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Description:

A small number of people are complaining that bots no longer attack them and that "This has broken the factory farming strat".
In the old #2550 I somehow added that bots on easy difficulty don't attack humans and nations anymore.
And public games are on easy difficulty now.
But I think the difficulty should actually only change nation behavior, not bot behavior. Their attacks are harmless anyways.
So lets remove that little check.
Also let shouldAttack() return true for bots.

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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
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FloPinguin

@FloPinguin FloPinguin requested a review from a team as a code owner December 26, 2025 00:13
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coderabbitai bot commented Dec 26, 2025

Walkthrough

Bot attack behavior modified in BotBehavior.ts: bots now capable of attacking in shouldAttack, and difficulty-based constraints removed from attackRandomTarget method, allowing less restricted target selection.

Changes

Cohort / File(s) Summary
Bot Attack Logic
src/core/execution/utils/BotBehavior.ts
Modified shouldAttack to enable bot-to-human attacks by checking if attacker is a Bot. Removed Easy-difficulty gating from attackRandomTarget that previously constrained target selection. Updated comment to reflect expanded attack conditions.

Estimated code review effort

🎯 2 (Simple) | ⏱️ ~8 minutes

Possibly related PRs

Suggested labels

Bug

Suggested reviewers

  • evanpelle
  • scottanderson

Poem

🤖 The bots grow bold, no more held tight,
Easy mode constraints fall from sight,
Random targets now within their reach,
Attack and swarm—what will they teach? 🎯

Pre-merge checks

✅ Passed checks (3 passed)
Check name Status Explanation
Title check ✅ Passed The title accurately describes the main change: fixing bot attacks on humans, which aligns with the core objective of the changeset.
Description check ✅ Passed The description is directly related to the changeset, explaining the previous issue, the rationale for the fix, and the specific changes being made.
Docstring Coverage ✅ Passed No functions found in the changed files to evaluate docstring coverage. Skipping docstring coverage check.

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thanks!

@evanpelle evanpelle added this to the v28 milestone Dec 26, 2025
@evanpelle evanpelle merged commit e1d0773 into openfrontio:v28 Dec 26, 2025
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Actionable comments posted: 0

🧹 Nitpick comments (1)
src/core/execution/utils/BotBehavior.ts (1)

47-54: Clarify the comment to match the code behavior.

The logic change at line 54 correctly allows Bots to attack regardless of difficulty, which aligns with the PR goal. However, the comment at line 47 is confusing—it reads as if bots are prevented from attacking, when the code does the opposite (bots bypass prevention and always attack).

🔎 Clearer comment wording
-// Prevent attacking of humans on lower difficulties (or if we are a bot)
+// Determine if we should attack based on target type and difficulty (bots always attack)
 private shouldAttack(other: Player | TerraNullius): boolean {
📜 Review details

Configuration used: Organization UI

Review profile: CHILL

Plan: Pro

📥 Commits

Reviewing files that changed from the base of the PR and between a6d3fb1 and 8837634.

📒 Files selected for processing (1)
  • src/core/execution/utils/BotBehavior.ts
🧰 Additional context used
🧠 Learnings (9)
📓 Common learnings
Learnt from: FloPinguin
Repo: openfrontio/OpenFrontIO PR: 2161
File: src/core/execution/FakeHumanExecution.ts:670-678
Timestamp: 2025-11-01T00:24:33.860Z
Learning: In OpenFrontIO, PlayerType.Bot entities cannot be in teams and do not have friendliness relationships. Only PlayerType.Human and PlayerType.FakeHuman can participate in teams and alliances. Therefore, when targeting bot-owned tiles, friendliness checks like `owner.isFriendly(this.player)` are unnecessary and meaningless for bots.
Learnt from: sambokai
Repo: openfrontio/OpenFrontIO PR: 2225
File: src/core/execution/FakeHumanExecution.ts:172-173
Timestamp: 2025-10-18T17:54:01.311Z
Learning: In src/core/execution/FakeHumanExecution.ts, MIRVs and ground attacks should not be mutually exclusive. The considerMIRV() method should not short-circuit maybeAttack() - both actions can occur in the same tick.
📚 Learning: 2025-10-18T17:54:01.311Z
Learnt from: sambokai
Repo: openfrontio/OpenFrontIO PR: 2225
File: src/core/execution/FakeHumanExecution.ts:172-173
Timestamp: 2025-10-18T17:54:01.311Z
Learning: In src/core/execution/FakeHumanExecution.ts, MIRVs and ground attacks should not be mutually exclusive. The considerMIRV() method should not short-circuit maybeAttack() - both actions can occur in the same tick.

Applied to files:

  • src/core/execution/utils/BotBehavior.ts
📚 Learning: 2025-11-01T00:24:33.860Z
Learnt from: FloPinguin
Repo: openfrontio/OpenFrontIO PR: 2161
File: src/core/execution/FakeHumanExecution.ts:670-678
Timestamp: 2025-11-01T00:24:33.860Z
Learning: In OpenFrontIO, PlayerType.Bot entities cannot be in teams and do not have friendliness relationships. Only PlayerType.Human and PlayerType.FakeHuman can participate in teams and alliances. Therefore, when targeting bot-owned tiles, friendliness checks like `owner.isFriendly(this.player)` are unnecessary and meaningless for bots.

