fixed formatting

This commit is contained in:
techdragon.nguyen@gmail.com
2010-12-03 01:09:30 +00:00
parent 0f419144b5
commit fab5f9da29
3 changed files with 224 additions and 295 deletions
+20 -30
View File
@@ -18,20 +18,17 @@ AIMomirPlayer::AIMomirPlayer(MTGDeck * deck, string file, string fileSmall, stri
int AIMomirPlayer::getEfficiency(AIAction * action) int AIMomirPlayer::getEfficiency(AIAction * action)
{ {
MTGAbility * ability = action->ability; MTGAbility * ability = action->ability;
if (ability->cost && !(ability->cost->isExtraPaymentSet())) if (ability->cost && !(ability->cost->isExtraPaymentSet())) return 0; //Does not handle abilities with sacrifice yet
return 0; //Does not handle abilities with sacrifice yet
int efficiency = AIPlayerBaka::getEfficiency(action); int efficiency = AIPlayerBaka::getEfficiency(action);
GameObserver * g = GameObserver::GetInstance(); GameObserver * g = GameObserver::GetInstance();
if (g->getCurrentGamePhase() < Constants::MTG_PHASE_FIRSTMAIN) if (g->getCurrentGamePhase() < Constants::MTG_PHASE_FIRSTMAIN) return 0;
return 0;
return efficiency; return efficiency;
} }
MTGAbility * AIMomirPlayer::getMomirAbility() MTGAbility * AIMomirPlayer::getMomirAbility()
{ {
if (momirAbility) if (momirAbility) return momirAbility;
return momirAbility;
GameObserver * g = GameObserver::GetInstance(); GameObserver * g = GameObserver::GetInstance();
momirAbility = g->mLayers->actionLayer()->getAbility(MTGAbility::MOMIR); momirAbility = g->mLayers->actionLayer()->getAbility(MTGAbility::MOMIR);
@@ -40,8 +37,7 @@ MTGAbility * AIMomirPlayer::getMomirAbility()
int AIMomirPlayer::momir() int AIMomirPlayer::momir()
{ {
if (!game->hand->nb_cards) if (!game->hand->nb_cards) return 0; //nothing to discard :/
return 0; //nothing to discard :/
int result = 0; int result = 0;
int opponentCreatures = getCreaturesInfo(opponent(), INFO_NBCREATURES); int opponentCreatures = getCreaturesInfo(opponent(), INFO_NBCREATURES);
int myCreatures = getCreaturesInfo(this, INFO_NBCREATURES ); int myCreatures = getCreaturesInfo(this, INFO_NBCREATURES );
@@ -50,14 +46,10 @@ int AIMomirPlayer::momir()
SAFE_DELETE(potentialMana); SAFE_DELETE(potentialMana);
int efficiency = 100; int efficiency = 100;
int chance = 1 + (WRand() % 100); int chance = 1 + (WRand() % 100);
if (converted == 5 && myCreatures > opponentCreatures && game->hand->nb_cards < 4) if (converted == 5 && myCreatures > opponentCreatures && game->hand->nb_cards < 4) efficiency = 5; //Strategy: skip 5 drop
efficiency = 5; //Strategy: skip 5 drop if (converted == 7 && myCreatures > opponentCreatures && game->hand->nb_cards < 2) efficiency = 50; //Strategy: 7 drops have bad upkeep costs and the AI doesn't handle those right now...
if (converted == 7 && myCreatures > opponentCreatures && game->hand->nb_cards < 2) if (converted > 8) converted = 8;
efficiency = 50; //Strategy: 7 drops have bad upkeep costs and the AI doesn't handle those right now... if (converted == 8) efficiency = 100 - (myCreatures - opponentCreatures);
if (converted > 8)
converted = 8;
if (converted == 8)
efficiency = 100 - (myCreatures - opponentCreatures);
if (efficiency >= chance) if (efficiency >= chance)
{ {
@@ -88,18 +80,16 @@ int AIMomirPlayer::computeActions()
*/ */
GameObserver * g = GameObserver::GetInstance(); GameObserver * g = GameObserver::GetInstance();
Player * p = g->currentPlayer; Player * p = g->currentPlayer;
if (!(g->currentlyActing() == this)) if (!(g->currentlyActing() == this)) return 0;
return 0; if (chooseTarget()) return 1;
if (chooseTarget())
return 1;
int currentGamePhase = g->getCurrentGamePhase(); int currentGamePhase = g->getCurrentGamePhase();
if (g->isInterrupting == this) if (g->isInterrupting == this)
{ // interrupting { // interrupting
if(!findingAbility) if (!findingAbility)
{ {
AIPlayer::findingAbility = true; AIPlayer::findingAbility = true;
selectAbility(); selectAbility();
} }
return 1; return 1;
} }
else if (p == this && g->mLayers->stackLayer()->count(0, NOT_RESOLVED) == 0) else if (p == this && g->mLayers->stackLayer()->count(0, NOT_RESOLVED) == 0)
@@ -133,11 +123,11 @@ int AIMomirPlayer::computeActions()
break; break;
} }
case Constants::MTG_PHASE_SECONDMAIN: case Constants::MTG_PHASE_SECONDMAIN:
if(!findingAbility) if (!findingAbility)
{ {
AIPlayer::findingAbility = true; AIPlayer::findingAbility = true;
selectAbility(); selectAbility();
} }
return 1; return 1;
break; break;
default: default:
+202 -261
View File
@@ -23,15 +23,13 @@ int AIAction::Act()
if (ability) if (ability)
{ {
g->mLayers->actionLayer()->reactToClick(ability, click); g->mLayers->actionLayer()->reactToClick(ability, click);
if (target) if (target) g->cardClick(target);
g->cardClick(target);
return 1; return 1;
} }
else if (click) else if (click)
{ //Shouldn't be used, really... { //Shouldn't be used, really...
