- Fix a memory leak in AI "payTheManaCost"

- Minor fixes in AI code
- Attempt at preventing the AI from interrupting itself while it's selecting targets. I don't know why this happens, and my fix didn't work. I believe it shouldn't be possible to interrupt when there is an active targetChooser, please let me know if this is an incorrect assumption.
This commit is contained in:
wagic.the.homebrew
2011-09-21 03:54:47 +00:00
parent 206f3b4d3f
commit e9ce574bca
5 changed files with 748 additions and 113 deletions

View File

@@ -12,10 +12,10 @@ class AIHints;
class OrderedAIAction: public AIAction
{
protected:
int efficiency;
public:
int efficiency;
OrderedAIAction(MTGAbility * a, MTGCardInstance * c, MTGCardInstance * t = NULL)
: AIAction(a, c, t), efficiency(-1)
@@ -61,29 +61,28 @@ typedef std::map<OrderedAIAction, int, CmpAbilities> RankingContainer;
class AIPlayerBaka: public AIPlayer{
private:
int orderBlockers();
int combatDamages();
int interruptIfICan();
int chooseAttackers();
int chooseBlockers();
int canFirstStrikeKill(MTGCardInstance * card, MTGCardInstance *ennemy);
int effectBadOrGood(MTGCardInstance * card, int mode = MODE_PUTINTOPLAY, TargetChooser * tc = NULL);
virtual int orderBlockers();
virtual int combatDamages();
virtual int interruptIfICan();
virtual int chooseAttackers();
virtual int chooseBlockers();
virtual int canFirstStrikeKill(MTGCardInstance * card, MTGCardInstance *ennemy);
virtual int effectBadOrGood(MTGCardInstance * card, int mode = MODE_PUTINTOPLAY, TargetChooser * tc = NULL);
// returns 1 if the AI algorithm supports a given cost (ex:simple mana cost), 0 otherwise (ex: cost involves Sacrificing a target)
int CanHandleCost(ManaCost * cost);
virtual int CanHandleCost(ManaCost * cost);
//Tries to play an ability recommended by the deck creator
int selectHintAbility();
virtual int selectHintAbility();
vector<MTGAbility*> canPayMana(MTGCardInstance * card = NULL,ManaCost * mCost = NULL);
vector<MTGAbility*> canPaySunBurst(ManaCost * mCost = NULL);
virtual vector<MTGAbility*> canPayMana(MTGCardInstance * card = NULL,ManaCost * mCost = NULL);
virtual vector<MTGAbility*> canPaySunBurst(ManaCost * mCost = NULL);
MTGCardInstance * chooseCard(TargetChooser * tc, MTGCardInstance * source, int random = 0);
int selectMenuOption();
int useAbility();
virtual MTGCardInstance * chooseCard(TargetChooser * tc, MTGCardInstance * source, int random = 0);
virtual int selectMenuOption();
AIStats * getStats();
virtual AIStats * getStats();
protected:
MTGCardInstance * nextCardToPlay;
@@ -91,13 +90,13 @@ private:
AIStats * stats;
int oldGamePhase;
float timer;
MTGCardInstance * FindCardToPlay(ManaCost * potentialMana, const char * type);
virtual MTGCardInstance * FindCardToPlay(ManaCost * potentialMana, const char * type);
//used by MomirPlayer, hence protected instead of private
virtual int getEfficiency(OrderedAIAction * action);
bool payTheManaCost(ManaCost * cost, MTGCardInstance * card = NULL,vector<MTGAbility*> gotPayment = vector<MTGAbility*>());
int getCreaturesInfo(Player * player, int neededInfo = INFO_NBCREATURES , int untapMode = 0, int canAttack = 0);
ManaCost * getPotentialMana(MTGCardInstance * card = NULL);
virtual bool payTheManaCost(ManaCost * cost, MTGCardInstance * card = NULL,vector<MTGAbility*> gotPayment = vector<MTGAbility*>());
virtual int getCreaturesInfo(Player * player, int neededInfo = INFO_NBCREATURES , int untapMode = 0, int canAttack = 0);
virtual ManaCost * getPotentialMana(MTGCardInstance * card = NULL);
int selectAbility();
public:
@@ -118,12 +117,12 @@ private:
virtual void Render();
virtual int receiveEvent(WEvent * event);
virtual ~AIPlayerBaka();
int affectCombatDamages(CombatStep step);
int canHandleCost(MTGAbility * ability);
int chooseTarget(TargetChooser * tc = NULL, Player * forceTarget = NULL,MTGCardInstance * Chosencard = NULL,bool checkonly = false);
virtual int affectCombatDamages(CombatStep step);
virtual int canHandleCost(MTGAbility * ability);
virtual int chooseTarget(TargetChooser * tc = NULL, Player * forceTarget = NULL,MTGCardInstance * Chosencard = NULL,bool checkonly = false);
//used by AIHInts, therefore public instead of private :/
int createAbilityTargets(MTGAbility * a, MTGCardInstance * c, RankingContainer& ranking);
virtual int createAbilityTargets(MTGAbility * a, MTGCardInstance * c, RankingContainer& ranking);
};
#endif

View File

@@ -270,9 +270,11 @@ int OrderedAIAction::getEfficiency()
{
if(_target->defenser || _target->blockers.size())
{
if(!_target->getNextOpponent()->typeAsTarget() == TARGET_CARD)
MTGCardInstance * opponent = _target->getNextOpponent();
if (!opponent)
break;
if (_target->power < _target->getNextOpponent()->toughness ||(_target->getNextOpponent() && _target->toughness < _target->getNextOpponent()->power) || (_target->has(Constants::TRAMPLE)))
if (_target->power < opponent->toughness ||( _target->toughness < opponent->power) || (_target->has(Constants::TRAMPLE)))
{
//this pump is based on a start eff. of 20 multiplied by how good the creature is.
