mirror of
https://github.com/magefree/mage.git
synced 2025-12-20 02:30:08 -08:00
* game: now all playable calculations done in game simulation, outside real game (no more freeze and ruined games by wrong Nyxbloom Ancient and other cards with wrong replacement dialog); * game: fixed multiple problems with triggers (wrong order, duplicated calls or "too many mana" bugs, see #8426, #12087); * tests: added data integrity checks for game's triggers (3 enabled and 3 disabled due current game engine logic);
This commit is contained in:
parent
f68e435fc4
commit
e8e2f23284
23 changed files with 362 additions and 120 deletions
|
|
@ -414,7 +414,7 @@ public class ComputerPlayer6 extends ComputerPlayer {
|
|||
Target target = effect.getTarget();
|
||||
if (!target.doneChoosing()) {
|
||||
for (UUID targetId : target.possibleTargets(stackObject.getControllerId(), stackObject.getStackAbility(), game)) {
|
||||
Game sim = game.copy();
|
||||
Game sim = game.createSimulationForAI();
|
||||
StackAbility newAbility = (StackAbility) stackObject.copy();
|
||||
SearchEffect newEffect = getSearchEffect(newAbility);
|
||||
newEffect.getTarget().addTarget(targetId, newAbility, sim);
|
||||
|
|
@ -514,8 +514,7 @@ public class ComputerPlayer6 extends ComputerPlayer {
|
|||
logger.info("Sim Prio [" + depth + "] -- interrupted");
|
||||
break;
|
||||
}
|
||||
Game sim = game.copy();
|
||||
sim.setSimulation(true);
|
||||
Game sim = game.createSimulationForAI();
|
||||
if (!(action instanceof StaticAbility) //for MorphAbility, etc
|
||||
&& sim.getPlayer(currentPlayer.getId()).activateAbility((ActivatedAbility) action.copy(), sim)) {
|
||||
sim.applyEffects();
|
||||
|
|
@ -1067,8 +1066,7 @@ public class ComputerPlayer6 extends ComputerPlayer {
|
|||
* @return a new game object with simulated players
|
||||
*/
|
||||
protected Game createSimulation(Game game) {
|
||||
Game sim = game.copy();
|
||||
sim.setSimulation(true);
|
||||
Game sim = game.createSimulationForAI();
|
||||
for (Player oldPlayer : sim.getState().getPlayers().values()) {
|
||||
// replace original player by simulated player and find result (execute/resolve current action)
|
||||
Player origPlayer = game.getState().getPlayers().get(oldPlayer.getId()).copy();
|
||||
|
|
|
|||
|
|
@ -65,8 +65,7 @@ public final class SimulatedPlayer2 extends ComputerPlayer {
|
|||
|
||||
public List<Ability> simulatePriority(Game game) {
|
||||
allActions = new ConcurrentLinkedQueue<>();
|
||||
Game sim = game.copy();
|
||||
sim.setSimulation(true);
|
||||
Game sim = game.createSimulationForAI();
|
||||
forced = false;
|
||||
simulateOptions(sim);
|
||||
|
||||
|
|
@ -170,17 +169,6 @@ public final class SimulatedPlayer2 extends ComputerPlayer {
|
|||
|
||||
}
|
||||
|
||||
// protected void simulateAction(Game game, SimulatedAction previousActions, Ability action) {
|
||||
// List<Ability> actions = new ArrayList<Ability>(previousActions.getAbilities());
|
||||
// actions.add(action);
|
||||
// Game sim = game.copy();
|
||||
// if (sim.getPlayer(playerId).activateAbility((ActivatedAbility) action.copy(), sim)) {
|
||||
// sim.applyEffects();
|
||||
// sim.getPlayers().resetPassed();
|
||||
// allActions.add(new SimulatedAction(sim, actions));
|
||||
// }
|
||||
// }
|
||||
|
||||
/**
|
||||
* if suggested abilities exist, return only those from playables
|
||||
*
|
||||
|
|
@ -322,7 +310,7 @@ public final class SimulatedPlayer2 extends ComputerPlayer {
|
|||
int powerElements = (int) Math.pow(2, attackersList.size());
|
||||
StringBuilder binary = new StringBuilder();
|
||||
for (int i = powerElements - 1; i >= 0; i--) {
|
||||
Game sim = game.copy();
|
||||
Game sim = game.createSimulationForAI();
|
||||
binary.setLength(0);
|
||||
binary.append(Integer.toBinaryString(i));
|
||||
while (binary.length() < attackersList.size()) {
|
||||
|
|
@ -360,7 +348,7 @@ public final class SimulatedPlayer2 extends ComputerPlayer {
|
|||
}
|
||||
|
||||
//add a node with no blockers
|
||||
Game sim = game.copy();
|
||||
Game sim = game.createSimulationForAI();
|
||||
engagements.put(sim.getCombat().getValue().hashCode(), sim.getCombat());
|
||||
sim.fireEvent(GameEvent.getEvent(GameEvent.EventType.DECLARED_BLOCKERS, playerId, playerId));
|
||||
|
||||
|
|
@ -381,7 +369,7 @@ public final class SimulatedPlayer2 extends ComputerPlayer {
|
|||
List<Permanent> remaining = remove(blockers, blocker);
|
||||
for (int i = 0; i < numGroups; i++) {
|
||||
if (game.getCombat().getGroups().get(i).canBlock(blocker, game)) {
|
||||
Game sim = game.copy();
|
||||
Game sim = game.createSimulationForAI();
|
||||
sim.getCombat().getGroups().get(i).addBlocker(blocker.getId(), playerId, sim);
|
||||
if (engagements.put(sim.getCombat().getValue().hashCode(), sim.getCombat()) != null) {
|
||||
logger.debug("simulating -- found redundant block combination");
|
||||
|
|
@ -419,7 +407,7 @@ public final class SimulatedPlayer2 extends ComputerPlayer {
|
|||
}
|
||||
|
||||
protected void addAbilityNode(SimulationNode2 parent, Ability ability, int depth, Game game) {
|
||||
Game sim = game.copy();
|
||||
Game sim = game.createSimulationForAI();
|
||||
sim.getStack().push(new StackAbility(ability, playerId));
|
||||
if (ability.activate(sim, false) && ability.isUsesStack()) {
|
||||
game.fireEvent(new GameEvent(GameEvent.EventType.TRIGGERED_ABILITY, ability.getId(), ability, ability.getControllerId()));
|
||||
|
|
|
|||
|
|
@ -202,7 +202,7 @@ public final class CombatUtil {
|
|||
* @deprecated TODO: unused, can be deleted?
