Merge pull request #2000 from tool4ever/fixes12

Fix Bishop of Binding
This commit is contained in:
Paul Hammerton
2022-12-03 14:26:20 +00:00
committed by GitHub
13 changed files with 52 additions and 34 deletions

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@@ -96,7 +96,7 @@ public class AiAttackController {
public AiAttackController(final Player ai, boolean nextTurn) {
this.ai = ai;
defendingOpponent = choosePreferredDefenderPlayer(ai);
defendingOpponent = choosePreferredDefenderPlayer(ai, true);
myList = ai.getCreaturesInPlay();
this.nextTurn = nextTurn;
refreshCombatants(defendingOpponent);
@@ -104,7 +104,7 @@ public class AiAttackController {
public AiAttackController(final Player ai, Card attacker) {
this.ai = ai;
defendingOpponent = choosePreferredDefenderPlayer(ai);
defendingOpponent = choosePreferredDefenderPlayer(ai, true);
this.oppList = getOpponentCreatures(defendingOpponent);
myList = ai.getCreaturesInPlay();
this.nextTurn = false;
@@ -167,6 +167,9 @@ public class AiAttackController {
* No strategy to secure a second place instead, since Forge has no variant for that
*/
public static Player choosePreferredDefenderPlayer(Player ai) {
return choosePreferredDefenderPlayer(ai, false);
}
public static Player choosePreferredDefenderPlayer(Player ai, boolean forCombatDmg) {
Player defender = ai.getWeakestOpponent(); //Concentrate on opponent within easy kill range
// TODO for multiplayer combat avoid players with cantLose or (if not playing infect) cantLoseForZeroOrLessLife and !canLoseLife
@@ -174,10 +177,24 @@ public class AiAttackController {
if (defender.getLife() > 8) {
// TODO connect with evaluateBoardPosition and only fall back to random when no player is the biggest threat by a fair margin
List<Player> opps = Lists.newArrayList(ai.getOpponents());
if (forCombatDmg) {
for (Player p : opps) {
if (p.isMonarch() && ai.canBecomeMonarch()) {
// just increase the odds for now instead of being fully predictable
// as it could lead to other too complex factors giving this reasoning negative impact
opps.add(p);
}
if (p.hasInitiative()) {
opps.add(p);
}
}
}
// TODO should we cache the random for each turn? some functions like shouldPumpCard base their decisions on the assumption who will be attacked
//Otherwise choose a random opponent to ensure no ganging up on players
return Aggregates.random(ai.getOpponents());
return Aggregates.random(opps);
}
return defender;
}

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@@ -29,7 +29,7 @@ public class AmassAi extends SpellAbilityAi {
final Game game = ai.getGame();
if (!aiArmies.isEmpty()) {
return CardLists.count(aiArmies, CardPredicates.canReceiveCounters(CounterEnumType.P1P1)) > 0;
return Iterables.any(aiArmies, CardPredicates.canReceiveCounters(CounterEnumType.P1P1));
}
final String tokenScript = "b_0_0_zombie_army";
final int amount = AbilityUtils.calculateAmount(host, sa.getParamOrDefault("Num", "1"), sa);

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@@ -932,7 +932,9 @@ public final class GameActionUtil {
// add back to where it came from, hopefully old state
// skip GameAction
oldCard.getZone().remove(oldCard);
fromZone.add(oldCard, zonePosition >= 0 ? Integer.valueOf(zonePosition) : null);
// in some rare cases the old position no longer exists (Panglacial Wurm + Selvala)
Integer newPosition = zonePosition >= 0 ? Math.min(Integer.valueOf(zonePosition), fromZone.size()) : null;
fromZone.add(oldCard, newPosition);
ability.setHostCard(oldCard);
ability.setXManaCostPaid(null);
ability.setSpendPhyrexianMana(false);

