mirror of
https://github.com/Card-Forge/forge.git
synced 2025-11-16 18:58:00 +00:00
Fix workaround
This commit is contained in:
@@ -54,7 +54,6 @@ import forge.util.TextUtil;
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import forge.util.collect.FCollectionView;
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//doesHumanAttackAndWin() uses the global variable AllZone.getComputerPlayer()
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/**
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* <p>
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* ComputerUtil_Attack2 class.
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@@ -412,12 +411,10 @@ public class AiAttackController {
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final Player opp = this.defendingOpponent;
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// Increase the total number of blockers needed by 1 if Finest Hour in
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// play
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// Increase the total number of blockers needed by 1 if Finest Hour in play
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// (human will get an extra first attack with a creature that untaps)
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// In addition, if the computer guesses it needs no blockers, make sure
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// that
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// it won't be surprised by Exalted
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// that it won't be surprised by Exalted
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final int humanExaltedBonus = opp.countExaltedBonus();
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if (humanExaltedBonus > 0) {
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@@ -448,7 +445,6 @@ public class AiAttackController {
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return notNeededAsBlockers;
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}
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// this uses a global variable, which isn't perfect
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public final boolean doesHumanAttackAndWin(final Player ai, final int nBlockingCreatures) {
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int totalAttack = 0;
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int totalPoison = 0;
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@@ -715,7 +711,7 @@ public class AiAttackController {
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int attackMax = restrict.getMax();
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if (attackMax == -1) {
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// check with the local limitations vs. the chosen defender
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attackMax = ComputerUtilCombat.getMaxAttackersFor(defender);
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attackMax = restrict.getDefenderMax().get(defender) == null ? -1 : restrict.getDefenderMax().get(defender);
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}
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if (attackMax == 0) {
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@@ -775,7 +771,6 @@ public class AiAttackController {
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return;
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}
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if (bAssault) {
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if (LOG_AI_ATTACKS)
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System.out.println("Assault");
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@@ -849,7 +844,6 @@ public class AiAttackController {
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// no more creatures to attack
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return;
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}
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// *******************
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// Evaluate the creature forces
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@@ -1291,8 +1285,8 @@ public class AiAttackController {
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}
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if (numberOfPossibleBlockers > 2
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|| (numberOfPossibleBlockers >= 1 && CombatUtil.canAttackerBeBlockedWithAmount(attacker, 1, combat))
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|| (numberOfPossibleBlockers == 2 && CombatUtil.canAttackerBeBlockedWithAmount(attacker, 2, combat))) {
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|| (numberOfPossibleBlockers >= 1 && CombatUtil.canAttackerBeBlockedWithAmount(attacker, 1, this.defendingOpponent))
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|| (numberOfPossibleBlockers == 2 && CombatUtil.canAttackerBeBlockedWithAmount(attacker, 2, this.defendingOpponent))) {
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canBeBlocked = true;
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}
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// decide if the creature should attack based on the prevailing strategy choice in aiAggression
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@@ -180,11 +180,9 @@ public class AiBlockController {
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// Good Blocks means a good trade or no trade
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private void makeGoodBlocks(final Combat combat) {
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List<Card> currentAttackers = new ArrayList<>(attackersLeft);
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for (final Card attacker : attackersLeft) {
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if (attacker.hasStartOfKeyword("CantBeBlockedByAmount LT")
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|| attacker.hasKeyword("CARDNAME can't be blocked unless all creatures defending player controls block it.")
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|| attacker.hasKeyword(Keyword.MENACE)) {
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@@ -192,7 +190,6 @@ public class AiBlockController {
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}
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Card blocker = null;
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final List<Card> blockers = getPossibleBlockers(combat, attacker, blockersLeft, true);
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final List<Card> safeBlockers = getSafeBlockers(combat, attacker, blockers);
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@@ -305,7 +302,6 @@ public class AiBlockController {
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}
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Card blocker = null;
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final List<Card> blockers = getPossibleBlockers(combat, attacker, blockersLeft, true);
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for (Card b : blockers) {
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@@ -584,12 +580,10 @@ public class AiBlockController {
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* @param combat a {@link forge.game.combat.Combat} object.
