mirror of
https://github.com/magefree/mage.git
synced 2025-12-22 11:32:00 -08:00
- AI will now block and attack a little more sanely. The sim methods are not working right now, so they were commented out.
This commit is contained in:
parent
fec750ef01
commit
1d7e9e55be
1 changed files with 323 additions and 273 deletions
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@ -25,7 +25,6 @@
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* authors and should not be interpreted as representing official policies, either expressed
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* or implied, of BetaSteward_at_googlemail.com.
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*/
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package mage.player.ai;
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import mage.Constants.Outcome;
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@ -68,6 +67,7 @@ import mage.target.TargetCard;
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import java.io.File;
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import java.util.*;
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import java.util.concurrent.*;
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import mage.player.ai.utils.RateCard;
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/**
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*
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@ -77,7 +77,6 @@ public class ComputerPlayer6 extends ComputerPlayer<ComputerPlayer6> implements
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private static final transient org.apache.log4j.Logger logger = org.apache.log4j.Logger.getLogger(ComputerPlayer6.class);
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private static final ExecutorService pool = Executors.newFixedThreadPool(1);
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protected int maxDepth;
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protected int maxNodes;
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protected int maxThink;
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@ -87,11 +86,9 @@ public class ComputerPlayer6 extends ComputerPlayer<ComputerPlayer6> implements
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protected Combat combat;
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protected int currentScore;
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protected SimulationNode2 root;
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private static final String FILE_WITH_INSTRUCTIONS = "config/ai.please.cast.this.txt";
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private List<String> suggested = new ArrayList<String>();
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protected Set<String> actionCache;
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private static final List<TreeOptimizer> optimizers = new ArrayList<TreeOptimizer>();
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static {
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@ -113,8 +110,9 @@ public class ComputerPlayer6 extends ComputerPlayer<ComputerPlayer6> implements
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super(player);
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this.maxDepth = player.maxDepth;
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this.currentScore = player.currentScore;
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if (player.combat != null)
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if (player.combat != null) {
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this.combat = player.combat.copy();
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}
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this.actions.addAll(player.actions);
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this.targets.addAll(player.targets);
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this.choices.addAll(player.choices);
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@ -184,8 +182,8 @@ public class ComputerPlayer6 extends ComputerPlayer<ComputerPlayer6> implements
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protected void printOutState(Game game, UUID playerId) {
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Player player = game.getPlayer(playerId);
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System.out.println("Turn::"+game.getTurnNum());
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System.out.println("[" + game.getPlayer(playerId).getName() + "] " + game.getTurn().getStepType().name() +", life=" + player.getLife());
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System.out.println("Turn::" + game.getTurnNum());
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System.out.println("[" + game.getPlayer(playerId).getName() + "] " + game.getTurn().getStepType().name() + ", life=" + player.getLife());
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Player opponent = game.getPlayer(game.getOpponents(playerId).iterator().next());
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System.out.println("[Opponent] life=" + opponent.getLife());
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@ -200,12 +198,12 @@ public class ComputerPlayer6 extends ComputerPlayer<ComputerPlayer6> implements
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if (permanent.getOwnerId().equals(player.getId())) {
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s += permanent.getName();
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if (permanent.isTapped()) {
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s+="(tapped)";
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s += "(tapped)";
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}
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if (permanent.isAttacking()) {
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s+="(attacking)";
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s += "(attacking)";
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}
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s+=";";
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s += ";";
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}
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}
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s += "]";
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@ -213,9 +211,9 @@ public class ComputerPlayer6 extends ComputerPlayer<ComputerPlayer6> implements
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}
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protected void act(Game game) {
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if (actions == null || actions.size() == 0)
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if (actions == null || actions.size() == 0) {
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pass();
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else {
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} else {
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boolean usedStack = false;
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while (actions.peek() != null) {
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Ability ability = actions.poll();
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@ -232,25 +230,27 @@ public class ComputerPlayer6 extends ComputerPlayer<ComputerPlayer6> implements
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}
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}
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this.activateAbility((ActivatedAbility) ability, game);
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if (ability.isUsesStack())
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if (ability.isUsesStack()) {
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usedStack = true;
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}
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if (!suggested.isEmpty() && !(ability instanceof PassAbility)) {
