forked from External/mage
1442 lines
64 KiB
Java
1442 lines
64 KiB
Java
/*
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* Copyright 2010 BetaSteward_at_googlemail.com. All rights reserved.
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*
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* Redistribution and use in source and binary forms, with or without modification, are
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* permitted provided that the following conditions are met:
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*
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* 1. Redistributions of source code must retain the above copyright notice, this list of
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* conditions and the following disclaimer.
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*
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* 2. Redistributions in binary form must reproduce the above copyright notice, this list
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* of conditions and the following disclaimer in the documentation and/or other materials
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* provided with the distribution.
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*
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* THIS SOFTWARE IS PROVIDED BY BetaSteward_at_googlemail.com ``AS IS'' AND ANY EXPRESS OR IMPLIED
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* WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND
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* FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL BetaSteward_at_googlemail.com OR
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* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
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* CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
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* SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON
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* ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
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* NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF
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* ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*
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* The views and conclusions contained in the software and documentation are those of the
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* authors and should not be interpreted as representing official policies, either expressed
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* or implied, of BetaSteward_at_googlemail.com.
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*/
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package mage.player.ai;
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import mage.abilities.Ability;
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import mage.abilities.ActivatedAbility;
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import mage.abilities.SpellAbility;
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import mage.abilities.common.PassAbility;
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import mage.abilities.effects.Effect;
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import mage.abilities.effects.SearchEffect;
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import mage.abilities.keyword.*;
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import mage.cards.Card;
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import mage.cards.Cards;
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import mage.choices.Choice;
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import mage.constants.Outcome;
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import mage.constants.PhaseStep;
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import mage.constants.RangeOfInfluence;
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import mage.game.Game;
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import mage.game.combat.Combat;
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import mage.game.combat.CombatGroup;
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import mage.game.events.GameEvent;
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import mage.game.permanent.Permanent;
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import mage.game.stack.StackAbility;
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import mage.game.stack.StackObject;
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import mage.game.turn.*;
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import mage.player.ai.ma.optimizers.TreeOptimizer;
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import mage.player.ai.ma.optimizers.impl.DiscardCardOptimizer;
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import mage.player.ai.ma.optimizers.impl.EquipOptimizer;
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import mage.player.ai.ma.optimizers.impl.LevelUpOptimizer;
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import mage.player.ai.ma.optimizers.impl.OutcomeOptimizer;
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import mage.player.ai.util.CombatInfo;
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import mage.player.ai.util.CombatUtil;
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import mage.players.Player;
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import mage.target.Target;
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import mage.target.TargetCard;
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import mage.target.Targets;
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import java.io.File;
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import java.util.*;
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import java.util.concurrent.*;
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/**
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*
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* @author nantuko
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*/
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public class ComputerPlayer6 extends ComputerPlayer implements Player {
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private static final transient org.apache.log4j.Logger logger = org.apache.log4j.Logger.getLogger(ComputerPlayer6.class);
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private static final ExecutorService pool = Executors.newFixedThreadPool(1);
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protected int maxDepth;
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protected int maxNodes;
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protected int maxThink;
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protected LinkedList<Ability> actions = new LinkedList<>();
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protected List<UUID> targets = new ArrayList<>();
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protected List<String> choices = new ArrayList<>();
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protected Combat combat;
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protected int currentScore;
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protected SimulationNode2 root;
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private static final String FILE_WITH_INSTRUCTIONS = "config/ai.please.cast.this.txt";
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private final List<String> suggested = new ArrayList<>();
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protected Set<String> actionCache;
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private static final List<TreeOptimizer> optimizers = new ArrayList<>();
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protected int lastLoggedTurn = 0;
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static {
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optimizers.add(new LevelUpOptimizer());
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optimizers.add(new EquipOptimizer());
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optimizers.add(new DiscardCardOptimizer());
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optimizers.add(new OutcomeOptimizer());
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}
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public ComputerPlayer6(String name, RangeOfInfluence range, int skill) {
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super(name, range);
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if (skill < 4) {
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maxDepth = 4;
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} else {
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maxDepth = skill;
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}
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maxThink = skill * 3;
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maxNodes = Config2.maxNodes;
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getSuggestedActions();
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this.actionCache = new HashSet<>();
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}
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public ComputerPlayer6(final ComputerPlayer6 player) {
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super(player);
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this.maxDepth = player.maxDepth;
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this.currentScore = player.currentScore;
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if (player.combat != null) {
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this.combat = player.combat.copy();
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}
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this.actions.addAll(player.actions);
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this.targets.addAll(player.targets);
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this.choices.addAll(player.choices);
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this.actionCache = player.actionCache;
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}
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@Override
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public ComputerPlayer6 copy() {
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return new ComputerPlayer6(this);
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}
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@Override
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public boolean priority(Game game) {
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logState(game);
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game.getState().setPriorityPlayerId(playerId);
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game.firePriorityEvent(playerId);
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switch (game.getTurn().getStepType()) {
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case UPKEEP:
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case DRAW:
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pass(game);
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return false;
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case PRECOMBAT_MAIN:
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case POSTCOMBAT_MAIN:
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if (game.getActivePlayerId().equals(playerId)) {
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if (logger.isInfoEnabled()) {
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printOutState(game);
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}
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if (actions.size() == 0) {
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calculateActions(game);
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}
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act(game);
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return true;
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} else {
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pass(game);
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}
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return false;
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case BEGIN_COMBAT:
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case FIRST_COMBAT_DAMAGE:
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case COMBAT_DAMAGE:
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case END_COMBAT:
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pass(game);
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return false;
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case DECLARE_ATTACKERS:
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if (game.getActivePlayerId().equals(playerId)) {
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//declareAttackers(game, playerId);
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pass(game);
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} else {
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pass(game);
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}
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return false;
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case DECLARE_BLOCKERS:
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if (!game.getActivePlayerId().equals(playerId)) {
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declareBlockers(game, playerId);
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pass(game);
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} else {
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pass(game);
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}
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return false;
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case END_TURN:
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pass(game);
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return false;
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case CLEANUP:
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pass(game);
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return false;
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}
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return false;
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}
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protected void printOutState(Game game) {
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if (logger.isInfoEnabled()) {
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printOutState(game, playerId);
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for (UUID opponentId : game.getOpponents(playerId)) {
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printOutState(game, opponentId);
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}
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}
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}
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protected void printOutState(Game game, UUID playerId) {
