fixed formatting
This commit is contained in:
@@ -23,15 +23,13 @@ int AIAction::Act()
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if (ability)
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{
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g->mLayers->actionLayer()->reactToClick(ability, click);
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if (target)
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g->cardClick(target);
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if (target) g->cardClick(target);
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return 1;
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}
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else if (click)
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{ //Shouldn't be used, really...
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g->cardClick(click, click);
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if (target)
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g->cardClick(target);
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if (target) g->cardClick(target);
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return 1;
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}
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return 0;
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@@ -78,15 +76,13 @@ MTGCardInstance * AIPlayer::chooseCard(TargetChooser * tc, MTGCardInstance * sou
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int AIPlayer::Act(float dt)
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{
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GameObserver * gameObs = GameObserver::GetInstance();
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if (gameObs->currentPlayer == this)
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gameObs->userRequestNextGamePhase();
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if (gameObs->currentPlayer == this) gameObs->userRequestNextGamePhase();
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return 1;
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}
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void AIPlayer::tapLandsForMana(ManaCost * cost, MTGCardInstance * target)
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{
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if (!cost)
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return; DebugTrace(" AI tapping land for mana");
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if (!cost) return;DebugTrace(" AI tapping land for mana");
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ManaCost * pMana = getPotentialMana(target);
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ManaCost * diff = pMana->Diff(cost);
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@@ -102,8 +98,7 @@ void AIPlayer::tapLandsForMana(ManaCost * cost, MTGCardInstance * target)
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if (amp && canHandleCost(amp))
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{
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MTGCardInstance * card = amp->source;
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if (card == target)
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used[card] = true; //http://code.google.com/p/wagic/issues/detail?id=76
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if (card == target) used[card] = true; //http://code.google.com/p/wagic/issues/detail?id=76
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if (!used[card] && amp->isReactingToClick(card) && amp->output->getConvertedCost() == 1)
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{
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used[card] = true;
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@@ -142,16 +137,15 @@ ManaCost * AIPlayer::getPotentialMana(MTGCardInstance * target)
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if (amp && canHandleCost(amp))
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{
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MTGCardInstance * card = amp->source;
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if (card == target)
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used[card] = true; //http://code.google.com/p/wagic/issues/detail?id=76
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if (card == target) used[card] = true; //http://code.google.com/p/wagic/issues/detail?id=76
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if (!used[card] && amp->isReactingToClick(card) && amp->output->getConvertedCost() == 1)
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{
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result->add(amp->output);
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used[card] = true;
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}
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}
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}
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result->add(this->getManaPool());
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}
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result->add(this->getManaPool());
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return result;
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}
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@@ -160,8 +154,6 @@ int AIPlayer::getEfficiency(AIAction * action)
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return action->getEfficiency();
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}
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//Can't yet handle extraCost objects (ex: sacrifice) if they require a target :(
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int AIPlayer::CanHandleCost(ManaCost * cost)
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{
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@@ -173,9 +165,9 @@ int AIPlayer::CanHandleCost(ManaCost * cost)
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for (size_t i = 0; i < ec->costs.size(); ++i)
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{
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if (ec->costs[i]->tc)
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{
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{
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return 0;
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}
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}
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}
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return 1;
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}
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@@ -190,15 +182,12 @@ int AIPlayer::canHandleCost(MTGAbility * ability)
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int AIAction::getEfficiency()
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{
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//TODO add multiplier according to what the player wants
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if (efficiency != -1)
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return efficiency;
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if (!ability)
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return 0;
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if (efficiency != -1) return efficiency;
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if (!ability) return 0;
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GameObserver * g = GameObserver::GetInstance();
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ActionStack * s = g->mLayers->stackLayer();
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Player * p = g->currentlyActing();
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if (s->has(ability))
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return 0;
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if (s->has(ability)) return 0;
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MTGAbility * a = AbilityFactory::getCoreAbility(ability);
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@@ -208,8 +197,7 @@ int AIAction::getEfficiency()
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return 0;
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}
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if (!((AIPlayer *) p)->canHandleCost(ability))
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return 0;
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if (!((AIPlayer *) p)->canHandleCost(ability)) return 0;
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switch (a->aType)
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{
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case MTGAbility::DAMAGER:
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@@ -246,11 +234,10 @@ int AIAction::getEfficiency()
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{
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MTGCardInstance * _target = (MTGCardInstance *) (a->target);
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efficiency = 0;
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if (!_target)
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break;
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if (!_target) break;
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if (!_target->regenerateTokens && g->getCurrentGamePhase() == Constants::MTG_PHASE_COMBATBLOCKERS && (_target->defenser
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|| _target->blockers.size()))
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|| _target->blockers.size()))
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{
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efficiency = 95;
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}
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@@ -261,22 +248,20 @@ int AIAction::getEfficiency()
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case MTGAbility::STANDARD_PREVENT:
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{
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efficiency = 0;//starts out low to avoid spamming it when its not needed.
