Merge branch 'master' into 'master'

Draft AI Improvement: Guaranteed land for splash cards / No longer splash 4th and 5th colors.

See merge request core-developers/forge!5069
This commit is contained in:
Michael Kamensky
2021-07-20 03:33:17 +00:00

View File

@@ -193,8 +193,8 @@ public class LimitedDeckBuilder extends DeckGeneratorBase {
checkRemRandomDeckCards();
// 9. If there are still less than 22 non-land cards add off-color
// cards. This should be avoided.
addRandomCards(numSpellsNeeded - deckList.size());
// cards. This is probably worse than adding basic lands.
// addRandomCards(numSpellsNeeded - deckList.size());
// 10. Add non-basic lands that were drafted.
addNonBasicLands();
@@ -352,33 +352,40 @@ public class LimitedDeckBuilder extends DeckGeneratorBase {
// total of all ClrCnts
int totalColor = 0;
int numColors = 0;
for (int i = 0; i < 5; i++) {
totalColor += clrCnts[i];
if (clrCnts[i] > 0) {
numColors++;
}
}
if (totalColor == 0) {
// TODO: Technically this can happen in a colorless deck.
throw new RuntimeException("Add Lands to empty deck list!");
}
// do not update landsNeeded until after the loop, because the
// calculation involves landsNeeded
// First, add 2 land of each required color. This prevents the AI from including
// a splash card with no viable way to cast it.
for (int i = 0; i < 5; i++) {
if (clrCnts[i] > 0) {
// calculate number of lands for each color
float p = (float) clrCnts[i] / (float) totalColor;
if (numColors == 2) {
// In the normal two-color case, constrain to within 40% and 60% so that the AI
// doesn't put too few lands of the lesser color, risking getting screwed on that color.
// Don't do this for the odd case where a third color had to be added to the deck.
p = Math.min(Math.max(p, 0.4f), 0.6f);
int nLand = 2;
System.out.printf("Basics[%s]: %d cards%n", MagicColor.Constant.BASIC_LANDS.get(i), nLand);
for (int j = 0; j < nLand; j++) {
deckList.add(getBasicLand(i, landSetCode));
}
int nLand = Math.round(landsNeeded * p); // desired truncation to int
}
}
for (int i = 0; i < 5; i++) {
int slotsRemaining = 40-deckList.size(); // How many to still distribute
if (clrCnts[i] > 0) {
// calculate proportion of mana symbols for each remaining color
float p = (float) clrCnts[i] / (float) totalColor;
// Rounding prefers WUBRG order, as a side effect.
int nLand = Math.round(slotsRemaining * p); // Round up/down
if (logToConsole) {
System.out.printf("Basics[%s]: %d/%d = %f%% = %d cards%n", MagicColor.Constant.BASIC_LANDS.get(i), clrCnts[i], totalColor, 100*p, nLand);
}
totalColor -= clrCnts[i];
// if appropriate snow-covered lands are available, add them
for (final PaperCard cp : basicLands) {
@@ -394,14 +401,6 @@ public class LimitedDeckBuilder extends DeckGeneratorBase {
}
}
// A common problem at this point is that p in the above loop was exactly 1/2,
// and nLand rounded up for both colors, so that one too many lands was added.
// So if the deck size is > 40, remove the last land added.
// Otherwise, the fixDeckSize() method would remove random cards.
while (deckList.size() > 40) {
deckList.remove(deckList.size() - 1);
}
deckList.addAll(snowLands);
aiPlayables.removeAll(snowLands);
}