Files
wagic/projects/mtg/src/Rules.cpp
2013-12-05 23:06:30 +01:00

627 lines
20 KiB
C++

#include "PrecompiledHeader.h"
#include "MTGDefinitions.h"
#include "Rules.h"
#include "ManaCost.h"
#include "Player.h"
#include "AIMomirPlayer.h"
#include "GameApp.h"
#include "MTGGameZones.h"
#include "MTGAbility.h"
#include "AllAbilities.h"
#include "DeckManager.h"
#include "AIPlayer.h"
#include <JLogger.h>
vector<Rules *> Rules::RulesList = vector<Rules *>();
//Sorting by displayName
struct RulesMenuCmp{
bool operator()(const Rules * a,const Rules * b) const{
return a->displayName < b->displayName;
}
} RulesMenuCmp_;
Rules * Rules::getRulesByFilename(string _filename)
{
for (size_t i = 0; i < RulesList.size(); ++i)
{
if (RulesList[i]->filename == _filename)
return RulesList[i];
}
return NULL;
}
int Rules::loadAllRules()
{
vector<string> rulesFiles = JFileSystem::GetInstance()->scanfolder("rules");
for (size_t i = 0; i < rulesFiles.size(); ++i)
{
Rules * rules = NEW Rules();
if (rules->load(rulesFiles[i]))
{
RulesList.push_back(rules);
}
else
{
SAFE_DELETE(rules);
}
}
//Kind of a hack here, we sort Rules alphabetically because it turns out to be matching
// The historical order of Game modes: Classic, Momir Basic, Random 1, Random 2, Story
std::sort(RulesList.begin(),RulesList.end(),RulesMenuCmp_);
return 1;
}
void Rules::unloadAllRules()
{
for (size_t i = 0; i < RulesList.size(); ++i)
{
SAFE_DELETE(RulesList[i]);
}
RulesList.clear();
}
int Rules::getMTGId(string cardName)
{
int cardnb = atoi(cardName.c_str());
if (cardnb) return cardnb;
if (cardName.compare("*") == 0) return -1; //Any card
MTGCard * card = MTGCollection()->getCardByName(cardName);
if (card) return card->getMTGId();
DebugTrace("RULES: Can't find card:" << cardName.c_str());
return 0;
}
MTGCardInstance * Rules::getCardByMTGId(GameObserver* g, int mtgid)
{
for (int i = 0; i < 2; i++)
{
Player * p = g->players[i];
MTGGameZone * zones[] = { p->game->library, p->game->hand, p->game->inPlay, p->game->graveyard };
for (int j = 0; j < 4; j++)
{
MTGGameZone * zone = zones[j];
for (int k = 0; k < zone->nb_cards; k++)
{
MTGCardInstance * card = zone->cards[k];
if (!card) return NULL;
if (card->getMTGId() == mtgid) return card;
}
}
}
return NULL;
}
RulesPlayerData::RulesPlayerData()
: player(0)
{
}
RulesPlayerData::~RulesPlayerData()
{
SAFE_DELETE(player);
}
RulesState::RulesState()
{
phase = MTG_PHASE_FIRSTMAIN;
player = 0;
}
void RulesState::parsePlayerState(int playerId, string s)
{
if(playerData[playerId].player->parseLine(s))
return;
size_t limiter = s.find("=");
if (limiter == string::npos) limiter = s.find(":");
string areaS;
if (limiter != string::npos)
{
areaS = s.substr(0, limiter);
if (areaS.compare("auto") == 0)
{
playerData[playerId].extraRules.push_back(s.substr(limiter + 1));
return;
}
else
{
return; // ERROR
}
}
else
{
//ERROR
}
}
void Rules::addExtraRules(GameObserver* g)
{
int id = g->mLayers->actionLayer()->getMaxId();
MTGAllCards::sortSubtypeList();
for (int i = 0; i < 2; ++i)
{
Player * p = g->players[i];
//Trick so that the abilities don't die;
g->ExtraRules[i].currentZone = p->game->inPlay;
g->ExtraRules[i].lastController = p;
