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## 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
172 lines
4.6 KiB
TypeScript
172 lines
4.6 KiB
TypeScript
import { AllianceBehavior } from "../src/core/execution/utils/AllianceBehavior";
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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: AllianceBehavior;
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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 AllianceBehavior(random, game, player);
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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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} = {}) {
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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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jest.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: () => 0 as unknown as Tick,
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accept: jest.fn(),
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reject: jest.fn(),
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} as unknown as AllianceRequest;
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jest
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.spyOn(player, "incomingAllianceRequests")
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.mockReturnValue([mockRequest]);
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return mockRequest;
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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: AllianceBehavior;
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beforeEach(() => {
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mockGame = { addExecution: jest.fn() };
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mockHuman = { id: jest.fn(() => "human_id") };
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mockAlliance = {
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onlyOneAgreedToExtend: jest.fn(() => true),
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other: jest.fn(() => mockHuman),
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};
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mockRandom = { chance: jest.fn() };
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mockPlayer = {
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alliances: jest.fn(() => [mockAlliance]),
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relation: jest.fn(),
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id: jest.fn(() => "bot_id"),
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type: jest.fn(() => PlayerType.FakeHuman),
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};
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allianceBehavior = new AllianceBehavior(mockRandom, mockGame, mockPlayer);
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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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