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Iterator<String> it = suggested.iterator();
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while (it.hasNext()) {
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Card card = game.getCard(ability.getSourceId());
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String action = it.next();
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System.out.println("action="+action+";card="+card);
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System.out.println("action=" + action + ";card=" + card);
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if (action.equals(card.getName())) {
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System.out.println("removed from suggested="+action);
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System.out.println("removed from suggested=" + action);
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it.remove();
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}
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}
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}
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}
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if (usedStack)
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if (usedStack) {
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pass();
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}
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}
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}
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protected void calculateActions(Game game) {
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if (!getNextAction(game)) {
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@ -309,8 +309,7 @@ public class ComputerPlayer6 extends ComputerPlayer<ComputerPlayer6> implements
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actions = new LinkedList<Ability>(root.abilities);
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combat = root.combat;
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return true;
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}
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else {
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} else {
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return false;
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}
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}
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@ -320,7 +319,7 @@ public class ComputerPlayer6 extends ComputerPlayer<ComputerPlayer6> implements
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protected int minimaxAB(SimulationNode2 node, int depth, int alpha, int beta) {
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UUID currentPlayerId = node.getGame().getPlayerList().get();
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SimulationNode2 bestChild = null;
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for (SimulationNode2 child: node.getChildren()) {
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for (SimulationNode2 child : node.getChildren()) {
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Combat _combat = child.getCombat();
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if (alpha >= beta) {
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//logger.info("alpha beta pruning");
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@ -330,7 +329,7 @@ public class ComputerPlayer6 extends ComputerPlayer<ComputerPlayer6> implements
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//logger.info("simulating -- reached end-state, count=" + SimulationNode2.nodeCount);
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break;
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}
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int val = addActions(child, depth-1, alpha, beta);
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int val = addActions(child, depth - 1, alpha, beta);
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if (!currentPlayerId.equals(playerId)) {
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if (val < beta) {
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beta = val;
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@ -345,8 +344,7 @@ public class ComputerPlayer6 extends ComputerPlayer<ComputerPlayer6> implements
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logger.debug("lose - break");
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break;
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}
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}
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else {
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} else {
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if (val > alpha) {
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alpha = val;
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bestChild = child;
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@ -363,20 +361,20 @@ public class ComputerPlayer6 extends ComputerPlayer<ComputerPlayer6> implements
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}
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}
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node.children.clear();
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if (bestChild != null)
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if (bestChild != null) {
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node.children.add(bestChild);
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}
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if (!currentPlayerId.equals(playerId)) {
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//logger.info("returning minimax beta: " + beta);
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return beta;
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}
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else {
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} else {
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//logger.info("returning minimax alpha: " + alpha);
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return alpha;
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}
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}
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protected SearchEffect getSearchEffect(StackAbility ability) {
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for (Effect effect: ability.getEffects()) {
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for (Effect effect : ability.getEffects()) {
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if (effect instanceof SearchEffect) {
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return (SearchEffect) effect;
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}
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@ -391,7 +389,7 @@ public class ComputerPlayer6 extends ComputerPlayer<ComputerPlayer6> implements
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if (effect != null && ability.getControllerId().equals(playerId)) {
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Target target = effect.getTarget();
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if (!target.doneChosing()) {
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for (UUID targetId: target.possibleTargets(ability.getSourceId(), ability.getControllerId(), game)) {
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for (UUID targetId : target.possibleTargets(ability.getSourceId(), ability.getControllerId(), game)) {
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Game sim = game.copy();
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StackAbility newAbility = (StackAbility) ability.copy();
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SearchEffect newEffect = getSearchEffect((StackAbility) newAbility);
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@ -416,8 +414,7 @@ public class ComputerPlayer6 extends ComputerPlayer<ComputerPlayer6> implements
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protected Integer addActionsTimed() {