Applied to files:

  • src/core/execution/utils/BotBehavior.ts
📚 Learning: 2025-10-20T20:15:28.858Z
Learnt from: sambokai
Repo: openfrontio/OpenFrontIO PR: 2225
File: src/core/execution/FakeHumanExecution.ts:51-51
Timestamp: 2025-10-20T20:15:28.858Z
Learning: In src/core/execution/FakeHumanExecution.ts, game balance constants like MIRV_COOLDOWN_TICKS, MIRV_HESITATION_ODDS, VICTORY_DENIAL_TEAM_THRESHOLD, VICTORY_DENIAL_INDIVIDUAL_THRESHOLD, and STEAMROLL_CITY_GAP_MULTIPLIER are experimental tuning parameters subject to frequent change during balance testing. Do not flag changes to these values as issues or compare them against previous values.

Applied to files:

  • src/core/execution/utils/BotBehavior.ts
📚 Learning: 2025-10-27T09:47:26.395Z
Learnt from: sambokai
Repo: openfrontio/OpenFrontIO PR: 2225
File: src/core/execution/FakeHumanExecution.ts:770-795
Timestamp: 2025-10-27T09:47:26.395Z
Learning: In src/core/execution/FakeHumanExecution.ts, the selectSteamrollStopTarget() method intentionally allows MIRV targeting when secondHighest city count is 0 (e.g., nuclear endgame scenarios where structures are destroyed). This is valid game design—"if you can afford it, you're good to go"—and should not be flagged as requiring a guard condition.

Applied to files:

  • src/core/execution/utils/BotBehavior.ts
📚 Learning: 2025-08-23T08:03:44.914Z
Learnt from: ElMelchizedek
Repo: openfrontio/OpenFrontIO PR: 1876
File: src/core/execution/FakeHumanExecution.ts:547-592
Timestamp: 2025-08-23T08:03:44.914Z
Learning: In OpenFrontIO, FakeHumanExecution is used for AI-controlled nations that simulate human behavior, which is distinct from PlayerType.Bot. FakeHumanExecution players are not PlayerType.Bot - they represent more sophisticated AI that mimics human nation behavior, while PlayerType.Bot represents basic AI players.

Applied to files:

  • src/core/execution/utils/BotBehavior.ts
📚 Learning: 2025-12-13T14:58:29.645Z
Learnt from: scamiv
Repo: openfrontio/OpenFrontIO PR: 2607
File: src/core/execution/PlayerExecution.ts:271-295
Timestamp: 2025-12-13T14:58:29.645Z
Learning: In src/core/execution/PlayerExecution.ts surroundedBySamePlayer(), the `as Player` cast on `mg.playerBySmallID(scan.enemyId)` is intentional. Since scan.enemyId comes from ownerID() on an owned tile and playerBySmallID() only returns Player or undefined, the cast expresses a known invariant. The maintainers prefer loud failures (runtime errors) over silent masking (early returns with guards) for corrupted game state scenarios at trusted call sites.

Applied to files:

  • src/core/execution/utils/BotBehavior.ts
📚 Learning: 2025-10-20T11:02:16.969Z
Learnt from: sambokai
Repo: openfrontio/OpenFrontIO PR: 2225
File: src/core/execution/FakeHumanExecution.ts:57-57
Timestamp: 2025-10-20T11:02:16.969Z
Learning: In src/core/execution/FakeHumanExecution.ts, the correct MIRV victory denial thresholds are VICTORY_DENIAL_TEAM_THRESHOLD = 0.8 (80% for team games) and VICTORY_DENIAL_INDIVIDUAL_THRESHOLD = 0.65 (65% for individual players), not 0.85 and 0.7 as might be mentioned in some documentation.

Applied to files:

  • src/core/execution/utils/BotBehavior.ts
📚 Learning: 2025-08-23T07:48:19.060Z
Learnt from: ElMelchizedek
Repo: openfrontio/OpenFrontIO PR: 1876
File: src/core/execution/FakeHumanExecution.ts:470-473
Timestamp: 2025-08-23T07:48:19.060Z
Learning: In FakeHumanExecution.ts DefensePost placement logic, returning -Infinity from structureSpawnTileValue when no sampled border tiles neighbor enemies is intentional. The logic samples up to 50 border tiles as a heuristic - if none are adjacent to enemies, it assumes DefensePost placement is unnecessary and aborts the entire placement attempt rather than continuing to evaluate individual tiles.

Applied to files:

  • src/core/execution/utils/BotBehavior.ts
🧬 Code graph analysis (1)
src/core/execution/utils/BotBehavior.ts (1)
src/core/game/Game.ts (2)
  • Player (531-667)
  • TerraNullius (518-523)

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2 participants