9 +254,17 @@ export class FakeHumanExecution implements Execution {
private shouldAttack(other: Player): boolean {
if (this.player === null) throw new Error("not initialized");
if (this.player.isOnSameTeam(other)) {
return false;
}
// Consider betrayal for allies
if (this.player.isAlliedWith(other)) {
const canProceed = this.maybeConsiderBetrayal(other);
return canProceed;
}
if (this.player.isFriendly(other)) {
if (this.shouldDiscourageAttack(other)) {
return this.random.chance(200);
@@ -397,7 +430,7 @@ export class FakeHumanExecution implements Execution {
private maybeSendBoatAttack(other: Player) {
if (this.player === null) throw new Error("not initialized");
if (this.player.isOnSameTeam(other)) return;
if (this.player.isFriendly(other)) return;
const closest = closestTwoTiles(
this.mg,
Array.from(this.player.borderTiles()).filter((t) =>
+4 -2
View File
@@ -230,7 +230,9 @@ export class BotBehavior {
}
sendAttack(target: Player | TerraNullius) {
if (target.isPlayer() && this.player.isOnSameTeam(target)) return;
// Skip attacking friendly targets (allies or teammates) - decision to break alliances should be made by caller
if (target.isPlayer() && this.player.isFriendly(target)) return;
const maxTroops = this.game.config().maxTroops(this.player);
const reserveRatio = target.isPlayer()
? this.reserveRatio
@@ -242,7 +244,7 @@ export class BotBehavior {
new AttackExecution(
troops,
this.player,
target.isPlayer() ? target.id() : null,
target.isPlayer() ? target.id() : this.game.terraNullius().id(),
),
);
}
+15 -5
View File
@@ -176,13 +176,14 @@ describe("Attack race condition with alliance requests", () => {
playerA.id(),
null,
);
game.addExecution(counterAttackExecution);
// Player B accepts the alliance request
if (allianceRequest) {
allianceRequest.accept();
}
game.addExecution(counterAttackExecution);
// Execute a few ticks to process the attacks
for (let i = 0; i < 5; i++) {
game.executeNextTick();
@@ -191,19 +192,25 @@ describe("Attack race condition with alliance requests", () => {
// Player A should not be marked as traitor because the alliance was formed after the attack started
expect(playerA.isTraitor()).toBe(false);
expect(playerA.isAlliedWith(playerB)).toBe(true);
expect(playerB.isAlliedWith(playerA)).toBe(true);
// The attacks should have retreated due to the alliance being formed
expect(playerA.outgoingAttacks()).toHaveLength(0);
expect(playerB.outgoingAttacks()).toHaveLength(0);
});
it("should mark attacker as traitor when alliance existed before attack", async () => {
it("should prevent player from attacking allied player", async () => {
// Create an alliance between Player A and Player B
const allianceRequest = playerA.createAllianceRequest(playerB);
if (allianceRequest) {
allianceRequest.accept();
}
// Player A attacks Player B (should break the alliance)
// Verify alliance exists
expect(playerA.isAlliedWith(playerB)).toBe(true);
expect(playerB.isAlliedWith(playerA)).toBe(true);
// Player A tries to attack Player B (should be blocked)
const attackExecution = new AttackExecution(
null,
playerA,
@@ -217,8 +224,11 @@ describe("Attack race condition with alliance requests", () => {
game.executeNextTick();
}
// Player A should be marked as traitor because they attacked an ally
expect(playerA.isTraitor()).toBe(true);
// No ongoing attacks should exist for either side
expect(playerA.outgoingAttacks()).toHaveLength(0);
expect(playerB.outgoingAttacks()).toHaveLength(0);
expect(playerA.incomingAttacks()).toHaveLength(0);
expect(playerB.incomingAttacks()).toHaveLength(0);
});
test("should cancel alliance requests if the recipient attacks", async () => {
+156
View File
@@ -227,3 +227,159 @@ describe("BotBehavior.handleAllianceExtensionRequests", () => {
expect(mockGame.addExecution).not.toHaveBeenCalled();
});
});
describe("BotBehavior Attack Behavior", () => {
let game: Game;
let bot: Player;
let human: Player;
let botBehavior: BotBehavior;
// Helper function for basic test setup
async function setupTestEnvironment() {
const testGame = await setup("big_plains", {
infiniteGold: true,
instantBuild: true,
infiniteTroops: true,
});
// Add players
const botInfo = new PlayerInfo(
"bot_test",
PlayerType.Bot,
null,
"bot_test",