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if (!target)
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break;
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if (!target) break;
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bool NeedPreventing;
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NeedPreventing = false;
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if (g->getCurrentGamePhase() == Constants::MTG_PHASE_COMBATBLOCKERS)
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{
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if ((target->defenser || target->blockers.size()) && target->preventable < target->getNextOpponent()->power)
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NeedPreventing = true;
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if ((target->defenser || target->blockers.size()) && target->preventable < target->getNextOpponent()->power) NeedPreventing
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= true;
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}
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if (p == target->controller() && NeedPreventing == true && !(target->getNextOpponent()->has(Constants::DEATHTOUCH)
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|| target->getNextOpponent()->has(Constants::WITHER)))
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|| target->getNextOpponent()->has(Constants::WITHER)))
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{
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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"..
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if (target->toughness == 1 && target->getNextOpponent()->power == 1)
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efficiency += 15;
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if (target->toughness == 1 && target->getNextOpponent()->power == 1) efficiency += 15;
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//small bonus added for the poor 1/1s, if we can save them, we will unless something else took precidence.
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}
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//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.
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@@ -286,28 +271,25 @@ int AIAction::getEfficiency()
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}
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case MTGAbility::STANDARD_EQUIP:
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{
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efficiency = 0;
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if (!target)
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break;
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if (!target) break;
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int equips = p->game->battlefield->countByType("Equipment");
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int myArmy = p->game->battlefield->countByType("Creature");
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int equilized = abs(equips/myArmy);
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int equilized = abs(equips / myArmy);
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if (p == target->controller() && target->equipment <= 1 && !a->source->target)
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{
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efficiency = 20 * (target->DangerRanking());
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if (target->hasColor(5))
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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.
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if (target->power == 1 && target->toughness == 1 && target->isToken == 0)
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efficiency += 10; //small bonus to encourage equipping nontoken 1/1 creatures.
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if (target->hasColor(5)) 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.
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if (target->power == 1 && target->toughness == 1 && target->isToken == 0) efficiency += 10; //small bonus to encourage equipping nontoken 1/1 creatures.
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}
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if (p == target->controller() && !a->source->target && target->equipment < equilized)
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if (p == target->controller() && !a->source->target && target->equipment < equilized)
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{
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efficiency = 15 * (target->DangerRanking());
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efficiency -= 5 * (target->equipment);
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efficiency -= 5 * (target->equipment);
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}
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break;
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}
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@@ -318,7 +300,7 @@ int AIAction::getEfficiency()
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efficiency = 0;
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Counter * targetCounter = NULL;
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int currentlevel = 0;
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if (_target)
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{
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if (_target->counters && _target->counters->hasCounter("level", 0, 0))
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@@ -335,31 +317,30 @@ int AIAction::getEfficiency()
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efficiency += currentlevel;
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}
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if(p->game->hand->nb_cards > 0 && p->isAI())
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{
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if (p->game->hand->nb_cards > 0 && p->isAI())
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{
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efficiency -= (10 * p->game->hand->nb_cards);//reduce the eff if by 10 times the amount of cards in Ais hand.
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//it should always try playing more cards before deciding
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//it should always try playing more cards before deciding
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}
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if(g->getCurrentGamePhase() == Constants::MTG_PHASE_SECONDMAIN)
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{
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if (g->getCurrentGamePhase() == Constants::MTG_PHASE_SECONDMAIN)
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{
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efficiency = 100;
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//in 2nd main, go all out and try to max stuff.
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}
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//in 2nd main, go all out and try to max stuff.
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}
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break;
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}
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case MTGAbility::STANDARD_PUMP:
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{
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MTGCardInstance * _target = (MTGCardInstance *) (a->target);
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if (!target)
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break;
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if (!target) break;
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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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if (g->getCurrentGamePhase() == Constants::MTG_PHASE_COMBATBLOCKERS)
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{
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if (BAKA_EFFECT_GOOD)
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{
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if ((_target->defenser || _target->blockers.size()) && ((_target->power < _target->getNextOpponent()->toughness
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|| _target->toughness < _target->getNextOpponent()->power) || (_target->has(Constants::TRAMPLE))))
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|| _target->toughness < _target->getNextOpponent()->power) || (_target->has(Constants::TRAMPLE))))
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{
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//this pump is based on a start eff. of 20 multiplied by how good the creature is.
