/*
* Copyright 2010 BetaSteward_at_googlemail.com. All rights reserved.
*
* Redistribution and use in source and binary forms, with or without modification, are
* permitted provided that the following conditions are met:
*
* 1. Redistributions of source code must retain the above copyright notice, this list of
* conditions and the following disclaimer.
*
* 2. Redistributions in binary form must reproduce the above copyright notice, this list
* of conditions and the following disclaimer in the documentation and/or other materials
* provided with the distribution.
*
* THIS SOFTWARE IS PROVIDED BY BetaSteward_at_googlemail.com ``AS IS'' AND ANY EXPRESS OR IMPLIED
* WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND
* FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL BetaSteward_at_googlemail.com OR
* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
* CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
* SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON
* ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
* NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF
* ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*
* The views and conclusions contained in the software and documentation are those of the
* authors and should not be interpreted as representing official policies, either expressed
* or implied, of BetaSteward_at_googlemail.com.
*/
package mage.player.ai;
import mage.abilities.Ability;
import mage.abilities.ActivatedAbility;
import mage.abilities.SpellAbility;
import mage.abilities.common.PassAbility;
import mage.abilities.effects.Effect;
import mage.abilities.effects.SearchEffect;
import mage.abilities.keyword.*;
import mage.cards.Card;
import mage.cards.Cards;
import mage.choices.Choice;
import mage.constants.Outcome;
import mage.constants.PhaseStep;
import mage.constants.RangeOfInfluence;
import mage.game.Game;
import mage.game.combat.Combat;
import mage.game.combat.CombatGroup;
import mage.game.events.GameEvent;
import mage.game.permanent.Permanent;
import mage.game.stack.StackAbility;
import mage.game.stack.StackObject;
import mage.game.turn.*;
import mage.player.ai.ma.optimizers.TreeOptimizer;
import mage.player.ai.ma.optimizers.impl.DiscardCardOptimizer;
import mage.player.ai.ma.optimizers.impl.EquipOptimizer;
import mage.player.ai.ma.optimizers.impl.LevelUpOptimizer;
import mage.player.ai.ma.optimizers.impl.OutcomeOptimizer;
import mage.player.ai.util.CombatInfo;
import mage.player.ai.util.CombatUtil;
import mage.players.Player;
import mage.target.Target;
import mage.target.TargetCard;
import mage.target.Targets;
import java.io.File;
import java.util.*;
import java.util.concurrent.*;
/**
*
* @author nantuko
*/
public class ComputerPlayer6 extends ComputerPlayer implements Player {
private static final transient org.apache.log4j.Logger logger = org.apache.log4j.Logger.getLogger(ComputerPlayer6.class);
private static final ExecutorService pool = Executors.newFixedThreadPool(1);
protected int maxDepth;
protected int maxNodes;
protected int maxThink;
protected LinkedList<Ability> actions = new LinkedList<>();
protected List<UUID> targets = new ArrayList<>();
protected List<String> choices = new ArrayList<>();
protected Combat combat;
protected int currentScore;
protected SimulationNode2 root;
private static final String FILE_WITH_INSTRUCTIONS = "config/ai.please.cast.this.txt";
private final List<String> suggested = new ArrayList<>();
protected Set<String> actionCache;
private static final List<TreeOptimizer> optimizers = new ArrayList<>();
protected int lastLoggedTurn = 0;
static {
optimizers.add(new LevelUpOptimizer());
optimizers.add(new EquipOptimizer());
optimizers.add(new DiscardCardOptimizer());
optimizers.add(new OutcomeOptimizer());
}
public ComputerPlayer6(String name, RangeOfInfluence range, int skill) {