g->ExtraRules[i].owner = p;
for (size_t j = 0; j < initState.playerData[i].extraRules.size(); ++j)
{
AbilityFactory af(g);
MTGPlayerCards * hand = NULL;
int handsize = 7;
int difficultyRating = 0;
int Optimizedhandcheat = options[Options::OPTIMIZE_HAND].number;
MTGAbility * a = af.parseMagicLine(initState.playerData[i].extraRules[j], id++, NULL, &(g->ExtraRules[i]));
if (p->isAI() && (p->playMode == Player::MODE_AI && p->opponent()->playMode== Player::MODE_AI))
difficultyRating = 1;
else if (g->players[1]->playMode == Player::MODE_HUMAN)
difficultyRating = 0;
else if (p->playMode == Player::MODE_TEST_SUITE)
difficultyRating = 0;
else if (g->mRules->gamemode == GAME_TYPE_MOMIR)
difficultyRating = 0;
else if(g->mRules->gamemode == GAME_TYPE_RANDOM1 || g->mRules->gamemode == GAME_TYPE_RANDOM2)
difficultyRating = 0;
else if (g->mRules->gamemode == GAME_TYPE_STORY)
difficultyRating = 0;
else if (a->aType == MTGAbility::STANDARD_DRAW)
difficultyRating = g->getDeckManager()->getDifficultyRating(g->players[0], g->players[1]);
if (a)
{
//We make those non interruptible, so that they don't appear on the player's stack
a->canBeInterrupted = false;
if (a->oneShot)
{
if (a->aType != MTGAbility::STANDARD_DRAW)
a->resolve();
else if (p->isAI() && (p->playMode == Player::MODE_AI && p->opponent()->playMode== Player::MODE_AI))
{
handsize = ((AADrawer *)a)->getNumCards();
((AIPlayer *) p)->forceBestAbilityUse = true;
((AIPlayer *) p)->agressivity += 100;
hand->OptimizedHand(p,handsize, 3, 1, 3);
}
else if (!p->isAI() && !Optimizedhandcheat)
a->resolve();
else if (p->playMode == Player::MODE_TEST_SUITE)
a->resolve();
else if (g->mRules->gamemode == GAME_TYPE_MOMIR)
a->resolve();
else if(g->mRules->gamemode == GAME_TYPE_RANDOM1 || g->mRules->gamemode == GAME_TYPE_RANDOM2)
a->resolve();
else if (g->mRules->gamemode == GAME_TYPE_STORY)
a->resolve();
else//stupid protections to keep this out of mimor and other game modes.
{
handsize = ((AADrawer *)a)->getNumCards();
if(difficultyRating == EASY)
{
((AIPlayer *) p)->forceBestAbilityUse = true;
((AIPlayer *) p)->agressivity += 100;
hand->OptimizedHand(p,handsize, 3, 1, 3);//easy decks get a major boost, open hand is 2lands,1 creature under 3 mana,3spells under 3 mana.
}
else if (difficultyRating == NORMAL)
{
hand->OptimizedHand(p,handsize, 2, 0, 2);//give the Ai deck a tiny boost by giving it 1 land and 2 spells under 3 manacost.
}
else if (difficultyRating == HARD)
{
hand->OptimizedHand(p,handsize, 2, 0, 0);//give the Ai deck a tiny boost by giving it 1 land and 2 spells under 3 manacost.
}
else
{
hand->OptimizedHand(p,handsize, 3, 1, 3);//no rating fall out case.
}
}
SAFE_DELETE(a);
}
else
{
a->addToGame();
}
}
}
}
for (size_t j = 0; j < extraRules.size(); ++j)
{
AbilityFactory af(g);
MTGAbility * a = af.parseMagicLine(extraRules[j], id++, NULL, &(g->ExtraRules[0]));
if (a)
{
if (a->oneShot)
{
a->resolve();
delete (a);
}
else
{
a->addToGame();
}
}
}
}
Player * Rules::loadPlayerMomir(GameObserver* observer, int isAI)
{
string deckFileSmall = "momir";
char empty[] = "";
MTGDeck * tempDeck = NEW MTGDeck(MTGCollection()); //Autogenerate a momir deck. Leave the "momir.txt" bits below for stats.
