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Author SHA1 Message Date
VariableVince 9b125c8cfe Bugfix: nation strength undefined in only place it is used (#2498)
## Description:

In commit
https://github.com/openfrontio/OpenFrontIO/commit/bbf72bd14f7f31146c687523aea8fc0aff31bbe1#diff-ee2fcbca50d87cc09d2c7d2667210defe2e3e111239820c89c40283be5385b64
it was added that startManpower in DefaultConfig used
playerInfo.nation.strength to set the starting troops for a Nation. In
ExecutionManager, param nation of PlayerInfo was set during the
instantiation of a new FakeHumanExecution.

However in commit
https://github.com/openfrontio/OpenFrontIO/commit/d6a412aa50dd86d474d80c216fd9ba36e7426ef9#diff-2d0a5d8b171d8b504f934891025e42742e142ef0964d6e17712bfdcd30bf050c
the changes made it so that **param nation of PlayerInfo was never
set**. While startManpower in DefaultConfig still checked for
playerinfo.nation.strength. Since it was always undefined, it would use
a multiplier of 1 instead of the actual nation strength.

This PR fixes it by passing the nation strength to param nationStrength
in PlayerInfo. Removing param strength from class Nation. Strength isn't
used anywhere else so this isn't a problem and it also consolidates
human player info and nation player info even more. We could have also
used the Nation.strength directly, but that would have required more
code in addPlayers and addPlayer in GameImpl, especially for Teams
games. So this PR has the simplest solution.

- I did add a config setting useNationStrengthForStartManpower with a
comment that explains its reason for being. Namely that in the months
that startManpower didn't get to use nation strength because of the bug,
FakeHumans have become much harder to fight. Re-enabling higher starting
troops from this fix would make them even harder to fight, and i think
rebalancing is needed before that.

- Or we could decide to scrap Nation strength altogether, as it is only
ever used to set starting troops anyway. This would make map making a
little easier as a bycatch.


## 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:

tryout33
2025-11-24 10:30:18 -08:00
Sam Bokai af86a9222f Feature: Enable FakeHumans ("Nation Bots") to Launch MIRVs Strategically (#2225)
## Description:

> [!IMPORTANT]
> Try here: https://mirv-test.openfront.dev/ 

> [!NOTE]
> Blocks PRs:
> - #2244 
> - #2263

### Summary
Implements intelligent MIRV usage for fakehuman players, enabling them
to make strategic nuclear strikes based on game state analysis.
 
### Changes

#### Core FakeHuman Strategy (`FakeHumanExecution.ts`)
- **MIRV Decision System**: Added `considerMIRV()` method that evaluates
game state and determines optimal MIRV usage
- **Three Strategic Targeting Modes**:
1. **Counter-MIRV**: Retaliatory strikes against players actively
launching MIRVs at the fakehuman
2. **Victory Denial**: Preemptive strikes against players approaching
win conditions
     - Team threshold: n% of total land (configurable)
     - Individual threshold: n% of total land (configurable)
3. **Steamroll Prevention**: Strikes against players with dominant city
counts (n% ahead of next competitor)

#### FakeHuman Behavior Tuning
- **Cooldown System**: n-minute cooldown between MIRV attempts
(configurable)
- **Failure Rate**: ~n% chance of cooldown trigger without launch
(simulates human hesitation/resource management; configurable)
- **Territory Targeting**: Centers MIRV strikes on enemy territory
center-of-mass for maximum impact

#### Technical Improvements
- **Type Safety**: Updated `UnitParamsMap` to include `targetTile`
parameter for MIRV units
- **Execution Flow**: Integrated MIRV consideration into fakehuman tick
cycle outside of standard attack logic, due to its holistic strategic
nature

### Game Balance Impact
- **FakeHuman Threat Level**: Increases late-game fakehuman
competitiveness
- **Endgame Dynamics**: Prevents runaway victories, extends game tension

### Breaking Changes
None - purely additive feature

### Related GitHub Issues:
-  #2205 

------
## Other

- [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

Discord Username: samsammiliah

---------

Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com>
Co-authored-by: Evan <evanpelle@gmail.com>
2025-10-29 16:39:31 -07:00