- Improve and unify Pongify logic.

- Add the SpecialAiLogic class for logic that is shared across several AFs by multiple cards.
- Move Aristocrats logic from PumpAi/CountersPutAi into SpecialAiLogic.
This commit is contained in:
Agetian
2020-07-16 12:22:01 +03:00
parent 69d18a6911
commit 1f5578ad90
5 changed files with 351 additions and 280 deletions

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@@ -0,0 +1,341 @@
package forge.ai;
import com.google.common.base.Predicate;
import forge.ai.ability.TokenAi;
import forge.game.Game;
import forge.game.ability.AbilityUtils;
import forge.game.ability.ApiType;
import forge.game.card.*;
import forge.game.combat.Combat;
import forge.game.keyword.Keyword;
import forge.game.phase.PhaseHandler;
import forge.game.phase.PhaseType;
import forge.game.player.Player;
import forge.game.spellability.SpellAbility;
import forge.game.spellability.TargetRestrictions;
import forge.game.zone.ZoneType;
import forge.util.Aggregates;
/*
* This class contains logic which is shared by several cards with different ability types (e.g. AF ChangeZone / AF Destroy)
* Ideally, the naming scheme for methods in this class should be doXXXLogic, where XXX is the name of the logic,
* and the signature of the method should be "public static boolean doXXXLogic(final Player ai, final SpellAbility sa),
* possibly followed with any additional necessary parameters. These AI logic routines generally do all the work, so returning
* true from them should indicate that the AI has made a decision and configured the spell ability (targeting, etc.) as it
* deemed necessary.
*/
public class SpecialAiLogic {
// A logic for cards like Pongify, Crib Swap, Angelic Ascension
public static boolean doPongifyLogic(final Player ai, final SpellAbility sa) {
Card source = sa.getHostCard();
Game game = source.getGame();
PhaseHandler ph = game.getPhaseHandler();
TargetRestrictions tgt = sa.getTargetRestrictions();
CardCollection listOpp = CardLists.getValidCards(ai.getOpponents().getCardsIn(ZoneType.Battlefield), tgt.getValidTgts(), ai, source, sa);
listOpp = CardLists.getTargetableCards(listOpp, sa);
Card choice = ComputerUtilCard.getMostExpensivePermanentAI(listOpp);
final Card token = choice != null ? TokenAi.spawnToken(choice.getController(), sa.getSubAbility()) : null;
if (token == null || !token.isCreature() || token.getNetToughness() < 1) {
return true; // becomes Terminate
} else if (choice != null && choice.isPlaneswalker()) {
if (choice.getCurrentLoyalty() * 35 > ComputerUtilCard.evaluateCreature(token)) {
sa.resetTargets();
sa.getTargets().add(choice);
return true;
} else {
return false;
}
} else {
boolean hasOppTarget = true;
if (choice != null
&& ((!choice.isCreature() || choice.isTapped()) && ph.getPhase().isBefore(PhaseType.COMBAT_DECLARE_BLOCKERS) && ph.getPlayerTurn() == ai) // prevent surprise combatant
|| ComputerUtilCard.evaluateCreature(choice) < 1.5 * ComputerUtilCard.evaluateCreature(token)) {
hasOppTarget = false;
}
// See if we have anything we can upgrade
if (!hasOppTarget) {
CardCollection listOwn = CardLists.getValidCards(ai.getCardsIn(ZoneType.Battlefield), tgt.getValidTgts(), ai, source, sa);
listOwn = CardLists.getTargetableCards(listOwn, sa);
Card bestOwnCardToUpgrade = ComputerUtilCard.getWorstCreatureAI(CardLists.filter(listOwn, new Predicate<Card>() {
@Override
public boolean apply(Card card) {
return card.isCreature() && (ComputerUtilCard.isUselessCreature(ai, card)
|| ComputerUtilCard.evaluateCreature(token) > 2 * ComputerUtilCard.evaluateCreature(card));
}
}));
if (bestOwnCardToUpgrade != null) {
if (ComputerUtilCard.isUselessCreature(ai, bestOwnCardToUpgrade) || (ph.getPhase().isAfter(PhaseType.COMBAT_END) || ph.getPlayerTurn() != ai)) {