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*/
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private void makeTradeBlocks(final Combat combat) {
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List<Card> currentAttackers = new ArrayList<>(attackersLeft);
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List<Card> killingBlockers;
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for (final Card attacker : attackersLeft) {
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if (attacker.hasStartOfKeyword("CantBeBlockedByAmount LT")
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|| attacker.hasKeyword(Keyword.MENACE)
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|| attacker.hasKeyword("CARDNAME can't be blocked unless all creatures defending player controls block it.")) {
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@@ -625,7 +619,6 @@ public class AiBlockController {
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// Chump Blocks (should only be made if life is in danger)
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private void makeChumpBlocks(final Combat combat) {
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List<Card> currentAttackers = new ArrayList<>(attackersLeft);
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makeChumpBlocks(combat, currentAttackers);
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@@ -636,7 +629,6 @@ public class AiBlockController {
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}
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private void makeChumpBlocks(final Combat combat, List<Card> attackers) {
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if (attackers.isEmpty() || !ComputerUtilCombat.lifeInDanger(ai, combat)) {
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return;
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}
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@@ -691,11 +683,9 @@ public class AiBlockController {
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// Block creatures with "can't be blocked except by two or more creatures"
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private void makeMultiChumpBlocks(final Combat combat) {
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List<Card> currentAttackers = new ArrayList<>(attackersLeft);
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for (final Card attacker : currentAttackers) {
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if (!attacker.hasStartOfKeyword("CantBeBlockedByAmount LT")
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&& !attacker.hasKeyword(Keyword.MENACE)
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&& !attacker.hasKeyword("CARDNAME can't be blocked unless all creatures defending player controls block it.")) {
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@@ -727,7 +717,6 @@ public class AiBlockController {
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/** Reinforce blockers blocking attackers with trample (should only be made if life is in danger) */
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private void reinforceBlockersAgainstTrample(final Combat combat) {
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List<Card> chumpBlockers;
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List<Card> tramplingAttackers = CardLists.getKeyword(attackers, Keyword.TRAMPLE);
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@@ -760,7 +749,6 @@ public class AiBlockController {
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/** Support blockers not destroying the attacker with more blockers to try to kill the attacker */
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private void reinforceBlockersToKill(final Combat combat) {
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List<Card> safeBlockers;
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List<Card> blockers;
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List<Card> targetAttackers = CardLists.filter(blockedButUnkilled, Predicates.not(rampagesOrNeedsManyToBlock));
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@@ -613,8 +613,7 @@ public class AiController {
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SpellAbility currentSA = sa;
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sa.setActivatingPlayer(player);
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// check everything necessary
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AiPlayDecision opinion = canPlayAndPayFor(currentSA);
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//PhaseHandler ph = game.getPhaseHandler();
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// System.out.printf("Ai thinks '%s' of %s @ %s %s >>> \n", opinion, sa, Lang.getPossesive(ph.getPlayerTurn().getName()), ph.getPhase());
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@@ -1726,10 +1725,8 @@ public class AiController {
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for (int i = 0; i < numToExile; i++) {
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Card chosen = null;
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for (final Card c : grave) { // Exile noncreatures first in
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// case we can revive. Might
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// wanna do some additional
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// checking here for Flashback
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// and the like.
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// case we can revive. Might wanna do some additional
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// checking here for Flashback and the like.
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if (!c.isCreature()) {
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chosen = c;
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break;
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@@ -1998,7 +1995,6 @@ public class AiController {
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return result;
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}
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// this is where the computer cheats
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// changes AllZone.getComputerPlayer().getZone(Zone.Library)
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@@ -2278,8 +2274,7 @@ public class AiController {
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}
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}
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// AI logic for choosing which replacement effect to apply
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// happens here.
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// AI logic for choosing which replacement effect to apply happens here.
