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a9c89e4f15
## Description: This PR fixes an exploit that allows the player to request alliances to Nations, mostly in impossible mode, during spawn phase, with high chances for it to be accepted due to troop count parity. Nations now reject alliance requests during the spawn 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: deshack_82603
195 lines
5.3 KiB
TypeScript
195 lines
5.3 KiB
TypeScript
import { NationAllianceBehavior } from "../src/core/execution/nation/NationAllianceBehavior";
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import { NationEmojiBehavior } from "../src/core/execution/nation/NationEmojiBehavior";
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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(
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random,
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game,
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player,
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new NationEmojiBehavior(random, game, player),
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);
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while (game.inSpawnPhase()) {
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game.executeNextTick();
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}
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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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vi.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: vi.fn(),
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reject: vi.fn(),
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} as unknown as AllianceRequest;
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vi.spyOn(player, "incomingAllianceRequests").mockReturnValue([mockRequest]);
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return mockRequest;
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}
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test("should reject alliance during spawn phase", () => {
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vi.spyOn(game, "inSpawnPhase").mockReturnValue(true);
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const request = setupAllianceRequest({});
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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 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: vi.fn() };
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mockHuman = { id: vi.fn(() => "human_id") };
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mockAlliance = {
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onlyOneAgreedToExtend: vi.fn(() => true),
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other: vi.fn(() => mockHuman),
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};
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mockRandom = { chance: vi.fn() };
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mockPlayer = {
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alliances: vi.fn(() => [mockAlliance]),
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relation: vi.fn(),
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id: vi.fn(() => "bot_id"),
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type: vi.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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new NationEmojiBehavior(mockRandom, mockGame, 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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