sa.resetTargets();
sa.getTargets().add(bestOwnCardToUpgrade);
return true;
}
}
} else {
sa.resetTargets();
sa.getTargets().add(choice);
return true;
}
return hasOppTarget;
}
}
// A logic for cards that say "Sacrifice a creature: CARDNAME gets +X/+X until EOT"
public static boolean doAristocratLogic(final Player ai, final SpellAbility sa) {
final Game game = ai.getGame();
final Combat combat = game.getCombat();
final Card source = sa.getHostCard();
final int numOtherCreats = Math.max(0, ai.getCreaturesInPlay().size() - 1);
final int powerBonus = sa.hasParam("NumAtt") ? AbilityUtils.calculateAmount(source, sa.getParam("NumAtt"), sa) : 0;
final int toughnessBonus = sa.hasParam("NumDef") ? AbilityUtils.calculateAmount(source, sa.getParam("NumDef"), sa) : 0;
final boolean indestructible = sa.hasParam("KW") && sa.getParam("KW").contains("Indestructible");
final int selfEval = ComputerUtilCard.evaluateCreature(source);
final boolean isThreatened = ComputerUtil.predictThreatenedObjects(ai, null, true).contains(source);
if (numOtherCreats == 0) {
return false;
}
// Try to save the card from death by pumping it if it's threatened with a damage spell
if (isThreatened && (toughnessBonus > 0 || indestructible)) {
SpellAbility saTop = game.getStack().peekAbility();
if (saTop.getApi() == ApiType.DealDamage || saTop.getApi() == ApiType.DamageAll) {
int dmg = AbilityUtils.calculateAmount(saTop.getHostCard(), saTop.getParam("NumDmg"), saTop) + source.getDamage();
final int numCreatsToSac = indestructible ? 1 : Math.max(1, (int)Math.ceil((dmg - source.getNetToughness() + 1) / toughnessBonus));
if (numCreatsToSac > 1) { // probably not worth sacrificing too much
return false;
}
if (indestructible || (source.getNetToughness() <= dmg && source.getNetToughness() + toughnessBonus * numCreatsToSac > dmg)) {
final CardCollection sacFodder = CardLists.filter(ai.getCreaturesInPlay(),
new Predicate<Card>() {
@Override
public boolean apply(Card card) {
return ComputerUtilCard.isUselessCreature(ai, card)
|| card.hasSVar("SacMe")
|| ComputerUtilCard.evaluateCreature(card) < selfEval; // Maybe around 150 is OK?
}
}
);
return sacFodder.size() >= numCreatsToSac;
}
}
return false;
}
if (combat == null) {
return false;
}
if (combat.isAttacking(source)) {
if (combat.getBlockers(source).isEmpty()) {
// Unblocked. Check if able to deal lethal, then sac'ing everything is fair game if
// the opponent is tapped out or if we're willing to risk it (will currently risk it
// in case it sacs less than half its creatures to deal lethal damage)
// TODO: also teach the AI to account for Trample, but that's trickier (needs to account fully
// for potential damage prevention, various effects like reducing damage to 0, etc.)
final Player defPlayer = combat.getDefendingPlayerRelatedTo(source);
final boolean defTappedOut = ComputerUtilMana.getAvailableManaEstimate(defPlayer) == 0;
final boolean isInfect = source.hasKeyword(Keyword.INFECT); // Flesh-Eater Imp
int lethalDmg = isInfect ? 10 - defPlayer.getPoisonCounters() : defPlayer.getLife();
if (isInfect && !combat.getDefenderByAttacker(source).canReceiveCounters(CounterType.get(CounterEnumType.POISON))) {
lethalDmg = Integer.MAX_VALUE; // won't be able to deal poison damage to kill the opponent
}
final int numCreatsToSac = indestructible ? 1 : (lethalDmg - source.getNetCombatDamage()) / (powerBonus != 0 ? powerBonus : 1);
if (defTappedOut || numCreatsToSac < numOtherCreats / 2) {
return source.getNetCombatDamage() < lethalDmg
&& source.getNetCombatDamage() + numOtherCreats * powerBonus >= lethalDmg;
} else {
return false;
}
} else {
// We have already attacked. Thus, see if we have a creature to sac that is worse to lose
// than the card we attacked with.