g->cardClick(click, click); g->cardClick(click, click);
if (target) if (target) g->cardClick(target);
g->cardClick(target);
return 1; return 1;
} }
return 0; return 0;
@@ -78,15 +76,13 @@ MTGCardInstance * AIPlayer::chooseCard(TargetChooser * tc, MTGCardInstance * sou
int AIPlayer::Act(float dt) int AIPlayer::Act(float dt)
{ {
GameObserver * gameObs = GameObserver::GetInstance(); GameObserver * gameObs = GameObserver::GetInstance();
if (gameObs->currentPlayer == this) if (gameObs->currentPlayer == this) gameObs->userRequestNextGamePhase();
gameObs->userRequestNextGamePhase();
return 1; return 1;
} }
void AIPlayer::tapLandsForMana(ManaCost * cost, MTGCardInstance * target) void AIPlayer::tapLandsForMana(ManaCost * cost, MTGCardInstance * target)
{ {
if (!cost) if (!cost) return;DebugTrace(" AI tapping land for mana");
return; DebugTrace(" AI tapping land for mana");
ManaCost * pMana = getPotentialMana(target); ManaCost * pMana = getPotentialMana(target);
ManaCost * diff = pMana->Diff(cost); ManaCost * diff = pMana->Diff(cost);
@@ -102,8 +98,7 @@ void AIPlayer::tapLandsForMana(ManaCost * cost, MTGCardInstance * target)
if (amp && canHandleCost(amp)) if (amp && canHandleCost(amp))
{ {
MTGCardInstance * card = amp->source; MTGCardInstance * card = amp->source;
if (card == target) if (card == target) used[card] = true; //http://code.google.com/p/wagic/issues/detail?id=76
used[card] = true; //http://code.google.com/p/wagic/issues/detail?id=76
if (!used[card] && amp->isReactingToClick(card) && amp->output->getConvertedCost() == 1) if (!used[card] && amp->isReactingToClick(card) && amp->output->getConvertedCost() == 1)
{ {
used[card] = true; used[card] = true;
@@ -142,16 +137,15 @@ ManaCost * AIPlayer::getPotentialMana(MTGCardInstance * target)
if (amp && canHandleCost(amp)) if (amp && canHandleCost(amp))
{ {
MTGCardInstance * card = amp->source; MTGCardInstance * card = amp->source;
if (card == target) if (card == target) used[card] = true; //http://code.google.com/p/wagic/issues/detail?id=76
used[card] = true; //http://code.google.com/p/wagic/issues/detail?id=76
if (!used[card] && amp->isReactingToClick(card) && amp->output->getConvertedCost() == 1) if (!used[card] && amp->isReactingToClick(card) && amp->output->getConvertedCost() == 1)
{ {
result->add(amp->output); result->add(amp->output);
used[card] = true; used[card] = true;
} }
} }
} }
result->add(this->getManaPool()); result->add(this->getManaPool());
return result; return result;
} }
@@ -160,8 +154,6 @@ int AIPlayer::getEfficiency(AIAction * action)
return action->getEfficiency(); return action->getEfficiency();
} }
//Can't yet handle extraCost objects (ex: sacrifice) if they require a target :( //Can't yet handle extraCost objects (ex: sacrifice) if they require a target :(
int AIPlayer::CanHandleCost(ManaCost * cost) int AIPlayer::CanHandleCost(ManaCost * cost)
{ {
@@ -173,9 +165,9 @@ int AIPlayer::CanHandleCost(ManaCost * cost)
for (size_t i = 0; i < ec->costs.size(); ++i) for (size_t i = 0; i < ec->costs.size(); ++i)
{ {
if (ec->costs[i]->tc) if (ec->costs[i]->tc)
{ {
return 0; return 0;
} }
} }
return 1; return 1;
} }
@@ -190,15 +182,12 @@ int AIPlayer::canHandleCost(MTGAbility * ability)
int AIAction::getEfficiency() int AIAction::getEfficiency()
{ {
//TODO add multiplier according to what the player wants //TODO add multiplier according to what the player wants
if (efficiency != -1) if (efficiency != -1) return efficiency;
return efficiency; if (!ability) return 0;
if (!ability)
return 0;
GameObserver * g = GameObserver::GetInstance(); GameObserver * g = GameObserver::GetInstance();
ActionStack * s = g->mLayers->stackLayer(); ActionStack * s = g->mLayers->stackLayer();
Player * p = g->currentlyActing(); Player * p = g->currentlyActing();
if (s->has(ability)) if (s->has(ability)) return 0;
return 0;
MTGAbility * a = AbilityFactory::getCoreAbility(ability); MTGAbility * a = AbilityFactory::getCoreAbility(ability);
@@ -208,8 +197,7 @@ int AIAction::getEfficiency()
return 0; return 0;
} }
if (!((AIPlayer *) p)->canHandleCost(ability)) if (!((AIPlayer *) p)->canHandleCost(ability)) return 0;
return 0;
switch (a->aType) switch (a->aType)
{ {
case MTGAbility::DAMAGER: case MTGAbility::DAMAGER:
@@ -246,11 +234,10 @@ int AIAction::getEfficiency()
{ {
MTGCardInstance * _target = (MTGCardInstance *) (a->target); MTGCardInstance * _target = (MTGCardInstance *) (a->target);
efficiency = 0; efficiency = 0;
if (!_target) if (!_target) break;
break;
if (!_target->regenerateTokens && g->getCurrentGamePhase() == Constants::MTG_PHASE_COMBATBLOCKERS && (_target->defenser if (!_target->regenerateTokens && g->getCurrentGamePhase() == Constants::MTG_PHASE_COMBATBLOCKERS && (_target->defenser
|| _target->blockers.size())) || _target->blockers.size()))
{ {
efficiency = 95; efficiency = 95;
} }
@@ -261,22 +248,20 @@ int AIAction::getEfficiency()
case MTGAbility::STANDARD_PREVENT: case MTGAbility::STANDARD_PREVENT:
{ {
efficiency = 0;//starts out low to avoid spamming it when its not needed. efficiency = 0;//starts out low to avoid spamming it when its not needed.
