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0a6ab07d2e
## Description: This PR fixes a critical race condition bug where players could unintentionally receive the traitor debuff when alliance requests were accepted mid-attack. Critical Bug Fixes #1866 **Root Cause:** Players could bypass UI alliance checks ( isFriendly() ) by accepting alliances and immediately attacking after that, causing the server to treat the attack as betrayal Solution: Added server-side alliance validation in AttackExecution.init() This ensures attacks on allies are blocked at the server level. - Once Bots and Nations decide to attack, they breaks the alliance. I added maybeConsiderBetrayal(), which currently always returns true. I’ll add proper logic for alliance-breaking soon on another PR; this didn’t exist in the code before. ## 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: abodcraft1 --------- Co-authored-by: evanpelle <evanpelle@gmail.com>
268 lines
7.9 KiB
TypeScript
268 lines
7.9 KiB
TypeScript
import {
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AllianceRequest,
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Game,
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Player,
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PlayerType,
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Relation,
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TerraNullius,
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Tick,
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} from "../../game/Game";
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import { PseudoRandom } from "../../PseudoRandom";
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import { flattenedEmojiTable } from "../../Util";
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import { AllianceExtensionExecution } from "../alliance/AllianceExtensionExecution";
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import { AttackExecution } from "../AttackExecution";
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import { EmojiExecution } from "../EmojiExecution";
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export class BotBehavior {
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private enemy: Player | null = null;
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private enemyUpdated: Tick;
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private assistAcceptEmoji = flattenedEmojiTable.indexOf("👍");
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constructor(
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private random: PseudoRandom,
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private game: Game,
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private player: Player,
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private triggerRatio: number,
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private reserveRatio: number,
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private expandRatio: number,
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) {}
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handleAllianceRequests() {
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for (const req of this.player.incomingAllianceRequests()) {
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if (shouldAcceptAllianceRequest(this.player, req)) {
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req.accept();
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} else {
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req.reject();
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}
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}
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}
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handleAllianceExtensionRequests() {
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for (const alliance of this.player.alliances()) {
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// Alliance expiration tracked by Events Panel, only human ally can click Request to Renew
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// Skip if no expiration yet/ ally didn't request extension yet/ bot already agreed to extend
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if (!alliance.onlyOneAgreedToExtend()) continue;
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// Nation is either Friendly or Neutral as an ally. Bot has no attitude
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// If Friendly or Bot, always agree to extend. If Neutral, have random chance decide
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const human = alliance.other(this.player);
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if (
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this.player.type() === PlayerType.FakeHuman &&
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this.player.relation(human) === Relation.Neutral
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) {
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if (!this.random.chance(1.5)) continue;
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}
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this.game.addExecution(
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new AllianceExtensionExecution(this.player, human.id()),
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);
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}
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}
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private emoji(player: Player, emoji: number) {
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if (player.type() !== PlayerType.Human) return;
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this.game.addExecution(new EmojiExecution(this.player, player.id(), emoji));
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}
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private setNewEnemy(newEnemy: Player | null) {
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this.enemy = newEnemy;
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this.enemyUpdated = this.game.ticks();
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}
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private clearEnemy() {
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this.enemy = null;
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}
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forgetOldEnemies() {
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// Forget old enemies
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if (this.game.ticks() - this.enemyUpdated > 100) {
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this.clearEnemy();
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}
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}
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private hasSufficientTroops(): boolean {
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const maxTroops = this.game.config().maxTroops(this.player);
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const ratio = this.player.troops() / maxTroops;
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return ratio >= this.triggerRatio;
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}
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private checkIncomingAttacks() {
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// Switch enemies if we're under attack
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const incomingAttacks = this.player.incomingAttacks();
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let largestAttack = 0;
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let largestAttacker: Player | undefined;
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for (const attack of incomingAttacks) {
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if (attack.troops() <= largestAttack) continue;
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largestAttack = attack.troops();
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largestAttacker = attack.attacker();
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}
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if (largestAttacker !== undefined) {
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this.setNewEnemy(largestAttacker);
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}
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}
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getNeighborTraitorToAttack(): Player | null {
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const traitors = this.player
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.neighbors()
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.filter((n): n is Player => n.isPlayer() && n.isTraitor());
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return traitors.length > 0 ? this.random.randElement(traitors) : null;
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}
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assistAllies() {
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outer: for (const ally of this.player.allies()) {
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if (ally.targets().length === 0) continue;
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if (this.player.relation(ally) < Relation.Friendly) {
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// this.emoji(ally, "🤦");
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continue;
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}
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for (const target of ally.targets()) {
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if (target === this.player) {
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// this.emoji(ally, "💀");
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continue;
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}
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if (this.player.isAlliedWith(target)) {
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// this.emoji(ally, "👎");
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continue;
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}
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// All checks passed, assist them
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this.player.updateRelation(ally, -20);
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this.setNewEnemy(target);
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this.emoji(ally, this.assistAcceptEmoji);
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break outer;
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}
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}
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}
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selectEnemy(): Player | null {
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if (this.enemy === null) {
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// Save up troops until we reach the trigger ratio
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if (!this.hasSufficientTroops()) return null;
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// Prefer neighboring bots
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const bots = this.player
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.neighbors()
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.filter(
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(n): n is Player => n.isPlayer() && n.type() === PlayerType.Bot,
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);
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if (bots.length > 0) {
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const density = (p: Player) => p.troops() / p.numTilesOwned();
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let lowestDensityBot: Player | undefined;
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let lowestDensity = Infinity;
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for (const bot of bots) {
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const currentDensity = density(bot);
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if (currentDensity < lowestDensity) {
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lowestDensity = currentDensity;
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lowestDensityBot = bot;
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}
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}
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if (lowestDensityBot !== undefined) {
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this.setNewEnemy(lowestDensityBot);
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}
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}
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// Retaliate against incoming attacks
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if (this.enemy === null) {
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this.checkIncomingAttacks();
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}
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// Select the most hated player
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if (this.enemy === null) {
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const mostHated = this.player.allRelationsSorted()[0];
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if (
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mostHated !== undefined &&
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mostHated.relation === Relation.Hostile
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) {
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this.setNewEnemy(mostHated.player);
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}
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}
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}
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// Sanity check, don't attack our allies or teammates
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return this.enemySanityCheck();
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}
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selectRandomEnemy(): Player | TerraNullius | null {
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if (this.enemy === null) {
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// Save up troops until we reach the trigger ratio
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if (!this.hasSufficientTroops()) return null;
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// Choose a new enemy randomly
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const neighbors = this.player.neighbors();
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for (const neighbor of this.random.shuffleArray(neighbors)) {
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if (!neighbor.isPlayer()) continue;
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if (this.player.isFriendly(neighbor)) continue;
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if (neighbor.type() === PlayerType.FakeHuman) {
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if (this.random.chance(2)) {
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continue;
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}
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}
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this.setNewEnemy(neighbor);
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}
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// Retaliate against incoming attacks
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if (this.enemy === null) {
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this.checkIncomingAttacks();
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}
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// Select a traitor as an enemy
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if (this.enemy === null) {
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const toAttack = this.getNeighborTraitorToAttack();
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if (toAttack !== null) {
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if (!this.player.isFriendly(toAttack) && this.random.chance(3)) {
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this.setNewEnemy(toAttack);
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}
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}
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}
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}
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// Sanity check, don't attack our allies or teammates
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return this.enemySanityCheck();
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}
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private enemySanityCheck(): Player | null {
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if (this.enemy && this.player.isFriendly(this.enemy)) {
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this.clearEnemy();
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}
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return this.enemy;
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}
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sendAttack(target: Player | TerraNullius) {
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// Skip attacking friendly targets (allies or teammates) - decision to break alliances should be made by caller
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if (target.isPlayer() && this.player.isFriendly(target)) return;
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const maxTroops = this.game.config().maxTroops(this.player);
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const reserveRatio = target.isPlayer()
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? this.reserveRatio
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: this.expandRatio;
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const targetTroops = maxTroops * reserveRatio;
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const troops = this.player.troops() - targetTroops;
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if (troops < 1) return;
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this.game.addExecution(
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new AttackExecution(
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troops,
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this.player,
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target.isPlayer() ? target.id() : this.game.terraNullius().id(),
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),
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);
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}
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}
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function shouldAcceptAllianceRequest(player: Player, request: AllianceRequest) {
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if (player.relation(request.requestor()) < Relation.Neutral) {
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return false; // Reject if hasMalice
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}
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if (request.requestor().isTraitor()) {
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return false; // Reject if isTraitor
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}
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if (request.requestor().numTilesOwned() > player.numTilesOwned() * 3) {
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return true; // Accept if requestorIsMuchLarger
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}
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if (request.requestor().alliances().length >= 3) {
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return false; // Reject if tooManyAlliances
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}
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return true; // Accept otherwise
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}
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