fixed AI - will now attack if opponent has no defenders

This commit is contained in:
BetaSteward 2010-12-13 00:01:35 -05:00
parent 65c55e4e2a
commit d6c30e3734
6 changed files with 17 additions and 6 deletions

View file

@ -372,13 +372,14 @@ public class ComputerPlayer2 extends ComputerPlayer<ComputerPlayer2> implements
}
node.setGameValue(game.getState().getValue());
SimulatedPlayer currentPlayer = (SimulatedPlayer) game.getPlayer(game.getPlayerList().get());
logger.fine("simulating -- player " + currentPlayer.getName());
SimulationNode bestNode = null;
List<Ability> allActions = currentPlayer.simulatePriority(game, filter);
if (logger.isLoggable(Level.FINE))
logger.fine("simulating -- adding " + allActions.size() + " children:" + allActions);
for (Ability action: allActions) {
Game sim = game.copy();
if (sim.getPlayer(playerId).activateAbility((ActivatedAbility) action.copy(), sim)) {
if (sim.getPlayer(currentPlayer.getId()).activateAbility((ActivatedAbility) action.copy(), sim)) {
sim.applyEffects();
if (!sim.isGameOver() && action.isUsesStack()) {
// only pass if the last action uses the stack

View file

@ -230,13 +230,13 @@ public class ComputerPlayer3 extends ComputerPlayer2 implements Player {
else {
switch (game.getTurn().getStepType()) {
case PRECOMBAT_MAIN:
val = simulateCombat(game, node, depth-1, alpha, beta, false);
val = -simulateCombat(game, node, depth-1, alpha, beta, false);
break;
case POSTCOMBAT_MAIN:
val = simulateCounterAttack(game, node, depth-1, alpha, beta);
val = -simulateCounterAttack(game, node, depth-1, alpha, beta);
break;
default:
val = GameStateEvaluator.evaluate(playerId, game);
val = -GameStateEvaluator.evaluate(playerId, game);
break;
}
}