* AI: reworked computer choices for "target permanent" targets:

* Fixed that computer was able to target own permanents for bad effects and opponent permanents for good effect;
 * Improved target choices on card score (as example: boost most valuable, discard most weaker);
 * Tests: fixed false positive tests (AI depended);
 * Tests: fixed that test player can't find permanents for some filters/predicates;
This commit is contained in:
Oleg Agafonov 2019-12-20 20:20:16 +04:00
parent 813b258d4d
commit 8cce5a3648
4 changed files with 137 additions and 51 deletions

View file

@ -132,6 +132,12 @@ public class ComputerPlayer extends PlayerImpl implements Player {
log.debug("chooseTarget: " + outcome.toString() + ':' + target.toString());
}
// controller hints:
// - target.getTargetController(), this.getId() -- player that must makes choices (must be same with this.getId)
// - target.getAbilityController(), abilityControllerId -- affected player/controller for all actions/filters
// - affected controler can be different from target controller (another player makes choices for controller)
// sometimes a target selection can be made from a player that does not control the ability
UUID abilityControllerId = playerId;
if (target.getTargetController() != null
@ -440,6 +446,18 @@ public class ComputerPlayer extends PlayerImpl implements Player {
if (log.isDebugEnabled()) {
log.debug("chooseTarget: " + outcome.toString() + ':' + target.toString());
}
// source can be null (as example: legendary rule permanent selection)
UUID sourceId = source != null ? source.getSourceId() : null;
// temp lists
List<Permanent> goodList = new ArrayList<>();
List<Permanent> badList = new ArrayList<>();
List<Permanent> allList = new ArrayList<>();
List<Permanent> goodList2 = new ArrayList<>();
List<Permanent> badList2 = new ArrayList<>();
List<Permanent> allList2 = new ArrayList<>();
// sometimes a target selection can be made from a player that does not control the ability
UUID abilityControllerId = playerId;
if (target.getAbilityController() != null) {
@ -457,17 +475,17 @@ public class ComputerPlayer extends PlayerImpl implements Player {
}
if (target.getOriginalTarget() instanceof TargetPlayer) {
return setTargetPlayer(outcome, target, source, source.getSourceId(), abilityControllerId, randomOpponentId, game);
return setTargetPlayer(outcome, target, source, sourceId, abilityControllerId, randomOpponentId, game);
}
if (target.getOriginalTarget() instanceof TargetDiscard
|| target.getOriginalTarget() instanceof TargetCardInHand) {
if (outcome.isGood()) {
// good
Cards cards = new CardsImpl(target.possibleTargets(source.getSourceId(), getId(), game));
Cards cards = new CardsImpl(target.possibleTargets(sourceId, getId(), game));
ArrayList<Card> cardsInHand = new ArrayList<>(cards.getCards(game));
while (!target.isChosen()
&& !target.possibleTargets(source.getSourceId(), getId(), game).isEmpty()
&& !target.possibleTargets(sourceId, getId(), game).isEmpty()
&& target.getMaxNumberOfTargets() > target.getTargets().size()) {
Card card = pickBestCard(cardsInHand, null, target, source, game);
if (card != null) {
@ -510,7 +528,7 @@ public class ComputerPlayer extends PlayerImpl implements Player {
if (target.getOriginalTarget() instanceof TargetControlledPermanent) {
TargetControlledPermanent origTarget = (TargetControlledPermanent) target.getOriginalTarget();
List<Permanent> targets;
targets = threats(abilityControllerId, source.getSourceId(), origTarget.getFilter(), game, target.getTargets());
targets = threats(abilityControllerId, sourceId, origTarget.getFilter(), game, target.getTargets());
if (!outcome.isGood()) {
Collections.reverse(targets);
}
@ -526,30 +544,38 @@ public class ComputerPlayer extends PlayerImpl implements Player {
}
// TODO: implemented findBestPlayerTargets
// TODO: add findBest*Targets for all target types
if (target.getOriginalTarget() instanceof TargetPermanent) {
List<Permanent> targets;
TargetPermanent origTarget = (TargetPermanent) target.getOriginalTarget();
boolean outcomeTargets = true;
if (outcome.isGood()) {
targets = threats(abilityControllerId, source == null ? null : source.getSourceId(), ((TargetPermanent) target).getFilter(), game, target.getTargets());
} else {
targets = threats(randomOpponentId, source == null ? null : source.getSourceId(), ((TargetPermanent) target).getFilter(), game, target.getTargets());
findBestPermanentTargets(outcome, abilityControllerId, sourceId, ((TargetPermanent) target).getFilter(),
game, target, goodList, badList, allList);
findBestPermanentTargets(outcome, abilityControllerId, sourceId, origTarget.getFilter(),
game, target, goodList2, badList2, allList2);
if (goodList.size() != goodList2.size() || badList.size() != badList2.size() || allList.size() != allList2.size()
|| !origTarget.getFilter().equals(target.getFilter())) {
// TODO: remove double check after servers testing
