forked from External/mage
* game: now all playable calculations done in game simulation, outside real game (no more freeze and ruined games by wrong Nyxbloom Ancient and other cards with wrong replacement dialog); * game: fixed multiple problems with triggers (wrong order, duplicated calls or "too many mana" bugs, see #8426, #12087); * tests: added data integrity checks for game's triggers (3 enabled and 3 disabled due current game engine logic);
451 lines
19 KiB
Java
451 lines
19 KiB
Java
package mage.player.ai;
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import mage.MageObject;
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import mage.abilities.Ability;
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import mage.abilities.AbilityImpl;
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import mage.abilities.ActivatedAbility;
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import mage.abilities.TriggeredAbility;
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import mage.abilities.common.PassAbility;
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import mage.abilities.costs.mana.ManaCost;
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import mage.abilities.costs.mana.ManaCostsImpl;
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import mage.abilities.costs.mana.VariableManaCost;
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import mage.abilities.effects.Effect;
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import mage.cards.Card;
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import mage.constants.AbilityType;
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import mage.game.Game;
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import mage.game.combat.Combat;
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import mage.game.events.GameEvent;
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import mage.game.match.MatchPlayer;
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import mage.game.permanent.Permanent;
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import mage.game.stack.StackAbility;
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import mage.players.Player;
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import mage.players.net.UserData;
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import mage.target.Target;
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import org.apache.log4j.Logger;
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import java.util.*;
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import java.util.concurrent.ConcurrentLinkedQueue;
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/**
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* AI: helper class to simulate games with computer bot (each player replaced by simulated)
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*
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* @author BetaSteward_at_googlemail.com
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*/
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public final class SimulatedPlayer2 extends ComputerPlayer {
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private static final Logger logger = Logger.getLogger(SimulatedPlayer2.class);
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private final boolean isSimulatedPlayer;
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private final List<String> suggested;
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private transient ConcurrentLinkedQueue<Ability> allActions;
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private boolean forced;
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private final Player originalPlayer; // copy of the original player, source of choices/results in tests
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public SimulatedPlayer2(Player originalPlayer, boolean isSimulatedPlayer, List<String> suggested) {
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super(originalPlayer.getId());
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this.originalPlayer = originalPlayer.copy();
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this.isSimulatedPlayer = isSimulatedPlayer;
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this.suggested = suggested;
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this.userData = UserData.getDefaultUserDataView();
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this.matchPlayer = new MatchPlayer(originalPlayer.getMatchPlayer(), this);
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}
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public SimulatedPlayer2(final SimulatedPlayer2 player) {
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super(player);
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this.isSimulatedPlayer = player.isSimulatedPlayer;
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this.suggested = new ArrayList<>(player.suggested);
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// this.allActions = player.allActions; // dynamic, no need to copy
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this.originalPlayer = player.originalPlayer.copy();
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}
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@Override
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public SimulatedPlayer2 copy() {
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return new SimulatedPlayer2(this);
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}
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public List<Ability> simulatePriority(Game game) {
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allActions = new ConcurrentLinkedQueue<>();
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Game sim = game.createSimulationForAI();
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forced = false;
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simulateOptions(sim);
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List<Ability> list = new ArrayList<>(allActions);
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Collections.reverse(list);
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if (!forced) {
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list.add(new PassAbility());
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}
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if (logger.isTraceEnabled()) {
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for (Ability a : allActions) {
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logger.info("ability==" + a);
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if (!a.getTargets().isEmpty()) {
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MageObject mageObject = game.getObject(a.getFirstTarget());
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if (mageObject != null) {
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logger.info(" target=" + mageObject.getName());
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} else {
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Player player = game.getPlayer(a.getFirstTarget());
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if (player != null) {
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logger.info(" target=" + player.getName());
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}
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}
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}
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}
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}
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return list;
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}
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protected void simulateOptions(Game game) {
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List<ActivatedAbility> playables = game.getPlayer(playerId).getPlayable(game, isSimulatedPlayer);
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playables = filterAbilities(game, playables, suggested);
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for (ActivatedAbility ability : playables) {
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if (ability.getAbilityType() == AbilityType.MANA) {
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continue;
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}
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List<Ability> options = game.getPlayer(playerId).getPlayableOptions(ability, game);
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options = filterOptions(game, options, ability, suggested);
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options = optimizeOptions(game, options, ability);
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if (options.isEmpty()) {
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allActions.add(ability);
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} else {
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for (Ability option : options) {
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allActions.add(option);
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}
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}
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}
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}
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@Override
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protected void addVariableXOptions(List<Ability> options, Ability ability, int targetNum, Game game) {
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// calculate the mana that can be used for the x part
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int numAvailable = getAvailableManaProducers(game).size() - ability.getManaCosts().manaValue();
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if (numAvailable > 0) {
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// check if variable mana costs is included and get the multiplier
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VariableManaCost variableManaCost = null;
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for (ManaCost cost : ability.getManaCostsToPay()) {
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if (cost instanceof VariableManaCost && !cost.isPaid()) {
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variableManaCost = (VariableManaCost) cost;
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break; // only one VariableManCost per spell (or is it possible to have more?)
