/*
* 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.constants.Outcome;
import mage.constants.PhaseStep;
import mage.constants.RangeOfInfluence;
import mage.abilities.Ability;
import mage.abilities.ActivatedAbility;
import mage.abilities.common.PassAbility;
import mage.abilities.effects.Effect;
import mage.abilities.effects.SearchEffect;
import mage.cards.Cards;
import mage.choices.Choice;
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.players.Player;
import mage.target.Target;
import mage.target.TargetCard;
import org.apache.log4j.Logger;
import java.util.*;
import java.util.concurrent.*;
/**
*
* @author BetaSteward_at_googlemail.com
*/
public class ComputerPlayer2 extends ComputerPlayer implements Player {
private static final transient Logger logger = Logger.getLogger(ComputerPlayer2.class);
private static final transient ExecutorService pool = Executors.newFixedThreadPool(1);
protected int maxDepth;
protected int maxNodes;
protected int maxThink;
protected int nodeCount = 0;
protected long thinkTime = 0;
protected transient LinkedList<Ability> actions = new LinkedList<>();
protected transient List<UUID> targets = new ArrayList<>();
protected transient List<String> choices = new ArrayList<>();
protected transient Combat combat;
protected int currentScore;
protected transient SimulationNode root;
public ComputerPlayer2(String name, RangeOfInfluence range, int skill) {
super(name, range);
maxDepth = skill * 2;
maxThink = skill * 3;
maxNodes = Config.maxNodes;
}
public ComputerPlayer2(final ComputerPlayer2 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);
}
@Override
public ComputerPlayer2 copy() {
return new ComputerPlayer2(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 BEGIN_COMBAT:
case DECLARE_ATTACKERS:
case DECLARE_BLOCKERS:
case FIRST_COMBAT_DAMAGE:
case COMBAT_DAMAGE:
case END_COMBAT:
case POSTCOMBAT_MAIN:
if (actions.size() == 0) {
calculateActions(game);
}
act(game);
return true;
case END_TURN:
case CLEANUP:
pass(game);
return false;
}
return false;
}
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();
this.activateAbility((ActivatedAbility) ability, game);
if (logger.isDebugEnabled())
logger.debug("activating: " + ability);
if (ability.isUsesStack())
usedStack = true;
}
if (usedStack)
pass(game);
}
logger.info("Turn " + game.getTurnNum() + " Step " + game.getStep().toString() + " Player " + name + " Life " + life);
}
protected void calculateActions(Game game) {
currentScore = GameStateEvaluator.evaluate(playerId, game);
if (!getNextAction(game)) {
Game sim = createSimulation(game);
SimulationNode.resetCount();
root = new SimulationNode(null, sim, playerId);
logger.debug("simulating actions");
if (!isTestMode)
addActionsTimed();
else
addActions(root, Integer.MIN_VALUE, Integer.MAX_VALUE);
logger.info(name + " simulated " + nodeCount + " nodes in " + thinkTime/1000000000.0 + "s - average " + nodeCount/(thinkTime/1000000000.0) + " nodes/s");
if (root.children.size() > 0) {
root = root.children.get(0);
actions = new LinkedList<Ability>(root.abilities);
combat = root.combat;
if (logger.isDebugEnabled())
logger.debug("adding actions:" + actions);
}
else
logger.debug("no actions added");
}
}
protected boolean getNextAction(Game game) {
if (root != null && root.children.size() > 0) {
SimulationNode test = root;
root = root.children.get(0);
while (root.children.size() > 0 && !root.playerId.equals(playerId)) {
test = root;
root = root.children.get(0);
}
logger.debug("simlating -- game value:" + game.getState().getValue(true) + " test value:" + test.gameValue);
if (root.playerId.equals(playerId) && root.abilities != null && game.getState().getValue(true).hashCode() == test.gameValue) {
logger.debug("simulating -- continuing previous action chain");
actions = new LinkedList<Ability>(root.abilities);
combat = root.combat;
return true;
}
else {
return false;
}
}
return false;
}
protected int minimaxAB(SimulationNode node, int alpha, int beta) {
UUID currentPlayerId = node.getGame().getPlayerList().get();
SimulationNode bestChild = null;