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return Iterables.getFirst(list, null);
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}
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@@ -2432,8 +2432,7 @@ public class ComputerUtil {
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if (!source.canReceiveCounters(p1p1Type)) {
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return opponent ? "Feather" : "Quill";
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}
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// if source is not on the battlefield anymore, choose +1/+1
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// ones
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// if source is not on the battlefield anymore, choose +1/+1 ones
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if (!game.getCardState(source).isInZone(ZoneType.Battlefield)) {
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return opponent ? "Feather" : "Quill";
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}
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@@ -2850,7 +2849,6 @@ public class ComputerUtil {
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}
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public static boolean lifegainNegative(final Player player, final Card source, final int n) {
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if (!player.canGainLife()) {
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return false;
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}
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@@ -334,7 +334,7 @@ public class ComputerUtilCombat {
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*/
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public static int resultingPoison(final Player ai, final Combat combat) {
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// ai can't get poision counters, so the value can't change
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// ai can't get poison counters, so the value can't change
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if (!ai.canReceiveCounters(CounterEnumType.POISON)) {
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return ai.getPoisonCounters();
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}
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@@ -491,8 +491,7 @@ public class ComputerUtilCombat {
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}
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public static boolean lifeInSeriousDanger(final Player ai, final Combat combat, final int payment) {
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// life in danger only cares about the player's life. Not about a
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// Planeswalkers life
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// life in danger only cares about the player's life. Not about a Planeswalkers life
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if (ai.cantLose() || combat == null) {
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return false;
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}
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@@ -567,8 +566,7 @@ public class ComputerUtilCombat {
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return damage;
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}
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// This calculates the amount of damage a blocker in a blockgang can deal to
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// the attacker
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// This calculates the amount of damage a blocker in a blockgang can deal to the attacker
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/**
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* <p>
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* dealsDamageAsBlocker.
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@@ -581,7 +579,6 @@ public class ComputerUtilCombat {
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* @return a int.
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*/
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public static int dealsDamageAsBlocker(final Card attacker, final Card defender) {
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int defenderDamage = predictDamageByBlockerWithoutDoubleStrike(attacker, defender);
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if (defender.hasKeyword(Keyword.DOUBLE_STRIKE)) {
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@@ -646,7 +643,6 @@ public class ComputerUtilCombat {
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* @return a int.
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*/
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public static int totalShieldDamage(final Card attacker, final List<Card> defenders) {
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int defenderDefense = 0;
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for (final Card defender : defenders) {
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@@ -670,7 +666,6 @@ public class ComputerUtilCombat {
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* @return a int.
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*/
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public static int shieldDamage(final Card attacker, final Card blocker) {
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if (ComputerUtilCombat.canDestroyBlockerBeforeFirstStrike(blocker, attacker, false)) {
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return 0;
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}
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@@ -931,8 +926,7 @@ public class ComputerUtilCombat {
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}
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final Game game = attacker.getGame();
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// look out for continuous static abilities that only care for blocking
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// creatures
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// look out for continuous static abilities that only care for blocking creatures
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final CardCollectionView cardList = CardCollection.combine(game.getCardsIn(ZoneType.Battlefield), game.getCardsIn(ZoneType.Command));
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for (final Card card : cardList) {
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for (final StaticAbility stAb : card.getStaticAbilities()) {
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@@ -1232,8 +1226,7 @@ public class ComputerUtilCombat {
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theTriggers.addAll(blocker.getTriggers());
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}
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// look out for continuous static abilities that only care for attacking
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// creatures
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// look out for continuous static abilities that only care for attacking creatures
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if (!withoutCombatStaticAbilities) {
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final CardCollectionView cardList = CardCollection.combine(game.getCardsIn(ZoneType.Battlefield), game.getCardsIn(ZoneType.Command));
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for (final Card card : cardList) {
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@@ -1420,8 +1413,7 @@ public class ComputerUtilCombat {
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theTriggers.addAll(blocker.getTriggers());
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}
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// look out for continuous static abilities that only care for attacking
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// creatures
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// look out for continuous static abilities that only care for attacking creatures
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if (!withoutCombatStaticAbilities) {
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final CardCollectionView cardList = game.getCardsIn(ZoneType.Battlefield);
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for (final Card card : cardList) {
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@@ -2256,7 +2248,6 @@ public class ComputerUtilCombat {
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*/
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public final static int predictDamageTo(final Player target, final int damage, final Card source, final boolean isCombat) {
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final Game game = target.getGame();
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int restDamage = damage;
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@@ -2317,13 +2308,7 @@ public class ComputerUtilCombat {
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// This function helps the AI calculate the actual amount of damage an
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// effect would deal
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public final static int predictDamageTo(final Card target, final int damage, final Card source, final boolean isCombat) {
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int restDamage = damage;
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restDamage = target.staticReplaceDamage(restDamage, source, isCombat);
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restDamage = target.staticDamagePrevention(restDamage, 0, source, isCombat);
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return restDamage;
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return predictDamageTo(target, damage, 0, source, isCombat);
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}
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@@ -2345,7 +2330,6 @@ public class ComputerUtilCombat {
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* @return a int.