if (!target) if (!target) break;
break;
bool NeedPreventing; bool NeedPreventing;
NeedPreventing = false; NeedPreventing = false;
if (g->getCurrentGamePhase() == Constants::MTG_PHASE_COMBATBLOCKERS) if (g->getCurrentGamePhase() == Constants::MTG_PHASE_COMBATBLOCKERS)
{ {
if ((target->defenser || target->blockers.size()) && target->preventable < target->getNextOpponent()->power) if ((target->defenser || target->blockers.size()) && target->preventable < target->getNextOpponent()->power) NeedPreventing
NeedPreventing = true; = true;
} }
if (p == target->controller() && NeedPreventing == true && !(target->getNextOpponent()->has(Constants::DEATHTOUCH) if (p == target->controller() && NeedPreventing == true && !(target->getNextOpponent()->has(Constants::DEATHTOUCH)
|| target->getNextOpponent()->has(Constants::WITHER))) || 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".. 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) if (target->toughness == 1 && target->getNextOpponent()->power == 1) efficiency += 15;
efficiency += 15;
//small bonus added for the poor 1/1s, if we can save them, we will unless something else took precidence. //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. //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.
@@ -286,28 +271,25 @@ int AIAction::getEfficiency()
} }
case MTGAbility::STANDARD_EQUIP: case MTGAbility::STANDARD_EQUIP:
{ {
efficiency = 0; efficiency = 0;
if (!target) if (!target) break;
break;
int equips = p->game->battlefield->countByType("Equipment"); int equips = p->game->battlefield->countByType("Equipment");
int myArmy = p->game->battlefield->countByType("Creature"); int myArmy = p->game->battlefield->countByType("Creature");
int equilized = abs(equips/myArmy); int equilized = abs(equips / myArmy);
if (p == target->controller() && target->equipment <= 1 && !a->source->target) if (p == target->controller() && target->equipment <= 1 && !a->source->target)
{ {
efficiency = 20 * (target->DangerRanking()); efficiency = 20 * (target->DangerRanking());
if (target->hasColor(5)) 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.
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 (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) if (p == target->controller() && !a->source->target && target->equipment < equilized)
{ {
efficiency = 15 * (target->DangerRanking()); efficiency = 15 * (target->DangerRanking());
efficiency -= 5 * (target->equipment); efficiency -= 5 * (target->equipment);
} }
break; break;
} }
@@ -318,7 +300,7 @@ int AIAction::getEfficiency()
efficiency = 0; efficiency = 0;
Counter * targetCounter = NULL; Counter * targetCounter = NULL;
int currentlevel = 0; int currentlevel = 0;
if (_target) if (_target)
{ {
if (_target->counters && _target->counters->hasCounter("level", 0, 0)) if (_target->counters && _target->counters->hasCounter("level", 0, 0))
@@ -335,31 +317,30 @@ int AIAction::getEfficiency()
efficiency += currentlevel; efficiency += currentlevel;
} }
if(p->game->hand->nb_cards > 0 && p->isAI()) 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. 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 //it should always try playing more cards before deciding
} }
if(g->getCurrentGamePhase() == Constants::MTG_PHASE_SECONDMAIN) if (g->getCurrentGamePhase() == Constants::MTG_PHASE_SECONDMAIN)
{ {
efficiency = 100; efficiency = 100;
//in 2nd main, go all out and try to max stuff. //in 2nd main, go all out and try to max stuff.
} }
break; break;
} }
case MTGAbility::STANDARD_PUMP: case MTGAbility::STANDARD_PUMP:
{ {
MTGCardInstance * _target = (MTGCardInstance *) (a->target); MTGCardInstance * _target = (MTGCardInstance *) (a->target);
if (!target) if (!target) break;
break;
//i do not set a starting eff. on this ability, this allows Ai to sometimes randomly do it as it normally does. //i do not set a starting eff. on this ability, this allows Ai to sometimes randomly do it as it normally does.
if (g->getCurrentGamePhase() == Constants::MTG_PHASE_COMBATBLOCKERS) if (g->getCurrentGamePhase() == Constants::MTG_PHASE_COMBATBLOCKERS)
{ {
if (BAKA_EFFECT_GOOD) if (BAKA_EFFECT_GOOD)
{ {
if ((_target->defenser || _target->blockers.size()) && ((_target->power < _target->getNextOpponent()->toughness if ((_target->defenser || _target->blockers.size()) && ((_target->power < _target->getNextOpponent()->toughness
|| _target->toughness < _target->getNextOpponent()->power) || (_target->has(Constants::TRAMPLE)))) || _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. //this pump is based on a start eff. of 20 multiplied by how good the creature is.