boolean isSimulatedPlayer = currentPlayerId.equals(playerId);
for (SimulationNode child: node.getChildren()) {
if (alpha >= beta) {
logger.debug(indent(node.depth) + "alpha beta pruning");
break;
}
// if (SimulationNode.nodeCount > maxNodes) {
// logger.debug(indent(node.depth) + "simulating -- reached end-state");
// break;
// }
int val = addActions(child, alpha, beta);
if (!isSimulatedPlayer) {
if (val < beta) {
beta = val;
bestChild = child;
node.setCombat(child.getCombat());
}
if (val == GameStateEvaluator.LOSE_SCORE) {
logger.debug(indent(node.depth) + "simulating -- lose, can't do worse than this");
break;
}
}
else {
if (val > alpha) {
alpha = val;
bestChild = child;
node.setCombat(child.getCombat());
}
if (val == GameStateEvaluator.WIN_SCORE) {
logger.debug(indent(node.depth) + "simulating -- win, can't do better than this");
break;
}
}
}
node.children.clear();
if (bestChild != null)
node.children.add(bestChild);
if (!isSimulatedPlayer) {
logger.debug(indent(node.depth) + "returning minimax beta: " + beta);
return beta;
}
else {
logger.debug(indent(node.depth) + "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(SimulationNode node, 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((StackAbility) newAbility);
newEffect.getTarget().addTarget(targetId, newAbility, sim);
sim.getStack().push(newAbility);
SimulationNode newNode = new SimulationNode(node, sim, ability.getControllerId());
node.children.add(newNode);
newNode.getTargets().add(targetId);
logger.debug(indent(node.depth) + "simulating search -- node#: " + SimulationNode.getCount() + "for player: " + sim.getPlayer(ability.getControllerId()).getName());
}
return;
}
}
}
logger.debug(indent(node.depth) + "simulating resolve ");
ability.resolve(game);
game.applyEffects();
game.getPlayers().resetPassed();
game.getPlayerList().setCurrent(game.getActivePlayerId());
}
protected void addActionsTimed() {
FutureTask<Integer> task = new FutureTask<Integer>(new Callable<Integer>() {
@Override
public Integer call() throws Exception
{
return addActions(root, Integer.MIN_VALUE, Integer.MAX_VALUE);
}
});
long startTime = System.nanoTime();
pool.execute(task);
try {
task.get(maxThink, TimeUnit.SECONDS);
long endTime = System.nanoTime();
long duration = endTime - startTime;
logger.info("Calculated " + SimulationNode.nodeCount + " nodes in " + duration/1000000000.0 + "s");
nodeCount += SimulationNode.nodeCount;
thinkTime += duration;
} catch (TimeoutException e) {
logger.debug("simulating - timed out");
task.cancel(true);
// sleep for 1 second to allow cleanup to finish
try {
Thread.sleep(1000);
} catch (InterruptedException ex) {
logger.fatal("can't sleep");
}
long endTime = System.nanoTime();
long duration = endTime - startTime;
logger.info("Timeout - Calculated " + SimulationNode.nodeCount + " nodes in " + duration/1000000000.0 + "s");
nodeCount += SimulationNode.nodeCount;
thinkTime += duration;
} catch (ExecutionException e) {
logger.fatal("Simulation error", e);
task.cancel(true);
} catch (InterruptedException e) {
logger.fatal("Simulation interrupted", e);
task.cancel(true);
}
}
protected int addActions(SimulationNode node, int alpha, int beta) {
Game game = node.getGame();
if (Thread.interrupted()) {
Thread.currentThread().interrupt();
logger.debug(indent(node.depth) + "interrupted");
return GameStateEvaluator.evaluate(playerId, game);
}
int val;
if (node.depth > maxDepth || game.gameOver(null)) {
logger.debug(indent(node.depth) + "simulating -- reached end state");
val = GameStateEvaluator.evaluate(playerId, game);
}
else if (node.getChildren().size() > 0) {
logger.debug(indent(node.depth) + "simulating -- somthing added children:" + node.getChildren().size());
val = minimaxAB(node, alpha, beta);
}
else {
if (logger.isDebugEnabled())
logger.debug(indent(node.depth) + "simulating -- alpha: " + alpha + " beta: " + beta + " depth:" + node.depth + " step:" + game.getTurn().getStepType() + " for player:" + (node.getPlayerId().equals(playerId)?"yes":"no"));
if (allPassed(game)) {
if (!game.getStack().isEmpty()) {
resolve(node, game);
}
else {
