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## Description: Relevant for singleplayer and HumansVsNations: Humans sometimes try to flood the entire ocean with warships. The goal is to dominate the trade and to block transport ships. The already existing `trackTransportShipsAndRetaliate` and `trackTradeShipsAndRetaliate` methods can't stop these large scale infestations, the nations are completely helpless. The new `counterWarshipInfestation` method checks if a nation is one of the top 3 richest players (Enough money for warships) and if any enemy (or enemy team) has accumulated more than 10 (for teams total 15) warships, then builds a counter-warship targeting that threat. This feature only activates on Hard or Impossible difficulty. Thats how it can look, nations send out a warship every couple of seconds, until the infestation threat is gone: <img width="779" height="670" alt="Screenshot 2025-12-20 160600" src="https://github.com/user-attachments/assets/25040077-e7db-4720-aea4-7c230afe05ea" /> ## 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
176 lines
4.7 KiB
TypeScript
176 lines
4.7 KiB
TypeScript
import { NationAllianceBehavior } from "../src/core/execution/nation/NationAllianceBehavior";
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import {
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AllianceRequest,
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Game,
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Player,
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PlayerInfo,
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PlayerType,
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Tick,
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} from "../src/core/game/Game";
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import { PseudoRandom } from "../src/core/PseudoRandom";
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import { setup } from "./util/Setup";
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let game: Game;
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let player: Player;
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let requestor: Player;
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let allianceBehavior: NationAllianceBehavior;
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describe("AllianceBehavior.handleAllianceRequests", () => {
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beforeEach(async () => {
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game = await setup("big_plains", {
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infiniteGold: true,
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instantBuild: true,
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});
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const playerInfo = new PlayerInfo(
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"player_id",
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PlayerType.Bot,
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null,
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"player_id",
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);
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const requestorInfo = new PlayerInfo(
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"requestor_id",
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PlayerType.Human,
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null,
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"requestor_id",
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);
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game.addPlayer(playerInfo);
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game.addPlayer(requestorInfo);
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player = game.player("player_id");
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requestor = game.player("requestor_id");
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// Use a fixed random seed for deterministic behavior
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const random = new PseudoRandom(46);
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allianceBehavior = new NationAllianceBehavior(random, game, player);
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});
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function setupAllianceRequest({
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isTraitor = false,
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relationDelta = 2,
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numTilesPlayer = 10,
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numTilesRequestor = 10,
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alliancesCount = 0,
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} = {}) {
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if (isTraitor) requestor.markTraitor();
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player.updateRelation(requestor, relationDelta);
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requestor.updateRelation(player, relationDelta);
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game.map().forEachTile((tile) => {
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if (game.map().isLand(tile)) {
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if (numTilesPlayer > 0) {
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player.conquer(tile);
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numTilesPlayer--;
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} else if (numTilesRequestor > 0) {
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requestor.conquer(tile);
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numTilesRequestor--;
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}
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}
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});
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jest.spyOn(player, "alliances").mockReturnValue(new Array(alliancesCount));
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const mockRequest = {
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requestor: () => requestor,
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recipient: () => player,
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createdAt: () => 0 as unknown as Tick,
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accept: jest.fn(),
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reject: jest.fn(),
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} as unknown as AllianceRequest;
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jest
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.spyOn(player, "incomingAllianceRequests")
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.mockReturnValue([mockRequest]);
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return mockRequest;
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}
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test("should accept alliance when all conditions are met", () => {
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const request = setupAllianceRequest({});
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allianceBehavior.handleAllianceRequests();
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expect(request.accept).toHaveBeenCalled();
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expect(request.reject).not.toHaveBeenCalled();
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});
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test("should reject alliance if requestor is a traitor", () => {
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const request = setupAllianceRequest({ isTraitor: true });
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allianceBehavior.handleAllianceRequests();
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expect(request.accept).not.toHaveBeenCalled();
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expect(request.reject).toHaveBeenCalled();
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});
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test("should reject alliance if relation is hostile", () => {
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const request = setupAllianceRequest({ relationDelta: -2 });
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allianceBehavior.handleAllianceRequests();
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expect(request.accept).not.toHaveBeenCalled();
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expect(request.reject).toHaveBeenCalled();
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});
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test("should accept alliance if requestor is much larger (> 3 times size of recipient)", () => {
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const request = setupAllianceRequest({
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numTilesRequestor: 40,
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});
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allianceBehavior.handleAllianceRequests();
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expect(request.accept).toHaveBeenCalled();
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expect(request.reject).not.toHaveBeenCalled();
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});
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test("should reject alliance if player has too many alliances", () => {
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const request = setupAllianceRequest({ alliancesCount: 10 });
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allianceBehavior.handleAllianceRequests();
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expect(request.accept).not.toHaveBeenCalled();
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expect(request.reject).toHaveBeenCalled();
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});
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});
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describe("AllianceBehavior.handleAllianceExtensionRequests", () => {
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let mockGame: any;
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let mockPlayer: any;
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let mockAlliance: any;
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let mockHuman: any;
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let mockRandom: any;
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let allianceBehavior: NationAllianceBehavior;
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beforeEach(() => {
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mockGame = { addExecution: jest.fn() };
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mockHuman = { id: jest.fn(() => "human_id") };
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mockAlliance = {
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onlyOneAgreedToExtend: jest.fn(() => true),
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other: jest.fn(() => mockHuman),
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};
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mockRandom = { chance: jest.fn() };
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mockPlayer = {
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alliances: jest.fn(() => [mockAlliance]),
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relation: jest.fn(),
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id: jest.fn(() => "bot_id"),
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type: jest.fn(() => PlayerType.Nation),
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};
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allianceBehavior = new NationAllianceBehavior(
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mockRandom,
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mockGame,
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mockPlayer,
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);
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});
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it("should NOT request extension if onlyOneAgreedToExtend is false (no expiration yet or both already agreed)", () => {
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mockAlliance.onlyOneAgreedToExtend.mockReturnValue(false);
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allianceBehavior.handleAllianceExtensionRequests();
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expect(mockGame.addExecution).not.toHaveBeenCalled();
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});
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});
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