mirror of
https://github.com/openfrontio/OpenFrontIO.git
synced 2026-06-21 19:06:48 +00:00
4d5bb7a835
## 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
161 lines
4.1 KiB
TypeScript
161 lines
4.1 KiB
TypeScript
import { AiAttackBehavior } from "../src/core/execution/utils/AiAttackBehavior";
|
|
import { Game, Player, PlayerInfo, PlayerType } from "../src/core/game/Game";
|
|
import { PseudoRandom } from "../src/core/PseudoRandom";
|
|
import { setup } from "./util/Setup";
|
|
|
|
describe("Ai Attack Behavior", () => {
|
|
let game: Game;
|
|
let bot: Player;
|
|
let human: Player;
|
|
let attackBehavior: AiAttackBehavior;
|
|
|
|
// Helper function for basic test setup
|
|
async function setupTestEnvironment() {
|
|
const testGame = await setup("big_plains", {
|
|
infiniteGold: true,
|
|
instantBuild: true,
|
|
infiniteTroops: true,
|
|
});
|
|
|
|
// Add players
|
|
const botInfo = new PlayerInfo(
|
|
"bot_test",
|
|
PlayerType.Bot,
|
|
null,
|
|
"bot_test",
|
|
);
|
|
const humanInfo = new PlayerInfo(
|
|
"human_test",
|
|
PlayerType.Human,
|
|
null,
|
|
"human_test",
|
|
);
|
|
testGame.addPlayer(botInfo);
|
|
testGame.addPlayer(humanInfo);
|
|
|
|
const testBot = testGame.player("bot_test");
|
|
const testHuman = testGame.player("human_test");
|
|
|
|
// Assign territories
|
|
let landTileCount = 0;
|
|
testGame.map().forEachTile((tile) => {
|
|
if (!testGame.map().isLand(tile)) return;
|
|
(landTileCount++ % 2 === 0 ? testBot : testHuman).conquer(tile);
|
|
});
|
|
|
|
// Add troops
|
|
testBot.addTroops(5000);
|
|
testHuman.addTroops(5000);
|
|
|
|
// Skip spawn phase
|
|
while (testGame.inSpawnPhase()) {
|
|
testGame.executeNextTick();
|
|
}
|
|
|
|
const behavior = new AiAttackBehavior(
|
|
new PseudoRandom(42),
|
|
testGame,
|
|
testBot,
|
|
0.5,
|
|
0.5,
|
|
0.2,
|
|
);
|
|
|
|
return { testGame, testBot, testHuman, behavior };
|
|
}
|
|
|
|
// Helper functions for tile assignment
|
|
function assignAlternatingLandTiles(
|
|
game: Game,
|
|
players: Player[],
|
|
totalTiles: number,
|
|
) {
|
|
let assigned = 0;
|
|
game.map().forEachTile((tile) => {
|
|
if (assigned >= totalTiles) return;
|
|
if (!game.map().isLand(tile)) return;
|
|
const player = players[assigned % players.length];
|
|
player.conquer(tile);
|
|
assigned++;
|
|
});
|
|
}
|
|
|
|
beforeEach(async () => {
|
|
const env = await setupTestEnvironment();
|
|
game = env.testGame;
|
|
bot = env.testBot;
|
|
human = env.testHuman;
|
|
attackBehavior = env.behavior;
|
|
});
|
|
|
|
test("bot cannot attack allied player", () => {
|
|
// Form alliance (bot creates request to human)
|
|
const allianceRequest = bot.createAllianceRequest(human);
|
|
allianceRequest?.accept();
|
|
|
|
expect(bot.isAlliedWith(human)).toBe(true);
|
|
|
|
// Count attacks before attempting attack
|
|
const attacksBefore = bot.outgoingAttacks().length;
|
|
|
|
// Attempt attack (should be blocked)
|
|
attackBehavior.sendAttack(human);
|
|
|
|
// Execute a few ticks to process the attacks
|
|
for (let i = 0; i < 5; i++) {
|
|
game.executeNextTick();
|
|
}
|
|
|
|
expect(bot.isAlliedWith(human)).toBe(true);
|
|
expect(human.incomingAttacks()).toHaveLength(0);
|
|
// Should be same number of attacks (no new attack created)
|
|
expect(bot.outgoingAttacks()).toHaveLength(attacksBefore);
|
|
});
|
|
|
|
test("nation cannot attack allied player", () => {
|
|
// Create nation
|
|
const nationInfo = new PlayerInfo(
|
|
"nation_test",
|
|
PlayerType.Nation,
|
|
null,
|
|
"nation_test",
|
|
);
|
|
game.addPlayer(nationInfo);
|
|
const nation = game.player("nation_test");
|
|
|
|
// Use helper for tile assignment
|
|
assignAlternatingLandTiles(game, [bot, human, nation], 21); // 21 to ensure each gets 7 tiles
|
|
|
|
nation.addTroops(1000);
|
|
|
|
const nationBehavior = new AiAttackBehavior(
|
|
new PseudoRandom(42),
|
|
game,
|
|
nation,
|
|
0.5,
|
|
0.5,
|
|
0.2,
|
|
);
|
|
|
|
// Alliance between nation and human
|
|
const allianceRequest = nation.createAllianceRequest(human);
|
|
allianceRequest?.accept();
|
|
|
|
expect(nation.isAlliedWith(human)).toBe(true);
|
|
|
|
const attacksBefore = nation.outgoingAttacks().length;
|
|
nation.addTroops(50_000);
|
|
|
|
// Nation tries to attack ally (should be blocked)
|
|
nationBehavior.sendAttack(human);
|
|
|
|
// Execute a few ticks to process the attacks
|
|
for (let i = 0; i < 5; i++) {
|
|
game.executeNextTick();
|
|
}
|
|
|
|
expect(nation.isAlliedWith(human)).toBe(true);
|
|
expect(nation.outgoingAttacks()).toHaveLength(attacksBefore);
|
|
});
|
|
});
|