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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>
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@@ -230,7 +230,9 @@ export class BotBehavior {
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}
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sendAttack(target: Player | TerraNullius) {
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if (target.isPlayer() && this.player.isOnSameTeam(target)) return;
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// Skip attacking friendly targets (allies or teammates) - decision to break alliances should be made by caller
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if (target.isPlayer() && this.player.isFriendly(target)) return;
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const maxTroops = this.game.config().maxTroops(this.player);
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const reserveRatio = target.isPlayer()
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? this.reserveRatio
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@@ -242,7 +244,7 @@ export class BotBehavior {
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new AttackExecution(
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troops,
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this.player,
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target.isPlayer() ? target.id() : null,
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target.isPlayer() ? target.id() : this.game.terraNullius().id(),
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),
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);
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}
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