228fe23e49
moved init() from ManaCost to a private call changed ManaPool method init() to Empty() to better represent what it does. renamed ManaCost::reinit to resetCosts() as reinit sounds like your are returning the ManaCost object back to initial state which is not what happens. Only the cost related members are reset, the bool isMulti is left alone
288 lines
8.3 KiB
C++
288 lines
8.3 KiB
C++
#include "PrecompiledHeader.h"
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#include "AIHints.h"
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#include "AIPlayerBaka.h"
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#include "utils.h"
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#include "AllAbilities.h"
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#include <sstream>
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AIHint::AIHint(string _line)
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{
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string line = _line;
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if (!line.length())
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{
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DebugTrace("AIHINTS: line is empty");
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return;
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}
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std::transform(line.begin(), line.end(), line.begin(), ::tolower);
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vector<string> parameters = split(line,':');
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mCondition = (parameters.size() == 1)? "" : parameters[0];
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string action = parameters[parameters.size() - 1];
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vector<string> splitAction = parseBetween(action, "sourceid(", ")");
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if (splitAction.size())
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{
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mAction = splitAction[0];
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mSourceId = atoi(splitAction[1].c_str());
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}
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else
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{
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mAction = action;
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mSourceId = 0;
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}
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vector<string> splitDontAttack = parseBetween(action, "dontattackwith(", ")");
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if(splitDontAttack.size())
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{
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mCombatAttackTip = splitDontAttack[1];
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}
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}
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AIHints::AIHints(AIPlayerBaka * player): mPlayer(player)
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{
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}
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void AIHints::add(string line)
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{
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hints.push_back(NEW AIHint(line));
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}
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AIHints::~AIHints()
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{
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for (size_t i = 0; i < hints.size(); ++i)
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SAFE_DELETE(hints[i]);
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hints.clear();
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}
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AIHint * AIHints::getByCondition (string condition)
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{
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if (!condition.size())
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return NULL;
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for (size_t i = 0; i < hints.size(); ++i)
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{
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if (hints[i]->mCondition.compare(condition) == 0)
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return hints[i];
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}
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return NULL;
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}
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bool AIHints::HintSaysDontAttack(GameObserver* observer,MTGCardInstance * card)
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{
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TargetChooserFactory tfc(observer);
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TargetChooser * hintTc = NULL;
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for(unsigned int i = 0; i < hints.size();i++)
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{
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if (hints[i]->mCombatAttackTip.size())
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{
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hintTc = tfc.createTargetChooser(hints[i]->mCombatAttackTip,card);
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if(hintTc && hintTc->canTarget(card,true))
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{
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SAFE_DELETE(hintTc);
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return true;
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}
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SAFE_DELETE(hintTc);
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}
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}
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return false;
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}
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//return true if a given ability matches a hint's description
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//Eventually this will look awfully similar to the parser...any way to merge them somehow ?
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bool AIHints::abilityMatches(MTGAbility * ability, AIHint * hint)
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{
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string s = hint->mAction;
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MTGAbility * a = AbilityFactory::getCoreAbility(ability);
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//Here we want to check that the card reacting to the MTGAbility is the one mentioned in the hint,
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// to avoid mistaking the MTGAbility with a similar one.
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//Ideally we would find all cards with this ID, and see if the ability reacts to a click on one of these cards.
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// This is the poor man's version, based on the fact that most cards are the source of their own abilities
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if (hint->mSourceId && ((!a->source) || a->source->getMTGId() != hint->mSourceId))
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return false;
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if ( AACounter * counterAbility = dynamic_cast<AACounter *> (a) )
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{
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vector<string> splitCounter = parseBetween(s, "counter(", ")");
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if (!splitCounter.size())
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return false;
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string counterstring = counterAbility->name;
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std::transform(counterstring.begin(), counterstring.end(), counterstring.begin(), ::tolower);
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return (splitCounter[1].compare(counterstring) == 0);
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}
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if ( ATokenCreator * tokenAbility = dynamic_cast<ATokenCreator *> (a) )
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{
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vector<string> splitToken = parseBetween(s, "token(", ")");
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if (!splitToken.size())
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return false;
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return (tokenAbility->tokenId && tokenAbility->tokenId == atoi(splitToken[1].c_str()));
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}
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return false;
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}
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//Finds all mtgAbility matching the Hint description
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// For now we limit findings
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vector<MTGAbility *> AIHints::findAbilities(AIHint * hint)
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{
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std::vector<MTGAbility *> elems;
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ActionLayer * al = mPlayer->getObserver()->mLayers->actionLayer();
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for (size_t i = 1; i < al->mObjects.size(); i++) //0 is not a mtgability...hackish
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{
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MTGAbility * a = ((MTGAbility *) al->mObjects[i]);
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if (abilityMatches(a, hint))
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elems.push_back(a);
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}
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return elems;
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}
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//Finds a mtgAbility matching the Hint description, and returns a valid AIAction matching this mtgability
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RankingContainer AIHints::findActions(AIHint * hint)
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{
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RankingContainer ranking;
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vector<MTGAbility *> abilities = findAbilities(hint);
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for (size_t i = 0; i < abilities.size(); ++i)
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{
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MTGAbility * a = abilities[i];
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for (int j = 0; j < mPlayer->game->inPlay->nb_cards; j++)
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{
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MTGCardInstance * card = mPlayer->game->inPlay->cards[j];
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if (a->isReactingToClick(card, a->getCost()))
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{
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mPlayer->createAbilityTargets(a, card, ranking); //TODO make that function static?
