diff --git a/src/core/execution/FakeHumanExecution.ts b/src/core/execution/FakeHumanExecution.ts index 2d388492e..2178af231 100644 --- a/src/core/execution/FakeHumanExecution.ts +++ b/src/core/execution/FakeHumanExecution.ts @@ -186,29 +186,6 @@ 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); - - return true; - } - private maybeAttack() { if (this.player === null || this.behavior === null) { throw new Error("not initialized");