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if (lastLoggedTurn != game.getTurnNum()) {
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lastLoggedTurn = game.getTurnNum();
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logger.info(new StringBuilder("------------------------ ").append("Turn: ").append(game.getTurnNum()).append("] --------------------------------------------------------------").toString());
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}
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Player player = game.getPlayer(playerId);
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logger.info(new StringBuilder("[").append(game.getPlayer(playerId).getName()).append("], life = ").append(player.getLife()).toString());
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StringBuilder sb = new StringBuilder("-> Hand: [");
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for (Card card : player.getHand().getCards(game)) {
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sb.append(card.getName()).append(";");
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}
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logger.info(sb.append("]").toString());
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sb.setLength(0);
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sb.append("-> Permanents: [");
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for (Permanent permanent : game.getBattlefield().getAllPermanents()) {
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if (permanent.getOwnerId().equals(player.getId())) {
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sb.append(permanent.getName());
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if (permanent.isTapped()) {
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sb.append("(tapped)");
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}
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if (permanent.isAttacking()) {
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sb.append("(attacking)");
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}
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sb.append(";");
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}
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}
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logger.info(sb.append("]").toString());
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}
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protected void act(Game game) {
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if (actions == null || actions.size() == 0) {
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pass(game);
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} else {
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boolean usedStack = false;
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while (actions.peek() != null) {
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Ability ability = actions.poll();
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logger.info(new StringBuilder("===> Act [").append(game.getPlayer(playerId).getName()).append("] Action: ").append(ability.toString()).toString());
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if (ability.getTargets().size() > 0) {
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for (Target target : ability.getTargets()) {
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for (UUID id : target.getTargets()) {
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target.updateTarget(id, game);
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}
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}
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Player player = game.getPlayer(ability.getFirstTarget());
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if (player != null) {
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logger.info("targets = " + player.getName());
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}
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}
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this.activateAbility((ActivatedAbility) ability, game);
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if (ability.isUsesStack()) {
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usedStack = true;
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}
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if (!suggested.isEmpty() && !(ability instanceof PassAbility)) {
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Iterator<String> it = suggested.iterator();
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while (it.hasNext()) {
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Card card = game.getCard(ability.getSourceId());
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String action = it.next();
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logger.info("Suggested action=" + action + ";card=" + card);
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if (action.equals(card.getName())) {
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logger.info("-> removed from suggested=" + action);
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it.remove();
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}
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}
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}
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}
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if (usedStack) {
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pass(game);
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}
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}
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}
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protected void calculateActions(Game game) {
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if (!getNextAction(game)) {
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Game sim = createSimulation(game);
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SimulationNode2.resetCount();
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root = new SimulationNode2(null, sim, maxDepth, playerId);
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logger.info("simulating actions");
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//int bestScore = addActionsTimed(new FilterAbility());
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currentScore = GameStateEvaluator2.evaluate(playerId, game);
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addActionsTimed();
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if (root.children.size() > 0) {
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root = root.children.get(0);
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//GameStateEvaluator2.evaluate(playerId, root.getGame());
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int bestScore = root.getScore();
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//if (bestScore > currentScore) {
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actions = new LinkedList<>(root.abilities);
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combat = root.combat;
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//} else {
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//System.out.println("[" + game.getPlayer(playerId).getName() + "] Action: not better score");
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//}
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} else {
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logger.info("[" + game.getPlayer(playerId).getName() + "] Action: skip Root.score = " + root.getScore() + " currentScore = " + currentScore);
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}
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}
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}
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protected boolean getNextAction(Game game) {
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if (root != null && root.children.size() > 0) {
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SimulationNode2 test = root;
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root = root.children.get(0);
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while (root.children.size() > 0 && !root.playerId.equals(playerId)) {
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test = root;
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root = root.children.get(0);
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}
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logger.trace("Sim getNextAction -- game value:" + game.getState().getValue(true) + " test value:" + test.gameValue);
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if (!suggested.isEmpty()) {
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return false;
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}
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if (root.playerId.equals(playerId) && root.abilities != null && game.getState().getValue(true).hashCode() == test.gameValue) {
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/*
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* // Try to fix horizon effect if (root.combat == null ||
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* root.combat.getAttackers().size() == 0) {
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* FilterCreatureForAttack attackFilter = new
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* FilterCreatureForAttack();
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* attackFilter.getControllerId().add(playerId); List<Permanent>
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* attackers =
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* game.getBattlefield().getAllActivePermanents(attackFilter);
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* if (attackers.size() > 0) { // we have attackers but don't
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* attack with any of them // let's try once again to avoid
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* possible horizon effect return false; } }
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*/
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logger.info("simulating -- continuing previous action chain");
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actions = new LinkedList<>(root.abilities);
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combat = root.combat;
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return true;
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} else {
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return false;
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}
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}
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return false;
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}
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protected int minimaxAB(SimulationNode2 node, int depth, int alpha, int beta) {
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logger.trace("Sim minimaxAB [" + depth + "] -- a: " + alpha + " b: " + beta + " <" + (node != null ? node.getScore() : "null") + ">");
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UUID currentPlayerId = node.getGame().getPlayerList().get();
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SimulationNode2 bestChild = null;
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for (SimulationNode2 child : node.getChildren()) {
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Combat _combat = child.getCombat();
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if (alpha >= beta) {
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//logger.info("alpha beta pruning");
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break;
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}
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if (SimulationNode2.nodeCount > maxNodes) {
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//logger.info("simulating -- reached end-state, count=" + SimulationNode2.nodeCount);
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break;
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}
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int val = addActions(child, depth - 1, alpha, beta);
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if (!currentPlayerId.equals(playerId)) {
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if (val < beta) {
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beta = val;
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bestChild = child;
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if (node.getCombat() == null) {
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node.setCombat(_combat);
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bestChild.setCombat(_combat);
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}
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}
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// no need to check other actions
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if (val == GameStateEvaluator2.LOSE_GAME_SCORE) {
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logger.debug("lose - break");
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break;
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}
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} else {
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if (val > alpha) {
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alpha = val;
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bestChild = child;
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if (node.getCombat() == null) {
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node.setCombat(_combat);
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bestChild.setCombat(_combat);
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}
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}
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// no need to check other actions
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if (val == GameStateEvaluator2.WIN_GAME_SCORE) {
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logger.debug("win - break");
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break;
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}
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}
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}
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node.children.clear();
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if (bestChild != null) {
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node.children.add(bestChild);
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}
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if (!currentPlayerId.equals(playerId)) {
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//logger.info("returning minimax beta: " + beta);
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return beta;
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} else {
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//logger.info("returning minimax alpha: " + alpha);
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return alpha;
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}
