forked from External/mage
other: reworked target selection: (#13638)
- WIP: AI and multi targets, human and X=0 use cases, human and impossible targets use cases;
- improved stability and shared logic (related to #13606, #11134, #11666, continue from a53eb66b58, close #13617, close #13613);
- improved test logs and debug info to show more target info on errors;
- improved test framework to support multiple addTarget calls;
- improved test framework to find bad commands order for targets (related to #11666);
- fixed game freezes on auto-choice usages with disconnected or under control players (related to #11285);
- gui, game: fixed that player doesn't mark avatar as selected/green in "up to" targeting;
- gui, game: fixed small font in some popup messages on big screens (related to #969);
- gui, game: added min targets info for target selection dialog;
- for devs: added new cheat option to call and test any game dialog (define own dialogs, targets, etc in HumanDialogsTester);
- for devs: now tests require complete an any or up to target selection by addTarget + TestPlayer.TARGET_SKIP or setChoice + TestPlayer.CHOICE_SKIP (if not all max/possible targets used);
- for devs: added detail targets info for activate/trigger/cast, can be useful to debug unit tests, auto-choose or AI (see DebugUtil.GAME_SHOW_CHOOSE_TARGET_LOGS)
This commit is contained in:
parent
80d62727e1
commit
133e4fe425
84 changed files with 2737 additions and 743 deletions
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@ -173,11 +173,14 @@ public abstract class TargetImpl implements Target {
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if (getMaxNumberOfTargets() != 1) {
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StringBuilder sb = new StringBuilder();
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sb.append("Select ").append(targetName);
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sb.append(" (selected ").append(targets.size());
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if (getMaxNumberOfTargets() > 0 && getMaxNumberOfTargets() != Integer.MAX_VALUE) {
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sb.append(" (selected ").append(targets.size()).append(" of ").append(getMaxNumberOfTargets()).append(')');
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} else {
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sb.append(" (selected ").append(targets.size()).append(')');
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sb.append(" of ").append(getMaxNumberOfTargets());
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}
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if (getMinNumberOfTargets() > 0) {
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sb.append(", min ").append(getMinNumberOfTargets());
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}
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sb.append(')');
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sb.append(suffix);
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return sb.toString();
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}
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@ -245,12 +248,12 @@ public abstract class TargetImpl implements Target {
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// limit by max amount
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if (getMaxNumberOfTargets() > 0 && targets.size() > getMaxNumberOfTargets()) {
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return chosen;
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return false;
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}
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// limit by min amount
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if (getMinNumberOfTargets() > 0 && targets.size() < getMinNumberOfTargets()) {
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return chosen;
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return false;
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}
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// all fine
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@ -258,8 +261,44 @@ public abstract class TargetImpl implements Target {
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}
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@Override
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public boolean doneChoosing(Game game) {
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return isChoiceSelected() && isChosen(game);
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@Deprecated // TODO: replace usage in cards by full version from choose methods
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public boolean isChoiceCompleted(Game game) {
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return isChoiceCompleted(null, null, game);
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}
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@Override
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public boolean isChoiceCompleted(UUID abilityControllerId, Ability source, Game game) {
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// make sure target request called one time minimum (for "up to" targets)
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// choice is selected after any addTarget call (by test, AI or human players)
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if (!isChoiceSelected()) {
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return false;
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}
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// make sure selected targets are valid
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if (!isChosen(game)) {
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return false;
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}
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// make sure to auto-finish on all targets selection
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// - human player can select and deselect targets until fill all targets amount or press done button
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// - AI player can select all new targets as much as possible
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if (getMaxNumberOfTargets() > 0) {
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if (getMaxNumberOfTargets() == Integer.MAX_VALUE) {
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if (abilityControllerId != null && source != null) {
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// any amount - nothing to choose
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return this.getSize() >= this.possibleTargets(abilityControllerId, source, game).size();
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} else {
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// any amount - any selected
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return this.getSize() > 0;
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}
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} else {
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// check selected limit
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return this.getSize() >= getMaxNumberOfTargets();
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}
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}
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// all other use cases are fine
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return true;
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}
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@Override
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@ -289,7 +328,7 @@ public abstract class TargetImpl implements Target {
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@Override
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public void remove(UUID id) {
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if (targets.containsKey(id)) {
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targets.remove(id);
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targets.remove(id); // TODO: miss chosen update here?
