Files
wagic/projects/mtg/src/DeckMetaData.cpp
T
omegablast2002@yahoo.com ed03d2f3ef added optimizing of opponents hand if the opponent deck is listed as "easy". slight optimize if listed as "normal" none if listed as "hard" this provides slightly more challange from even poorly constructed Ai decks. taught Ai to pump creatures during combat, and more so if its heading directly at player, taught Ai that its better to use "becomes" and "transforms" during first main. this allow its to actually attack with the manlands ect.
new ability lord...teach(whatever[whatever]) ability.
teach is a targeted lord, it takes the cards current target and lords it the ability. im aware of a tiny memleak it contains, but the leak is happening on parser lvl, so i need more eyes to look at it. teach is ideally used for equipment, and was designed to fix issue 244 taught abilities are not given to the source cards.

forced Ai to pay for sunburst correctly. it was choosing to pay with all of one type of mana. now it pays either max or 1 from max sunburst.

added a tiny double check for Ai to try and find something to use if it suddenly has mana in its pool. it is only a single check in a turn, but i notice it actually does slightly improve the usages of dark ritual and foreach mana producers. ideally i wanted it to check EVERYTIME. but i could not achieve it without putting the game in danger of looping. so once is better then none :/

fixed a bug with affinity where it was not counting duel lands, this is becuase of not setting it up correctly for lands with multiple types SORRY!
2010-11-06 06:59:43 +00:00

195 lines
4.3 KiB
C++

#include "PrecompiledHeader.h"
#include "DeckMetaData.h"
#include "DeckStats.h"
#include "MTGDeck.h"
#include "utils.h"
//Possible improvements:
//Merge this with DeckStats
//Have this class handle all the Meta Data rather than relying on MTGDeck. Then MTGDeck would have a MetaData object...
DeckMetaDataList * DeckMetaDataList::decksMetaData = NEW DeckMetaDataList();
DeckMetaData::DeckMetaData(){
}
DeckMetaData::DeckMetaData(string filename, Player * statsPlayer){
load(filename);
}
void DeckMetaData::loadStatsForPlayer( Player * statsPlayer, string deckStatsFileName )
{
DeckStats * stats = DeckStats::GetInstance();
if ( statsPlayer )
{
stats->load(statsPlayer);
DeckStat * opponentDeckStats = stats->getDeckStat(deckStatsFileName);
if ( opponentDeckStats )
{
_percentVictories = stats->percentVictories(deckStatsFileName);
_victories = opponentDeckStats->victories;
_nbGamesPlayed = opponentDeckStats->nbgames;
ostringstream oss;
int oppDeckId = atoi ( deckStatsFileName.substr( deckStatsFileName.find("deck") + 4, deckStatsFileName.find_last_of(".") ).c_str() );
int avatarId = getAvatarId( oppDeckId );
oss << "avatar" << avatarId << ".jpg";
_avatarFilename = oss.str();
if (_percentVictories < 34)
{
_difficulty = HARD;
}
else if (_percentVictories < 55)
{
_difficulty = NORMAL;
}
else
{
_difficulty = EASY;
}
}
else
{
ostringstream oss;
oss << "avatar" << getAvatarId( _deckid ) << ".jpg";
_avatarFilename = oss.str();
}
}
else
{
if(fileExists(deckStatsFileName.c_str())){
stats->load(deckStatsFileName.c_str());
_nbGamesPlayed = stats->nbGames();
_percentVictories = stats->percentVictories();
}
}
stats = NULL;
}
// since we only have 100 stock avatar images, we need to recylce the images for deck numbers > 99
int DeckMetaData::getAvatarId( int deckId )
{
int avatarId = deckId % 100;
if ( deckId >= 100 && avatarId == 0)
return 100;
return avatarId;
}
void DeckMetaData::load(string filename){
MTGDeck * mtgd = NEW MTGDeck(filename.c_str(),NULL,1);
_name = trim( mtgd->meta_name );
_desc = trim( mtgd->meta_desc );
_deckid = atoi( (filename.substr( filename.find("deck") + 4, filename.find(".txt") )).c_str() );
_percentVictories = 0;
_nbGamesPlayed = 0;
_filename = filename;
_victories = 0;
delete(mtgd);
}
DeckMetaDataList::~DeckMetaDataList(){
for(map<string,DeckMetaData *>::iterator it = values.begin(); it != values.end(); ++it){
SAFE_DELETE(it->second);
}
values.clear();
}
void DeckMetaDataList::invalidate(string filename){
map<string,DeckMetaData *>::iterator it = values.find(filename);
if (it !=values.end()){
SAFE_DELETE(it->second);
values.erase(it);
}
}
DeckMetaData * DeckMetaDataList::get(string filename, Player * statsPlayer){
map<string,DeckMetaData *>::iterator it = values.find(filename);
if (it ==values.end()){
if (fileExists(filename.c_str())) {
values[filename] = NEW DeckMetaData(filename, statsPlayer);
}
}
return values[filename]; //this creates a NULL entry if the file does not exist
}
//Accessors
string DeckMetaData::getFilename()
{
return _filename;
}
string DeckMetaData::getName()
{
return _name;
}
int DeckMetaData::getDeckId()
{
return _deckid;
}
string DeckMetaData::getAvatarFilename()
{
return _avatarFilename;
}
int DeckMetaData::getGamesPlayed()
{
return _nbGamesPlayed;
}
int DeckMetaData::getVictories()
{
return _victories;
}
int DeckMetaData::getVictoryPercentage()
{
return _percentVictories;
}
int DeckMetaData::getDifficulty()
{
return _difficulty;
}
string DeckMetaData::getDifficultyString()
{
string difficultyString = "Normal";
switch( _difficulty )
{
case HARD:
difficultyString = "Hard";
break;
case EASY:
difficultyString = "Easy";
break;
}
return difficultyString;
}
string DeckMetaData::getDescription()
{
return _desc;
}
string DeckMetaData::getStatsSummary()
{
ostringstream statsSummary;
statsSummary << "Difficulty: " << getDifficultyString() << endl
<< "Victory %: " << getVictoryPercentage() << endl
<< "Games Played: " << getGamesPlayed() << endl;
return statsSummary.str();
}