Set limited game mode, AI changes, primitives and _cards.dat corrections
New set limited ,where you get a deck two random sets. Still playing with the AI values and hueristics. Cards fixes. Masters Edition should be named ME1 and the Mythic Edition is MED, the cards multiverse ids are still the same so the decks and references should not change.
This commit is contained in:
@@ -50,11 +50,12 @@ int OrderedAIAction::getEfficiency(AADamager * aad)
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if(p == target->controller())
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return 0;
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if (dTarget && aad && (aad->getDamage() >= dTarget->toughness))
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if (dTarget && aad && (aad->getDamage() == dTarget->toughness))
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return 100;
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if (dTarget && dTarget->toughness)
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return (10 * aad->getDamage()) / dTarget->toughness; // Don't waste damage spells
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else if (dTarget && aad && (aad->getDamage() > dTarget->toughness))
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return 10 * (10 - (aad->getDamage() - dTarget->toughness)); //less eff the more dmg above toughness
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else
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return 10;
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return 0;
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}
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@@ -130,11 +131,7 @@ int OrderedAIAction::getEfficiency()
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{
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efficiency = 95;
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}
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//TODO If the card is the target of a damage spell
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if (!coreAbilityCardTarget->regenerateTokens && (MTGCardInstance*)target == a->source)
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{
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efficiency = 95;
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}
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//TODO If the card is the target of a damage spell
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break;
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}
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case MTGAbility::STANDARD_PREVENT:
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@@ -285,6 +282,10 @@ int OrderedAIAction::getEfficiency()
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coreAbilityCardTarget = a->source->target; //TODO use intermediate value?
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target = a->source;
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}
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else //if(how to know cards like Basking Rootwalla that pump themselves)
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{
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target = a->source;
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}
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if (!target && !dynamic_cast<ALord*> (a))
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break;
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if(dynamic_cast<ALord*> (a) && !target)
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@@ -296,9 +297,9 @@ int OrderedAIAction::getEfficiency()
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int suggestion = af.abilityEfficiency(a, p, MODE_ABILITY);
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//i do not set a starting eff. on this ability, this allows Ai to sometimes randomly do it as it normally does.
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int currentPhase = g->getCurrentGamePhase();
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if (suggestion == BAKA_EFFECT_GOOD && target->controller() == p)
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if ((currentPhase == MTG_PHASE_COMBATBLOCKERS) || (currentPhase == MTG_PHASE_COMBATATTACKERS))
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{
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if ((currentPhase == MTG_PHASE_COMBATBLOCKERS) || (currentPhase == MTG_PHASE_COMBATATTACKERS))
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if (suggestion == BAKA_EFFECT_GOOD && target->controller() == p)
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{
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if(coreAbilityCardTarget->defenser || coreAbilityCardTarget->blockers.size())
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{
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@@ -316,14 +317,10 @@ int OrderedAIAction::getEfficiency()
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{
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//this means im heading directly for the player, pump this creature as much as possible.
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efficiency = 100;
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if(coreAbilityCardTarget->power > 50)
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if(coreAbilityCardTarget->power > 20) // to be realistic
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efficiency -= coreAbilityCardTarget->power;//we don't need to go overboard. better to not put all your eggs in a single basket.