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}
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protected SearchEffect getSearchEffect(StackAbility ability) {
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for (Effect effect : ability.getEffects()) {
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if (effect instanceof SearchEffect) {
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return (SearchEffect) effect;
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}
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}
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return null;
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}
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protected void resolve(SimulationNode2 node, int depth, Game game) {
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StackObject ability = game.getStack().pop();
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if (ability instanceof StackAbility) {
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SearchEffect effect = getSearchEffect((StackAbility) ability);
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if (effect != null && ability.getControllerId().equals(playerId)) {
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Target target = effect.getTarget();
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if (!target.doneChosing()) {
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for (UUID targetId : target.possibleTargets(ability.getSourceId(), ability.getControllerId(), game)) {
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Game sim = game.copy();
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StackAbility newAbility = (StackAbility) ability.copy();
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SearchEffect newEffect = getSearchEffect(newAbility);
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newEffect.getTarget().addTarget(targetId, newAbility, sim);
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sim.getStack().push(newAbility);
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SimulationNode2 newNode = new SimulationNode2(node, sim, depth, ability.getControllerId());
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node.children.add(newNode);
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newNode.getTargets().add(targetId);
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logger.trace("Sim search -- node#: " + SimulationNode2.getCount() + " for player: " + sim.getPlayer(ability.getControllerId()).getName());
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}
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return;
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}
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}
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}
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//logger.info("simulating resolve ");
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ability.resolve(game);
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game.applyEffects();
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game.getPlayers().resetPassed();
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game.getPlayerList().setCurrent(game.getActivePlayerId());
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}
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/**
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* Base call for simulation of AI actions
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*
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* @return
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*/
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protected Integer addActionsTimed() {
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FutureTask<Integer> task = new FutureTask<>(new Callable<Integer>() {
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@Override
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public Integer call() throws Exception {
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return addActions(root, maxDepth, Integer.MIN_VALUE, Integer.MAX_VALUE);
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}
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});
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pool.execute(task);
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try {
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logger.debug("maxThink: " + maxThink + " seconds");
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return task.get(maxThink, TimeUnit.SECONDS);
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} catch (TimeoutException e) {
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logger.info("simulating - timed out");
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task.cancel(true);
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} catch (ExecutionException e) {
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e.printStackTrace();
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task.cancel(true);
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} catch (InterruptedException e) {
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e.printStackTrace();
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task.cancel(true);
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} catch (Exception e) {
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e.printStackTrace();
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task.cancel(true);
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}
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//TODO: timeout handling
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return 0;
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}
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protected int addActions(SimulationNode2 node, int depth, int alpha, int beta) {
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if (logger.isInfoEnabled() && node != null && node.getAbilities() != null && !node.getAbilities().toString().equals("[Pass]")) {
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logger.info("Add actions [" + depth + "] " + (node.getAbilities().toString() + " -- a: " + alpha + " b: " + beta));
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}
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Game game = node.getGame();
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int val;
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if (Thread.interrupted()) {
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Thread.currentThread().interrupt();
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val = GameStateEvaluator2.evaluate(playerId, game);
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logger.trace("interrupted - " + val);
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return val;
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}
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if (depth <= 0 || SimulationNode2.nodeCount > maxNodes || game.gameOver(null)) {
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logger.trace("Add actions -- reached end state, node count=" + SimulationNode2.nodeCount + ", depth=" + depth);
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val = GameStateEvaluator2.evaluate(playerId, game);
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UUID currentPlayerId = node.getGame().getPlayerList().get();
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//logger.info("reached - " + val + ", playerId=" + playerId + ", node.pid="+currentPlayerId);
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return val;
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} else if (node.getChildren().size() > 0) {
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logger.trace("Add actions -- something added children:" + node.getChildren().size());
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val = minimaxAB(node, depth - 1, alpha, beta);
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return val;
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} else {
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logger.trace("Add actions -- alpha: " + alpha + " beta: " + beta + " depth:" + depth + " step:" + game.getTurn().getStepType() + " for player:" + (node.getPlayerId().equals(playerId) ? "yes" : "no"));
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if (allPassed(game)) {
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if (!game.getStack().isEmpty()) {
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resolve(node, depth, game);
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} else {
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game.getPlayers().resetPassed();
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playNext(game, game.getActivePlayerId(), node);
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}
|
|
}
|
|
|
|
if (game.gameOver(null)) {
|
|
val = GameStateEvaluator2.evaluate(playerId, game);
|
|
} else if (node.getChildren().size() > 0) {
|
|
//declared attackers or blockers or triggered abilities
|
|
logger.debug("Add actions -- attack/block/trigger added children:" + node.getChildren().size());
|
|
val = minimaxAB(node, depth - 1, alpha, beta);
|
|
} else {
|
|
val = simulatePriority(node, game, depth, alpha, beta);
|
|
}
|
|
}
|
|
|
|
logger.trace("returning -- score: " + val + " depth:" + depth + " step:" + game.getTurn().getStepType() + " for player:" + game.getPlayer(node.getPlayerId()).getName());
|
|
return val;
|
|
|
|
}
|
|
|
|
protected int simulatePriority(SimulationNode2 node, Game game, int depth, int alpha, int beta) {
|
|
if (Thread.interrupted()) {
|
|
Thread.currentThread().interrupt();
|
|
logger.info("interrupted");
|
|
return GameStateEvaluator2.evaluate(playerId, game);
|
|
}
|
|
node.setGameValue(game.getState().getValue(true).hashCode());
|
|
SimulatedPlayer2 currentPlayer = (SimulatedPlayer2) game.getPlayer(game.getPlayerList().get());
|
|
//logger.info("Sim Prio -- player " + currentPlayer.getName());
|
|
SimulationNode2 bestNode = null;
|
|
List<Ability> allActions = currentPlayer.simulatePriority(game);
|
|
optimize(game, allActions);
|
|
if (logger.isInfoEnabled() && allActions.size() > 0 && depth == maxDepth) {
|
|
logger.info("Sim Prio [" + depth + "] player " + currentPlayer.getName() + " adding " + allActions.size() + " actions:" + allActions);
|
|
}
|
|
int counter = 0;
|
|
for (Ability action : allActions) {
|
|
counter++;
|
|
if (Thread.interrupted()) {
|
|
Thread.currentThread().interrupt();
|
|
logger.info("Sim Prio [" + depth + "] -- interrupted");
|
|
break;
|
|
}
|
|
Game sim = game.copy();
|
|
sim.setSimulation(true);
|
|
if (sim.getPlayer(currentPlayer.getId()).activateAbility((ActivatedAbility) action.copy(), sim)) {
|
|
sim.applyEffects();
|
|
if (checkForRepeatedAction(sim, node, action, currentPlayer.getId())) {
|
|
logger.debug("Sim Prio [" + depth + "] -- repeated action: " + action.toString());
|
|
continue;
|
|
}
|
|
if (!sim.gameOver(null) && action.isUsesStack()) {
|
|
// only pass if the last action uses the stack
|
|
sim.getPlayer(currentPlayer.getId()).pass(game);
|
|
sim.getPlayerList().getNext();
|
|
}
|
|
SimulationNode2 newNode = new SimulationNode2(node, sim, action, depth, currentPlayer.getId());
|
|
logger.trace(new StringBuilder("Sim Prio [").append(depth).append("]#").append(counter).append(" -- newNode (").append(action.toString()).append(") ").append(newNode.hashCode()).append(" parent node ").append(node.hashCode()));
|
|
// int testVal = GameStateEvaluator2.evaluate(currentPlayer.getId(), sim);
|
|
|
|
sim.checkStateAndTriggered();
|
|
int val = addActions(newNode, depth - 1, alpha, beta);
|
|
|
|
if (logger.isInfoEnabled() && depth == maxDepth) {
|
|
StringBuilder sb = new StringBuilder("Sim Prio [").append(depth).append("] #").append(counter)
|
|
.append(" <").append(val).append("> (").append(action)
|
|
.append(action.isModal() ? " Mode = " + action.getModes().getMode().toString() : "")
|
|
.append(listTargets(game, action.getTargets())).append(")")
|
|
.append(logger.isTraceEnabled() ? " #" + newNode.hashCode() : "");
|
|
SimulationNode2 logNode = newNode;
|
|
while (logNode.getChildren() != null && logNode.getChildren().size() > 0) {
|
|
logNode = logNode.getChildren().get(0);
|
|
if (logNode.getAbilities() != null && logNode.getAbilities().size() > 0) {
|
|
sb.append(" -> [").append(logNode.getDepth()).append("]").append(logNode.getAbilities().toString()).append("<").append(logNode.getScore()).append(">");
|
|
}
|
|
}
|
|
logger.info(sb);
|
|
}
|
|
|
|
if (currentPlayer.getId().equals(playerId)) {
|
|
if (val > alpha) {
|
|
alpha = val;
|
|
bestNode = newNode;
|
|
bestNode.setScore(val);
|
|
if (newNode.getChildren().size() > 0) {
|
|
bestNode.setCombat(newNode.getChildren().get(0).getCombat());
|
|
}
|
|
/*
|
|
* if (node.getTargets().size() > 0) targets =
|
|
* node.getTargets(); if (node.getChoices().size() > 0)
|
|
* choices = node.getChoices();
|
|
*/
|
|
if (depth == maxDepth) {
|
|
logger.info(new StringBuilder("Sim Prio [").append(depth).append("] -- Saved best node yet <").append(bestNode.getScore()).append("> ").append(bestNode.getAbilities().toString()).toString());
|
|
node.children.clear();
|
|
node.children.add(bestNode);
|
|
node.setScore(bestNode.getScore());
|
|
}
|
|
}
|
|
|
|
// no need to check other actions
|
|
if (val == GameStateEvaluator2.WIN_GAME_SCORE) {
|
|
logger.debug("Sim Prio -- win - break");
|
|
break;
|
|
}
|
|
} else {
|
|
if (val < beta) {
|
|
beta = val;
|
|
bestNode = newNode;
|
|
bestNode.setScore(val);
|
|
if (newNode.getChildren().size() > 0) {
|
|
bestNode.setCombat(newNode.getChildren().get(0).getCombat());
|
|
}
|
|
}
|
|
|
|
// no need to check other actions
|
|
if (val == GameStateEvaluator2.LOSE_GAME_SCORE) {
|
|
logger.debug("Sim Prio -- lose - break");
|
|
break;
|
|
}
|
|
}
|
|
if (alpha >= beta) {
|
|
//logger.info("Sim Prio -- pruning");
|
|
break;
|
|
}
|
|
if (SimulationNode2.nodeCount > maxNodes) {
|
|
logger.debug("Sim Prio -- reached end-state");
|
|
break;
|
|
}
|
|
}
|
|
} // end of for (allActions)
|
|
if (depth == maxDepth) {
|
|
logger.info(new StringBuilder("Sim Prio [").append(depth).append("] -- End for Max Depth -- Nodes calculated: ").append(SimulationNode2.nodeCount));
|
|
}
|
|
if (bestNode != null) {
|
|
node.children.clear();
|
|
node.children.add(bestNode);
|
|
node.setScore(bestNode.getScore());
|
|
if (logger.isTraceEnabled() && !bestNode.getAbilities().toString().equals("[Pass]")) {
|
|
logger.trace(new StringBuilder("Sim Prio [").append(depth).append("] -- Set after (depth=").append(depth).append(") <").append(bestNode.getScore()).append("> ").append(bestNode.getAbilities().toString()).toString());
|
|
}
|
|
}
|
|
|
|
if (currentPlayer.getId().equals(playerId)) {
|
|
/*
|
|
* if (alpha == Integer.MIN_VALUE) { int val =
|
|
* GameStateEvaluator2.evaluate(playerId, game);
|
|
* logger.info("returning priority beta: " + val); return val;
|
|
}
|
|
*/
|
|
//logger.info("returning priority alpha: " + alpha);
|
|
return alpha;
|
|
} else {
|
|
// if (beta == Integer.MAX_VALUE) {
|
|
// int val = GameStateEvaluator2.evaluate(playerId, game);
|
|
// logger.info("returning priority beta: " + val);
|
|
// return val;
|
|
// }
|
|
return beta;
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Various AI optimizations for actions.
