Files
OpenFrontIO/tests/Donate.test.ts
Berk f3ba95574c fix(core): prevent bots from invading/attacking themselves (#3865) (#4014)
Resolves #4094

## Description:

In Free-For-All (FFA) mode where teams default to 0, player isOnSameTeam
checks returned false for oneself, allowing players to attack
themselves. Consequently, if a bot conquered the targeted tile between
queueing a transport ship action and its actual initialization, the
target became itself, causing the bot to execute a self-invasion.

This fix adds a reflexive check in PlayerImpl.ts's isFriendly method to
always treat oneself as friendly. It also adds a safety guard in
TransportShipExecution.ts's init method to abort ship execution if the
target has shifted to the attacker.

## 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:

barfires
2026-05-31 20:05:51 -07:00

290 lines
8.2 KiB
TypeScript

import { DonateGoldExecution } from "../src/core/execution/DonateGoldExecution";
import { DonateTroopsExecution } from "../src/core/execution/DonateTroopExecution";
import { SpawnExecution } from "../src/core/execution/SpawnExecution";
import { PlayerInfo, PlayerType } from "../src/core/game/Game";
import { GameID } from "../src/core/Schemas";
import { setup } from "./util/Setup";
describe("Donate troops to an ally", () => {
it("Troops should be successfully donated", async () => {
const gameID: GameID = "game_id";
const game = await setup("ocean_and_land", {
infiniteTroops: false,
donateTroops: true,
});
const donorInfo = new PlayerInfo(
"donor",
PlayerType.Human,
null,
"donor_id",
);
const recipientInfo = new PlayerInfo(
"recipient",
PlayerType.Human,
null,
"recipient_id",
);
game.addPlayer(donorInfo);
game.addPlayer(recipientInfo);
const donor = game.player(donorInfo.id);
const recipient = game.player(recipientInfo.id);
// Spawn both players
const spawnA = game.ref(0, 10);
const spawnB = game.ref(0, 15);
game.addExecution(
new SpawnExecution(gameID, donorInfo, spawnA),
new SpawnExecution(gameID, recipientInfo, spawnB),
);
// donor sends alliance request to recipient
const allianceRequest = donor.createAllianceRequest(recipient);
expect(allianceRequest).not.toBeNull();
// recipient accepts the alliance request
if (allianceRequest) {
allianceRequest.accept();
}
// Ensure donor can actually donate the requested amount
donor.addTroops(6000);
const donorTroopsBefore = donor.troops();
const recipientTroopsBefore = recipient.troops();
game.addExecution(new DonateTroopsExecution(donor, recipientInfo.id, 5000));
for (let i = 0; i < 5; i++) {
game.executeNextTick();
}
expect(donor.troops() < donorTroopsBefore).toBe(true);
expect(recipient.troops() > recipientTroopsBefore).toBe(true);
});
});
describe("Donate gold to an ally", () => {
it("Gold should be successfully donated", async () => {
const game = await setup("ocean_and_land", {
infiniteGold: false,
donateGold: true,
});
const gameID: GameID = "game_id";
const donorInfo = new PlayerInfo(
"donor",
PlayerType.Human,
null,
"donor_id",
);
const recipientInfo = new PlayerInfo(
"recipient",
PlayerType.Human,
null,
"recipient_id",
);
game.addPlayer(donorInfo);
game.addPlayer(recipientInfo);
const donor = game.player(donorInfo.id);
const recipient = game.player(recipientInfo.id);
// Spawn both players
const spawnA = game.ref(0, 10);
const spawnB = game.ref(0, 15);
game.addExecution(
new SpawnExecution(gameID, donorInfo, spawnA),
new SpawnExecution(gameID, recipientInfo, spawnB),
);
// donor sends alliance request to recipient
const allianceRequest = donor.createAllianceRequest(recipient);
expect(allianceRequest).not.toBeNull();
// recipient accepts the alliance request
if (allianceRequest) {
allianceRequest.accept();
}
game.executeNextTick();
// Ensure donor can actually donate the requested amount
donor.addGold(6000n);
const donorGoldBefore = donor.gold();
const recipientGoldBefore = recipient.gold();
game.addExecution(new DonateGoldExecution(donor, recipientInfo.id, 5000));
for (let i = 0; i < 5; i++) {
game.executeNextTick();
}
expect(donor.gold() < donorGoldBefore).toBe(true);
expect(recipient.gold() > recipientGoldBefore).toBe(true);
});
});