efficiency = 20 * _target->DangerRanking(); efficiency = 20 * _target->DangerRanking();
@@ -394,134 +375,130 @@ int AIAction::getEfficiency()
break; break;
} }
case MTGAbility::FOREACH: case MTGAbility::FOREACH:
{ {
MTGCardInstance * _target = (MTGCardInstance *) (a->target); MTGCardInstance * _target = (MTGCardInstance *) (a->target);
MTGAbility * a = AbilityFactory::getCoreAbility(ability); MTGAbility * a = AbilityFactory::getCoreAbility(ability);
AManaProducer * amp = dynamic_cast<AManaProducer*> (a); AManaProducer * amp = dynamic_cast<AManaProducer*> (a);
efficiency = 0; efficiency = 0;
//trying to encourage Ai to use his foreach manaproducers in first main //trying to encourage Ai to use his foreach manaproducers in first main
if (a->naType == MTGAbility::MANA_PRODUCER && (g->getCurrentGamePhase() == Constants::MTG_PHASE_FIRSTMAIN || g->getCurrentGamePhase() == Constants::MTG_PHASE_SECONDMAIN ) if (a->naType == MTGAbility::MANA_PRODUCER && (g->getCurrentGamePhase() == Constants::MTG_PHASE_FIRSTMAIN
&& _target->controller()->game->hand->nb_cards > 0) || g->getCurrentGamePhase() == Constants::MTG_PHASE_SECONDMAIN) && _target->controller()->game->hand->nb_cards > 0)
{ {
for (int i = Constants::MTG_NB_COLORS - 1; i > 0; i--) for (int i = Constants::MTG_NB_COLORS - 1; i > 0; i--)
{ {
if((p->game->hand->hasColor(i) || p->game->hand->hasColor(0)) if ((p->game->hand->hasColor(i) || p->game->hand->hasColor(0))
&& (dynamic_cast<AManaProducer*>(( dynamic_cast<AForeach*>( a )->ability))->output->hasColor(i))) && (dynamic_cast<AManaProducer*> ((dynamic_cast<AForeach*> (a)->ability))->output->hasColor(i)))
{ {
efficiency = 100; efficiency = 100;
} }
} }
if(p->game->hand->hasX()) if (p->game->hand->hasX()) efficiency = 100;
efficiency = 100;
} }
else else
{ {
AbilityFactory af; AbilityFactory af;
int suggestion = af.abilityEfficiency(a, p, MODE_ABILITY); 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 if (target && a->naType != MTGAbility::MANA_PRODUCER && ((suggestion == BAKA_EFFECT_BAD && p == target->controller())
!= target->controller()))) || (suggestion == BAKA_EFFECT_GOOD && p != target->controller())))
{ {
efficiency = 0; efficiency = 0;
} }
else if (a->naType != MTGAbility::MANA_PRODUCER && (g->getCurrentGamePhase() == Constants::MTG_PHASE_FIRSTMAIN || g->getCurrentGamePhase() == Constants::MTG_PHASE_SECONDMAIN )) 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. //if its not a manaproducing foreach, and its not targetted, its eff is 90.
efficiency = 90; //added this basically to cover the unknown foreachs, or untrained ones which were not targetted effects.
} efficiency = 90;
}
} }
break; break;
} }
case MTGAbility::STANDARDABILITYGRANT: case MTGAbility::STANDARDABILITYGRANT:
{ {
efficiency = 0; efficiency = 0;
MTGCardInstance * _target = (MTGCardInstance *) (a->target); MTGCardInstance * _target = (MTGCardInstance *) (a->target);
if (!target) if (!target) break;
break;
//ensuring that Ai grants abilities to creatures during first main, so it can actually use them in combat. //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. //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. //the reason i do this is to encourage more casting and less waste of mana on abilities.
AbilityFactory af; AbilityFactory af;
int suggestion = af.abilityEfficiency(a, p, MODE_ABILITY); int suggestion = af.abilityEfficiency(a, p, MODE_ABILITY);
if ((suggestion == BAKA_EFFECT_BAD && p == target->controller()) || (suggestion == BAKA_EFFECT_GOOD && p!= target->controller())) if ((suggestion == BAKA_EFFECT_BAD && p == target->controller()) || (suggestion == BAKA_EFFECT_GOOD && p
!= target->controller()))
{ {
efficiency = 0; efficiency = 0;
//stop giving trample to the players creatures. //stop giving trample to the players creatures.
} }
if (suggestion == BAKA_EFFECT_BAD && p != target->controller() && target->has(a->abilitygranted)) if (suggestion == BAKA_EFFECT_BAD && p != target->controller() && target->has(a->abilitygranted))
{ {
efficiency += (25 * target->DangerRanking())/p->game->hand->nb_cards; efficiency += (25 * target->DangerRanking()) / p->game->hand->nb_cards;
} }
if (!target->has(a->abilitygranted) && g->getCurrentGamePhase() == Constants::MTG_PHASE_COMBATBEGIN) if (!target->has(a->abilitygranted) && g->getCurrentGamePhase() == Constants::MTG_PHASE_COMBATBEGIN)
{ {
efficiency += (25 * target->DangerRanking())/p->game->hand->nb_cards; efficiency += (25 * target->DangerRanking()) / p->game->hand->nb_cards;
} }
if (target->has(a->abilitygranted)) if (target->has(a->abilitygranted))
{ {
//trying to avoid Ai giving ie:flying creatures ie:flying twice. //trying to avoid Ai giving ie:flying creatures ie:flying twice.
efficiency = 0; efficiency = 0;
} }
break; break;
} }
case MTGAbility::UNTAPPER: case MTGAbility::UNTAPPER:
//untap things that Ai owns and are tapped. //untap things that Ai owns and are tapped.