efficiency = 20 * _target->DangerRanking();
@@ -659,82 +661,83 @@ MTGCardInstance * AIPlayerBaka::chooseCard(TargetChooser * tc, MTGCardInstance *
bool AIPlayerBaka::payTheManaCost(ManaCost * cost, MTGCardInstance * target,vector<MTGAbility*>gotPayments)
{
DebugTrace(" AI attempting to pay a mana cost." << endl
DebugTrace("AIPlayerBaka: AI attempting to pay a mana cost." << endl
<< "- Target: " << (target ? target->name : "None" ) << endl
<< "- Cost: " << (cost ? cost->toString() : "NULL") );
if(cost && !cost->getConvertedCost())
{
DebugTrace("Card or Ability was free to play. ");
if(!cost->hasX())//don't return true if it contains {x} but no cost, locks ai in a loop. ie oorchi hatchery cost {x}{x} to play.
return true;
//return true if cost does not contain "x" becuase we don't need to do anything with a cost of 0;
}
if (!cost)
{
DebugTrace("Mana cost is NULL. ");
DebugTrace("AIPlayerBaka: Mana cost is NULL. ");
return false;
}
ManaCost * pMana = NULL;
if(!gotPayments.size())
if(!cost->getConvertedCost())
{
pMana = target ? getPotentialMana(target) : getPotentialMana();
pMana->add(this->getManaPool());
}
if(cost && pMana && !cost->getConvertedCost() && cost->hasX())
{
cost = pMana;//{x}:effect, set x to max.
DebugTrace("AIPlayerBaka: Card or Ability was free to play. ");
if(!cost->hasX())//don't return true if it contains {x} but no cost, locks ai in a loop. ie oorchi hatchery cost {x}{x} to play.
return true;
//return true if cost does not contain "x" becuase we don't need to do anything with a cost of 0;
}
if(gotPayments.size())
{
DebugTrace(" Ai had a payment in mind.");
DebugTrace("AIPlayerBaka: Ai had a payment in mind.");
ManaCost * paid = NEW ManaCost();
vector<AIAction*>clicks = vector<AIAction*>();
vector<AIAction*>clicks;
paid->init();
for(int k = 0;k < int(gotPayments.size());k++)
for(size_t k = 0; k < gotPayments.size(); ++k)
{
AManaProducer * amp = dynamic_cast<AManaProducer*> (gotPayments[k]);
GenericActivatedAbility * gmp = dynamic_cast<GenericActivatedAbility*>(gotPayments[k]);
if (amp)
if ( AManaProducer * amp = dynamic_cast<AManaProducer*> (gotPayments[k]))
{
AIAction * action = NEW AIAction(amp,amp->source);
clicks.push_back(action);
paid->add(amp->output);
}
else if(gmp)
else if(GenericActivatedAbility * gmp = dynamic_cast<GenericActivatedAbility*>(gotPayments[k]))
{
AIAction * action = NEW AIAction(gmp,gmp->source);
clicks.push_back(action);
AForeach * fmp = dynamic_cast<AForeach*>(gmp->ability);
if(fmp)
if(AForeach * fmp = dynamic_cast<AForeach*>(gmp->ability))
{
amp = dynamic_cast<AManaProducer*> (fmp->ability);
int outPut = fmp->checkActivation();
for(int k = 0;k < outPut;k++)
for(int k = 0; k < outPut; ++k)
paid->add(amp->output);
}
}
paid->add(this->getManaPool());//incase some of our payments were mana already in the pool/.
if(paid->canAfford(cost) && !cost->hasX())
if(paid->canAfford(cost) && (!cost->hasX() || k == gotPayments.size()))
{
SAFE_DELETE(paid);
for(int clicking = 0; clicking < int(clicks.size()); clicking++)
clickstream.push(clicks[clicking]);
return true;
}
if(cost->hasX() && k == int(gotPayments.size()) && paid->canAfford(cost))
{
SAFE_DELETE(paid);
for(int clicking = 0; clicking < int(clicks.size()); clicking++)
for(size_t clicking = 0; clicking < clicks.size(); ++clicking)
clickstream.push(clicks[clicking]);
return true;
}
//clean up temporary "clicks" structure if its content wasn't used above
for(size_t i = 0; i< clicks.size(); ++i)
SAFE_DELETE(clicks[i]);
clicks.clear();
}
SAFE_DELETE(paid);
return false;
}
// Didn't have a payment in mind if we reach this point
//pMana is our main payment form, it is far faster then direct search.
DebugTrace(" the Mana was already in the manapool or could be Paid with potential mana, using potential Mana now.");
DebugTrace("AIPlayerBaka: the Mana was already in the manapool or could be Paid with potential mana, using potential Mana now.");
ManaCost * pMana = getPotentialMana(target);
if (!pMana)
return false;
pMana->add(this->getManaPool());
if(!cost->getConvertedCost() && cost->hasX())
{
cost = pMana;//{x}:effect, set x to max.
