Files
wagic/projects/mtg/include/AIPlayerBaka.h
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

141 lines
5.1 KiB
C++

#ifndef _AI_PLAYER_BAKA_H_
#define _AI_PLAYER_BAKA_H_
#include "AIPlayer.h"
#include "AllAbilities.h"
class AIStats;
class AIHints;
class AIHint;
//Would love to define those classes as private nested classes inside of AIPlayerBaka, but they are used by AIHints (which itself should be known only by AIPlayerBaka anyways)
// Any way to clean this up and make all the AIPlayerBaka universe (AIHints, AIPlayerBaka, OrderedAIAction) "closed" ?
class OrderedAIAction: public AIAction
{
protected:
Player * getPlayerTarget();
public:
int efficiency;
OrderedAIAction(AIPlayer * owner, MTGAbility * a, MTGCardInstance * c, MTGCardInstance * t = NULL)
: AIAction(owner, a, c, t), efficiency(-1)
{
};
OrderedAIAction(AIPlayer * owner, MTGCardInstance * c, MTGCardInstance * t = NULL);
OrderedAIAction(AIPlayer * owner, Player * p)//player targeting through spells
: AIAction(owner,p), efficiency(-1)
{
};
OrderedAIAction(AIPlayer * owner, MTGAbility * a, MTGCardInstance * c, vector<Targetable*>targetCards)
: AIAction(owner,a, c, targetCards), efficiency(-1)
{
};
OrderedAIAction(AIPlayer * owner, MTGAbility * a, Player * p, MTGCardInstance * c)//player targeting through abilities.
: AIAction(owner, a, p, c), efficiency(-1)
{
};
int getEfficiency();
// Functions depending on the type of Ability
int getEfficiency(AADamager * aad);
};
// compares Abilities efficiency
class CmpAbilities
{
public:
bool operator()(const OrderedAIAction& a1, const OrderedAIAction& a2) const
{
OrderedAIAction* a1Ptr = const_cast<OrderedAIAction*>(&a1);
OrderedAIAction* a2Ptr = const_cast<OrderedAIAction*>(&a2);
int e1 = a1Ptr->getEfficiency();
int e2 = a2Ptr->getEfficiency();
if (e1 == e2) return a1Ptr->id < a2Ptr->id;
return (e1 > e2);
}
};
typedef std::map<OrderedAIAction, int, CmpAbilities> RankingContainer;
class AIPlayerBaka: public AIPlayer{
protected:
virtual int orderBlockers();
virtual int combatDamages();
virtual int interruptIfICan();
virtual int chooseAttackers();
virtual int chooseBlockers();
virtual int canFirstStrikeKill(MTGCardInstance * card, MTGCardInstance *ennemy);
virtual int effectBadOrGood(MTGCardInstance * card, int mode = MODE_PUTINTOPLAY, TargetChooser * tc = NULL);
// returns 1 if the AI algorithm supports a given cost (ex:simple mana cost), 0 otherwise (ex: cost involves Sacrificing a target)
virtual int CanHandleCost(ManaCost * cost, MTGCardInstance * card = NULL);
//Tries to play an ability recommended by the deck creator
virtual int selectHintAbility();
virtual vector<MTGAbility*> canPayMana(MTGCardInstance * card = NULL, ManaCost * mCost = NULL);
virtual vector<MTGAbility*> canPayMana(MTGCardInstance * card, ManaCost * mCost, map<MTGCardInstance*, bool> &usedCards, bool searchingAgain = false);
virtual vector<MTGAbility*> canPaySunBurst(ManaCost * mCost = NULL);
virtual MTGCardInstance * chooseCard(TargetChooser * tc, MTGCardInstance * source, int random = 0);
virtual int selectMenuOption();
virtual AIStats * getStats();
MTGCardInstance * nextCardToPlay;
MTGCardInstance * activateCombo();
TargetChooser * GetComboTc(GameObserver * observer, TargetChooser * tc = NULL);
AIHints * hints;
AIStats * stats;
int oldGamePhase;
float timer;
virtual MTGCardInstance * FindCardToPlay(ManaCost * potentialMana, const char * type);
vector<MTGCardInstance*>comboCards;
//used by MomirPlayer, hence protected instead of private
virtual int getEfficiency(OrderedAIAction * action);
virtual int getEfficiency(MTGAbility * ability);
virtual bool payTheManaCost(ManaCost * cost, MTGCardInstance * card = NULL,vector<MTGAbility*> gotPayment = vector<MTGAbility*>());
virtual int getCreaturesInfo(Player * player, int neededInfo = INFO_NBCREATURES , int untapMode = 0, int canAttack = 0);
virtual ManaCost * getPotentialMana(MTGCardInstance * card = NULL);
virtual int selectAbility();
public:
enum {
INFO_NBCREATURES,
INFO_CREATURESPOWER,
INFO_CREATURESRANK,
INFO_CREATURESTOUGHNESS,
INFO_CREATURESATTACKINGPOWER
};
vector<MTGAbility*>gotPayments;
AIPlayerBaka(GameObserver *observer, string deckFile, string deckfileSmall, string avatarFile, MTGDeck * deck = NULL);
AIHint * comboHint;
virtual int Act(float dt);
void initTimer();
virtual int computeActions();
virtual void Render();
virtual int receiveEvent(WEvent * event);
virtual ~AIPlayerBaka();
virtual int affectCombatDamages(CombatStep step);
virtual int canHandleCost(MTGAbility * ability);
virtual int chooseTarget(TargetChooser * tc = NULL, Player * forceTarget = NULL,MTGCardInstance * Chosencard = NULL,bool checkonly = false);
virtual vector<MTGAbility*> canPayManaCost(MTGCardInstance * card = NULL, ManaCost * mCost = NULL){ return canPayMana(card, mCost);};
//used by AIHInts, therefore public instead of private :/
virtual int createAbilityTargets(MTGAbility * a, MTGCardInstance * c, RankingContainer& ranking);
};
#endif