Basic Discover AI based on modified PlayAi logic (#4271)

* - Basic Discover AI.

* - Remove some unused code.

* - Remove some more unused code.

* - Fix imports

* - Return false for LandAbility to avoid a potential CTD

* - Minor comment tweak.
This commit is contained in:
Agetian
2023-12-04 13:49:01 +03:00
committed by GitHub
parent 65ebcebfc2
commit c652f9c584
3 changed files with 72 additions and 1 deletions

View File

@@ -75,6 +75,7 @@ public enum SpellApiToAi {
.put(ApiType.DigMultiple, DigMultipleAi.class)
.put(ApiType.DigUntil, DigUntilAi.class)
.put(ApiType.Discard, DiscardAi.class)
.put(ApiType.Discover, DiscoverAi.class)
.put(ApiType.Draft, ChooseCardNameAi.class)
.put(ApiType.DrainMana, DrainManaAi.class)
.put(ApiType.Draw, DrawAi.class)

View File

@@ -0,0 +1,67 @@
package forge.ai.ability;
import forge.ai.AiPlayDecision;
import forge.ai.ComputerUtil;
import forge.ai.PlayerControllerAi;
import forge.ai.SpellAbilityAi;
import forge.card.CardStateName;
import forge.game.ability.AbilityUtils;
import forge.game.card.Card;
import forge.game.player.Player;
import forge.game.player.PlayerActionConfirmMode;
import forge.game.spellability.LandAbility;
import forge.game.spellability.Spell;
import forge.game.spellability.SpellAbility;
import java.util.Map;
public class DiscoverAi extends SpellAbilityAi {
@Override
protected boolean checkApiLogic(final Player ai, final SpellAbility sa) {
if (ComputerUtil.preventRunAwayActivations(sa)) {
return false; // prevent infinite loop
}
return true;
}
/**
* <p>
* doTriggerAINoCost
* </p>
* @param sa
* a {@link forge.game.spellability.SpellAbility} object.
* @param mandatory
* a boolean.
*
* @return a boolean.
*/
@Override
protected boolean doTriggerAINoCost(final Player ai, final SpellAbility sa, final boolean mandatory) {
return mandatory || checkApiLogic(ai, sa);
}
@Override
public boolean confirmAction(Player ai, SpellAbility sa, PlayerActionConfirmMode mode, String message, Map<String, Object> params) {
Card c = (Card)params.get("Card");
for (SpellAbility s : AbilityUtils.getBasicSpellsFromPlayEffect(c, ai, CardStateName.Original)) { // TODO: other states for split cards and MDFC?
if (s instanceof LandAbility) {
// return false or we get a ClassCastException later if the AI encounters MDFC with land backside
return false;
}
Spell spell = (Spell) s;
if (AiPlayDecision.WillPlay == ((PlayerControllerAi)ai.getController()).getAi().canPlayFromEffectAI(spell, false, true)) {
// Before accepting, see if the spell has a valid number of targets (it should at this point).
// Proceeding past this point if the spell is not correctly targeted will result
// in "Failed to add to stack" error and the card disappearing from the game completely.
if (!spell.isTargetNumberValid()) {
// if we won't be able to pay the cost, don't choose the card
return false;
}
return true;
}
}
return false;
}
}