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break; //For performance... ?
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}
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}
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}
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return ranking;
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}
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//Returns true if a card with the given MTG ID exists
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bool AIHints::findSource(int sourceId)
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{
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for (int i = 0; i < mPlayer->game->inPlay->nb_cards; i++)
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{
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MTGCardInstance * c = mPlayer->game->inPlay->cards[i];
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if (c->getMTGId() == sourceId)
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return true;
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}
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return false;
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}
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string AIHints::constraintsNotFulfilled(AIAction * action, AIHint * hint, ManaCost * potentialMana)
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{
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std::stringstream out;
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if (!action)
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{
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if (hint->mCombatAttackTip.size())
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{
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out << "to see if this can attack[" << hint->mCombatAttackTip << "]";
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return out.str();
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}
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if (hint->mSourceId && !findSource(hint->mSourceId))
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{
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out << "needcardinplay[" << hint->mSourceId << "]";
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return out.str();
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}
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out << "needability[" << hint->mAction << "]";
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return out.str();
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}
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MTGAbility * a = action->ability;
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if (!a)
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return "not supported";
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MTGCardInstance * card = action->click;
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if (!card)
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return "not supported";
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//dummy test: would the ability work if we were sure to fulfill its mana requirements?
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if (!a->isReactingToClick(card, a->getCost()))
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{
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DebugTrace("This shouldn't happen, this AIAction doesn't seem like a good choice");
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return "not supported";
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}
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if (!a->isReactingToClick(card, potentialMana))
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{
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//Not enough Mana, try to find which mana we should get in priority
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ManaCost * diff = potentialMana->Diff(a->getCost());
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for (int i = 0; i < Constants::NB_Colors; i++)
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{
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if(diff->getCost(i) < 0)
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{
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out << "needmana[" << Constants::MTGColorChars[i] << "]";
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if (Constants::MTGColorChars[i] == 'r')
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DebugTrace("Got it");
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SAFE_DELETE(diff);
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return out.str();
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}
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}
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//TODO, handle more cases where the cost cannot be paid
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return "not supported, can't afford cost for some reason";
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}
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//No problem found, we believe this is a good action to perform
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return "";
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}
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AIAction * AIHints::findAbilityRecursive(AIHint * hint, ManaCost * potentialMana)
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{
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RankingContainer ranking = findActions(hint);
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AIAction * a = NULL;
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if (ranking.size())
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{
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a = NEW AIAction(ranking.begin()->first);
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}
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string s = constraintsNotFulfilled(a, hint, potentialMana);
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if (hint->mCombatAttackTip.size())
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return NULL;
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if (s.size())
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{
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SAFE_DELETE(a);
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AIHint * nextHint = getByCondition(s);
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DebugTrace("**I Need " << s << ", this can be provided by " << (nextHint ? nextHint->mAction : "NULL") << "\n\n");
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if (nextHint && nextHint != hint)
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return findAbilityRecursive(nextHint, potentialMana);
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return NULL;
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}
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return a;
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}
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AIAction * AIHints::suggestAbility(ManaCost * potentialMana)
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{
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for (size_t i = 0; i < hints.size(); ++i)
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{
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//Don't suggest abilities that require a condition, for now
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if (hints[i]->mCondition.size())
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continue;
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AIAction * a = findAbilityRecursive(hints[i], potentialMana);
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if (a)
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{
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DebugTrace("**I Decided that the best to fulfill " << hints[i]->mAction << " is to play " << a->ability->getMenuText() << "\n\n");
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return a;
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}
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}
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return NULL;
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}
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