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@@ -110,7 +110,7 @@ public final class AbilityFactory {
}
public static final SpellAbility getAbility(final String abString, final Card card) {
return getAbility(abString, card, card.getCurrentState());
return getAbility(abString, card.getCurrentState());
}
public static final SpellAbility getAbility(final String abString, final Card card, final IHasSVars sVarHolder) {
return getAbility(abString, card.getCurrentState(), sVarHolder);

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@@ -4,6 +4,7 @@ import java.util.Map;
import org.apache.commons.lang3.mutable.MutableBoolean;
import com.google.common.collect.Iterables;
import com.google.common.collect.Maps;
import forge.game.Game;
@@ -53,7 +54,7 @@ public class AmassEffect extends TokenEffectBase {
final boolean remember = sa.hasParam("RememberAmass");
// create army token if needed
if (CardLists.count(activator.getCardsIn(ZoneType.Battlefield), CardPredicates.isType("Army")) == 0) {
if (!Iterables.any(activator.getCardsIn(ZoneType.Battlefield), CardPredicates.isType("Army"))) {
CardZoneTable triggerList = new CardZoneTable();
MutableBoolean combatChanged = new MutableBoolean(false);

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@@ -219,7 +219,6 @@ public class ChooseCardEffect extends SpellAbilityEffect {
notTgtPlayerCtrl.removeAll(tgtPlayerCtrl);
chosen.addAll(p.getController().chooseCardsForEffect(notTgtPlayerCtrl, sa, title + " " + "you don't control", minAmount, validAmount,
!sa.hasParam("Mandatory"), null));
} else if (sa.hasParam("AtRandom") && !choices.isEmpty()) {
// don't pass FCollection for direct modification, the Set part would get messed up
chosen = new CardCollection(Aggregates.random(choices, validAmount));

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@@ -8,7 +8,6 @@ import com.google.common.collect.Lists;
import forge.game.ability.AbilityUtils;
import forge.game.ability.SpellAbilityEffect;
import forge.game.card.Card;
import forge.game.card.CardUtil;
import forge.game.cost.Cost;
import forge.game.event.GameEventCardModeChosen;
import forge.game.player.Player;
@@ -66,26 +65,26 @@ public class ChooseGenericEffect extends SpellAbilityEffect {
List<SpellAbility> chosenSAs = Lists.newArrayList();
String prompt = sa.getParamOrDefault("ChoicePrompt", "Choose");
boolean random = false;
if (sa.hasParam("AtRandom")) {
random = true;
Aggregates.random(abilities, amount, chosenSAs);
chosenSAs = Aggregates.random(abilities, amount);
int i = 0;
while (sa.getParam("AtRandom").equals("Urza") && i < chosenSAs.size()) {
if (!chosenSAs.get(i).usesTargeting()) {
i++;
} else if (sa.getTargetRestrictions().hasCandidates(chosenSAs.get(i))) {
p.getController().chooseTargetsFor(chosenSAs.get(i));
i++;
} else {
chosenSAs.set(i, Aggregates.random(abilities));
}
}
} else if (!abilities.isEmpty()) {
chosenSAs = p.getController().chooseSpellAbilitiesForEffect(abilities, sa, prompt, amount, ImmutableMap.of());
}
for (SpellAbility chosenSA : chosenSAs) {
if (random && sa.getParam("AtRandom").equals("Urza") && chosenSA.usesTargeting()) {
List<Card> validTargets = CardUtil.getValidCardsToTarget(chosenSA.getTargetRestrictions(), sa);
if (validTargets.isEmpty()) {
List <SpellAbility> newChosenSAs = Lists.newArrayList();
Aggregates.random(abilities, amount, newChosenSAs);
chosenSAs = newChosenSAs;
} else {
p.getController().chooseTargetsFor(chosenSA);
}
}
}
if (!chosenSAs.isEmpty()) {
for (SpellAbility chosenSA : chosenSAs) {
String chosenValue = chosenSA.getDescription();