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efficiency = 20 * _target->DangerRanking();
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@@ -394,134 +375,130 @@ int AIAction::getEfficiency()
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break;
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}
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case MTGAbility::FOREACH:
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case MTGAbility::FOREACH:
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{
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MTGCardInstance * _target = (MTGCardInstance *) (a->target);
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MTGAbility * a = AbilityFactory::getCoreAbility(ability);
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AManaProducer * amp = dynamic_cast<AManaProducer*> (a);
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MTGAbility * a = AbilityFactory::getCoreAbility(ability);
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AManaProducer * amp = dynamic_cast<AManaProducer*> (a);
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efficiency = 0;
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//trying to encourage Ai to use his foreach manaproducers in first main
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if (a->naType == MTGAbility::MANA_PRODUCER && (g->getCurrentGamePhase() == Constants::MTG_PHASE_FIRSTMAIN || g->getCurrentGamePhase() == Constants::MTG_PHASE_SECONDMAIN )
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&& _target->controller()->game->hand->nb_cards > 0)
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if (a->naType == MTGAbility::MANA_PRODUCER && (g->getCurrentGamePhase() == Constants::MTG_PHASE_FIRSTMAIN
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|| g->getCurrentGamePhase() == Constants::MTG_PHASE_SECONDMAIN) && _target->controller()->game->hand->nb_cards > 0)
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{
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for (int i = Constants::MTG_NB_COLORS - 1; i > 0; i--)
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{
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if((p->game->hand->hasColor(i) || p->game->hand->hasColor(0))
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&& (dynamic_cast<AManaProducer*>(( dynamic_cast<AForeach*>( a )->ability))->output->hasColor(i)))
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{
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for (int i = Constants::MTG_NB_COLORS - 1; i > 0; i--)
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{
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if ((p->game->hand->hasColor(i) || p->game->hand->hasColor(0))
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&& (dynamic_cast<AManaProducer*> ((dynamic_cast<AForeach*> (a)->ability))->output->hasColor(i)))
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{
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efficiency = 100;
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}
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}
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}
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}
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if(p->game->hand->hasX())
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efficiency = 100;
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if (p->game->hand->hasX()) efficiency = 100;
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}
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else
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{
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AbilityFactory af;
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}
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else
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{
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AbilityFactory af;
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int suggestion = af.abilityEfficiency(a, p, MODE_ABILITY);
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if (target && a->naType != MTGAbility::MANA_PRODUCER && ((suggestion == BAKA_EFFECT_BAD && p == target->controller()) || (suggestion == BAKA_EFFECT_GOOD && p
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!= target->controller())))
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if (target && a->naType != MTGAbility::MANA_PRODUCER && ((suggestion == BAKA_EFFECT_BAD && p == target->controller())
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|| (suggestion == BAKA_EFFECT_GOOD && p != target->controller())))
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{
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efficiency = 0;
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}
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else if (a->naType != MTGAbility::MANA_PRODUCER && (g->getCurrentGamePhase() == Constants::MTG_PHASE_FIRSTMAIN || g->getCurrentGamePhase() == Constants::MTG_PHASE_SECONDMAIN ))
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{
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//if its not a manaproducing foreach, and its not targetted, its eff is 90.
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//added this basically to cover the unknown foreachs, or untrained ones which were not targetted effects.
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efficiency = 90;
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}
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else if (a->naType != MTGAbility::MANA_PRODUCER && (g->getCurrentGamePhase() == Constants::MTG_PHASE_FIRSTMAIN
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|| g->getCurrentGamePhase() == Constants::MTG_PHASE_SECONDMAIN))
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{
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//if its not a manaproducing foreach, and its not targetted, its eff is 90.
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//added this basically to cover the unknown foreachs, or untrained ones which were not targetted effects.
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efficiency = 90;
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}
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}
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}
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break;
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}
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}
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case MTGAbility::STANDARDABILITYGRANT:
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{
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{
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efficiency = 0;
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MTGCardInstance * _target = (MTGCardInstance *) (a->target);
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if (!target)
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break;
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if (!target) break;
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//ensuring that Ai grants abilities to creatures during first main, so it can actually use them in combat.
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//quick note: the eff is multiplied by creatures ranking then divided by the number of cards in hand.
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//the reason i do this is to encourage more casting and less waste of mana on abilities.
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AbilityFactory af;
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int suggestion = af.abilityEfficiency(a, p, MODE_ABILITY);
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if ((suggestion == BAKA_EFFECT_BAD && p == target->controller()) || (suggestion == BAKA_EFFECT_GOOD && p!= target->controller()))
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if ((suggestion == BAKA_EFFECT_BAD && p == target->controller()) || (suggestion == BAKA_EFFECT_GOOD && p
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!= target->controller()))
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{
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efficiency = 0;
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//stop giving trample to the players creatures.
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//stop giving trample to the players creatures.
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}
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if (suggestion == BAKA_EFFECT_BAD && p != target->controller() && target->has(a->abilitygranted))
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{
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efficiency += (25 * target->DangerRanking())/p->game->hand->nb_cards;
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}
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efficiency += (25 * target->DangerRanking()) / p->game->hand->nb_cards;
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}
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if (!target->has(a->abilitygranted) && g->getCurrentGamePhase() == Constants::MTG_PHASE_COMBATBEGIN)
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if (!target->has(a->abilitygranted) && g->getCurrentGamePhase() == Constants::MTG_PHASE_COMBATBEGIN)
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{
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efficiency += (25 * target->DangerRanking())/p->game->hand->nb_cards;
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efficiency += (25 * target->DangerRanking()) / p->game->hand->nb_cards;
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}
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if (target->has(a->abilitygranted))
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if (target->has(a->abilitygranted))
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{
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//trying to avoid Ai giving ie:flying creatures ie:flying twice.
