this is the first draft of a simple ai combo system,

format is as follows

HINT#combo hold(blah|myhand)^until(blah|mygraveyard)^until(blah|opponentshand)^restriction{type(creature|mybattlefield)~morethan~2}^cast(blah) targeting(blah|mygraveyard)^totalmananneeded({g}{g}{r}{u}{2})

the ai can be told to hold more then one card, until as many condiations as you want are met, until( is a TC and can basically be used in a fasion of saying "hold arbor elf until you have a lord of atlantas in play and a gaint growth in you hand" 

once the condiations are met you can later tell it to cast(gaint growth) targeting(arbor elf[fresh]|mybattlefield)...

I also included the whole of the games restrictions system...
so you can get really really creative with this so far.

the next thing I will do is ability targeting and card favoring.
This commit is contained in:
omegablast2002@yahoo.com
2012-08-19 21:53:57 +00:00
parent 6d4e677711
commit d078872dfc
14 changed files with 335 additions and 39 deletions

View File

@@ -645,6 +645,10 @@ int AIPlayerBaka::getEfficiency(OrderedAIAction * action)
MTGCardInstance * AIPlayerBaka::chooseCard(TargetChooser * tc, MTGCardInstance * source, int random)
{
MTGPlayerCards * playerZones = source->controller()->game;
if (comboHint && comboHint->cardTargets.size())
{
tc = GetComboTc(observer,tc);
}
for(int players = 0; players < 2;++players)
{
MTGGameZone * zones[] = { playerZones->hand, playerZones->library, playerZones->inPlay, playerZones->graveyard,playerZones->stack };
@@ -654,11 +658,9 @@ MTGCardInstance * AIPlayerBaka::chooseCard(TargetChooser * tc, MTGCardInstance *
for (int k = 0; k < zone->nb_cards; k++)
{
MTGCardInstance * card = zone->cards[k];
if (card != source && !tc->alreadyHasTarget(card) && tc->canTarget(card))
if (card != source && card != tc->source && !tc->alreadyHasTarget(card) && tc->canTarget(card))
{
return card;
}
}
}
@@ -681,6 +683,8 @@ bool AIPlayerBaka::payTheManaCost(ManaCost * cost, MTGCardInstance * target,vect
}
ExtraCosts * ec = cost->extraCosts;
if(!ec && observer->mExtraPayment)
ec = observer->mExtraPayment;
if (ec)
{
for (size_t i = 0; i < ec->costs.size(); ++i)
@@ -1206,6 +1210,10 @@ int AIPlayerBaka::createAbilityTargets(MTGAbility * a, MTGCardInstance * c, Rank
ranking[aiAction] = 1;
return 1;
}
if (comboHint && comboHint->cardTargets.size())
{
a->setActionTC(GetComboTc(observer,a->getActionTc()));
}
vector<Targetable*>potentialTargets;
for (int i = 0; i < 2; i++)
{
@@ -1284,6 +1292,37 @@ int AIPlayerBaka::createAbilityTargets(MTGAbility * a, MTGCardInstance * c, Rank
return 1;
}
TargetChooser * AIPlayerBaka::GetComboTc( GameObserver * observer,TargetChooser * tc)
{
TargetChooser * gathertc = NULL;
TargetChooserFactory tcf(observer);
map<string, string>::iterator it = comboHint->cardTargets.begin();
for(map<string, string>::iterator it = comboHint->cardTargets.begin();it != comboHint->cardTargets.end();it++)
{
gathertc = tcf.createTargetChooser(it->first.c_str(),tc->source);
gathertc->setAllZones();
if(gathertc->canTarget(tc->source))
{
MTGCardInstance * cardBackUp = tc->source;
Player * Oowner = tc->Owner;
TargetChooser * testTc = tcf.createTargetChooser(it->second.c_str(),cardBackUp);
if(testTc->countValidTargets())
{
tc = testTc;
tc->Owner = Oowner;
tc->other = true;
}
//I know I shouldn't redefine a passed variable,
//if anyone knows a way that doesn't add a major function for this that does this correctly
//then feel free to change this redefine. I do it this way becuase the method is the
//fastest I could find that doesn't produce a noticible lag on ai.
//recreate the targetchooser for this card becuase we planned to use it in a combo
}
SAFE_DELETE(gathertc);
}
return tc;
}
int AIPlayerBaka::selectHintAbility()
{
if (!hints)
@@ -1312,6 +1351,7 @@ int AIPlayerBaka::selectHintAbility()
int AIPlayerBaka::selectAbility()
{
observer->mExtraPayment = NULL;
// Try Deck hints first
if (selectHintAbility())
return 1;
@@ -1428,6 +1468,9 @@ int AIPlayerBaka::effectBadOrGood(MTGCardInstance * card, int mode, TargetChoose
int AIPlayerBaka::chooseTarget(TargetChooser * _tc, Player * forceTarget,MTGCardInstance * chosenCard,bool checkOnly)
{
observer->mExtraPayment = NULL;
//there should never be a case where a extra cost target selection is happening at the same time as this..
//extracost uses "chooseCard()" to determine its targets.
vector<Targetable *> potentialTargets;
TargetChooser * tc = _tc;
if (!(observer->currentlyActing() == this))