tempDeck->addRandomCards(12, 0, 0, Constants::RARITY_L, "Forest");
tempDeck->addRandomCards(12, 0, 0, Constants::RARITY_L, "Plains");
tempDeck->addRandomCards(12, 0, 0, Constants::RARITY_L, "Swamp");
tempDeck->addRandomCards(12, 0, 0, Constants::RARITY_L, "Mountain");
tempDeck->addRandomCards(12, 0, 0, Constants::RARITY_L, "Island");
Player *player = NULL;
if (!isAI) // Human Player
player = NEW HumanPlayer(observer, options.profileFile("momir.txt", "", true).c_str(), deckFileSmall, false, tempDeck);
else
player = NEW AIMomirPlayer(observer, options.profileFile("momir.txt", "", true).c_str(), deckFileSmall, empty, tempDeck);
return player;
}
Player * Rules::loadPlayerRandom(GameObserver* observer, int isAI, int mode)
{
int color1 = 1 + observer->getRandomGenerator()->random() % 5;
int color2 = 1 + observer->getRandomGenerator()->random() % 5;
int color0 = Constants::MTG_COLOR_ARTIFACT;
if (mode == GAME_TYPE_RANDOM1) color2 = color1;
int colors[] = { color1, color2, color0 };
int nbcolors = 3;
string lands[] = { "forest", "forest", "island", "mountain", "swamp", "plains", "forest" };
MTGDeck * tempDeck = NEW MTGDeck(MTGCollection());
tempDeck->addRandomCards(9, 0, 0, -1, lands[color1].c_str());
tempDeck->addRandomCards(9, 0, 0, -1, lands[color2].c_str());
tempDeck->addRandomCards(1, 0, 0, 'U', "land");
tempDeck->addRandomCards(1, 0, 0, 'R', "land");
tempDeck->addRandomCards(12, 0, 0, -1, "creature", colors, nbcolors);
tempDeck->addRandomCards(2, 0, 0, -1, "sorcery", colors, nbcolors);
tempDeck->addRandomCards(2, 0, 0, -1, "enchantment", colors, nbcolors);
tempDeck->addRandomCards(2, 0, 0, -1, "instant", colors, nbcolors);
tempDeck->addRandomCards(2, 0, 0, -1, "artifact", colors, nbcolors);
string deckFile = "random";
string deckFileSmall = "random";
Player *player = NULL;
if (!isAI) // Human Player
player = NEW HumanPlayer(observer, deckFile, deckFileSmall, false, tempDeck);
else
player = NEW AIPlayerBaka(observer, deckFile, deckFileSmall, "", tempDeck);
return player;
}
Player * Rules::initPlayer(GameObserver *g, int playerId)
{
Player * p = g->players.size() > 1?g->players[playerId]:NULL;
if (!p)
{
int isAI = 1;
if (GameApp::players[playerId] == PLAYER_TYPE_HUMAN) isAI = 0;
switch (gamemode)
{
case GAME_TYPE_MOMIR:
return loadPlayerMomir(g, isAI);
case GAME_TYPE_CLASSIC:
return NULL; //Error for the time being
case GAME_TYPE_RANDOM1:
return loadPlayerRandom(g, isAI, GAME_TYPE_RANDOM1);
case GAME_TYPE_RANDOM2:
return loadPlayerRandom(g, isAI, GAME_TYPE_RANDOM2);
default:
return NULL;
}
}
//TODO p may still be NULL, what do we do to handle this? Above switch has no default case to handle the case where p is NULL
p->phaseRing = initState.playerData[playerId].player->phaseRing;
p->offerInterruptOnPhase = initState.playerData[playerId].player->offerInterruptOnPhase;
return p;
}
MTGDeck * Rules::buildDeck(int playerId)
{
int nbcards = 0;
MTGDeck * deck = NEW MTGDeck(MTGCollection());
MTGGameZone * loadedPlayerZones[] = { initState.playerData[playerId].player->game->graveyard,
initState.playerData[playerId].player->game->library,
initState.playerData[playerId].player->game->hand,
initState.playerData[playerId].player->game->inPlay };
for (int j = 0; j < 4; j++)
{
for (size_t k = 0; k < loadedPlayerZones[j]->cards.size(); k++)
{
int cardid = loadedPlayerZones[j]->cards[k]->getId();
deck->add(cardid);
nbcards++;
}
}
if (!nbcards)
{
delete (deck);
return NULL;
}
return deck;
}
void Rules::initPlayers(GameObserver *g)
{
for (int i = 0; i < 2; i++)
{
Player * p = initPlayer(g, i);
if(p && g->getPlayersNumber() < 2)
g->players.push_back(p);
MTGDeck * deck = buildDeck(i);
if (deck)
{
// TODO: p may be NULL, initPlayer(g, i) may return NULL, what do we do in this case?