);
const humanInfo = new PlayerInfo(
"human_test",
PlayerType.Human,
null,
"human_test",
);
testGame.addPlayer(botInfo);
testGame.addPlayer(humanInfo);
const testBot = testGame.player("bot_test");
const testHuman = testGame.player("human_test");
// Assign territories
let landTileCount = 0;
testGame.map().forEachTile((tile) => {
if (!testGame.map().isLand(tile)) return;
(landTileCount++ % 2 === 0 ? testBot : testHuman).conquer(tile);
});
// Add troops
testBot.addTroops(5000);
testHuman.addTroops(5000);
// Skip spawn phase
while (testGame.inSpawnPhase()) {
testGame.executeNextTick();
}
const behavior = new BotBehavior(
new PseudoRandom(42),
testGame,
testBot,
0.5,
0.5,
0.2,
);
return { testGame, testBot, testHuman, behavior };
}
// Helper functions for tile assignment
function assignAlternatingLandTiles(
game: Game,
players: Player[],
totalTiles: number,
) {
let assigned = 0;
game.map().forEachTile((tile) => {
if (assigned >= totalTiles) return;
if (!game.map().isLand(tile)) return;
const player = players[assigned % players.length];
player.conquer(tile);
assigned++;
});
}
beforeEach(async () => {
const env = await setupTestEnvironment();
game = env.testGame;
bot = env.testBot;
human = env.testHuman;
botBehavior = env.behavior;
});
test("bot cannot attack allied player", () => {
// Form alliance (bot creates request to human)
const allianceRequest = bot.createAllianceRequest(human);
allianceRequest?.accept();
expect(bot.isAlliedWith(human)).toBe(true);
// Count attacks before attempting attack
const attacksBefore = bot.outgoingAttacks().length;
// Attempt attack (should be blocked)
botBehavior.sendAttack(human);
// Execute a few ticks to process the attacks
for (let i = 0; i < 5; i++) {
game.executeNextTick();
}
expect(bot.isAlliedWith(human)).toBe(true);
expect(human.incomingAttacks()).toHaveLength(0);
// Should be same number of attacks (no new attack created)
expect(bot.outgoingAttacks()).toHaveLength(attacksBefore);
});
test("nation cannot attack allied player", () => {
// Create nation
const nationInfo = new PlayerInfo(
"nation_test",
PlayerType.FakeHuman,
null,
"nation_test",
);
game.addPlayer(nationInfo);
const nation = game.player("nation_test");
// Use helper for tile assignment
assignAlternatingLandTiles(game, [bot, human, nation], 21); // 21 to ensure each gets 7 tiles
nation.addTroops(1000);
const nationBehavior = new BotBehavior(
new PseudoRandom(42),
game,
nation,
0.5,
0.5,
0.2,
);
// Alliance between nation and human
const allianceRequest = nation.createAllianceRequest(human);
allianceRequest?.accept();
expect(nation.isAlliedWith(human)).toBe(true);
const attacksBefore = nation.outgoingAttacks().length;
nation.addTroops(50_000);
// Nation tries to attack ally (should be blocked)
nationBehavior.sendAttack(human);
// Execute a few ticks to process the attacks
for (let i = 0; i < 5; i++) {
game.executeNextTick();
}
expect(nation.isAlliedWith(human)).toBe(true);
expect(nation.outgoingAttacks()).toHaveLength(attacksBefore);
});
});
+15
View File
@@ -79,6 +79,12 @@ describe("GameImpl", () => {
game.executeNextTick();
game.executeNextTick();
// STEP 1: First betray (manually break alliance)
const alliance = attacker.allianceWith(defender);
expect(alliance).toBeTruthy();
attacker.breakAlliance(alliance!);
// STEP 2: Then attack after betrayal
game.addExecution(new AttackExecution(100, attacker, defender.id()));
do {
@@ -86,6 +92,7 @@ describe("GameImpl", () => {
} while (attacker.outgoingAttacks().length > 0);
expect(attacker.isTraitor()).toBe(false);
expect(attacker.allianceWith(defender)).toBeFalsy();
});
test("Do become traitor when betraying active player", async () => {
@@ -110,6 +117,13 @@ describe("GameImpl", () => {
game.executeNextTick();
game.executeNextTick();
// First betray (manually break alliance)
const alliance = attacker.allianceWith(defender);
expect(alliance).toBeTruthy();
attacker.breakAlliance(alliance!);
game.executeNextTick();
game.addExecution(new AttackExecution(100, attacker, defender.id()));
do {
@@ -117,5 +131,6 @@ describe("GameImpl", () => {
} while (attacker.outgoingAttacks().length > 0);
expect(attacker.isTraitor()).toBe(true);
expect(attacker.allianceWith(defender)).toBeFalsy();
});
});