{ {
efficiency = 0; efficiency = 0;
if (!target) if (!target) break;
break;
if (target->isTapped() && target->controller()->isAI()) if (target->isTapped() && target->controller()->isAI())
{ {
efficiency = (20 * target->DangerRanking()); efficiency = (20 * target->DangerRanking());
} }
break; break;
} }
case MTGAbility::TAPPER: case MTGAbility::TAPPER:
//tap things the player owns and that are untapped. //tap things the player owns and that are untapped.
{ {
if (!target) if (!target) break;
break;
if (!target->controller()->isAI()) if (!target->controller()->isAI()) efficiency = (20 * target->DangerRanking());
efficiency = (20 * target->DangerRanking());
if (target->isTapped()) efficiency = 0;
if(target->isTapped())
efficiency = 0;
break; break;
} }
case MTGAbility::LIFER: case MTGAbility::LIFER:
{ {
//use life abilities whenever possible. //use life abilities whenever possible.
AALifer * alife = (AALifer *) a; AALifer * alife = (AALifer *) a;
Targetable * _t = alife->getTarget(); Targetable * _t = alife->getTarget();
efficiency = 100; efficiency = 100;
AbilityFactory af; AbilityFactory af;
int suggestion = af.abilityEfficiency(a, p, MODE_ABILITY); int suggestion = af.abilityEfficiency(a, p, MODE_ABILITY);
if ((suggestion == BAKA_EFFECT_BAD && _t == p && p->isAI()) || (suggestion == BAKA_EFFECT_GOOD && _t == p && !p->isAI())) if ((suggestion == BAKA_EFFECT_BAD && _t == p && p->isAI()) || (suggestion == BAKA_EFFECT_GOOD && _t == p && !p->isAI()))
{ {
efficiency = 0; efficiency = 0;
} }
break; break;
} }
case MTGAbility::MANA_PRODUCER: case MTGAbility::MANA_PRODUCER:
efficiency = 0; efficiency = 0;
break; break;
@@ -531,7 +508,7 @@ int AIAction::getEfficiency()
AbilityFactory af; AbilityFactory af;
int suggestion = af.abilityEfficiency(a, p, MODE_ABILITY); int suggestion = af.abilityEfficiency(a, p, MODE_ABILITY);
if ((suggestion == BAKA_EFFECT_BAD && p == target->controller()) || (suggestion == BAKA_EFFECT_GOOD && p if ((suggestion == BAKA_EFFECT_BAD && p == target->controller()) || (suggestion == BAKA_EFFECT_GOOD && p
!= target->controller())) != target->controller()))
{ {
efficiency = 0; efficiency = 0;
} }
@@ -547,13 +524,11 @@ int AIAction::getEfficiency()
break; break;
} }
if (p->game->hand->nb_cards == 0) if (p->game->hand->nb_cards == 0) efficiency = (int) ((float) efficiency * 1.3); //increase chance of using ability if hand is empty
efficiency = (int) ((float) efficiency * 1.3); //increase chance of using ability if hand is empty
if (ability->cost) if (ability->cost)
{ {
ExtraCosts * ec = ability->cost->extraCosts; ExtraCosts * ec = ability->cost->extraCosts;
if (ec) if (ec) efficiency = efficiency / 3; //Decrease chance of using ability if there is an extra cost to use the ability
efficiency = efficiency / 3; //Decrease chance of using ability if there is an extra cost to use the ability
} }
return efficiency; return efficiency;
} }
@@ -600,8 +575,7 @@ int AIPlayer::selectAbility()
{ //0 is not a mtgability...hackish { //0 is not a mtgability...hackish
MTGAbility * a = ((MTGAbility *) g->mLayers->actionLayer()->mObjects[i]); MTGAbility * a = ((MTGAbility *) g->mLayers->actionLayer()->mObjects[i]);
//Skip mana abilities for performance //Skip mana abilities for performance
if (dynamic_cast<AManaProducer*> (a)) if (dynamic_cast<AManaProducer*> (a)) continue;
continue;
//Make sure we can use the ability //Make sure we can use the ability
for (int j = 0; j < game->inPlay->nb_cards; j++) for (int j = 0; j < game->inPlay->nb_cards; j++)
{ {
@@ -609,8 +583,7 @@ int AIPlayer::selectAbility()
if (a->isReactingToClick(card, totalPotentialMana)) if (a->isReactingToClick(card, totalPotentialMana))
{ //This test is to avod the huge call to getPotentialManaCost after that { //This test is to avod the huge call to getPotentialManaCost after that
ManaCost * pMana = getPotentialMana(card); ManaCost * pMana = getPotentialMana(card);
if (a->isReactingToClick(card, pMana)) if (a->isReactingToClick(card, pMana)) createAbilityTargets(a, card, &ranking);
createAbilityTargets(a, card, &ranking);
delete (pMana); delete (pMana);
} }
} }
@@ -621,30 +594,28 @@ int AIPlayer::selectAbility()
{ {
AIAction * a = ranking.begin()->first; AIAction * a = ranking.begin()->first;
int chance = 1; int chance = 1;
if (!forceBestAbilityUse) if (!forceBestAbilityUse) chance = 1 + WRand() % 100;
chance = 1 + WRand() % 100;
if (getEfficiency(a) < chance) if (getEfficiency(a) < chance)
{ {
a = NULL; a = NULL;
} }
else else
{ {
if(!clickstream.size()) if (!clickstream.size())
{ {
DebugTrace("AIPlayer:Using Activated ability"); DebugTrace("AIPlayer:Using Activated ability");