}
if(!pMana->canAfford(cost))
{
delete pMana;
@@ -745,7 +748,7 @@ bool AIPlayerBaka::payTheManaCost(ManaCost * cost, MTGCardInstance * target,vect
GameObserver * g = GameObserver::GetInstance();
map<MTGCardInstance *, bool> used;
for (size_t i = 1; i < g->mLayers->actionLayer()->mObjects.size(); i++)
for (size_t i = 1; i < g->mLayers->actionLayer()->mObjects.size(); ++i)
{ //0 is not a mtgability...hackish
//Make sure we can use the ability
MTGAbility * a = ((MTGAbility *) g->mLayers->actionLayer()->mObjects[i]);
@@ -1730,7 +1733,7 @@ MTGCardInstance * AIPlayerBaka::FindCardToPlay(ManaCost * pMana, const char * ty
void AIPlayerBaka::initTimer()
{
if (mFastTimerMode)
timer = 0;
timer = 0; //0 or 1 is as fast as possible and will generate bad side effects in the game engine (phases getting skipped...), use wisely
else
timer = 0.1f;
}
@@ -1745,9 +1748,9 @@ int AIPlayerBaka::computeActions()
the 2nd else is run about 90% of the time over the third, this was causing ai to miss the chance to chooseblockers()
when it could have blocked almost 90% of the time.*/
GameObserver * g = GameObserver::GetInstance();
Player * p = (Player*)this;
Player * p = this;
Player * currentP = g->currentlyActing();
if (!(g->currentlyActing() == p))
if (!(currentP == p))
return 0;
ActionLayer * object = g->mLayers->actionLayer();
if (object->menuObject)
@@ -1786,7 +1789,7 @@ int AIPlayerBaka::computeActions()
Player * lastStackActionController = NULL;
if(spell && spell->type == ACTION_SPELL)
lastStackActionController = spell->source->controller();
if ((interruptIfICan() || g->isInterrupting == this)
if (g->isInterrupting == this
&& this == currentP
//and i am the currentlyActivePlayer
&& ((lastStackActionController && lastStackActionController != this) || (g->mLayers->stackLayer()->count(0, NOT_RESOLVED) == 0)))
@@ -1834,7 +1837,7 @@ int AIPlayerBaka::computeActions()
findingCard = false;
return 1;
}
else if(p == this && g->mLayers->stackLayer()->count(0, NOT_RESOLVED) == 0)
else if(g->mLayers->stackLayer()->count(0, NOT_RESOLVED) == 0)
{ //standard actions
switch (g->getCurrentGamePhase())
{

View File

@@ -29,84 +29,85 @@ MTGCardInstance * AIPlayerBakaB::chooseCard(TargetChooser * tc, MTGCardInstance
return NULL;
}
bool AIPlayerBakaB::payTheManaCost(ManaCost * cost, MTGCardInstance * target,vector<MTGAbility*>gotPayments)
bool AIPlayerBakaB::payTheManaCost(ManaCost * cost, MTGCardInstance * target, vector<MTGAbility*>gotPayments)
{
DebugTrace(" AI attempting to pay a mana cost." << endl
DebugTrace("AIPlayerBaka: AI attempting to pay a mana cost." << endl
<< "- Target: " << (target ? target->name : "None" ) << endl
<< "- Cost: " << (cost ? cost->toString() : "NULL") );
if(cost && !cost->getConvertedCost())
{
DebugTrace("Card or Ability was free to play. ");
if(!cost->hasX())//don't return true if it contains {x} but no cost, locks ai in a loop. ie oorchi hatchery cost {x}{x} to play.
return true;
//return true if cost does not contain "x" becuase we don't need to do anything with a cost of 0;
}
if (!cost)
{
DebugTrace("Mana cost is NULL. ");
DebugTrace("AIPlayerBaka: Mana cost is NULL. ");
return false;
}
ManaCost * pMana = NULL;
if(!gotPayments.size())
if(!cost->getConvertedCost())
{
pMana = target ? getPotentialMana(target) : getPotentialMana();
pMana->add(this->getManaPool());
}
if(cost && pMana && !cost->getConvertedCost() && cost->hasX())
{
cost = pMana;//{x}:effect, set x to max.
DebugTrace("AIPlayerBaka: Card or Ability was free to play. ");
if(!cost->hasX())//don't return true if it contains {x} but no cost, locks ai in a loop. ie oorchi hatchery cost {x}{x} to play.
return true;
//return true if cost does not contain "x" becuase we don't need to do anything with a cost of 0;
}
if(gotPayments.size())
{
DebugTrace(" Ai had a payment in mind.");
DebugTrace("AIPlayerBaka: Ai had a payment in mind.");
ManaCost * paid = NEW ManaCost();
vector<AIAction*>clicks = vector<AIAction*>();
vector<AIAction*>clicks;
paid->init();
for(int k = 0;k < int(gotPayments.size());k++)
for(size_t k = 0; k < gotPayments.size(); ++k)
{
AManaProducer * amp = dynamic_cast<AManaProducer*> (gotPayments[k]);
GenericActivatedAbility * gmp = dynamic_cast<GenericActivatedAbility*>(gotPayments[k]);
if (amp)
if ( AManaProducer * amp = dynamic_cast<AManaProducer*> (gotPayments[k]))
{
AIAction * action = NEW AIAction(amp,amp->source);
clicks.push_back(action);
paid->add(amp->output);
}
else if(gmp)
else if(GenericActivatedAbility * gmp = dynamic_cast<GenericActivatedAbility*>(gotPayments[k]))
{
AIAction * action = NEW AIAction(gmp,gmp->source);
clicks.push_back(action);
AForeach * fmp = dynamic_cast<AForeach*>(gmp->ability);
if(fmp)
if(AForeach * fmp = dynamic_cast<AForeach*>(gmp->ability))
{
amp = dynamic_cast<AManaProducer*> (fmp->ability);
int outPut = fmp->checkActivation();
for(int k = 0;k < outPut;k++)
for(int k = 0; k < outPut; ++k)
paid->add(amp->output);
}
}
paid->add(this->getManaPool());//incase some of our payments were mana already in the pool/.