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FutureTask<Integer> task = new FutureTask<Integer>(new Callable<Integer>() {
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@Override
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public Integer call() throws Exception
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{
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public Integer call() throws Exception {
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return addActions(root, maxDepth, Integer.MIN_VALUE, Integer.MAX_VALUE);
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}
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});
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@ -458,19 +455,16 @@ public class ComputerPlayer6 extends ComputerPlayer<ComputerPlayer6> implements
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UUID currentPlayerId = node.getGame().getPlayerList().get();
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//logger.info("reached - " + val + ", playerId=" + playerId + ", node.pid="+currentPlayerId);
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return val;
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}
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else if (node.getChildren().size() > 0) {
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} else if (node.getChildren().size() > 0) {
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logger.debug("simulating -- somthing added children:" + node.getChildren().size());
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val = minimaxAB(node, depth-1, alpha, beta);
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val = minimaxAB(node, depth - 1, alpha, beta);
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return val;
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}
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else {
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} else {
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logger.debug("simulating -- alpha: " + alpha + " beta: " + beta + " depth:" + depth + " step:" + game.getTurn().getStepType() + " for player:" + (node.getPlayerId().equals(playerId) ? "yes" : "no"));
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if (allPassed(game)) {
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if (!game.getStack().isEmpty()) {
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resolve(node, depth, game);
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}
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else {
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} else {
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game.getPlayers().resetPassed();
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playNext(game, game.getActivePlayerId(), node);
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}
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@ -481,9 +475,8 @@ public class ComputerPlayer6 extends ComputerPlayer<ComputerPlayer6> implements
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} else if (node.getChildren().size() > 0) {
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//declared attackers or blockers or triggered abilities
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logger.debug("simulating -- attack/block/trigger added children:" + node.getChildren().size());
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val = minimaxAB(node, depth-1, alpha, beta);
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}
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else {
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val = minimaxAB(node, depth - 1, alpha, beta);
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} else {
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val = simulatePriority(node, game, depth, alpha, beta);
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}
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}
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@ -506,7 +499,7 @@ public class ComputerPlayer6 extends ComputerPlayer<ComputerPlayer6> implements
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List<Ability> allActions = currentPlayer.simulatePriority(game);
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optimize(game, allActions);
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logger.debug("simulating -- adding " + allActions.size() + " children:" + allActions);
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for (Ability action: allActions) {
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for (Ability action : allActions) {
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if (Thread.interrupted()) {
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Thread.currentThread().interrupt();
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logger.debug("interrupted");
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@ -515,8 +508,9 @@ public class ComputerPlayer6 extends ComputerPlayer<ComputerPlayer6> implements
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Game sim = game.copy();
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if (sim.getPlayer(currentPlayer.getId()).activateAbility((ActivatedAbility) action.copy(), sim)) {
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sim.applyEffects();
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if (checkForRepeatedAction(sim, node, action, currentPlayer.getId()))
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if (checkForRepeatedAction(sim, node, action, currentPlayer.getId())) {
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continue;
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}
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if (!sim.isGameOver() && action.isUsesStack()) {
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// only pass if the last action uses the stack
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sim.getPlayer(currentPlayer.getId()).pass();
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@ -526,7 +520,7 @@ public class ComputerPlayer6 extends ComputerPlayer<ComputerPlayer6> implements
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int testVal = GameStateEvaluator2.evaluate(currentPlayer.getId(), sim);
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logger.debug("simulating -- node #:" + SimulationNode2.getCount() + " actions:" + action);
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sim.checkStateAndTriggered();
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int val = addActions(newNode, depth-1, alpha, beta);
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int val = addActions(newNode, depth - 1, alpha, beta);
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logger.debug("val = " + val);
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if (!currentPlayer.getId().equals(playerId)) {
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if (val < beta) {
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@ -543,8 +537,7 @@ public class ComputerPlayer6 extends ComputerPlayer<ComputerPlayer6> implements
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logger.debug("lose - break");
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break;
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}
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}
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else {
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} else {
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if (val > alpha) {
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alpha = val;
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bestNode = newNode;
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@ -594,8 +587,7 @@ public class ComputerPlayer6 extends ComputerPlayer<ComputerPlayer6> implements
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}*/
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//logger.info("returning priority beta: " + beta);
