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- Smarter and more concise mechanism for deciding whether to play a shockland untapped or tapped.
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@@ -1942,66 +1942,26 @@ 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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public static boolean hasReasonToPlayCardThisTurn(final Player ai, final Card c) {
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if (ai == null || c == null) {
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return false;
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}
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if (!(ai.getController() instanceof PlayerControllerAi)) {
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System.err.println("Unexpected behavior: ComputerUtil::hasGoodTargetforAura called with the non-AI player as a parameter.");
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System.err.println("Unexpected behavior: ComputerUtil::getReasonToPlayCard called with the non-AI player as a parameter.");
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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.getAllCards(), CardPredicates.isTargetableBy(aura.getFirstAttachSpell())).isEmpty();
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for (Player p : ai.getOpponents()) {
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if (!CardLists.filter(p.getAllCards(), CardPredicates.isTargetableBy(aura.getFirstAttachSpell())).isEmpty()) {
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oppHasTargets = true;
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break;
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for (SpellAbility sa : c.getAllPossibleAbilities(ai, true)) {
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if (sa.getApi() == ApiType.Counter) {
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// return true for counterspells so that the AI can take into account that it may need to cast it later in the opponent's turn
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return true;
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}
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AiPlayDecision decision = ((PlayerControllerAi)ai.getController()).getAi().canPlaySa(sa);
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if (decision == AiPlayDecision.WillPlay || decision == AiPlayDecision.WaitForMain2) {
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return true;
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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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public static boolean hasReasonToPlaySaThisTurn(final Player ai, final SpellAbility sa) {
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// This is currently used by ComputerUtilCost.willPayUnlessCost to determine if there's a viable reason to cast a spell
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// that can be paid for with an untapped shockland.
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if (ai == null || sa == null) {
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return false;
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}
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if (!(ai.getController() instanceof PlayerControllerAi)) {
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System.err.println("Unexpected behavior: ComputerUtil::hasReasonToPlaySaThisTurn called with the non-AI player as a parameter.");
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return false;
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}
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AiPlayDecision decision = ((PlayerControllerAi)ai.getController()).getAi().canPlaySa(sa);
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boolean willPlay = decision == AiPlayDecision.WillPlay || decision == AiPlayDecision.WaitForMain2;
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return willPlay;
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return false;
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}
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}
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@@ -7,6 +7,7 @@ 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.CardLists;
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import forge.game.card.CardPredicates.Presets;
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import forge.game.card.CounterType;
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import forge.game.combat.Combat;
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import forge.game.cost.*;
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@@ -417,25 +418,19 @@ public class ComputerUtilCost {
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}
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} else if (shockland) {
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if (payer.getLife() > 3 && payer.canPayLife(2)) {
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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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int cmc = c.getCMC();
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// if the new land size would equal the CMC of a card in AIs hand, consider playing it untapped,
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// otherwise don't bother running other checks
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if (landsize != c.getCMC()) {
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continue;
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}
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// try to determine in the AI is actually planning to play a spell ability from the card
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boolean willPlay = ComputerUtil.hasReasonToPlayCardThisTurn(payer, c);
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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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// for auras, make sure that a good enough target exists
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requirementsMet = ComputerUtil.hasGoodTargetForAura(payer, c);
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} else if (c.isSorcery()) {
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// for sorceries with one mode, consider actually checking for a reason for the AI to decide to play the spell ability
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if (c.getAllSpellAbilities().size() == 1) {
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SpellAbility ability = c.getFirstSpellAbility();
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requirementsMet = ComputerUtil.hasReasonToPlaySaThisTurn(payer, ability);
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}
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}
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if (landsize == cmc && canPay && requirementsMet) {
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if (canPay && willPlay) {
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return true;
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}
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}
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@@ -492,15 +487,15 @@ public class ComputerUtilCost {
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}
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public static Set<String> getAvailableManaColors(Player ai, List<Card> additionalLands) {
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CardCollection lands = ai.getLandsInPlay();
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CardCollection cardsToConsider = CardLists.filter(ai.getCardsIn(ZoneType.Battlefield), Presets.UNTAPPED);
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Set<String> colorsAvailable = new HashSet<>();
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if (additionalLands != null) {
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GameActionUtil.grantBasicLandsManaAbilities(additionalLands);
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lands.addAll(additionalLands);
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cardsToConsider.addAll(additionalLands);
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}
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for (Card c : lands) {
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for (Card c : cardsToConsider) {
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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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