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Revert "counter attack doesn't cancel out attack (#1132)"#1301

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evanpelle merged 1 commit intomainfrom
evan-revert-sim-attack
Jun 28, 2025
Merged

Revert "counter attack doesn't cancel out attack (#1132)"#1301
evanpelle merged 1 commit intomainfrom
evan-revert-sim-attack

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@evanpelle
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@evanpelle evanpelle commented Jun 28, 2025

This reverts commit a0d17ed.

Description:

Causes some strange edge cases.

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  • I have added screenshots for all UI updates
  • I process any text displayed to the user through translateText() and I've added it to the en.json file
  • I have added relevant tests to the test directory
  • I confirm I have thoroughly tested these changes and take full responsibility for any bugs introduced
  • I understand that submitting code with bugs that could have been caught through manual testing blocks releases and new features for all contributors

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@evanpelle evanpelle marked this pull request as ready for review June 28, 2025 19:25
@evanpelle evanpelle requested a review from a team as a code owner June 28, 2025 19:25
@evanpelle evanpelle added this to the v24 milestone Jun 28, 2025
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coderabbitai bot commented Jun 28, 2025

Walkthrough

A new logic block was added to the init method of the AttackExecution class. This block checks for mutual attacks between players and cancels out troops accordingly before continuing with the rest of the attack combination logic. No changes were made to public interfaces or exported declarations.

Changes

File(s) Summary
src/core/execution/AttackExecution.ts Added logic in init to detect and resolve mutual attacks by canceling out opposing troops.

Sequence Diagram(s)

sequenceDiagram
    participant Owner as Owner Player
    participant AttackExec as AttackExecution
    participant Attacker as Attacker Player

    Owner->>AttackExec: init()
    AttackExec->>Owner: Get incoming attacks
    loop For each incoming attack
        AttackExec->>Attacker: Check if attacker matches target
        alt Troop counts comparison
            AttackExec->>AttackExec: Reduce troops, delete attack(s) as needed
            AttackExec->>AttackExec: Mark execution inactive if canceled
        end
    end
    AttackExec->>AttackExec: Continue with attack combination logic
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Possibly related PRs

Poem

Two armies meet upon the field,
Their numbers clash, their fates are sealed.
Troops cancel out, the code is neat—
Mutual attacks admit defeat.
In TypeScript’s care, the logic flows,
Where battles end before they grow.
🗡️🤝🛡️

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@evanpelle evanpelle merged commit 74476cc into main Jun 28, 2025
12 of 25 checks passed
@evanpelle evanpelle deleted the evan-revert-sim-attack branch June 28, 2025 19:26
@github-project-automation github-project-automation bot moved this from Triage to Complete in OpenFront Release Management Jun 28, 2025
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Actionable comments posted: 1

📜 Review details

Configuration used: CodeRabbit UI
Review profile: CHILL
Plan: Pro

📥 Commits

Reviewing files that changed from the base of the PR and between 149f922 and 9c3ef0d.

📒 Files selected for processing (1)
  • src/core/execution/AttackExecution.ts (1 hunks)
🧰 Additional context used
🧠 Learnings (2)
📓 Common learnings
Learnt from: 1brucben
PR: openfrontio/OpenFrontIO#977
File: src/core/execution/AttackExecution.ts:123-125
Timestamp: 2025-05-31T18:15:03.445Z
Learning: The removeTroops function in PlayerImpl.ts already prevents negative troop counts by using minInt(this._troops, toInt(troops)) to ensure it never removes more troops than available.
Learnt from: scottanderson
PR: openfrontio/OpenFrontIO#784
File: src/core/game/StatsImpl.ts:73-84
Timestamp: 2025-05-18T20:07:40.702Z
Learning: In the StatsImpl class, methods like attackCancel don't need bounds checking because all calls to these functions come from trusted sources that guarantee valid values.
Learnt from: Egraveline
PR: openfrontio/OpenFrontIO#1012
File: src/core/execution/UpgradeStructureExecution.ts:49-54
Timestamp: 2025-06-05T02:34:45.899Z
Learning: In the upgrade system, gold deduction for structure upgrades is handled internally by the `upgradeUnit` method in PlayerImpl, not in the UpgradeStructureExecution class. The UpgradeStructureExecution only needs to check if the player has sufficient gold before calling `upgradeUnit`.
src/core/execution/AttackExecution.ts (2)
Learnt from: 1brucben
PR: openfrontio/OpenFrontIO#977
File: src/core/execution/AttackExecution.ts:123-125
Timestamp: 2025-05-31T18:15:03.445Z
Learning: The removeTroops function in PlayerImpl.ts already prevents negative troop counts by using minInt(this._troops, toInt(troops)) to ensure it never removes more troops than available.
Learnt from: scottanderson
PR: openfrontio/OpenFrontIO#784
File: src/core/game/StatsImpl.ts:73-84
Timestamp: 2025-05-18T20:07:40.702Z
Learning: In the StatsImpl class, methods like attackCancel don't need bounds checking because all calls to these functions come from trusted sources that guarantee valid values.
⏰ Context from checks skipped due to timeout of 90000ms (1)
  • GitHub Check: Deploy to openfront.dev

