Better troop management for nations 🤖 (#4239)

## Description:

When human pro players have non-allied players with similar troops next
to them, they wouldn't send out a big attack.

But nations are doing exactly that.

With this PR, they no longer do. On hard and impossible.
On easy and medium they are stupid 😀

```
1. Troop send cap: the nation must retain a minimum fraction of its
   strongest non-allied neighbor's troop count (Hard: 75%, Impossible:
   90%). Attacks that would drop below this floor are scaled down or
   skipped entirely. Allied and same-team neighbors are ignored since
   they pose no threat. The cap applies to land attacks, boat attacks,
   and random boat attacks.

2. Minimum attack strength: if the capped troop count is less than 20%
   of the target's troop count, the attack is skipped as too weak to be
   worthwhile. Only applies on Hard and Impossible.
```

_Coded by MiMo 2.5 Pro, reviewed by MiniMax M3_

## 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

## Please put your Discord username so you can be contacted if a bug or
regression is found:

FloPinguin
This commit is contained in:
FloPinguin
2026-06-12 18:35:43 +02:00
committed by GitHub
parent 71af72606a
commit d96c055df1
2 changed files with 330 additions and 4 deletions
+83 -3
View File
@@ -137,10 +137,19 @@ export class AiAttackBehavior {
}
}
// Hard & Impossible: don't drop below neighbor troop threshold
const troops = Math.min(this.player.troops() / 5, this.troopSendCap());
if (troops < 1) return;
// Hard & Impossible: don't attack if we'd send less than 20% of target's troops
const owner = this.game.owner(dst);
if (owner.isPlayer() && this.isAttackTooWeak(troops, owner)) {
return;
}
this.game.addExecution(
new TransportShipExecution(this.player, dst, this.player.troops() / 5),
new TransportShipExecution(this.player, dst, troops),
);
return;
}
private findRandomBoatTarget(
@@ -804,7 +813,8 @@ export class AiAttackBehavior {
if (this.game.hasFallout(tile)) continue;
if (!canBuildTransportShip(this.game, this.player, tile)) continue;
const troops = this.player.troops() / 5;
// Hard & Impossible: don't drop below neighbor troop threshold
const troops = Math.min(this.player.troops() / 5, this.troopSendCap());
if (troops < 1) return false;
this.game.addExecution(
@@ -840,6 +850,60 @@ export class AiAttackBehavior {
return true;
}
/**
* For Hard & Impossible nations: returns true if `troops` is less than 20%
* of the target's troop count, meaning the attack is too weak to be
* worthwhile. Bots are exempt.
*/
private isAttackTooWeak(troops: number, target: Player): boolean {
if (this.player.type() === PlayerType.Bot) return false;
const { difficulty } = this.game.config().gameConfig();
return (
(difficulty === Difficulty.Hard ||
difficulty === Difficulty.Impossible) &&
troops < target.troops() * 0.2
);
}
/**
* For Hard & Impossible nations: computes the max troops this nation can send
* in an attack without letting its troop count drop below a fraction of its
* strongest non-allied neighbor's troop count (Hard: 75%, Impossible: 90%).
* Allied players and bot neighbors are not considered threats.
* Bots are entirely exempt. Returns Infinity when no cap applies.
*/
private troopSendCap(): number {
if (this.player.type() === PlayerType.Bot) return Infinity;
const { difficulty } = this.game.config().gameConfig();
let retainFraction: number;
switch (difficulty) {
case Difficulty.Hard:
retainFraction = 0.75;
break;
case Difficulty.Impossible:
retainFraction = 0.9;
break;
default:
return Infinity;
}
let maxNeighborTroops = 0;
for (const n of this.player.nearby()) {
if (
n.isPlayer() &&
!this.player.isFriendly(n) &&
n.type() !== PlayerType.Bot &&
n.troops() > maxNeighborTroops
) {
maxNeighborTroops = n.troops();
}
}
if (maxNeighborTroops === 0) return Infinity;
const minRetained = Math.ceil(maxNeighborTroops * retainFraction);
return Math.max(0, this.player.troops() - minRetained);
}
private sendLandAttack(target: Player | TerraNullius): boolean {
const maxTroops = this.game.config().maxTroops(this.player);
const botWithStructures =
@@ -866,10 +930,18 @@ export class AiAttackBehavior {
troops = this.player.troops() - targetTroops;
}
// Hard & Impossible: don't drop below neighbor troop threshold
troops = Math.min(troops, this.troopSendCap());
if (troops < 1) {
