Files
OpenFrontIO/src/core/execution/alliance/AllianceRequestReplyExecution.ts
T
Loacky 024285389a Implement donation troops/gold between human players after forming an alliance (#2450)
Resolves #2448 

Hi team,

I've implemented and locally tested the alliance-related changes
(including unit tests and some manual simulation with multiple browser
profiles).
Unfortunately I wasn't able to perform full end-to-end testing on the
live game server with two separate machines/accounts.

If someone on the team (or another contributor) can verify the alliance
flow with two real players, that would be greatly appreciated before
merging. Happy to hop on a call or provide any clarification needed.

Thanks!

## Description:

Fixed a race condition bug where donations (troops/gold) between human
players failed after forming an alliance. The issue was caused by a
one-tick delay in `AllianceRequestReplyExecution`: the alliance
acceptance logic ran in `tick()` instead of `init()`, meaning the
alliance wasn't created until the tick after the execution was added. If
a donation execution was added in the same turn as the alliance
acceptance, it would fail the `isFriendly()` check because the alliance
didn't exist yet.

**Root cause:** When human players formed alliances via reply, the
execution model delayed alliance creation by one tick, while bots called
`accept()` directly without this delay.

**Solution:** Moved alliance acceptance logic from `tick()` to `init()`
in `AllianceRequestReplyExecution.ts`, ensuring immediate alliance
creation and eliminating race conditions with donations.

**Changes:**
- Modified
`src/core/execution/alliance/AllianceRequestReplyExecution.ts` to
process alliance replies in `init()` instead of `tick()`
- Added comprehensive test suite `tests/AllianceDonation.test.ts` with 5
test cases covering donation scenarios after alliance formation (reply
and mutual request flows)
- All existing tests pass (323 total)

## Please complete the following:

- [x] I have added screenshots for all UI updates (N/A - backend logic
fix only)
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file (N/A - no user-facing text
changes)
- [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


Discord: loacky
GitHub: @LoackyBit

---------

Co-authored-by: Evan <evanpelle@gmail.com>
2025-11-21 14:25:41 -08:00

54 lines
1.3 KiB
TypeScript

import { Execution, Game, Player, PlayerID } from "../../game/Game";
export class AllianceRequestReplyExecution implements Execution {
private active = true;
private requestor: Player | null = null;
constructor(
private requestorID: PlayerID,
private recipient: Player,
private accept: boolean,
) {}
init(mg: Game, ticks: number): void {
if (!mg.hasPlayer(this.requestorID)) {
console.warn(
`AllianceRequestReplyExecution requester ${this.requestorID} not found`,
);
this.active = false;
return;
}
this.requestor = mg.player(this.requestorID);
if (this.requestor.isFriendly(this.recipient)) {
console.warn("already allied");
} else {
const request = this.requestor
.outgoingAllianceRequests()
.find((ar) => ar.recipient() === this.recipient);
if (request === undefined) {
console.warn("no alliance request found");
} else {
if (this.accept) {
request.accept();
this.requestor.updateRelation(this.recipient, 100);
this.recipient.updateRelation(this.requestor, 100);
} else {
request.reject();
}
}
}
this.active = false;
}
tick(ticks: number): void {}
isActive(): boolean {
return this.active;
}
activeDuringSpawnPhase(): boolean {
return false;
}
}