final CardCollection sacTgts = CardLists.filter(ai.getCreaturesInPlay(),
new Predicate<Card>() {
@Override
public boolean apply(Card card) {
return ComputerUtilCard.isUselessCreature(ai, card)
|| ComputerUtilCard.evaluateCreature(card) < selfEval;
}
}
);
if (sacTgts.isEmpty()) {
return false;
}
final int minDefT = Aggregates.min(combat.getBlockers(source), CardPredicates.Accessors.fnGetNetToughness);
final int DefP = indestructible ? 0 : Aggregates.sum(combat.getBlockers(source), CardPredicates.Accessors.fnGetNetPower);
// Make sure we don't over-sacrifice, only sac until we can survive and kill a creature
return source.getNetToughness() - source.getDamage() <= DefP || source.getNetCombatDamage() < minDefT;
}
} else {
// We can't deal lethal, check if there's any sac fodder than can be used for other circumstances
final CardCollection sacFodder = CardLists.filter(ai.getCreaturesInPlay(),
new Predicate<Card>() {
@Override
public boolean apply(Card card) {
return ComputerUtilCard.isUselessCreature(ai, card)
|| card.hasSVar("SacMe")
|| ComputerUtilCard.evaluateCreature(card) < selfEval; // Maybe around 150 is OK?
}
}
);
return !sacFodder.isEmpty();
}
}
// A logic for cards that say "Sacrifice a creature: put X +1/+1 counters on CARDNAME" (e.g. Falkenrath Aristocrat)
public static boolean doAristocratWithCountersLogic(final Player ai, final SpellAbility sa) {
final Card source = sa.getHostCard();
final String logic = sa.getParam("AILogic"); // should not even get here unless there's an Aristocrats logic applied
final boolean isDeclareBlockers = ai.getGame().getPhaseHandler().is(PhaseType.COMBAT_DECLARE_BLOCKERS);
final int numOtherCreats = Math.max(0, ai.getCreaturesInPlay().size() - 1);
if (numOtherCreats == 0) {
// Cut short if there's nothing to sac at all
return false;
}
// Check if the standard Aristocrats logic applies first (if in the right conditions for it)
final boolean isThreatened = ComputerUtil.predictThreatenedObjects(ai, null, true).contains(source);
if (isDeclareBlockers || isThreatened) {
if (doAristocratLogic(ai, sa)) {
return true;
}
}
// Check if anything is to be gained from the PutCounter subability
SpellAbility countersSa = null;
if (sa.getSubAbility() == null || sa.getSubAbility().getApi() != ApiType.PutCounter) {
if (sa.getApi() == ApiType.PutCounter) {
// called directly from CountersPutAi
countersSa = sa;
}
} else {
countersSa = sa.getSubAbility();
}
if (countersSa == null) {
// Shouldn't get here if there is no PutCounter subability (wrong AI logic specified?)