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@@ -4,7 +4,7 @@ Types:Creature Zombie Cleric
PT:3/2
T:Mode$ ChangesZone | Origin$ Battlefield | Destination$ Graveyard | ValidCard$ Card.Self,Zombie.Other+YouCtrl | Execute$ TrigPeek | TriggerDescription$ Whenever CARDNAME or another Zombie you control dies, look at the top card of your library. If it's a Zombie card, you may reveal it and put it into your hand. If you don't put the card into your hand, you may put it into your graveyard.
SVar:TrigPeek:DB$ PeekAndReveal | PeekAmount$ 1 | RevealValid$ Zombie | RevealOptional$ True | RememberRevealed$ True | SubAbility$ DBToHand
SVar:DBToHand:DB$ ChangeZone | Defined$ TopOfLibrary | Origin$ Library | Destination$ Hand | ConditionDefined$ Remembered | ConditionPresent$ Card | ConditionCompare$ EQ1 | SubAbility$ DBToGrave
SVar:DBToHand:DB$ ChangeZone | Defined$ Remembered | Origin$ Library | Destination$ Hand | SubAbility$ DBToGrave
SVar:DBToGrave:DB$ ChangeZone | Defined$ TopOfLibrary | Origin$ Library | Destination$ Graveyard | Optional$ True | ConditionDefined$ Remembered | ConditionPresent$ Card | ConditionCompare$ EQ0 | SubAbility$ DBCleanup
SVar:DBCleanup:DB$ Cleanup | ClearRemembered$ True
DeckHints:Type$Zombie

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@@ -3,11 +3,11 @@ ManaCost:3 W
Types:Creature Vampire Cleric
PT:1/1
T:Mode$ ChangesZone | Origin$ Any | Destination$ Battlefield | ValidCard$ Card.Self | Execute$ TrigExile | TriggerDescription$ When CARDNAME enters the battlefield, exile target creature an opponent controls until CARDNAME leaves the battlefield.
SVar:TrigExile:DB$ ChangeZone | Origin$ Battlefield | Destination$ Exile | ValidTgts$ Creature.OppCtrl | TgtPrompt$ Select target creature an opponent controls | ConditionPresent$ Card.Self | Duration$ UntilHostLeavesPlay | RememberChanged$ True
SVar:TrigExile:DB$ ChangeZone | Origin$ Battlefield | Destination$ Exile | ValidTgts$ Creature.OppCtrl | TgtPrompt$ Select target creature an opponent controls | Duration$ UntilHostLeavesPlay | RememberChanged$ True
T:Mode$ Attacks | ValidCard$ Card.Self | Execute$ TrigPump | TriggerDescription$ Whenever CARDNAME attacks, target Vampire gets +X/+X until end of turn, where X is the power of the exiled card.
SVar:TrigPump:DB$ Pump | ValidTgts$ Permanent.Vampire | TgtPrompt$ Select target Vampire | NumAtt$ X | NumDef$ X
SVar:X:Remembered$CardPower
// Release notes indicate that this effect should work with Vehicle cards.
SVar:TrigPump:DB$ Pump | ValidTgts$ Vampire | TgtPrompt$ Select target Vampire | NumAtt$ X | NumDef$ X
SVar:X:Count$ValidExile Card.IsRemembered+ExiledWithSource$CardPower
# Release notes indicate that this effect should work with Vehicle cards.
T:Mode$ ChangesZone | Origin$ Battlefield | Destination$ Any | Static$ True | ValidCard$ Card.Self | Execute$ DBCleanup
SVar:DBCleanup:DB$ Cleanup | ClearRemembered$ True
SVar:PlayMain1:TRUE

