Nations now counter warship infestations 🚢 (#2658)

## Description:

Relevant for singleplayer and HumansVsNations: 
Humans sometimes try to flood the entire ocean with warships. The goal
is to dominate the trade and to block transport ships.

The already existing `trackTransportShipsAndRetaliate` and
`trackTradeShipsAndRetaliate` methods can't stop these large scale
infestations, the nations are completely helpless.

The new `counterWarshipInfestation` method checks if a nation is one of
the top 3 richest players (Enough money for warships) and if any enemy
(or enemy team) has accumulated more than 10 (for teams total 15)
warships, then builds a counter-warship targeting that threat.

This feature only activates on Hard or Impossible difficulty.

Thats how it can look, nations send out a warship every couple of
seconds, until the infestation threat is gone:

<img width="779" height="670" alt="Screenshot 2025-12-20 160600"
src="https://github.com/user-attachments/assets/25040077-e7db-4720-aea4-7c230afe05ea"
/>

## 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
2025-12-24 19:07:44 +01:00
committed by GitHub
parent c77ed5f8b1
commit 86d1ac6c62
4 changed files with 594 additions and 74 deletions
+12 -74
View File
@@ -28,6 +28,7 @@ import { ConstructionExecution } from "./ConstructionExecution";
import { NationAllianceBehavior } from "./nation/NationAllianceBehavior";
import { NationEmojiBehavior } from "./nation/NationEmojiBehavior";
import { NationMIRVBehavior } from "./nation/NationMIRVBehavior";
import { NationWarshipBehavior } from "./nation/NationWarshipBehavior";
import { structureSpawnTileValue } from "./nation/structureSpawnTileValue";
import { NukeExecution } from "./NukeExecution";
import { SpawnExecution } from "./SpawnExecution";
@@ -42,6 +43,7 @@ export class NationExecution implements Execution {
private mirvBehavior: NationMIRVBehavior | null = null;
private attackBehavior: AiAttackBehavior | null = null;
private allianceBehavior: NationAllianceBehavior | null = null;
private warshipBehavior: NationWarshipBehavior | null = null;
private mg: Game;
private player: Player | null = null;
@@ -54,11 +56,6 @@ export class NationExecution implements Execution {
private readonly lastNukeSent: [Tick, TileRef][] = [];
private readonly embargoMalusApplied = new Set<PlayerID>();
// Track our transport ships we currently own
private trackedTransportShips: Set<Unit> = new Set();
// Track our trade ships we currently own
private trackedTradeShips: Set<Unit> = new Set();
constructor(
private gameID: GameID,
private nation: Nation, // Nation contains PlayerInfo with PlayerType.Nation
@@ -102,12 +99,12 @@ export class NationExecution implements Execution {
tick(ticks: number) {
// Ship tracking
if (
this.warshipBehavior !== null &&
this.player !== null &&
this.player.isAlive() &&
this.mg.config().gameConfig().difficulty !== Difficulty.Easy
) {
this.trackTransportShipsAndRetaliate();
this.trackTradeShipsAndRetaliate();
this.warshipBehavior.trackShipsAndRetaliate();
}
if (ticks % this.attackRate !== this.attackTick) {
@@ -141,7 +138,8 @@ export class NationExecution implements Execution {
if (
this.mirvBehavior === null ||
this.attackBehavior === null ||
this.allianceBehavior === null
this.allianceBehavior === null ||
this.warshipBehavior === null
) {
// Player is unavailable during init()
this.emojiBehavior = new NationEmojiBehavior(
@@ -160,6 +158,11 @@ export class NationExecution implements Execution {
this.mg,
this.player,
);
this.warshipBehavior = new NationWarshipBehavior(
this.random,
this.mg,
this.player,
);
this.attackBehavior = new AiAttackBehavior(
this.random,
this.mg,
@@ -183,70 +186,7 @@ export class NationExecution implements Execution {
this.handleEmbargoesToHostileNations();
this.mirvBehavior.considerMIRV();
this.maybeAttack();
}
// Send out a warship if our transport ship got captured
private trackTransportShipsAndRetaliate(): void {
if (this.player === null) return;
// Add any currently owned transport ships to our tracking set
this.player
.units(UnitType.TransportShip)
.forEach((u) => this.trackedTransportShips.add(u));
// Iterate tracked transport ships; if it got destroyed by an enemy: retaliate