System.err.println("Warning: AILogic AristocratCounters was specified on " + source + ", but there was no PutCounter SA in chain!");
return false;
}
final Game game = ai.getGame();
final Combat combat = game.getCombat();
final int selfEval = ComputerUtilCard.evaluateCreature(source);
String typeToGainCtr = "";
if (logic.contains(".")) {
typeToGainCtr = logic.substring(logic.indexOf(".") + 1);
}
CardCollection relevantCreats = typeToGainCtr.isEmpty() ? ai.getCreaturesInPlay()
: CardLists.filter(ai.getCreaturesInPlay(), CardPredicates.isType(typeToGainCtr));
relevantCreats.remove(source);
if (relevantCreats.isEmpty()) {
// No relevant creatures to sac
return false;
}
int numCtrs = AbilityUtils.calculateAmount(source, countersSa.getParam("CounterNum"), countersSa);
if (combat != null && combat.isAttacking(source) && isDeclareBlockers) {
if (combat.getBlockers(source).isEmpty()) {
// Unblocked. Check if we can deal lethal after receiving counters.
final Player defPlayer = combat.getDefendingPlayerRelatedTo(source);
final boolean defTappedOut = ComputerUtilMana.getAvailableManaEstimate(defPlayer) == 0;
final boolean isInfect = source.hasKeyword(Keyword.INFECT);
int lethalDmg = isInfect ? 10 - defPlayer.getPoisonCounters() : defPlayer.getLife();
if (isInfect && !combat.getDefenderByAttacker(source).canReceiveCounters(CounterType.get(CounterEnumType.POISON))) {
lethalDmg = Integer.MAX_VALUE; // won't be able to deal poison damage to kill the opponent
}
// Check if there's anything that will die anyway that can be eaten to gain a perma-bonus
final CardCollection forcedSacTgts = CardLists.filter(relevantCreats,
new Predicate<Card>() {
@Override
public boolean apply(Card card) {
return ComputerUtil.predictThreatenedObjects(ai, null, true).contains(card)
|| (combat.isAttacking(card) && combat.isBlocked(card) && ComputerUtilCombat.combatantWouldBeDestroyed(ai, card, combat));
}
}
);
if (!forcedSacTgts.isEmpty()) {
return true;
}
final int numCreatsToSac = Math.max(0, (lethalDmg - source.getNetCombatDamage()) / numCtrs);
if (defTappedOut || numCreatsToSac < relevantCreats.size() / 2) {
return source.getNetCombatDamage() < lethalDmg
&& source.getNetCombatDamage() + relevantCreats.size() * numCtrs >= lethalDmg;
} else {
return false;
}
} else {
// We have already attacked. Thus, see if we have a creature to sac that is worse to lose
// than the card we attacked with. Since we're getting a permanent bonus, consider sacrificing
// things that are also threatened to be destroyed anyway.
final CardCollection sacTgts = CardLists.filter(relevantCreats,
new Predicate<Card>() {
@Override
public boolean apply(Card card) {
return ComputerUtilCard.isUselessCreature(ai, card)
|| ComputerUtilCard.evaluateCreature(card) < selfEval
|| ComputerUtil.predictThreatenedObjects(ai, null, true).contains(card);
}
}
);
if (sacTgts.isEmpty()) {
return false;
}
final boolean sourceCantDie = ComputerUtilCombat.attackerCantBeDestroyedInCombat(ai, source);
final int minDefT = Aggregates.min(combat.getBlockers(source), CardPredicates.Accessors.fnGetNetToughness);
final int DefP = sourceCantDie ? 0 : Aggregates.sum(combat.getBlockers(source), CardPredicates.Accessors.fnGetNetPower);
// Make sure we don't over-sacrifice, only sac until we can survive and kill a creature
return source.getNetToughness() - source.getDamage() <= DefP || source.getNetCombatDamage() < minDefT;
}
} else {
// We can't deal lethal, check if there's any sac fodder than can be used for other circumstances
final boolean isBlocking = combat != null && combat.isBlocking(source);
final CardCollection sacFodder = CardLists.filter(relevantCreats,