|
|
*
|
|
* @param game
|
|
* @param allActions
|
|
*/
|
|
protected void optimize(Game game, List<Ability> allActions) {
|
|
for (TreeOptimizer optimizer : optimizers) {
|
|
optimizer.optimize(game, allActions);
|
|
}
|
|
Collections.sort(allActions, new Comparator<Ability>() {
|
|
@Override
|
|
public int compare(Ability ability, Ability ability1) {
|
|
String rule = ability.toString();
|
|
String rule1 = ability1.toString();
|
|
if (rule.equals("Pass")) {
|
|
return 1;
|
|
}
|
|
if (rule1.equals("Pass")) {
|
|
return -1;
|
|
}
|
|
if (rule.startsWith("Play")) {
|
|
return -1;
|
|
}
|
|
if (rule1.startsWith("Play")) {
|
|
return 1;
|
|
}
|
|
if (rule.startsWith("Cast")) {
|
|
return -1;
|
|
}
|
|
if (rule1.startsWith("Cast")) {
|
|
return 1;
|
|
}
|
|
return ability.getRule().compareTo(ability1.getRule());
|
|
}
|
|
});
|
|
}
|
|
|
|
protected boolean allPassed(Game game) {
|
|
for (Player player : game.getPlayers().values()) {
|
|
if (!player.isPassed() && !player.hasLost() && !player.hasLeft()) {
|
|
return false;
|
|
}
|
|
}
|
|
return true;
|
|
}
|
|
|
|
@Override
|
|
public boolean choose(Outcome outcome, Choice choice, Game game) {
|
|
if (choices.isEmpty()) {
|
|
return super.choose(outcome, choice, game);
|
|
}
|
|
if (!choice.isChosen()) {
|
|
for (String achoice : choices) {
|
|
choice.setChoice(achoice);
|
|
if (choice.isChosen()) {
|
|
choices.clear();
|
|
return true;
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
return true;
|
|
}
|
|
|
|
@Override
|
|
public boolean chooseTarget(Outcome outcome, Cards cards, TargetCard target, Ability source, Game game) {
|
|
if (targets.isEmpty()) {
|
|
return super.chooseTarget(outcome, cards, target, source, game);
|
|
}
|
|
if (!target.doneChosing()) {
|
|
for (UUID targetId : targets) {
|
|
target.addTarget(targetId, source, game);
|
|
if (target.doneChosing()) {
|
|
targets.clear();
|
|
return true;
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
return true;
|
|
}
|
|
|
|
@Override
|
|
public boolean choose(Outcome outcome, Cards cards, TargetCard target, Game game) {
|
|
if (targets.isEmpty()) {
|
|
return super.choose(outcome, cards, target, game);
|
|
}
|
|
if (!target.doneChosing()) {
|
|
for (UUID targetId : targets) {
|
|
target.add(targetId, game);
|
|
if (target.doneChosing()) {
|
|
targets.clear();
|
|
return true;
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
return true;
|
|
}
|
|
|
|
public void playNext(Game game, UUID activePlayerId, SimulationNode2 node) {
|
|
boolean skip = false;
|
|
while (true) {
|
|
Phase currentPhase = game.getPhase();
|
|
if (!skip) {
|
|
currentPhase.getStep().endStep(game, activePlayerId);
|
|
}
|
|
game.applyEffects();
|
|
switch (currentPhase.getStep().getType()) {
|
|
case UNTAP:
|
|
game.getPhase().setStep(new UpkeepStep());
|
|
break;
|
|
case UPKEEP:
|
|
game.getPhase().setStep(new DrawStep());
|
|
break;
|
|
case DRAW:
|
|
game.getTurn().setPhase(new PreCombatMainPhase());
|
|
game.getPhase().setStep(new PreCombatMainStep());
|
|
break;
|
|
case PRECOMBAT_MAIN:
|
|
game.getTurn().setPhase(new CombatPhase());
|
|
game.getPhase().setStep(new BeginCombatStep());
|
|
break;
|
|
case BEGIN_COMBAT:
|
|
game.getPhase().setStep(new DeclareAttackersStep());
|
|
break;
|
|
case DECLARE_ATTACKERS:
|
|
game.getPhase().setStep(new DeclareBlockersStep());
|
|
break;
|
|
case DECLARE_BLOCKERS:
|
|
game.getPhase().setStep(new FirstCombatDamageStep());
|
|
break;
|
|
case FIRST_COMBAT_DAMAGE:
|
|
game.getPhase().setStep(new CombatDamageStep());
|
|
break;
|
|
case COMBAT_DAMAGE:
|
|
game.getPhase().setStep(new EndOfCombatStep());
|
|
break;
|
|
case END_COMBAT:
|
|
game.getTurn().setPhase(new PostCombatMainPhase());
|
|
game.getPhase().setStep(new PostCombatMainStep());
|
|
break;
|
|
case POSTCOMBAT_MAIN:
|
|
game.getTurn().setPhase(new EndPhase());
|
|
game.getPhase().setStep(new EndStep());
|
|
break;
|
|
case END_TURN:
|
|
game.getPhase().setStep(new CleanupStep());
|
|
break;
|
|
case CLEANUP:
|
|
game.getPhase().getStep().beginStep(game, activePlayerId);
|
|
if (!game.checkStateAndTriggered() && !game.gameOver(null)) {
|
|
game.getState().setActivePlayerId(game.getState().getPlayerList(game.getActivePlayerId()).getNext());
|
|
game.getTurn().setPhase(new BeginningPhase());
|
|
game.getPhase().setStep(new UntapStep());
|
|
}
|
|
}
|
|
if (!game.getStep().skipStep(game, game.getActivePlayerId())) {
|
|
if (game.getTurn().getStepType() == PhaseStep.DECLARE_ATTACKERS) {
|
|
declareAttackers(game, activePlayerId, node);
|
|
} else if (game.getTurn().getStepType() == PhaseStep.DECLARE_BLOCKERS) {
|
|
declareBlockers(game, activePlayerId, node);
|
|
} else {
|
|
game.getStep().beginStep(game, activePlayerId);
|
|
}
|
|
if (game.getStep().getHasPriority()) {
|
|
break;
|
|
}
|
|
} else {
|
|
skip = true;
|
|
}
|
|
}
|
|
game.checkStateAndTriggered();
|
|
}
|
|
|
|
private void declareBlockers(Game game, UUID activePlayerId) {
|
|
game.fireEvent(new GameEvent(GameEvent.EventType.DECLARE_BLOCKERS_STEP_PRE, null, null, activePlayerId));
|
|
if (!game.replaceEvent(GameEvent.getEvent(GameEvent.EventType.DECLARING_BLOCKERS, activePlayerId, activePlayerId))) {
|
|
List<Permanent> attackers = getAttackers(game);
|
|
if (attackers == null) {
|
|
return;
|
|
}
|
|
|
|
List<Permanent> possibleBlockers = super.getAvailableBlockers(game);
|
|
