forked from External/mage
Improving implementation of cards which use voting (WIP) (#7566)
* created interface for handling voting * created class for two choice votes, refactored a card to use it * refactored all cards which use two choice votes * updated VoteHandler to an abstract class to encapsulate more of its functions * refactored cards which vote for more than two things * [CNS] Implemented Brago's Representative * [CN2] Implemented Ballot Broker * [CN2] Implemented Illusion of Choice * [CNS] Implemented Grudge Keeper * added vote outcomes * updated implementation of Illusion of Choice to work correctly in multiples * added test for voting * updated implementation of extra votes * simplified vote message handling * Improved names, additional comments * Votes: fixed not working getMostVoted * Votes: added final vote results to game logs; * Votes: added additional info for the vote choices; * Votes: added vote step info in choose dialogs, added AI support example for Tyrant's Choice; Co-authored-by: Oleg Agafonov <jaydi85@gmail.com>
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32 changed files with 1615 additions and 786 deletions
183
Mage/src/main/java/mage/choices/VoteHandler.java
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183
Mage/src/main/java/mage/choices/VoteHandler.java
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package mage.choices;
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import mage.abilities.Ability;
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import mage.constants.Outcome;
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import mage.game.Game;
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import mage.game.events.VoteEvent;
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import mage.game.events.VotedEvent;
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import mage.players.Player;
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import java.util.*;
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import java.util.stream.Collectors;
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/**
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* @author TheElk801
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*/
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public abstract class VoteHandler<T> {
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protected final Map<UUID, List<T>> playerMap = new HashMap<>();
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protected VoteHandlerAI<T> aiVoteHint = null;
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public void doVotes(Ability source, Game game) {
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doVotes(source, game, null);
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}
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public void doVotes(Ability source, Game game, VoteHandlerAI<T> aiVoteHint) {
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this.aiVoteHint = aiVoteHint;
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this.playerMap.clear();
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int stepCurrent = 0;
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int stepTotal = game.getState().getPlayersInRange(source.getControllerId(), game).size();
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for (UUID playerId : game.getState().getPlayersInRange(source.getControllerId(), game)) {
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stepCurrent++;
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VoteEvent event = new VoteEvent(playerId, source);
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game.replaceEvent(event);
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Player player = game.getPlayer(event.getTargetId());
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Player decidingPlayer = game.getPlayer(event.getPlayerId());
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if (player == null || decidingPlayer == null) {
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continue;
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}
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int voteCount = event.getExtraVotes() + event.getOptionalExtraVotes() + 1;
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for (int i = 0; i < voteCount; i++) {
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// Decision for extra choice goes from original player, not from deciding.
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// Rules from Illusion of Choice:
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// If another player controls Ballot Broker, that player first takes their “normal” vote
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// with you choosing the result, then that player decides whether they are taking the
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// additional vote. If there is an additional vote, you again choose the result.
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// (2016-08-23)
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// Outcome.Benefit - AI must use extra vote all the time
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if (i > event.getExtraVotes() && !player.chooseUse(
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Outcome.Benefit, "Use an extra vote?", source, game
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)) {
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continue;
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}
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String stepName = (i > 0 ? "extra step" : "step");
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String voteInfo = String.format("Vote, %s %d of %d", stepName, stepCurrent, stepTotal);
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T vote;
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if (!decidingPlayer.isHuman() && !decidingPlayer.isTestMode() && this.aiVoteHint != null) {
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// TODO: add isComputer after PR
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// ai choose
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vote = this.aiVoteHint.makeChoice(this, player, decidingPlayer, source, game);
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} else {
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// human choose
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vote = playerChoose(voteInfo, player, decidingPlayer, source, game);
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}
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if (vote == null) {
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continue;
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}
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String message = voteInfo + ": " + player.getName() + " voted for " + voteName(vote);
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if (!Objects.equals(player, decidingPlayer)) {
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message += " (chosen by " + decidingPlayer.getName() + ')';
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}
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game.informPlayers(message);
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this.playerMap.computeIfAbsent(playerId, x -> new ArrayList<>()).add(vote);
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}
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}
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// show final results to players
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Map<T, Integer> totalVotes = new LinkedHashMap<>();
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// fill by possible choices
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this.getPossibleVotes(source, game).forEach(vote -> {
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totalVotes.putIfAbsent(vote, 0);
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});
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// fill by real choices
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playerMap.entrySet()
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.stream()
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.flatMap(votesList -> votesList.getValue().stream())
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.forEach(vote -> {
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totalVotes.compute(vote, (u, i) -> i == null ? 1 : Integer.sum(i, 1));
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});
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Set<T> winners = this.getMostVoted();
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String totalVotesStr = totalVotes.entrySet()
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.stream()
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.map(entry -> (winners.contains(entry.getKey()) ? " -win- " : " -lose- ") + voteName(entry.getKey()) + ": " + entry.getValue())
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.sorted()
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.collect(Collectors.joining("<br>"));
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game.informPlayers("Vote results:<br>" + totalVotesStr);
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game.fireEvent(new VotedEvent(source, this));
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}
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/**
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* Return possible votes. Uses for info only (final results).
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*
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* @param source
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* @param game
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* @return
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*/
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protected abstract Set<T> getPossibleVotes(Ability source, Game game);
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/**
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* Choose dialog for voting. Another player can choose it (example: Illusion of Choice)
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*
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* @param player
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* @param decidingPlayer
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* @param source
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* @param game
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* @return
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*/
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protected abstract T playerChoose(String voteInfo, Player player, Player decidingPlayer, Ability source, Game game);
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/**
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* Show readable choice name
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*
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* @param vote
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* @return
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*/
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protected abstract String voteName(T vote);
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public List<T> getVotes(UUID playerId) {
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return playerMap.computeIfAbsent(playerId, x -> new ArrayList<>());
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}
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public int getVoteCount(T vote) {
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return playerMap
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.values()
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.stream()
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.flatMap(Collection::stream)
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.map(vote::equals)
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.mapToInt(x -> x ? 1 : 0)
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.sum();
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}
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public List<UUID> getVotedFor(T vote) {
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return playerMap
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.entrySet()
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.stream()
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.filter(entry -> entry.getValue() != null && entry.getValue().contains(vote))
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.map(Map.Entry::getKey)
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.collect(Collectors.toList());
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}
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public Set<T> getMostVoted() {
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Map<T, Integer> map = new HashMap<>();
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playerMap
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.values()
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.stream()
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.flatMap(Collection::stream)
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.forEach(t -> map.compute(t, (s, i) -> i == null ? 1 : Integer.sum(i, 1)));
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int max = map.values().stream().mapToInt(x -> x).max().orElse(0);
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return map
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.entrySet()
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.stream()
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.filter(e -> e.getValue() >= max)
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.map(Map.Entry::getKey)
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.collect(Collectors.toSet());
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}
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public Set<UUID> getDidntVote(UUID playerId) {
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if (playerMap.computeIfAbsent(playerId, x -> new ArrayList<>()).isEmpty()) {
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return playerMap.keySet();
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}
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return playerMap
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.entrySet()
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.stream()
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.filter(e -> e.getValue() != null && !e.getValue().isEmpty())
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.filter(e -> !e.getValue().stream().allMatch(playerMap.get(playerId)::contains))
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.map(Map.Entry::getKey)
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.collect(Collectors.toSet());
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}
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}
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