if(paid->canAfford(cost) && !cost->hasX())
if(paid->canAfford(cost) && (!cost->hasX() || k == gotPayments.size()))
{
SAFE_DELETE(paid);
for(int clicking = 0; clicking < int(clicks.size()); clicking++)
clickstream.push(clicks[clicking]);
return true;
}
if(cost->hasX() && k == int(gotPayments.size()) && paid->canAfford(cost))
{
SAFE_DELETE(paid);
for(int clicking = 0; clicking < int(clicks.size()); clicking++)
for(size_t clicking = 0; clicking < clicks.size(); ++clicking)
clickstream.push(clicks[clicking]);
return true;
}
//clean up temporary "clicks" structure if its content wasn't used above
for(size_t i = 0; i< clicks.size(); ++i)
SAFE_DELETE(clicks[i]);
clicks.clear();
}
SAFE_DELETE(paid);
return false;
}
// Didn't have a payment in mind if we reach this point
//pMana is our main payment form, it is far faster then direct search.
DebugTrace(" the Mana was already in the manapool or could be Paid with potential mana, using potential Mana now.");
DebugTrace("AIPlayerBaka: the Mana was already in the manapool or could be Paid with potential mana, using potential Mana now.");
ManaCost * pMana = getPotentialMana(target);
if (!pMana)
return false;
pMana->add(this->getManaPool());
if(!cost->getConvertedCost() && cost->hasX())
{
cost = pMana;//{x}:effect, set x to max.
}
if(!pMana->canAfford(cost))
{
delete pMana;
@@ -117,7 +118,7 @@ bool AIPlayerBakaB::payTheManaCost(ManaCost * cost, MTGCardInstance * target,vec
GameObserver * g = GameObserver::GetInstance();
map<MTGCardInstance *, bool> used;
for (size_t i = 1; i < g->mLayers->actionLayer()->mObjects.size(); i++)
for (size_t i = 1; i < g->mLayers->actionLayer()->mObjects.size(); ++i)
{ //0 is not a mtgability...hackish
//Make sure we can use the ability
MTGAbility * a = ((MTGAbility *) g->mLayers->actionLayer()->mObjects[i]);
@@ -156,7 +157,632 @@ bool AIPlayerBakaB::payTheManaCost(ManaCost * cost, MTGCardInstance * target,vec
int AIPlayerBakaB::getEfficiency(OrderedAIAction * action)
{
return action->getEfficiency();
return AIPlayerBaka::getEfficiency(action);
/*
int efficiency = action->efficiency;
MTGAbility * ability = action->ability;
MTGCardInstance * target = action->target;
Targetable * playerAbilityTarget = action->playerAbilityTarget;
if (efficiency > -1)
return efficiency;
if (!ability)
return 0;
GameObserver * g = GameObserver::GetInstance();
ActionStack * s = g->mLayers->stackLayer();
Player * p = g->currentlyActing();
if (s->has(ability))
return 0;
MTGAbility * a = AbilityFactory::getCoreAbility(ability);
if (!a)
{
DebugTrace("FATAL: Ability is NULL in AIAction::getEfficiency()");
return 0;
}
if (!((AIPlayerBaka *) p)->canHandleCost(ability))
return 0;
switch (a->aType)
{
case MTGAbility::DAMAGER:
{
AADamager * aad = (AADamager *) a;
MTGCardInstance * dTarget = (MTGCardInstance*)target;
if(!target && !playerAbilityTarget)
{
dTarget = (MTGCardInstance*)aad->getTarget();
if(dTarget)//no action target, but damage has a target...this is most likely a card like pestilence.
{
efficiency = int(p->opponent()->game->battlefield->countByType("creature") - p->game->battlefield->countByType("creature")) * 25 % 100;
break;
}
}
if(playerAbilityTarget || (target && target->typeAsTarget() == TARGET_PLAYER))
{
TargetChooser * checkT = g->getCurrentTargetChooser();
int otherTargets = 0;
if(checkT) otherTargets = checkT->countValidTargets();
if (playerAbilityTarget == p->opponent()||(target && (Player*)target == p->opponent()))
efficiency = 90 - otherTargets;
else
efficiency = 0;
break;
}
if(p == target->controller())
{
efficiency = 0;
}
else if (aad->getDamage() >= dTarget->toughness)
{
efficiency = 100;
}
else if (dTarget->toughness)
{
efficiency = (50 * aad->getDamage()) / dTarget->toughness;
}
else
{
efficiency = 0;
}
break;
}
case MTGAbility::STANDARD_REGENERATE:
{
MTGCardInstance * _target = (MTGCardInstance *) (a->target);
efficiency = 0;
if (!_target)
break;
if (!_target->regenerateTokens && g->getCurrentGamePhase() == Constants::MTG_PHASE_COMBATBLOCKERS
&& (_target->defenser || _target->blockers.size())
)
{
efficiency = 95;
}
//TODO If the card is the target of a damage spell
break;
}
case MTGAbility::STANDARD_PREVENT:
{
efficiency = 0;//starts out low to avoid spamming it when its not needed.
if (!target && !dynamic_cast<ALord*> (a))
break;
if(dynamic_cast<ALord*> (a) && !target)
{
//this is a special case for all(this) targetting workaround.