possibleBlockers = filterOutNonblocking(game, attackers, possibleBlockers);
|
|
if (possibleBlockers.isEmpty()) {
|
|
return;
|
|
}
|
|
|
|
attackers = filterOutUnblockable(game, attackers, possibleBlockers);
|
|
if (attackers.isEmpty()) {
|
|
return;
|
|
}
|
|
|
|
CombatUtil.sortByPower(attackers, false);
|
|
|
|
//this is where my code goes
|
|
|
|
CombatInfo combatInfo = CombatUtil.blockWithGoodTrade2(game, attackers, possibleBlockers);
|
|
Player player = game.getPlayer(this.playerId);
|
|
|
|
boolean blocked = false;
|
|
for (Map.Entry<Permanent, List<Permanent>> entry : combatInfo.getCombat().entrySet()) {
|
|
UUID attackerId = entry.getKey().getId();
|
|
List<Permanent> blockers = entry.getValue();
|
|
if (blockers != null) {
|
|
for (Permanent blocker : blockers) {
|
|
player.declareBlocker(player.getId(), blocker.getId(), attackerId, game);
|
|
blocked = true;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (blocked) {
|
|
game.getPlayers().resetPassed();
|
|
}
|
|
|
|
}
|
|
}
|
|
|
|
private List<Permanent> filterOutNonblocking(Game game, List<Permanent> attackers, List<Permanent> blockers) {
|
|
List<Permanent> blockersLeft = new ArrayList<>();
|
|
for (Permanent blocker : blockers) {
|
|
for (Permanent attacker : attackers) {
|
|
if (blocker.canBlock(attacker.getId(), game)) {
|
|
blockersLeft.add(blocker);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
return blockersLeft;
|
|
}
|
|
|
|
private List<Permanent> filterOutUnblockable(Game game, List<Permanent> attackers, List<Permanent> blockers) {
|
|
List<Permanent> attackersLeft = new ArrayList<>();
|
|
for (Permanent attacker : attackers) {
|
|
if (CombatUtil.canBeBlocked(game, attacker, blockers)) {
|
|
attackersLeft.add(attacker);
|
|
}
|
|
}
|
|
return attackersLeft;
|
|
}
|
|
|
|
private List<Permanent> getAttackers(Game game) {
|
|
List<UUID> attackersUUID = game.getCombat().getAttackers();
|
|
if (attackersUUID.isEmpty()) {
|
|
return null;
|
|
}
|
|
|
|
List<Permanent> attackers = new ArrayList<>();
|
|
for (UUID attackerId : attackersUUID) {
|
|
Permanent permanent = game.getPermanent(attackerId);
|
|
attackers.add(permanent);
|
|
}
|
|
return attackers;
|
|
}
|
|
|
|
private void declareBlockers(Game game, UUID activePlayerId, SimulationNode2 node) {
|
|
game.fireEvent(new GameEvent(GameEvent.EventType.DECLARE_BLOCKERS_STEP_PRE, null, null, activePlayerId));
|
|
if (!game.replaceEvent(GameEvent.getEvent(GameEvent.EventType.DECLARING_BLOCKERS, activePlayerId, activePlayerId))) {
|
|
/*
|
|
* for (UUID defenderId: game.getCombat().getDefenders()) { //check
|
|
* if defender is being attacked if
|
|
* (game.getCombat().isAttacked(defenderId, game)) { for (Combat
|
|
* engagement:
|
|
* ((SimulatedPlayer2)game.getPlayer(defenderId)).addBlockers(game))
|
|
* { Game sim = game.copy(); for (CombatGroup group:
|
|
* engagement.getGroups()) { List<UUID> blockers = new
|
|
* ArrayList<UUID>(); blockers.addAll(group.getBlockers()); for
|
|
* (UUID blockerId: blockers) { group.addBlocker(blockerId,
|
|
* defenderId, sim); } blockers = null; }
|
|
* sim.fireEvent(GameEvent.getEvent(GameEvent.EventType.DECLARED_BLOCKERS,
|
|
* playerId, playerId)); SimulationNode2 newNode = new
|
|
* SimulationNode2(node, sim, node.getDepth()-1, defenderId);
|
|
* logger.debug("simulating -- node #:" + SimulationNode2.getCount()
|
|
* + " declare blockers"); newNode.setCombat(sim.getCombat());
|
|
* node.children.add(newNode); } }
|
|
}
|
|
*/
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Choose attackers based on static information. That means that AI won't
|
|
* look to the future as it was before, but just choose attackers based on
|
|
* current state of the game. This is worse, but at least it is easier to
|
|
* implement and won't lead to the case when AI doesn't do anything -
|
|
* neither attack nor block.
|
|
*
|
|
* @param game
|
|
* @param activePlayerId
|
|
*/
|
|
private void declareAttackers(Game game, UUID activePlayerId) {
|
|
game.fireEvent(new GameEvent(GameEvent.EventType.DECLARE_ATTACKERS_STEP_PRE, null, null, activePlayerId));
|
|
if (!game.replaceEvent(GameEvent.getEvent(GameEvent.EventType.DECLARING_ATTACKERS, activePlayerId, activePlayerId))) {
|
|
|
|
Player attackingPlayer = game.getPlayer(activePlayerId);
|
|
// TODO: this works only in two player game, also no attack of Planeswalker
|
|
UUID defenderId = game.getOpponents(playerId).iterator().next();
|
|
Player defender = game.getPlayer(defenderId);
|
|
|
|
List<Permanent> attackersList = super.getAvailableAttackers(defenderId, game);
|
|
if (attackersList.isEmpty()) {
|
|
return;
|
|
}
|
|
|
|
logger.debug("Declare Attackers: Number of potential attackers " + attackersList.size());
|
|
for (Permanent attacker : attackersList) {
|
|
logger.debug(" Potential attacker: " + attacker.getName());
|
|
}
|
|
|
|
if (attackersList.isEmpty()) {
|
|
return;
|
|
}
|
|
|
|
List<Permanent> possibleBlockers = defender.getAvailableBlockers(game);
|
|
|
|
logger.debug("Possible Blockers: Number of blockers " + possibleBlockers.size());
|
|
for (Permanent blocker : possibleBlockers) {
|
|
logger.debug(" Blocker: " + blocker.getName());
|
|
}
|
|
|
|
List<Permanent> killers = CombatUtil.canKillOpponent(game, attackersList, possibleBlockers, defender);
|
|
if (!killers.isEmpty()) {
|
|
for (Permanent attacker : killers) {