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}
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}
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if (currentPhase == MTG_PHASE_FIRSTMAIN)
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{
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efficiency = 10;
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}
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}
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if (suggestion == BAKA_EFFECT_BAD && target->controller() != p && target->toughness > 0)
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{
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@@ -672,7 +669,7 @@ int OrderedAIAction::getEfficiency()
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{
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AIPlayer * chk = (AIPlayer*)p;
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if(may->ability && may->ability->getActionTc() && chk->chooseTarget(may->ability->getActionTc(),NULL,NULL,true))
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efficiency = 80 + (owner->getRandomGenerator()->random() % 50);
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efficiency = 50 + (owner->getRandomGenerator()->random() % 50);
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}
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if (p->game->hand->nb_cards == 0)
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efficiency = (int) ((float) efficiency * 1.3); //increase chance of using ability if hand is empty
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@@ -685,8 +682,11 @@ int OrderedAIAction::getEfficiency()
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for(unsigned int i = 0; i < ec->costs.size();i++)
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{
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ExtraCost * tapper = dynamic_cast<TapCost*>(ec->costs[i]);
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ExtraCost * sacrifice = dynamic_cast<SacrificeCost*>(ec->costs[i]);
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if(tapper)
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continue;
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continue;
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else if(sacrifice)
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efficiency = efficiency / 3;
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else
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efficiency = efficiency / 2;
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}
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@@ -699,7 +699,7 @@ int OrderedAIAction::getEfficiency()
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}
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else if (dynamic_cast<MTGAlternativeCostRule *>(a))
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{
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efficiency += 65;
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efficiency += 55;
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}
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else if (dynamic_cast<MTGSuspendRule *>(a))
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{
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@@ -707,15 +707,10 @@ int OrderedAIAction::getEfficiency()
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}
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if (ability->source)
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{
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if(ability->source->hasType(Subtypes::TYPE_PLANESWALKER))
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efficiency += 40;
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else if(ability->source->hasType(Subtypes::TYPE_LAND))
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{ // probably a shockland, don't pay life if hand is empty
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if (p->game->hand->nb_cards == 0 || p->life<=2)
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// check that's not a manland(like Celestial Colonnade)
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if(efficiency < 50)
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efficiency = 0;
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}
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}
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SAFE_DELETE(transAbility);
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return efficiency;
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@@ -772,7 +772,7 @@ void GameStateDuel::Update(float dt)
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= "ai_baka_music_random.mp3";
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else if (mParent->gameType == GAME_TYPE_RANDOM3 || mParent->gameType == GAME_TYPE_RANDOM5) musictrack
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= "ai_baka_music_random.mp3";
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else if (mParent->gameType == GAME_TYPE_HORDE) musictrack
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else if (mParent->gameType == GAME_TYPE_HORDE || mParent->gameType == GAME_TYPE_SET_LIMITED) musictrack
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= "ai_baka_music_momir.mp3";
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if (!MusicExist(musictrack))
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musictrack = "ai_baka_music.mp3";
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@@ -4572,12 +4572,12 @@ int AbilityFactory::abilityEfficiency(MTGAbility * a, Player * p, int mode, Targ
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if (AAMover * aam = dynamic_cast<AAMover *>(a))
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{
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MTGGameZone * z = aam->destinationZone(target);
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if (tc && tc->targetsZone(p->game->library)||tc && tc->targetsZone(p->game->graveyard))
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if (tc && tc->targetsZone(p->game->library) || tc && tc->targetsZone(p->game->graveyard) || tc && tc->targetsZone(p->game->hand))
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{
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if (z == p->game->hand || z == p->game->inPlay)
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return BAKA_EFFECT_GOOD;
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}
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return BAKA_EFFECT_DONTKNOW; //TODO
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return BAKA_EFFECT_BAD; //TODO
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}
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if (dynamic_cast<AACopier *> (a))
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@@ -1355,16 +1355,16 @@ int MTGCardInstance::DangerRanking()
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}
