diff --git a/src/core/execution/nation/NationAllianceBehavior.ts b/src/core/execution/nation/NationAllianceBehavior.ts index 410e1a63e..186a3b556 100644 --- a/src/core/execution/nation/NationAllianceBehavior.ts +++ b/src/core/execution/nation/NationAllianceBehavior.ts @@ -76,11 +76,6 @@ export class NationAllianceBehavior { otherPlayer: Player, isResponse: boolean, ): boolean { - // Reject alliance requests during the spawn phase - if (this.game.inSpawnPhase()) { - return false; - } - // Easy (dumb) nations sometimes get confused and accept/reject randomly (Just like dumb humans do) if (this.isConfused()) { return this.random.chance(2); diff --git a/tests/NationAllianceBehavior.test.ts b/tests/NationAllianceBehavior.test.ts index 2849ac75b..ea2c74077 100644 --- a/tests/NationAllianceBehavior.test.ts +++ b/tests/NationAllianceBehavior.test.ts @@ -51,10 +51,6 @@ describe("AllianceBehavior.handleAllianceRequests", () => { player, new NationEmojiBehavior(random, game, player), ); - - while (game.inSpawnPhase()) { - game.executeNextTick(); - } }); function setupAllianceRequest({ @@ -96,16 +92,6 @@ describe("AllianceBehavior.handleAllianceRequests", () => { return mockRequest; } - test("should reject alliance during spawn phase", () => { - vi.spyOn(game, "inSpawnPhase").mockReturnValue(true); - const request = setupAllianceRequest({}); - - allianceBehavior.handleAllianceRequests(); - - expect(request.accept).not.toHaveBeenCalled(); - expect(request.reject).toHaveBeenCalled(); - }); - test("should accept alliance when all conditions are met", () => { const request = setupAllianceRequest({});