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## Response to alliance requests Previously the way nations responded to alliance requests was quite simple / boring / exploitable. Basically you couldn't ally them if you had a bad relation with them, or if you had too many alliances. Otherwise they would just take it. Now there is a **complete decision tree which is based on the difficulty**. The nations should also feel more human now. For example, just like humans, nations will now consider to take an alliance even if you have a bad relation with them (If you are a threat). Also, nations no longer check if YOU have too many alliances. Now they do what humans do: Check if THEY have too many alliances (they want to be able to attack somebody). Another big change is the default case: Previously it was just `return true`. Now it's `return isAlliancePartnerSimilarlyStrong`. So they do what humans do: Take a quick look at their troop count before allying them. ## Sending alliance requests Previously alliance requests were sent randomly. Quite boring. Now we use the same decision tree as for responding. ## Alliance extension requests They also use the same decision tree. ## Tests Tested it a lot in singleplayer. I have planned to add unit tests for all the nation/bot stuff in the upcoming cleanup phase. ## 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
161 lines
4.1 KiB
TypeScript
161 lines
4.1 KiB
TypeScript
import { BotBehavior } from "../src/core/execution/utils/BotBehavior";
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import { Game, Player, PlayerInfo, PlayerType } 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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describe("BotBehavior Attack Behavior", () => {
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let game: Game;
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let bot: Player;
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let human: Player;
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let botBehavior: BotBehavior;
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// Helper function for basic test setup
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async function setupTestEnvironment() {
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const testGame = await setup("big_plains", {
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infiniteGold: true,
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instantBuild: true,
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infiniteTroops: true,
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});
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// Add players
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const botInfo = new PlayerInfo(
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"bot_test",
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PlayerType.Bot,
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null,
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"bot_test",
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);
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const humanInfo = new PlayerInfo(
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"human_test",
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PlayerType.Human,
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null,
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"human_test",
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);
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testGame.addPlayer(botInfo);
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testGame.addPlayer(humanInfo);
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const testBot = testGame.player("bot_test");
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const testHuman = testGame.player("human_test");
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// Assign territories
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let landTileCount = 0;
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testGame.map().forEachTile((tile) => {
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if (!testGame.map().isLand(tile)) return;
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(landTileCount++ % 2 === 0 ? testBot : testHuman).conquer(tile);
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});
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// Add troops
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testBot.addTroops(5000);
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testHuman.addTroops(5000);
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// Skip spawn phase
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while (testGame.inSpawnPhase()) {
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testGame.executeNextTick();
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}
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const behavior = new BotBehavior(
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new PseudoRandom(42),
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testGame,
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testBot,
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0.5,
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0.5,
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0.2,
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);
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return { testGame, testBot, testHuman, behavior };
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}
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// Helper functions for tile assignment
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function assignAlternatingLandTiles(
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game: Game,
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players: Player[],
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totalTiles: number,
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) {
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let assigned = 0;
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game.map().forEachTile((tile) => {
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if (assigned >= totalTiles) return;
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if (!game.map().isLand(tile)) return;
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const player = players[assigned % players.length];
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player.conquer(tile);
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assigned++;
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});
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}
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beforeEach(async () => {
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const env = await setupTestEnvironment();
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game = env.testGame;
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bot = env.testBot;
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human = env.testHuman;
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botBehavior = env.behavior;
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});
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test("bot cannot attack allied player", () => {
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// Form alliance (bot creates request to human)
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const allianceRequest = bot.createAllianceRequest(human);
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allianceRequest?.accept();
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expect(bot.isAlliedWith(human)).toBe(true);
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// Count attacks before attempting attack
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const attacksBefore = bot.outgoingAttacks().length;
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// Attempt attack (should be blocked)
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botBehavior.sendAttack(human);
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// Execute a few ticks to process the attacks
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for (let i = 0; i < 5; i++) {
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game.executeNextTick();
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}
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expect(bot.isAlliedWith(human)).toBe(true);
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expect(human.incomingAttacks()).toHaveLength(0);
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// Should be same number of attacks (no new attack created)
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expect(bot.outgoingAttacks()).toHaveLength(attacksBefore);
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});
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test("nation cannot attack allied player", () => {
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// Create nation
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const nationInfo = new PlayerInfo(
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"nation_test",
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PlayerType.FakeHuman,
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null,
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"nation_test",
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);
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game.addPlayer(nationInfo);
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const nation = game.player("nation_test");
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// Use helper for tile assignment
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assignAlternatingLandTiles(game, [bot, human, nation], 21); // 21 to ensure each gets 7 tiles
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nation.addTroops(1000);
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const nationBehavior = new BotBehavior(
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new PseudoRandom(42),
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game,
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nation,
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0.5,
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0.5,
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0.2,
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);
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// Alliance between nation and human
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const allianceRequest = nation.createAllianceRequest(human);
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allianceRequest?.accept();
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expect(nation.isAlliedWith(human)).toBe(true);
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const attacksBefore = nation.outgoingAttacks().length;
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nation.addTroops(50_000);
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// Nation tries to attack ally (should be blocked)
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nationBehavior.sendAttack(human);
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// Execute a few ticks to process the attacks
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for (let i = 0; i < 5; i++) {
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game.executeNextTick();
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}
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expect(nation.isAlliedWith(human)).toBe(true);
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expect(nation.outgoingAttacks()).toHaveLength(attacksBefore);
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});
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});
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