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efficiency = 0;
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//trying to avoid Ai giving ie:flying creatures ie:flying twice.
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efficiency = 0;
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}
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break;
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}
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break;
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}
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case MTGAbility::UNTAPPER:
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//untap things that Ai owns and are tapped.
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{
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case MTGAbility::UNTAPPER:
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//untap things that Ai owns and are tapped.
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{
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efficiency = 0;
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if (!target)
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break;
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if (!target) break;
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if (target->isTapped() && target->controller()->isAI())
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{
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efficiency = (20 * target->DangerRanking());
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}
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if (target->isTapped() && target->controller()->isAI())
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{
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efficiency = (20 * target->DangerRanking());
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}
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break;
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}
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}
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case MTGAbility::TAPPER:
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//tap things the player owns and that are untapped.
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{
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if (!target)
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break;
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case MTGAbility::TAPPER:
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//tap things the player owns and that are untapped.
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{
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if (!target) break;
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if (!target->controller()->isAI())
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efficiency = (20 * target->DangerRanking());
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if (!target->controller()->isAI()) efficiency = (20 * target->DangerRanking());
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if (target->isTapped()) efficiency = 0;
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if(target->isTapped())
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efficiency = 0;
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break;
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}
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}
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case MTGAbility::LIFER:
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{
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//use life abilities whenever possible.
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AALifer * alife = (AALifer *) a;
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{
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//use life abilities whenever possible.
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AALifer * alife = (AALifer *) a;
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Targetable * _t = alife->getTarget();
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efficiency = 100;
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AbilityFactory af;
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AbilityFactory af;
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int suggestion = af.abilityEfficiency(a, p, MODE_ABILITY);
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if ((suggestion == BAKA_EFFECT_BAD && _t == p && p->isAI()) || (suggestion == BAKA_EFFECT_GOOD && _t == p && !p->isAI()))
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{
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||||
efficiency = 0;
|
||||
}
|
||||
|
||||
|
||||
break;
|
||||
}
|
||||
case MTGAbility::MANA_PRODUCER:
|
||||
}
|
||||
case MTGAbility::MANA_PRODUCER:
|
||||
efficiency = 0;
|
||||
break;
|
||||
|
||||
@@ -531,7 +508,7 @@ int AIAction::getEfficiency()
|
||||
AbilityFactory af;
|
||||
int suggestion = af.abilityEfficiency(a, p, MODE_ABILITY);
|
||||
if ((suggestion == BAKA_EFFECT_BAD && p == target->controller()) || (suggestion == BAKA_EFFECT_GOOD && p
|
||||
