Commit Graph

14 Commits

Author SHA1 Message Date
omegablast2002@yahoo.com
d078872dfc this is the first draft of a simple ai combo system,
format is as follows

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

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

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

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

the next thing I will do is ability targeting and card favoring.
2012-08-19 21:53:57 +00:00
omegablast2002@yahoo.com
0d223b5561 reworked some logic that was changed in last commit. 2012-02-01 12:44:11 +00:00
techdragon.nguyen@gmail.com
ac992675da This removes the compilation error introduced with r4237. I needed this in place to make an iOS build. 2012-02-01 04:17:30 +00:00
omegablast2002@yahoo.com
fbebcd681e added a new aihint #HINT:dontattackwith(targetchooser)
which tells the ai not to use the targetible cards as attackers, this can be card names, and CD modes.

modified the way ai handles multikicker. it will not be casting 1/1 joragas anymore :D

made WParsedInt ignore "+" signs....

added a new affinity ability...autohand=affinity(creature[vampire]|mygraveyard) ....
this is essentially affinity for creatures in your grave.

added supkeyword to clone clone addtype(zombie)....it adds the type listed to the cards types on clone...

reparse PT bonus on resolve.

reworked bushido, it should now work correctly...aside from that it now excepts word variables...fumiko is now bushido(type:creature[attacking]:battlefield/type:creature[attacking]:battlefield)

added a keyword to access acontrolsteal..the keyword is "steal"
auto=ueot steal target(creature) 

reworked persist to handle undying..added the new counter handling rules intruduced by wotc in ISD


added a vector cardsAbilities to mtgcardinstance...this keeps the abilities added to the game for a card to use stored where we can easly alter or remove them.

added an automatic increase to geteff return if the ability is a putinplay ability.

finished coding support for flip and double sided cards, though viewing the "other side" is still not possible yet.
the ability follows the mtg rules.
the ability syntax is flip(card name)...a card can flip into any other card by name...even flip into itself.

added a "canPay() call for Ninja cost...to prevent it from coming up in a menu unless you're in blockers....

added 3 new restriction types that work very similar to type(
thisturn(tc)~morethan~2
lastturn(tc)~lessthan~thisturn(tc)
compare(wordvarible)~equalto~compare(wordvarible)

these are pretty self explanitory.

moved "&&" ability parsing below "this(" allowing "this(" to grant abilities now which contain &&...enclave egologist bug is fixed by this.

fixed an issue with combatspirit link for some reason the way i was doing the bool was not always working.

took care of the todo for AProtectionFrom...you can now give a protection from(blah) in a instant or ueot ability.

added altho very limited right now a "targetedplayer" tc word. i hope to increase this with time.

as always my sidekick doc already has some cards coded for this and test will follow the addition of the cards.
2012-01-31 14:07:40 +00:00
wagic.the.homebrew
851e1f20f1 - some dangerous casts Player/MTGCardInstance fixed
- removed typeAsTarget function and replaced with dynamic casting
- The test suite passes, but it is possible that I busted some of AI's features :(
2011-11-19 14:07:57 +00:00
Xawotihs
ee700623d5 Fixed issue 752. 2011-11-15 22:20:58 +00:00
Xawotihs
2f4dd4cd2a - Added poison counter check into the testsuite
- Decorelated the testsuite AI timer from the game timer to be able to have reproduceable results with AI tests.
- Created a random generator wrapper class
- Used two seperate instances of this random generator for AI and for the game
- Added methods to load randoms into AI from a testcase
- Fixed a probleme with undo and premade decks introduced in r4035
- Added basic test to test AI proliferate code
- Cleaned up goblin_artillery test
- Added AI tests into the testsuite test list
- Fixed looping bug into the multi target AI code
2011-10-30 14:31:27 +00:00
Xawotihs
9adb9d625d - reworked the testsuite and the rules (storyflow) to use the same game deserialization code, moved that code to the players and zone classes
- removed every references to the gameobserver singleton. This object can now be instantiated several times as it's needed for minmax. To be able to do that, I mostly added a reference to a gameobserver from any targetable object (cards, players, spells) and abilities.
2011-10-01 13:30:30 +00:00
omegablast2002@yahoo.com
96cbe18be0 taught ai basic extracost targeting...by basic i mean its not going to choose a token creature over its 20/20 flyer for the target of an extracost...it will target whatever it can for the cost. but atleast it can handle extra cost which are targeted now, rather then ignore them completely.
also removed a peice of aiplayer::render, that was moved into aiplayerbaka.....
2011-09-24 18:42:37 +00:00
wagic.the.homebrew
f649fee465 - Minor refactor of a few files: removed some unnecessary calls, etc... 2011-09-22 10:07:05 +00:00
wagic.the.homebrew
15f0143a8f AIPlayer minor tweaks:
- In order to clarify getEfficiency, started creating "getEfficiency" functions specific to each type of ability (see example with Damager). This won't reduce the file size but should make things bit clearer
- Minor cleanup of getEfficiency
- bug fixes in getEfficiency
2011-09-21 15:10:06 +00:00
wagic.the.homebrew
e9ce574bca - Fix a memory leak in AI "payTheManaCost"
- Minor fixes in AI code
- Attempt at preventing the AI from interrupting itself while it's selecting targets. I don't know why this happens, and my fix didn't work. I believe it shouldn't be possible to interrupt when there is an active targetChooser, please let me know if this is an incorrect assumption.
2011-09-21 03:54:47 +00:00
wagic.the.homebrew
44d9951246 Adding a system to compare two AI implementations (AIPlayerBaka and AIPlayerBakaB). This can be used to make sure a change to the AI is not making the AI weaker, for example. 2011-09-20 11:32:24 +00:00
wagic.the.homebrew
fbfac78b09 - 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
2011-09-20 03:06:06 +00:00