p->game->initDeck(deck);
SAFE_DELETE(deck);
p->game->setOwner(p);
}
}
}
void Rules::initGame(GameObserver *g, bool currentPlayerSet)
{
DebugTrace("RULES Init Game\n");
//Set the current player/phase
if (g->currentPlayer->playMode!= Player::MODE_TEST_SUITE && g->mRules->gamemode!= GAME_TYPE_STORY)
{
if(OptionWhosFirst::WHO_R == options[Options::FIRSTPLAYER].number)
initState.player = g->getRandomGenerator()->random() % 2;
if(OptionWhosFirst::WHO_O == options[Options::FIRSTPLAYER].number)
initState.player = 1;
}
if(!currentPlayerSet)
{
g->currentPlayerId = initState.player;
}
g->currentPlayer = g->players[g->currentPlayerId];
g->currentActionPlayer = g->currentPlayer;
g->phaseRing->goToPhase(0, g->currentPlayer, false);
g->phaseRing->goToPhase(initState.phase, g->currentPlayer);
g->setCurrentGamePhase(initState.phase);
for (int i = 0; i < 2; i++)
{
Player * p = g->players[i];
p->life = initState.playerData[i].player->life;
p->poisonCount = initState.playerData[i].player->poisonCount;
p->damageCount = initState.playerData[i].player->damageCount;
p->preventable = initState.playerData[i].player->preventable;
if (initState.playerData[i].player->mAvatarName.size())
{
p->mAvatarName = initState.playerData[i].player->mAvatarName;
}
MTGGameZone * playerZones[] = { p->game->graveyard, p->game->library, p->game->hand, p->game->inPlay };
MTGGameZone * loadedPlayerZones[] = { initState.playerData[i].player->game->graveyard,
initState.playerData[i].player->game->library,
initState.playerData[i].player->game->hand,
initState.playerData[i].player->game->inPlay };
for (int j = 0; j < 4; j++)
{
MTGGameZone * zone = playerZones[j];
for (size_t k = 0; k < loadedPlayerZones[j]->cards.size(); k++)
{
MTGCardInstance * card = getCardByMTGId(g, loadedPlayerZones[j]->cards[k]->getId());
if (card && zone != p->game->library)
{
if (zone == p->game->inPlay)
{
MTGCardInstance * copy = p->game->putInZone(card, p->game->library, p->game->stack);
Spell * spell = NEW Spell(g, copy);
spell->resolve();
delete spell;
}
else
{
if (!p->game->library->hasCard(card))
{
LOG ("RULES ERROR, CARD NOT FOUND IN LIBRARY\n");
}
p->game->putInZone(card, p->game->library, zone);
}
}
else
{
if (!card)
{
LOG ("RULES ERROR, card is NULL\n");
}
}
}
}
}
addExtraRules(g);
postUpdateInitDone = false;
DebugTrace("RULES Init Game Done !\n");
}
//This function has all iitialization that can't be done in the "real" init function,
// because the first update call messes things up.
