Cleanup nations (Part 1) 🧹 (#2637)

## Description:

1. Using the wording `"Nation"`, `"FakeHuman"` and `"NPC"` at the same
time is confusing.
So I renamed every mention of `"FakeHuman"` and `"NPC"` in the entire
project to `"Nation"`. Just like they are called ingame.

2. `BotBehavior.ts` was originally intended for sharing the logic
between nations and bots.
But at the moment, the logic there isn't really shared and it's
basically just about attacking.
So I renamed `BotBehavior.ts` to `AiAttackBehavior.ts`. I use "Ai" to
indicate that this file is used by bots AND nations.

3. Moved `execuction/utils/AllianceBehavior.ts` to
`execuction/nation/NationAllianceBehavior.ts` to make sure everybody
understands that this file is not about alliances in general. It's just
about nations and how they handle alliances.

4. Removed `difficultyModifier` from `DefaultConfig`. It's unused and I
think we usually want to finetune the difficulty instead of using that
method.

5. Added `assertNever` in all `switch (difficulty)` default cases.

## 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:

FloPinguin
This commit is contained in:
FloPinguin
2025-12-19 01:20:23 +01:00
committed by GitHub
parent f60aef65e1
commit 4d5bb7a835
26 changed files with 290 additions and 278 deletions
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import { AiAttackBehavior } from "../src/core/execution/utils/AiAttackBehavior";
import { Game, Player, PlayerInfo, PlayerType } from "../src/core/game/Game";
import { PseudoRandom } from "../src/core/PseudoRandom";
import { setup } from "./util/Setup";
describe("Ai Attack Behavior", () => {
let game: Game;
let bot: Player;
let human: Player;
let attackBehavior: AiAttackBehavior;
// 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 AiAttackBehavior(
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;
attackBehavior = 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)
attackBehavior.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.Nation,
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 AiAttackBehavior(
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);
});
});