for (const ship of Array.from(this.trackedTransportShips)) {
if (!ship.isActive()) {
// Distinguish between arrival/retreat and enemy destruction
if (ship.wasDestroyedByEnemy()) {
this.maybeRetaliateWithWarship(ship.tile());
}
this.trackedTransportShips.delete(ship);
}
}
}
// Send out a warship if our trade ship got captured
private trackTradeShipsAndRetaliate(): void {
if (this.player === null) return;
// Add any currently owned trade ships to our tracking map
this.player
.units(UnitType.TradeShip)
.forEach((u) => this.trackedTradeShips.add(u));
// Iterate tracked trade ships; if we no longer own it, it was captured: retaliate
for (const ship of Array.from(this.trackedTradeShips)) {
if (!ship.isActive()) {
this.trackedTradeShips.delete(ship);
continue;
}
if (ship.owner().id() !== this.player.id()) {
// Ship was ours and is now owned by someone else -> captured
this.maybeRetaliateWithWarship(ship.tile());
this.trackedTradeShips.delete(ship);
}
}
}
private maybeRetaliateWithWarship(tile: TileRef): void {
if (this.player === null) return;
const { difficulty } = this.mg.config().gameConfig();
// In Easy never retaliate. In Medium retaliate with 15% chance. Hard with 50%, Impossible with 80%.
if (
(difficulty === Difficulty.Medium && this.random.nextInt(0, 100) < 15) ||
(difficulty === Difficulty.Hard && this.random.nextInt(0, 100) < 50) ||
(difficulty === Difficulty.Impossible && this.random.nextInt(0, 100) < 80)
) {
const canBuild = this.player.canBuild(UnitType.Warship, tile);
if (canBuild === false) {
return;
}
this.mg.addExecution(
new ConstructionExecution(this.player, UnitType.Warship, tile),
);
}
this.warshipBehavior.counterWarshipInfestation();
}
private randomSpawnLand(): TileRef | null {
@@ -505,9 +445,7 @@ export class NationExecution implements Execution {
}
this.attackBehavior.assistAllies();
this.attackBehavior.attackBestTarget(borderingFriends, borderingEnemies);
this.maybeSendNuke(
this.attackBehavior.findBestNukeTarget(borderingEnemies),
);
@@ -0,0 +1,264 @@
import {
Difficulty,
Game,
Gold,
Player,
PlayerType,
Unit,
UnitType,
} from "../../game/Game";
import { TileRef } from "../../game/GameMap";
import { PseudoRandom } from "../../PseudoRandom";
import { ConstructionExecution } from "../ConstructionExecution";
export class NationWarshipBehavior {
// Track our transport ships we currently own
private trackedTransportShips: Set<Unit> = new Set();
// Track our trade ships we currently own
private trackedTradeShips: Set<Unit> = new Set();
constructor(
private random: PseudoRandom,
private game: Game,
private player: Player,
) {}
trackShipsAndRetaliate(): void {
this.trackTransportShipsAndRetaliate();
this.trackTradeShipsAndRetaliate();
}
// Send out a warship if our transport ship got captured
private trackTransportShipsAndRetaliate(): void {
// Add any currently owned transport ships to our tracking set
this.player
.units(UnitType.TransportShip)
.forEach((u) => this.trackedTransportShips.add(u));
// Iterate tracked transport ships; if it got destroyed by an enemy: retaliate
for (const ship of Array.from(this.trackedTransportShips)) {
if (!ship.isActive()) {
// Distinguish between arrival/retreat and enemy destruction
if (ship.wasDestroyedByEnemy()) {
this.maybeRetaliateWithWarship(ship.tile());
}
this.trackedTransportShips.delete(ship);
}
}
}
// Send out a warship if our trade ship got captured
private trackTradeShipsAndRetaliate(): void {
// Add any currently owned trade ships to our tracking map
this.player
.units(UnitType.TradeShip)
.forEach((u) => this.trackedTradeShips.add(u));
// Iterate tracked trade ships; if we no longer own it, it was captured: retaliate
for (const ship of Array.from(this.trackedTradeShips)) {
if (!ship.isActive()) {
this.trackedTradeShips.delete(ship);
continue;
}
if (ship.owner().id() !== this.player.id()) {
// Ship was ours and is now owned by someone else -> captured
this.maybeRetaliateWithWarship(ship.tile());
this.trackedTradeShips.delete(ship);
}
}
}
private maybeRetaliateWithWarship(tile: TileRef): void {
const { difficulty } = this.game.config().gameConfig();
// In Easy never retaliate. In Medium retaliate with 15% chance. Hard with 50%, Impossible with 80%.
