## Description:
1. Using the wording `"Nation"`, `"FakeHuman"` and `"NPC"` at the same
time is confusing.
So I renamed every mention of `"FakeHuman"` and `"NPC"` in the entire
project to `"Nation"`. Just like they are called ingame.
2. `BotBehavior.ts` was originally intended for sharing the logic
between nations and bots.
But at the moment, the logic there isn't really shared and it's
basically just about attacking.
So I renamed `BotBehavior.ts` to `AiAttackBehavior.ts`. I use "Ai" to
indicate that this file is used by bots AND nations.
3. Moved `execuction/utils/AllianceBehavior.ts` to
`execuction/nation/NationAllianceBehavior.ts` to make sure everybody
understands that this file is not about alliances in general. It's just
about nations and how they handle alliances.
4. Removed `difficultyModifier` from `DefaultConfig`. It's unused and I
think we usually want to finetune the difficulty instead of using that
method.
5. Added `assertNever` in all `switch (difficulty)` default cases.
## 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
## 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