Files
wagic/projects/mtg/src/AIMomirPlayer.cpp
T
omegablast2002@yahoo.com d078872dfc this is the first draft of a simple ai combo system,
format is as follows

HINT#combo hold(blah|myhand)^until(blah|mygraveyard)^until(blah|opponentshand)^restriction{type(creature|mybattlefield)~morethan~2}^cast(blah) targeting(blah|mygraveyard)^totalmananneeded({g}{g}{r}{u}{2})

the ai can be told to hold more then one card, until as many condiations as you want are met, until( is a TC and can basically be used in a fasion of saying "hold arbor elf until you have a lord of atlantas in play and a gaint growth in you hand" 

once the condiations are met you can later tell it to cast(gaint growth) targeting(arbor elf[fresh]|mybattlefield)...

I also included the whole of the games restrictions system...
so you can get really really creative with this so far.

the next thing I will do is ability targeting and card favoring.
2012-08-19 21:53:57 +00:00

135 lines
5.1 KiB
C++

#include "PrecompiledHeader.h"
#include "AIMomirPlayer.h"
#include "CardDescriptor.h"
#include "DamagerDamaged.h"
#include "AIStats.h"
#include "AllAbilities.h"
AIMomirPlayer::AIMomirPlayer(GameObserver *observer, string file, string fileSmall, string avatarFile, MTGDeck * deck) :
AIPlayerBaka(observer, file, fileSmall, avatarFile, deck)
{
momirAbility = NULL;
agressivity = 100;
}
int AIMomirPlayer::getEfficiency(OrderedAIAction * action)
{
MTGAbility * ability = action->ability;
ManaCost * cost = ability->getCost();
if (cost && !(cost->isExtraPaymentSet())) return 0; //Does not handle abilities with sacrifice yet
int efficiency = AIPlayerBaka::getEfficiency(action);
if (observer->getCurrentGamePhase() < MTG_PHASE_FIRSTMAIN) return 0;
return efficiency;
}
MTGAbility * AIMomirPlayer::getMomirAbility()
{
if (momirAbility) return momirAbility;
momirAbility = observer->mLayers->actionLayer()->getAbility(MTGAbility::MOMIR);
return momirAbility;
}
int AIMomirPlayer::momir()
{
if (!game->hand->nb_cards) return 0; //nothing to discard :/
int result = 0;
int opponentCreatures = getCreaturesInfo(opponent(), INFO_NBCREATURES);
int myCreatures = getCreaturesInfo(this, INFO_NBCREATURES );
ManaCost * potentialMana = getPotentialMana();
int converted = potentialMana->getConvertedCost();
SAFE_DELETE(potentialMana);
int efficiency = 100;
int chance = 1 + (randomGenerator.random() % 100);
if (converted == 5 && myCreatures > opponentCreatures && game->hand->nb_cards < 4) efficiency = 5; //Strategy: skip 5 drop
if (converted == 7 && myCreatures > opponentCreatures && game->hand->nb_cards < 2) efficiency = 50; //Strategy: 7 drops have bad upkeep costs and the AI doesn't handle those right now...
if (converted > 8) converted = 8;
if (converted == 8) efficiency = 100 - (myCreatures - opponentCreatures);
if (efficiency >= chance)
{
std::vector<int16_t> _cost;
_cost.push_back(Constants::MTG_COLOR_ARTIFACT);
_cost.push_back(converted);
ManaCost * cost = NEW ManaCost(_cost);
MTGAbility * ability = getMomirAbility();
MTGCardInstance * card = game->hand->cards[0];
if (ability->isReactingToClick(card, cost))
{
payTheManaCost(cost);
AIAction * a = NEW AIAction(this, ability, card);
clickstream.push(a);
result = 1;
}
delete cost;
}
return result;
}
int AIMomirPlayer::computeActions()
{
//Part of the strategy goes here. When should we put a land into play ?
/*
Another gift from Alex Majlaton on my first day playing Momir, and it has served me well ever since. It goes a little something like this: (a) if you are on the play, hit your Two through Four, skip your Five, and then hit all the way to Eight; (b) if you are on the draw and your opponent skips his One, you make Two through Eight; (c) if you are on the draw and your opponent hits a One, you match him drop-for-drop for the rest of the game.
You skip your Five on the play because it is the weakest drop. There are plenty of serviceable guys there, but very few bombs compared to other drops
the general rule is this: if you want to get to Eight, you have to skip two drops on the play and one drop on the draw.
*/
Player * p = observer->currentPlayer;
if (!(observer->currentlyActing() == this)) return 0;
if (chooseTarget()) return 1;
int currentGamePhase = observer->getCurrentGamePhase();
if (observer->isInterrupting == this)
{ // interrupting
selectAbility();
return 1;
}
else if (p == this && observer->mLayers->stackLayer()->count(0, NOT_RESOLVED) == 0)
{ //standard actions
CardDescriptor cd;
MTGCardInstance * card = NULL;
switch (currentGamePhase)
{
case MTG_PHASE_FIRSTMAIN:
{
ManaCost * potentialMana = getPotentialMana();
int converted = potentialMana->getConvertedCost();
SAFE_DELETE(potentialMana);
if (converted < 8 || game->hand->nb_cards > 1)
{
//Attempt to put land into play
cd.init();
cd.setColor(Constants::MTG_COLOR_LAND);
card = cd.match(game->hand);
int canPutLandsIntoPlay = game->playRestrictions->canPutIntoZone(card, game->inPlay);
if (card && (canPutLandsIntoPlay == PlayRestriction::CAN_PLAY))
{
MTGAbility * putIntoPlay = observer->mLayers->actionLayer()->getAbility(MTGAbility::PUT_INTO_PLAY);
AIAction * a = NEW AIAction(this, putIntoPlay, card); //TODO putinplay action
clickstream.push(a);
return 1;
}
}
momir();
return 1;
break;
}
case MTG_PHASE_SECONDMAIN:
selectAbility();
return 1;
break;
default:
return AIPlayerBaka::computeActions();
break;
}
}
return AIPlayerBaka::computeActions();
}