- 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
345 lines
10 KiB
C++
345 lines
10 KiB
C++
#include "PrecompiledHeader.h"
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#include "AIPlayer.h"
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#include "GameStateDuel.h"
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#include "DeckManager.h"
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#include "CardSelectorSingleton.h"
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// Instances for Factory
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#include "AIPlayerBaka.h"
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#ifdef AI_CHANGE_TESTING
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#include "AIPlayerBakaB.h"
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#endif
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const char * const MTG_LAND_TEXTS[] = { "artifact", "forest", "island", "mountain", "swamp", "plains", "other lands" };
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int AIAction::currentId = 0;
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AIAction::AIAction(Player * owner, MTGCardInstance * c, MTGCardInstance * t)
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: owner(owner), ability(NULL), player(NULL), click(c), target(t)
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{
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id = currentId++;
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// useability tweak - assume that the user is probably going to want to see the full res card,
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// so prefetch it. The idea is that we do it here as we want to start the prefetch before it's time to render,
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// and waiting for it to actually go into play is too late, as we start drawing the card during the interrupt window.
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// This is a good intercept point, as the AI has committed to using this card.
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// if we're not in text mode, always get the thumb
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if (CardSelectorSingleton::Instance()->GetDrawMode() != DrawMode::kText)
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{
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//DebugTrace("Prefetching AI card going into play: " << c->getImageName());
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WResourceManager::Instance()->RetrieveCard(c, RETRIEVE_THUMB);
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// also cache the large image if we're using kNormal mode
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if (CardSelectorSingleton::Instance()->GetDrawMode() == DrawMode::kNormal)
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{
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WResourceManager::Instance()->RetrieveCard(c);
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}
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}
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}
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int AIAction::Act()
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{
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GameObserver * g = GameObserver::GetInstance();
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if (player && !playerAbilityTarget)
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{
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g->cardClick(NULL, player);
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return 1;
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}
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if (ability)
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{
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g->mLayers->actionLayer()->reactToClick(ability, click);
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if (target && !mAbilityTargets.size())
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{
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g->cardClick(target);
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return 1;
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}
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else if(playerAbilityTarget && !mAbilityTargets.size())
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{
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g->cardClick(NULL,(Player*)playerAbilityTarget);
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return 1;
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}
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if(mAbilityTargets.size())
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{
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return clickMultiAct(mAbilityTargets);
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}
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}
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else if(mAbilityTargets.size())
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{
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return clickMultiAct(mAbilityTargets);
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}
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else if (click)
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{ //Shouldn't be used, really...
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g->cardClick(click, click);
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if (target)
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g->cardClick(target);
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return 1;
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}
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return 0;
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}
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int AIAction::clickMultiAct(vector<Targetable*>& actionTargets)
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{
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GameObserver * g = GameObserver::GetInstance();
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TargetChooser * tc = g->getCurrentTargetChooser();
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if(!tc) return 0;
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bool sourceIncluded = false;
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for(size_t f = 0;f < actionTargets.size();f++)
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{
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MTGCardInstance * card = ((MTGCardInstance *) actionTargets[f]);
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if(card == (MTGCardInstance*)tc->source)//click source first.
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{
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g->cardClick(card);
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actionTargets.erase(actionTargets.begin() + f);
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sourceIncluded = true;
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}
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}
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std::random_shuffle(actionTargets.begin(), actionTargets.end());
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//shuffle to make it less predictable, otherwise ai will always seem to target from right to left. making it very obvious.
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for(int k = 0;k < int(actionTargets.size());k++)
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{
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int type = actionTargets[k]->typeAsTarget();
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switch (type)
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{
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case TARGET_CARD:
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{
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if(k < tc->maxtargets)
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{
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MTGCardInstance * card = ((MTGCardInstance *) actionTargets[k]);
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if(k+1 == int(actionTargets.size()))
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tc->done = true;
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g->cardClick(card);
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}
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}
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break;
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}
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}
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tc->attemptsToFill++;
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return 1;
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}
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AIPlayer::AIPlayer(string file, string fileSmall, MTGDeck * deck) :
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Player(file, fileSmall, deck)
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{
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agressivity = 50;
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forceBestAbilityUse = false;
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playMode = Player::MODE_AI;
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mFastTimerMode = false;
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}
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AIPlayer::~AIPlayer()
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{
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while (!clickstream.empty())
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{
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AIAction * action = clickstream.front();
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SAFE_DELETE(action);
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clickstream.pop();
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}
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}
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int AIPlayer::Act(float dt)
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{
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GameObserver * gameObs = GameObserver::GetInstance();
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if (gameObs->currentPlayer == this)
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gameObs->userRequestNextGamePhase();
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return 1;
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}
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int AIPlayer::clickMultiTarget(TargetChooser * tc, vector<Targetable*>& potentialTargets)
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{
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bool sourceIncluded = false;
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for(int f = 0;f < int(potentialTargets.size());f++)
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{
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MTGCardInstance * card = ((MTGCardInstance *) potentialTargets[f]);
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Player * pTarget = (Player*)potentialTargets[f];
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if(card && card == (MTGCardInstance*)tc->source)//if the source is part of the targetting deal with it first. second click is "confirming click".