|
|
attackingPlayer.declareAttacker(attacker.getId(), defenderId, game, false);
|
|
}
|
|
return;
|
|
}
|
|
|
|
//CombatUtil.handleExalted();
|
|
|
|
//TODO: refactor -- extract to method
|
|
//List<Permanent> counterAttackList = new ArrayList<Permanent>();
|
|
//int counterAttackDamage = 0;
|
|
//int defenderForces = 0;
|
|
//int defenderForcesForBlock = 0;
|
|
/*
|
|
* FilterCreatureForCombat filter = new FilterCreatureForCombat();
|
|
* for (Permanent possibleAttacker :
|
|
* game.getBattlefield().getAllActivePermanents(filter,
|
|
* defender.getId(), game)) { //TODO: it can be improved with next
|
|
* turn emulation if
|
|
* (!possibleAttacker.getAbilities().contains(DefenderAbility.getInstance()))
|
|
* { counterAttackList.add(possibleAttacker); if
|
|
* (possibleAttacker.getPower().getValue() > 0) { // TODO: DB and
|
|
* infect counterAttackDamage +=
|
|
* possibleAttacker.getPower().getValue(); defenderForces++; } if
|
|
* (CombatUtil.canBlock(game, possibleAttacker)) {
|
|
* defenderForcesForBlock++; } } }
|
|
*
|
|
* double oppScore = 1000000; if (counterAttackDamage > 0) {
|
|
* oppScore = (double) attackingPlayer.getLife() /
|
|
* counterAttackDamage; }
|
|
*
|
|
* List<Permanent> possibleAttackersList = new
|
|
* ArrayList<Permanent>(); int possibleAttackersDamage = 0; int
|
|
* ourForces = 0;
|
|
*
|
|
* for (Permanent possibleAttacker :
|
|
* game.getBattlefield().getAllActivePermanents(filter, playerId,
|
|
* game)) { //TODO: it can be improved with next turn emulation if
|
|
* (!possibleAttacker.getAbilities().contains(DefenderAbility.getInstance()))
|
|
* { possibleAttackersList.add(possibleAttacker);
|
|
*
|
|
* if (possibleAttacker.getPower().getValue() > 0) { // TODO: DB and
|
|
* infect possibleAttackersDamage +=
|
|
* possibleAttacker.getPower().getValue(); ourForces++; } } }
|
|
*
|
|
* double ourScore = 1000000; if (possibleAttackersDamage > 0) {
|
|
* ourScore = (double) defender.getLife() / possibleAttackersDamage;
|
|
* }
|
|
*
|
|
* int outNumber = ourForces - defenderForces;
|
|
*
|
|
* double score = ourScore - oppScore;
|
|
*
|
|
* boolean doAttack = false;
|
|
*
|
|
* //attackersList CombatUtil.sortByPower(attackersList, false); int
|
|
* opponentLife = defender.getLife();
|
|
*
|
|
* List<Permanent> notBlockedAttackers = new ArrayList<Permanent>();
|
|
* for (int i = 0; i < (attackersList.size() - defenderForces); i++)
|
|
* { notBlockedAttackers.add(attackersList.get(i)); }
|
|
*
|
|
* int attackRound = 1; while (notBlockedAttackers.size() > 0 &&
|
|
* opponentLife > 0 && attackRound < 99) { int damageThisRound = 0;
|
|
* for (Permanent attacker : notBlockedAttackers) { damageThisRound
|
|
* += attacker.getPower().getValue(); } opponentLife -=
|
|
* damageThisRound; for (int i = 0; i < defenderForcesForBlock &&
|
|
* !notBlockedAttackers.isEmpty(); i++) {
|
|
* notBlockedAttackers.remove(notBlockedAttackers.size() - 1); }
|
|
* attackRound++; if (opponentLife <= 0) { doAttack = true; } }
|
|
*
|
|
* double unblockableDamage = 0; double turnsUntilDeathByUnblockable
|
|
* = 0; boolean doUnblockableAttack = false; for (Permanent attacker
|
|
* : attackersList) { boolean isUnblockableCreature = true; for
|
|
* (Permanent blocker : possibleBlockers) { if
|
|
* (blocker.canBlock(attacker.getId(), game)) {
|
|
* isUnblockableCreature = false; } } if (isUnblockableCreature) {
|
|
* unblockableDamage += attacker.getPower().getValue(); } } if
|
|
* (unblockableDamage > 0) { turnsUntilDeathByUnblockable =
|
|
* defender.getLife() / unblockableDamage; } if (unblockableDamage >
|
|
* defender.getLife()) { doUnblockableAttack = true; }
|
|
*
|
|
* int aggressionRate = 5; //aggressionRate =
|
|
* getAggressionRate(oppScore, ourScore, outNumber, score, doAttack,
|
|
* turnsUntilDeathByUnblockable, doUnblockableAttack,
|
|
* aggressionRate); System.out.println("AI aggression = " +
|
|
* String.valueOf(aggressionRate));
|
|
*
|
|
*
|
|
* System.out.println("AI attackers size: " + attackersList.size());
|
|
*
|
|
* List<Permanent> finalAttackers = new ArrayList<Permanent>(); for
|
|
* (int i = 0; i < attackersList.size(); i++) { Permanent attacker =
|
|
* attackersList.get(i); int totalFirstStrikeBlockPower = 0;
|
|
*
|
|
* if
|
|
* (!attacker.getAbilities().contains(FirstStrikeAbility.getInstance())
|
|
* &&
|
|
* !attacker.getAbilities().contains(DoubleStrikeAbility.getInstance()))
|
|
* { for (Permanent blockerWithFSorDB :
|
|
* game.getBattlefield().getAllActivePermanents(filter, playerId,
|
|
* game)) { if
|
|
* (blockerWithFSorDB.getAbilities().contains(DoubleStrikeAbility.getInstance()))
|
|
* { totalFirstStrikeBlockPower += 2 *
|
|
* blockerWithFSorDB.getPower().getValue(); } else if
|
|
* (blockerWithFSorDB.getAbilities().contains(FirstStrikeAbility.getInstance()))
|
|
* { totalFirstStrikeBlockPower +=
|
|
* blockerWithFSorDB.getPower().getValue(); } }
|
|
*
|
|
* }
|
|
*
|
|
* boolean shouldAttack = shouldAttack(game,
|
|
* attackingPlayer.getId(), defenderId, attacker, possibleBlockers,
|
|
* aggressionRate);
|
|
*
|
|
* if (aggressionRate == 5 || shouldAttack &&
|
|
* (totalFirstStrikeBlockPower < attacker.getToughness().getValue())
|
|
* ) { finalAttackers.add(attacker); } }
|
|
*/
|
|
|
|
// The AI will now attack more sanely. Simple, but good enough for now.
|
|
// The sim minmax does not work at the moment.