!= target->controller()))
|
||||
!= target->controller()))
|
||||
{
|
||||
efficiency = 0;
|
||||
}
|
||||
@@ -547,13 +524,11 @@ int AIAction::getEfficiency()
|
||||
break;
|
||||
}
|
||||
|
||||
if (p->game->hand->nb_cards == 0)
|
||||
efficiency = (int) ((float) efficiency * 1.3); //increase chance of using ability if hand is empty
|
||||
if (p->game->hand->nb_cards == 0) efficiency = (int) ((float) efficiency * 1.3); //increase chance of using ability if hand is empty
|
||||
if (ability->cost)
|
||||
{
|
||||
ExtraCosts * ec = ability->cost->extraCosts;
|
||||
if (ec)
|
||||
efficiency = efficiency / 3; //Decrease chance of using ability if there is an extra cost to use the ability
|
||||
if (ec) efficiency = efficiency / 3; //Decrease chance of using ability if there is an extra cost to use the ability
|
||||
}
|
||||
return efficiency;
|
||||
}
|
||||
@@ -600,8 +575,7 @@ int AIPlayer::selectAbility()
|
||||
{ //0 is not a mtgability...hackish
|
||||
MTGAbility * a = ((MTGAbility *) g->mLayers->actionLayer()->mObjects[i]);
|
||||
//Skip mana abilities for performance
|
||||
if (dynamic_cast<AManaProducer*> (a))
|
||||
continue;
|
||||
if (dynamic_cast<AManaProducer*> (a)) continue;
|
||||
//Make sure we can use the ability
|
||||
for (int j = 0; j < game->inPlay->nb_cards; j++)
|
||||
{
|
||||
@@ -609,8 +583,7 @@ int AIPlayer::selectAbility()
|
||||
if (a->isReactingToClick(card, totalPotentialMana))
|
||||
{ //This test is to avod the huge call to getPotentialManaCost after that
|
||||
ManaCost * pMana = getPotentialMana(card);
|
||||
if (a->isReactingToClick(card, pMana))
|
||||
createAbilityTargets(a, card, &ranking);
|
||||
if (a->isReactingToClick(card, pMana)) createAbilityTargets(a, card, &ranking);
|
||||
delete (pMana);
|
||||
}
|
||||
}
|
||||
@@ -621,30 +594,28 @@ int AIPlayer::selectAbility()
|
||||
{
|
||||
AIAction * a = ranking.begin()->first;
|
||||
int chance = 1;
|
||||
if (!forceBestAbilityUse)
|
||||
chance = 1 + WRand() % 100;
|
||||
if (!forceBestAbilityUse) chance = 1 + WRand() % 100;
|
||||
if (getEfficiency(a) < chance)
|
||||
{
|
||||
a = NULL;
|
||||
}
|
||||
else
|
||||
{
|
||||
if(!clickstream.size())
|
||||
{
|
||||
DebugTrace("AIPlayer:Using Activated ability");
|
||||
tapLandsForMana(a->ability->cost, a->click);
|
||||
clickstream.push(a);
|
||||
}
|
||||
else
|
||||
{
|
||||
a = NULL;
|
||||
}
|
||||
if (!clickstream.size())
|
||||
{
|
||||
DebugTrace("AIPlayer:Using Activated ability");
|
||||
tapLandsForMana(a->ability->cost, a->click);
|
||||
clickstream.push(a);
|
||||
}
|
||||
else
|
||||
{
|
||||
a = NULL;
|
||||
}
|
||||
}
|
||||
map<AIAction *, int, CmpAbilities>::iterator it2;
|
||||
for (it2 = ranking.begin(); it2 != ranking.end(); it2++)
|
||||
{
|
||||
if (a && a != it2->first)
|
||||
delete (it2->first);
|
||||
if (a && a != it2->first) delete (it2->first);
|
||||
}
|
||||
}
|
||||
AIPlayer::findingAbility = false;
|
||||
@@ -671,8 +642,7 @@ int AIPlayer::effectBadOrGood(MTGCardInstance * card, int mode, TargetChooser *
|
||||
int id = card->getMTGId();
|
||||
AbilityFactory af;
|
||||
int autoGuess = af.magicText(id, NULL, card, mode, tc);
|
||||
if (autoGuess)
|
||||
return autoGuess;
|
||||
if (autoGuess) return autoGuess;
|
||||
return BAKA_EFFECT_DONTKNOW;
|
||||
}
|
||||
|
||||
@@ -691,11 +661,9 @@ int AIPlayer::chooseTarget(TargetChooser * _tc, Player * forceTarget)
|
||||
{
|
||||
tc = gameObs->getCurrentTargetChooser();
|
||||
}
|
||||
if (!tc)
|
||||
return 0;
|
||||
if (!tc) return 0;
|
||||
|
||||
if (!(gameObs->currentlyActing() == this))
|
||||
return 0;
|
||||
if (!(gameObs->currentlyActing() == this)) return 0;
|
||||
Player * target = forceTarget;
|
||||
|
||||
if (!target)
|
||||
@@ -715,8 +683,7 @@ int AIPlayer::chooseTarget(TargetChooser * _tc, Player * forceTarget)
|
||||
potentialTargets.push_back(target);
|
||||
nbtargets++;
|
||||
}
|
||||
if (checkOnly)
|
||||
return 1;
|
||||
if (checkOnly) return 1;
|
||||
}
|
||||
MTGPlayerCards * playerZones = target->game;
|
||||
MTGGameZone * zones[] = { playerZones->hand, playerZones->library, playerZones->inPlay, playerZones->graveyard };
|
||||
@@ -728,8 +695,7 @@ int AIPlayer::chooseTarget(TargetChooser * _tc, Player * forceTarget)
|
||||
MTGCardInstance * card = zone->cards[k];
|
||||
if (!tc->alreadyHasTarget(card) && tc->canTarget(card) && nbtargets < 50)
|
||||
{
|
||||
if (checkOnly)
|
||||
return 1;
|
||||
if (checkOnly) return 1;
|
||||
int multiplier = 1;
|
||||
if (getStats() && getStats()->isInTop(card, 10))
|
||||
{
|
||||
@@ -776,11 +742,9 @@ int AIPlayer::chooseTarget(TargetChooser * _tc, Player * forceTarget)
|
||||
//Couldn't find any valid target,
|
||||
//usually that's because we played a card that has bad side effects (ex: when X comes into play, return target land you own to your hand)
|
||||
//so we try again to choose a target in the other player's field...
|
||||
if (checkOnly)
|
||||
return 0;
|
||||
if (checkOnly) return 0;
|
||||
int cancel = gameObs->cancelCurrentAction();
|
||||
if (!cancel && !forceTarget)
|
||||
return chooseTarget(_tc, target->opponent());
|
||||
if (!cancel && !forceTarget) return chooseTarget(_tc, target->opponent());
|
||||
|
||||
//ERROR!!!