new Predicate<Card>() {
@Override
public boolean apply(Card card) {
return ComputerUtilCard.isUselessCreature(ai, card)
|| card.hasSVar("SacMe")
|| (isBlocking && ComputerUtilCard.evaluateCreature(card) < selfEval)
|| ComputerUtil.predictThreatenedObjects(ai, null, true).contains(card);
}
}
);
return !sacFodder.isEmpty();
}
}
}

View File

@@ -97,18 +97,7 @@ public class ChangeZoneAi extends SpellAbilityAi {
return true;
} else if (aiLogic.equals("Pongify")) {
PhaseHandler ph = sa.getHostCard().getGame().getPhaseHandler();
Card choice = ComputerUtilCard.getBestCreatureAI(ai.getOpponents().getCreaturesInPlay()); // TODO: improve this for cases where the AI would prefer a planeswalker
final Card token = TokenAi.spawnToken(choice.getController(), sa.getSubAbility());
if (token == null || !token.isCreature() || token.getNetToughness() < 1) {
return true; // becomes Terminate
} else {
if ((ph.getPhase().isBefore(PhaseType.COMBAT_DECLARE_BLOCKERS) && ph.getPlayerTurn() == ai) || // prevent surprise combatant
ComputerUtilCard.evaluateCreature(choice) < 1.5
* ComputerUtilCard.evaluateCreature(token)) {
return false;
}
}
return SpecialAiLogic.doPongifyLogic(ai, sa);
}
return super.checkAiLogic(ai, sa, aiLogic);
@@ -143,6 +132,8 @@ public class ChangeZoneAi extends SpellAbilityAi {
multipleCardsToChoose = SpecialCardAi.Intuition.considerMultiple(aiPlayer, sa);
} else if (aiLogic.equals("MazesEnd")) {
return SpecialCardAi.MazesEnd.consider(aiPlayer, sa);
} else if (aiLogic.equals("Pongify")) {
return sa.isTargetNumberValid(); // Pre-targeted in checkAiLogic
}
}
if (isHidden(sa)) {

View File

@@ -223,7 +223,7 @@ public class CountersPutAi extends SpellAbilityAi {
} else if ("AlwaysWithNoTgt".equals(logic)) {
return true;
} else if ("AristocratCounters".equals(logic)) {
return PumpAi.doAristocratWithCountersLogic(sa, ai);
return SpecialAiLogic.doAristocratWithCountersLogic(ai, sa);
} else if ("PayEnergy".equals(logic)) {
return true;
} else if ("PayEnergyConservatively".equals(logic)) {

View File

@@ -222,6 +222,10 @@ public class DestroyAi extends SpellAbilityAi {
Card choice = null;
// If the targets are only of one type, take the best
if (CardLists.getNotType(list, "Creature").isEmpty()) {
if ("Pongify".equals(logic)) {
return SpecialAiLogic.doPongifyLogic(ai, sa);
}
choice = ComputerUtilCard.getBestCreatureAI(list);
if ("OppDestroyYours".equals(logic)) {
Card aiBest = ComputerUtilCard.getBestCreatureAI(ai.getCreaturesInPlay());
@@ -229,19 +233,6 @@ public class DestroyAi extends SpellAbilityAi {
return false;
}
}
if ("Pongify".equals(logic)) {
final Card token = TokenAi.spawnToken(choice.getController(), sa.getSubAbility());
if (token == null || !token.isCreature() || token.getNetToughness() < 1) {
return true; // becomes Terminate
} else {
if (source.getGame().getPhaseHandler().getPhase()
.isBefore(PhaseType.COMBAT_DECLARE_BLOCKERS) || // prevent surprise combatant
ComputerUtilCard.evaluateCreature(choice) < 1.5
* ComputerUtilCard.evaluateCreature(token)) {
return false;
}
}
}
} else if (CardLists.getNotType(list, "Land").isEmpty()) {
choice = ComputerUtilCard.getBestLandAI(list);

View File

@@ -71,9 +71,9 @@ public class PumpAi extends PumpAiBase {
return false;
}
} else if ("Aristocrat".equals(aiLogic)) {
return doAristocratLogic(sa, ai);
return SpecialAiLogic.doAristocratLogic(ai, sa);
} else if (aiLogic.startsWith("AristocratCounters")) {
return doAristocratWithCountersLogic(sa, ai);
return SpecialAiLogic.doAristocratWithCountersLogic(ai, sa);
} else if ("RiskFactor".equals(aiLogic)) {
if (ai.getCardsIn(ZoneType.Hand).size() + 3 >= ai.getMaxHandSize()) {
return false;