tapLandsForMana(a->ability->cost, a->click); tapLandsForMana(a->ability->cost, a->click);
clickstream.push(a); clickstream.push(a);
} }
else else
{ {
a = NULL; a = NULL;
} }
} }
map<AIAction *, int, CmpAbilities>::iterator it2; map<AIAction *, int, CmpAbilities>::iterator it2;
for (it2 = ranking.begin(); it2 != ranking.end(); it2++) for (it2 = ranking.begin(); it2 != ranking.end(); it2++)
{ {
if (a && a != it2->first) if (a && a != it2->first) delete (it2->first);
delete (it2->first);
} }
} }
AIPlayer::findingAbility = false; AIPlayer::findingAbility = false;
@@ -671,8 +642,7 @@ int AIPlayer::effectBadOrGood(MTGCardInstance * card, int mode, TargetChooser *
int id = card->getMTGId(); int id = card->getMTGId();
AbilityFactory af; AbilityFactory af;
int autoGuess = af.magicText(id, NULL, card, mode, tc); int autoGuess = af.magicText(id, NULL, card, mode, tc);
if (autoGuess) if (autoGuess) return autoGuess;
return autoGuess;
return BAKA_EFFECT_DONTKNOW; return BAKA_EFFECT_DONTKNOW;
} }
@@ -691,11 +661,9 @@ int AIPlayer::chooseTarget(TargetChooser * _tc, Player * forceTarget)
{ {
tc = gameObs->getCurrentTargetChooser(); tc = gameObs->getCurrentTargetChooser();
} }
if (!tc) if (!tc) return 0;
return 0;
if (!(gameObs->currentlyActing() == this)) if (!(gameObs->currentlyActing() == this)) return 0;
return 0;
Player * target = forceTarget; Player * target = forceTarget;
if (!target) if (!target)
@@ -715,8 +683,7 @@ int AIPlayer::chooseTarget(TargetChooser * _tc, Player * forceTarget)
potentialTargets.push_back(target); potentialTargets.push_back(target);
nbtargets++; nbtargets++;
} }
if (checkOnly) if (checkOnly) return 1;
return 1;
} }
MTGPlayerCards * playerZones = target->game; MTGPlayerCards * playerZones = target->game;
MTGGameZone * zones[] = { playerZones->hand, playerZones->library, playerZones->inPlay, playerZones->graveyard }; 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]; MTGCardInstance * card = zone->cards[k];
if (!tc->alreadyHasTarget(card) && tc->canTarget(card) && nbtargets < 50) if (!tc->alreadyHasTarget(card) && tc->canTarget(card) && nbtargets < 50)
{ {
if (checkOnly) if (checkOnly) return 1;
return 1;
int multiplier = 1; int multiplier = 1;
if (getStats() && getStats()->isInTop(card, 10)) if (getStats() && getStats()->isInTop(card, 10))
{ {
@@ -776,11 +742,9 @@ int AIPlayer::chooseTarget(TargetChooser * _tc, Player * forceTarget)
//Couldn't find any valid target, //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) //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... //so we try again to choose a target in the other player's field...
if (checkOnly) if (checkOnly) return 0;
return 0;
int cancel = gameObs->cancelCurrentAction(); int cancel = gameObs->cancelCurrentAction();
if (!cancel && !forceTarget) if (!cancel && !forceTarget) return chooseTarget(_tc, target->opponent());
return chooseTarget(_tc, target->opponent());
//ERROR!!! //ERROR!!!
DebugTrace("AIPLAYER: ERROR! AI needs to choose a target but can't decide!!!"); 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); opponentCreatures = getCreaturesInfo(opponent(), INFO_NBCREATURES, -1);
opponentForce = getCreaturesInfo(opponent(), INFO_CREATURESPOWER, -1); opponentForce = getCreaturesInfo(opponent(), INFO_CREATURESPOWER, -1);
attack = (myCreatures >= opponentCreatures && myForce > opponentForce) || (myForce > opponentForce) || (myForce 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); printf("Choose attackers : %i %i %i %i -> %i\n", opponentForce, opponentCreatures, myForce, myCreatures, attack);
if (attack) if (attack)
@@ -848,14 +812,10 @@ int AIPlayer::chooseAttackers()
/* Can I first strike my oponent and get away with murder ? */ /* Can I first strike my oponent and get away with murder ? */
int AIPlayer::canFirstStrikeKill(MTGCardInstance * card, MTGCardInstance *ennemy) int AIPlayer::canFirstStrikeKill(MTGCardInstance * card, MTGCardInstance *ennemy)
{ {
if (ennemy->has(Constants::FIRSTSTRIKE) || ennemy->has(Constants::DOUBLESTRIKE)) if (ennemy->has(Constants::FIRSTSTRIKE) || ennemy->has(Constants::DOUBLESTRIKE)) return 0;
return 0; if (!(card->has(Constants::FIRSTSTRIKE) || card->has(Constants::DOUBLESTRIKE))) return 0;
if (!(card->has(Constants::FIRSTSTRIKE) || card->has(Constants::DOUBLESTRIKE))) if (!(card->power >= ennemy->toughness)) return 0;
return 0; if (!(card->power >= ennemy->toughness + 1) && ennemy->has(Constants::FLANKING)) return 0;
if (!(card->power >= ennemy->toughness))
return 0;
if (!(card->power >= ennemy->toughness + 1) && ennemy->has(Constants::FLANKING))
return 0;
return 1; return 1;
} }
@@ -934,7 +894,7 @@ int AIPlayer::chooseBlockers()
{ {
