- Re-factored CharmAi further

This commit is contained in:
excessum
2016-07-25 14:00:46 +00:00
parent e43fe8abc6
commit c58a1495ac

View File

@@ -28,13 +28,24 @@ public class CharmAi extends SpellAbilityAi {
// Reset the chosen list otherwise it will be locked in forever by earlier calls
sa.setChosenList(null);
List<AbilitySub> choices = CharmEffect.makePossibleOptions(sa);
List<AbilitySub> chosenList = min > 1 ? chooseMultipleOptionsAi(choices, ai, min)
: chooseOptionsAi(choices, sa, ai, timingRight, num, min, sa.hasParam("CanRepeatModes"), false);
List<AbilitySub> chosenList;
if (!ai.equals(sa.getActivatingPlayer())) {
// This branch is for "An Opponent chooses" Charm spells from Alliances
// Current just choose the first available spell, which seem generally less disastrous for the AI.
//return choices.subList(0, 1);
chosenList = choices.subList(1, choices.size());
} else if ("Triskaidekaphobia".equals(sa.getHostCard().getName())) {
chosenList = chooseTriskaidekaphobia(choices, ai);
} else {
chosenList = min > 1 ? chooseMultipleOptionsAi(choices, ai, min)
: chooseOptionsAi(choices, ai, timingRight, num, min, sa.hasParam("CanRepeatModes"), false);
}
if (chosenList.isEmpty()) {
if (timingRight) {
// Set minimum choices for triggers where chooseMultipleOptionsAi() returns null
chosenList = chooseOptionsAi(choices, sa, ai, true, num, min, sa.hasParam("CanRepeatModes"), false);
chosenList = chooseOptionsAi(choices, ai, true, num, min, sa.hasParam("CanRepeatModes"), false);
} else {
return false;
}
@@ -45,99 +56,9 @@ public class CharmAi extends SpellAbilityAi {
return r.nextFloat() <= Math.pow(.6667, sa.getActivationsThisTurn());
}
private List<AbilitySub> chooseOptionsAi(List<AbilitySub> choices, SpellAbility sa, final Player ai,
boolean playNow, int num, int min, boolean allowRepeat, boolean opponentChoser) {
private List<AbilitySub> chooseOptionsAi(List<AbilitySub> choices, final Player ai, boolean playNow, int num,
int min, boolean allowRepeat, boolean opponentChoser) {
List<AbilitySub> chosenList = new ArrayList<AbilitySub>();
if (opponentChoser) {
// This branch is for "An Opponent chooses" Charm spells from Alliances
// Current just choose the first available spell, which seem generally less disastrous for the AI.
//return choices.subList(0, 1);
return choices.subList(1, choices.size());
} else if ("Triskaidekaphobia".equals(sa.getHostCard().getName())) {
AbilitySub gain = choices.get(0);
AbilitySub lose = choices.get(1);
FCollection<Player> opponents = ai.getOpponents();
boolean oppTainted = false;
boolean allyTainted = ai.isCardInPlay("Tainted Remedy");
final int aiLife = ai.getLife();
//Check if Opponent controls Tainted Remedy
for (Player p : opponents) {
if (p.isCardInPlay("Tainted Remedy")) {
oppTainted = true;
break;
}
}
// if ai or ally of ai does control Tainted Remedy, prefer gain life instead of lose
if (!allyTainted) {
for (Player p : ai.getAllies()) {
if (p.isCardInPlay("Tainted Remedy")) {
allyTainted = true;
break;
}
}
}
if (!ai.canLoseLife() || ai.cantLose()) {
// ai cant lose life, or cant lose the game, don't think about others
chosenList.add(allyTainted ? gain : lose);
} else if (oppTainted || ai.getGame().isCardInPlay("Rain of Gore")) {
// Rain of Gore does negate lifegain, so don't benefit the others
// same for if a oppoent does control Tainted Remedy
// but if ai cant gain life, the effects are negated
chosenList.add(ai.canGainLife() ? lose : gain);
} else if (ai.getGame().isCardInPlay("Sulfuric Vortex")) {
// no life gain, but extra life loss.
if (aiLife >= 17)
chosenList.add(lose);
// try to prevent to get to 13 with extra lose
else if (aiLife < 13 || ((aiLife - 13) % 2) == 1) {
chosenList.add(gain);
} else {
chosenList.add(lose);
}
} else if (ai.canGainLife() && aiLife <= 5) {
// critical Life try to gain more
chosenList.add(gain);
} else if(!ai.canGainLife() && aiLife == 14 ) {
// ai cant gain life, but try to avoid falling to 13
// but if a oppoent does control Tainted Remedy its irrelevant
chosenList.add(oppTainted ? lose : gain);
} else if (allyTainted) {