super(name, range);
if (skill < 4) {
maxDepth = 4;
} else {
maxDepth = skill;
}
maxThink = skill * 3;
maxNodes = Config2.maxNodes;
getSuggestedActions();
this.actionCache = new HashSet<>();
}
public ComputerPlayer6(final ComputerPlayer6 player) {
super(player);
this.maxDepth = player.maxDepth;
this.currentScore = player.currentScore;
if (player.combat != null) {
this.combat = player.combat.copy();
}
this.actions.addAll(player.actions);
this.targets.addAll(player.targets);
this.choices.addAll(player.choices);
this.actionCache = player.actionCache;
}
@Override
public ComputerPlayer6 copy() {
return new ComputerPlayer6(this);
}
@Override
public boolean priority(Game game) {
logState(game);
game.getState().setPriorityPlayerId(playerId);
game.firePriorityEvent(playerId);
switch (game.getTurn().getStepType()) {
case UPKEEP:
case DRAW:
pass(game);
return false;
case PRECOMBAT_MAIN:
case POSTCOMBAT_MAIN:
if (game.getActivePlayerId().equals(playerId)) {
if (logger.isInfoEnabled()) {
printOutState(game);
}
if (actions.size() == 0) {
calculateActions(game);
}
act(game);
return true;
} else {
pass(game);
}
return false;
case BEGIN_COMBAT:
case FIRST_COMBAT_DAMAGE:
case COMBAT_DAMAGE:
case END_COMBAT:
pass(game);
return false;
case DECLARE_ATTACKERS:
if (game.getActivePlayerId().equals(playerId)) {
//declareAttackers(game, playerId);
pass(game);
} else {
pass(game);
}
return false;
case DECLARE_BLOCKERS:
if (!game.getActivePlayerId().equals(playerId)) {
declareBlockers(game, playerId);
pass(game);
} else {
pass(game);
}
return false;
case END_TURN:
pass(game);
return false;
case CLEANUP:
pass(game);
return false;
}
return false;
}
protected void printOutState(Game game) {
if (logger.isInfoEnabled()) {
printOutState(game, playerId);
for (UUID opponentId : game.getOpponents(playerId)) {
printOutState(game, opponentId);
}
}
}
protected void printOutState(Game game, UUID playerId) {
if (lastLoggedTurn != game.getTurnNum()) {
lastLoggedTurn = game.getTurnNum();
logger.info(new StringBuilder("------------------------ ").append("Turn: ").append(game.getTurnNum()).append("] --------------------------------------------------------------").toString());
}
Player player = game.getPlayer(playerId);
logger.info(new StringBuilder("[").append(game.getPlayer(playerId).getName()).append("], life = ").append(player.getLife()).toString());
StringBuilder sb = new StringBuilder("-> Hand: [");
for (Card card : player.getHand().getCards(game)) {
sb.append(card.getName()).append(";");
}
logger.info(sb.append("]").toString());
sb.setLength(0);
sb.append("-> Permanents: [");
for (Permanent permanent : game.getBattlefield().getAllPermanents()) {
if (permanent.getOwnerId().equals(player.getId())) {
sb.append(permanent.getName());
if (permanent.isTapped()) {
sb.append("(tapped)");
}
if (permanent.isAttacking()) {
sb.append("(attacking)");
}
sb.append(";");
}
}
logger.info(sb.append("]").toString());
}
protected void act(Game game) {
if (actions == null || actions.size() == 0) {
pass(game);
} else {
boolean usedStack = false;
while (actions.peek() != null) {
Ability ability = actions.poll();
logger.info(new StringBuilder("===> Act [").append(game.getPlayer(playerId).getName()).append("] Action: ").append(ability.toString()).toString());
if (ability.getTargets().size() > 0) {
for (Target target : ability.getTargets()) {
for (UUID id : target.getTargets()) {
target.updateTarget(id, game);
}
}
Player player = game.getPlayer(ability.getFirstTarget());
if (player != null) {
logger.info("targets = " + player.getName());
}
}
this.activateAbility((ActivatedAbility) ability, game);
if (ability.isUsesStack()) {
usedStack = true;
}
if (!suggested.isEmpty() && !(ability instanceof PassAbility)) {
Iterator<String> it = suggested.iterator();
while (it.hasNext()) {
Card card = game.getCard(ability.getSourceId());