MTGCardInstance * attacker = card->defenser; MTGCardInstance * attacker = card->defenser;
if (opponentsToughness[attacker] <= 0 || (card->toughness <= attacker->power && opponentForce * 2 < life 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); g->mLayers->actionLayer()->reactToClick(a, card);
} }
@@ -979,11 +939,9 @@ int AIPlayer::combatDamages()
GameObserver * gameObs = GameObserver::GetInstance(); GameObserver * gameObs = GameObserver::GetInstance();
int currentGamePhase = gameObs->getCurrentGamePhase(); int currentGamePhase = gameObs->getCurrentGamePhase();
if (currentGamePhase == Constants::MTG_PHASE_COMBATBLOCKERS) if (currentGamePhase == Constants::MTG_PHASE_COMBATBLOCKERS) return orderBlockers();
return orderBlockers();
if (currentGamePhase != Constants::MTG_PHASE_COMBATDAMAGE) if (currentGamePhase != Constants::MTG_PHASE_COMBATDAMAGE) return 0;
return 0;
return 0; return 0;
@@ -1033,8 +991,7 @@ AIPlayer * AIPlayerFactory::createAIPlayer(MTGAllCards * collection, Player * op
nbdecks++; nbdecks++;
} }
} }
if (!nbdecks) if (!nbdecks) return NULL;
return NULL;
deckid = 1 + WRand() % (nbdecks); deckid = 1 + WRand() % (nbdecks);
} }
sprintf(deckFile, JGE_GET_RES("ai/baka/deck%i.txt").c_str(), deckid); 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; card = NULL;
while ((card = cd.nextmatch(game->hand, card))) while ((card = cd.nextmatch(game->hand, card)))
{ {
if (!CanHandleCost(card->getManaCost())) if (!CanHandleCost(card->getManaCost())) continue;
continue; if (card->hasType(Subtypes::TYPE_CREATURE) && this->castrestrictedcreature > 0 && this->castrestrictedspell > 0) continue;
if (card->hasType(Subtypes::TYPE_CREATURE) && this->castrestrictedcreature > 0 && this->castrestrictedspell > 0) if (card->hasType(Subtypes::TYPE_ENCHANTMENT) && this->castrestrictedspell > 0) continue;
continue; if (card->hasType(Subtypes::TYPE_ARTIFACT) && this->castrestrictedspell > 0) continue;
if (card->hasType(Subtypes::TYPE_ENCHANTMENT) && this->castrestrictedspell > 0) if (card->hasType(Subtypes::TYPE_SORCERY) && this->castrestrictedspell > 0) continue;
continue; if (card->hasType(Subtypes::TYPE_INSTANT) && this->castrestrictedspell > 0) continue;
if (card->hasType(Subtypes::TYPE_ARTIFACT) && this->castrestrictedspell > 0) if (card->hasType(Subtypes::TYPE_LAND) && !this->canPutLandsIntoPlay) continue;
continue; if (card->hasType(Subtypes::TYPE_LEGENDARY) && game->inPlay->findByName(card->name)) 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 currentCost = card->getManaCost()->getConvertedCost();
int hasX = card->getManaCost()->hasX(); int hasX = card->getManaCost()->hasX();
if ((currentCost > maxCost || hasX) && pMana->canAfford(card->getManaCost())) if ((currentCost > maxCost || hasX) && pMana->canAfford(card->getManaCost()))
@@ -1089,8 +1038,7 @@ MTGCardInstance * AIPlayerBaka::FindCardToPlay(ManaCost * pMana, const char * ty
{ {
int hasTarget = (chooseTarget(tc)); int hasTarget = (chooseTarget(tc));
delete tc; delete tc;
if (!hasTarget) if (!hasTarget) continue;
continue;
shouldPlayPercentage = 90; shouldPlayPercentage = 90;
} }
else else
@@ -1109,17 +1057,14 @@ MTGCardInstance * AIPlayerBaka::FindCardToPlay(ManaCost * pMana, const char * ty
if (hasX) if (hasX)
{ {
int xDiff = pMana->getConvertedCost() - currentCost; int xDiff = pMana->getConvertedCost() - currentCost;
if (xDiff < 0) if (xDiff < 0) xDiff = 0;
xDiff = 0;
shouldPlayPercentage = shouldPlayPercentage - static_cast<int> ((shouldPlayPercentage * 1.9f) / (1 + xDiff)); shouldPlayPercentage = shouldPlayPercentage - static_cast<int> ((shouldPlayPercentage * 1.9f) / (1 + xDiff));
} }
if (WRand() % 100 > shouldPlayPercentage) if (WRand() % 100 > shouldPlayPercentage) continue;
continue;
nextCardToPlay = card; nextCardToPlay = card;
maxCost = currentCost; maxCost = currentCost;
if (hasX) if (hasX) maxCost = pMana->getConvertedCost();
maxCost = pMana->getConvertedCost();
} }
} }
return nextCardToPlay; return nextCardToPlay;
@@ -1137,7 +1082,8 @@ AIPlayerBaka::AIPlayerBaka(MTGDeck * deck, string file, string fileSmall, string
} }
if (mAvatarTex) 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 else
mAvatar = NULL; mAvatar = NULL;
@@ -1153,24 +1099,22 @@ int AIPlayerBaka::computeActions()
{ {
GameObserver * g = GameObserver::GetInstance(); GameObserver * g = GameObserver::GetInstance();
Player * p = g->currentPlayer; Player * p = g->currentPlayer;
AIPlayer::findingAbility = false; AIPlayer::findingAbility = false;
if (!(g->currentlyActing() == this)) if (!(g->currentlyActing() == this)) return 0;
return 0;
if (g->mLayers->actionLayer()->menuObject) if (g->mLayers->actionLayer()->menuObject)
{ {
g->mLayers->actionLayer()->doReactTo(0); g->mLayers->actionLayer()->doReactTo(0);