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@@ -3,10 +3,10 @@ ManaCost:1 G
Types:Creature Human Artificer Scout
PT:1/2
T:Mode$ ChangesZone | Origin$ Any | Destination$ Battlefield | ValidCard$ Artifact.YouCtrl | TriggerZones$ Battlefield | Execute$ TrigDig | TriggerDescription$ Whenever an artifact enters the battlefield under your control, look at the top card of your library. If it's a land card, you may reveal it and put it into your hand. If you don't put the card into your hand, you may put it into your graveyard.
SVar:TrigDig:DB$ PeekAndReveal | PeekAmount$ 1 | RevealValid$ Land | RevealOptional$ True | RememberPeeked$ True | ImprintRevealed$ True | SubAbility$ DBChangeZone
SVar:DBChangeZone:DB$ ChangeZone | Defined$ Imprinted | Optional$ True | ForgetChanged$ True | Origin$ Library | Destination$ Hand | SubAbility$ DBGrave
SVar:DBGrave:DB$ ChangeZone | Defined$ Remembered | Origin$ Library | Optional$ True | Destination$ Graveyard | SubAbility$ DBCleanup
SVar:DBCleanup:DB$ Cleanup | ClearRemembered$ True | ClearImprinted$ True
SVar:TrigDig:DB$ PeekAndReveal | PeekAmount$ 1 | RevealValid$ Land | RevealOptional$ True | RememberRevealed$ True | SubAbility$ DBToHand
SVar:DBToHand:DB$ ChangeZone | Defined$ Remembered | Origin$ Library | Destination$ Hand | SubAbility$ DBToGrave
SVar:DBToGrave:DB$ ChangeZone | Defined$ TopOfLibrary | Origin$ Library | Destination$ Graveyard | Optional$ True | ConditionDefined$ Remembered | ConditionPresent$ Card | ConditionCompare$ EQ0 | SubAbility$ DBCleanup
SVar:DBCleanup:DB$ Cleanup | ClearRemembered$ True
DeckHas:Ability$Graveyard
DeckHints:Type$Artifact
Oracle:Whenever an artifact enters the battlefield under your control, look at the top card of your library. If it's a land card, you may reveal it and put it into your hand. If you don't put the card into your hand, you may put it into your graveyard.

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@@ -3,7 +3,7 @@ ManaCost:3 U U U
Types:Legendary Artifact
T:Mode$ Phase | Phase$ Upkeep | ValidPlayer$ You | TriggerZones$ Battlefield | Execute$ TrigScry | TriggerDescription$ At the beginning of your upkeep, scry 2.
SVar:TrigScry:DB$ Scry | ScryNum$ 2
T:Mode$ Scry | ValidPlayer$ You | ToBottom$ True | Execute$ TrigExile | TriggerDescription$ Whenever you choose to put one or more cards on the bottom of your library while scrying, exile that many cards from the bottom of your library.
T:Mode$ Scry | ValidPlayer$ You | ToBottom$ True | TriggerZones$ Battlefield | Execute$ TrigExile | TriggerDescription$ Whenever you choose to put one or more cards on the bottom of your library while scrying, exile that many cards from the bottom of your library.
SVar:TrigExile:DB$ Dig | DigNum$ X | ChangeNum$ All | FromBottom$ True | DestinationZone$ Exile | RememberChanged$ True
SVar:X:TriggerCount$ScryBottom
S:Mode$ Continuous | Condition$ PlayerTurn | MayPlay$ True | Affected$ Card.ExiledWithSource+IsRemembered | AffectedZone$ Exile | Description$ During your turn, you may play cards exiled with CARDNAME.

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@@ -103,7 +103,7 @@ public class Puzzle extends GameState implements InventoryItem, Comparable<Puzzl
}
public void setupMaxPlayerHandSize(Game game, int maxHandSize) {
for(Player p : game.getPlayers()) {
for (Player p : game.getPlayers()) {
p.setStartingHandSize(maxHandSize);
p.setMaxHandSize(maxHandSize);
}
@@ -111,7 +111,7 @@ public class Puzzle extends GameState implements InventoryItem, Comparable<Puzzl
public void addGoalEnforcement(Game game) {
Player human = null;
for(Player p : game.getPlayers()) {
for (Player p : game.getPlayers()) {
if (p.getController().isGuiPlayer()) {
human = p;
}