AI: reworked blockers selections:

* fixed game freezes for no-possible block configurations like Menace (#13290);
* fixed computer cheating to ignore block requirements like Menace (now AI will choose all required blockers instead 1);
* improved computer logic for blockers selection (try to sacrifice a creature instead game loose, simple use cases only);
* added freeze protection for bad or unsupported attacker-block configuration;
* refactor: deleted outdated AI code;
This commit is contained in:
Oleg Agafonov 2025-02-04 01:14:49 +04:00
parent a99871988d
commit 92b7ed8efc
12 changed files with 495 additions and 202 deletions

View file

@ -3174,7 +3174,7 @@ public abstract class GameImpl implements Game {
if (simulation) {
return;
}
makeSureCalledOutsideLayersEffects();
makeSureCalledOutsideLayerEffects();
tableEventSource.fireTableEvent(EventType.INFO, message, this);
}
@ -3183,7 +3183,7 @@ public abstract class GameImpl implements Game {
if (simulation) {
return;
}
makeSureCalledOutsideLayersEffects();
makeSureCalledOutsideLayerEffects();
tableEventSource.fireTableEvent(EventType.STATUS, message, withTime, withTurnInfo, this);
}
@ -3192,7 +3192,7 @@ public abstract class GameImpl implements Game {
if (simulation) {
return;
}
makeSureCalledOutsideLayersEffects();
makeSureCalledOutsideLayerEffects();
tableEventSource.fireTableEvent(EventType.UPDATE, null, this);
getState().clearLookedAt();
getState().clearRevealed();
@ -3203,23 +3203,23 @@ public abstract class GameImpl implements Game {
if (simulation) {
return;
}
makeSureCalledOutsideLayersEffects();
makeSureCalledOutsideLayerEffects();
tableEventSource.fireTableEvent(EventType.END_GAME_INFO, null, this);
}
@Override
public void fireErrorEvent(String message, Exception ex) {
makeSureCalledOutsideLayersEffects();
makeSureCalledOutsideLayerEffects();
tableEventSource.fireTableEvent(EventType.ERROR, message, ex, this);
}
private void makeSureCalledOutsideLayersEffects() {
private void makeSureCalledOutsideLayerEffects() {
// very slow, enable/comment it for debug or load/stability tests only
// TODO: enable check and remove/rework all wrong usages
if (true) return;
Arrays.stream(Thread.currentThread().getStackTrace()).forEach(e -> {
if (e.toString().contains("GameState.applyEffects")) {
throw new IllegalStateException("Wrong code usage: client side events can't be called from layers effects (wrong informPlayers usage?");
throw new IllegalStateException("Wrong code usage: client side events can't be called from layers effects (wrong informPlayers usage?)");
}
});
}
@ -3890,7 +3890,7 @@ public abstract class GameImpl implements Game {
@Override
public void initTimer(UUID playerId) {
if (priorityTime > 0) {
makeSureCalledOutsideLayersEffects();
makeSureCalledOutsideLayerEffects();
tableEventSource.fireTableEvent(EventType.INIT_TIMER, playerId, null, this);
}
}
@ -3898,7 +3898,7 @@ public abstract class GameImpl implements Game {
@Override
public void resumeTimer(UUID playerId) {
if (priorityTime > 0) {
makeSureCalledOutsideLayersEffects();
makeSureCalledOutsideLayerEffects();
tableEventSource.fireTableEvent(EventType.RESUME_TIMER, playerId, null, this);
}
}
@ -3906,7 +3906,7 @@ public abstract class GameImpl implements Game {
@Override
public void pauseTimer(UUID playerId) {
if (priorityTime > 0) {
makeSureCalledOutsideLayersEffects();
makeSureCalledOutsideLayerEffects();
tableEventSource.fireTableEvent(EventType.PAUSE_TIMER, playerId, null, this);
}
}