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}
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}
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if (variableManaCost != null) {
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int xInstancesCount = variableManaCost.getXInstancesCount();
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for (int mana = variableManaCost.getMinX(); mana <= numAvailable; mana++) {
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if (mana % xInstancesCount == 0) { // use only values dependant from multiplier
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// find possible X value to pay
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int xAnnounceValue = mana / xInstancesCount;
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Ability newAbility = ability.copy();
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VariableManaCost varCost = null;
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for (ManaCost cost : newAbility.getManaCostsToPay()) {
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if (cost instanceof VariableManaCost && !cost.isPaid()) {
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varCost = (VariableManaCost) cost;
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break; // only one VariableManCost per spell (or is it possible to have more?)
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}
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}
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// find real X value after replace events
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int xMultiplier = 1;
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if (newAbility instanceof AbilityImpl) {
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xMultiplier = ((AbilityImpl) newAbility).handleManaXMultiplier(game, xMultiplier);
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}
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newAbility.addManaCostsToPay(new ManaCostsImpl<>(new StringBuilder("{").append(xAnnounceValue).append('}').toString()));
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newAbility.getManaCostsToPay().setX(xAnnounceValue * xMultiplier, xAnnounceValue * xInstancesCount);
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if (varCost != null) {
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varCost.setPaid();
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}
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newAbility.adjustTargets(game);
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// add the different possible target option for the specific X value
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if (!newAbility.getTargets().getUnchosen().isEmpty()) {
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addTargetOptions(options, newAbility, targetNum, game);
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}
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}
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}
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}
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}
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}
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/**
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* if suggested abilities exist, return only those from playables
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*
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* @param game
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* @param playables
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* @param suggested
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* @return
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*/
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protected List<ActivatedAbility> filterAbilities(Game game, List<ActivatedAbility> playables, List<String> suggested) {
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if (playables.isEmpty()) {
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return playables;
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}
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if (suggested == null || suggested.isEmpty()) {
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return playables;
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}
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List<ActivatedAbility> filtered = new ArrayList<>();
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for (ActivatedAbility ability : playables) {
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Card card = game.getCard(ability.getSourceId());
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if (card != null) {
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for (String s : suggested) {
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if (s.equals(card.getName())) {
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logger.debug("matched: " + s);
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forced = true;
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filtered.add(ability);
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}
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}
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}
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}
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if (!filtered.isEmpty()) {
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return filtered;
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}
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return playables;
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}
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protected List<Ability> filterOptions(Game game, List<Ability> options, ActivatedAbility ability, List<String> suggested) {
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if (options.isEmpty()) {
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return options;
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}
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if (suggested == null || suggested.isEmpty()) {
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return options;
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}
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List<Ability> filtered = new ArrayList<>();
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for (Ability option : options) {
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if (!option.getTargets().isEmpty() && option.getTargets().get(0).getMaxNumberOfTargets() == 1) {
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Card card = game.getCard(ability.getSourceId());
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if (card != null) {
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for (String s : suggested) {
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String[] groups = s.split(";");
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logger.trace("s=" + s + ";groups=" + groups.length);
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if (groups.length == 2) {
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if (groups[0].equals(card.getName()) && groups[1].startsWith("name=")) {
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// extract target and compare to suggested
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String targetName = groups[1].split("=")[1];
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Player player = game.getPlayer(option.getFirstTarget());
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if (player != null && targetName.equals(player.getName())) {
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System.out.println("matched(option): " + s);
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filtered.add(option);
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return filtered;
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} else {
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Card target = game.getCard(option.getFirstTarget());
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if (target != null && target.getName().equals(targetName)) {
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System.out.println("matched(option): " + s);
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filtered.add(option);
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return filtered;
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}
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System.out.println("not equal UUID for target, player=" + player);
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}
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}
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}
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}
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}
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}
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}
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// no option was found
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return options;
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}
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protected List<Ability> optimizeOptions(Game game, List<Ability> options, Ability ability) {
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if (options.isEmpty()) {
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return options;
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}
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// determine if all effects are bad or good
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Iterator<Ability> iterator = options.iterator();
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boolean bad = true;
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boolean good = true;
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// TODO: add custom outcome from ability?