|
|
|
|
boolean safeToAttack;
|
|
CombatEvaluator eval = new CombatEvaluator();
|
|
|
|
for (Permanent attacker : attackersList) {
|
|
safeToAttack = true;
|
|
int attackerValue = eval.evaluate(attacker, game);
|
|
for (Permanent blocker : possibleBlockers) {
|
|
int blockerValue = eval.evaluate(blocker, game);
|
|
if (attacker.getPower().getValue() <= blocker.getToughness().getValue()
|
|
&& attacker.getToughness().getValue() <= blocker.getPower().getValue()) {
|
|
safeToAttack = false;
|
|
}
|
|
if (attacker.getToughness().getValue() == blocker.getPower().getValue()
|
|
&& attacker.getPower().getValue() == blocker.getToughness().getValue()) {
|
|
if (attackerValue > blockerValue
|
|
|| blocker.getAbilities().containsKey(FirstStrikeAbility.getInstance().getId())
|
|
|| blocker.getAbilities().containsKey(DoubleStrikeAbility.getInstance().getId())
|
|
|| blocker.getAbilities().contains(new ExaltedAbility())
|
|
|| blocker.getAbilities().containsKey(DeathtouchAbility.getInstance().getId())
|
|
|| blocker.getAbilities().containsKey(IndestructibleAbility.getInstance().getId())
|
|
|| !attacker.getAbilities().containsKey(FirstStrikeAbility.getInstance().getId())
|
|
|| !attacker.getAbilities().containsKey(DoubleStrikeAbility.getInstance().getId())
|
|
|| !attacker.getAbilities().contains(new ExaltedAbility())) {
|
|
safeToAttack = false;
|
|
}
|
|
}
|
|
if (attacker.getAbilities().containsKey(DeathtouchAbility.getInstance().getId())
|
|
|| attacker.getAbilities().containsKey(IndestructibleAbility.getInstance().getId())) {
|
|
safeToAttack = true;
|
|
}
|
|
if (attacker.getAbilities().containsKey(FlyingAbility.getInstance().getId())
|
|
&& !blocker.getAbilities().containsKey(FlyingAbility.getInstance().getId())
|
|
&& !blocker.getAbilities().containsKey(ReachAbility.getInstance().getId())) {
|
|
safeToAttack = true;
|
|
}
|
|
}
|
|
if (attacker.getPower().getValue() == 0) {
|
|
safeToAttack = false;
|
|
}
|
|
if (safeToAttack) {
|
|
attackingPlayer.declareAttacker(attacker.getId(), defenderId, game, false);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
/*
|
|
* private boolean shouldAttack(Game game, UUID attackingPlayerId, UUID
|
|
* defenderId, Permanent attacker, List<Permanent> blockers, int
|
|
* aggressionRate) { boolean canBeKilledByOne = false; boolean canKillAll =
|
|
* true; boolean canKillAllDangerous = true;
|
|
*
|
|
* boolean isWorthLessThanAllKillers = true; boolean canBeBlocked = false;
|
|
* int numberOfPossibleBlockers = 0;
|
|
*
|
|
* //int life = game.getPlayer(defenderId).getLife(); //int poison =
|
|
* game.getPlayer(defenderId).getCounters().getCount(CounterType.POISON);
|
|
*
|
|
* if (!isEffectiveAttacker(game, attackingPlayerId, defenderId, attacker,
|
|
* life, poison)) { System.out.println("Ahh, this is why it is not
|
|
* attacking"); return false; }
|
|
*
|
|
* for (Permanent defender : blockers) { System.out.println("The blocker is
|
|
* " + defender.getName()); if (defender.canBlock(attacker.getId(), game)) {
|
|
* System.out.println("The blocker can block the attacker" +
|
|
* defender.getName() + attacker.getName()); numberOfPossibleBlockers += 1;
|
|
* System.out.println("The number of possible blockers is " +
|
|
* numberOfPossibleBlockers); SurviveInfo info =
|
|
* CombatUtil.willItSurvive(game, attackingPlayerId, defenderId, attacker,
|
|
* defender); System.out.println("Did the attacker die? " +
|
|
* info.isAttackerDied()); if (info.isAttackerDied()) { boolean
|
|
* canBeReallyKilled = true; for (Ability ability : attacker.getAbilities())
|
|
* { if (ability instanceof UndyingAbility) { if
|
|
* (attacker.getCounters().getCount(CounterType.P1P1) == 0) {
|
|
* canBeReallyKilled = false; } } }
|
|
*
|
|
* if (canBeReallyKilled) { canBeKilledByOne = true; if
|
|
* (GameStateEvaluator2.evaluateCreature(defender, game) <=
|
|
* GameStateEvaluator2.evaluateCreature(attacker, game)) {
|
|
* isWorthLessThanAllKillers = false; } } } // see if this attacking
|
|
* creature can destroy this defender, if // not record that it can't kill
|
|
* everything if (info.isBlockerDied()) { canKillAll = false; if
|
|
* (defender.getAbilities().contains(WitherAbility.getInstance()) ||
|
|
* defender.getAbilities().contains(InfectAbility.getInstance())) {
|
|
* canKillAllDangerous = false; } } } }
|
|
*
|
|
* if (canKillAll && !CombatUtil.canBlock(game, attacker) &&
|
|
* isWorthLessThanAllKillers) { System.out.println(attacker.getName() + " =
|
|
* attacking because they can't block, expecting to kill or damage player");
|
|
* return true; }
|
|
*
|
|
* if (numberOfPossibleBlockers >= 1) { canBeBlocked = true; }
|
|
*
|
|
* // This is how I know this does quite work. Something is wrong with the
|
|
* sim part. System.out.println("canKillAll, canKillAllDangerous,
|
|
* canbeKilledByOne, canBeBlocked " + canKillAll + canKillAllDangerous +
|
|
* canBeKilledByOne + canBeBlocked);
|
|
*
|
|
* switch (aggressionRate) { case 4: if (canKillAll || (canKillAllDangerous
|
|
* && !canBeKilledByOne) || !canBeBlocked) {
|
|
* System.out.println(attacker.getName() + " = attacking expecting to at
|
|
* least trade with something"); return true; } case 3: if ((canKillAll &&
|
|
* isWorthLessThanAllKillers) || (canKillAllDangerous && !canBeKilledByOne)
|
|
* || !canBeBlocked) { System.out.println(attacker.getName() + " = attacking
|
|
* expecting to kill creature or cause damage, or is unblockable"); return
|
|
* true; } case 2: if ((canKillAll && !canBeKilledByOne) || !canBeBlocked) {
|
|
* System.out.println(attacker.getName() + " = attacking expecting to
|
|
* survive or attract group block"); return true; } case 1: if
|
|
* (!canBeBlocked) { System.out.println(attacker.getName() + " = attacking
|
|
* expecting not to be blocked"); return true; } default: break; }
|
|
*
|
|
* return false; }
|
|
*
|
|
* private boolean isEffectiveAttacker(Game game, UUID attackingPlayerId,
|
|
* UUID defenderId, Permanent attacker, int life, int poison) { try {
|
|
* SurviveInfo info = CombatUtil.getCombatInfo(game, attackingPlayerId,
|
|
* defenderId, attacker); if (info.isAttackerDied()) { return false; }
|
|
*
|
|
* if (info.getDefender().getLife() < life) { return true; }
|
|
*
|
|
* if (info.getDefender().getCounters().getCount(CounterType.POISON) >
|
|
* poison && poison < 10) { return true; }
|
|
*
|
|
* if (info.isTriggered()) { return true; } } catch (Exception e) { //
|
|
* swallow exception and return false logger.error(e); return false; }
|
|
*
|
|
* return false; }
|
|
*
|
|
* private int getAggressionRate(double oppScore, double ourScore, int
|
|
* outNumber, double score, boolean doAttack, double
|
|
* turnsUntilDeathByUnblockable, boolean doUnblockableAttack, int
|
|
* aggressionRate) { if (score > 0 && doAttack) { aggressionRate = 5; } else
|
|
* if (((ourScore < 2) && score >= 0) || (score > 3) || (score > 0 &&
|
|
* outNumber > 0)) { aggressionRate = 3; } else if (score >= 0 || (score +
|
|
* outNumber >= -1)) { aggressionRate = 2; } else if (score < 0 && oppScore
|
|
* > 1) { aggressionRate = 2; } else if (doUnblockableAttack || score * -1 <
|
|
* turnsUntilDeathByUnblockable) { aggressionRate = 2; } else if (score < 0)
|
|
* { aggressionRate = 1; } return aggressionRate; }
|
|
*/
|
|
|
|
private void declareAttackers(Game game, UUID activePlayerId, SimulationNode2 node) {
|
|
game.fireEvent(new GameEvent(GameEvent.EventType.DECLARE_ATTACKERS_STEP_PRE, null, null, activePlayerId));
|
|