String action = it.next();
logger.info("Suggested action=" + action + ";card=" + card);
if (action.equals(card.getName())) {
logger.info("-> removed from suggested=" + action);
it.remove();
}
}
}
}
if (usedStack) {
pass(game);
}
}
}
protected void calculateActions(Game game) {
if (!getNextAction(game)) {
Game sim = createSimulation(game);
SimulationNode2.resetCount();
root = new SimulationNode2(null, sim, maxDepth, playerId);
logger.info("simulating actions");
//int bestScore = addActionsTimed(new FilterAbility());
currentScore = GameStateEvaluator2.evaluate(playerId, game);
addActionsTimed();
if (root.children.size() > 0) {
root = root.children.get(0);
//GameStateEvaluator2.evaluate(playerId, root.getGame());
int bestScore = root.getScore();
//if (bestScore > currentScore) {
actions = new LinkedList<>(root.abilities);
combat = root.combat;
//} else {
//System.out.println("[" + game.getPlayer(playerId).getName() + "] Action: not better score");
//}
} else {
logger.info("[" + game.getPlayer(playerId).getName() + "] Action: skip Root.score = " + root.getScore() + " currentScore = " + currentScore);
}
}
}
protected boolean getNextAction(Game game) {
if (root != null && root.children.size() > 0) {
SimulationNode2 test = root;
root = root.children.get(0);
while (root.children.size() > 0 && !root.playerId.equals(playerId)) {
test = root;
root = root.children.get(0);
}
logger.trace("Sim getNextAction -- game value:" + game.getState().getValue(true) + " test value:" + test.gameValue);
if (!suggested.isEmpty()) {
return false;
}
if (root.playerId.equals(playerId) && root.abilities != null && game.getState().getValue(true).hashCode() == test.gameValue) {
/*
* // Try to fix horizon effect if (root.combat == null ||
* root.combat.getAttackers().size() == 0) {
* FilterCreatureForAttack attackFilter = new
* FilterCreatureForAttack();
* attackFilter.getControllerId().add(playerId); List<Permanent>
* attackers =
* game.getBattlefield().getAllActivePermanents(attackFilter);
* if (attackers.size() > 0) { // we have attackers but don't
* attack with any of them // let's try once again to avoid
* possible horizon effect return false; } }
*/
logger.info("simulating -- continuing previous action chain");
actions = new LinkedList<>(root.abilities);
combat = root.combat;
return true;
} else {
return false;
}
}
return false;
}
protected int minimaxAB(SimulationNode2 node, int depth, int alpha, int beta) {
logger.trace("Sim minimaxAB [" + depth + "] -- a: " + alpha + " b: " + beta + " <" + (node != null ? node.getScore() : "null") + ">");
UUID currentPlayerId = node.getGame().getPlayerList().get();
SimulationNode2 bestChild = null;
for (SimulationNode2 child : node.getChildren()) {
Combat _combat = child.getCombat();
if (alpha >= beta) {
//logger.info("alpha beta pruning");
break;
}
if (SimulationNode2.nodeCount > maxNodes) {
//logger.info("simulating -- reached end-state, count=" + SimulationNode2.nodeCount);
break;
}
int val = addActions(child, depth - 1, alpha, beta);
if (!currentPlayerId.equals(playerId)) {
if (val < beta) {
beta = val;
bestChild = child;
if (node.getCombat() == null) {
node.setCombat(_combat);
bestChild.setCombat(_combat);
}
}
// no need to check other actions
if (val == GameStateEvaluator2.LOSE_GAME_SCORE) {
logger.debug("lose - break");
break;
}
} else {
if (val > alpha) {
alpha = val;
bestChild = child;
if (node.getCombat() == null) {
node.setCombat(_combat);
bestChild.setCombat(_combat);
}
}
// no need to check other actions
if (val == GameStateEvaluator2.WIN_GAME_SCORE) {
logger.debug("win - break");
break;
}
}
}
node.children.clear();
if (bestChild != null) {
node.children.add(bestChild);
}
if (!currentPlayerId.equals(playerId)) {
//logger.info("returning minimax beta: " + beta);
return beta;
} else {
//logger.info("returning minimax alpha: " + alpha);
return alpha;
}