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for (Effect effect : ability.getEffects()) {
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if (effect.getOutcome().isGood()) {
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bad = false;
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} else {
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good = false;
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}
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}
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if (bad) {
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// remove its own creatures, player itself for bad effects with one target
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while (iterator.hasNext()) {
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Ability ability1 = iterator.next();
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if (ability1.getTargets().size() == 1 && ability1.getTargets().get(0).getTargets().size() == 1) {
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Permanent permanent = game.getPermanent(ability1.getFirstTarget());
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if (permanent != null && !game.getOpponents(playerId).contains(permanent.getControllerId())) {
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iterator.remove();
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continue;
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}
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if (ability1.getFirstTarget().equals(playerId)) {
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iterator.remove();
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}
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}
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}
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}
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if (good) {
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// remove opponent creatures and opponent for only good effects with one target
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while (iterator.hasNext()) {
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Ability ability1 = iterator.next();
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if (ability1.getTargets().size() == 1 && ability1.getTargets().get(0).getTargets().size() == 1) {
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Permanent permanent = game.getPermanent(ability1.getFirstTarget());
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if (permanent != null && game.getOpponents(playerId).contains(permanent.getControllerId())) {
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iterator.remove();
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continue;
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}
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if (game.getOpponents(playerId).contains(ability1.getFirstTarget())) {
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iterator.remove();
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}
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}
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}
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}
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return options;
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}
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public List<Combat> addAttackers(Game game) {
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Map<Integer, Combat> engagements = new HashMap<>();
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//useful only for two player games - will only attack first opponent
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UUID defenderId = game.getOpponents(playerId).iterator().next();
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List<Permanent> attackersList = super.getAvailableAttackers(defenderId, game);
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//use binary digits to calculate powerset of attackers
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int powerElements = (int) Math.pow(2, attackersList.size());
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StringBuilder binary = new StringBuilder();
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for (int i = powerElements - 1; i >= 0; i--) {
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Game sim = game.createSimulationForAI();
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binary.setLength(0);
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binary.append(Integer.toBinaryString(i));
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while (binary.length() < attackersList.size()) {
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binary.insert(0, '0');
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}
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for (int j = 0; j < attackersList.size(); j++) {
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if (binary.charAt(j) == '1') {
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setStoredBookmark(sim.bookmarkState()); // makes it possible to UNDO a declared attacker with costs from e.g. Propaganda
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if (!sim.getCombat().declareAttacker(attackersList.get(j).getId(), defenderId, playerId, sim)) {
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sim.undo(playerId);
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}
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}
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}
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if (engagements.put(sim.getCombat().getValue().hashCode(), sim.getCombat()) != null) {
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logger.debug("simulating -- found redundant attack combination");
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} else {
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logger.debug("simulating -- attack:" + sim.getCombat().getGroups().size());
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}
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}
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List list = new ArrayList<>(engagements.values());
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Collections.sort(list, new Comparator<Combat>() {
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@Override
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public int compare(Combat o1, Combat o2) {
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return Integer.valueOf(o2.getGroups().size()).compareTo(o1.getGroups().size());
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}
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});
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return list;
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}
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public List<Combat> addBlockers(Game game) {
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Map<Integer, Combat> engagements = new HashMap<>();
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int numGroups = game.getCombat().getGroups().size();
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if (numGroups == 0) {
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return Collections.emptyList();
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}
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//add a node with no blockers
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Game sim = game.createSimulationForAI();
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engagements.put(sim.getCombat().getValue().hashCode(), sim.getCombat());
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sim.fireEvent(GameEvent.getEvent(GameEvent.EventType.DECLARED_BLOCKERS, playerId, playerId));
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List<Permanent> blockers = getAvailableBlockers(game);
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addBlocker(game, blockers, engagements);
