Latest min-max branch
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@@ -248,7 +248,7 @@ void JFileSystem::clearZipCache()
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bool JFileSystem::AttachZipFile(const string &zipfile, char *password /* = NULL */)
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{
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if (mZipAvailable && mZipFile != NULL)
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if (mZipAvailable && mZipFile.is_open())
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{
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if (mZipFileName != zipfile)
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DetachZipFile(); // close the previous zip file
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@@ -43,7 +43,7 @@ public:
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};
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friend ostream& operator<<(ostream&, const Action&);
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friend istream& operator>>(istream&, Action&);
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friend istream& operator>>(istream&, Action&);
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};
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class AIAction
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@@ -84,6 +84,10 @@ public:
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{
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};
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int Act();
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ostream& logSimpleAct(ostream& out, MTGCardInstance* click);
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ostream& logMultiAct(ostream& out, vector<Targetable*>& actionTargets);
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friend ostream& operator<<(ostream& out, AIAction& a);
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};
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@@ -52,7 +52,6 @@ class GameObserver{
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string startupGameSerialized;
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bool parseLine(const string& s);
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virtual void logAction(const string& s);
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bool processAction(const string& s);
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bool processActions(bool undo
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#ifdef TESTSUITE
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, TestSuiteGame* testgame
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@@ -69,6 +68,7 @@ class GameObserver{
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);
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public:
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bool processAction(const string& s);
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int currentPlayerId;
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CombatStep combatStep;
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int turn;
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@@ -105,7 +105,7 @@ public:
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std::string GetCurrentDeckStatsFile();
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virtual bool parseLine(const string& s);
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friend ostream& operator<<(ostream&, const Player&);
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friend istream& operator>>(istream&, Player&);
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friend istream& operator>>(istream&, Player&);
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bool operator<(Player& aPlayer);
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bool isDead();
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};
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@@ -67,6 +67,52 @@ AIAction::AIAction(AIPlayer * owner, MTGCardInstance * c, MTGCardInstance * t)
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}
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}
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// should be "const AIAction& " instead, but compiler is annoying to enable that.
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ostream& operator<<(ostream& out, AIAction& a)
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{
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do {
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if (a.player && !a.playerAbilityTarget)
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{
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out << "p" + (a.owner->getObserver()->getPlayerId(a.player) + 1) << endl;
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break;
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}
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if (a.ability)
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{
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a.logSimpleAct(out, a.click);
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// we're ignoring ability and we shouldn't
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if (a.target && !a.mAbilityTargets.size())
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{
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a.logSimpleAct(out, a.target);
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// sounds broken if target is a player ... or not, it's the following case
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break;
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}
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else if(a.playerAbilityTarget && !a.mAbilityTargets.size())
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{
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out << "p" + (a.owner->getObserver()->getPlayerId((Player*)a.playerAbilityTarget) + 1) << endl;
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// with this log we're losing what player clicked on who ... which is bad.
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break;
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}
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if(a.mAbilityTargets.size())
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{
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a.logMultiAct(out, a.mAbilityTargets);
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break;
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}
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}
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else if(a.mAbilityTargets.size())
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{
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a.logMultiAct(out, a.mAbilityTargets);
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break;
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}
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else if (a.click)
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{ //Shouldn't be used, really...
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assert(0);
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}
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} while(0);
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return out;
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}
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int AIAction::Act()
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{
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GameObserver * g = owner->getObserver();
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@@ -107,6 +153,49 @@ int AIAction::Act()
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return 0;
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}
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ostream& AIAction::logSimpleAct(ostream& out, MTGCardInstance* click)
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{
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string currentPlayer = "p" + (owner->getObserver()->getPlayerId(owner) + 1);
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out << currentPlayer << click->currentZone->getName() << "[" << click->currentZone->getIndex(click) << "]" << endl;
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return out;
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}
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ostream& AIAction::logMultiAct(ostream& out, vector<Targetable*>& actionTargets)
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{
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GameObserver * g = owner->getObserver();
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TargetChooser * tc = g->getCurrentTargetChooser();
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do {
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if(!tc) break;
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vector<Targetable*>::iterator ite = actionTargets.begin();
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while(ite != actionTargets.end())
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{
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MTGCardInstance * card = ((MTGCardInstance *) (*ite));
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if(card == (MTGCardInstance*)tc->source)//click source first.
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{
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g->cardClick(card);
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ite = actionTargets.erase(ite);
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continue;
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}
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++ite;
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}
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//shuffle to make it less predictable, otherwise ai will always seem to target from right to left. making it very obvious.
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owner->getRandomGenerator()->random_shuffle(actionTargets.begin(), actionTargets.end());
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for(int k = 0 ;k < int(actionTargets.size()) && k < tc->maxtargets; k++)
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{
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if (MTGCardInstance * card = dynamic_cast<MTGCardInstance *>(actionTargets[k]))
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{
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if(k+1 == int(actionTargets.size()))
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tc->done = true;
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g->cardClick(card);
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}
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}
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tc->attemptsToFill++;
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} while (0);
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return out;
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}
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int AIAction::clickMultiAct(vector<Targetable*>& actionTargets)
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{
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GameObserver * g = owner->getObserver();
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@@ -66,9 +66,12 @@ void AIPlayerMinMax::LookAround()
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vector<AIAction>::iterator it;
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for(it = potentialActions.begin(); it != potentialActions.end(); it++)
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{
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stringstream theCommand;
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theCommand << (*it);
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GameObserver g;
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g.load(stream.str());
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// g.processAction((*it));
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g.processAction(theCommand.str());
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}
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}
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