//It's a hack, ideally, the first update call shouldn't mess the init parameters...
void Rules::postUpdateInit(GameObserver* observer)
{
if (postUpdateInitDone)
return;
for (int i = 0; i < 2; ++ i)
observer->players[i]->getManaPool()->add(initState.playerData[i].player->getManaPool());
// GameObserver::GetInstance()->players[i]->getManaPool()->copy(initState.playerData[i].manapool);
postUpdateInitDone = true;
}
void RulesPlayerData::cleanup()
{
SAFE_DELETE(player);
player = new Player(NULL, "", "");
}
void RulesState::cleanup()
{
for (int i = 0; i < 2; i++)
{
playerData[i].cleanup();
}
}
void Rules::cleanup()
{
initState.cleanup();
}
Rules::Rules(string _bg)
{
bg = _bg;
unlockOption = INVALID_OPTION;
hidden = false;
filename = "";
postUpdateInitDone = false;
}
bool Rules::canChooseDeck()
{
return (gamemode == GAME_TYPE_CLASSIC || gamemode == GAME_TYPE_STONEHEWER || gamemode == GAME_TYPE_HERMIT);
}
int Rules::load(string _filename)
{
//avoid non .txt files
if (_filename.size() < 5 || (_filename.find(".txt") == string::npos && _filename.find(".TXT") == string::npos))
return 0;
if (!filename.size()) //this check is necessary because of the recursive calls (a file loads other files)
filename = _filename;
char c_filename[4096];
if (fileExists(_filename.c_str()))
{
sprintf(c_filename, "%s", _filename.c_str());
}
else
{
sprintf(c_filename, "rules/%s", _filename.c_str());
}
std::string contents;
if (!JFileSystem::GetInstance()->readIntoString(c_filename, contents))
return 0;
std::stringstream stream(contents);
std::string s;
int state = PARSE_UNDEFINED;
cleanup();
while (std::getline(stream, s))
{
if (!s.size()) continue;
if (s[s.size() - 1] == '\r') s.erase(s.size() - 1); //Handle DOS files
if (!s.size()) continue;
if (s[0] == '#') continue;
string scopy = s;
std::transform(s.begin(), s.end(), s.begin(), ::tolower);
if (s.find("include ") == 0)
{
load(s.substr(8));
hidden = false; //To avoid transmitting the hidden param to children
continue;
}
if (s.compare("[init]") == 0)
{
state = PARSE_INIT;
continue;
}
if (s.compare("[players]") == 0)
{
state = PARSE_PLAYERS;
continue;
}
if (s.compare("[player1]") == 0)
{
state = PARSE_PLAYER1;
continue;
}
if (s.compare("[player2]") == 0)
{
state = PARSE_PLAYER2;
continue;
}
switch (state)
{
case PARSE_UNDEFINED:
if (s.find("name=") == 0)
{
displayName = scopy.substr(5);
}
else if (s.find("unlock=") == 0)
{
mUnlockOptionString = s.substr(7);
unlockOption = Options::getID(mUnlockOptionString);
}
else if (s.find("hidden") == 0)
{
hidden = true;
}
break;
case PARSE_INIT:
if (s.find("auto=") == 0)
{
extraRules.push_back(s.substr(5));
}
else if (s.find("mode=") == 0)
{
gamemode = strToGameMode(s.substr(5));
}
else if (s.find("player=") == 0)
{
initState.player = atoi(s.substr(7).c_str()) - 1;
}
else
{
initState.phase = PhaseRing::phaseStrToInt(s);
}
break;
case PARSE_PLAYER1:
initState.parsePlayerState(0, s);
break;
case PARSE_PLAYER2:
initState.parsePlayerState(1, s);
break;
case PARSE_PLAYERS:
initState.parsePlayerState(0, s);
initState.parsePlayerState(1, s);
break;
}
}
return 1;
}
GameType Rules::strToGameMode(string s)
{
if (s.compare("momir") == 0) return GAME_TYPE_MOMIR;
if (s.compare("random1") == 0) return GAME_TYPE_RANDOM1;
if (s.compare("random2") == 0) return GAME_TYPE_RANDOM2;
if (s.compare("story") == 0) return GAME_TYPE_STORY;
if (s.compare("stonehewer") == 0) return GAME_TYPE_STONEHEWER;
if (s.compare("hermit") == 0) return GAME_TYPE_HERMIT;
return GAME_TYPE_CLASSIC;
}