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{
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clickstream.push(NEW AIAction(this, card));
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DebugTrace("Ai clicked source as a target: " << (card ? card->name : "None" ) << endl );
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potentialTargets.erase(potentialTargets.begin() + f);
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sourceIncluded = true;
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}
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if(pTarget && pTarget->typeAsTarget() == TARGET_PLAYER)
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{
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clickstream.push(NEW AIAction(this, pTarget));
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DebugTrace("Ai clicked Player as a target");
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potentialTargets.erase(potentialTargets.begin() + f);
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}
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}
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std::random_shuffle(potentialTargets.begin(), potentialTargets.end());
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if(potentialTargets.size())
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clickstream.push(NEW AIAction(this, NULL,tc->source,potentialTargets));
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while(clickstream.size())
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{
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AIAction * action = clickstream.front();
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action->Act();
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SAFE_DELETE(action);
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clickstream.pop();
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}
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return 1;
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}
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int AIPlayer::clickSingleTarget(TargetChooser * tc, vector<Targetable*>& potentialTargets, MTGCardInstance * chosenCard)
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{
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int i = WRand() % potentialTargets.size();
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int type = potentialTargets[i]->typeAsTarget();
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switch (type)
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{
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case TARGET_CARD:
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{
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if(!chosenCard)
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{
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MTGCardInstance * card = ((MTGCardInstance *) potentialTargets[i]);
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clickstream.push(NEW AIAction(this, card));
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chosenCard = card;
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}
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break;
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}
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case TARGET_PLAYER:
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{
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Player * player = ((Player *) potentialTargets[i]);
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clickstream.push(NEW AIAction(this, player));
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break;
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}
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}
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return 1;
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}
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AIPlayer * AIPlayerFactory::createAIPlayer(MTGAllCards * collection, Player * opponent, int deckid)
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{
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char deckFile[512];
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string avatarFilename; // default imagename
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char deckFileSmall[512];
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if (deckid == GameStateDuel::MENUITEM_EVIL_TWIN)
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{ //Evil twin
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sprintf(deckFile, "%s", opponent->deckFile.c_str());
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DebugTrace("Evil Twin => " << opponent->deckFile);
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avatarFilename = "avatar.jpg";
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sprintf(deckFileSmall, "%s", "ai_baka_eviltwin");
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}
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else
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{
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if (!deckid)
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{
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//random deck
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int nbdecks = 0;
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int found = 1;
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while (found && nbdecks < options[Options::AIDECKS_UNLOCKED].number)
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{
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found = 0;
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char buffer[512];
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sprintf(buffer, "ai/baka/deck%i.txt", nbdecks + 1);
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if (FileExists(buffer))
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{
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found = 1;
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nbdecks++;
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}
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}
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if (!nbdecks)
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return NULL;
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deckid = 1 + WRand() % (nbdecks);
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}
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sprintf(deckFile, "ai/baka/deck%i.txt", deckid);
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DeckMetaData *aiMeta = DeckManager::GetInstance()->getDeckMetaDataByFilename( deckFile, true);
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avatarFilename = aiMeta->getAvatarFilename();
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sprintf(deckFileSmall, "ai_baka_deck%i", deckid);
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}
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int deckSetting = EASY;
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if ( opponent )
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{
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bool isOpponentAI = opponent->isAI() == 1;
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DeckMetaData *meta = DeckManager::GetInstance()->getDeckMetaDataByFilename( opponent->deckFile, isOpponentAI);
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if ( meta->getVictoryPercentage() >= 65)
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deckSetting = HARD;
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}
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// AIPlayerBaka will delete MTGDeck when it's time
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AIPlayerBaka * baka = NEW AIPlayerBaka(deckFile, deckFileSmall, avatarFilename, NEW MTGDeck(deckFile, collection,0, deckSetting));
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baka->deckId = deckid;
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return baka;
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}
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int AIPlayer::receiveEvent(WEvent * event)
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{
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return 0;
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}
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void AIPlayer::Render()
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{
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#ifdef RENDER_AI_STATS
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if (getStats()) getStats()->Render();
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#endif
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}
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#ifdef AI_CHANGE_TESTING
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AIPlayer * AIPlayerFactory::createAIPlayerTest(MTGAllCards * collection, Player * opponent, int deckid)
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{
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char deckFile[512];
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string avatarFilename; // default imagename
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char deckFileSmall[512];
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if (deckid == GameStateDuel::MENUITEM_EVIL_TWIN)
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{ //Evil twin
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sprintf(deckFile, "%s", opponent->deckFile.c_str());
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DebugTrace("Evil Twin => " << opponent->deckFile);
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avatarFilename = "avatar.jpg";
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sprintf(deckFileSmall, "%s", "ai_baka_eviltwin");
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}
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else
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{
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if (!deckid)
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{
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//random deck
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int nbdecks = 0;
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int found = 1;
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while (found && nbdecks < options[Options::AIDECKS_UNLOCKED].number)
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{
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found = 0;
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char buffer[512];
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sprintf(buffer, "ai/baka/deck%i.txt", nbdecks + 1);
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if (FileExists(buffer))
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{
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found = 1;
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nbdecks++;
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}
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}
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if (!nbdecks)
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return NULL;
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deckid = 1 + WRand() % (nbdecks);
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}
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sprintf(deckFile, "ai/baka/deck%i.txt", deckid);
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DeckMetaData *aiMeta = DeckManager::GetInstance()->getDeckMetaDataByFilename( deckFile, true);
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avatarFilename = aiMeta->getAvatarFilename();
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sprintf(deckFileSmall, "ai_baka_deck%i", deckid);
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}
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int deckSetting = EASY;
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if ( opponent )
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{
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bool isOpponentAI = opponent->isAI() == 1;
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DeckMetaData *meta = DeckManager::GetInstance()->getDeckMetaDataByFilename( opponent->deckFile, isOpponentAI);
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if ( meta->getVictoryPercentage() >= 65)
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deckSetting = HARD;
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}
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// AIPlayerBaka will delete MTGDeck when it's time
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AIPlayerBakaB * baka = NEW AIPlayerBakaB(deckFile, deckFileSmall, avatarFilename, NEW MTGDeck(deckFile, collection,0, deckSetting));
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baka->deckId = deckid;
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return baka;
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}
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#endif
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