|
||||
DebugTrace("AIPLAYER: ERROR! AI needs to choose a target but can't decide!!!");
|
||||
@@ -826,7 +790,7 @@ int AIPlayer::chooseAttackers()
|
||||
opponentCreatures = getCreaturesInfo(opponent(), INFO_NBCREATURES, -1);
|
||||
opponentForce = getCreaturesInfo(opponent(), INFO_CREATURESPOWER, -1);
|
||||
attack = (myCreatures >= opponentCreatures && myForce > opponentForce) || (myForce > opponentForce) || (myForce
|
||||
> opponent()->life);
|
||||
> opponent()->life);
|
||||
}
|
||||
printf("Choose attackers : %i %i %i %i -> %i\n", opponentForce, opponentCreatures, myForce, myCreatures, attack);
|
||||
if (attack)
|
||||
@@ -848,14 +812,10 @@ int AIPlayer::chooseAttackers()
|
||||
/* Can I first strike my oponent and get away with murder ? */
|
||||
int AIPlayer::canFirstStrikeKill(MTGCardInstance * card, MTGCardInstance *ennemy)
|
||||
{
|
||||
if (ennemy->has(Constants::FIRSTSTRIKE) || ennemy->has(Constants::DOUBLESTRIKE))
|
||||
return 0;
|
||||
if (!(card->has(Constants::FIRSTSTRIKE) || card->has(Constants::DOUBLESTRIKE)))
|
||||
return 0;
|
||||
if (!(card->power >= ennemy->toughness))
|
||||
return 0;
|
||||
if (!(card->power >= ennemy->toughness + 1) && ennemy->has(Constants::FLANKING))
|
||||
return 0;
|
||||
if (ennemy->has(Constants::FIRSTSTRIKE) || ennemy->has(Constants::DOUBLESTRIKE)) return 0;
|
||||
if (!(card->has(Constants::FIRSTSTRIKE) || card->has(Constants::DOUBLESTRIKE))) return 0;
|
||||
if (!(card->power >= ennemy->toughness)) return 0;
|
||||
if (!(card->power >= ennemy->toughness + 1) && ennemy->has(Constants::FLANKING)) return 0;
|
||||
return 1;
|
||||
}
|
||||
|
||||
@@ -934,7 +894,7 @@ int AIPlayer::chooseBlockers()
|
||||
{
|
||||
MTGCardInstance * attacker = card->defenser;
|
||||
if (opponentsToughness[attacker] <= 0 || (card->toughness <= attacker->power && opponentForce * 2 < life
|
||||
&& !canFirstStrikeKill(card, attacker)) || attacker->nbOpponents() > 1)
|
||||
&& !canFirstStrikeKill(card, attacker)) || attacker->nbOpponents() > 1)
|
||||
{
|
||||
g->mLayers->actionLayer()->reactToClick(a, card);
|
||||
}
|
||||
@@ -979,11 +939,9 @@ int AIPlayer::combatDamages()
|
||||
GameObserver * gameObs = GameObserver::GetInstance();
|
||||
int currentGamePhase = gameObs->getCurrentGamePhase();
|
||||
|
||||
if (currentGamePhase == Constants::MTG_PHASE_COMBATBLOCKERS)
|
||||
return orderBlockers();
|
||||
if (currentGamePhase == Constants::MTG_PHASE_COMBATBLOCKERS) return orderBlockers();
|
||||
|
||||
if (currentGamePhase != Constants::MTG_PHASE_COMBATDAMAGE)
|
||||
return 0;
|
||||
if (currentGamePhase != Constants::MTG_PHASE_COMBATDAMAGE) return 0;
|
||||
|
||||
return 0;
|
||||
|
||||
@@ -1033,8 +991,7 @@ AIPlayer * AIPlayerFactory::createAIPlayer(MTGAllCards * collection, Player * op
|
||||
nbdecks++;
|
||||
}
|
||||
}
|
||||
if (!nbdecks)
|
||||
return NULL;
|
||||
if (!nbdecks) return NULL;
|
||||
deckid = 1 + WRand() % (nbdecks);
|
||||
}
|
||||
sprintf(deckFile, JGE_GET_RES("ai/baka/deck%i.txt").c_str(), deckid);
|
||||
@@ -1062,22 +1019,14 @@ MTGCardInstance * AIPlayerBaka::FindCardToPlay(ManaCost * pMana, const char * ty
|
||||
card = NULL;
|
||||
while ((card = cd.nextmatch(game->hand, card)))
|
||||
{
|
||||
if (!CanHandleCost(card->getManaCost()))
|
||||
continue;
|
||||
if (card->hasType(Subtypes::TYPE_CREATURE) && this->castrestrictedcreature > 0 && this->castrestrictedspell > 0)
|
||||
continue;
|
||||
if (card->hasType(Subtypes::TYPE_ENCHANTMENT) && this->castrestrictedspell > 0)
|
||||
continue;
|
||||
if (card->hasType(Subtypes::TYPE_ARTIFACT) && this->castrestrictedspell > 0)
|
||||
continue;
|
||||
if (card->hasType(Subtypes::TYPE_SORCERY) && this->castrestrictedspell > 0)
