Files
wagic/projects/mtg/include/AIPlayer.h
d32.wagic 002851a943 Daddy32: Tasks Mode
Gives the user the opportunity to earn some credits for performing various tasks.

Known bugs removed, tested stability-wise, not so much game-wise.
Lots of to-dos and ideas still remaining, better balance between task difficulty and their rewards needed - please comment.

Usage:
Enter shop, open menu, select 'See available tasks'.
All tasks in the list are active, until they expire ('Days left'; day passes after each duel (won, lost or quited)).
You can finish any of the tasks and get bonus. For particular task, the bonus gets a bit smaller every day (until expiration).
2009-12-13 22:12:14 +00:00

111 lines
3.2 KiB
C++

/*
* Wagic, The Homebrew ?! is licensed under the BSD license
* See LICENSE in the Folder's root
* http://wololo.net/wagic/
*/
#ifndef _IAPLAYER_H
#define _IAPLAYER_H
#include "Player.h"
#include <queue>
using std::queue;
#define INFO_NBCREATURES 0
#define INFO_CREATURESPOWER 1
class AIStats;
class AIAction{
protected:
int efficiency;
static int currentId;
static MTGAbility * getCoreAbility(MTGAbility * a);
public:
MTGAbility * ability;
Player * player;
int id;
MTGCardInstance * click;
MTGCardInstance * target; // TODO Improve
AIAction(MTGAbility * a, MTGCardInstance * c, MTGCardInstance * t = NULL):ability(a),click(c),target(t){player = NULL; efficiency = -1; id = currentId++;};
AIAction(MTGCardInstance * c, MTGCardInstance * t = NULL):click(c),target(t){player = NULL; ability = NULL; efficiency = -1; id = currentId++;};
AIAction(Player * p):player(p){ability = NULL; target = NULL; click = NULL; efficiency = -1;};
int getEfficiency();
int Act();
};
class CmpAbilities { // compares Abilities efficiency
public:
bool operator()(AIAction * a1, AIAction * a2) const {
int e1 = a1->getEfficiency();
int e2 = a2->getEfficiency();
if (e1 == e2) return a1->id < a2->id;
return (e1 > e2);
}
};
class AIPlayer: public Player{
protected:
MTGCardInstance * nextCardToPlay;
int agressivity;
queue<AIAction *> clickstream;
void tapLandsForMana(ManaCost * cost, MTGCardInstance * card = NULL);
int orderBlockers();
int combatDamages();
int interruptIfICan();
int chooseAttackers();
int chooseBlockers();
int canFirstStrikeKill(MTGCardInstance * card, MTGCardInstance *ennemy);
int effectBadOrGood(MTGCardInstance * card, int mode = MODE_PUTINTOPLAY, TargetChooser * tc = NULL);
int getCreaturesInfo(Player * player, int neededInfo = INFO_NBCREATURES , int untapMode = 0, int canAttack = 0);
AIStats * getStats();
//Variables used by Test suite
public:
bool forceBestAbilityUse;
void End(){};
virtual int displayStack() {return 0;};
int receiveEvent(WEvent * event);
void Render();
AIStats * stats;
ManaCost * getPotentialMana(MTGCardInstance * card = NULL);
AIPlayer(MTGPlayerCards * deck, string deckFile, string deckFileSmall);
virtual ~AIPlayer();
virtual MTGCardInstance * chooseCard(TargetChooser * tc, MTGCardInstance * source, int random = 0);
virtual int chooseTarget(TargetChooser * tc = NULL);
virtual int Act(float dt);
virtual int affectCombatDamages(CombatStep);
int isAI(){return 1;};
int canHandleCost(MTGAbility * ability);
int selectAbility();
int createAbilityTargets(MTGAbility * a, MTGCardInstance * c, map<AIAction *, int,CmpAbilities> * ranking);
int useAbility();
virtual int getEfficiency(AIAction * action);
};
class AIPlayerBaka: public AIPlayer{
protected:
int oldGamePhase;
float timer;
MTGCardInstance * FindCardToPlay(ManaCost * potentialMana, const char * type);
public:
int deckId;
AIPlayerBaka(MTGPlayerCards * deck, string deckFile, string deckfileSmall, string avatarFile);
virtual int Act(float dt);
void initTimer();
virtual int computeActions();
};
class AIPlayerFactory{
public:
AIPlayer * createAIPlayer(MTGAllCards * collection, Player * opponent, int deckid = 0);
};
#endif