//adding a direct method for targetting the source is planned for
//the coming releases, all(this) workaround prevents eff from being returned
//as its not targetted the same as abilities
//for now this dirty hack will calculate eff on lords as tho the source is
//the target...otherwise these abilities will never be used.
target = a->source;
}
bool NeedPreventing;
NeedPreventing = false;
if (g->getCurrentGamePhase() == Constants::MTG_PHASE_COMBATBLOCKERS)
{
if(target->getNextOpponent() && !target->getNextOpponent()->typeAsTarget() == TARGET_CARD)
break;
if ((target->defenser || target->blockers.size()) && target->preventable < target->getNextOpponent()->power)
NeedPreventing = true;
if (p == target->controller() && target->controller()->isAI() && NeedPreventing && !(target->getNextOpponent()->has(Constants::DEATHTOUCH)
|| target->getNextOpponent()->has(Constants::WITHER)))
{
efficiency = 20 * (target->DangerRanking());//increase this chance to be used in combat if the creature blocking/blocked could kill the creature this chance is taking into consideration how good the creature is, best creature will always be the first "saved"..
if (target->toughness == 1 && target->getNextOpponent()->power == 1)
efficiency += 15;
//small bonus added for the poor 1/1s, if we can save them, we will unless something else took precidence.
//note is the target is being blocked or blocking a creature with wither or deathtouch, it is not even considered for preventing as it is a waste.
//if its combat blockers, it is being blocked or blocking, and has less prevents the the amount of damage it will be taking, the effeincy is increased slightly and totalled by the danger rank multiplier for final result.
int calculateAfterDamage = 0;
int damages = 0;
if((target->defenser || target->blockers.size()) && target->controller() == p)
{
damages = target->getNextOpponent()->power;
calculateAfterDamage = int(target->toughness - damages);
if((calculateAfterDamage + target->preventable) > 0)
{
efficiency = 0;
//this is to avoid wasting prevents on creatures that will already survive.
//this should take into account bushido and flanking as this check is run after every trigger.
}
}
}
}
//TODO If the card is the target of a damage spell
break;
}
case MTGAbility::STANDARD_EQUIP:
{
efficiency = 0;
if (!target)
break;
int equips = p->game->battlefield->countByType("Equipment");
int myArmy = p->game->battlefield->countByType("Creature");
// when can this ever be negative?
int equilized = myArmy ? abs(equips / myArmy) : 0;
if (p == target->controller() && target->equipment <= 1 && !a->source->target)
{
efficiency = 20 * (target->DangerRanking());
if (target->hasColor(Constants::MTG_COLOR_WHITE))
efficiency += 20;//this is to encourage Ai to equip white creatures in a weenie deck. ultimately it will depend on what had the higher dangerranking.
if (target->power == 1 && target->toughness == 1 && target->isToken == 0)
efficiency += 10; //small bonus to encourage equipping nontoken 1/1 creatures.
}
if (p == target->controller() && !a->source->target && target->equipment < equilized)
{
efficiency = 15 * (target->DangerRanking());
efficiency -= 5 * (target->equipment);
}
break;
}
case MTGAbility::STANDARD_LEVELUP:
{
MTGCardInstance * _target = (MTGCardInstance *) (a->target);
efficiency = 0;
Counter * targetCounter = NULL;
int currentlevel = 0;
if (_target)
{
if (_target->counters && _target->counters->hasCounter("level", 0, 0))
{
targetCounter = _target->counters->hasCounter("level", 0, 0);
currentlevel = targetCounter->nb;
}
if (currentlevel < _target->MaxLevelUp)
{
efficiency = 85;
//increase the efficeincy of leveling up by a small amount equal to current level.
efficiency += currentlevel;
if (p->game->hand->nb_cards > 0 && p->isAI())
{
efficiency -= (10 * p->game->hand->nb_cards);//reduce the eff if by 10 times the amount of cards in Ais hand.
//it should always try playing more cards before deciding
}
if (g->getCurrentGamePhase() == Constants::MTG_PHASE_SECONDMAIN)
{
efficiency = 100;
//in 2nd main, go all out and try to max stuff.
