- Split AIPlayer and AIPlayerBaka in 2 files. Moved all "AI" specific code into AIPlayerBaka, as much as possible.
-- This is a copy/paste and shouldn't have any impact on the logic. I just moved some functions from AIPlayer to AIPlayerBaka - Added back the possibility to select a different Resource folder with file Res.txt - Fix a crash when a token id does not exist
This commit is contained in:
@@ -2,6 +2,14 @@
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* Wagic, The Homebrew ?! is licensed under the BSD license
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* See LICENSE in the Folder's root
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* http://wololo.net/wagic/
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AIPlayer is the interface to represent a CPU Player.
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At its core, AIPlayer inherits from Player, and its children need to implement the function "Act" which
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pretty much handles all the logic.
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A sample implementation can be found in AIPlayerBaka.
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Ideally, mid-term, AIPlayer will handle all the mechanical tasks (clicking on cards, etc...) while its children are just in charge of the logic
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*/
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#ifndef _IAPLAYER_H
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@@ -12,20 +20,11 @@
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#include <queue>
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using std::queue;
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#define INFO_NBCREATURES 0
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#define INFO_CREATURESPOWER 1
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#define INFO_CREATURESRANK 2
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#define INFO_CREATURESTOUGHNESS 3
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#define INFO_CREATURESATTACKINGPOWER 4
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class AIStats;
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class AIHints;
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class AIAction
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{
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protected:
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int efficiency;
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static int currentId;
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public:
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MTGAbility * ability;
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@@ -39,7 +38,7 @@ public:
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//player targeting through abilities is handled completely seperate from spell targeting.
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AIAction(MTGAbility * a, MTGCardInstance * c, MTGCardInstance * t = NULL)
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: efficiency(-1), ability(a), player(NULL), click(c), target(t),playerAbilityTarget(NULL)
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: ability(a), player(NULL), click(c), target(t),playerAbilityTarget(NULL)
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{
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id = currentId++;
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};
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@@ -47,110 +46,57 @@ public:
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AIAction(MTGCardInstance * c, MTGCardInstance * t = NULL);
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AIAction(Player * p)//player targeting through spells
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: efficiency(-1), ability(NULL), player(p), click(NULL), target(NULL),playerAbilityTarget(NULL)
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: ability(NULL), player(p), click(NULL), target(NULL),playerAbilityTarget(NULL)
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{
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};
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AIAction(MTGAbility * a, MTGCardInstance * c, vector<Targetable*>targetCards)
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: efficiency(-1), ability(a), player(NULL), click(c), mAbilityTargets(targetCards),playerAbilityTarget(NULL)
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: ability(a), player(NULL), click(c), mAbilityTargets(targetCards),playerAbilityTarget(NULL)
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{
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id = currentId++;
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};
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AIAction(MTGAbility * a, Player * p, MTGCardInstance * c)//player targeting through abilities.