// int testScore = GameStateEvaluator.evaluate(playerId, game);
// if (testScore < currentScore) {
// // if score at end of step is worse than original score don't check any further
// logger.debug("simulating -- abandoning current check, no immediate benefit");
// return testScore;
// }
game.getPlayers().resetPassed();
playNext(game, game.getActivePlayerId(), node);
}
}
if (game.gameOver(null)) {
val = GameStateEvaluator.evaluate(playerId, game);
}
else if (node.getChildren().size() > 0) {
//declared attackers or blockers or triggered abilities
logger.debug(indent(node.depth) + "simulating -- attack/block/trigger added children:" + node.getChildren().size());
val = minimaxAB(node, alpha, beta);
}
else {
val = simulatePriority(node, game, alpha, beta);
}
}
if (logger.isDebugEnabled())
logger.debug(indent(node.depth) + "returning -- score: " + val + " depth:" + node.depth + " step:" + game.getTurn().getStepType() + " for player:" + game.getPlayer(node.getPlayerId()).getName());
return val;
}
protected int simulatePriority(SimulationNode node, Game game, int alpha, int beta) {
if (Thread.interrupted()) {
Thread.currentThread().interrupt();
logger.debug(indent(node.depth) + "interrupted");
return GameStateEvaluator.evaluate(playerId, game);
}
node.setGameValue(game.getState().getValue(true).hashCode());
SimulatedPlayer currentPlayer = (SimulatedPlayer) game.getPlayer(game.getPlayerList().get());
boolean isSimulatedPlayer = currentPlayer.getId().equals(playerId);
logger.debug(indent(node.depth) + "simulating priority -- player " + currentPlayer.getName());
SimulationNode bestNode = null;
List<Ability> allActions = currentPlayer.simulatePriority(game);
if (logger.isDebugEnabled())
logger.debug(indent(node.depth) + "simulating -- adding " + allActions.size() + " children:" + allActions);
for (Ability action: allActions) {
if (Thread.interrupted()) {
Thread.currentThread().interrupt();
logger.debug(indent(node.depth) + "interrupted");
break;
}
Game sim = game.copy();
if (sim.getPlayer(currentPlayer.getId()).activateAbility((ActivatedAbility) action.copy(), sim)) {
sim.applyEffects();
if (checkForUselessAction(sim, node, action, currentPlayer.getId())) {
logger.debug(indent(node.depth) + "found useless action: " + action);
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();
}
SimulationNode newNode = new SimulationNode(node, sim, action, currentPlayer.getId());
if (logger.isDebugEnabled())
logger.debug(indent(newNode.depth) + "simulating -- node #:" + SimulationNode.getCount() + " actions:" + action);
sim.checkStateAndTriggered();
int val = addActions(newNode, alpha, beta);
if (!isSimulatedPlayer) {
if (val < beta) {
beta = val;
bestNode = newNode;
node.setCombat(newNode.getCombat());
}
if (val == GameStateEvaluator.LOSE_SCORE) {
logger.debug(indent(node.depth) + "simulating -- lose, can't do worse than this");
break;
}
}
else {
if (val > alpha) {
alpha = val;
bestNode = newNode;
node.setCombat(newNode.getCombat());
if (node.getTargets().size() > 0)
targets = node.getTargets();
if (node.getChoices().size() > 0)
choices = node.getChoices();
}
if (val == GameStateEvaluator.WIN_SCORE) {
logger.debug(indent(node.depth) + "simulating -- win, can't do better than this");
break;
}
}
if (alpha >= beta) {
logger.debug(indent(node.depth) + "simulating -- pruning");
break;
}
// if (SimulationNode.nodeCount > maxNodes) {
// logger.debug(indent(node.depth) + "simulating -- reached end-state");
// break;
// }
}
}
if (bestNode != null) {
node.children.clear();
node.children.add(bestNode);
}
if (!isSimulatedPlayer) {
logger.debug(indent(node.depth) + "returning priority beta: " + beta);
return beta;
}
else {
logger.debug(indent(node.depth) + "returning priority alpha: " + alpha);
return alpha;
}
}
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;
}
/*@Override
public boolean playXMana(VariableManaCost cost, ManaCosts<ManaCost> costs, Game game) {
//SimulatedPlayer.simulateVariableCosts method adds a generic mana cost for each option
for (ManaCost manaCost: costs) {
if (manaCost instanceof GenericManaCost) {