}
}
}
break;
}
case MTGAbility::COUNTERS:
{
MTGCardInstance * _target = (MTGCardInstance *) target;
if(!_target)
_target = (MTGCardInstance *) (a->target);
efficiency = 0;
if(AACounter * cc = dynamic_cast<AACounter*> (a))
{
if(cc && _target)
{
if(_target->controller() == p && cc->toughness>=0)
{
efficiency = 90;
}
if(_target->controller() != p && ((_target->toughness + cc->toughness <= 0 && _target->toughness) || (cc->toughness < 0 && cc->power < 0)))
{
efficiency = 90;
}
if(_target->counters && _target->counters->hasCounter(cc->power,cc->toughness) && _target->counters->hasCounter(cc->power,cc->toughness)->nb > 15)
{
efficiency = _target->counters->hasCounter(cc->power,cc->toughness)->nb;
}
if(cc->maxNb && _target->counters && _target->counters->hasCounter(cc->power,cc->toughness)->nb >= cc->maxNb)
efficiency = 0;
if(a->target == a->source && a->getCost() && a->getCost()->hasX())
efficiency -= 10 * int(p->game->hand->cards.size());
}
}
break;
}
case MTGAbility::STANDARD_PUMP:
{
MTGCardInstance * _target = (MTGCardInstance *) (a->target);
efficiency = 0;
if(!_target)
break;
if(!target && !dynamic_cast<ALord*> (a) && (((MTGCardInstance *)a->source)->hasSubtype(Subtypes::TYPE_AURA) || ((MTGCardInstance *)a->source)->hasSubtype(Subtypes::TYPE_EQUIPMENT)))
{
if(((MTGCardInstance *)a->source)->target)
_target = ((MTGCardInstance *)a->source)->target;
target = (MTGCardInstance *)a->source;
}
if (!target && !dynamic_cast<ALord*> (a))
break;
if(dynamic_cast<ALord*> (a) && !target)
{
target = a->source;
}
AbilityFactory af;
int suggestion = af.abilityEfficiency(a, p, MODE_ABILITY);
//i do not set a starting eff. on this ability, this allows Ai to sometimes randomly do it as it normally does.
int currentPhase = g->getCurrentGamePhase();
if ((currentPhase == Constants::MTG_PHASE_COMBATBLOCKERS) || (currentPhase == Constants::MTG_PHASE_COMBATATTACKERS))
{
if (suggestion == BAKA_EFFECT_GOOD && target->controller() == p)
{
if(_target->defenser || _target->blockers.size())
{
if(!_target->getNextOpponent()->typeAsTarget() == TARGET_CARD)
break;
if (_target->power < _target->getNextOpponent()->toughness ||(_target->getNextOpponent() && _target->toughness < _target->getNextOpponent()->power) || (_target->has(Constants::TRAMPLE)))
{
//this pump is based on a start eff. of 20 multiplied by how good the creature is.
efficiency = 20 * _target->DangerRanking();
}
}
if (_target->isAttacker() && !_target->blockers.size())
{
//this means im heading directly for the player, pump this creature as much as possible.
efficiency = 100;
if(_target->power > 50)
efficiency -= _target->power;//we don't need to go overboard. better to not put all your eggs in a single basket.
}
}
}
if (suggestion == BAKA_EFFECT_BAD && target->controller() != p && target->toughness > 0)
{
efficiency = 100;
}
break;
}
case MTGAbility::STANDARD_BECOMES:
{
MTGCardInstance * _target = (MTGCardInstance *) (a->target);
//nothing huge here, just ensuring that Ai makes his noncreature becomers into creatures during first main, so it can actually use them in combat.
if (_target && !_target->isCreature() && g->getCurrentGamePhase() == Constants::MTG_PHASE_FIRSTMAIN)
{
efficiency = 100;
}
break;
}
case MTGAbility::FOREACH:
case MTGAbility::MANA_PRODUCER://only way to hit this condition is nested manaabilities, ai skips manaproducers by defualt when finding an ability to use.
{
MTGCardInstance * _target = (MTGCardInstance *) (a->target);
MTGAbility * a = AbilityFactory::getCoreAbility(ability);
AManaProducer * amp = dynamic_cast<AManaProducer*>(a);
efficiency = 0;
//trying to encourage Ai to use his foreach manaproducers in first main
if (amp && amp->output && amp->output->getConvertedCost() && (g->getCurrentGamePhase() == Constants::MTG_PHASE_FIRSTMAIN
|| g->getCurrentGamePhase() == Constants::MTG_PHASE_SECONDMAIN) && _target->controller()->game->hand->nb_cards > 0)
{
efficiency = 0;
for (int i = Constants::MTG_NB_COLORS - 1; i > 0; i--)
{
if ((p->game->hand->hasColor(i) || p->game->hand->hasColor(0))
&& amp->output->hasColor(i))
{
efficiency = 100;
}
}
if (amp->getCost() && amp->getCost()->getConvertedCost() && p->game->hand->hasX())
efficiency = 100;
}
else
{
AbilityFactory af;
int suggestion = af.abilityEfficiency(a, p, MODE_ABILITY);
if (target && a->naType != MTGAbility::MANA_PRODUCER && ((suggestion == BAKA_EFFECT_BAD && p == target->controller())
|| (suggestion == BAKA_EFFECT_GOOD && p != target->controller())))
{
efficiency = 0;
}
else if (a->naType != MTGAbility::MANA_PRODUCER && (g->getCurrentGamePhase() == Constants::MTG_PHASE_FIRSTMAIN
|| g->getCurrentGamePhase() == Constants::MTG_PHASE_SECONDMAIN))
{
//if its not a manaproducing foreach, and its not targetted, its eff is 90.
//added this basically to cover the unknown foreachs, or untrained ones which were not targetted effects.
efficiency = 90;
}
}
break;
}
case MTGAbility::STANDARDABILITYGRANT:
{
efficiency = 0;
MTGCardInstance * _target = (MTGCardInstance*)(a->target);
if(!_target)
break;
if (!target && !dynamic_cast<ALord*> (a))
break;
if(dynamic_cast<ALord*> (a) && !target)
{
target = a->source;
}
//ensuring that Ai grants abilities to creatures during first main, so it can actually use them in combat.
//quick note: the eff is multiplied by creatures ranking then divided by the number of cards in hand.
//the reason i do this is to encourage more casting and less waste of mana on abilities.
AbilityFactory af;
int suggestion = af.abilityEfficiency(a, p, MODE_ABILITY);
int efficiencyModifier = (25 * target->DangerRanking());
if (p->game->hand->nb_cards > 1)
{
efficiencyModifier -= p->game->hand->nb_cards*3;
}
if (suggestion == BAKA_EFFECT_BAD && p != target->controller() && !target->has(a->abilitygranted))
{
efficiency += efficiencyModifier;
}
if (!target->has(a->abilitygranted) && g->getCurrentGamePhase() == Constants::MTG_PHASE_COMBATBEGIN
&& p == target->controller()
)
{
efficiency += efficiencyModifier;
}
if (suggestion == BAKA_EFFECT_GOOD && target->has(a->abilitygranted))
{
//trying to avoid Ai giving ie:flying creatures ie:flying twice.
efficiency = 0;
}
if ((suggestion == BAKA_EFFECT_BAD && p == target->controller())
|| (suggestion == BAKA_EFFECT_GOOD && p != target->controller())
)
{
efficiency = 0;
//stop giving trample to the players creatures.
}
break;
}
case MTGAbility::UNTAPPER:
//untap things that Ai owns and are tapped.
{
efficiency = 0;
if (!target && !dynamic_cast<ALord*> (a))
break;
if(dynamic_cast<ALord*> (a) && !target)
{
target = a->source;
}
if (target->isTapped() && target->controller() == p)
{
target->isCreature()?efficiency = (20 * target->DangerRanking()):efficiency = 100;
}
break;
}
case MTGAbility::TAPPER:
//tap things the player owns and that are untapped.
{
if (!target && !dynamic_cast<ALord*> (a))
break;
if(dynamic_cast<ALord*> (a) && !target)
{
target = a->source;
}
if (target->controller() != p)
efficiency = (20 * target->DangerRanking());
if (target->isTapped())
efficiency = 0;
break;
}
case MTGAbility::LIFER:
{
//use life abilities whenever possible.
AALifer * alife = (AALifer *) a;
Targetable * _t = alife->getTarget();
efficiency = 100;
AbilityFactory af;
int suggestion = af.abilityEfficiency(a, p, MODE_ABILITY);
if ((suggestion == BAKA_EFFECT_BAD && _t == p) || (suggestion == BAKA_EFFECT_GOOD && _t != p))
{
efficiency = 0;
}
break;
}
case MTGAbility::STANDARD_DRAW:
{
AADrawer * drawer = (AADrawer *)a;
//adding this case since i played a few games where Ai litterally decided to mill himself to death. fastest and easiest win ever.
//this should help a little, tho ultimately it will be decided later what the best course of action is.
//eff of drawing ability is calculated by base 20 + the amount of cards in library minus the amount of cards in hand times 7.
//drawing is never going to return a hundred eff because later eff is multiplied by 1.3 if no cards in hand.
efficiency = int(20 + p->game->library->nb_cards) - int(p->game->hand->nb_cards * 7);
if (p->game->hand->nb_cards > 8)//reduce by 50 if cards in hand are over 8, high chance ai cant play them.
{
efficiency -= 70;
}
if ((drawer->getNumCards() >= p->game->library->nb_cards && (Targetable*)p == drawer->getTarget()) || (p->game->hand->nb_cards > 10 && (Targetable*)p == drawer->getTarget()))
{
//if the amount im drawing will mill me to death or i have more then 10 cards in hand, eff is 0;
efficiency = 0;
}
break;
}
case MTGAbility::CLONING:
{
efficiency = 0;
if(!target)
efficiency = 100;//a clone ability with no target is an "clone all("
else if (p == target->controller())
{
efficiency = 20 * target->DangerRanking();
}
break;
}
case MTGAbility::STANDARD_FIZZLER:
{
if(target)
{
Interruptible * action = g->mLayers->stackLayer()->getAt(-1);
Spell * spell = (Spell *) action;
Player * lastStackActionController = NULL;
if(spell && spell->type == ACTION_SPELL)
lastStackActionController = spell->source->controller();
if(p != target->controller() && lastStackActionController && lastStackActionController != p)
efficiency = 60;//we want ai to fizzle at higher than "unknown" ability %.
}
break;
}
default:
if (target)
{
AbilityFactory af;
int suggestion = af.abilityEfficiency(a, p, MODE_ABILITY,NULL,target);
if (AADynamic * ady = dynamic_cast<AADynamic *>(a))
{
if(ady)
{
//not going into massive detail with this ability, its far to complex, just going to give it a general idea.