return false;
}
// Hard & Impossible: don't attack if we'd send less than 20% of target's troops
if (target.isPlayer() && this.isAttackTooWeak(troops, target)) {
return false;
}
if (target.isPlayer() && this.player.type() === PlayerType.Nation) {
if (this.emojiBehavior === undefined) throw new Error("not initialized");
this.emojiBehavior.maybeSendAttackEmoji(target);
@@ -910,10 +982,18 @@ export class AiAttackBehavior {
troops = this.player.troops() / 5;
}
// Hard & Impossible: don't drop below neighbor troop threshold
troops = Math.min(troops, this.troopSendCap());
if (troops < 1) {
return false;
}
// Hard & Impossible: don't attack if we'd send less than 20% of target's troops
if (this.isAttackTooWeak(troops, target)) {
return false;
}
if (target.isPlayer() && this.player.type() === PlayerType.Nation) {
if (this.emojiBehavior === undefined) throw new Error("not initialized");
this.emojiBehavior.maybeSendAttackEmoji(target);
+247 -1
View File
@@ -1,6 +1,12 @@
import { NationEmojiBehavior } from "../src/core/execution/nation/NationEmojiBehavior";
import { AiAttackBehavior } from "../src/core/execution/utils/AiAttackBehavior";
import { Game, Player, PlayerInfo, PlayerType } from "../src/core/game/Game";
import {
Difficulty,
Game,
Player,
PlayerInfo,
PlayerType,
} from "../src/core/game/Game";
import { PseudoRandom } from "../src/core/PseudoRandom";
import { setup } from "./util/Setup";
@@ -161,3 +167,243 @@ describe("Ai Attack Behavior", () => {
expect(nation.outgoingAttacks()).toHaveLength(attacksBefore);
});
});
describe("Hard/Impossible troop floor", () => {
/**
* Sets up a game where a nation attacker borders a neighbor and a bot target.
* All players get alternating land tiles so they share borders.
*/
async function setupTroopFloorTest(difficulty: Difficulty) {
const testGame = await setup("big_plains", {
difficulty,
});
const attackerInfo = new PlayerInfo(
"attacker",
PlayerType.Nation,
null,
"attacker_id",
);
const neighborInfo = new PlayerInfo(
"neighbor",
PlayerType.Human,
null,
"neighbor_id",
);
const botInfo = new PlayerInfo(
"target_bot",
PlayerType.Bot,
null,
"bot_id",
);
testGame.addPlayer(attackerInfo);
testGame.addPlayer(neighborInfo);
testGame.addPlayer(botInfo);
const attacker = testGame.player("attacker_id");
const neighbor = testGame.player("neighbor_id");
const bot = testGame.player("bot_id");
// Assign alternating tiles so all three share borders
let assigned = 0;
testGame.map().forEachTile((tile) => {
if (assigned >= 90) return;
if (!testGame.map().isLand(tile)) return;
const players = [attacker, neighbor, bot];
players[assigned % 3].conquer(tile);
assigned++;
});
// Give bot target a tiny amount of troops so it's a valid target
bot.addTroops(100);
// Nation type requires alliance and emoji behaviors
const mockEmoji = {
maybeSendAttackEmoji: vi.fn(),
sendEmoji: vi.fn(),
} as any;
const mockAlliance = { maybeBetray: vi.fn() } as any;
const behavior = new AiAttackBehavior(
new PseudoRandom(42),
testGame,
attacker,
0.5, // triggerRatio
0.3, // reserveRatio
0.2, // expandRatio
mockAlliance,
mockEmoji,
);
return { testGame, attacker, neighbor, bot, behavior };
}
it("Hard: caps attack troops so nation retains 75% of strongest neighbor's troops", async () => {
const { testGame, attacker, neighbor, behavior } =
await setupTroopFloorTest(Difficulty.Hard);
attacker.addTroops(100_000);
neighbor.addTroops(90_000);
const addExecSpy = vi.spyOn(testGame, "addExecution");
// Attack the neighbor directly (already shares border, is Human type)
const result = behavior.sendAttack(neighbor);
expect(result).toBe(true);
const exec = addExecSpy.mock.calls.find(
(c) => c[0].constructor.name === "AttackExecution",
)?.[0] as any;
expect(exec).toBeDefined();
// Nation must retain at least 75% of strongest non-allied neighbor's troops
const minRetained = Math.ceil(neighbor.troops() * 0.75);
const expectedCap = Math.max(0, attacker.troops() - minRetained);
expect(exec.startTroops).toBeLessThanOrEqual(expectedCap);
});
it("Hard: prevents attack when nation troops < 75% of strongest neighbor", async () => {
const { testGame, attacker, neighbor, bot, behavior } =
await setupTroopFloorTest(Difficulty.Hard);
// Attacker has fewer troops than 75% of neighbor
attacker.addTroops(3_000);
neighbor.addTroops(5_000);
// minRetained = ceil(5_000 * 0.75) = 3_750
