Files
wagic/projects/mtg/src/AIPlayer.cpp
wagic.the.homebrew@gmail.com 3f2bf948eb Erwan
-fix issue 79 (AI and legendary cards)
2009-09-28 15:18:54 +00:00

756 lines
22 KiB
C++

#include "../include/config.h"
#include "../include/AIPlayer.h"
#include "../include/CardDescriptor.h"
#include "../include/AIStats.h"
#include "../include/AllAbilities.h"
#include "../include/ExtraCost.h"
#include "../include/GuiCombat.h"
const char * const MTG_LAND_TEXTS[] = {"artifact","forest","island","mountain","swamp","plains","other lands"};
int AIAction::Act(){
GameObserver * g = GameObserver::GetInstance();
if (player){
g->cardClick(NULL, player);
return 1;
}
if (ability){
g->mLayers->actionLayer()->reactToClick(ability,click);
if (target) g->cardClick(target);
return 1;
}else if (click){ //Shouldn't be used, really...
g->cardClick(click);
if (target) g->cardClick(target);
return 1;
}
return 0;
}
AIPlayer::AIPlayer(MTGPlayerCards * deck, string file, string fileSmall) : Player(deck, file, fileSmall) {
potentialMana = NEW ManaCost();
nextCardToPlay = NULL;
stats = NULL;
agressivity = 50;
}
AIPlayer::~AIPlayer(){
SAFE_DELETE(potentialMana);
if (stats){
stats->save();
SAFE_DELETE(stats);
}
while(!clickstream.empty()){
AIAction * action = clickstream.front();
SAFE_DELETE(action);
clickstream.pop();
}
}
MTGCardInstance * AIPlayer::chooseCard(TargetChooser * tc, MTGCardInstance * source, int random){
for (int i = 0; i < game->hand->nb_cards; i++){
MTGCardInstance * card = game->hand->cards[i];
if (!tc->alreadyHasTarget(card) && tc->canTarget(card)){
return card;
}
}
return NULL;
}
int AIPlayer::Act(float dt){
GameObserver * gameObs = GameObserver::GetInstance();
if (gameObs->currentPlayer == this)
gameObs->userRequestNextGamePhase();
return 1;
}
void AIPlayer::tapLandsForMana(ManaCost * potentialMana, ManaCost * cost){
#if defined (WIN32) || defined (LINUX)
OutputDebugString("tapping land for mana\n");
#endif
if (!cost) return;
ManaCost * diff = potentialMana->Diff(cost);
GameObserver * g = GameObserver::GetInstance();
map<MTGCardInstance *,bool>used;
for (int i = 1; i < g->mLayers->actionLayer()->mCount; i++){ //0 is not a mtgability...hackish
//Make sure we can use the ability
MTGAbility * a = ((MTGAbility *)g->mLayers->actionLayer()->mObjects[i]);
AManaProducer * amp = dynamic_cast<AManaProducer*>(a);
if (amp && canHandleCost(amp)){
MTGCardInstance * card = amp->source;
if (!used[card] && amp->isReactingToClick(card) && amp->output->getConvertedCost()==1){
used[card] = true;
int doTap = 1;
for (int i=Constants::MTG_NB_COLORS-1; i>= 0; i--){
if (diff->getCost(i) && amp->output->getCost(i) ){
diff->remove(i,1);
doTap = 0;
break;
}
}
if (doTap){
AIAction * action = NEW AIAction(amp,card);
clickstream.push(action);
}
}
}
}
delete(diff);
}
ManaCost * AIPlayer::getPotentialMana(){
SAFE_DELETE(potentialMana);
potentialMana = NEW ManaCost();
GameObserver * g = GameObserver::GetInstance();
map<MTGCardInstance *,bool>used;
for (int i = 1; i < g->mLayers->actionLayer()->mCount; i++){ //0 is not a mtgability...hackish
//Make sure we can use the ability
MTGAbility * a = ((MTGAbility *)g->mLayers->actionLayer()->mObjects[i]);
AManaProducer * amp = dynamic_cast<AManaProducer*>(a);
if (amp && canHandleCost(amp)){
MTGCardInstance * card = amp->source;
if (!used[card] && amp->isReactingToClick(card) && amp->output->getConvertedCost()==1){
potentialMana->add(amp->output);
used[card] = true;