return 1; return 1;
} }
if (chooseTarget()) if (chooseTarget()) return 1;
return 1;
int currentGamePhase = g->getCurrentGamePhase(); int currentGamePhase = g->getCurrentGamePhase();
if (g->isInterrupting == this) if (g->isInterrupting == this)
{ // interrupting { // interrupting
if(!findingAbility) if (!findingAbility)
{ {
AIPlayer::findingAbility = true; AIPlayer::findingAbility = true;
selectAbility(); selectAbility();
} }
return 1; return 1;
} }
else if (p == this && g->mLayers->stackLayer()->count(0, NOT_RESOLVED) == 0) else if (p == this && g->mLayers->stackLayer()->count(0, NOT_RESOLVED) == 0)
@@ -1191,11 +1135,11 @@ int AIPlayerBaka::computeActions()
potential = true; potential = true;
} }
nextCardToPlay = FindCardToPlay(currentMana, "land"); nextCardToPlay = FindCardToPlay(currentMana, "land");
if(!findingAbility) if (!findingAbility)
{ {
AIPlayer::findingAbility = true; AIPlayer::findingAbility = true;
selectAbility(); selectAbility();
} }
//look for the most expensive creature we can afford //look for the most expensive creature we can afford
if (castrestrictedspell == 0 && nospellinstant == 0) if (castrestrictedspell == 0 && nospellinstant == 0)
{ {
@@ -1206,41 +1150,40 @@ int AIPlayerBaka::computeActions()
if (castrestrictedcreature == 0 && nocreatureinstant == 0) if (castrestrictedcreature == 0 && nocreatureinstant == 0)
{ {
if (!nextCardToPlay) if (!nextCardToPlay)
{ {
nextCardToPlay = FindCardToPlay(currentMana, "creature"); nextCardToPlay = FindCardToPlay(currentMana, "creature");
} }
} }
//Let's Try an enchantment maybe ? //Let's Try an enchantment maybe ?
if (!nextCardToPlay) if (!nextCardToPlay)
{ {
nextCardToPlay = FindCardToPlay(currentMana, "enchantment"); nextCardToPlay = FindCardToPlay(currentMana, "enchantment");
} }
if (!nextCardToPlay) if (!nextCardToPlay)
{ {
nextCardToPlay = FindCardToPlay(currentMana, "artifact"); nextCardToPlay = FindCardToPlay(currentMana, "artifact");
} }
if (!nextCardToPlay) if (!nextCardToPlay)
{ {
nextCardToPlay = FindCardToPlay(currentMana, "sorcery"); nextCardToPlay = FindCardToPlay(currentMana, "sorcery");
} }
if (!nextCardToPlay) if (!nextCardToPlay)
{ {
nextCardToPlay = FindCardToPlay(currentMana, "instant"); nextCardToPlay = FindCardToPlay(currentMana, "instant");
} }
if (!nextCardToPlay) if (!nextCardToPlay)
{ {
if(!findingAbility) if (!findingAbility)
{ {
AIPlayer::findingAbility = true; AIPlayer::findingAbility = true;
selectAbility(); selectAbility();
} }
} }
} }
} }
} }
if (potential) if (potential) delete (currentMana);
delete (currentMana);
if (nextCardToPlay) if (nextCardToPlay)
{ {
if (potential) if (potential)
@@ -1282,11 +1225,11 @@ int AIPlayerBaka::computeActions()
} }
else else
{ {
if(!findingAbility) if (!findingAbility)
{ {
AIPlayer::findingAbility = true; AIPlayer::findingAbility = true;
selectAbility(); 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. 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; Checked = false;
break; break;
default: default:
if(!findingAbility) if (!findingAbility)
{ {
AIPlayer::findingAbility = true; AIPlayer::findingAbility = true;
selectAbility(); selectAbility();
} }
break; break;
} }
} }
@@ -1329,8 +1272,7 @@ int AIPlayerBaka::computeActions()
int AIPlayer::receiveEvent(WEvent * event) int AIPlayer::receiveEvent(WEvent * event)
{ {
if (getStats()) if (getStats()) return getStats()->receiveEvent(event);
return getStats()->receiveEvent(event);
return 0; return 0;
} }
@@ -1370,8 +1312,7 @@ int AIPlayerBaka::Act(float dt)
DebugTrace("Cannot interrupt"); DebugTrace("Cannot interrupt");
return 0; return 0;
} }
if (clickstream.empty()) if (clickstream.empty()) computeActions();
computeActions();
if (clickstream.empty()) if (clickstream.empty())
{ {
if (g->isInterrupting == this) if (g->isInterrupting == this)
+2 -4
View File
@@ -1013,10 +1013,8 @@ int MTGAttackRule::receiveEvent(WEvent *e)
for (int i = 0; i < z->nb_cards; i++) for (int i = 0; i < z->nb_cards; i++)
{ {
MTGCardInstance * card = z->cards[i]; MTGCardInstance * card = z->cards[i];
if (!card->isAttacker() && card->has(Constants::MUSTATTACK)) if (!card->isAttacker() && card->has(Constants::MUSTATTACK)) reactToClick(card);
reactToClick(card); if (!card->isAttacker() && card->has(Constants::TREASON) && p->isAI()) reactToClick(card);
if (!card->isAttacker() && card->has(Constants::TREASON) && p->isAI())
reactToClick(card);
if (card->isAttacker() && card->isTapped()) if (card->isAttacker() && card->isTapped())
card->setAttacker(0); card->setAttacker(0);
if (card->isAttacker() && !card->has(Constants::VIGILANCE)) if (card->isAttacker() && !card->has(Constants::VIGILANCE))