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return new ArrayList<>(engagements.values());
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}
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protected void addBlocker(Game game, List<Permanent> blockers, Map<Integer, Combat> engagements) {
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if (blockers.isEmpty()) {
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return;
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}
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int numGroups = game.getCombat().getGroups().size();
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//try to block each attacker with each potential blocker
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Permanent blocker = blockers.get(0);
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logger.debug("simulating -- block:" + blocker);
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List<Permanent> remaining = remove(blockers, blocker);
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for (int i = 0; i < numGroups; i++) {
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if (game.getCombat().getGroups().get(i).canBlock(blocker, game)) {
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Game sim = game.createSimulationForAI();
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sim.getCombat().getGroups().get(i).addBlocker(blocker.getId(), playerId, sim);
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if (engagements.put(sim.getCombat().getValue().hashCode(), sim.getCombat()) != null) {
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logger.debug("simulating -- found redundant block combination");
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}
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addBlocker(sim, remaining, engagements); // and recurse minus the used blocker
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}
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}
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addBlocker(game, remaining, engagements);
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}
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@Override
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public boolean triggerAbility(TriggeredAbility source, Game game) {
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Ability ability = source.copy();
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List<Ability> options = getPlayableOptions(ability, game);
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if (options.isEmpty()) {
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logger.debug("simulating -- triggered ability:" + ability);
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game.getStack().push(new StackAbility(ability, playerId));
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if (ability.activate(game, false) && ability.isUsesStack()) {
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game.fireEvent(new GameEvent(GameEvent.EventType.TRIGGERED_ABILITY, ability.getId(), ability, ability.getControllerId()));
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}
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game.applyEffects();
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game.getPlayers().resetPassed();
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} else {
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SimulationNode2 parent = (SimulationNode2) game.getCustomData();
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int depth = parent.getDepth() - 1;
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if (depth == 0) {
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return true;
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}
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logger.debug("simulating -- triggered ability - adding children:" + options.size());
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for (Ability option : options) {
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addAbilityNode(parent, option, depth, game);
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}
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}
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return true;
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}
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protected void addAbilityNode(SimulationNode2 parent, Ability ability, int depth, Game game) {
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Game sim = game.createSimulationForAI();
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sim.getStack().push(new StackAbility(ability, playerId));
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if (ability.activate(sim, false) && ability.isUsesStack()) {
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game.fireEvent(new GameEvent(GameEvent.EventType.TRIGGERED_ABILITY, ability.getId(), ability, ability.getControllerId()));
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}
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sim.applyEffects();
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SimulationNode2 newNode = new SimulationNode2(parent, sim, depth, playerId);
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logger.debug("simulating -- node #:" + SimulationNode2.getCount() + " triggered ability option");
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for (Target target : ability.getTargets()) {
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for (UUID targetId : target.getTargets()) {
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newNode.getTargets().add(targetId);
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}
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}
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parent.children.add(newNode);
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}
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@Override
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public boolean priority(Game game) {
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// simulated player do nothing - it must pass until stack resolve to see final game score after action apply
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// it's a workaround for Karn Liberated restart ability (see CommandersGameRestartTest)
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// reason: restarted game is broken (miss clear code of some game/player data?) and ai can't simulate it
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// so game is freezes on non empty stack (last part of karn's restart ability)
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if (game.getStack().isEmpty()) {
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game.pause();
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}
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pass(game);
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return false;
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}
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@Override
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public boolean flipCoinResult(Game game) {
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// same random results set up support in AI tests, see TestComputerPlayer for docs
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return originalPlayer.flipCoinResult(game);
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}
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@Override
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public int rollDieResult(int sides, Game game) {
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// same random results set up support in AI tests, see TestComputerPlayer for docs
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return originalPlayer.rollDieResult(sides, game);
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}
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}
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