if (
(difficulty === Difficulty.Medium && this.random.nextInt(0, 100) < 15) ||
(difficulty === Difficulty.Hard && this.random.nextInt(0, 100) < 50) ||
(difficulty === Difficulty.Impossible && this.random.nextInt(0, 100) < 80)
) {
const canBuild = this.player.canBuild(UnitType.Warship, tile);
if (canBuild === false) {
return;
}
this.game.addExecution(
new ConstructionExecution(this.player, UnitType.Warship, tile),
);
}
}
// Prevent warship infestations: if current player is one of the 3 richest and an enemy has too many warships, send a counter-warship.
// What is a warship infestation? A player tries to dominate the entire ocean to block all trade and transport boats.
counterWarshipInfestation(): void {
if (!this.shouldCounterWarshipInfestation()) {
return;
}
const isTeamGame = this.player.team() !== null;
if (!this.isRichPlayer(isTeamGame)) {
return;
}
const target = this.findWarshipInfestationCounterTarget(isTeamGame);
if (target !== null) {
this.buildCounterWarship(target);
}
}
private shouldCounterWarshipInfestation(): boolean {
// Only the smart nations can do this
const { difficulty } = this.game.config().gameConfig();
if (
difficulty !== Difficulty.Hard &&
difficulty !== Difficulty.Impossible
) {
return false;
}
// Quit early if there aren't many warships in the game
if (this.game.unitCount(UnitType.Warship) <= 10) {
return false;
}
// Quit early if we can't afford a warship
if (this.cost(UnitType.Warship) > this.player.gold()) {
return false;
}
// Quit early if we don't have a port to send warships from
if (this.player.units(UnitType.Port).length === 0) {
return false;
}
// Don't send too many warships
if (this.player.units(UnitType.Warship).length >= 10) {
return false;
}
return true;
}
// Check if current player is one of the 3 richest (We don't want poor nations to use their precious gold on this)
private isRichPlayer(isTeamGame: boolean): boolean {
const players = this.game.players().filter((p) => {
if (p.type() === PlayerType.Human) return false;
return isTeamGame ? p.team() === this.player.team() : true;
});
const topThree = players
.sort((a, b) => Number(b.gold() - a.gold()))
.slice(0, 3);
return topThree.some((p) => p.id() === this.player.id());
}
private findWarshipInfestationCounterTarget(
isTeamGame: boolean,
): { player: Player; warship: Unit } | null {
return isTeamGame
? this.findTeamGameWarshipTarget()
: this.findFreeForAllWarshipTarget();
}
private findTeamGameWarshipTarget(): {
player: Player;
warship: Unit;
} | null {
const enemyTeamWarships = new Map<
string,
{ count: number; team: string; players: Player[] }
>();
for (const p of this.game.players()) {
// Skip friendly players (our team and allies)
if (this.player.isFriendly(p) || p.id() === this.player.id()) {
continue;
}
const team = p.team();
if (team === null) continue;
const teamKey = team.toString();
const warshipCount = p.units(UnitType.Warship).length;
if (!enemyTeamWarships.has(teamKey)) {
enemyTeamWarships.set(teamKey, {
count: 0,
team: teamKey,
players: [],
});
}
const teamData = enemyTeamWarships.get(teamKey)!;
teamData.count += warshipCount;
teamData.players.push(p);
}
// Find team with more than 15 warships
for (const [, teamData] of enemyTeamWarships.entries()) {
if (teamData.count > 15) {
// Find player in that team with most warships
const playerWithMostWarships = teamData.players.reduce(
(max, p) => {