if(ady->effect == ady->DYNAMIC_ABILITY_EFFECT_COUNTERSONEONE)
suggestion = BAKA_EFFECT_GOOD;
if(ady->effect == ady->DYNAMIC_ABILITY_EFFECT_DEPLETE)
suggestion = BAKA_EFFECT_BAD;
if(ady->effect == ady->DYNAMIC_ABILITY_EFFECT_DRAW)
suggestion = BAKA_EFFECT_GOOD;
if(ady->effect == ady->DYNAMIC_ABILITY_EFFECT_LIFEGAIN)
suggestion = BAKA_EFFECT_GOOD;
if(ady->effect == ady->DYNAMIC_ABILITY_EFFECT_LIFELOSS)
suggestion = BAKA_EFFECT_BAD;
if(ady->effect == ady->DYNAMIC_ABILITY_EFFECT_PUMPBOTH)
suggestion = BAKA_EFFECT_GOOD;
if(ady->effect == ady->DYNAMIC_ABILITY_EFFECT_PUMPTOUGHNESS)
suggestion = BAKA_EFFECT_GOOD;
if(ady->effect == ady->DYNAMIC_ABILITY_EFFECT_PUMPPOWER)
suggestion = BAKA_EFFECT_GOOD;
if(ady->effect == ady->DYNAMIC_ABILITY_EFFECT_STRIKE)
suggestion = BAKA_EFFECT_BAD;
}
}
if ((suggestion == BAKA_EFFECT_BAD && p == target->controller())
|| (suggestion == BAKA_EFFECT_GOOD && p != target->controller()))
{
efficiency = 0;
}
else
{
//without a base to start with Wrand % 5 almost always returns 0.
efficiency = 10 + (WRand() % 20); //Small percentage of chance for unknown abilities
}
}
else
{
efficiency = 10 + (WRand() % 30);
}
break;
}
if(AUpkeep * auk = dynamic_cast<AUpkeep *>(ability))
{
//hello, Ai pay your upcost please :P, this entices Ai into paying upcost, the conditional isAi() is required strangely ai is able to pay upcost during YOUR upkeep.
if (auk && g->getCurrentGamePhase() == Constants::MTG_PHASE_UPKEEP && g->currentPlayer == p && p == a->source->controller())
{
efficiency = 100;
}
}
if (AAMover * aam = dynamic_cast<AAMover *>(a))
{
MTGGameZone * z = aam->destinationZone(target);
if (target)
{
if (target->currentZone == p->game->library|| target->currentZone == p->opponent()->game->inPlay||target->currentZone == p->game->hand)
{
if (z == p->game->hand || z == p->game->inPlay || z == target->controller()->game->hand)
efficiency = 100;
}
else if( target->currentZone == p->game->inPlay && (MTGCardInstance*)target == a->source)
{
if (z == p->game->hand)
efficiency = 10 + (WRand() % 10);//random chance to bounce their own card;
}
else
{
efficiency = 10 + (WRand() % 5);
}
}
}
if (AAProliferate * aap = dynamic_cast<AAProliferate *>(a))
{
if (aap && target && target->typeAsTarget() == TARGET_PLAYER && (Player*)target != p)
{
efficiency = 60;//ai determines if the counters are good or bad on menu check.
}
else if (aap)
efficiency = 90;
}
if (AAAlterPoison * aaap = dynamic_cast<AAAlterPoison *>(a))
{
if (aaap && target && target->typeAsTarget() == TARGET_PLAYER && (Player*)target != p)
{
efficiency = 90;
}
}
if (ATokenCreator * atc = dynamic_cast<ATokenCreator *>(a))
{
efficiency = 80;
if(atc && atc->name.length() && atc->sabilities.length() && atc->types.size() && p->game->inPlay->findByName(atc->name))
{
list<int>::iterator it;
for (it = atc->types.begin(); it != atc->types.end(); it++)
{
if(*it == Subtypes::TYPE_LEGENDARY)//ai please stop killing voja!!! :P
efficiency = 0;
}
}
}
MayAbility * may = dynamic_cast<MayAbility*>(ability);
if (!efficiency && may)
{
AIPlayer * chk = (AIPlayer*)p;
if(may->ability->getActionTc() && chk->chooseTarget(may->ability->getActionTc(),NULL,NULL,true))
efficiency = 50 + (WRand() % 50);
}
if (p->game->hand->nb_cards == 0)
efficiency = (int) ((float) efficiency * 1.3); //increase chance of using ability if hand is empty
ManaCost * cost = ability->getCost();
if (cost)
{
ExtraCosts * ec = cost->extraCosts;
if (ec)
{
for(unsigned int i = 0; i < ec->costs.size();i++)
{
ExtraCost * tapper = dynamic_cast<TapCost*>(ec->costs[i]);
if(tapper)
continue;
else
efficiency = efficiency / 2;
}
//Decrease chance of using ability if there is an extra cost to use the ability, ignore tap
}
}
action->efficiency = efficiency; //cache
return efficiency;
*/
}
ManaCost * AIPlayerBakaB::getPotentialMana(MTGCardInstance * target)

View File

@@ -586,6 +586,13 @@ int ActionStack::setIsInterrupting(Player * player)
return 0;
}
// Is it a valid interruption request, or is uninterruptible stuff going on in the game?
if (game->getCurrentTargetChooser())
{
DebugTrace("ActionStack: WARNING - We were asked to interrupt, but some un-interruptible action is already going on");
return 0;
}
int playerId = (player == game->players[1]) ? 1 : 0;
interruptDecision[playerId] = -1;
game->isInterrupting = player;

View File

@@ -620,7 +620,7 @@ void GameStateDuel::Render()
if (totalTestGames < 2.5 * totalAIDecks)
{
mFont->SetColor(ARGB(255,255,255,0));
sprintf(buf, "Results are not significant, you should let at least %i more games run", totalAIDecks * 2.5 - totalTestGames);
sprintf(buf, "Results are not significant, you should let at least %i more games run", (int)(totalAIDecks * 2.5) - totalTestGames);
mFont->DrawString(buf,0,SCREEN_HEIGHT/2 - 20);
}