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: efficiency(-1), ability(a), click(c),target(NULL), playerAbilityTarget(p)
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: ability(a), click(c),target(NULL), playerAbilityTarget(p)
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{
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id = currentId++;
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};
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int getEfficiency();
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int Act();
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int clickMultiAct(vector<Targetable*>&actionTargets);
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};
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// compares Abilities efficiency
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class CmpAbilities
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{
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public:
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bool operator()(const AIAction& a1, const AIAction& a2) const
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{
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AIAction* a1Ptr = const_cast<AIAction*>(&a1);
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AIAction* a2Ptr = const_cast<AIAction*>(&a2);
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int e1 = a1Ptr->getEfficiency();
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int e2 = a2Ptr->getEfficiency();
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if (e1 == e2) return a1Ptr->id < a2Ptr->id;
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return (e1 > e2);
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}
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};
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typedef std::map<AIAction, int, CmpAbilities> RankingContainer;
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class AIPlayer: public Player{
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protected:
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//Variables used by Test suite
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MTGCardInstance * nextCardToPlay;
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AIHints * hints;
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queue<AIAction *> clickstream;
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bool payTheManaCost(ManaCost * cost, MTGCardInstance * card = NULL,vector<MTGAbility*> gotPayment = vector<MTGAbility*>());
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int orderBlockers();
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int combatDamages();
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int interruptIfICan();
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int chooseAttackers();
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int chooseBlockers();
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int canFirstStrikeKill(MTGCardInstance * card, MTGCardInstance *ennemy);
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int effectBadOrGood(MTGCardInstance * card, int mode = MODE_PUTINTOPLAY, TargetChooser * tc = NULL);
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int getCreaturesInfo(Player * player, int neededInfo = INFO_NBCREATURES , int untapMode = 0, int canAttack = 0);
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AIStats * getStats();
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// returns 1 if the AI algorithm supports a given cost (ex:simple mana cost), 0 otherwise (ex: cost involves Sacrificing a target)
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int CanHandleCost(ManaCost * cost);
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//Tries to play an ability recommended by the deck creator
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int selectHintAbility();
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int clickMultiTarget(TargetChooser * tc,vector<Targetable*>&potentialTargets);
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int clickSingleTarget(TargetChooser * tc,vector<Targetable*>&potentialTargets, MTGCardInstance * Choosencard = NULL);
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public:
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AIStats * stats;
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//These variables are used by TestSuite and Rules.cpp... TODO change that?
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int agressivity;
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bool forceBestAbilityUse;
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void End(){};
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virtual int displayStack() {return 0;};
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int receiveEvent(WEvent * event);
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void Render();
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ManaCost * getPotentialMana(MTGCardInstance * card = NULL);
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vector<MTGAbility*> canPayMana(MTGCardInstance * card = NULL,ManaCost * mCost = NULL);
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vector<MTGAbility*> canPaySunBurst(ManaCost * mCost = NULL);
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virtual int receiveEvent(WEvent * event);
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virtual void Render();
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AIPlayer(string deckFile, string deckFileSmall, MTGDeck * deck = NULL);
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virtual ~AIPlayer();
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virtual MTGCardInstance * chooseCard(TargetChooser * tc, MTGCardInstance * source, int random = 0);
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virtual int selectMenuOption();
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virtual int chooseTarget(TargetChooser * tc = NULL, Player * forceTarget =NULL,MTGCardInstance * Choosencard = NULL,bool checkonly = false);
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virtual int clickMultiTarget(TargetChooser * tc,vector<Targetable*>&potentialTargets);
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virtual int clickSingleTarget(TargetChooser * tc,vector<Targetable*>&potentialTargets,int nbtargets = 0,MTGCardInstance * Choosencard = NULL);
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virtual int Act(float dt);
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virtual int affectCombatDamages(CombatStep);
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virtual int chooseTarget(TargetChooser * tc = NULL, Player * forceTarget = NULL, MTGCardInstance * Chosencard = NULL, bool checkonly = false) = 0;
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virtual int affectCombatDamages(CombatStep) = 0;
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virtual int Act(float dt) = 0;
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int isAI(){return 1;};
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int canHandleCost(MTGAbility * ability);
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int selectAbility();
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int createAbilityTargets(MTGAbility * a, MTGCardInstance * c, RankingContainer& ranking);
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int useAbility();
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virtual int getEfficiency(AIAction * action);
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};
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class AIPlayerBaka: public AIPlayer{
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protected:
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int oldGamePhase;
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float timer;
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MTGCardInstance * FindCardToPlay(ManaCost * potentialMana, const char * type);
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public:
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vector<MTGAbility*>gotPayments;
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int deckId;
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AIPlayerBaka(string deckFile, string deckfileSmall, string avatarFile, MTGDeck * deck = NULL);
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virtual int Act(float dt);
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void initTimer();
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virtual int computeActions();
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};
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class AIPlayerFactory{
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public:
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AIPlayer * createAIPlayer(MTGAllCards * collection, Player * opponent, int deckid = 0);
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