const count = p.units(UnitType.Warship).length;
const maxCount = max ? max.units(UnitType.Warship).length : 0;
return count > maxCount ? p : max;
},
null as Player | null,
);
if (playerWithMostWarships) {
const warships = playerWithMostWarships.units(UnitType.Warship);
if (warships.length > 3) {
return {
player: playerWithMostWarships,
warship: this.random.randElement(warships),
};
}
}
}
}
return null;
}
private findFreeForAllWarshipTarget(): {
player: Player;
warship: Unit;
} | null {
const enemies = this.game
.players()
.filter((p) => !this.player.isFriendly(p) && p.id() !== this.player.id());
for (const enemy of enemies) {
const enemyWarships = enemy.units(UnitType.Warship);
if (enemyWarships.length > 10) {
return {
player: enemy,
warship: this.random.randElement(enemyWarships),
};
}
}
return null;
}
private buildCounterWarship(target: { player: Player; warship: Unit }): void {
const canBuild = this.player.canBuild(
UnitType.Warship,
target.warship.tile(),
);
if (canBuild === false) {
return;
}
this.game.addExecution(
new ConstructionExecution(
this.player,
UnitType.Warship,
target.warship.tile(),
),
);
}
private cost(type: UnitType): Gold {
return this.game.unitInfo(type).cost(this.game, this.player);
}
}
@@ -0,0 +1,318 @@
import { NationExecution } from "../src/core/execution/NationExecution";
import {
Cell,
Difficulty,
GameMode,
Nation,
PlayerInfo,
PlayerType,
UnitType,
} from "../src/core/game/Game";
import { setup } from "./util/Setup";
// The half_land_half_ocean map is 16x16:
// - x=0-7 is land
// - x=8-15 is ocean
// Coast is at x=7
describe("Counter Warship Infestation", () => {
test("rich nation sends counter-warship in FFA when enemy has too many warships", async () => {
const game = await setup("half_land_half_ocean", {
infiniteGold: true,
instantBuild: true,
difficulty: Difficulty.Hard, // Required for counter-warship logic
});
// Create players: a rich nation and an enemy with many warships
const nationInfo = new PlayerInfo(
"defender_nation",
PlayerType.Nation,
null,
"nation_id",
);
const enemyInfo = new PlayerInfo(
"warship_spammer",
PlayerType.Human,
null,
"enemy_id",
);
game.addPlayer(nationInfo);
game.addPlayer(enemyInfo);
// Skip spawn phase
while (game.inSpawnPhase()) {
game.executeNextTick();
}
const nation = game.player("nation_id");
const enemy = game.player("enemy_id");
// Give nation territory on land (x=0-6, y=0-7)
for (let x = 0; x < 7; x++) {
for (let y = 0; y < 8; y++) {
const tile = game.ref(x, y);
if (game.map().isLand(tile) && !game.map().hasOwner(tile)) {
nation.conquer(tile);
}
}
}
// Give enemy territory on land (x=0-6, y=8-15)
for (let x = 0; x < 7; x++) {
for (let y = 8; y < 16; y++) {
const tile = game.ref(x, y);
if (game.map().isLand(tile) && !game.map().hasOwner(tile)) {
enemy.conquer(tile);
}
}
}
// Build a port for the nation on the coast (x=7 is ocean shore)
// Need to find an ocean shore tile in nation's territory
const coastTile = game.ref(6, 4); // Should be land next to ocean
nation.buildUnit(UnitType.Port, coastTile, {});
// Give nation plenty of gold to be one of the richest
nation.addGold(10_000_000_000n);
// Build 11+ warships for the enemy on ocean tiles (x=8-15)
// Each warship needs a unique ocean tile
for (let i = 0; i < 12; i++) {
const oceanX = 8 + (i % 8);
const oceanY = i < 8 ? 4 : 12;
const oceanTile = game.ref(oceanX, oceanY);