cost.setPayment(manaCost.getPayment());
logger.debug("using X = " + cost.getPayment().count());
break;
}
}
game.informPlayers(getName() + " payed " + cost.getPayment().count() + " for " + cost.getText());
cost.setPaid();
return true;
}*/
public void playNext(Game game, UUID activePlayerId, SimulationNode 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) {
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: ((SimulatedPlayer)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));
SimulationNode newNode = new SimulationNode(node, sim, activePlayerId);
logger.debug(indent(node.depth) + "simulating -- node #:" + SimulationNode.getCount() + " declare attakers");
newNode.setCombat(sim.getCombat());
node.children.add(newNode);
}
}
}
else if (game.getTurn().getStepType() == PhaseStep.DECLARE_BLOCKERS) {
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: ((SimulatedPlayer)game.getPlayer(defenderId)).addBlockers(game)) {
Game sim = game.copy();
for (CombatGroup group: engagement.getGroups()) {
for (UUID blockerId: group.getBlockers()) {
group.addBlocker(blockerId, defenderId, sim);
}
}
sim.fireEvent(GameEvent.getEvent(GameEvent.EventType.DECLARED_BLOCKERS, playerId, playerId));
SimulationNode newNode = new SimulationNode(node, sim, defenderId);
logger.debug(indent(node.depth) + "simulating -- node #:" + SimulationNode.getCount() + " declare blockers");
newNode.setCombat(sim.getCombat());
node.children.add(newNode);
}
}
}
}
}
else {
game.getStep().beginStep(game, activePlayerId);
}
if (game.getStep().getHasPriority())
break;
}
else {
skip = true;
}
}
game.checkStateAndTriggered();
}
@Override
public void selectAttackers(Game game, UUID attackingPlayerId) {
if (logger.isDebugEnabled() && (combat == null || combat.getGroups().isEmpty())) {
logger.debug("not attacking");
}
if (combat != null) {
UUID opponentId = game.getCombat().getDefenders().iterator().next();
for (UUID attackerId: combat.getAttackers()) {
this.declareAttacker(attackerId, opponentId, game, false);
if (logger.isDebugEnabled()) {
Permanent p = game.getPermanent(attackerId);
if (p != null) {
logger.debug("attacking with:" + p.getName());
}
}
}
}
}
@Override
public void selectBlockers(Game game, UUID defendingPlayerId) {
logger.debug("selectBlockers");
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()) {
this.declareBlocker(defendingPlayerId, blockerId, groups.get(i).getAttackers().get(0), game);
if (logger.isDebugEnabled()) {
Permanent blocker = game.getPermanent(blockerId);
if (blocker != null)
logger.debug("blocking with:" + blocker.getName());
}
}
}
}
}
}
/**
* 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();
for (Player copyPlayer: sim.getState().getPlayers().values()) {
Player origPlayer = game.getState().getPlayers().get(copyPlayer.getId()).copy();
SimulatedPlayer newPlayer = new SimulatedPlayer(copyPlayer.getId(), copyPlayer.getId().equals(playerId), maxDepth);
newPlayer.restore(origPlayer);
sim.getState().getPlayers().put(copyPlayer.getId(), newPlayer);
}
sim.setSimulation(true);
return sim;
}
/**
* resolve current ability on the stack if there is one, then
* check if current game state is the same as the previous, if so then
* action has no effect and is not useful
*
* @param sim
* @param node
* @param action
* @param playerId
* @return
*/
private boolean checkForUselessAction(Game sim, SimulationNode node, Ability action, UUID playerId) {
int currentVal = 0;
int prevVal = 0;
if (action instanceof PassAbility)
return false;
SimulationNode test = node.getParent();
if (test == null)
return false;
if (action.isUsesStack()) {
Game testSim = sim.copy();
StackObject ability = testSim.getStack().pop();
ability.resolve(testSim);
testSim.applyEffects();
currentVal = GameStateEvaluator.evaluate(playerId, testSim, true);
}
else {
currentVal = GameStateEvaluator.evaluate(playerId, sim, true);
}
prevVal = GameStateEvaluator.evaluate(playerId, test.getGame(), true);
return currentVal == prevVal;
}
protected String indent(int num) {
char[] fill = new char[num];
Arrays.fill(fill, ' ');
return Integer.toString(num) + new String(fill);
}
}