}
protected SearchEffect getSearchEffect(StackAbility ability) {
for (Effect effect : ability.getEffects()) {
if (effect instanceof SearchEffect) {
return (SearchEffect) effect;
}
}
return null;
}
protected void resolve(SimulationNode2 node, int depth, Game game) {
StackObject ability = game.getStack().pop();
if (ability instanceof StackAbility) {
SearchEffect effect = getSearchEffect((StackAbility) ability);
if (effect != null && ability.getControllerId().equals(playerId)) {
Target target = effect.getTarget();
if (!target.doneChosing()) {
for (UUID targetId : target.possibleTargets(ability.getSourceId(), ability.getControllerId(), game)) {
Game sim = game.copy();
StackAbility newAbility = (StackAbility) ability.copy();
SearchEffect newEffect = getSearchEffect(newAbility);
newEffect.getTarget().addTarget(targetId, newAbility, sim);
sim.getStack().push(newAbility);
SimulationNode2 newNode = new SimulationNode2(node, sim, depth, ability.getControllerId());
node.children.add(newNode);
newNode.getTargets().add(targetId);
logger.trace("Sim search -- node#: " + SimulationNode2.getCount() + " for player: " + sim.getPlayer(ability.getControllerId()).getName());
}
return;
}
}
}
//logger.info("simulating resolve ");
ability.resolve(game);
game.applyEffects();
game.getPlayers().resetPassed();
game.getPlayerList().setCurrent(game.getActivePlayerId());
}
/**
* Base call for simulation of AI actions
*
* @return
*/
protected Integer addActionsTimed() {
FutureTask<Integer> task = new FutureTask<>(new Callable<Integer>() {
@Override
public Integer call() throws Exception {
return addActions(root, maxDepth, Integer.MIN_VALUE, Integer.MAX_VALUE);
}
});
pool.execute(task);
try {
logger.debug("maxThink: " + maxThink + " seconds");
return task.get(maxThink, TimeUnit.SECONDS);
} catch (TimeoutException e) {
logger.info("simulating - timed out");
task.cancel(true);
} catch (ExecutionException e) {
e.printStackTrace();
task.cancel(true);
} catch (InterruptedException e) {
e.printStackTrace();
task.cancel(true);
} catch (Exception e) {
e.printStackTrace();
task.cancel(true);
}
//TODO: timeout handling
return 0;
}
protected int addActions(SimulationNode2 node, int depth, int alpha, int beta) {
if (logger.isInfoEnabled() && node != null && node.getAbilities() != null && !node.getAbilities().toString().equals("[Pass]")) {
logger.info("Add actions [" + depth + "] " + (node.getAbilities().toString() + " -- a: " + alpha + " b: " + beta));
}
Game game = node.getGame();
int val;
if (Thread.interrupted()) {
Thread.currentThread().interrupt();
val = GameStateEvaluator2.evaluate(playerId, game);
logger.trace("interrupted - " + val);
return val;
}
if (depth <= 0 || SimulationNode2.nodeCount > maxNodes || game.gameOver(null)) {
logger.trace("Add actions -- reached end state, node count=" + SimulationNode2.nodeCount + ", depth=" + depth);
val = GameStateEvaluator2.evaluate(playerId, game);
UUID currentPlayerId = node.getGame().getPlayerList().get();
//logger.info("reached - " + val + ", playerId=" + playerId + ", node.pid="+currentPlayerId);
return val;
} else if (node.getChildren().size() > 0) {
logger.trace("Add actions -- something added children:" + node.getChildren().size());
val = minimaxAB(node, depth - 1, alpha, beta);
return val;
} else {
logger.trace("Add actions -- alpha: " + alpha + " beta: " + beta + " depth:" + depth + " step:" + game.getTurn().getStepType() + " for player:" + (node.getPlayerId().equals(playerId) ? "yes" : "no"));
if (allPassed(game)) {
if (!game.getStack().isEmpty()) {
resolve(node, depth, game);
} else {
game.getPlayers().resetPassed();
playNext(game, game.getActivePlayerId(), node);
}
}
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 (action instanceof PassAbility) {
val = val -15; // passivity penalty
}
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;
}
}