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- More little improvements in AI blocking decisions.
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@@ -56,6 +56,7 @@ public class ComputerUtil_Block2
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ArrayList<Object> defenders = combat.getDefenders();
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//Begin with the attackers that pose the biggest thread
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CardListUtil.sortByEvaluateCreature(attackerLists[0]);
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CardListUtil.sortAttack(attackerLists[0]);
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// If I don't have any planeswalkers than sorting doesn't really matter
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@@ -182,6 +183,7 @@ public class ComputerUtil_Block2
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CardList usableBlockers = new CardList();
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CardList blockGang = new CardList();
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int absorbedDamage = 0; //The amount of damage needed to kill the first blocker
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int currentValue = 0; //The value of the creatures in the blockgang
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//Try to add blockers that could be destroyed, but are worth less than the attacker
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//Don't use blockers without First Strike or Double Strike if attacker has it
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@@ -193,30 +195,32 @@ public class ComputerUtil_Block2
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return CardFactoryUtil.evaluateCreature(c) + diff < CardFactoryUtil.evaluateCreature(attacker);
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}
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});
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if (usableBlockers.size() < 2)
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return combat;
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Card leader = CardFactoryUtil.AI_getBestCreature(usableBlockers);
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if (leader != null)
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{
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blockGang.add(leader);
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usableBlockers.remove(leader);
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absorbedDamage = leader.getEnoughDamageToKill(attacker.getNetCombatDamage(), attacker, true);
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blockGang.add(leader);
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usableBlockers.remove(leader);
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absorbedDamage = leader.getEnoughDamageToKill(attacker.getNetCombatDamage(), attacker, true);
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currentValue = CardFactoryUtil.evaluateCreature(leader);
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for(Card blocker : usableBlockers) {
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//Add an additional blocker if the current blockers are not enough and the new one would deal the remaining damage
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int currentDamage = CombatUtil.totalDamageOfBlockers(attacker, blockGang);
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int additionalDamage = CombatUtil.dealsDamageAsBlocker(attacker, blocker);
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int absorbedDamage2 = blocker.getEnoughDamageToKill(attacker.getNetCombatDamage(), attacker, true);
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if(attacker.getKillDamage() > currentDamage
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&& !(attacker.getKillDamage() > currentDamage + additionalDamage)
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&& absorbedDamage2 + absorbedDamage > attacker.getNetCombatDamage()
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&& CombatUtil.canBlock(attacker,blocker,combat)) {
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currentAttackers.remove(attacker);
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combat.addBlocker(attacker, blocker);
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combat.addBlocker(attacker, leader);
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blockersLeft.remove(blocker);
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blockersLeft.remove(leader);
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continue;
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}
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for(Card blocker : usableBlockers) {
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//Add an additional blocker if the current blockers are not enough and the new one would deal the remaining damage
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int currentDamage = CombatUtil.totalDamageOfBlockers(attacker, blockGang);
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int additionalDamage = CombatUtil.dealsDamageAsBlocker(attacker, blocker);
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int absorbedDamage2 = blocker.getEnoughDamageToKill(attacker.getNetCombatDamage(), attacker, true);
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int addedValue = CardFactoryUtil.evaluateCreature(blocker);
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if(attacker.getKillDamage() > currentDamage
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&& !(attacker.getKillDamage() > currentDamage + additionalDamage) //The attacker will be killed
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&& (absorbedDamage2 + absorbedDamage > attacker.getNetCombatDamage() //only one blocker can be killed
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|| currentValue + addedValue - 50 <= CardFactoryUtil.evaluateCreature(attacker)) //attacker is worth than the sum
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&& CombatUtil.canBlock(attacker,blocker,combat)) {//this is needed for attackers that can't be blocked by more than 1
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currentAttackers.remove(attacker);
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combat.addBlocker(attacker, blocker);
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combat.addBlocker(attacker, leader);
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blockersLeft.remove(blocker);
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blockersLeft.remove(leader);
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continue;
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}
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}
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}
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@@ -370,7 +374,7 @@ public class ComputerUtil_Block2
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CardList blockers = new CardList();
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CardList chumpBlockers = new CardList();
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diff = AllZone.ComputerPlayer.getLife() * 2; //This is the minimal gain for an unnecessary trade
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diff = AllZone.ComputerPlayer.getLife() * 2 - 5; //This is the minimal gain for an unnecessary trade
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// remove all attackers that can't be blocked anyway
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for(Card a : attackers) {
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@@ -246,6 +246,7 @@ public class CardFactoryUtil {
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public static int evaluateCreature(Card c) {
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int value = 100;
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if (c.isToken()) value = 80; //tokens should be worth less than actual cards
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int power = c.getNetAttack();
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int toughness = c.getNetDefense();
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