## 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
Closes#2071
## Description:
- Created Functional Test for scenario
- Added an alliance revoker function to 'NukeExection'
## Please complete the following:
- [ ] I have added screenshots for all UI updates
- [ ] 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:
dpop
## Description:
This PR does two things:
1. Allows you to send an alliance request to approve an existing
request, ex:
* player A sends req to player B
* now player B can send an ally request to player A, which accepts the
request from player A.
This way even if you lose or don't see the alliance notification, you
can still accept the alliance.
2. Have AllianceRequestExecution reject the request if not accepted or
rejected. There is a bug where sometimes the EventDisplay does not
trigger the delete() function, resulting in hung alliance requests. I
couldn't figure out why the delete() function is sometimes not called,
but I think it's better design to have core/ itself handle abandoned
alliance requests, this was UI bugs can't break the game state.
## Please complete the following:
- [ ] I have added screenshots for all UI updates
- [ ] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [ ] I have added relevant tests to the test directory
- [ ] 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:
evan