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Restore nation AI (#1440)
## Description: Restore the nation AI that scaled with difficulty, while only allowing one of the attack routines to attack. ## 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 - [x] I understand that submitting code with bugs that could have been caught through manual testing blocks releases and new features for all contributors
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@@ -1,5 +1,6 @@
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import {
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Cell,
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Difficulty,
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Execution,
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Game,
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Gold,
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@@ -196,22 +197,32 @@ export class FakeHumanExecution implements Execution {
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return;
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}
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const enemies = borderPlayers
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.filter((o) => o.isPlayer())
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.sort((a, b) => a.troops() - b.troops());
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// 5% chance to send a random alliance request
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if (this.random.chance(20)) {
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const toAlly = this.random.randElement(enemies);
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if (this.player.canSendAllianceRequest(toAlly)) {
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this.player.createAllianceRequest(toAlly);
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return;
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}
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}
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// 50-50 attack weakest player vs random player
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const toAttack = this.random.chance(2)
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? enemies[0]
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: this.random.randElement(enemies);
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if (this.shouldAttack(toAttack)) {
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this.behavior.sendAttack(toAttack);
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return;
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}
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this.behavior.forgetOldEnemies();
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this.behavior.assistAllies();
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const enemy = this.behavior.selectEnemy();
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if (!enemy) {
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// 5% chance to send a random alliance request
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if (this.random.chance(20)) {
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const enemies = borderPlayers
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.filter((o) => o.isPlayer())
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.sort((a, b) => a.troops() - b.troops());
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const toAlly = this.random.randElement(enemies);
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if (this.player.canSendAllianceRequest(toAlly)) {
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this.player.createAllianceRequest(toAlly);
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}
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}
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return;
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}
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if (!enemy) return;
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this.maybeSendEmoji(enemy);
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this.maybeSendNuke(enemy);
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if (this.player.sharesBorderWith(enemy)) {
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@@ -221,6 +232,42 @@ export class FakeHumanExecution implements Execution {
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}
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}
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private shouldAttack(other: Player): boolean {
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if (this.player === null) throw new Error("not initialized");
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if (this.player.isOnSameTeam(other)) {
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return false;
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}
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if (this.player.isFriendly(other)) {
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if (this.shouldDiscourageAttack(other)) {
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return this.random.chance(200);
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}
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return this.random.chance(50);
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} else {
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if (this.shouldDiscourageAttack(other)) {
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return this.random.chance(4);
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}
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return true;
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}
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}
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private shouldDiscourageAttack(other: Player) {
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if (other.isTraitor()) {
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return false;
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}
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const difficulty = this.mg.config().gameConfig().difficulty;
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if (
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difficulty === Difficulty.Hard ||
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difficulty === Difficulty.Impossible
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) {
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return false;
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}
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if (other.type() !== PlayerType.Human) {
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return false;
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}
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// Only discourage attacks on Humans who are not traitors on easy or medium difficulty.
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return true;
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}
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private maybeSendEmoji(enemy: Player) {
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if (this.player === null) throw new Error("not initialized");
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if (enemy.type() !== PlayerType.Human) return;
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