log.error("Different filters in target and origTarget: " + target.getClass().getName() + " - " + origTarget.getClass().getName());
}
if (targets.isEmpty() && target.isRequired(source)) {
targets = threats(null, source == null ? null : source.getSourceId(), ((TargetPermanent) target).getFilter(), game, target.getTargets());
Collections.reverse(targets);
outcomeTargets = false;
//targets = game.getBattlefield().getActivePermanents(((TargetPermanent)target).getFilter(), playerId, game);
}
if (targets.isEmpty() && target.isRequired()) {
targets = game.getBattlefield().getActivePermanents(origTarget.getFilter(), playerId, game);
}
for (Permanent permanent : targets) {
// use good list all the time and add maximum targets
for (Permanent permanent : goodList) {
if (target.canTarget(abilityControllerId, permanent.getId(), source, game)) {
target.addTarget(permanent.getId(), source, game);
if (!outcomeTargets || target.getMaxNumberOfTargets() <= target.getTargets().size()) {
return true;
if (target.getTargets().size() >= target.getMaxNumberOfTargets()) {
break;
}
target.addTarget(permanent.getId(), source, game);
}
}
// use bad list only on required target and add minimum targets
boolean required = target.isRequiredExplicitlySet() ? required = target.isRequired() : target.isRequired(source); // got that code from HumanPlayer.chooseTarget
if (required) {
for (Permanent permanent : badList) {
if (target.getTargets().size() >= target.getMinNumberOfTargets()) {
break;
}
target.addTarget(permanent.getId(), source, game);
}
}
return target.isChosen();
@ -559,9 +585,9 @@ public class ComputerPlayer extends PlayerImpl implements Player {
List<Permanent> targets;
TargetCreatureOrPlayer origTarget = ((TargetCreatureOrPlayer) target);
if (outcome.isGood()) {
targets = threats(abilityControllerId, source.getSourceId(), ((FilterCreatureOrPlayer) origTarget.getFilter()).getCreatureFilter(), game, target.getTargets());
targets = threats(abilityControllerId, sourceId, ((FilterCreatureOrPlayer) origTarget.getFilter()).getCreatureFilter(), game, target.getTargets());
} else {
targets = threats(randomOpponentId, source.getSourceId(), ((FilterCreatureOrPlayer) origTarget.getFilter()).getCreatureFilter(), game, target.getTargets());
targets = threats(randomOpponentId, sourceId, ((FilterCreatureOrPlayer) origTarget.getFilter()).getCreatureFilter(), game, target.getTargets());
}
if (targets.isEmpty()) {
@ -602,9 +628,9 @@ public class ComputerPlayer extends PlayerImpl implements Player {
List<Permanent> targets;
TargetAnyTarget origTarget = ((TargetAnyTarget) target);
if (outcome.isGood()) {
targets = threats(abilityControllerId, source.getSourceId(), ((FilterCreaturePlayerOrPlaneswalker) origTarget.getFilter()).getCreatureFilter(), game, target.getTargets());
targets = threats(abilityControllerId, sourceId, ((FilterCreaturePlayerOrPlaneswalker) origTarget.getFilter()).getCreatureFilter(), game, target.getTargets());
} else {
targets = threats(randomOpponentId, source.getSourceId(), ((FilterCreaturePlayerOrPlaneswalker) origTarget.getFilter()).getCreatureFilter(), game, target.getTargets());
targets = threats(randomOpponentId, sourceId, ((FilterCreaturePlayerOrPlaneswalker) origTarget.getFilter()).getCreatureFilter(), game, target.getTargets());
}
if (targets.isEmpty()) {
@ -2441,6 +2467,58 @@ public class ComputerPlayer extends PlayerImpl implements Player {
return worst;
}
protected void findBestPermanentTargets(Outcome outcome, UUID abilityControllerId, UUID sourceId, FilterPermanent filter, Game game, Target target,
List<Permanent> goodList, List<Permanent> badList, List<Permanent> allList) {
// searching for most valuable/powerfull permanents
goodList.clear();
badList.clear();
allList.clear();
List<UUID> usedTargets = target.getTargets();
// search all
for (Permanent permanent : game.getBattlefield().getActivePermanents(filter, abilityControllerId, sourceId, game)) {
if (usedTargets.contains(permanent.getId())) {
continue;
}
if (outcome.isGood()) {
// good effect
if (permanent.isControlledBy(abilityControllerId)) {
goodList.add(permanent);
} else {
badList.add(permanent);
}
} else {
// bad effect
if (permanent.isControlledBy(abilityControllerId)) {
badList.add(permanent);
} else {
goodList.add(permanent);
}
}
}
// sort from tiny to big (more valuable)
PermanentComparator comparator = new PermanentComparator(game);
goodList.sort(comparator);
badList.sort(comparator);
// real sort
if (outcome.isGood()) {
// good effect -- most valueable goes first
Collections.reverse(goodList);
// Collections.reverse(badList);
} else {
// bad effect - most weakest goes first, no need in reverse
// Collections.reverse(goodList);
Collections.reverse(badList);
}
allList.addAll(goodList);
allList.addAll(badList);
}
protected List<Permanent> threats(UUID playerId, UUID sourceId, FilterPermanent filter, Game game, List<UUID> targets) {
return threats(playerId, sourceId, filter, game, targets, true);
}