|
||||
continue;
|
||||
if (card->hasType(Subtypes::TYPE_INSTANT) && this->castrestrictedspell > 0)
|
||||
continue;
|
||||
if (card->hasType(Subtypes::TYPE_LAND) && !this->canPutLandsIntoPlay)
|
||||
continue;
|
||||
if (card->hasType(Subtypes::TYPE_LEGENDARY) && game->inPlay->findByName(card->name))
|
||||
continue;
|
||||
if (!CanHandleCost(card->getManaCost())) continue;
|
||||
if (card->hasType(Subtypes::TYPE_CREATURE) && this->castrestrictedcreature > 0 && this->castrestrictedspell > 0) continue;
|
||||
if (card->hasType(Subtypes::TYPE_ENCHANTMENT) && this->castrestrictedspell > 0) continue;
|
||||
if (card->hasType(Subtypes::TYPE_ARTIFACT) && this->castrestrictedspell > 0) continue;
|
||||
if (card->hasType(Subtypes::TYPE_SORCERY) && this->castrestrictedspell > 0) continue;
|
||||
if (card->hasType(Subtypes::TYPE_INSTANT) && this->castrestrictedspell > 0) continue;
|
||||
if (card->hasType(Subtypes::TYPE_LAND) && !this->canPutLandsIntoPlay) continue;
|
||||
if (card->hasType(Subtypes::TYPE_LEGENDARY) && game->inPlay->findByName(card->name)) continue;
|
||||
int currentCost = card->getManaCost()->getConvertedCost();
|
||||
int hasX = card->getManaCost()->hasX();
|
||||
if ((currentCost > maxCost || hasX) && pMana->canAfford(card->getManaCost()))
|
||||
@@ -1089,8 +1038,7 @@ MTGCardInstance * AIPlayerBaka::FindCardToPlay(ManaCost * pMana, const char * ty
|
||||
{
|
||||
int hasTarget = (chooseTarget(tc));
|
||||
delete tc;
|
||||
if (!hasTarget)
|
||||
continue;
|
||||
if (!hasTarget) continue;
|
||||
shouldPlayPercentage = 90;
|
||||
}
|
||||
else
|
||||
@@ -1109,17 +1057,14 @@ MTGCardInstance * AIPlayerBaka::FindCardToPlay(ManaCost * pMana, const char * ty
|
||||
if (hasX)
|
||||
{
|
||||
int xDiff = pMana->getConvertedCost() - currentCost;
|
||||
if (xDiff < 0)
|
||||
xDiff = 0;
|
||||
if (xDiff < 0) xDiff = 0;
|
||||
shouldPlayPercentage = shouldPlayPercentage - static_cast<int> ((shouldPlayPercentage * 1.9f) / (1 + xDiff));
|
||||
}
|
||||
|
||||
if (WRand() % 100 > shouldPlayPercentage)
|
||||
continue;
|
||||
if (WRand() % 100 > shouldPlayPercentage) continue;
|
||||
nextCardToPlay = card;
|
||||
maxCost = currentCost;
|
||||
if (hasX)
|
||||
maxCost = pMana->getConvertedCost();
|
||||
if (hasX) maxCost = pMana->getConvertedCost();
|
||||
}
|
||||
}
|
||||
return nextCardToPlay;
|
||||
@@ -1137,7 +1082,8 @@ AIPlayerBaka::AIPlayerBaka(MTGDeck * deck, string file, string fileSmall, string
|
||||
}
|
||||
|
||||
if (mAvatarTex)
|
||||
mAvatar = WResourceManager::Instance()->RetrieveQuad(avatarFile, 0, 0, 35, 50, "bakaAvatar", RETRIEVE_NORMAL, TEXTURE_SUB_AVATAR);
|
||||
mAvatar = WResourceManager::Instance()->RetrieveQuad(avatarFile, 0, 0, 35, 50, "bakaAvatar", RETRIEVE_NORMAL,
|
||||
TEXTURE_SUB_AVATAR);
|
||||
else
|
||||
mAvatar = NULL;
|
||||
|
||||
@@ -1153,24 +1099,22 @@ int AIPlayerBaka::computeActions()
|
||||
{
|
||||
GameObserver * g = GameObserver::GetInstance();
|
||||
Player * p = g->currentPlayer;
|
||||
AIPlayer::findingAbility = false;
|
||||
if (!(g->currentlyActing() == this))
|
||||
return 0;
|
||||
AIPlayer::findingAbility = false;
|
||||
if (!(g->currentlyActing() == this)) return 0;
|
||||
if (g->mLayers->actionLayer()->menuObject)
|
||||
{
|
||||
g->mLayers->actionLayer()->doReactTo(0);
|
||||
return 1;
|
||||
}
|
||||
if (chooseTarget())
|
||||
return 1;
|
||||
if (chooseTarget()) return 1;
|
||||
int currentGamePhase = g->getCurrentGamePhase();
|
||||
if (g->isInterrupting == this)
|
||||
{ // interrupting
|
||||
if(!findingAbility)
|
||||
{
|
||||
AIPlayer::findingAbility = true;
|
||||
selectAbility();
|
||||
}
|
||||