// troopSendCap = max(0, 3_000 - 3_750) = 0
// Attack should be blocked entirely
const addExecSpy = vi.spyOn(testGame, "addExecution");
const result = behavior.sendAttack(bot);
expect(result).toBe(false);
expect(addExecSpy).not.toHaveBeenCalled();
});
it("Hard: skips attack when capped troops are < 20% of target's troops", async () => {
const { testGame, attacker, neighbor, behavior } =
await setupTroopFloorTest(Difficulty.Hard);
// Add a strong human target sharing borders
const targetInfo = new PlayerInfo(
"strong_target",
PlayerType.Human,
null,
"target_id",
);
testGame.addPlayer(targetInfo);
const target = testGame.player("target_id");
// Give target some tiles from the attacker's pool
let stolen = 0;
for (const tile of Array.from(attacker.tiles())) {
if (stolen >= 20) break;
target.conquer(tile);
stolen++;
}
attacker.addTroops(100_000);
neighbor.addTroops(100_000);
target.addTroops(300_000);
// troopSendCap = 100_000 - ceil(100_000 * 0.75) = 25_000
// 20% of target = 300_000 * 0.2 = 60_000
// 25_000 < 60_000 → attack should be blocked
const addExecSpy = vi.spyOn(testGame, "addExecution");
const result = behavior.sendAttack(target);
expect(result).toBe(false);
expect(addExecSpy).not.toHaveBeenCalled();
});
it("Impossible: caps attack troops so nation retains 90% of strongest neighbor's troops", async () => {
const { testGame, attacker, neighbor, behavior } =
await setupTroopFloorTest(Difficulty.Impossible);
attacker.addTroops(100_000);
neighbor.addTroops(90_000);
const addExecSpy = vi.spyOn(testGame, "addExecution");
// Attack the neighbor directly (already shares border, is Human type)
const result = behavior.sendAttack(neighbor);
expect(result).toBe(true);
const exec = addExecSpy.mock.calls.find(
(c) => c[0].constructor.name === "AttackExecution",
)?.[0] as any;
expect(exec).toBeDefined();
// Nation must retain at least 90% of strongest non-allied neighbor's troops
const minRetained = Math.ceil(neighbor.troops() * 0.9);
const expectedCap = Math.max(0, attacker.troops() - minRetained);
expect(exec.startTroops).toBeLessThanOrEqual(expectedCap);
});
it("Easy: no troop floor — sends based on reserve only", async () => {
const { testGame, attacker, neighbor, bot, behavior } =
await setupTroopFloorTest(Difficulty.Easy);
attacker.addTroops(100_000);
neighbor.addTroops(90_000);
// No cap on Easy — sends full reserve amount
const addExecSpy = vi.spyOn(testGame, "addExecution");
const result = behavior.sendAttack(bot);
expect(result).toBe(true);
const exec = addExecSpy.mock.calls.find(
(c) => c[0].constructor.name === "AttackExecution",
)?.[0] as any;
expect(exec).toBeDefined();
// On Easy, no troop floor applies — troops are only limited by the reserve ratio
expect(exec.startTroops).toBeGreaterThan(0);
// Verify the troops exceed what the Hard cap would have been
const hardCap = Math.max(
0,
attacker.troops() - Math.ceil(neighbor.troops() * 0.75),
);
expect(exec.startTroops).toBeGreaterThan(hardCap);
});
it("Hard: sendAttack uncapped when nation has no player neighbors", async () => {
const testGame = await setup("big_plains", {
infiniteGold: true,
instantBuild: true,
difficulty: Difficulty.Hard,
});
// Give bot only half the land so there's unowned land to attack via sendAttack
const botInfo = new PlayerInfo("lone_bot", PlayerType.Bot, null, "lone_id");
testGame.addPlayer(botInfo);
const bot = testGame.player("lone_id");
let assigned = 0;
testGame.map().forEachTile((tile) => {
if (!testGame.map().isLand(tile)) return;
if (assigned % 2 === 0) bot.conquer(tile);
assigned++;
});
bot.addTroops(100_000);
// No player neighbors — troopSendCap should return Infinity
expect(bot.nearby().filter((n) => n.isPlayer()).length).toBe(0);
const behavior = new AiAttackBehavior(
new PseudoRandom(42),
testGame,
bot,
0.5,
0.3,
0.2,
);
const addExecSpy = vi.spyOn(testGame, "addExecution");
// sendAttack goes through sendLandAttack which applies troopSendCap.
// With no player neighbors, troopSendCap returns Infinity (no cap).
const result = behavior.sendAttack(testGame.terraNullius());
expect(result).toBe(true);
const exec = addExecSpy.mock.calls.find(
(c) => c[0].constructor.name === "AttackExecution",
)?.[0] as any;
expect(exec).toBeDefined();
// No cap applies, so troops should be the full reserve amount
expect(exec.startTroops).toBeGreaterThan(40_000);
});
});