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- Make the AI try to determine whether to play a shockland untapped or tapped in a smarter way by evaluating the availability of mana colors to pay for the spell as well as potential targets for auras.
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@@ -1942,4 +1942,44 @@ public class ComputerUtil {
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return bestBoardPosition;
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}
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public static boolean hasGoodTargetForAura(final Player ai, final Card aura) {
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// This is currently used by ComputerUtilCost.willPayUnlessCost to determine if there's a viable target for a spell
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// that can be paid for with an untapped shockland.
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if (ai == null || aura == null) {
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return false;
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}
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if (aura.getFirstAttachSpell() == null) {
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// Something went majorly wrong here, should never happen
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System.err.println("Unexpected behavior: first attach spell for Aura card " + aura.getName() + " was null in ComputerUtil::hasGoodTargetForAura.");
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return false;
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}
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boolean hasTarget = false;
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boolean aiHasTargets = false, oppHasTargets = false;
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aiHasTargets = !CardLists.filter(ai.getCardsIn(ZoneType.Battlefield), CardPredicates.isTargetableBy(aura.getFirstAttachSpell())).isEmpty();
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for (Player p : ai.getOpponents()) {
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if (!CardLists.filter(p.getCardsIn(ZoneType.Battlefield), CardPredicates.isTargetableBy(aura.getFirstAttachSpell())).isEmpty()) {
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oppHasTargets = true;
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break;
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}
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}
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boolean isCurse = false;
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for (SpellAbility ability : aura.getAllSpellAbilities()) {
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if (ability.isCurse() || (ability.hasParam("AILogic") && ability.getParam("AILogic").equals("Curse"))) {
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isCurse = true;
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break;
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}
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}
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if (isCurse && oppHasTargets) {
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hasTarget = true;
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} else if (!isCurse && aiHasTargets) {
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hasTarget = true;
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}
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return hasTarget;
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}
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}
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@@ -1,8 +1,12 @@
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package forge.ai;
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import com.google.common.collect.Sets;
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import forge.card.ColorSet;
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import forge.game.GameActionUtil;
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import forge.game.ability.AbilityUtils;
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import forge.game.card.Card;
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import forge.game.card.CardCollection;
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import forge.game.card.CardFactory;
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import forge.game.card.CardLists;
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import forge.game.card.CounterType;
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import forge.game.combat.Combat;
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@@ -14,6 +18,10 @@ import forge.game.zone.ZoneType;
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import forge.util.collect.FCollectionView;
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import forge.util.MyRandom;
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import forge.util.TextUtil;
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import java.util.ArrayList;
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import java.util.HashSet;
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import java.util.List;
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import java.util.Set;
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import org.apache.commons.lang3.StringUtils;
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@@ -414,7 +422,15 @@ public class ComputerUtilCost {
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// If the new land size would equal the CMC of a card in AIs hand, play it untapped
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final int landsize = payer.getLandsInPlay().size() + 1;
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for (Card c : payer.getCardsIn(ZoneType.Hand)) {
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if (landsize == c.getCMC()) {
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int cmc = c.getCMC();
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// try to determine if the mana shards provided by the lands would be applicable to pay the mana cost
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boolean canPay = c.getManaCost().canBePaidWithAvaliable(ColorSet.fromNames(getAvailableManaColors(payer, source)).getColor());
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// try to determine that there is a valid target for a spell (very basic, consider expanding)
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boolean requirementsMet = true;
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if (c.isAura()) {
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requirementsMet = ComputerUtil.hasGoodTargetForAura(payer, c);
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}
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if (landsize == cmc && canPay && requirementsMet) {
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return true;
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}
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}
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@@ -466,4 +482,29 @@ public class ComputerUtilCost {
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&& (!source.getName().equals("Chain of Vapor") || (payer.getOpponent().getCreaturesInPlay().size() > 0 && payer.getLandsInPlay().size() > 3));
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}
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public static Set<String> getAvailableManaColors(Player ai, Card additionalLand) {
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return getAvailableManaColors(ai, Sets.newHashSet(additionalLand));
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}
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public static Set<String> getAvailableManaColors(Player ai, Set<Card> additionalLands) {
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CardCollection lands = ai.getLandsInPlay();
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Set<String> colorsAvailable = new HashSet<>();
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if (additionalLands != null) {
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List<Card> additionalLandCopies = new ArrayList<>();
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for (Card c : additionalLands) {
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additionalLandCopies.add(CardFactory.copyCard(c, true));
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}
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GameActionUtil.grantBasicLandsManaAbilities(additionalLandCopies);
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lands.addAll(additionalLandCopies);
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}
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for (Card c : lands) {
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for (SpellAbility sa : c.getManaAbilities()) {
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colorsAvailable.add(sa.getManaPart().getOrigProduced());
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}
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}
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return colorsAvailable;
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}
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}
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