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*/
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public final static int predictDamageTo(final Card target, final int damage, final int possiblePrevention, final Card source, final boolean isCombat) {
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int restDamage = damage;
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restDamage = target.staticReplaceDamage(restDamage, source, isCombat);
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@@ -2355,7 +2339,6 @@ public class ComputerUtilCombat {
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}
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public final static boolean dealsFirstStrikeDamage(final Card combatant, final boolean withoutAbilities, final Combat combat) {
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if (combatant.hasKeyword(Keyword.DOUBLE_STRIKE) || combatant.hasKeyword(Keyword.FIRST_STRIKE)) {
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return true;
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}
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@@ -2479,20 +2462,6 @@ public class ComputerUtilCombat {
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return afflictDmg > attacker.getNetPower() || afflictDmg >= aiDefender.getLife();
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}
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public static int getMaxAttackersFor(final GameEntity defender) {
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if (defender instanceof Player) {
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for (final Card card : ((Player) defender).getCardsIn(ZoneType.Battlefield)) {
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if (card.hasKeyword("No more than one creature can attack you each combat.")) {
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return 1;
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} else if (card.hasKeyword("No more than two creatures can attack you each combat.")) {
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return 2;
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}
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}
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}
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return -1;
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}
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public static List<Card> categorizeAttackersByEvasion(List<Card> attackers) {
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List<Card> categorizedAttackers = Lists.newArrayList();
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@@ -2582,5 +2551,3 @@ public class ComputerUtilCombat {
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return false;
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}
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}
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@@ -1079,7 +1079,10 @@ public class CombatUtil {
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} // canBlock()
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public static boolean canAttackerBeBlockedWithAmount(Card attacker, int amount, Combat combat) {
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if( amount == 0 )
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return canAttackerBeBlockedWithAmount(attacker, amount, combat != null ? combat.getDefenderPlayerByAttacker(attacker) : null);
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}
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public static boolean canAttackerBeBlockedWithAmount(Card attacker, int amount, Player defender) {
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if(amount == 0 )
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return false; // no block
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List<String> restrictions = Lists.newArrayList();
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@@ -1098,18 +1101,7 @@ public class CombatUtil {
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if (Expressions.compare(amount, operator, operand) )
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return false;
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}
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if (combat != null && attacker.hasKeyword("CARDNAME can't be blocked " +
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"unless all creatures defending player controls block it.")) {
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Player defender = combat.getDefenderPlayerByAttacker(attacker);
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if (defender == null) {
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// TODO: a better fix is needed here (to prevent a hard NPE, e.g. when the AI attacks with Tromokratis).
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System.out.println("Warning: defender was 'null' in CombatUtil::canAttackerBeBlockedWithAmount for the card " + attacker + ", attempting to deduce defender.");
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defender = combat.getDefendingPlayers().getFirst();
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if (defender == null) {
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System.out.println("Warning: it was impossible to deduce the defending player in CombatUtil#canAttackerBeBlockedWithAmount, returning 'true' (safest default).");
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return true;
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}
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}
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if (defender != null && attacker.hasKeyword("CARDNAME can't be blocked unless all creatures defending player controls block it.")) {
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return amount >= defender.getCreaturesInPlay().size();
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}
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Block a user