Files
OpenFrontIO/tests/BotBehavior.test.ts
T
Abdallah Bahrawi 0a6ab07d2e fix: traitor bug when attacking immediately after initiating an alliance (#2044)
## 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>
2025-09-13 09:21:21 -07:00

386 lines
10 KiB
TypeScript

import { AllianceExtensionExecution } from "../src/core/execution/alliance/AllianceExtensionExecution";
import { BotBehavior } from "../src/core/execution/utils/BotBehavior";
import {
AllianceRequest,
Game,
Player,
PlayerInfo,
PlayerType,
Relation,
Tick,
} from "../src/core/game/Game";
import { PseudoRandom } from "../src/core/PseudoRandom";
import { setup } from "./util/Setup";
let game: Game;
let player: Player;
let requestor: Player;
let botBehavior: BotBehavior;
describe("BotBehavior.handleAllianceRequests", () => {
beforeEach(async () => {
game = await setup("big_plains", {
infiniteGold: true,
instantBuild: true,
});
const playerInfo = new PlayerInfo(
"player_id",
PlayerType.Bot,
null,
"player_id",
);
const requestorInfo = new PlayerInfo(
"requestor_id",
PlayerType.Human,
null,
"requestor_id",
);
game.addPlayer(playerInfo);
game.addPlayer(requestorInfo);
player = game.player("player_id");
requestor = game.player("requestor_id");
const random = new PseudoRandom(42);
botBehavior = new BotBehavior(random, game, player, 0.5, 0.5, 0.2);
});
function setupAllianceRequest({
isTraitor = false,
relationDelta = 2,
numTilesPlayer = 10,
numTilesRequestor = 10,
alliancesCount = 0,
} = {}) {
if (isTraitor) requestor.markTraitor();
player.updateRelation(requestor, relationDelta);
requestor.updateRelation(player, relationDelta);
game.map().forEachTile((tile) => {
if (game.map().isLand(tile)) {
if (numTilesPlayer > 0) {
player.conquer(tile);
numTilesPlayer--;
} else if (numTilesRequestor > 0) {
requestor.conquer(tile);
numTilesRequestor--;
}
}
});
jest
.spyOn(requestor, "alliances")
.mockReturnValue(new Array(alliancesCount));
const mockRequest = {
requestor: () => requestor,
recipient: () => player,
createdAt: () => 0 as unknown as Tick,
accept: jest.fn(),
reject: jest.fn(),
} as unknown as AllianceRequest;
jest
.spyOn(player, "incomingAllianceRequests")
.mockReturnValue([mockRequest]);
return mockRequest;
}
test("should accept alliance when all conditions are met", () => {
const request = setupAllianceRequest({});
botBehavior.handleAllianceRequests();
expect(request.accept).toHaveBeenCalled();
expect(request.reject).not.toHaveBeenCalled();
});
test("should reject alliance if requestor is a traitor", () => {
const request = setupAllianceRequest({ isTraitor: true });
botBehavior.handleAllianceRequests();
expect(request.accept).not.toHaveBeenCalled();
expect(request.reject).toHaveBeenCalled();
});
test("should reject alliance if relation is malicious", () => {
const request = setupAllianceRequest({ relationDelta: -2 });
botBehavior.handleAllianceRequests();
expect(request.accept).not.toHaveBeenCalled();
expect(request.reject).toHaveBeenCalled();
});
test("should accept alliance if requestor is much larger (> 3 times size of recipient) and has too many alliances (>= 3)", () => {
const request = setupAllianceRequest({
numTilesRequestor: 40,
alliancesCount: 4,
});
botBehavior.handleAllianceRequests();
expect(request.accept).toHaveBeenCalled();
expect(request.reject).not.toHaveBeenCalled();
});
test("should accept alliance if requestor is much larger (> 3 times size of recipient) and does not have too many alliances (< 3)", () => {
const request = setupAllianceRequest({
numTilesRequestor: 40,
alliancesCount: 2,
});
botBehavior.handleAllianceRequests();
expect(request.accept).toHaveBeenCalled();
expect(request.reject).not.toHaveBeenCalled();
});
test("should reject alliance if requestor is acceptably small (<= 3 times size of recipient) and has too many alliances (>= 3)", () => {
const request = setupAllianceRequest({ alliancesCount: 3 });
botBehavior.handleAllianceRequests();
expect(request.accept).not.toHaveBeenCalled();
expect(request.reject).toHaveBeenCalled();
});
});
describe("BotBehavior.handleAllianceExtensionRequests", () => {
let mockGame: any;
let mockPlayer: any;
let mockAlliance: any;
let mockHuman: any;
let mockRandom: any;
let botBehavior: BotBehavior;
beforeEach(() => {
mockGame = { addExecution: jest.fn() };
mockHuman = { id: jest.fn(() => "human_id") };
mockAlliance = {
onlyOneAgreedToExtend: jest.fn(() => true),
other: jest.fn(() => mockHuman),
};
mockRandom = { chance: jest.fn() };
mockPlayer = {
alliances: jest.fn(() => [mockAlliance]),
relation: jest.fn(),
id: jest.fn(() => "bot_id"),
type: jest.fn(() => PlayerType.FakeHuman),
};
botBehavior = new BotBehavior(
mockRandom,
mockGame,
mockPlayer,
0.5,
0.5,
0.2,
);
});
it("should NOT request extension if onlyOneAgreedToExtend is false (no expiration yet or both already agreed)", () => {
mockAlliance.onlyOneAgreedToExtend.mockReturnValue(false);
botBehavior.handleAllianceExtensionRequests();
expect(mockGame.addExecution).not.toHaveBeenCalled();
});
it("should always extend if type Bot", () => {
mockPlayer.type.mockReturnValue(PlayerType.Bot);
botBehavior.handleAllianceExtensionRequests();
expect(mockGame.addExecution).toHaveBeenCalledTimes(1);
expect(mockGame.addExecution.mock.calls[0][0]).toBeInstanceOf(
AllianceExtensionExecution,
);
});
it("should always extend if Nation and relation is Friendly", () => {
mockPlayer.relation.mockReturnValue(Relation.Friendly);
botBehavior.handleAllianceExtensionRequests();
expect(mockGame.addExecution).toHaveBeenCalledTimes(1);
expect(mockGame.addExecution.mock.calls[0][0]).toBeInstanceOf(
AllianceExtensionExecution,
);
});
it("should extend if Nation, relation is Neutral and random chance is true", () => {
mockPlayer.relation.mockReturnValue(Relation.Neutral);
mockRandom.chance.mockReturnValue(true);
botBehavior.handleAllianceExtensionRequests();
expect(mockGame.addExecution).toHaveBeenCalledTimes(1);
expect(mockGame.addExecution.mock.calls[0][0]).toBeInstanceOf(
AllianceExtensionExecution,
);
});
it("should NOT extend if Nation, relation is Neutral and random chance is false", () => {
mockPlayer.relation.mockReturnValue(Relation.Neutral);
mockRandom.chance.mockReturnValue(false);
botBehavior.handleAllianceExtensionRequests();
expect(mockGame.addExecution).not.toHaveBeenCalled();
});
});
describe("BotBehavior Attack Behavior", () => {
let game: Game;
let bot: Player;
let human: Player;
let botBehavior: BotBehavior;
// 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 BotBehavior(
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;
botBehavior = 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)
botBehavior.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.FakeHuman,
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 BotBehavior(
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);
});
});