@@ -1439,6 +1482,10 @@ int AIPlayerBaka::chooseTarget(TargetChooser * _tc, Player * forceTarget,MTGCard
if (!tc || !tc->source || tc->maxtargets < 1)
return 0;
assert(tc);
if (comboHint && comboHint->cardTargets.size())
{
tc = GetComboTc(observer,tc);
}
if(!checkOnly && tc->maxtargets > 1)
{
tc->initTargets();//just incase....
@@ -1641,6 +1688,14 @@ MTGCardInstance * AIPlayerBaka::FindCardToPlay(ManaCost * pMana, const char * ty
int maxCost = -1;
MTGCardInstance * nextCardToPlay = NULL;
MTGCardInstance * card = NULL;
if(comboCards.size())
{
nextCardToPlay = comboCards.back();
comboCards.pop_back();
if(!comboHint->cardTargets.size() && !comboCards.size())
comboHint = NULL;//becuase it's no longer needed.
return nextCardToPlay;
}
CardDescriptor cd;
cd.init();
cd.setType(type);
@@ -1668,7 +1723,24 @@ MTGCardInstance * AIPlayerBaka::FindCardToPlay(ManaCost * pMana, const char * ty
if (card->hasType(Subtypes::TYPE_PLANESWALKER) && card->types.size() > 0 && game->inPlay->hasTypeSpecificInt(Subtypes::TYPE_PLANESWALKER,card->types[1]))
continue;
if(hints && hints->HintSaysItsForCombo(observer,card))
{
if(hints->canWeCombo(observer,card,this))
{
AbilityFactory af(observer);
int canPlay = af.parseCastRestrictions(card,card->controller(),card->getRestrictions());
if(!canPlay)
continue;
nextCardToPlay = card;
return activateCombo();
}
else
{
int chance = int(getRandomGenerator()->random() % 100);
if(chance > 1)
continue;//1% chance to just continue evaluating the card to cast.
}
}
int currentCost = card->getManaCost()->getConvertedCost();
int hasX = card->getManaCost()->hasX();
gotPayments.clear();
@@ -1780,6 +1852,41 @@ MTGCardInstance * AIPlayerBaka::FindCardToPlay(ManaCost * pMana, const char * ty
return nextCardToPlay;
}
MTGCardInstance * AIPlayerBaka::activateCombo()
{
if(!comboHint)
return NULL;
TargetChooser * hintTc = NULL;
TargetChooserFactory tfc(observer);
ManaCost * totalCost = ManaCost::parseManaCost(comboHint->manaNeeded);
for(unsigned int k = 0;k < comboHint->hold.size(); k++)
{
hintTc = tfc.createTargetChooser(comboHint->hold[k],nextCardToPlay);
for(unsigned int j = 0; j < game->hand->cards.size();j++)
{
if(!hintTc)
break;
if(hintTc->canTarget(game->hand->cards[j]))
{
comboCards.push_back(game->hand->cards[j]);
SAFE_DELETE(hintTc);
}
}
SAFE_DELETE(hintTc);
}
if(payTheManaCost(totalCost,nextCardToPlay,gotPayments))
{
if(comboCards.size())
{
nextCardToPlay = comboCards.back();
if (game->playRestrictions->canPutIntoZone(nextCardToPlay, game->stack) == PlayRestriction::CANT_PLAY)
return NULL;
comboCards.pop_back();
}
}
SAFE_DELETE(totalCost);
return nextCardToPlay;
}
void AIPlayerBaka::initTimer()
{
@@ -1910,9 +2017,8 @@ int AIPlayerBaka::computeActions()
currentMana->add(this->getManaPool());
nextCardToPlay = FindCardToPlay(currentMana, "land");
if (game->playRestrictions->canPutIntoZone(nextCardToPlay, game->stack) == PlayRestriction::CANT_PLAY)
if (nextCardToPlay && nextCardToPlay->isLand() && game->playRestrictions->canPutIntoZone(nextCardToPlay, game->battlefield) == PlayRestriction::CANT_PLAY)
nextCardToPlay = NULL;//look for a land, did we find one we can play..if not set to null now.
if(hints && hints->mCastOrder().size())
{
vector<string>findType = hints->mCastOrder();
@@ -1928,6 +2034,8 @@ int AIPlayerBaka::computeActions()
nextCardToPlay = FindCardToPlay(currentMana, findType[j].c_str());
if (game->playRestrictions->canPutIntoZone(nextCardToPlay, game->stack) == PlayRestriction::CANT_PLAY)
nextCardToPlay = NULL;
if (nextCardToPlay && nextCardToPlay->isLand() && game->playRestrictions->canPutIntoZone(nextCardToPlay, game->battlefield) == PlayRestriction::CANT_PLAY)
nextCardToPlay = NULL;
}
}
else
@@ -1945,6 +2053,8 @@ int AIPlayerBaka::computeActions()
nextCardToPlay = FindCardToPlay(currentMana, types[count]);
if (game->playRestrictions->canPutIntoZone(nextCardToPlay, game->stack) == PlayRestriction::CANT_PLAY)
nextCardToPlay = NULL;
if (nextCardToPlay && nextCardToPlay->isLand() && game->playRestrictions->canPutIntoZone(nextCardToPlay, game->battlefield) == PlayRestriction::CANT_PLAY)
nextCardToPlay = NULL;
count++;
}
}
@@ -1978,6 +2088,11 @@ int AIPlayerBaka::computeActions()
}
else
{
if(observer->mExtraPayment)
//no extra payment should be waiting before selecting an ability.
observer->mExtraPayment = NULL;
//this is a fix for a rare bug that somehow ai trips over an extra payment without paying
//then locks in a loop of trying to choose something different to do and trying to pay the extra payment.
selectAbility();
}
break;