@@ -794,256 +794,4 @@ public class PumpAi extends PumpAiBase {
//and the pump isn't mandatory
return true;
}
public static boolean doAristocratLogic(final SpellAbility sa, final Player ai) {
// A logic for cards that say "Sacrifice a creature: CARDNAME gets +X/+X until EOT"
final Game game = ai.getGame();
final Combat combat = game.getCombat();
final Card source = sa.getHostCard();
final int numOtherCreats = Math.max(0, ai.getCreaturesInPlay().size() - 1);
final int powerBonus = sa.hasParam("NumAtt") ? AbilityUtils.calculateAmount(source, sa.getParam("NumAtt"), sa) : 0;
final int toughnessBonus = sa.hasParam("NumDef") ? AbilityUtils.calculateAmount(source, sa.getParam("NumDef"), sa) : 0;
final boolean indestructible = sa.hasParam("KW") && sa.getParam("KW").contains("Indestructible");
final int selfEval = ComputerUtilCard.evaluateCreature(source);
final boolean isThreatened = ComputerUtil.predictThreatenedObjects(ai, null, true).contains(source);
if (numOtherCreats == 0) {
return false;
}
// Try to save the card from death by pumping it if it's threatened with a damage spell
if (isThreatened && (toughnessBonus > 0 || indestructible)) {
SpellAbility saTop = game.getStack().peekAbility();
if (saTop.getApi() == ApiType.DealDamage || saTop.getApi() == ApiType.DamageAll) {
int dmg = AbilityUtils.calculateAmount(saTop.getHostCard(), saTop.getParam("NumDmg"), saTop) + source.getDamage();
final int numCreatsToSac = indestructible ? 1 : Math.max(1, (int)Math.ceil((dmg - source.getNetToughness() + 1) / toughnessBonus));
if (numCreatsToSac > 1) { // probably not worth sacrificing too much
return false;
}
if (indestructible || (source.getNetToughness() <= dmg && source.getNetToughness() + toughnessBonus * numCreatsToSac > dmg)) {
final CardCollection sacFodder = CardLists.filter(ai.getCreaturesInPlay(),
new Predicate<Card>() {
@Override
public boolean apply(Card card) {
return ComputerUtilCard.isUselessCreature(ai, card)
|| card.hasSVar("SacMe")
|| ComputerUtilCard.evaluateCreature(card) < selfEval; // Maybe around 150 is OK?
}
}
);
return sacFodder.size() >= numCreatsToSac;
}
}
return false;
}
if (combat == null) {
return false;
}
if (combat.isAttacking(source)) {
if (combat.getBlockers(source).isEmpty()) {
// Unblocked. Check if able to deal lethal, then sac'ing everything is fair game if
// the opponent is tapped out or if we're willing to risk it (will currently risk it
// in case it sacs less than half its creatures to deal lethal damage)
// TODO: also teach the AI to account for Trample, but that's trickier (needs to account fully
// for potential damage prevention, various effects like reducing damage to 0, etc.)
final Player defPlayer = combat.getDefendingPlayerRelatedTo(source);
final boolean defTappedOut = ComputerUtilMana.getAvailableManaEstimate(defPlayer) == 0;
final boolean isInfect = source.hasKeyword(Keyword.INFECT); // Flesh-Eater Imp
int lethalDmg = isInfect ? 10 - defPlayer.getPoisonCounters() : defPlayer.getLife();
if (isInfect && !combat.getDefenderByAttacker(source).canReceiveCounters(CounterType.get(CounterEnumType.POISON))) {
lethalDmg = Integer.MAX_VALUE; // won't be able to deal poison damage to kill the opponent
}
final int numCreatsToSac = indestructible ? 1 : (lethalDmg - source.getNetCombatDamage()) / (powerBonus != 0 ? powerBonus : 1);
if (defTappedOut || numCreatsToSac < numOtherCreats / 2) {
return source.getNetCombatDamage() < lethalDmg
&& source.getNetCombatDamage() + numOtherCreats * powerBonus >= lethalDmg;
} else {
return false;
}
} else {
// We have already attacked. Thus, see if we have a creature to sac that is worse to lose
// than the card we attacked with.