// Tainted Remedy negation logic, try gain instead of lose
// because negation does turn it into lose for opponents
boolean oppCritical = false;
// an oppoent is Critical = 14, and can't gain life, try to lose life instead
// but only if ai doesn't kill itself with that.
if (aiLife != 14) {
for (Player p : opponents) {
if (p.getLife() == 14 && !p.canGainLife() && p.canLoseLife()) {
oppCritical = true;
break;
}
}
}
chosenList.add(aiLife == 12 || oppCritical ? lose : gain);
} else {
// normal logic, try to gain life if its critical
boolean oppCritical = false;
// an oppoent is Critical = 12, and can gain life, try to gain life instead
// but only if ai doesn't kill itself with that.
if (aiLife != 12) {
for (Player p : opponents) {
if (p.getLife() == 12 && p.canGainLife()) {
oppCritical = true;
break;
}
}
}
chosenList.add(aiLife == 14 || aiLife <= 10 || oppCritical ? gain : lose);
}
return chosenList;
}
// Make choice(s)
AiController aic = ((PlayerControllerAi) ai.getController()).getAi();
for (int i = 0; i < num; i++) {
@@ -180,6 +101,91 @@ public class CharmAi extends SpellAbilityAi {
return chosenList;
}
private List<AbilitySub> chooseTriskaidekaphobia(List<AbilitySub> choices, final Player ai) {
List<AbilitySub> chosenList = new ArrayList<AbilitySub>();
AbilitySub gain = choices.get(0);
AbilitySub lose = choices.get(1);
FCollection<Player> opponents = ai.getOpponents();
boolean oppTainted = false;
boolean allyTainted = ai.isCardInPlay("Tainted Remedy");
final int aiLife = ai.getLife();
//Check if Opponent controls Tainted Remedy
for (Player p : opponents) {
if (p.isCardInPlay("Tainted Remedy")) {
oppTainted = true;
break;
}
}
// if ai or ally of ai does control Tainted Remedy, prefer gain life instead of lose
if (!allyTainted) {
for (Player p : ai.getAllies()) {
if (p.isCardInPlay("Tainted Remedy")) {
allyTainted = true;
break;
}
}
}
if (!ai.canLoseLife() || ai.cantLose()) {
// ai cant lose life, or cant lose the game, don't think about others
chosenList.add(allyTainted ? gain : lose);
} else if (oppTainted || ai.getGame().isCardInPlay("Rain of Gore")) {
// Rain of Gore does negate lifegain, so don't benefit the others
// same for if a oppoent does control Tainted Remedy
// but if ai cant gain life, the effects are negated
chosenList.add(ai.canGainLife() ? lose : gain);
} else if (ai.getGame().isCardInPlay("Sulfuric Vortex")) {
// no life gain, but extra life loss.
if (aiLife >= 17)
chosenList.add(lose);
// try to prevent to get to 13 with extra lose
else if (aiLife < 13 || ((aiLife - 13) % 2) == 1) {
chosenList.add(gain);
} else {
chosenList.add(lose);
}
} else if (ai.canGainLife() && aiLife <= 5) {
// critical Life try to gain more
chosenList.add(gain);
} else if(!ai.canGainLife() && aiLife == 14 ) {
// ai cant gain life, but try to avoid falling to 13
// but if a oppoent does control Tainted Remedy its irrelevant
chosenList.add(oppTainted ? lose : gain);
} else if (allyTainted) {
// Tainted Remedy negation logic, try gain instead of lose
// because negation does turn it into lose for opponents
boolean oppCritical = false;
// an oppoent is Critical = 14, and can't gain life, try to lose life instead
// but only if ai doesn't kill itself with that.
if (aiLife != 14) {
for (Player p : opponents) {
if (p.getLife() == 14 && !p.canGainLife() && p.canLoseLife()) {
oppCritical = true;
break;
}
}
}
chosenList.add(aiLife == 12 || oppCritical ? lose : gain);
} else {
// normal logic, try to gain life if its critical
boolean oppCritical = false;
// an oppoent is Critical = 12, and can gain life, try to gain life instead
// but only if ai doesn't kill itself with that.
if (aiLife != 12) {
for (Player p : opponents) {
if (p.getLife() == 12 && p.canGainLife()) {
oppCritical = true;
break;
}
}
}
chosenList.add(aiLife == 14 || aiLife <= 10 || oppCritical ? gain : lose);
}
return chosenList;
}
// Choice selection for charms that require multiple choices (eg. Cryptic Command, DTK commands)
private List<AbilitySub> chooseMultipleOptionsAi(List<AbilitySub> choices, final Player ai, int min) {
AbilitySub goodChoice = null;