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## Description: - Hard / Impossible nations in team games auto-stop trading with all enemies - If there are a LOT of nations on the map (Enzo stream with 400 nation HvN private games) they no longer start with a city, they start with eco (port / factory) because they cannot gain much gold from bot-killing - Impossible nations built way too many missile silos sometimes, caused by the SAM overwhelming logic. Fixed now. - In public HvN games with 5M starting gold, nations placed their structures way too fast, which slowed down their expansion. And humans could easily cause a lot of damage with one atom bomb. Now their first structure is a SAM (on hard / impossible) and they wait between their earlygame structure placements. - Nations now spread out their port placements more evenly - Nations are now able to attack much stronger enemies in team games (They can expect donations) - Improve performance a bit by adding more early-returns (Dont run any nuking logic if nukes are disabled, no alliance logic if alliances are disabled, no boating logic if transport boats are disabled, ...) - Fix some of the "cannot send troops" messages in the console (DonateTroopExecution) - Nations build their first missile silo sooner, they should also build more SAMs - Nations spend their gold better after reaching the save-up-target (previously they stopped nuking) - Optimized save-up-targets for team games - The richest impossible nation is nuking very dense players now (lot of structure levels on a small island) ### How does a 5M gold HvN start look like now? https://github.com/user-attachments/assets/e9da89c3-c0d4-4144-a741-3101746b16da ## 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
199 lines
5.4 KiB
TypeScript
199 lines
5.4 KiB
TypeScript
import { NationAllianceBehavior } from "../src/core/execution/nation/NationAllianceBehavior";
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import { NationEmojiBehavior } from "../src/core/execution/nation/NationEmojiBehavior";
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import {
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AllianceRequest,
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Game,
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Player,
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PlayerInfo,
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PlayerType,
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Tick,
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} from "../src/core/game/Game";
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import { PseudoRandom } from "../src/core/PseudoRandom";
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import { setup } from "./util/Setup";
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let game: Game;
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let player: Player;
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let requestor: Player;
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let allianceBehavior: NationAllianceBehavior;
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describe("AllianceBehavior.handleAllianceRequests", () => {
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beforeEach(async () => {
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game = await setup("big_plains", {
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infiniteGold: true,
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instantBuild: true,
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});
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const playerInfo = new PlayerInfo(
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"player_id",
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PlayerType.Bot,
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null,
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"player_id",
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);
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const requestorInfo = new PlayerInfo(
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"requestor_id",
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PlayerType.Human,
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null,
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"requestor_id",
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);
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game.addPlayer(playerInfo);
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game.addPlayer(requestorInfo);
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player = game.player("player_id");
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requestor = game.player("requestor_id");
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// Use a fixed random seed for deterministic behavior
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const random = new PseudoRandom(46);
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allianceBehavior = new NationAllianceBehavior(
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random,
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game,
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player,
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new NationEmojiBehavior(random, game, player),
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);
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while (game.inSpawnPhase()) {
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game.executeNextTick();
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}
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});
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function setupAllianceRequest({
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isTraitor = false,
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relationDelta = 2,
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numTilesPlayer = 10,
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numTilesRequestor = 10,
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alliancesCount = 0,
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createdAtTick = game.ticks() + 1,
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} = {}) {
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if (isTraitor) requestor.markTraitor();
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player.updateRelation(requestor, relationDelta);
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requestor.updateRelation(player, relationDelta);
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game.map().forEachTile((tile) => {
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if (game.map().isLand(tile)) {
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if (numTilesPlayer > 0) {
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player.conquer(tile);
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numTilesPlayer--;
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} else if (numTilesRequestor > 0) {
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requestor.conquer(tile);
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numTilesRequestor--;
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}
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}
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});
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vi.spyOn(player, "alliances").mockReturnValue(new Array(alliancesCount));
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const mockRequest = {
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requestor: () => requestor,
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recipient: () => player,
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createdAt: () => createdAtTick as unknown as Tick,
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accept: vi.fn(),
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reject: vi.fn(),
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} as unknown as AllianceRequest;
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vi.spyOn(player, "incomingAllianceRequests").mockReturnValue([mockRequest]);
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return mockRequest;
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}
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test("should reject alliance created on first post-spawn tick", () => {
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const cutoff = game.config().numSpawnPhaseTurns() + 1;
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const request = setupAllianceRequest({ createdAtTick: cutoff });
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allianceBehavior.handleAllianceRequests();
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expect(request.accept).not.toHaveBeenCalled();
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expect(request.reject).toHaveBeenCalled();
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});
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test("should accept alliance when all conditions are met", () => {
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const request = setupAllianceRequest({});
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allianceBehavior.handleAllianceRequests();
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expect(request.accept).toHaveBeenCalled();
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expect(request.reject).not.toHaveBeenCalled();
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});
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test("should reject alliance if requestor is a traitor", () => {
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const request = setupAllianceRequest({ isTraitor: true });
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allianceBehavior.handleAllianceRequests();
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expect(request.accept).not.toHaveBeenCalled();
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expect(request.reject).toHaveBeenCalled();
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});
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test("should reject alliance if relation is hostile", () => {
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const request = setupAllianceRequest({ relationDelta: -2 });
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allianceBehavior.handleAllianceRequests();
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expect(request.accept).not.toHaveBeenCalled();
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expect(request.reject).toHaveBeenCalled();
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});
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test("should accept alliance if requestor is much larger (> 3 times size of recipient)", () => {
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const request = setupAllianceRequest({
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numTilesRequestor: 40,
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});
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allianceBehavior.handleAllianceRequests();
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expect(request.accept).toHaveBeenCalled();
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expect(request.reject).not.toHaveBeenCalled();
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});
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test("should reject alliance if player has too many alliances", () => {
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const request = setupAllianceRequest({ alliancesCount: 10 });
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allianceBehavior.handleAllianceRequests();
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expect(request.accept).not.toHaveBeenCalled();
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expect(request.reject).toHaveBeenCalled();
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});
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});
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describe("AllianceBehavior.handleAllianceExtensionRequests", () => {
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let mockGame: any;
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let mockPlayer: any;
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let mockAlliance: any;
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let mockHuman: any;
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let mockRandom: any;
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let allianceBehavior: NationAllianceBehavior;
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beforeEach(() => {
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mockGame = {
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addExecution: vi.fn(),
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config: vi.fn(() => ({ disableAlliances: vi.fn(() => false) })),
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};
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mockHuman = { id: vi.fn(() => "human_id") };
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mockAlliance = {
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onlyOneAgreedToExtend: vi.fn(() => true),
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other: vi.fn(() => mockHuman),
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};
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mockRandom = { chance: vi.fn() };
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mockPlayer = {
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alliances: vi.fn(() => [mockAlliance]),
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relation: vi.fn(),
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id: vi.fn(() => "bot_id"),
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type: vi.fn(() => PlayerType.Nation),
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};
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allianceBehavior = new NationAllianceBehavior(
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mockRandom,
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mockGame,
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mockPlayer,
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new NationEmojiBehavior(mockRandom, mockGame, mockPlayer),
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);
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});
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it("should NOT request extension if onlyOneAgreedToExtend is false (no expiration yet or both already agreed)", () => {
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mockAlliance.onlyOneAgreedToExtend.mockReturnValue(false);
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allianceBehavior.handleAllianceExtensionRequests();
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expect(mockGame.addExecution).not.toHaveBeenCalled();
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});
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});
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