final CardCollection sacTgts = CardLists.filter(ai.getCreaturesInPlay(),
new Predicate<Card>() {
@Override
public boolean apply(Card card) {
return ComputerUtilCard.isUselessCreature(ai, card)
|| ComputerUtilCard.evaluateCreature(card) < selfEval;
}
}
);
if (sacTgts.isEmpty()) {
return false;
}
final int minDefT = Aggregates.min(combat.getBlockers(source), CardPredicates.Accessors.fnGetNetToughness);
final int DefP = indestructible ? 0 : Aggregates.sum(combat.getBlockers(source), CardPredicates.Accessors.fnGetNetPower);
// Make sure we don't over-sacrifice, only sac until we can survive and kill a creature
return source.getNetToughness() - source.getDamage() <= DefP || source.getNetCombatDamage() < minDefT;
}
} else {
// We can't deal lethal, check if there's any sac fodder than can be used for other circumstances
final CardCollection sacFodder = CardLists.filter(ai.getCreaturesInPlay(),
new Predicate<Card>() {
@Override
public boolean apply(Card card) {
return ComputerUtilCard.isUselessCreature(ai, card)
|| card.hasSVar("SacMe")
|| ComputerUtilCard.evaluateCreature(card) < selfEval; // Maybe around 150 is OK?
}
}
);
return !sacFodder.isEmpty();
}
}
public static boolean doAristocratWithCountersLogic(final SpellAbility sa, final Player ai) {
// A logic for cards that say "Sacrifice a creature: put X +1/+1 counters on CARDNAME" (e.g. Falkenrath Aristocrat)
final Card source = sa.getHostCard();
final String logic = sa.getParam("AILogic"); // should not even get here unless there's an Aristocrats logic applied
final boolean isDeclareBlockers = ai.getGame().getPhaseHandler().is(PhaseType.COMBAT_DECLARE_BLOCKERS);
final int numOtherCreats = Math.max(0, ai.getCreaturesInPlay().size() - 1);
if (numOtherCreats == 0) {
// Cut short if there's nothing to sac at all
return false;
}
// Check if the standard Aristocrats logic applies first (if in the right conditions for it)
final boolean isThreatened = ComputerUtil.predictThreatenedObjects(ai, null, true).contains(source);
if (isDeclareBlockers || isThreatened) {
if (doAristocratLogic(sa, ai)) {
return true;
}
}
// Check if anything is to be gained from the PutCounter subability
SpellAbility countersSa = null;
if (sa.getSubAbility() == null || sa.getSubAbility().getApi() != ApiType.PutCounter) {
if (sa.getApi() == ApiType.PutCounter) {
// called directly from CountersPutAi
countersSa = sa;
}
} else {
countersSa = sa.getSubAbility();
}
if (countersSa == null) {
// Shouldn't get here if there is no PutCounter subability (wrong AI logic specified?)