Comment on lines +125 to +138
for (const incoming of this._owner.incomingAttacks()) {
if (incoming.attacker() === this.target) {
// Target has opposing attack, cancel them out
if (incoming.troops() > this.attack.troops()) {
incoming.setTroops(incoming.troops() - this.attack.troops());
this.attack.delete();
this.active = false;
return;
} else {
this.attack.setTroops(this.attack.troops() - incoming.troops());
incoming.delete();
}
}
}
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🛠️ Refactor suggestion

Check for potential concurrent modification during iteration.

The counter-attack cancellation logic looks correct, but there's a potential issue with modifying the collection while iterating. If incomingAttacks() returns a live collection, calling incoming.delete() during iteration could cause problems.

Consider collecting attacks to delete first, then delete them after iteration:

+    const attacksToDelete: Attack[] = [];
     for (const incoming of this._owner.incomingAttacks()) {
       if (incoming.attacker() === this.target) {
         // Target has opposing attack, cancel them out
         if (incoming.troops() > this.attack.troops()) {
           incoming.setTroops(incoming.troops() - this.attack.troops());
           this.attack.delete();
           this.active = false;
           return;
         } else {
           this.attack.setTroops(this.attack.troops() - incoming.troops());
-          incoming.delete();
+          attacksToDelete.push(incoming);
         }
       }
     }
+    for (const attack of attacksToDelete) {
+      attack.delete();
+    }

Also consider: what happens if multiple incoming attacks exist from the same target? The current logic processes them sequentially, which may not be the intended behavior.

📝 Committable suggestion

‼️ IMPORTANT
Carefully review the code before committing. Ensure that it accurately replaces the highlighted code, contains no missing lines, and has no issues with indentation. Thoroughly test & benchmark the code to ensure it meets the requirements.

Suggested change
for (const incoming of this._owner.incomingAttacks()) {
if (incoming.attacker() === this.target) {
// Target has opposing attack, cancel them out
if (incoming.troops() > this.attack.troops()) {
incoming.setTroops(incoming.troops() - this.attack.troops());
this.attack.delete();
this.active = false;
return;
} else {
this.attack.setTroops(this.attack.troops() - incoming.troops());
incoming.delete();
}
}
}
// Collect attacks to delete after iteration to avoid concurrent modification
const attacksToDelete: Attack[] = [];
for (const incoming of this._owner.incomingAttacks()) {
if (incoming.attacker() === this.target) {
// Target has opposing attack, cancel them out
if (incoming.troops() > this.attack.troops()) {
incoming.setTroops(incoming.troops() - this.attack.troops());
this.attack.delete();
this.active = false;
return;
} else {
this.attack.setTroops(this.attack.troops() - incoming.troops());
attacksToDelete.push(incoming);
}
}
}
for (const attack of attacksToDelete) {
attack.delete();
}
🤖 Prompt for AI Agents
In src/core/execution/AttackExecution.ts around lines 125 to 138, avoid
modifying the incoming attacks collection during iteration to prevent concurrent
modification issues. Refactor the code to first collect attacks to delete or
adjust in a separate list while iterating, then apply deletions and troop
adjustments after the loop completes. Additionally, review the logic to handle
multiple incoming attacks from the same target collectively rather than
sequentially, ensuring the cancellation behavior matches the intended game
mechanics.

@github-project-automation github-project-automation bot moved this from Complete to Development in OpenFront Release Management Jun 28, 2025
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