if (!game.replaceEvent(GameEvent.getEvent(GameEvent.EventType.DECLARING_ATTACKERS, activePlayerId, activePlayerId))) {
|
|
for (Combat engagement : ((SimulatedPlayer2) game.getPlayer(activePlayerId)).addAttackers(game)) {
|
|
Game sim = game.copy();
|
|
UUID defenderId = game.getOpponents(playerId).iterator().next();
|
|
for (CombatGroup group : engagement.getGroups()) {
|
|
for (UUID attackerId : group.getAttackers()) {
|
|
sim.getPlayer(activePlayerId).declareAttacker(attackerId, defenderId, sim, false);
|
|
}
|
|
}
|
|
sim.fireEvent(GameEvent.getEvent(GameEvent.EventType.DECLARED_ATTACKERS, playerId, playerId));
|
|
SimulationNode2 newNode = new SimulationNode2(node, sim, node.getDepth() - 1, activePlayerId);
|
|
logger.debug("simulating -- node #:" + SimulationNode2.getCount() + " declare attakers");
|
|
newNode.setCombat(sim.getCombat());
|
|
node.children.add(newNode);
|
|
}
|
|
}
|
|
}
|
|
|
|
@Override
|
|
public void selectAttackers(Game game, UUID attackingPlayerId) {
|
|
logger.debug("selectAttackers");
|
|
declareAttackers(game, playerId);
|
|
/*
|
|
* if (combat != null) { UUID opponentId =
|
|
* game.getCombat().getDefenders().iterator().next(); String attackers =
|
|
* ""; for (UUID attackerId: combat.getAttackers()) { Permanent attacker
|
|
* = game.getPermanent(attackerId); if (attacker != null) { attackers =
|
|
* "[" + attacker.getName() + "]"; this.declareAttacker(attackerId,
|
|
* opponentId, game); } } logger.info("declare attackers: " +
|
|
* (attackers.isEmpty() ? "none" : attackers));
|
|
}
|
|
*/
|
|
|
|
}
|
|
|
|
@Override
|
|
public void selectBlockers(Game game, UUID defendingPlayerId) {
|
|
logger.debug("selectBlockers");
|
|
declareBlockers(game, playerId);
|
|
/*
|
|
* if (combat != null && combat.getGroups().size() > 0) {
|
|
* List<CombatGroup> groups = game.getCombat().getGroups(); for (int i =
|
|
* 0; i < groups.size(); i++) { if (i < combat.getGroups().size()) { for
|
|
* (UUID blockerId: combat.getGroups().get(i).getBlockers()) {
|
|
* logger.info("select blocker: " + blockerId + " vs " +
|
|
* groups.get(i).getAttackers().get(0)); this.declareBlocker(blockerId,
|
|
* groups.get(i).getAttackers().get(0), game); } } } }
|
|
*/
|
|
}
|
|
|
|
/**
|
|
* Copies game and replaces all players in copy with simulated players
|
|
*
|
|
* @param game
|
|
* @return a new game object with simulated players
|
|
*/
|
|
protected Game createSimulation(Game game) {
|
|
Game sim = game.copy();
|
|
sim.setSimulation(true);
|
|
for (Player copyPlayer : sim.getState().getPlayers().values()) {
|
|
Player origPlayer = game.getState().getPlayers().get(copyPlayer.getId()).copy();
|
|
if (!suggested.isEmpty()) {
|
|
logger.debug(origPlayer.getName() + " suggested: " + suggested);
|
|
}
|
|
SimulatedPlayer2 newPlayer = new SimulatedPlayer2(copyPlayer.getId(), copyPlayer.getId().equals(playerId), suggested);
|
|
newPlayer.restore(origPlayer);
|
|
sim.getState().getPlayers().put(copyPlayer.getId(), newPlayer);
|
|
}
|
|
return sim;
|
|
}
|
|
|
|
private boolean checkForRepeatedAction(Game sim, SimulationNode2 node, Ability action, UUID playerId) {
|
|
// pass or casting two times a spell multiple times on hand is ok
|
|
if (action instanceof PassAbility || action instanceof SpellAbility) {
|
|
return false;
|
|
}
|
|
int newVal = GameStateEvaluator2.evaluate(playerId, sim);
|
|
SimulationNode2 test = node.getParent();
|
|
while (test != null) {
|
|
if (test.getPlayerId().equals(playerId)) {
|
|
if (test.getAbilities() != null && test.getAbilities().size() == 1) {
|
|
if (action.toString().equals(test.getAbilities().get(0).toString())) {
|
|
if (test.getParent() != null) {
|
|
Game prevGame = node.getGame();
|
|
if (prevGame != null) {
|
|
int oldVal = GameStateEvaluator2.evaluate(playerId, prevGame);
|
|
if (oldVal >= newVal) {
|
|
return true;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
test = test.getParent();
|
|
}
|
|
return false;
|
|
}
|
|
|
|
protected final void getSuggestedActions() {
|
|
try {
|
|
File file = new File(FILE_WITH_INSTRUCTIONS);
|
|
if (file.exists()) {
|
|
Scanner scanner = new Scanner(file);
|
|
while (scanner.hasNextLine()) {
|
|
String line = scanner.nextLine();
|
|
if (line.startsWith("cast:") || line.startsWith("play:")) {
|
|
suggested.add(line.substring(5, line.length()));
|
|
}
|
|
}
|
|
System.out.println("suggested::");
|
|
for (int i = 0; i < suggested.size(); i++) {
|
|
System.out.println(" " + suggested.get(i));
|
|
}
|
|
}
|
|
} catch (Exception e) {
|
|
// swallow
|
|
e.printStackTrace();
|
|
}
|
|
}
|
|
|
|
@Override
|
|
public void addAction(String action) {
|
|
System.out.println("adding to suggested actions: " + action);
|
|
if (action != null && (action.startsWith("cast:") || action.startsWith("play:"))) {
|
|
suggested.add(action.substring(5, action.length()));
|
|
}
|
|
}
|
|
|
|
@Override
|
|
public int getActionCount() {
|
|
return suggested.size();
|
|
}
|
|
|
|
protected String listTargets(Game game, Targets targets) {
|
|
StringBuilder sb = new StringBuilder();
|
|
if (targets != null) {
|
|
for (Target target : targets) {
|
|
sb.append("[").append(target.getTargetedName(game)).append("]");
|
|
}
|
|
if (sb.length() > 0) {
|
|
sb.insert(0, " targeting ");
|
|
}
|
|
}
|
|
return sb.toString();
|
|
}
|
|
|
|
@Override
|
|
public void cleanUpOnMatchEnd() {
|
|
root = null;
|
|
super.cleanUpOnMatchEnd();
|
|
}
|
|
|
|
@Override
|
|
public UUID chooseBlockerOrder(List<Permanent> blockers, CombatGroup combatGroup, List<UUID> blockerOrder, Game game) {
|
|
if (combatGroup.getAttackers().size() == 1) {
|
|
Permanent attacker = game.getPermanent(combatGroup.getAttackers().get(0));
|
|
boolean attackerDeathtouch = attacker.getAbilities().containsKey(DeathtouchAbility.getInstance().getId());
|
|
// boolean attackerFirstStrike = attacker.getAbilities().containsKey(FirstStrikeAbility.getInstance().getId());
|
|
List<Permanent> blockerAlreadySet = getAlreadyBlockingPermanents(blockerOrder, game);
|
|
int powerAlreadyNeeded = getPowerAlreadyNeeded(blockerAlreadySet, attackerDeathtouch);
|
|
int powerLeftToKill = attacker.getPower().getValue() - powerAlreadyNeeded;
|
|
// no possible damage left, order doesn't matter
|
|
if (powerLeftToKill <= 0) {
|
|
return blockers.iterator().next().getId();
|
|
}
|
|
for (Permanent blocker: blockers) {
|
|
if (attackerDeathtouch || powerLeftToKill >= blocker.getToughness().getValue()) {
|
|
if (!blocker.getAbilities().containsKey(IndestructibleAbility.getInstance().getId())) {
|
|
return blocker.getId();
|
|
}
|
|
}
|
|
}
|
|
// Can't kill a blocker so it doesn't matter
|
|
return blockers.iterator().next().getId();
|
|
} else { // multiple attackers (like banding)
|
|
//TODO: improve this
|
|
return blockers.iterator().next().getId();
|
|
}
|
|
}
|
|
|
|
private List<Permanent> getAlreadyBlockingPermanents(List<UUID> blockerOrder, Game game) {
|
|
List<Permanent> blockerAlreadySet = new ArrayList<>();
|
|
for (UUID uuid :blockerOrder) {
|
|
Permanent permanent = game.getPermanent(uuid);
|
|
if (permanent != null) {
|
|
blockerAlreadySet.add(permanent);
|
|
}
|
|
}
|
|
return blockerAlreadySet;
|
|
}
|
|
|
|
private int getPowerAlreadyNeeded(List<Permanent> blockerAlreadySet, boolean attackerDeathtouch) {
|
|
int toughnessAlreadyNeeded = 0;
|
|
if (attackerDeathtouch) {
|
|
return blockerAlreadySet.size();
|
|
}
|
|
for (Permanent creature : blockerAlreadySet) {
|
|
toughnessAlreadyNeeded += creature.getToughness().getValue();
|
|
}
|
|
return toughnessAlreadyNeeded;
|
|
}
|
|
|
|
|
|
}
|