System.err.println("Warning: AILogic AristocratCounters was specified on " + source + ", but there was no PutCounter SA in chain!");
return false;
}
final Game game = ai.getGame();
final Combat combat = game.getCombat();
final int selfEval = ComputerUtilCard.evaluateCreature(source);
String typeToGainCtr = "";
if (logic.contains(".")) {
typeToGainCtr = logic.substring(logic.indexOf(".") + 1);
}
CardCollection relevantCreats = typeToGainCtr.isEmpty() ? ai.getCreaturesInPlay()
: CardLists.filter(ai.getCreaturesInPlay(), CardPredicates.isType(typeToGainCtr));
relevantCreats.remove(source);
if (relevantCreats.isEmpty()) {
// No relevant creatures to sac
return false;
}
int numCtrs = AbilityUtils.calculateAmount(source, countersSa.getParam("CounterNum"), countersSa);
if (combat != null && combat.isAttacking(source) && isDeclareBlockers) {
if (combat.getBlockers(source).isEmpty()) {
// Unblocked. Check if we can deal lethal after receiving counters.
final Player defPlayer = combat.getDefendingPlayerRelatedTo(source);
final boolean defTappedOut = ComputerUtilMana.getAvailableManaEstimate(defPlayer) == 0;
final boolean isInfect = source.hasKeyword(Keyword.INFECT);
int lethalDmg = isInfect ? 10 - defPlayer.getPoisonCounters() : defPlayer.getLife();
if (isInfect && !combat.getDefenderByAttacker(source).canReceiveCounters(CounterType.get(CounterEnumType.POISON))) {
lethalDmg = Integer.MAX_VALUE; // won't be able to deal poison damage to kill the opponent
}
// Check if there's anything that will die anyway that can be eaten to gain a perma-bonus
final CardCollection forcedSacTgts = CardLists.filter(relevantCreats,
new Predicate<Card>() {
@Override
public boolean apply(Card card) {
return ComputerUtil.predictThreatenedObjects(ai, null, true).contains(card)
|| (combat.isAttacking(card) && combat.isBlocked(card) && ComputerUtilCombat.combatantWouldBeDestroyed(ai, card, combat));
}
}
);
if (!forcedSacTgts.isEmpty()) {
return true;
}
final int numCreatsToSac = Math.max(0, (lethalDmg - source.getNetCombatDamage()) / numCtrs);
if (defTappedOut || numCreatsToSac < relevantCreats.size() / 2) {
return source.getNetCombatDamage() < lethalDmg
&& source.getNetCombatDamage() + relevantCreats.size() * numCtrs >= lethalDmg;
} else {
return false;
}
} else {
// We have already attacked. Thus, see if we have a creature to sac that is worse to lose
// than the card we attacked with. Since we're getting a permanent bonus, consider sacrificing
// things that are also threatened to be destroyed anyway.
final CardCollection sacTgts = CardLists.filter(relevantCreats,
new Predicate<Card>() {
@Override
public boolean apply(Card card) {
return ComputerUtilCard.isUselessCreature(ai, card)
|| ComputerUtilCard.evaluateCreature(card) < selfEval
|| ComputerUtil.predictThreatenedObjects(ai, null, true).contains(card);
}
}
);
if (sacTgts.isEmpty()) {
return false;
}
final boolean sourceCantDie = ComputerUtilCombat.attackerCantBeDestroyedInCombat(ai, source);
final int minDefT = Aggregates.min(combat.getBlockers(source), CardPredicates.Accessors.fnGetNetToughness);
final int DefP = sourceCantDie ? 0 : Aggregates.sum(combat.getBlockers(source), CardPredicates.Accessors.fnGetNetPower);
// Make sure we don't over-sacrifice, only sac until we can survive and kill a creature
return source.getNetToughness() - source.getDamage() <= DefP || source.getNetCombatDamage() < minDefT;
}
} else {
// We can't deal lethal, check if there's any sac fodder than can be used for other circumstances
final boolean isBlocking = combat != null && combat.isBlocking(source);
final CardCollection sacFodder = CardLists.filter(relevantCreats,
new Predicate<Card>() {
@Override
public boolean apply(Card card) {
return ComputerUtilCard.isUselessCreature(ai, card)
|| card.hasSVar("SacMe")
|| (isBlocking && ComputerUtilCard.evaluateCreature(card) < selfEval)
|| ComputerUtil.predictThreatenedObjects(ai, null, true).contains(card);
}
}
);
return !sacFodder.isEmpty();
}
}
}