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Resolves #4094 ## Description: In Free-For-All (FFA) mode where teams default to 0, player isOnSameTeam checks returned false for oneself, allowing players to attack themselves. Consequently, if a bot conquered the targeted tile between queueing a transport ship action and its actual initialization, the target became itself, causing the bot to execute a self-invasion. This fix adds a reflexive check in PlayerImpl.ts's isFriendly method to always treat oneself as friendly. It also adds a safety guard in TransportShipExecution.ts's init method to abort ship execution if the target has shifted to the attacker. ## 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: barfires
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@@ -239,3 +239,51 @@ describe("Donate Gold to a non ally", () => {
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expect(recipient.gold() >= recipientGoldBefore).toBe(true);
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});
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});
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describe("Self donation prevention", () => {
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it("Should evaluate isFriendly(this) to true but disallow donating to self", async () => {
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const game = await setup("ocean_and_land", {
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infiniteGold: false,
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infiniteTroops: false,
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donateGold: true,
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donateTroops: true,
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});
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const gameID: GameID = "game_id";
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// Create a player with team=0/null (default/FFA)
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const playerInfo = new PlayerInfo(
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"player_self",
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PlayerType.Human,
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null,
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"self_id",
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);
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game.addPlayer(playerInfo);
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const player = game.player(playerInfo.id);
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const spawnA = game.ref(0, 10);
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game.addExecution(new SpawnExecution(gameID, playerInfo, spawnA));
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game.executeNextTick();
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// Assert player.isFriendly(player) === true
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expect(player.isFriendly(player)).toBe(true);
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// Assert canDonateGold and canDonateTroops return false for self
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expect(player.canDonateGold(player)).toBe(false);
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expect(player.canDonateTroops(player)).toBe(false);
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// Try executing DonateGoldExecution and DonateTroopsExecution on self
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player.addGold(1000n);
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player.addTroops(1000);
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const goldBefore = player.gold();
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const troopsBefore = player.troops();
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game.addExecution(new DonateGoldExecution(player, player.id(), 500));
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game.addExecution(new DonateTroopsExecution(player, player.id(), 500));
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game.executeNextTick();
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// Verify no changes occurred to gold or troops (execution failed/aborted)
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expect(player.gold()).toBeGreaterThanOrEqual(goldBefore);
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expect(player.troops()).toBeGreaterThanOrEqual(troopsBefore);
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});
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});
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