- Fixed some lost functionalities of AI blocking.

- Added another possible gang block to the AI's repertoire (to be expanded).
This commit is contained in:
jendave
2011-08-07 00:32:40 +00:00
parent 0dfaf7cdc9
commit 67d9d874eb

View File

@@ -94,7 +94,7 @@ public class ComputerUtil_Block2
// Good Blocks means a good trade or no trade
private static Combat makeGoodBlocks(Combat combat){
CardList currentAttackers = new CardList();
CardList currentAttackers = new CardList(attackersLeft.toArray());
for(Card attacker : attackersLeft) {
@@ -140,9 +140,10 @@ public class ComputerUtil_Block2
// Good Gang Blocks means a good trade or no trade
private static Combat makeGangBlocks(Combat combat){
CardList currentAttackers = new CardList();
CardList currentAttackers = new CardList(attackersLeft.toArray());
CardList blockers = new CardList();
//Try to block an attacker without first strike with a gang of first strikers
for(Card attacker : attackersLeft) {
if(!attacker.getKeyword().contains("First Strike") && !attacker.getKeyword().contains("Double Strike")
&& !attacker.hasStartOfKeyword("Rampage")) {
@@ -171,6 +172,52 @@ public class ComputerUtil_Block2
}
}
}
attackersLeft = new CardList(currentAttackers.toArray());
currentAttackers = new CardList(attackersLeft.toArray());
//Try to block an attacker with two blockers of which only one will die
for(final Card attacker : attackersLeft) {
blockers = getPossibleBlockers(attacker, blockersLeft, combat);
CardList usableBlockers = new CardList();
CardList blockGang = new CardList();
int absorbedDamage = 0; //The amount of damage needed to kill the first blocker
//Try to add blockers that could be destroyed, but are worth less than the attacker
//Don't use blockers without First Strike or Double Strike if attacker has it
usableBlockers = blockers.filter(new CardListFilter() {
public boolean addCard(Card c) {
if ((attacker.hasKeyword("First Strike") || attacker.hasKeyword("Double Strike"))
&& !(c.hasKeyword("First Strike") || c.hasKeyword("Double Strike")))
return false;
return true;//CardFactoryUtil.evaluateCreature(c) + diff < CardFactoryUtil.evaluateCreature(attacker);
}
});
Card leader = CardFactoryUtil.AI_getBestCreature(usableBlockers);
blockGang.add(leader);
usableBlockers.remove(leader);
absorbedDamage = leader.getEnoughDamageToKill(attacker.getNetCombatDamage(), attacker, true);
for(Card blocker : usableBlockers) {
//Add an additional blocker if the current blockers are not enough and the new one would deal the remaining damage
int currentDamage = CombatUtil.totalDamageOfBlockers(attacker, blockGang);
int additionalDamage = CombatUtil.dealsDamageAsBlocker(attacker, blocker);
int absorbedDamage2 = blocker.getEnoughDamageToKill(attacker.getNetCombatDamage(), attacker, true);
if(attacker.getKillDamage() > currentDamage
&& !(attacker.getKillDamage() > currentDamage + additionalDamage)
&& absorbedDamage2 + absorbedDamage > attacker.getNetCombatDamage()
&& CombatUtil.canBlock(attacker,blocker,combat)) {
currentAttackers.remove(attacker);
combat.addBlocker(attacker, blocker);
combat.addBlocker(attacker, leader);
blockersLeft.remove(blocker);
blockersLeft.remove(leader);
continue;
}
}
}
attackersLeft = new CardList(currentAttackers.toArray());
return combat;
}
@@ -178,7 +225,7 @@ public class ComputerUtil_Block2
// Bad Trade Blocks (should only be made if life is in danger)
private static Combat makeTradeBlocks(Combat combat){
CardList currentAttackers = new CardList();
CardList currentAttackers = new CardList(attackersLeft.toArray());
CardList killingBlockers = new CardList();
for(Card attacker : attackersLeft) {
@@ -198,7 +245,7 @@ public class ComputerUtil_Block2
// Chump Blocks (should only be made if life is in danger)
private static Combat makeChumpBlocks(Combat combat){
CardList currentAttackers = new CardList();
CardList currentAttackers = new CardList(attackersLeft.toArray());
CardList chumpBlockers = new CardList();
for(Card attacker : attackersLeft) {
@@ -320,7 +367,7 @@ public class ComputerUtil_Block2
CardList blockers = new CardList();
CardList chumpBlockers = new CardList();
diff = AllZone.ComputerPlayer.getLife() * 2 + 5; //This is the minimal gain for an unnecessary trade
diff = AllZone.ComputerPlayer.getLife() * 2; //This is the minimal gain for an unnecessary trade
// remove all attackers that can't be blocked anyway
for(Card a : attackers) {
@@ -350,6 +397,7 @@ public class ComputerUtil_Block2
//Support blockers not destroying the attacker with more blockers to try to kill the attacker
if (!CombatUtil.lifeInDanger(combat)) combat = reinforceBlockersToKill(combat);
//== 2. If the AI life would still be in danger make a safer approach ==
if (CombatUtil.lifeInDanger(combat)) {
combat = resetBlockers(combat, possibleBlockers); // reset every block assignment