if (!findingAbility)
|
||||
{
|
||||
AIPlayer::findingAbility = true;
|
||||
selectAbility();
|
||||
}
|
||||
return 1;
|
||||
}
|
||||
else if (p == this && g->mLayers->stackLayer()->count(0, NOT_RESOLVED) == 0)
|
||||
@@ -1191,11 +1135,11 @@ int AIPlayerBaka::computeActions()
|
||||
potential = true;
|
||||
}
|
||||
nextCardToPlay = FindCardToPlay(currentMana, "land");
|
||||
if(!findingAbility)
|
||||
{
|
||||
AIPlayer::findingAbility = true;
|
||||
selectAbility();
|
||||
}
|
||||
if (!findingAbility)
|
||||
{
|
||||
AIPlayer::findingAbility = true;
|
||||
selectAbility();
|
||||
}
|
||||
//look for the most expensive creature we can afford
|
||||
if (castrestrictedspell == 0 && nospellinstant == 0)
|
||||
{
|
||||
@@ -1206,41 +1150,40 @@ int AIPlayerBaka::computeActions()
|
||||
if (castrestrictedcreature == 0 && nocreatureinstant == 0)
|
||||
{
|
||||
if (!nextCardToPlay)
|
||||
{
|
||||
{
|
||||
nextCardToPlay = FindCardToPlay(currentMana, "creature");
|
||||
}
|
||||
}
|
||||
}
|
||||
//Let's Try an enchantment maybe ?
|
||||
if (!nextCardToPlay)
|
||||
{
|
||||
{
|
||||
nextCardToPlay = FindCardToPlay(currentMana, "enchantment");
|
||||
}
|
||||
}
|
||||
if (!nextCardToPlay)
|
||||
{
|
||||
{
|
||||
nextCardToPlay = FindCardToPlay(currentMana, "artifact");
|
||||
}
|
||||
}
|
||||
if (!nextCardToPlay)
|
||||
{
|
||||
{
|
||||
nextCardToPlay = FindCardToPlay(currentMana, "sorcery");
|
||||
}
|
||||
}
|
||||
if (!nextCardToPlay)
|
||||
{
|
||||
{
|
||||
nextCardToPlay = FindCardToPlay(currentMana, "instant");
|
||||
}
|
||||
if (!nextCardToPlay)
|
||||
{
|
||||
if(!findingAbility)
|
||||
{
|
||||
AIPlayer::findingAbility = true;
|
||||
selectAbility();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
if (potential)
|
||||
delete (currentMana);
|
||||
}
|
||||
if (!nextCardToPlay)
|
||||
{
|
||||
if (!findingAbility)
|
||||
{
|
||||
AIPlayer::findingAbility = true;
|
||||
selectAbility();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
if (potential) delete (currentMana);
|
||||
if (nextCardToPlay)
|
||||
{
|
||||
if (potential)
|
||||
@@ -1282,11 +1225,11 @@ int AIPlayerBaka::computeActions()
|
||||
}
|
||||
else
|
||||
{
|
||||
if(!findingAbility)
|
||||
{
|
||||
AIPlayer::findingAbility = true;
|
||||
selectAbility();
|
||||
}
|
||||
if (!findingAbility)
|
||||
{
|
||||
AIPlayer::findingAbility = true;
|
||||
selectAbility();
|
||||
}
|
||||
}
|
||||
if (p->getManaPool()->getConvertedCost() > 0 && Checked == false)//not the best thing ever, but allows the Ai a chance to double check if its mana pool has something before moving on, atleast one time.
|
||||
{
|
||||
@@ -1302,11 +1245,11 @@ int AIPlayerBaka::computeActions()
|
||||
Checked = false;
|
||||
break;
|
||||
default:
|
||||
if(!findingAbility)
|
||||
{
|
||||
AIPlayer::findingAbility = true;
|
||||
selectAbility();
|
||||
}
|
||||
if (!findingAbility)
|
||||
{
|
||||
AIPlayer::findingAbility = true;
|
||||
selectAbility();
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
@@ -1329,8 +1272,7 @@ int AIPlayerBaka::computeActions()
|
||||
|
||||
int AIPlayer::receiveEvent(WEvent * event)
|
||||
{
|
||||
if (getStats())
|
||||
return getStats()->receiveEvent(event);
|
||||
if (getStats()) return getStats()->receiveEvent(event);
|
||||
return 0;
|
||||
}
|
||||
|
||||
@@ -1370,8 +1312,7 @@ int AIPlayerBaka::Act(float dt)
|
||||
DebugTrace("Cannot interrupt");
|
||||
return 0;
|
||||
}
|
||||
if (clickstream.empty())
|
||||
computeActions();
|
||||
if (clickstream.empty()) computeActions();
|
||||
if (clickstream.empty())
|
||||
{
|
||||
if (g->isInterrupting == this)
|
||||
|
||||
Reference in New Issue
Block a user