if (game.map().isOcean(oceanTile)) {
enemy.buildUnit(UnitType.Warship, oceanTile, {
patrolTile: oceanTile,
});
}
}
// Verify preconditions
expect(nation.units(UnitType.Port)).toHaveLength(1);
expect(enemy.units(UnitType.Warship).length).toBeGreaterThan(10);
expect(game.unitCount(UnitType.Warship)).toBeGreaterThan(10);
expect(nation.gold()).toBeGreaterThan(0n);
expect(game.inSpawnPhase()).toBe(false);
expect(nation.isAlive()).toBe(true);
// Track warships before nation counters
const warshipCountBefore = nation.units(UnitType.Warship).length;
// Initialize nation with NationExecution to enable counter-warship logic
const testExecutionNation = new Nation(new Cell(3, 4), nation.info());
// Try different game IDs to account for randomness in attackRate/attackTick
const gameIds = Array.from({ length: 50 }, (_, i) => `game_ffa_${i}`);
let counterWarshipBuilt = false;
for (const gameId of gameIds) {
const testExecution = new NationExecution(gameId, testExecutionNation);
testExecution.init(game);
// Execute nation's tick logic - run many ticks to ensure we hit the attackRate/attackTick timing
// attackRate is 40-80, so we need to run at least 160 ticks (2 cycles) to ensure we hit it twice
// (first hit initializes behaviors, second hit runs counterWarshipInfestation)
for (let tick = 0; tick < 300; tick++) {
testExecution.tick(tick);
// Allow the game to process executions periodically
game.executeNextTick();
// Check if nation built a counter-warship
if (nation.units(UnitType.Warship).length > warshipCountBefore) {
counterWarshipBuilt = true;
break;
}
}
if (counterWarshipBuilt) break;
}
// Assert that counter-warship was built
expect(counterWarshipBuilt).toBe(true);
// Verify nation now has a warship
expect(nation.units(UnitType.Warship).length).toBeGreaterThan(
warshipCountBefore,
);
});
test("rich nation sends counter-warship in Team game when enemy team has too many warships", async () => {
// Create players with team setup - use clan tags to group players
const nationInfo = new PlayerInfo(
"[ALPHA]defender_nation",
PlayerType.Nation,
null,
"nation_id",
);
const allyInfo = new PlayerInfo(
"[ALPHA]ally_player",
PlayerType.Human,
null,
"ally_id",
);
const enemy1Info = new PlayerInfo(
"[BETA]enemy_player_1",
PlayerType.Human,
null,
"enemy1_id",
);
const enemy2Info = new PlayerInfo(
"[BETA]enemy_player_2",
PlayerType.Human,
null,
"enemy2_id",
);
const game = await setup(
"half_land_half_ocean",
{
infiniteGold: true,
instantBuild: true,
difficulty: Difficulty.Hard, // Required for counter-warship logic
gameMode: GameMode.Team,
playerTeams: 2,
},
[nationInfo, allyInfo, enemy1Info, enemy2Info],
);
// Skip spawn phase
while (game.inSpawnPhase()) {
game.executeNextTick();
}
const nation = game.player("nation_id");
const ally = game.player("ally_id");
const enemy1 = game.player("enemy1_id");
const enemy2 = game.player("enemy2_id");
// Verify team setup
expect(nation.team()).not.toBeNull();
expect(nation.isOnSameTeam(ally)).toBe(true);
expect(nation.isOnSameTeam(enemy1)).toBe(false);
expect(enemy1.isOnSameTeam(enemy2)).toBe(true);
// Give nation territory on land (x=0-3, y=0-7)
for (let x = 0; x < 4; x++) {
for (let y = 0; y < 8; y++) {
const tile = game.ref(x, y);
if (game.map().isLand(tile) && !game.map().hasOwner(tile)) {
nation.conquer(tile);
}
}
}
// Give ally territory on land (x=4-6, y=0-7)
for (let x = 4; x < 7; x++) {