describe("Donate troops to a non ally", () => {
it("Troops should not be donated", async () => {
const game = await setup("ocean_and_land", {
infiniteTroops: false,
donateTroops: true,
});
const gameID: GameID = "game_id";
const donorInfo = new PlayerInfo(
"donor",
PlayerType.Human,
null,
"donor_id",
);
const recipientInfo = new PlayerInfo(
"recipient",
PlayerType.Human,
null,
"recipient_id",
);
game.addPlayer(donorInfo);
game.addPlayer(recipientInfo);
const donor = game.player(donorInfo.id);
const recipient = game.player(recipientInfo.id);
// Spawn both players
const spawnA = game.ref(0, 10);
const spawnB = game.ref(0, 15);
game.addExecution(
new SpawnExecution(gameID, donorInfo, spawnA),
new SpawnExecution(gameID, recipientInfo, spawnB),
);
// Donor sends alliance request to Recipient
const allianceRequest = donor.createAllianceRequest(recipient);
expect(allianceRequest).not.toBeNull();
// Donor rejects the Recipient
if (allianceRequest) {
allianceRequest.reject();
}
const donorTroopsBefore = donor.troops();
const recipientTroopsBefore = recipient.troops();
game.addExecution(new DonateTroopsExecution(donor, recipientInfo.id, 5000));
game.executeNextTick();
// Troops should not be donated since they are not allies
expect(donor.troops() >= donorTroopsBefore).toBe(true);
expect(recipient.troops() >= recipientTroopsBefore).toBe(true);
});
});
describe("Donate Gold to a non ally", () => {
it("Gold should not be donated", async () => {
const game = await setup("ocean_and_land", {
infiniteGold: false,
donateGold: true,
});
const gameID: GameID = "game_id";
const donorInfo = new PlayerInfo(
"donor",
PlayerType.Human,
null,
"donor_id",
);
const recipientInfo = new PlayerInfo(
"recipient",
PlayerType.Human,
null,
"recipient_id",
);
game.addPlayer(donorInfo);
game.addPlayer(recipientInfo);
const donor = game.player(donorInfo.id);
const recipient = game.player(recipientInfo.id);
// Spawn both players
const spawnA = game.ref(0, 10);
const spawnB = game.ref(0, 15);
game.addExecution(
new SpawnExecution(gameID, donorInfo, spawnA),
new SpawnExecution(gameID, recipientInfo, spawnB),
);
// Donor sends alliance request to Recipient
const allianceRequest = donor.createAllianceRequest(recipient);
expect(allianceRequest).not.toBeNull();
// Donor rejects the Recipient
if (allianceRequest) {
allianceRequest.reject();
}
const donorGoldBefore = donor.gold();
const recipientGoldBefore = donor.gold();
game.addExecution(new DonateGoldExecution(donor, recipientInfo.id, 5000));
game.executeNextTick();
// Gold should not be donated since they are not allies
expect(donor.gold() >= donorGoldBefore).toBe(true);
expect(recipient.gold() >= recipientGoldBefore).toBe(true);
});
});
describe("Self donation prevention", () => {
it("Should evaluate isFriendly(this) to true but disallow donating to self", async () => {
const game = await setup("ocean_and_land", {
infiniteGold: false,
infiniteTroops: false,
donateGold: true,
donateTroops: true,
});
const gameID: GameID = "game_id";
// Create a player with team=0/null (default/FFA)
const playerInfo = new PlayerInfo(
"player_self",
PlayerType.Human,
null,
"self_id",
);
game.addPlayer(playerInfo);
const player = game.player(playerInfo.id);
const spawnA = game.ref(0, 10);
game.addExecution(new SpawnExecution(gameID, playerInfo, spawnA));
game.executeNextTick();
// Assert player.isFriendly(player) === true
expect(player.isFriendly(player)).toBe(true);
// Assert canDonateGold and canDonateTroops return false for self
expect(player.canDonateGold(player)).toBe(false);
expect(player.canDonateTroops(player)).toBe(false);
// Try executing DonateGoldExecution and DonateTroopsExecution on self
player.addGold(1000n);
player.addTroops(1000);
const goldBefore = player.gold();
const troopsBefore = player.troops();
game.addExecution(new DonateGoldExecution(player, player.id(), 500));
game.addExecution(new DonateTroopsExecution(player, player.id(), 500));
game.executeNextTick();
// Verify no changes occurred to gold or troops (execution failed/aborted)
expect(player.gold()).toBeGreaterThanOrEqual(goldBefore);
expect(player.troops()).toBeGreaterThanOrEqual(troopsBefore);
});
});