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// Even at 60(danger=3) the AI is hasty to play removal on a simple creature
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// a vanilla 2 mana, 2/2 used to be eff = 60
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if (result > 2)
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danger += 1;
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if (result > 4)
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danger += 1;
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if (result > 6)
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danger += 1;
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if (result > 8)
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danger += 1;
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if (result > 10)
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danger += 1;
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if (result > 12)
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danger += 1;
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if (result > 14)
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danger += 1;
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return danger;
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}
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+59
-30
@@ -170,7 +170,7 @@ void Rules::addExtraRules(GameObserver* g)
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difficultyRating = 0;
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else if(g->mRules->gamemode == GAME_TYPE_RANDOM3 || g->mRules->gamemode == GAME_TYPE_RANDOM5)
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difficultyRating = 0;
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else if(g->mRules->gamemode == GAME_TYPE_HORDE)
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else if(g->mRules->gamemode == GAME_TYPE_HORDE || g->mRules->gamemode == GAME_TYPE_SET_LIMITED)
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difficultyRating = 0;
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else if (g->mRules->gamemode == GAME_TYPE_STORY)
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difficultyRating = 0;
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@@ -311,6 +311,50 @@ Player * Rules::loadPlayerRandom(GameObserver* observer, int isAI, int mode)
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return player;
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}
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Player * Rules::loadRandomSetLimited(GameObserver* observer, int isAI)
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{
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//Random sets
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int setId[] = { observer->getRandomGenerator()->random() % setlist.size(), observer->getRandomGenerator()->random() % setlist.size() };
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int nbSet = sizeof(setId)/sizeof(setId[0]);
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int color1 = 1 + observer->getRandomGenerator()->random() % 5;
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int color2 = 1 + observer->getRandomGenerator()->random() % 5;
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int colors[] = { color1, color2 };
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int nbcolors = 2;
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string lands[] = { "", "forest", "island", "mountain", "swamp", "plains" };
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MTGDeck * tempDeck = NEW MTGDeck(MTGCollection());
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// Try to add basic lands from that set
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tempDeck->addRandomCards(8, setId, nbSet, -1, lands[color1].c_str());
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tempDeck->addRandomCards(8, setId, nbSet, -1, lands[color2].c_str());
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tempDeck->addRandomCards(2, setId, nbSet, -1, "land");
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// If lands < 18 add from any set
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int missingLands = 18 - tempDeck->totalCards();
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if (missingLands > 0)
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{
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tempDeck->addRandomCards(missingLands/2, 0, 0, -1, lands[color1].c_str());
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tempDeck->addRandomCards(missingLands/2, 0, 0, -1, lands[color2].c_str());
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}
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// Lone artifact and creatures.
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tempDeck->addRandomCards(1, setId, nbSet, -1, "artifact");
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tempDeck->addRandomCards(12, setId, nbSet, -1, "creature", colors, nbcolors);
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// Want the deck to be 40 cards, take any card from the set in the colors
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int missingCards = 40 - tempDeck->totalCards();
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if (missingCards > 0)
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tempDeck->addRandomCards(missingCards, setId, nbSet, -1, "", colors, nbcolors);
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string deckFile = "random";
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string deckFileSmall = "random";
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Player *player = NULL;
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if (!isAI) // Human Player
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player = NEW HumanPlayer(observer, deckFile, deckFileSmall, false, tempDeck);
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else
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player = NEW AIPlayerBaka(observer, deckFile, deckFileSmall, "", tempDeck);
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return player;
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}
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Player * Rules::loadPlayerRandomThree(GameObserver* observer, int isAI)
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{
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int color1 = 1 + observer->getRandomGenerator()->random() % 5;
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@@ -357,27 +401,10 @@ Player * Rules::loadPlayerRandomThree(GameObserver* observer, int isAI)
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Player * Rules::loadPlayerRandomFive(GameObserver* observer, int isAI)
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{
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MTGDeck * tempDeck = NEW MTGDeck(MTGCollection());
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tempDeck->addRandomCards(1, 0, 0, -1, "plains");
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tempDeck->addRandomCards(1, 0, 0, -1, "island");