for (let y = 0; y < 8; y++) {
const tile = game.ref(x, y);
if (game.map().isLand(tile) && !game.map().hasOwner(tile)) {
ally.conquer(tile);
}
}
}
// Give enemies territory on land (x=0-6, y=8-15)
for (let x = 0; x < 4; x++) {
for (let y = 8; y < 16; y++) {
const tile = game.ref(x, y);
if (game.map().isLand(tile) && !game.map().hasOwner(tile)) {
enemy1.conquer(tile);
}
}
}
for (let x = 4; x < 7; x++) {
for (let y = 8; y < 16; y++) {
const tile = game.ref(x, y);
if (game.map().isLand(tile) && !game.map().hasOwner(tile)) {
enemy2.conquer(tile);
}
}
}
// Build a port for the nation on the coast
const coastTile = game.ref(3, 4);
nation.buildUnit(UnitType.Port, coastTile, {});
// Give nation plenty of gold to be one of the richest
nation.addGold(10_000_000_000n);
// Build warships for enemy team on ocean tiles: total > 15 to trigger team threshold
// Enemy1 gets 10 warships (more than 3, which is required for targeting)
for (let i = 0; i < 10; i++) {
const oceanX = 8 + (i % 8);
const oceanY = 2 + Math.floor(i / 8);
const oceanTile = game.ref(oceanX, oceanY);
if (game.map().isOcean(oceanTile)) {
enemy1.buildUnit(UnitType.Warship, oceanTile, {
patrolTile: oceanTile,
});
}
}
// Enemy2 gets 6 warships (so total = 16 > 15)
for (let i = 0; i < 6; i++) {
const oceanX = 8 + i;
const oceanY = 10;
const oceanTile = game.ref(oceanX, oceanY);
if (game.map().isOcean(oceanTile)) {
enemy2.buildUnit(UnitType.Warship, oceanTile, {
patrolTile: oceanTile,
});
}
}
// Verify preconditions
expect(nation.units(UnitType.Port)).toHaveLength(1);
expect(enemy1.units(UnitType.Warship).length).toBe(10);
expect(enemy2.units(UnitType.Warship).length).toBe(6);
const totalEnemyTeamWarships =
enemy1.units(UnitType.Warship).length +
enemy2.units(UnitType.Warship).length;
expect(totalEnemyTeamWarships).toBeGreaterThan(15);
expect(game.unitCount(UnitType.Warship)).toBeGreaterThan(10);
expect(nation.gold()).toBeGreaterThan(0n);
expect(game.inSpawnPhase()).toBe(false);
expect(nation.isAlive()).toBe(true);
// Track warships before nation counters
const warshipCountBefore = nation.units(UnitType.Warship).length;
// Initialize nation with NationExecution to enable counter-warship logic
const testExecutionNation = new Nation(new Cell(2, 4), nation.info());
// Try different game IDs to account for randomness in attackRate/attackTick
const gameIds = Array.from({ length: 50 }, (_, i) => `game_team_${i}`);
let counterWarshipBuilt = false;
for (const gameId of gameIds) {
const testExecution = new NationExecution(gameId, testExecutionNation);
testExecution.init(game);
// Execute nation's tick logic - run many ticks to ensure we hit the attackRate/attackTick timing
// attackRate is 40-80, so we need to run at least 160 ticks (2 cycles) to ensure we hit it twice
// (first hit initializes behaviors, second hit runs counterWarshipInfestation)
for (let tick = 0; tick < 300; tick++) {
testExecution.tick(tick);
// Allow the game to process executions periodically
game.executeNextTick();
// Check if nation built a counter-warship
if (nation.units(UnitType.Warship).length > warshipCountBefore) {
counterWarshipBuilt = true;
break;
}
}
if (counterWarshipBuilt) break;
}
// Assert that counter-warship was built
expect(counterWarshipBuilt).toBe(true);
// Verify nation now has a warship
expect(nation.units(UnitType.Warship).length).toBeGreaterThan(
warshipCountBefore,
);
});
});