Files
wagic/projects/mtg/include/MTGAbility.h
omegablast2002@yahoo.com ed03d2f3ef added optimizing of opponents hand if the opponent deck is listed as "easy". slight optimize if listed as "normal" none if listed as "hard" this provides slightly more challange from even poorly constructed Ai decks. taught Ai to pump creatures during combat, and more so if its heading directly at player, taught Ai that its better to use "becomes" and "transforms" during first main. this allow its to actually attack with the manlands ect.
new ability lord...teach(whatever[whatever]) ability.
teach is a targeted lord, it takes the cards current target and lords it the ability. im aware of a tiny memleak it contains, but the leak is happening on parser lvl, so i need more eyes to look at it. teach is ideally used for equipment, and was designed to fix issue 244 taught abilities are not given to the source cards.

forced Ai to pay for sunburst correctly. it was choosing to pay with all of one type of mana. now it pays either max or 1 from max sunburst.

added a tiny double check for Ai to try and find something to use if it suddenly has mana in its pool. it is only a single check in a turn, but i notice it actually does slightly improve the usages of dark ritual and foreach mana producers. ideally i wanted it to check EVERYTIME. but i could not achieve it without putting the game in danger of looping. so once is better then none :/

fixed a bug with affinity where it was not counting duel lands, this is becuase of not setting it up correctly for lands with multiple types SORRY!
2010-11-06 06:59:43 +00:00

342 lines
10 KiB
C++

#ifndef _MTGABILITY_H_
#define _MTGABILITY_H_
class MTGCardInstance;
class Spell;
class Damageable;
class PlayGuiObject;
class ManaCost;
class MTGGameZone;
class Player;
class AManaProducer;
class WEvent;
class Counter;
#include "GameObserver.h"
#include "ActionElement.h"
#include <string>
#include <map>
#include <hge/hgeparticle.h>
#include "Damage.h"
#include "TargetChooser.h"
using std::string;
using std::map;
//stupid variables used to give a hint to the AI:
// Should I cast a spell on an enemy or friendly unit ?
#define BAKA_EFFECT_GOOD 1
#define BAKA_EFFECT_BAD -1
#define BAKA_EFFECT_DONTKNOW 0
#define MODE_PUTINTOPLAY 1
#define MODE_ABILITY 2
#define MODE_TARGET 3
#define COUNT_POWER 1
#define PARSER_LORD 1
#define PARSER_FOREACH 2
#define PARSER_ASLONGAS 3
class MTGAbility: public ActionElement{
protected:
char menuText[50];
GameObserver * game;
public:
int oneShot;
int forceDestroy;
ManaCost * cost;
ManaCost * alternative;
ManaCost * BuyBack;
ManaCost * FlashBack;
ManaCost * Retrace;
Targetable * target;
int aType;
int naType;
int nbcardAmount;
MTGCardInstance * source;
MTGAbility(int id, MTGCardInstance * card);
MTGAbility(int id, MTGCardInstance * _source, Targetable * _target);
virtual int testDestroy();
virtual ~MTGAbility();
virtual void Render(){};
virtual int isReactingToClick(MTGCardInstance * card, ManaCost * mana = NULL){return 0;};
virtual int reactToClick(MTGCardInstance * card){return 0;};
virtual int receiveEvent(WEvent * event){return 0;};
virtual void Update(float dt){};
virtual int fireAbility();
virtual int stillInUse(MTGCardInstance * card);
virtual int resolve(){return 0;};
virtual MTGAbility* clone() const = 0;
virtual ostream& toString(ostream& out) const;
virtual int addToGame();
virtual int removeFromGame();
/*Poor man's casting */
/* Todo replace that crap with dynamic casting */
enum {
UNKNOWN = 0,
MANA_PRODUCER = 1,
MTG_ATTACK_RULE = 2,
DAMAGER = 3,
STANDARD_REGENERATE = 4,
PUT_INTO_PLAY = 5,
MOMIR = 6,
MTG_BLOCK_RULE = 7,
ALTERNATIVE_COST = 8,
BUYBACK_COST = 9,
FLASHBACK_COST = 10,
RETRACE_COST = 11,
MTG_COMBATTRIGGERS_RULE = 12,
STANDARD_PREVENT = 13,
STANDARD_EQUIP = 14,
STANDARD_LEVELUP = 15,
FOREACH = 16,
STANDARD_DRAW = 17,
STANDARD_PUMP = 18,
STANDARD_BECOMES = 19,
};
};
class NestedAbility{
public:
MTGAbility * ability;
NestedAbility(MTGAbility * _ability);
};
class TriggeredAbility:public MTGAbility{
public:
TriggeredAbility(int id, MTGCardInstance * card);
TriggeredAbility(int id, MTGCardInstance * _source, Targetable * _target);
virtual void Update(float dt);
virtual void Render(){};
virtual int trigger(){return 0;};
virtual int triggerOnEvent(WEvent * e){return 0;};
int receiveEvent(WEvent * e);
virtual int resolve() = 0;
virtual TriggeredAbility* clone() const = 0;
virtual ostream& toString(ostream& out) const;
};
class ActivatedAbility:public MTGAbility{
public:
enum {
NO_RESTRICTION = 0,
PLAYER_TURN_ONLY = 1,
AS_SORCERY = 2,
MY_BEFORE_BEGIN = 3,
MY_UNTAP = 4,
MY_UPKEEP = 5,
MY_DRAW = 6,
MY_FIRSTMAIN = 7,
MY_COMBATBEGIN = 8,
MY_COMBATATTACKERS = 9,
MY_COMBATBLOCKERS = 10,
MY_COMBATDAMAGE = 11,
MY_COMBATEND = 12,
MY_SECONDMAIN = 13,
MY_ENDOFTURN = 14,
MY_EOT = 15,
MY_CLEANUP = 16,
MY_AFTER_EOT = 17,
OPPONENT_BEFORE_BEGIN = 23,
OPPONENT_UNTAP = 24,
OPPONENT_UPKEEP = 25,
OPPONENT_DRAW = 26,
OPPONENT_FIRSTMAIN = 27,
OPPONENT_COMBATBEGIN = 28,
OPPONENT_COMBATATTACKERS = 29,
OPPONENT_COMBATBLOCKERS = 30,
OPPONENT_COMBATDAMAGE = 31,
OPPONENT_COMBATEND = 32,
OPPONENT_SECONDMAIN = 33,
OPPONENT_ENDOFTURN = 34,
OPPONENT_EOT = 35,
OPPONENT_CLEANUP = 36,
OPPONENT_AFTER_EOT = 37,
BEFORE_BEGIN = 43,
UNTAP = 44,
UPKEEP = 45,
DRAW = 46,
FIRSTMAIN = 47,
COMBATBEGIN = 48,
COMBATATTACKERS = 49,
COMBATBLOCKERS = 50,
COMBATDAMAGE = 51,
COMBATEND = 52,
SECONDMAIN = 53,
ENDOFTURN = 54,
EOT = 55,
CLEANUP = 56,
AFTER_EOT = 57,
};
ManaCost * abilityCost;
int restrictions;
int needsTapping;
ActivatedAbility(int id, MTGCardInstance * card,ManaCost * _cost = NULL, int _restrictions = NO_RESTRICTION,int tap = 1);
virtual ~ActivatedAbility();
virtual int reactToClick(MTGCardInstance * card);
virtual int isReactingToClick(MTGCardInstance * card, ManaCost * mana = NULL);
virtual int reactToTargetClick(Targetable * object);
virtual int resolve() = 0;
virtual ActivatedAbility* clone() const = 0;
virtual ostream& toString(ostream& out) const;
};
class TargetAbility:public ActivatedAbility, public NestedAbility{
public:
TargetAbility(int id, MTGCardInstance * card, TargetChooser * _tc,ManaCost * _cost = NULL, int _playerturnonly = 0,int tap = 1);
TargetAbility(int id, MTGCardInstance * card,ManaCost * _cost = NULL, int _playerturnonly = 0,int tap = 1);
virtual int reactToClick(MTGCardInstance * card);
virtual int reactToTargetClick(Targetable * object);
virtual TargetAbility* clone() const = 0;
virtual void Render();
virtual int resolve();
virtual const char * getMenuText();
virtual ostream& toString(ostream& out) const;
~TargetAbility();
};