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zoneChangeCounters.remove(id);
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}
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}
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@ -315,6 +354,8 @@ public abstract class TargetImpl implements Target {
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}
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} else {
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targets.put(id, 0);
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rememberZoneChangeCounter(id, game);
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chosen = isChosen(game);
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}
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}
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}
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@ -366,20 +407,45 @@ public abstract class TargetImpl implements Target {
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return false;
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}
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UUID abilityControllerId = playerId;
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if (this.getTargetController() != null && this.getAbilityController() != null) {
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abilityControllerId = this.getAbilityController();
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}
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chosen = false;
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do {
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if (!targetController.canRespond()) {
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chosen = isChosen(game);
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return chosen;
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}
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if (!targetController.choose(outcome, this, source, game)) {
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chosen = isChosen(game);
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return chosen;
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}
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chosen = isChosen(game);
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} while (!doneChoosing(game));
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int prevTargetsCount = this.getTargets().size();
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return isChosen(game);
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// stop by disconnect
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if (!targetController.canRespond()) {
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break;
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}
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// stop by cancel/done
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if (!targetController.choose(outcome, this, source, game)) {
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break;
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}
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// TODO: miss auto-choose code? see chooseTarget below
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// TODO: miss random code? see chooseTarget below
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chosen = isChosen(game);
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// stop by full complete
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if (isChoiceCompleted(abilityControllerId, source, game)) {
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break;
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}
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// stop by nothing to use (actual for human and done button)
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if (prevTargetsCount == this.getTargets().size()) {
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break;
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}
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// can select next target
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} while (true);
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chosen = isChosen(game);
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return this.getTargets().size() > 0;
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}
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@Override
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@ -389,44 +455,80 @@ public abstract class TargetImpl implements Target {
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return false;
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}
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List<UUID> possibleTargets = new ArrayList<>(possibleTargets(playerId, source, game));
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UUID abilityControllerId = playerId;
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if (this.getTargetController() != null && this.getAbilityController() != null) {
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abilityControllerId = this.getAbilityController();
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}
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List<UUID> randomPossibleTargets = new ArrayList<>(possibleTargets(playerId, source, game));
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chosen = false;
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do {
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int prevTargetsCount = this.getTargets().size();
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// stop by disconnect
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if (!targetController.canRespond()) {
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chosen = isChosen(game);
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return chosen;
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break;
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}
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// MAKE A CHOICE
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if (isRandom()) {
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if (possibleTargets.isEmpty()) {
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chosen = isChosen(game);
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return chosen;
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// random choice
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// stop on nothing to choose
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if (randomPossibleTargets.isEmpty()) {
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break;
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}
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// find valid target
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while (!possibleTargets.isEmpty()) {
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int index = RandomUtil.nextInt(possibleTargets.size());
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if (this.canTarget(playerId, possibleTargets.get(index), source, game)) {
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this.addTarget(possibleTargets.get(index), source, game);
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possibleTargets.remove(index);
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// add valid random target one by one
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while (!randomPossibleTargets.isEmpty()) {
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UUID possibleTarget = RandomUtil.randomFromCollection(randomPossibleTargets);
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if (this.canTarget(playerId, possibleTarget, source, game) && !this.contains(possibleTarget)) {
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this.addTarget(possibleTarget, source, game);
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randomPossibleTargets.remove(possibleTarget);
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break;
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} else {
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possibleTargets.remove(index);
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randomPossibleTargets.remove(possibleTarget);
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}
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}
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// continue to next target
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} else {
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// Try to autochoosen
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// player's choice
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UUID autoChosenId = tryToAutoChoose(playerId, source, game);
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if (autoChosenId != null) {
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if (autoChosenId != null && !this.contains(autoChosenId)) {
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// auto-choose
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addTarget(autoChosenId, source, game);
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} else if (!targetController.chooseTarget(outcome, this, source, game)) { // If couldn't autochoose ask player
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chosen = isChosen(game);
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return chosen;
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// continue to next target (example: auto-choose must fill min/max = 2 from 2 possible cards)
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} else {
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// manual
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// stop by cancel/done
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if (!targetController.chooseTarget(outcome, this, source, game)) {
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break;
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}
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// continue to next target
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}
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}
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chosen = isChosen(game);
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} while (!doneChoosing(game));
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return isChosen(game);
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chosen = isChosen(game);
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// stop by full complete
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if (isChoiceCompleted(abilityControllerId, source, game)) {
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break;
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}
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// stop by nothing to choose (actual for human and done button?)
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if (prevTargetsCount == this.getTargets().size()) {
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break;
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}
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// can select next target
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} while (true);
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chosen = isChosen(game);
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return this.getTargets().size() > 0;
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}
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@Override
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@ -665,6 +767,7 @@ public abstract class TargetImpl implements Target {
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public void setTargetAmount(UUID targetId, int amount, Game game) {
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targets.put(targetId, amount);
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rememberZoneChangeCounter(targetId, game);
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chosen = isChosen(game);
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}
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@Override
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@ -716,9 +819,20 @@ public abstract class TargetImpl implements Target {
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} else {
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playerAutoTargetLevel = 2;
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}
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// freeze protection on disconnect - auto-choice works for online players only
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boolean isOnline = player.canRespond();
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if (!player.isGameUnderControl()) {
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Player controllingPlayer = game.getPlayer(player.getTurnControlledBy());
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if (player.isHuman()) {
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isOnline = controllingPlayer.canRespond();
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}
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}
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String abilityText = source.getRule(true).toLowerCase();
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boolean strictModeEnabled = player.getStrictChooseMode();
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boolean canAutoChoose = this.getMinNumberOfTargets() == this.getMaxNumberOfTargets() // Targets must be picked
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&& isOnline
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&& possibleTargets.size() == this.getMinNumberOfTargets() - this.getSize() // Available targets are equal to the number that must be picked
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&& !strictModeEnabled // Test AI is not set to strictChooseMode(true)
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&& playerAutoTargetLevel > 0 // Human player has enabled auto-choose in settings
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@ -775,4 +889,13 @@ public abstract class TargetImpl implements Target {
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return null;
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}
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@Override
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public String toString() {
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return this.getClass().getSimpleName()
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+ ", from " + this.getMinNumberOfTargets()
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+ " to " + this.getMaxNumberOfTargets()
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+ ", " + this.getDescription()
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+ ", selected " + this.getTargets().size();
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}
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}
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