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return beta;
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}
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else {
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} else {
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/*if (alpha == Integer.MIN_VALUE) {
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int val = GameStateEvaluator2.evaluate(playerId, game);
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logger.info("returning priority beta: " + val);
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@ -644,19 +636,21 @@ public class ComputerPlayer6 extends ComputerPlayer<ComputerPlayer6> implements
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}
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protected boolean allPassed(Game game) {
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for (Player player: game.getPlayers().values()) {
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if (!player.isPassed() && !player.hasLost() && !player.hasLeft())
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for (Player player : game.getPlayers().values()) {
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if (!player.isPassed() && !player.hasLost() && !player.hasLeft()) {
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return false;
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}
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}
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return true;
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}
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@Override
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public boolean choose(Outcome outcome, Choice choice, Game game) {
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if (choices.isEmpty())
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if (choices.isEmpty()) {
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return super.choose(outcome, choice, game);
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}
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if (!choice.isChosen()) {
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for (String achoice: choices) {
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for (String achoice : choices) {
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choice.setChoice(achoice);
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if (choice.isChosen()) {
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choices.clear();
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@ -670,10 +664,11 @@ public class ComputerPlayer6 extends ComputerPlayer<ComputerPlayer6> implements
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@Override
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public boolean chooseTarget(Outcome outcome, Cards cards, TargetCard target, Ability source, Game game) {
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if (targets.isEmpty())
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if (targets.isEmpty()) {
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return super.chooseTarget(outcome, cards, target, source, game);
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}
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if (!target.doneChosing()) {
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for (UUID targetId: targets) {
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for (UUID targetId : targets) {
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target.addTarget(targetId, source, game);
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if (target.doneChosing()) {
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targets.clear();
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@ -687,10 +682,11 @@ public class ComputerPlayer6 extends ComputerPlayer<ComputerPlayer6> implements
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@Override
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public boolean choose(Outcome outcome, Cards cards, TargetCard target, Game game) {
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if (targets.isEmpty())
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if (targets.isEmpty()) {
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return super.choose(outcome, cards, target, game);
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}
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if (!target.doneChosing()) {
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for (UUID targetId: targets) {
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for (UUID targetId : targets) {
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target.add(targetId, game);
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if (target.doneChosing()) {
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targets.clear();
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@ -705,7 +701,7 @@ public class ComputerPlayer6 extends ComputerPlayer<ComputerPlayer6> implements
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@Override
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public boolean playXMana(VariableManaCost cost, ManaCosts<ManaCost> costs, Game game) {
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//SimulatedPlayer.simulateVariableCosts method adds a generic mana cost for each option
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for (ManaCost manaCost: costs) {
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for (ManaCost manaCost : costs) {
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if (manaCost instanceof GenericManaCost) {
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cost.setPayment(manaCost.getPayment());
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logger.debug("using X = " + cost.getPayment().count());
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@ -721,8 +717,9 @@ public class ComputerPlayer6 extends ComputerPlayer<ComputerPlayer6> implements
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boolean skip = false;
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while (true) {
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Phase currentPhase = game.getPhase();
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if (!skip)
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if (!skip) {
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currentPhase.getStep().endStep(game, activePlayerId);
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}
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game.applyEffects();
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switch (currentPhase.getStep().getType()) {
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case UNTAP:
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@ -781,10 +778,10 @@ public class ComputerPlayer6 extends ComputerPlayer<ComputerPlayer6> implements
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} else {
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game.getStep().beginStep(game, activePlayerId);
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}
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if (game.getStep().getHasPriority())
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if (game.getStep().getHasPriority()) {
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break;
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}
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else {
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} else {
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skip = true;
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}
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}
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@ -898,10 +895,11 @@ public class ComputerPlayer6 extends ComputerPlayer<ComputerPlayer6> implements
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}
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/**
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* Choose attackers based on static information.
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* That means that AI won't look to the future as it was before, but just choose attackers based on current state
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* of the game. This is worse, but at least it is easier to implement and won't lead to the case when AI doesn't
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* do anything - neither attack nor block.
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* Choose attackers based on static information. That means that AI won't
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* look to the future as it was before, but just choose attackers based on
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* current state of the game. This is worse, but at least it is easier to
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* implement and won't lead to the case when AI doesn't do anything -
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* neither attack nor block.
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*
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* @param game
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* @param activePlayerId
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@ -919,8 +917,22 @@ public class ComputerPlayer6 extends ComputerPlayer<ComputerPlayer6> implements
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return;
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}
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for (Permanent attacker : attackersList) {
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System.out.println("Number of potential attackers " + attackersList.size());
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System.out.println("Potential attacker is " + attacker.getName());
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}
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if (attackersList.isEmpty()) {
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return;
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}
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List<Permanent> possibleBlockers = defender.getAvailableBlockers(game);
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for (Permanent blocker : possibleBlockers) {
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System.out.println("Number of blockers " + possibleBlockers.size());
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System.out.println("Blocker is " + blocker.getName());
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}
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List<Permanent> killers = CombatUtil.canKillOpponent(game, attackersList, possibleBlockers, defender);
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if (!killers.isEmpty()) {
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for (Permanent attacker : killers) {
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@ -929,14 +941,14 @@ public class ComputerPlayer6 extends ComputerPlayer<ComputerPlayer6> implements
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return;
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}
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CombatUtil.handleExalted();
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//CombatUtil.handleExalted();
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//TODO: refactor -- extract to method
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List<Permanent> counterAttackList = new ArrayList<Permanent>();
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int counterAttackDamage = 0;
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int defenderForces = 0;
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int defenderForcesForBlock = 0;
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//List<Permanent> counterAttackList = new ArrayList<Permanent>();
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//int counterAttackDamage = 0;
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//int defenderForces = 0;
|
||||
//int defenderForcesForBlock = 0;
|
||||
/*
|
||||
FilterCreatureForCombat filter = new FilterCreatureForCombat();
|
||||
for (Permanent possibleAttacker : game.getBattlefield().getAllActivePermanents(filter, defender.getId(), game)) {
|
||||
//TODO: it can be improved with next turn emulation
|
||||
|
|
@ -1062,15 +1074,43 @@ public class ComputerPlayer6 extends ComputerPlayer<ComputerPlayer6> implements
|
|||
finalAttackers.add(attacker);
|
||||
}
|
||||
}
|
||||
*/
|
||||
|
||||
System.out.println("AI final attackers size: " + attackersList.size());
|
||||
// The AI will now attack more sanely. Simple, but good enough for now.
|
||||
// The sim minmax does not work at the moment.
|
||||
|
||||
for (Permanent attacker : finalAttackers) {
|
||||
boolean safeToAttack;
|
||||
CombatEvaluator eval = new CombatEvaluator();
|
||||
|
||||
for (Permanent attacker : attackersList) {
|
||||
safeToAttack = true;
|
||||
int attackerValue = eval.evaluate(attacker, game);
|
||||
for (Permanent blocker : possibleBlockers) {
|
||||
int blockerValue = eval.evaluate(blocker, game);
|
||||
if (attacker.getPower().getValue() <= blocker.getToughness().getValue()
|
||||
&& attacker.getToughness().getValue() <= blocker.getPower().getValue()) {
|
||||
safeToAttack = false;
|
||||
}
|
||||
|
||||
if (attacker.getToughness().getValue() == blocker.getPower().getValue()
|
||||
&& attacker.getPower().getValue() == blocker.getToughness().getValue()) {
|
||||
if (attackerValue < blockerValue
|
||||
|| blocker.getAbilities().containsKey(FirstStrikeAbility.getInstance().getId())
|
||||
|| blocker.getAbilities().containsKey(DoubleStrikeAbility.getInstance().getId())) {
|
||||
safeToAttack = false;
|
||||
}
|
||||
}
|
||||
}
|
||||
if (attacker.getAbilities().containsKey(DeathtouchAbility.getInstance().getId())) {
|
||||
safeToAttack = true;
|
||||
}
|
||||
if (safeToAttack) {
|
||||
attackingPlayer.declareAttacker(attacker.getId(), defenderId, game);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
/*
|
||||
private boolean shouldAttack(Game game, UUID attackingPlayerId, UUID defenderId, Permanent attacker, List<Permanent> blockers, int aggressionRate) {
|
||||
boolean canBeKilledByOne = false;
|
||||
boolean canKillAll = true;
|
||||
|
|
@ -1080,17 +1120,22 @@ public class ComputerPlayer6 extends ComputerPlayer<ComputerPlayer6> implements
|
|||
boolean canBeBlocked = false;
|
||||
int numberOfPossibleBlockers = 0;
|
||||
|
||||
int life = game.getPlayer(defenderId).getLife();
|
||||
int poison = game.getPlayer(defenderId).getCounters().getCount(CounterType.POISON);
|
||||
//int life = game.getPlayer(defenderId).getLife();
|
||||
//int poison = game.getPlayer(defenderId).getCounters().getCount(CounterType.POISON);
|
||||
|
||||
if (!isEffectiveAttacker(game, attackingPlayerId, defenderId, attacker, life, poison)) {
|
||||
System.out.println("Ahh, this is why it is not attacking");
|
||||
return false;
|
||||
}
|
||||
|
||||
for (Permanent defender : blockers) {
|
||||
System.out.println("The blocker is " + defender.getName());
|
||||
if (defender.canBlock(attacker.getId(), game)) {
|
||||
System.out.println("The blocker can block the attacker" + defender.getName() + attacker.getName());
|
||||
numberOfPossibleBlockers += 1;
|
||||
System.out.println("The number of possible blockers is " + numberOfPossibleBlockers);
|
||||
SurviveInfo info = CombatUtil.willItSurvive(game, attackingPlayerId, defenderId, attacker, defender);
|
||||
System.out.println("Did the attacker die? " + info.isAttackerDied());
|
||||
if (info.isAttackerDied()) {
|
||||
boolean canBeReallyKilled = true;
|
||||
for (Ability ability : attacker.getAbilities()) {
|
||||
|
|
@ -1129,6 +1174,9 @@ public class ComputerPlayer6 extends ComputerPlayer<ComputerPlayer6> implements
|
|||
canBeBlocked = true;
|
||||
}
|
||||
|
||||
// This is how I know this does quite work. Something is wrong with the sim part.
|
||||
System.out.println("canKillAll, canKillAllDangerous, canbeKilledByOne, canBeBlocked " + canKillAll + canKillAllDangerous + canBeKilledByOne + canBeBlocked);
|
||||
|
||||
switch (aggressionRate) {
|
||||
case 4:
|
||||
if (canKillAll || (canKillAllDangerous && !canBeKilledByOne) || !canBeBlocked) {
|
||||
|
|
@ -1185,7 +1233,6 @@ public class ComputerPlayer6 extends ComputerPlayer<ComputerPlayer6> implements
|
|||
return false;
|
||||
}
|
||||
|
||||
|
||||
