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Improved the nation alliance request logic 🤝 Massive upgrade to singleplayer fun (#2606)
## Response to alliance requests Previously the way nations responded to alliance requests was quite simple / boring / exploitable. Basically you couldn't ally them if you had a bad relation with them, or if you had too many alliances. Otherwise they would just take it. Now there is a **complete decision tree which is based on the difficulty**. The nations should also feel more human now. For example, just like humans, nations will now consider to take an alliance even if you have a bad relation with them (If you are a threat). Also, nations no longer check if YOU have too many alliances. Now they do what humans do: Check if THEY have too many alliances (they want to be able to attack somebody). Another big change is the default case: Previously it was just `return true`. Now it's `return isAlliancePartnerSimilarlyStrong`. So they do what humans do: Take a quick look at their troop count before allying them. ## Sending alliance requests Previously alliance requests were sent randomly. Quite boring. Now we use the same decision tree as for responding. ## Alliance extension requests They also use the same decision tree. ## Tests Tested it a lot in singleplayer. I have planned to add unit tests for all the nation/bot stuff in the upcoming cleanup phase. ## 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
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@@ -1,6 +1,7 @@
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import { Execution, Game, Player } from "../game/Game";
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import { PseudoRandom } from "../PseudoRandom";
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import { simpleHash } from "../Util";
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import { AllianceExtensionExecution } from "./alliance/AllianceExtensionExecution";
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import { BotBehavior } from "./utils/BotBehavior";
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export class BotExecution implements Execution {
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@@ -56,11 +57,29 @@ export class BotExecution implements Execution {
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return;
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}
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this.behavior.handleAllianceRequests();
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this.behavior.handleAllianceExtensionRequests();
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this.acceptAllAllianceRequests();
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this.maybeAttack();
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}
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private acceptAllAllianceRequests() {
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// Accept all alliance requests
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for (const req of this.bot.incomingAllianceRequests()) {
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req.accept();
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}
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// Accept all alliance extension requests
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for (const alliance of this.bot.alliances()) {
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// Alliance expiration tracked by Events Panel, only human ally can click Request to Renew
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// Skip if no expiration yet/ ally didn't request extension yet / bot already agreed to extend
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if (!alliance.onlyOneAgreedToExtend()) continue;
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const human = alliance.other(this.bot);
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this.mg.addExecution(
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new AllianceExtensionExecution(this.bot, human.id()),
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);
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}
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}
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private maybeAttack() {
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if (this.behavior === null) {
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throw new Error("not initialized");
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