}
}
}
return potentialMana;
}
int AIPlayer::getEfficiency(AIAction * action){
return action->getEfficiency();
}
int AIPlayer::canHandleCost(MTGAbility * ability){
//Can't handle sacrifice costs that require a target yet :(
if (ability->cost){
ExtraCosts * ec = ability->cost->extraCosts;
if (ec){
for (size_t i = 0; i < ec->costs.size(); i++){
if (ec->costs[i]->tc) return 0;
}
}
}
return 1;
}
int AIAction::getEfficiency(){
//TODO add multiplier according to what the player wants
if (efficiency != -1) return efficiency;
if (!ability) return 0;
GameObserver * g = GameObserver::GetInstance();
ActionStack * s = g->mLayers->stackLayer();
Player * p = g->currentlyActing();
if (s->has(ability)) return 0;
MTGAbility * a = ability;
GenericTargetAbility * gta = dynamic_cast<GenericTargetAbility*>(a);
if (gta) a = gta->ability;
GenericActivatedAbility * gaa = dynamic_cast<GenericActivatedAbility*>(a);
if (gaa) a = gaa->ability;
if (!a){
OutputDebugString("FATAL: Ability is NULL in AIAction::getEfficiency()");
return 0;
}
if (!((AIPlayer *)p)->canHandleCost(ability)) return 0;
switch (a->aType){
case MTGAbility::DAMAGER:
{
AADamager * aad = (AADamager *) a;
if ( p == target->controller()){
efficiency = 0;
}else if (aad->damage >= target->toughness){
efficiency = 100;
}else if (target->toughness){
efficiency = (50 * aad->damage) / target->toughness;
}else{
efficiency = 0;
}
break;
}
case MTGAbility::STANDARD_REGENERATE:
{
MTGCardInstance * _target = (MTGCardInstance *)(a->target);
efficiency = 0;
if (!_target->regenerateTokens && g->getCurrentGamePhase()< Constants::MTG_PHASE_COMBATDAMAGE && (_target->defenser || _target->blockers.size())){
efficiency = 95;
}
//TODO If the card is the target of a damage spell
break;
}
case MTGAbility::MANA_PRODUCER: //can't use mana producers right now :/
efficiency = 0;
break;
default:
if (target){
AbilityFactory af;
int suggestion = af.abilityEfficiency(a, p, MODE_ABILITY);
if ((suggestion == BAKA_EFFECT_BAD && p==target->controller()) ||(suggestion == BAKA_EFFECT_GOOD && p!=target->controller())){
efficiency =0;
}else{
efficiency = rand() % 5; //Small percentage of chance for unknown abilities
}
}else{
efficiency = rand() % 10;
}
break;
}
return efficiency;
}
int AIPlayer::createAbilityTargets(MTGAbility * a, MTGCardInstance * c, map<AIAction *, int, CmpAbilities> * ranking){
if (!a->tc){
AIAction * as = NEW AIAction(a,c,NULL);
(*ranking)[as] = 1;
return 1;
}
GameObserver * g = GameObserver::GetInstance();
for (int i = 0; i < 2; i++){
Player * p = g->players[i];
MTGGameZone * playerZones[] = {p->game->graveyard, p->game->library, p->game->hand, p->game->inPlay};
for (int j = 0; j < 4; j++){
MTGGameZone * zone = playerZones[j];
for (int k=0; k < zone->nb_cards; k++){
MTGCardInstance * t = zone->cards[k];
if (a->tc->canTarget(t)){
AIAction * as = NEW AIAction(a,c,t);
(*ranking)[as] = 1;
}
}
}
}
return 1;
}
int AIPlayer::selectAbility(){
map<AIAction *, int,CmpAbilities>ranking;
list<int>::iterator it;
ManaCost * pMana = getPotentialMana();
GameObserver * g = GameObserver::GetInstance();
for (int i = 1; i < g->mLayers->actionLayer()->mCount; i++){ //0 is not a mtgability...hackish
//Make sure we can use the ability
MTGAbility * a = ((MTGAbility *)g->mLayers->actionLayer()->mObjects[i]);
for (int j=0; j < game->inPlay->nb_cards; j++){
MTGCardInstance * card = game->inPlay->cards[j];
if (a->isReactingToClick(card,pMana)){
createAbilityTargets(a, card, &ranking);
}
}
}
if (ranking.size()){
AIAction * a = ranking.begin()->first;
int chance = 1 + rand() % 100;
if (getEfficiency(a) < chance){
a = NULL;
}else{
OutputDebugString("AIPlayer:Using Activated ability\n");
tapLandsForMana(pMana, a->ability->cost);
clickstream.push(a);
}
map<AIAction *, int, CmpAbilities>::iterator it2;
for (it2 = ranking.begin(); it2!=ranking.end(); it2++){
if (a != it2->first) delete(it2->first);
}
}
return 1;
}
int AIPlayer::interruptIfICan(){
GameObserver * g = GameObserver::GetInstance();
if (g->mLayers->stackLayer()->askIfWishesToInterrupt == this){
if (!clickstream.empty()) g->mLayers->stackLayer()->cancelInterruptOffer();
else g->mLayers->stackLayer()->setIsInterrupting(this);
return 1;
}
return 0;
}
int AIPlayer::effectBadOrGood(MTGCardInstance * card, int mode){
int id = card->getMTGId();
AbilityFactory * af = NEW AbilityFactory();
int autoGuess = af->magicText(id,NULL,card, mode);
delete af;
if (autoGuess) return autoGuess;
return BAKA_EFFECT_DONTKNOW;
}
int AIPlayer::chooseTarget(TargetChooser * tc){
vector<Targetable *>potentialTargets;
int nbtargets = 0;
GameObserver * gameObs = GameObserver::GetInstance();
int checkOnly = 0;
if (tc){
checkOnly = 1;
}else{
tc = gameObs->getCurrentTargetChooser();
}
if (!tc) return 0;
if (!(gameObs->currentlyActing() == this)) return 0;
Player * target = this;
int cardEffect = effectBadOrGood(tc->source, MODE_TARGET);
if (cardEffect != BAKA_EFFECT_GOOD){
target = this->opponent();
}
if (!tc->alreadyHasTarget(target) && tc->canTarget(target) && nbtargets < 50){
for (int i = 0; i < 3; i++){ //Increase probability to target a player when this is possible
potentialTargets.push_back(target);
nbtargets++;
}
if (checkOnly) return 1;
}
MTGPlayerCards * playerZones = target->game;
MTGGameZone * zones[] = {playerZones->hand,playerZones->library,playerZones->inPlay, playerZones->graveyard};
for (int j = 0; j < 4; j++){
MTGGameZone * zone = zones[j];
for (int k=0; k< zone->nb_cards; k++){
MTGCardInstance * card = zone->cards[k];
if (!tc->alreadyHasTarget(card) && tc->canTarget(card) && nbtargets < 50){
if (checkOnly) return 1;
int multiplier = 1;
if (getStats() && getStats()->isInTop(card,10)){
multiplier++;
if (getStats()->isInTop(card,5)){
multiplier++;
if (getStats()->isInTop(card,3)){
multiplier++;
}
}
}
for (int l=0; l < multiplier; l++){
potentialTargets.push_back(card);
nbtargets++;
}
}
}
}
if (nbtargets){
int i = rand() % nbtargets;
int type = potentialTargets[i]->typeAsTarget();
switch(type){
case TARGET_CARD:
{
MTGCardInstance * card = ((MTGCardInstance *) potentialTargets[i]);
clickstream.push(NEW AIAction(card));
return 1;
break;
}
case TARGET_PLAYER:
{
Player * player = ((Player *) potentialTargets[i]);
clickstream.push(NEW AIAction(player));
return 1;
break;
}
}
}
//BIG PROBLEM
gameObs->cancelCurrentAction();
return 0;
}
int AIPlayer::getCreaturesInfo(Player * player, int neededInfo , int untapMode, int canAttack){
int result = 0;
CardDescriptor cd;
cd.init();
cd.setType("Creature");
cd.unsecureSetTapped(untapMode);
MTGCardInstance * card = NULL;
while((card = cd.nextmatch(player->game->inPlay, card))){
if (!canAttack || card->canAttack()){
if (neededInfo == INFO_NBCREATURES){
result++;
}else{
result+=card->power;
}
}
}
return result;
}
int AIPlayer::chooseAttackers(){
//Attack with all creatures
//How much damage can the other player do during his next Attack ?
int opponentForce = getCreaturesInfo(opponent(),INFO_CREATURESPOWER);
int opponentCreatures = getCreaturesInfo(opponent(), INFO_NBCREATURES);
int myForce = getCreaturesInfo(this,INFO_CREATURESPOWER,-1,1);
int myCreatures = getCreaturesInfo(this, INFO_NBCREATURES, -1,1);
bool attack = ((myCreatures > opponentCreatures) || (myForce > opponentForce) || (myForce > 2*opponent()->life));
if (agressivity > 80 && !attack && life > opponentForce) {
opponentCreatures = getCreaturesInfo(opponent(), INFO_NBCREATURES,-1);
opponentForce = getCreaturesInfo(opponent(),INFO_CREATURESPOWER,-1);
attack = (myCreatures >= opponentCreatures && myForce > opponentForce) || (myForce > opponentForce) || (myForce > opponent()->life);
}
printf("Choose attackers : %i %i %i %i -> %i\n", opponentForce, opponentCreatures, myForce, myCreatures, attack);
if (attack){
CardDescriptor cd;
cd.init();
cd.setType("creature");
MTGCardInstance * card = NULL;
GameObserver * g = GameObserver::GetInstance();
MTGAbility * a = g->mLayers->actionLayer()->getAbility(MTGAbility::MTG_ATTACK_RULE);
while((card = cd.nextmatch(game->inPlay, card))){
g->mLayers->actionLayer()->reactToClick(a,card);
}
}
return 1;
}
/* Can I first strike my oponent and get away with murder ? */
int AIPlayer::canFirstStrikeKill(MTGCardInstance * card, MTGCardInstance *ennemy){
if (ennemy->has(Constants::FIRSTSTRIKE) || ennemy->has(Constants::DOUBLESTRIKE)) return 0;
if (!(card->has(Constants::FIRSTSTRIKE) || card->has(Constants::DOUBLESTRIKE))) return 0;
if (!(card->power >= ennemy->toughness)) return 0;
return 1;
}
int AIPlayer::chooseBlockers(){
map<MTGCardInstance *, int> opponentsToughness;
int opponentForce = getCreaturesInfo(opponent(),INFO_CREATURESPOWER);
//int opponentCreatures = getCreaturesInfo(opponent(), INFO_NBCREATURES, -1);
//int myForce = getCreaturesInfo(this,INFO_CREATURESPOWER);
//int myCreatures = getCreaturesInfo(this, INFO_NBCREATURES, -1);
CardDescriptor cd;
cd.init();
cd.setType("Creature");
cd.unsecureSetTapped(-1);
MTGCardInstance * card = NULL;
GameObserver * g = GameObserver::GetInstance();
MTGAbility * a = g->mLayers->actionLayer()->getAbility(MTGAbility::MTG_BLOCK_RULE);
while((card = cd.nextmatch(game->inPlay, card))){
g->mLayers->actionLayer()->reactToClick(a,card);
int set = 0;
while(!set){
if (!card->defenser){
set = 1;
}else{
MTGCardInstance * attacker = card->defenser;
map<MTGCardInstance *,int>::iterator it = opponentsToughness.find(attacker);
if ( it == opponentsToughness.end()){
opponentsToughness[attacker] = attacker->toughness;
it = opponentsToughness.find(attacker);
}
if (opponentsToughness[attacker] > 0 && getStats() && getStats()->isInTop(attacker,3,false)){
opponentsToughness[attacker]-= card->power;
set = 1;
}else{
g->mLayers->actionLayer()->reactToClick(a,card);
}
}
}
}
card = NULL;
while((card = cd.nextmatch(game->inPlay, card))){
if (card->defenser && opponentsToughness[card->defenser] > 0){
while (card->defenser){
g->mLayers->actionLayer()->reactToClick(a,card);
}
}
}
card = NULL;
while((card = cd.nextmatch(game->inPlay, card))){
if(!card->defenser){
g->mLayers->actionLayer()->reactToClick(a,card);
int set = 0;
while(!set){
if (!card->defenser){
set = 1;
}else{
MTGCardInstance * attacker = card->defenser;
if (opponentsToughness[attacker] <= 0 ||
(card->toughness <= attacker->power && opponentForce*2 <life && !canFirstStrikeKill(card,attacker)) ||
attacker->nbOpponents()>1){
g->mLayers->actionLayer()->reactToClick(a,card);
}else{
set = 1;
}
}
}
}
}
return 1;
}
int AIPlayer::orderBlockers(){
GameObserver * g = GameObserver::GetInstance();
if (ORDER == g->combatStep && g->currentPlayer==this)
{
OutputDebugString("AIPLAYER: order blockers\n");
g->userRequestNextGamePhase(); //TODO clever rank of blockers
return 1;
}
return 0;
}
int AIPlayer::affectCombatDamages(CombatStep step){
GameObserver * g = GameObserver::GetInstance();
GuiCombat * gc = g->mLayers->combatLayer();
for (vector<AttackerDamaged*>::iterator attacker = gc->attackers.begin(); attacker != gc->attackers.end(); ++attacker)
gc->autoaffectDamage(*attacker, step);
return 1;
}
//TODO: Deprecate combatDamages
int AIPlayer::combatDamages(){
//int result = 0;
GameObserver * gameObs = GameObserver::GetInstance();
int currentGamePhase = gameObs->getCurrentGamePhase();
if (currentGamePhase == Constants::MTG_PHASE_COMBATBLOCKERS) return orderBlockers();
if (currentGamePhase != Constants::MTG_PHASE_COMBATDAMAGE) return 0;
return 0;
}
AIStats * AIPlayer::getStats(){
if (!stats){
char statFile[512];
sprintf(statFile, RESPATH"/ai/baka/stats/%s.stats", opponent()->deckFileSmall.c_str());
stats = NEW AIStats(this, statFile);
}
return stats;
}
AIPlayer * AIPlayerFactory::createAIPlayer(MTGAllCards * collection, Player * opponent, int deckid){
char deckFile[512];
char avatarFile[512];
char deckFileSmall[512];
if (deckid == -1){ //Evil twin
sprintf(deckFile, opponent->deckFile.c_str());
OutputDebugString(opponent->deckFile.c_str());
sprintf(avatarFile, "baka.jpg");
sprintf(deckFileSmall, "ai_baka_eviltwin");
}else{
if (!deckid){
int nbdecks = 0;
int found = 1;
while (found){
found = 0;
char buffer[512];
sprintf(buffer, RESPATH"/ai/baka/deck%i.txt",nbdecks+1);
std::ifstream file(buffer);
if(file){
found = 1;
file.close();
nbdecks++;
}
}
if (!nbdecks) return NULL;
deckid = 1 + rand() % (nbdecks);
}
sprintf(deckFile, RESPATH"/ai/baka/deck%i.txt",deckid);
sprintf(avatarFile, "avatar%i.jpg",deckid);
sprintf(deckFileSmall, "ai_baka_deck%i",deckid);
}
MTGDeck * tempDeck = NEW MTGDeck(deckFile, collection);
MTGPlayerCards * deck = NEW MTGPlayerCards(collection,tempDeck);
delete tempDeck;
AIPlayerBaka * baka = NEW AIPlayerBaka(deck,deckFile, deckFileSmall, avatarFile);
return baka;
}
MTGCardInstance * AIPlayerBaka::FindCardToPlay(ManaCost * potentialMana, const char * type){
int maxCost = -1;
MTGCardInstance * nextCardToPlay = NULL;
MTGCardInstance * card = NULL;
CardDescriptor cd;
cd.init();
cd.setType(type);
card = NULL;
while((card = cd.nextmatch(game->hand, card))){
if (card->hasType("land") && !this->canPutLandsIntoPlay) continue;
if (card->has(Constants::LEGENDARY) && game->inPlay->findByName(card->name)) continue;
int currentCost = card->getManaCost()->getConvertedCost();
if (currentCost > maxCost && potentialMana->canAfford(card->getManaCost())){
TargetChooserFactory * tcf = NEW TargetChooserFactory();
TargetChooser * tc = tcf->createTargetChooser(card);
delete tcf;
if (tc){
int hasTarget = (chooseTarget(tc));
delete tc;
if (!hasTarget)continue;
}else{
int shouldPlayPercentage = 10;
int shouldPlay = effectBadOrGood(card);
if (shouldPlay == BAKA_EFFECT_GOOD){
shouldPlayPercentage = 90;
}else if(BAKA_EFFECT_DONTKNOW == shouldPlay){
shouldPlayPercentage = 80;
}
if (rand() % 100 > shouldPlayPercentage) continue;
}
nextCardToPlay = card;
maxCost = currentCost;
}
}
return nextCardToPlay;
}
AIPlayerBaka::AIPlayerBaka(MTGPlayerCards * deck, string file, string fileSmall, string avatarFile) : AIPlayer(deck, file, fileSmall) {
mAvatarTex = resources.RetrieveTexture(avatarFile,RETRIEVE_VRAM,TEXTURE_SUB_AVATAR);
if(!mAvatarTex){
avatarFile = "baka.jpg";
mAvatarTex = resources.RetrieveTexture(avatarFile,RETRIEVE_VRAM,TEXTURE_SUB_AVATAR);
}
if(mAvatarTex)
mAvatar = resources.RetrieveQuad(avatarFile, 0, 0, 35, 50,"bakaAvatar",RETRIEVE_VRAM,TEXTURE_SUB_AVATAR);
else
mAvatar = NULL;
initTimer();
}
void AIPlayerBaka::initTimer(){
timer = 0.1;
}
int AIPlayerBaka::computeActions(){
GameObserver * g = GameObserver::GetInstance();
Player * p = g->currentPlayer;
if (!(g->currentlyActing() == this)) return 0;
if (g->mLayers->actionLayer()->menuObject){
g->mLayers->actionLayer()->doReactTo(0);
return 1;
}
if (chooseTarget()) return 1;
int currentGamePhase = g->getCurrentGamePhase();
if (g->isInterrupting == this){ // interrupting
selectAbility();
return 1;
}else if (p == this && g->mLayers->stackLayer()->count(0,NOT_RESOLVED) == 0){ //standard actions
CardDescriptor cd;
MTGCardInstance * card = NULL;
switch(currentGamePhase){
case Constants::MTG_PHASE_FIRSTMAIN:
case Constants::MTG_PHASE_SECONDMAIN:
{
//No mana, try to get some
SAFE_DELETE(potentialMana);
ManaCost * currentMana = manaPool;
if (!currentMana->getConvertedCost()){
currentMana = getPotentialMana();
}
nextCardToPlay = FindCardToPlay(currentMana, "land");
//look for the most expensive creature we can afford
if (!nextCardToPlay) nextCardToPlay = FindCardToPlay(currentMana, "creature");
//Let's Try an enchantment maybe ?
if (!nextCardToPlay) nextCardToPlay = FindCardToPlay(currentMana, "enchantment");
if (!nextCardToPlay) nextCardToPlay = FindCardToPlay(currentMana, "artifact");
if (!nextCardToPlay) nextCardToPlay = FindCardToPlay(currentMana, "instant");
if (!nextCardToPlay) nextCardToPlay = FindCardToPlay(currentMana, "sorcery");
if (nextCardToPlay){
#if defined (WIN32) || defined (LINUX)
char buffe[4096];
sprintf(buffe, "Putting Card Into Play: %s", nextCardToPlay->getName().c_str());
OutputDebugString(buffe);
#endif
if (currentMana == potentialMana) tapLandsForMana(currentMana,nextCardToPlay->getManaCost());
AIAction * a = NEW AIAction(nextCardToPlay);
clickstream.push(a);
return 1;
}else{
selectAbility();
}
break;
}
case Constants::MTG_PHASE_COMBATATTACKERS:
chooseAttackers();
break;
default:
selectAbility();
break;
}
}else{
cout << "my turn" << endl;
switch(currentGamePhase){
case Constants::MTG_PHASE_COMBATBLOCKERS:
chooseBlockers();
break;
default:
break;
}
return 1;
}
return 1;
};
int AIPlayerBaka::Act(float dt){
GameObserver * g = GameObserver::GetInstance();
if (!(g->currentlyActing() == this)){
return 0;
}
int currentGamePhase = g->getCurrentGamePhase();
if (currentGamePhase == Constants::MTG_PHASE_CLEANUP && currentGamePhase != oldGamePhase){
if (getStats()) getStats()->updateStats();
}
oldGamePhase = currentGamePhase;
timer-= dt;
if (timer>0){
return 0;
}
initTimer();
if (combatDamages()){
return 0;
}
interruptIfICan();
if (!(g->currentlyActing() == this)){
OutputDebugString("Cannot interrupt\n");
return 0;
}
if (clickstream.empty()) computeActions();
if (clickstream.empty()){
if (g->isInterrupting == this){
g->mLayers->stackLayer()->cancelInterruptOffer(); //endOfInterruption();
}else{
g->userRequestNextGamePhase();
}
} else {
AIAction * action = clickstream.front();
action->Act();
SAFE_DELETE(action);
clickstream.pop();
}
return 1;
};