private int getAggressionRate(double oppScore, double ourScore, int outNumber, double score, boolean doAttack, double turnsUntilDeathByUnblockable, boolean doUnblockableAttack, int aggressionRate) {
|
||||
if (score > 0 && doAttack) {
|
||||
aggressionRate = 5;
|
||||
|
|
@ -1203,20 +1250,20 @@ public class ComputerPlayer6 extends ComputerPlayer<ComputerPlayer6> implements
|
|||
}
|
||||
return aggressionRate;
|
||||
}
|
||||
|
||||
*/
|
||||
private void declareAttackers(Game game, UUID activePlayerId, SimulationNode2 node) {
|
||||
game.fireEvent(new GameEvent(GameEvent.EventType.DECLARE_ATTACKERS_STEP_PRE, null, null, activePlayerId));
|
||||
if (!game.replaceEvent(GameEvent.getEvent(GameEvent.EventType.DECLARING_ATTACKERS, activePlayerId, activePlayerId))) {
|
||||
for (Combat engagement: ((SimulatedPlayer2)game.getPlayer(activePlayerId)).addAttackers(game)) {
|
||||
for (Combat engagement : ((SimulatedPlayer2) game.getPlayer(activePlayerId)).addAttackers(game)) {
|
||||
Game sim = game.copy();
|
||||
UUID defenderId = game.getOpponents(playerId).iterator().next();
|
||||
for (CombatGroup group: engagement.getGroups()) {
|
||||
for (UUID attackerId: group.getAttackers()) {
|
||||
for (CombatGroup group : engagement.getGroups()) {
|
||||
for (UUID attackerId : group.getAttackers()) {
|
||||
sim.getPlayer(activePlayerId).declareAttacker(attackerId, defenderId, sim);
|
||||
}
|
||||
}
|
||||
sim.fireEvent(GameEvent.getEvent(GameEvent.EventType.DECLARED_ATTACKERS, playerId, playerId));
|
||||
SimulationNode2 newNode = new SimulationNode2(node, sim, node.getDepth()-1, activePlayerId);
|
||||
SimulationNode2 newNode = new SimulationNode2(node, sim, node.getDepth() - 1, activePlayerId);
|
||||
logger.debug("simulating -- node #:" + SimulationNode2.getCount() + " declare attakers");
|
||||
newNode.setCombat(sim.getCombat());
|
||||
node.children.add(newNode);
|
||||
|
|
@ -1246,7 +1293,8 @@ public class ComputerPlayer6 extends ComputerPlayer<ComputerPlayer6> implements
|
|||
@Override
|
||||
public void selectBlockers(Game game, UUID defendingPlayerId) {
|
||||
logger.debug("selectBlockers");
|
||||
if (combat != null && combat.getGroups().size() > 0) {
|
||||
declareBlockers(game, playerId);
|
||||
/*if (combat != null && combat.getGroups().size() > 0) {
|
||||
List<CombatGroup> groups = game.getCombat().getGroups();
|
||||
for (int i = 0; i < groups.size(); i++) {
|
||||
if (i < combat.getGroups().size()) {
|
||||
|
|
@ -1257,6 +1305,7 @@ public class ComputerPlayer6 extends ComputerPlayer<ComputerPlayer6> implements
|
|||
}
|
||||
}
|
||||
}
|
||||
*/
|
||||
}
|
||||
|
||||
/**
|
||||
|
|
@ -1268,7 +1317,7 @@ public class ComputerPlayer6 extends ComputerPlayer<ComputerPlayer6> implements
|
|||
protected Game createSimulation(Game game) {
|
||||
Game sim = game.copy();
|
||||
|
||||
for (Player copyPlayer: sim.getState().getPlayers().values()) {
|
||||
for (Player copyPlayer : sim.getState().getPlayers().values()) {
|
||||
Player origPlayer = game.getState().getPlayers().get(copyPlayer.getId()).copy();
|
||||
System.out.println("suggested=" + suggested);
|
||||
SimulatedPlayer2 newPlayer = new SimulatedPlayer2(copyPlayer.getId(), copyPlayer.getId().equals(playerId), suggested);
|
||||
|
|
@ -1279,8 +1328,9 @@ public class ComputerPlayer6 extends ComputerPlayer<ComputerPlayer6> implements
|
|||
}
|
||||
|
||||
private boolean checkForRepeatedAction(Game sim, SimulationNode2 node, Ability action, UUID playerId) {
|
||||
if (action instanceof PassAbility)
|
||||
if (action instanceof PassAbility) {
|
||||
return false;
|
||||
}
|
||||
int newVal = GameStateEvaluator2.evaluate(playerId, sim);
|
||||
SimulationNode2 test = node.getParent();
|
||||
while (test != null) {
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue