Files
wagic/projects/mtg/src/AIMomirPlayer.cpp
Xawotihs e50fdba648 - Replaced static parts by per-instance parts of of several classes when they were not threadsafe (AIMomirPlayer, SimpleMenu, Trash, AIAction, MTGCardInstance, ATutorialMessage, MTGRules). The direct consequence is that we could consumme more memory. So, tell me if you have problems with low memory devices (PSP), there are some threadsafe optimizations that could be implemented if needed.
- Reworked the testsuite to be able to work multithreaded. This is deactivated by default everywhere except in QT_CONFIG as one testcase still refuses to pass in multithreaded mode. On my 4 cores linux desktop, the 650 tests passes now in 4 seconds (1 fails).
- Replaced usage of CardSelectorSingleton by a card selector per game observer.
- Modified the resource manager to be optionnal and per game observer instance instead of being a singleton. Two reasons here : threading AND Open Gl access. I only updated the crashing parts called from the game observer, so most of the code is still using the single instance. Beware of copy-paste concerning resources ...
- Cleaned up the game observer constructors
- Fixed several problems in action logging code while testing proliferate decks
- Cleaned up Threading implementation based on QThread
2011-11-06 17:31:44 +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() < Constants::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<int8_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 Constants::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 Constants::MTG_PHASE_SECONDMAIN:
selectAbility();
return 1;
break;
default:
return AIPlayerBaka::computeActions();
break;
}
}
return AIPlayerBaka::computeActions();
}