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- Defensive damage assignment for Banding and Defensive Formation
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@@ -2023,6 +2023,8 @@ public class ComputerUtilCombat {
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* distributeAIDamage.
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* </p>
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*
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* @param self
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* a {@link forge.game.player.Player} object.
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* @param attacker
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* a {@link forge.game.card.Card} object.
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* @param block
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@@ -2031,16 +2033,18 @@ public class ComputerUtilCombat {
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* @param defender
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* @param overrideOrder overriding combatant order
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*/
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public static Map<Card, Integer> distributeAIDamage(final Card attacker, final CardCollectionView block, final CardCollectionView remaining, int dmgCanDeal, GameEntity defender, boolean overrideOrder) {
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public static Map<Card, Integer> distributeAIDamage(final Player self, final Card attacker, final CardCollectionView block, final CardCollectionView remaining, int dmgCanDeal, GameEntity defender, boolean overrideOrder) {
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// TODO: Distribute defensive Damage (AI controls how damage is dealt to own cards) for Banding and Defensive Formation
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Map<Card, Integer> damageMap = Maps.newHashMap();
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Combat combat = attacker.getGame().getCombat();
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boolean isAttacking = defender != null;
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// TODO: is this enough to determine the fact that we're legally assigning combat damage to our creatures?
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boolean isAttackingMe = isAttacking && combat.getDefenderPlayerByAttacker(attacker).equals(self); // Banding, Defensive Formation - the AI assigns combat damage to itself
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final boolean hasTrample = attacker.hasKeyword(Keyword.TRAMPLE);
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if (combat != null && remaining != null && hasTrample && attacker.isAttacking()) {
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if (combat != null && remaining != null && hasTrample && attacker.isAttacking() && !isAttackingMe) {
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// if attacker has trample and some of its blockers are also blocking others it's generally a good idea
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// to assign those without trample first so we can maximize the damage to the defender
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for (final Card c : remaining) {
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@@ -2061,7 +2065,7 @@ public class ComputerUtilCombat {
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final Card blocker = block.getFirst();
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int dmgToBlocker = dmgCanDeal;
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if (hasTrample && isAttacking) { // otherwise no entity to deliver damage via trample
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if (hasTrample && isAttacking && !isAttackingMe) { // otherwise no entity to deliver damage via trample
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dmgToBlocker = getEnoughDamageToKill(blocker, dmgCanDeal, attacker, true);
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if (dmgCanDeal < dmgToBlocker) {
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@@ -2078,32 +2082,38 @@ public class ComputerUtilCombat {
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damageMap.put(blocker, dmgToBlocker);
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} // 1 blocker
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else {
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// Does the attacker deal lethal damage to all blockers
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//Blocking Order now determined after declare blockers
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Card lastBlocker = null;
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for (final Card b : block) {
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lastBlocker = b;
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final int dmgToKill = getEnoughDamageToKill(b, dmgCanDeal, attacker, true);
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if (dmgToKill <= dmgCanDeal) {
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damageMap.put(b, dmgToKill);
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dmgCanDeal -= dmgToKill;
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} else {
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// if it can't be killed choose the minimum damage
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int dmg = Math.min(b.getLethalDamage(), dmgCanDeal);
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damageMap.put(b, dmg);
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dmgCanDeal -= dmg;
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if (dmgCanDeal <= 0) {
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break;
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if (!isAttackingMe) {
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// Does the attacker deal lethal damage to all blockers
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//Blocking Order now determined after declare blockers
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Card lastBlocker = null;
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for (final Card b : block) {
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lastBlocker = b;
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final int dmgToKill = getEnoughDamageToKill(b, dmgCanDeal, attacker, true);
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if (dmgToKill <= dmgCanDeal) {
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damageMap.put(b, dmgToKill);
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dmgCanDeal -= dmgToKill;
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} else {
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// if it can't be killed choose the minimum damage
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int dmg = Math.min(b.getLethalDamage(), dmgCanDeal);
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damageMap.put(b, dmg);
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dmgCanDeal -= dmg;
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if (dmgCanDeal <= 0) {
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break;
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}
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}
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} // for
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if (dmgCanDeal > 0) { // if any damage left undistributed,
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if (hasTrample && isAttacking) // if you have trample, deal damage to defending entity
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damageMap.put(null, dmgCanDeal);
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else if (lastBlocker != null) { // otherwise flush it into last blocker
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damageMap.put(lastBlocker, dmgCanDeal + damageMap.get(lastBlocker));
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}
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}
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} // for
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if (dmgCanDeal > 0 ) { // if any damage left undistributed,
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if (hasTrample && isAttacking) // if you have trample, deal damage to defending entity
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damageMap.put(null, dmgCanDeal);
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else if (lastBlocker != null) { // otherwise flush it into last blocker
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damageMap.put(lastBlocker, dmgCanDeal + damageMap.get(lastBlocker));
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}
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} else {
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// In the event of Banding or Defensive Formation, assign max damage to a single blocker to lose
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// as little as possible
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damageMap.put(block.getFirst(), dmgCanDeal);
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}
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}
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return damageMap;
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@@ -106,7 +106,7 @@ public class PlayerControllerAi extends PlayerController {
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@Override
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public Map<Card, Integer> assignCombatDamage(Card attacker, CardCollectionView blockers, CardCollectionView remaining, int damageDealt, GameEntity defender, boolean overrideOrder) {
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return ComputerUtilCombat.distributeAIDamage(attacker, blockers, remaining, damageDealt, defender, overrideOrder);
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return ComputerUtilCombat.distributeAIDamage(player, attacker, blockers, remaining, damageDealt, defender, overrideOrder);
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}
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@Override
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