- removed incorrect casts of MTGCardInstance into Spell objects. - AI Test system now allows you to put decks in ai/bakaA and ai/bakaB instead of ai/baka. This allows to let AIPlayerBaka and AIPlayerBakaB play with specific decks - Test suite speed improvement. Improved the card name cache. Test suite now runs in 850 seconds instead of 950 on my machine. - minor code cleanup
116 lines
3.4 KiB
C++
116 lines
3.4 KiB
C++
/*
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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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#define _IAPLAYER_H
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#include "Player.h"
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#include "config.h"
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#include <queue>
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using std::queue;
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class AIStats;
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class AIAction
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{
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protected:
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static int currentId;
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public:
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Player * owner;
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MTGAbility * ability;
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NestedAbility * nability;
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Player * player;
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int id;
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MTGCardInstance * click;
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MTGCardInstance * target; // TODO Improve
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vector<Targetable*>mAbilityTargets;
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Targetable * playerAbilityTarget;
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//player targeting through abilities is handled completely seperate from spell targeting.
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AIAction(Player * owner, MTGAbility * a, MTGCardInstance * c, MTGCardInstance * t = NULL)
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: owner(owner), 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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AIAction(Player * owner, MTGCardInstance * c, MTGCardInstance * t = NULL);
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AIAction(Player * owner, Player * p)//player targeting through spells
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: owner(owner), ability(NULL), player(p), click(NULL), target(NULL),playerAbilityTarget(NULL)
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{
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};
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AIAction(Player * owner, MTGAbility * a, MTGCardInstance * c, vector<Targetable*>targetCards)
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: owner(owner), 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(Player * owner, MTGAbility * a, Player * p, MTGCardInstance * c)//player targeting through abilities.
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: owner(owner), 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 Act();
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int clickMultiAct(vector<Targetable*>&actionTargets);
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};
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class AIPlayer: public Player{
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protected:
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bool mFastTimerMode;
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queue<AIAction *> clickstream;
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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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//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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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 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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void setFastTimerMode(bool mode = true) { mFastTimerMode = mode; };
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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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#ifdef AI_CHANGE_TESTING
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AIPlayer * createAIPlayerTest(MTGAllCards * collection, Player * opponent, string folder);
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#endif
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};
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#endif
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