|
||||
*/
|
||||
public static SurviveInfo willItSurvive(Game game, UUID attackingPlayerId, UUID defendingPlayerId, Permanent attacker, Permanent blocker) {
|
||||
Game sim = game.copy();
|
||||
Game sim = game.createSimulationForAI();
|
||||
|
||||
// TODO: bugged, miss combat.clear code (possible bugs - wrong blocker declare by AI on multiple options?)
|
||||
Combat combat = sim.getCombat();
|
||||
|
|
@ -307,7 +307,7 @@ public final class CombatUtil {
|
|||
|
||||
public static SurviveInfo willItSurvive2(Game game, UUID attackingPlayerId, UUID defendingPlayerId, Permanent attacker, Permanent blocker) {
|
||||
|
||||
Game sim = game.copy();
|
||||
Game sim = game.createSimulationForAI();
|
||||
|
||||
// TODO: bugged, miss combat.clear code (possible bugs - wrong blocker declare by AI on multiple options?)
|
||||
Combat combat = sim.getCombat();
|
||||
|
|
|
|||
|
|
@ -274,7 +274,7 @@ public class ComputerPlayerMCTS extends ComputerPlayer {
|
|||
* @return a new game object with simulated players
|
||||
*/
|
||||
protected Game createMCTSGame(Game game) {
|
||||
Game mcts = game.copy();
|
||||
Game mcts = game.createSimulationForAI();
|
||||
|
||||
for (Player copyPlayer : mcts.getState().getPlayers().values()) {
|
||||
Player origPlayer = game.getState().getPlayers().get(copyPlayer.getId());
|
||||
|
|
@ -295,7 +295,6 @@ public class ComputerPlayerMCTS extends ComputerPlayer {
|
|||
}
|
||||
mcts.getState().getPlayers().put(copyPlayer.getId(), newPlayer);
|
||||
}
|
||||
mcts.setSimulation(true);
|
||||
mcts.resume();
|
||||
return mcts;
|
||||
}
|
||||
|
|
|
|||
|
|
@ -245,7 +245,7 @@ public class MCTSNode {
|
|||
* @return a new game object with simulated players
|
||||
*/
|
||||
protected Game createSimulation(Game game, UUID playerId) {
|
||||
Game sim = game.copy();
|
||||
Game sim = game.createSimulationForAI();
|
||||
|
||||
for (Player oldPlayer: sim.getState().getPlayers().values()) {
|
||||
Player origPlayer = game.getState().getPlayers().get(oldPlayer.getId()).copy();
|
||||
|
|
@ -254,7 +254,6 @@ public class MCTSNode {
|
|||
sim.getState().getPlayers().put(oldPlayer.getId(), newPlayer);
|
||||
}
|
||||
randomizePlayers(sim, playerId);
|
||||
sim.setSimulation(true);
|
||||
return sim;
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -18,7 +18,7 @@ public class PriorityNextAction implements MCTSNodeNextAction{
|
|||
else
|
||||
abilities = MCTSNode.getPlayables(player, fullStateValue, game);
|
||||
for (Ability ability: abilities) {
|
||||
Game sim = game.copy();
|
||||
Game sim = game.createSimulationForAI();
|
||||
MCTSPlayer simPlayer = (MCTSPlayer) sim.getPlayer(player.getId());
|
||||
simPlayer.activateAbility((ActivatedAbility)ability, sim);
|
||||
sim.resume();
|
||||
|
|
|
|||
|
|
@ -19,7 +19,7 @@ public class SelectAttackersNextAction implements MCTSNodeNextAction{
|
|||
attacks = getAttacks(player, fullStateValue, game);
|
||||
UUID defenderId = game.getOpponents(player.getId()).iterator().next();
|
||||
for (List<UUID> attack: attacks) {
|
||||
Game sim = game.copy();
|
||||
Game sim = game.createSimulationForAI();
|
||||
MCTSPlayer simPlayer = (MCTSPlayer) sim.getPlayer(player.getId());
|
||||
for (UUID attackerId: attack) {
|
||||
simPlayer.declareAttacker(attackerId, defenderId, sim, false);
|
||||
|
|
|
|||
|
|
@ -19,7 +19,7 @@ public class SelectBlockersNextAction implements MCTSNodeNextAction{
|
|||
else
|
||||
blocks = getBlocks(player, fullStateValue, game);
|
||||
for (List<List<UUID>> block : blocks) {
|
||||
Game sim = game.copy();
|
||||
Game sim = game.createSimulationForAI();
|
||||
MCTSPlayer simPlayer = (MCTSPlayer) sim.getPlayer(player.getId());
|
||||
List<CombatGroup> groups = sim.getCombat().getGroups();
|
||||
for (int i = 0; i < groups.size(); i++) {
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue