Files
wagic/projects/mtg/src/AIPlayer.cpp

375 lines
11 KiB
C++

#include "PrecompiledHeader.h"
#include "AIPlayer.h"
#include "GameStateDuel.h"
#include "DeckManager.h"
#include "CardSelector.h"
// Instances for Factory
#include "AIPlayerBaka.h"
#ifdef AI_CHANGE_TESTING
#include "AIPlayerBakaB.h"
#endif
int AIPlayer::totalAIDecks = -1;
const char * const MTG_LAND_TEXTS[] = { "artifact", "forest", "island", "mountain", "swamp", "plains", "other lands" };
AIAction::AIAction(AIPlayer * owner, MTGCardInstance * c, MTGCardInstance * t)
: owner(owner), ability(NULL), player(NULL), click(c), target(t)
{
// useability tweak - assume that the user is probably going to want to see the full res card,
// so prefetch it. The idea is that we do it here as we want to start the prefetch before it's time to render,
// and waiting for it to actually go into play is too late, as we start drawing the card during the interrupt window.
// This is a good intercept point, as the AI has committed to using this card.
// if we're not in text mode, always get the thumb
if (owner->getObserver()->getCardSelector()->GetDrawMode() != DrawMode::kText)
{
//DebugTrace("Prefetching AI card going into play: " << c->getImageName());
if(owner->getObserver()->getResourceManager())
owner->getObserver()->getResourceManager()->RetrieveCard(c, RETRIEVE_THUMB);
// also cache the large image if we're using kNormal mode
if (owner->getObserver()->getCardSelector()->GetDrawMode() == DrawMode::kNormal)
{
if(owner->getObserver()->getResourceManager())
owner->getObserver()->getResourceManager()->RetrieveCard(c);
}
}
}
int AIAction::Act()
{
GameObserver * g = owner->getObserver();
if (player && !playerAbilityTarget)
{
g->cardClick(NULL, player);
return 1;
}
if (ability)
{
g->cardClick(click, ability);
if (target && !mAbilityTargets.size())
{
g->cardClick(target);
return 1;
}
else if(playerAbilityTarget && !mAbilityTargets.size())
{
g->cardClick(NULL,(Player*)playerAbilityTarget);
return 1;
}
if(mAbilityTargets.size())
{
return clickMultiAct(mAbilityTargets);
}
}
else if(mAbilityTargets.size())
{
return clickMultiAct(mAbilityTargets);
}
else if (click)
{ //Shouldn't be used, really...
g->cardClick(click, click);
if (target)
g->cardClick(target);
return 1;
}
return 0;
}
int AIAction::clickMultiAct(vector<Targetable*>& actionTargets)
{
GameObserver * g = owner->getObserver();
TargetChooser * tc = g->getCurrentTargetChooser();
if(!tc) return 0;
vector<Targetable*>::iterator ite = actionTargets.begin();
while(ite != actionTargets.end())
{
MTGCardInstance * card = ((MTGCardInstance *) (*ite));
if(card == (MTGCardInstance*)tc->source)//click source first.
{
g->cardClick(card);
ite = actionTargets.erase(ite);
continue;
}
++ite;
}
//shuffle to make it less predictable, otherwise ai will always seem to target from right to left. making it very obvious.
owner->getRandomGenerator()->random_shuffle(actionTargets.begin(), actionTargets.end());
for(int k = 0 ;k < int(actionTargets.size()) && k < tc->maxtargets; k++)
{
if (MTGCardInstance * card = dynamic_cast<MTGCardInstance *>(actionTargets[k]))
{
if(k+1 == int(actionTargets.size()))
tc->done = true;
g->cardClick(card);
}
}
tc->attemptsToFill++;
return 1;
}
AIPlayer::AIPlayer(GameObserver *observer, string file, string fileSmall, MTGDeck * deck) :
Player(observer, file, fileSmall, deck)
{
agressivity = 50;
forceBestAbilityUse = false;
playMode = Player::MODE_AI;
mFastTimerMode = false;
}
AIPlayer::~AIPlayer()
{
while (!clickstream.empty())
{
AIAction * action = clickstream.front();
SAFE_DELETE(action);
clickstream.pop();
}
}
int AIPlayer::Act(float)
{
if (observer->currentPlayer == this)
observer->userRequestNextGamePhase();
return 1;
}
int AIPlayer::clickMultiTarget(TargetChooser * tc, vector<Targetable*>& potentialTargets)
{
vector<Targetable*>::iterator ite = potentialTargets.begin();
while(ite != potentialTargets.end())
{
MTGCardInstance * card = dynamic_cast<MTGCardInstance *>(*ite);
if(card && card == tc->source)//if the source is part of the targetting deal with it first. second click is "confirming click".
{
clickstream.push(NEW AIAction(this, card));
DebugTrace("Ai clicked source as a target: " << (card ? card->name : "None" ) << endl );
ite = potentialTargets.erase(ite);
continue;
}
else if(Player * pTarget = dynamic_cast<Player *>(*ite))
{
clickstream.push(NEW AIAction(this, pTarget));
DebugTrace("Ai clicked Player as a target");
ite = potentialTargets.erase(ite);
continue;
}
++ite;
}
randomGenerator.random_shuffle(potentialTargets.begin(), potentialTargets.end());
if(potentialTargets.size())
clickstream.push(NEW AIAction(this, NULL,tc->source,potentialTargets));
while(clickstream.size())
{
AIAction * action = clickstream.front();
action->Act();
SAFE_DELETE(action);
clickstream.pop();
}
return 1;
}
int AIPlayer::clickSingleTarget(TargetChooser *, vector<Targetable*>& potentialTargets, MTGCardInstance * chosenCard)
{
int i = randomGenerator.random() % potentialTargets.size();
if(MTGCardInstance * card = dynamic_cast<MTGCardInstance *>(potentialTargets[i]))
{
if (!chosenCard)
clickstream.push(NEW AIAction(this, card));
}
else if(Player * player = dynamic_cast<Player *>(potentialTargets[i]))
{
clickstream.push(NEW AIAction(this, player));
}
return 1;
}
AIPlayer * AIPlayerFactory::createAIPlayer(GameObserver *observer, MTGAllCards * collection, Player * opponent, int deckid)
{
char deckFile[512];
string avatarFilename; // default imagename
char deckFileSmall[512];
if (deckid == GameStateDuel::MENUITEM_EVIL_TWIN)
{ //Evil twin
sprintf(deckFile, "%s", opponent->deckFile.c_str());
DebugTrace("Evil Twin => " << opponent->deckFile);
avatarFilename = "avatar.jpg";
sprintf(deckFileSmall, "%s", "ai_baka_eviltwin");
}
else
{
if (!deckid)
{
//random deck
int nbdecks = MIN(AIPlayer::getTotalAIDecks(), options[Options::AIDECKS_UNLOCKED].number);
if (!nbdecks)
return NULL;
deckid = 1 + WRand() % (nbdecks);
}
sprintf(deckFile, "ai/baka/deck%i.txt", deckid);
DeckMetaData *aiMeta = observer->getDeckManager()->getDeckMetaDataByFilename( deckFile, true);
avatarFilename = aiMeta->getAvatarFilename();
sprintf(deckFileSmall, "ai_baka_deck%i", deckid);
}
int deckSetting = EASY;
if ( opponent )
{
bool isOpponentAI = opponent->isAI() == 1;
DeckMetaData *meta = observer->getDeckManager()->getDeckMetaDataByFilename( opponent->deckFile, isOpponentAI);
if ( meta && meta->getVictoryPercentage() >= 65)
deckSetting = HARD;
}
// AIPlayerBaka will delete MTGDeck when it's time
AIPlayerBaka * baka = NEW AIPlayerBaka(observer, deckFile, deckFileSmall, avatarFilename, NEW MTGDeck(deckFile, collection,0, deckSetting));
baka->deckId = deckid;
baka->comboHint = NULL;
if (baka->opponent() && baka->opponent()->isHuman())
baka->setFastTimerMode(false);
return baka;
}
int AIPlayer::receiveEvent(WEvent *)
{
return 0;
}
void AIPlayer::Render()
{
}
bool AIPlayer::parseLine(const string& s)
{
size_t limiter = s.find("=");
if (limiter == string::npos) limiter = s.find(":");
string areaS;
if (limiter != string::npos)
{
areaS = s.substr(0, limiter);
if (areaS.compare("rvalues") == 0)
{
randomGenerator.loadRandValues(s.substr(limiter + 1));
return true;
}
}
return Player::parseLine(s);
}
#ifdef AI_CHANGE_TESTING
AIPlayer * AIPlayerFactory::createAIPlayerTest(GameObserver *observer, MTGAllCards * collection, Player * opponent, string _folder)
{
char deckFile[512];
string avatarFilename; // default imagename
char deckFileSmall[512];
string folder = _folder.size() ? _folder : "ai/baka/";
int deckid = 0;
//random deck
int nbdecks = 0;
int found = 1;
while (found && nbdecks < options[Options::AIDECKS_UNLOCKED].number)
{
found = 0;
char buffer[512];
sprintf(buffer, "%sdeck%i.txt", folder.c_str(), nbdecks + 1);
if (FileExists(buffer))
{
found = 1;
nbdecks++;
}
}
if (!nbdecks)
{
if (_folder.size())
return createAIPlayerTest(observer, collection, opponent, "");
return NULL;
}
deckid = 1 + WRand() % (nbdecks);
sprintf(deckFile, "%sdeck%i.txt", folder.c_str(), deckid);
DeckMetaData *aiMeta = observer->getDeckManager()->getDeckMetaDataByFilename( deckFile, true);
avatarFilename = aiMeta->getAvatarFilename();
sprintf(deckFileSmall, "ai_baka_deck%i", deckid);
int deckSetting = EASY;
if ( opponent )
{
bool isOpponentAI = opponent->isAI() == 1;
DeckMetaData *meta = observer->getDeckManager()->getDeckMetaDataByFilename( opponent->deckFile, isOpponentAI);
if ( meta->getVictoryPercentage() >= 65)
deckSetting = HARD;
}
// AIPlayerBaka will delete MTGDeck when it's time
AIPlayerBaka * baka = opponent ?
NEW AIPlayerBakaB(observer, deckFile, deckFileSmall, avatarFilename, NEW MTGDeck(deckFile, collection,0, deckSetting)) :
NEW AIPlayerBaka(observer, deckFile, deckFileSmall, avatarFilename, NEW MTGDeck(deckFile, collection,0, deckSetting));
baka->deckId = deckid;
baka->setObserver(observer);
return baka;
}
#endif
int AIPlayer::getTotalAIDecks()
{
if (totalAIDecks == -1)
totalAIDecks = countTotalDecks(0,0,1);
return totalAIDecks;
}
int AIPlayer::countTotalDecks(int lower, int higher, int current) {
char buffer[512];
sprintf(buffer, "ai/baka/deck%i.txt", current);
if (JFileSystem::GetInstance()->FileExists(buffer))
{
if (higher == current + 1)
return current;
int newlower = current;
int newcurrent = higher ? (higher + newlower)/2 : current * 2;
return countTotalDecks(newlower, higher, newcurrent);
} else {
if (!lower)
return 0;
if (lower == current - 1)
return lower;
int newhigher = current;
int newcurrent = (lower + newhigher) / 2;
return countTotalDecks(lower, newhigher, newcurrent);
}
}
void AIPlayer::invalidateTotalAIDecks()
{
totalAIDecks = -1;
}