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
This commit is contained in:
FloPinguin
2025-12-15 00:18:07 +01:00
committed by GitHub
parent 66ae8cd9bb
commit dfe33a05e9
6 changed files with 448 additions and 296 deletions
+1 -226
View File
@@ -1,233 +1,8 @@
import { AllianceExtensionExecution } from "../src/core/execution/alliance/AllianceExtensionExecution";
import { BotBehavior } from "../src/core/execution/utils/BotBehavior";
import {
AllianceRequest,
Game,
Player,
PlayerInfo,
PlayerType,
Relation,
Tick,
} from "../src/core/game/Game";
import { Game, Player, PlayerInfo, PlayerType } from "../src/core/game/Game";
import { PseudoRandom } from "../src/core/PseudoRandom";
import { setup } from "./util/Setup";
let game: Game;
let player: Player;
let requestor: Player;
let botBehavior: BotBehavior;
describe("BotBehavior.handleAllianceRequests", () => {
beforeEach(async () => {
game = await setup("big_plains", {
infiniteGold: true,
instantBuild: true,
});
const playerInfo = new PlayerInfo(
"player_id",
PlayerType.Bot,
null,
"player_id",
);
const requestorInfo = new PlayerInfo(
"requestor_id",
PlayerType.Human,
null,
"requestor_id",
);
game.addPlayer(playerInfo);
game.addPlayer(requestorInfo);
player = game.player("player_id");
requestor = game.player("requestor_id");
const random = new PseudoRandom(42);
botBehavior = new BotBehavior(random, game, player, 0.5, 0.5, 0.2);
});
function setupAllianceRequest({
isTraitor = false,
relationDelta = 2,
numTilesPlayer = 10,
numTilesRequestor = 10,
alliancesCount = 0,
} = {}) {
if (isTraitor) requestor.markTraitor();
player.updateRelation(requestor, relationDelta);
requestor.updateRelation(player, relationDelta);
game.map().forEachTile((tile) => {
if (game.map().isLand(tile)) {
if (numTilesPlayer > 0) {
player.conquer(tile);
numTilesPlayer--;
} else if (numTilesRequestor > 0) {
requestor.conquer(tile);
numTilesRequestor--;
}
}
});
jest
.spyOn(requestor, "alliances")
.mockReturnValue(new Array(alliancesCount));
const mockRequest = {
requestor: () => requestor,
recipient: () => player,
createdAt: () => 0 as unknown as Tick,
accept: jest.fn(),
reject: jest.fn(),
} as unknown as AllianceRequest;
jest
.spyOn(player, "incomingAllianceRequests")
.mockReturnValue([mockRequest]);
return mockRequest;
}
test("should accept alliance when all conditions are met", () => {
const request = setupAllianceRequest({});
botBehavior.handleAllianceRequests();
expect(request.accept).toHaveBeenCalled();
expect(request.reject).not.toHaveBeenCalled();
});
test("should reject alliance if requestor is a traitor", () => {
const request = setupAllianceRequest({ isTraitor: true });
botBehavior.handleAllianceRequests();
expect(request.accept).not.toHaveBeenCalled();
expect(request.reject).toHaveBeenCalled();
});
test("should reject alliance if relation is malicious", () => {
const request = setupAllianceRequest({ relationDelta: -2 });
botBehavior.handleAllianceRequests();
expect(request.accept).not.toHaveBeenCalled();
expect(request.reject).toHaveBeenCalled();
});
test("should accept alliance if requestor is much larger (> 3 times size of recipient) and has too many alliances (>= 3)", () => {
const request = setupAllianceRequest({
numTilesRequestor: 40,
alliancesCount: 4,
});
botBehavior.handleAllianceRequests();
expect(request.accept).toHaveBeenCalled();
expect(request.reject).not.toHaveBeenCalled();
});
test("should accept alliance if requestor is much larger (> 3 times size of recipient) and does not have too many alliances (< 3)", () => {
const request = setupAllianceRequest({
numTilesRequestor: 40,
alliancesCount: 2,
});
botBehavior.handleAllianceRequests();
expect(request.accept).toHaveBeenCalled();
expect(request.reject).not.toHaveBeenCalled();
});
test("should reject alliance if requestor is acceptably small (<= 3 times size of recipient) and has too many alliances (>= 3)", () => {
const request = setupAllianceRequest({ alliancesCount: 3 });
botBehavior.handleAllianceRequests();
expect(request.accept).not.toHaveBeenCalled();
expect(request.reject).toHaveBeenCalled();
});
});
describe("BotBehavior.handleAllianceExtensionRequests", () => {
let mockGame: any;
let mockPlayer: any;
let mockAlliance: any;
let mockHuman: any;
let mockRandom: any;
let botBehavior: BotBehavior;
beforeEach(() => {
mockGame = { addExecution: jest.fn() };
mockHuman = { id: jest.fn(() => "human_id") };
mockAlliance = {
onlyOneAgreedToExtend: jest.fn(() => true),
other: jest.fn(() => mockHuman),
};
mockRandom = { chance: jest.fn() };
mockPlayer = {
alliances: jest.fn(() => [mockAlliance]),
relation: jest.fn(),
id: jest.fn(() => "bot_id"),
type: jest.fn(() => PlayerType.FakeHuman),
};
botBehavior = new BotBehavior(
mockRandom,
mockGame,
mockPlayer,
0.5,
0.5,
0.2,
);
});
it("should NOT request extension if onlyOneAgreedToExtend is false (no expiration yet or both already agreed)", () => {
mockAlliance.onlyOneAgreedToExtend.mockReturnValue(false);
botBehavior.handleAllianceExtensionRequests();
expect(mockGame.addExecution).not.toHaveBeenCalled();
});
it("should always extend if type Bot", () => {
mockPlayer.type.mockReturnValue(PlayerType.Bot);
botBehavior.handleAllianceExtensionRequests();
expect(mockGame.addExecution).toHaveBeenCalledTimes(1);
expect(mockGame.addExecution.mock.calls[0][0]).toBeInstanceOf(
AllianceExtensionExecution,
);
});
it("should always extend if Nation and relation is Friendly", () => {
mockPlayer.relation.mockReturnValue(Relation.Friendly);
botBehavior.handleAllianceExtensionRequests();
expect(mockGame.addExecution).toHaveBeenCalledTimes(1);
expect(mockGame.addExecution.mock.calls[0][0]).toBeInstanceOf(
AllianceExtensionExecution,
);
});
it("should extend if Nation, relation is Neutral and random chance is true", () => {
mockPlayer.relation.mockReturnValue(Relation.Neutral);
mockRandom.chance.mockReturnValue(true);
botBehavior.handleAllianceExtensionRequests();
expect(mockGame.addExecution).toHaveBeenCalledTimes(1);
expect(mockGame.addExecution.mock.calls[0][0]).toBeInstanceOf(
AllianceExtensionExecution,
);
});
it("should NOT extend if Nation, relation is Neutral and random chance is false", () => {
mockPlayer.relation.mockReturnValue(Relation.Neutral);
mockRandom.chance.mockReturnValue(false);
botBehavior.handleAllianceExtensionRequests();
expect(mockGame.addExecution).not.toHaveBeenCalled();
});
});
describe("BotBehavior Attack Behavior", () => {
let game: Game;
let bot: Player;