AIPlayerBaka

Changing how the AI selects attackers, considering creatures with evasion
This commit is contained in:
Eduardo MG
2025-04-24 14:13:25 -06:00
parent c109b2118a
commit 9b2f59d64f
2 changed files with 208 additions and 133 deletions

View File

@@ -76,6 +76,7 @@ class AIPlayerBaka: public AIPlayer{
virtual int chooseBlockers(); virtual int chooseBlockers();
virtual int canFirstStrikeKill(MTGCardInstance * card, MTGCardInstance *ennemy); virtual int canFirstStrikeKill(MTGCardInstance * card, MTGCardInstance *ennemy);
virtual int effectBadOrGood(MTGCardInstance * card, int mode = MODE_PUTINTOPLAY, TargetChooser * tc = NULL); virtual int effectBadOrGood(MTGCardInstance * card, int mode = MODE_PUTINTOPLAY, TargetChooser * tc = NULL);
virtual bool shouldAIForceAttack(MTGCardInstance* card, bool globalAttack);
// returns 1 if the AI algorithm supports a given cost (ex:simple mana cost), 0 otherwise (ex: cost involves Sacrificing a target) // returns 1 if the AI algorithm supports a given cost (ex:simple mana cost), 0 otherwise (ex: cost involves Sacrificing a target)
virtual int CanHandleCost(ManaCost * cost, MTGCardInstance * card = NULL); virtual int CanHandleCost(ManaCost * cost, MTGCardInstance * card = NULL);

View File

@@ -4012,9 +4012,7 @@ int AIPlayerBaka::chooseAttackers()
MTGCardInstance * card = NULL; MTGCardInstance * card = NULL;
while ((card = cd.nextmatch(game->inPlay, card))) while ((card = cd.nextmatch(game->inPlay, card)))
{ {
if ((hints && hints->HintSaysAlwaysAttack(observer, card)) || card->has(Constants::UNBLOCKABLE)) if (shouldAIForceAttack(card, attack))
{
if (!card->isAttacker())
{ {
if (card->attackCost) if (card->attackCost)
{ {
@@ -4022,7 +4020,6 @@ int AIPlayerBaka::chooseAttackers()
doAbility(a, card); doAbility(a, card);
observer->cardClick(card, MTGAbility::ATTACK_COST); observer->cardClick(card, MTGAbility::ATTACK_COST);
} }
}
observer->cardClick(card, MTGAbility::MTG_ATTACK_RULE); observer->cardClick(card, MTGAbility::MTG_ATTACK_RULE);
} }
} }
@@ -4052,6 +4049,83 @@ int AIPlayerBaka::chooseAttackers()
return 1; return 1;
} }
bool AIPlayerBaka::shouldAIForceAttack(MTGCardInstance* card, bool globalAttack)
{
if (globalAttack)
return true;
if (!card || card->isAttacker())
return false;
if (hints)
{
if (hints->HintSaysDontAttack(observer, card))
return false;
if (hints->HintSaysAlwaysAttack(observer, card))
return true;
}
if (card->has(Constants::UNBLOCKABLE))
return true;
// Flags for opponent defenses
bool oppHasShadow = false;
bool oppHasAirDefense = false;
bool oppHasHorsemanship = false;
bool oppHasBlackOrArtifact = false;
bool oppHasMatchingColorOrArtifact = false;
// Flags for landwalk checks
bool oppHasSwamp = opponent()->game->inPlay->hasType("Swamp");
bool oppHasIsland = opponent()->game->inPlay->hasType("Island");
bool oppHasForest = opponent()->game->inPlay->hasType("Forest");
bool oppHasMountain = opponent()->game->inPlay->hasType("Mountain");
bool oppHasPlains = opponent()->game->inPlay->hasType("Plains");
MTGCardInstance* oppCard = NULL;
CardDescriptor desc;
desc.init();
desc.setType("creature");
while ((oppCard = desc.nextmatch(opponent()->game->inPlay, oppCard)))
{
if (oppCard->isTapped())
continue;
if (oppCard->has(Constants::SHADOW))
oppHasShadow = true;
if (oppCard->has(Constants::FLYING) || oppCard->has(Constants::REACH))
oppHasAirDefense = true;
if (oppCard->has(Constants::HORSEMANSHIP))
oppHasHorsemanship = true;
if (oppCard->hasColor(Constants::MTG_COLOR_BLACK) || oppCard->hasType("Artifact"))
oppHasBlackOrArtifact = true;
// Intimidate check: artifact or shares color
if (oppCard->hasType("Artifact") || (oppCard->colors & card->colors))
oppHasMatchingColorOrArtifact = true;
}
// Decision logic based on evasion
if ((card->has(Constants::SHADOW) && !oppHasShadow) ||
(card->has(Constants::FLYING) && !oppHasAirDefense) ||
(card->has(Constants::HORSEMANSHIP) && !oppHasHorsemanship) ||
(card->has(Constants::FEAR) && !oppHasBlackOrArtifact) ||
(card->has(Constants::INTIMIDATE) && !oppHasMatchingColorOrArtifact))
return true;
// Landwalk abilities
if ((card->has(Constants::SWAMPWALK) && oppHasSwamp) ||
(card->has(Constants::ISLANDWALK) && oppHasIsland) ||
(card->has(Constants::FORESTWALK) && oppHasForest) ||
(card->has(Constants::MOUNTAINWALK) && oppHasMountain) ||
(card->has(Constants::PLAINSWALK) && oppHasPlains))
return true;
return false;
}
/* Can I first strike my oponent and get away with murder ? */ /* Can I first strike my oponent and get away with murder ? */
int AIPlayerBaka::canFirstStrikeKill(MTGCardInstance * card, MTGCardInstance *ennemy) int AIPlayerBaka::canFirstStrikeKill(MTGCardInstance * card, MTGCardInstance *ennemy)
{ {