class InstantAbility:public MTGAbility{
public:
int init;
virtual void Update(float dt);
virtual int testDestroy();
InstantAbility(int _id, MTGCardInstance * source);
InstantAbility(int _id, MTGCardInstance * source,Damageable * _target);
virtual int resolve(){return 0;};
virtual InstantAbility* clone() const = 0;
virtual ostream& toString(ostream& out) const;
};
/* State based effects. This class works ONLY for InPlay and needs to be extended for other areas of the game !!! */
class ListMaintainerAbility:public MTGAbility{
public:
map<MTGCardInstance *,bool> cards;
map<Player *,bool> players;
ListMaintainerAbility(int _id):MTGAbility(_id,NULL){};
ListMaintainerAbility(int _id, MTGCardInstance *_source):MTGAbility(_id, _source){};
ListMaintainerAbility(int _id, MTGCardInstance *_source,Damageable * _target):MTGAbility(_id, _source, _target){};
virtual void Update(float dt);
void updateTargets();
virtual bool canTarget(MTGGameZone * zone);
virtual int canBeInList(MTGCardInstance * card) = 0;
virtual int added(MTGCardInstance * card) = 0;
virtual int removed(MTGCardInstance * card) = 0;
virtual int canBeInList(Player * p){return 0;};
virtual int added(Player * p){return 0;};
virtual int removed(Player * p){return 0;};
virtual int destroy();
virtual ListMaintainerAbility* clone() const = 0;
virtual ostream& toString(ostream& out) const;
};
class TriggerAtPhase:public TriggeredAbility{
public:
int phaseId;
int who;
TriggerAtPhase(int id, MTGCardInstance * source, Targetable * target,int _phaseId, int who = 0);
virtual int trigger();
int resolve(){return 0;};
virtual TriggerAtPhase* clone() const;
};
class TriggerNextPhase:public TriggerAtPhase{
public:
int destroyActivated;
TriggerNextPhase(int id, MTGCardInstance * source, Targetable * target,int _phaseId, int who = 0);
virtual TriggerNextPhase* clone() const;
virtual int testDestroy();
};
class GenericTriggeredAbility:public TriggeredAbility, public NestedAbility{
public:
TriggeredAbility * t;
queue<Targetable *> targets;
MTGAbility * destroyCondition;
GenericTriggeredAbility(int id, MTGCardInstance * _source, TriggeredAbility * _t, MTGAbility * a,MTGAbility * dc = NULL, Targetable * _target = NULL);
virtual int trigger();
virtual int triggerOnEvent(WEvent * e);
virtual int resolve();
virtual int testDestroy();
Targetable * getTriggerTarget(WEvent * e, MTGAbility * a);
void setTriggerTargets(Targetable * ta, MTGAbility * a);
void Update(float dt);
virtual GenericTriggeredAbility* clone() const;
const char * getMenuText();
~GenericTriggeredAbility();
};
/* Ability Factory */
class AbilityFactory{
private:
int countCards(TargetChooser * tc, Player * player = NULL, int option = 0);
TriggeredAbility * parseTrigger(string s, string magicText, int id, Spell * spell, MTGCardInstance *card, Targetable * target);
int parseRestriction(string s);
MTGAbility * getAlternateCost( string s, int id, Spell *spell, MTGCardInstance *card );
MTGAbility * getManaReduxAbility(string s, int id, Spell *spell, MTGCardInstance *card, MTGCardInstance *target);
public:
Counter * parseCounter(string s, MTGCardInstance * target, Spell * spell = NULL);
int parsePowerToughness(string s, int *power, int *toughness);
int getAbilities(vector<MTGAbility *> * v, Spell * spell, MTGCardInstance * card = NULL, int id = 0,MTGGameZone * dest = NULL);
MTGAbility * parseMagicLine(string s, int id, Spell * spell, MTGCardInstance *card, int activated = 0, int forceUEOT = 0,int oneShot = 0,int forceForever = 0, MTGGameZone * dest = NULL);
int abilityEfficiency(MTGAbility * a, Player * p, int mode = MODE_ABILITY, TargetChooser * tc = NULL);
int magicText(int id, Spell * spell, MTGCardInstance * card = NULL, int mode = MODE_PUTINTOPLAY, TargetChooser * tc = NULL, MTGGameZone * dest = NULL);
static int computeX(Spell * spell, MTGCardInstance * card);
static int computeXX(Spell * spell, MTGCardInstance * card);
static MTGAbility * getCoreAbility(MTGAbility * a);
int destroyAllInPlay(TargetChooser * tc, int bury = 0);
int moveAll(TargetChooser * tc, string destinationZone);
int damageAll(TargetChooser * tc, int damage);
int TapAll(TargetChooser * tc);
int UntapAll(TargetChooser * tc);
void addAbilities(int _id, Spell * spell);
};
class ActivatedAbilityTP:public ActivatedAbility{
public:
int who;
ActivatedAbilityTP(int id, MTGCardInstance * card, Targetable * _target = NULL, ManaCost * cost=NULL, int doTap = 0, int who = TargetChooser::UNSET);
Targetable * getTarget();
};
class AManaProducer: public ActivatedAbilityTP{
protected:
string menutext;
Player * controller;
public:
ManaCost * output;
int tap;
AManaProducer(int id, MTGCardInstance * card, Targetable * t, ManaCost * _output, ManaCost * _cost = NULL, int doTap = 1, int who = TargetChooser::UNSET );
int isReactingToClick(MTGCardInstance * _card, ManaCost * mana = NULL);
int resolve();
int reactToClick(MTGCardInstance * _card);
const char * getMenuText();
~AManaProducer();
virtual AManaProducer * clone() const;
};
#include "MTGCardInstance.h"
#endif