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tempDeck->addRandomCards(1, 0, 0, -1, "swamp");
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tempDeck->addRandomCards(1, 0, 0, -1, "mountain");
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tempDeck->addRandomCards(1, 0, 0, -1, "forest");
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tempDeck->addRandomCards(3, 0, 0, 'R', "plains");
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tempDeck->addRandomCards(3, 0, 0, 'R', "island");
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tempDeck->addRandomCards(3, 0, 0, 'R', "swamp");
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tempDeck->addRandomCards(3, 0, 0, 'R', "mountain");
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tempDeck->addRandomCards(3, 0, 0, 'R', "forest");
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tempDeck->addRandomCards(4, 0, 0, -1, "land");
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tempDeck->addRandomCards(1, 0, 0, 'U', "land");
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tempDeck->addRandomCards(1, 0, 0, 'R', "land");
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tempDeck->addRandomCards(18, 0, 0, -1, "creature");
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tempDeck->addRandomCards(1, 0, 0, 'R', "creature");
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tempDeck->addRandomCards(1, 0, 0, 'M', "creature");
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tempDeck->addRandomCards(3, 0, 0, -1, "sorcery");
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tempDeck->addRandomCards(3, 0, 0, -1, "enchantment");
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tempDeck->addRandomCards(3, 0, 0, -1, "instant");
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tempDeck->addRandomCards(4, 0, 0, -1, "artifact");
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tempDeck->addRandomCards(1, 0, 0, -1, "planeswalker");
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tempDeck->addRandomCards(20, 0, 0, -1, "land");
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tempDeck->addRandomCards(20, 0, 0, -1, "creature");
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tempDeck->addRandomCards(20, 0, 0, -1, "");
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string deckFile = "random";
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string deckFileSmall = "random";
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@@ -399,14 +426,13 @@ Player * Rules::loadPlayerHorde(GameObserver* observer, int isAI)
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string lands[] = { "land", "forest", "island", "mountain", "swamp", "plains" };
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const char* const multicolorTribes[] = { "Ally", "Atog", "Eldrazi", "Elemental", "Human", "Knight",
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"Myr", "Samurai", "Shaman", "Shapeshifter", "Sliver", "Soldier", "Spellshaper" };
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const char* const whiteTribes[] = { "Angel","Cat", "Griffin", "Kithkin", "Knight", "Pegasus", "Soldier" };
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const char* const blueTribes[] = { "Artificer", "Merfolk", "Drake", "Faerie", "Illusion", "Vedalken" };
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const char* const blackTribes[] = { "Demon", "Faerie", "Horror", "Pirate", "Rat", "Shade", "Skeleton", "Vampire", "Zombie" };
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const char* const redTribes[] = { "Barbarian", "Berserker","Cat", "Devil", "Goblin", "Minotaur", "Werewolf" };
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const char* const greenTribes[] = { "Beast", "Cat", "Centaur", "Dinosaur", "Druid", "Elf", "Fungus",
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"Saproling", "Spider", "Treefolk", "Werewolf" };
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const char* const multicolorTribes[] = { "Ally", "Atog", "Eldrazi", "Elemental", "Golem", "Hound", "Human", "Knight",
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"Myr", "Samurai", "Shaman", "Shapeshifter", "Sliver", "Soldier", "Spellshaper", "Spirit", "Warrior" };
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const char* const whiteTribes[] = { "Angel", "Bird", "Cat", "cleric", "Griffin", "Kithkin", "Knight", "Soldier", "Spirit" };
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const char* const blueTribes[] = { "Artificer", "Bird", "Drake", "Faerie", "Illusion", "Merfolk", "Spirit", "Vedalken", "Zombie" };
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const char* const blackTribes[] = { "Cleric", "Demon", "Faerie", "Horror", "Pirate", "Rat", "Rogue", "Shade", "Skeleton", "Vampire", "Zombie" };
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const char* const redTribes[] = { "Barbarian", "Berserker"," Cat", "Devil", "Goblin", "Minotaur", "Ogre", "Werewolf" };
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const char* const greenTribes[] = { "Beast", "Cat", "Centaur", "Dinosaur", "Druid", "Elf", "Fungus", "Snake", "Spider", "Treefolk", "Werewolf" };
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int multicolorTribesSize = sizeof(multicolorTribes)/sizeof(multicolorTribes[0]);
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int whiteTribesSize = sizeof(whiteTribes)/sizeof(whiteTribes[0]);
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@@ -482,6 +508,8 @@ Player * Rules::initPlayer(GameObserver *g, int playerId)
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return loadPlayerRandomFive(g, isAI);
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case GAME_TYPE_HORDE:
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return loadPlayerHorde(g, isAI);
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case GAME_TYPE_SET_LIMITED:
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return loadRandomSetLimited(g, isAI);
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default:
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return NULL;
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}
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@@ -790,6 +818,7 @@ GameType Rules::strToGameMode(string s)
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if (s.compare("random3") == 0) return GAME_TYPE_RANDOM3;
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if (s.compare("random5") == 0) return GAME_TYPE_RANDOM5;
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if (s.compare("horde") == 0) return GAME_TYPE_HORDE;
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if (s.compare("set_limited") == 0) return GAME_TYPE_SET_LIMITED;
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if (s.compare("story") == 0) return GAME_TYPE_STORY;
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if (s.compare("stonehewer") == 0) return GAME_TYPE_STONEHEWER;
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if (s.compare("hermit") == 0) return GAME_TYPE_HERMIT;
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