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- Some more work on attack/block trades [experimental].
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@@ -588,15 +588,19 @@ public class AiAttackController {
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return;
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}
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// Aggro options
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boolean playAggro = false;
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int chanceToAttackToTrade = 0;
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boolean tradeIfTappedOut = false;
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int extraChanceIfOppHasMana = 0;
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if (ai.getController().isAI()) {
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AiController aic = ((PlayerControllerAi) ai.getController()).getAi();
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playAggro = aic.getBooleanProperty(AiProps.PLAY_AGGRO);
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chanceToAttackToTrade = aic.getIntProperty(AiProps.CHANCE_TO_ATTACK_INTO_TRADE);
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tradeIfTappedOut = aic.getBooleanProperty(AiProps.ATTACK_INTO_TRADE_WHEN_TAPPED_OUT);
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extraChanceIfOppHasMana = aic.getIntProperty(AiProps.CHANCE_TO_ATKTRADE_WHEN_OPP_HAS_MANA);
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}
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final boolean bAssault = this.doAssault(ai);
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// TODO: detect Lightmine Field by presence of a card with a specific trigger
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final boolean lightmineField = ComputerUtilCard.isPresentOnBattlefield(ai.getGame(), "Lightmine Field");
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@@ -924,7 +928,8 @@ public class AiAttackController {
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&& defendingOpponent != null
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&& ComputerUtil.countUsefulCreatures(ai) > ComputerUtil.countUsefulCreatures(defendingOpponent)
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&& ai.getLife() > defendingOpponent.getLife()
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&& (ComputerUtilMana.getAvailableManaEstimate(ai) > 0) || tradeIfTappedOut) {
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&& (ComputerUtilMana.getAvailableManaEstimate(ai) > 0) || tradeIfTappedOut
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&& (ComputerUtilMana.getAvailableManaEstimate(defendingOpponent) == 0) || MyRandom.percentTrue(extraChanceIfOppHasMana)) {
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this.aiAggression = 4; // random (chance-based) attack expecting to trade or damage player.
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} else if (ratioDiff >= 0 && this.attackers.size() > 1) {
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this.aiAggression = 3; // attack expecting to make good trades or damage player.
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@@ -38,6 +38,7 @@ public enum AiProps { /** */
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PLAY_AGGRO ("false"),
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CHANCE_TO_ATTACK_INTO_TRADE ("40"), /** */
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ATTACK_INTO_TRADE_WHEN_TAPPED_OUT ("false"), /** */
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CHANCE_TO_ATKTRADE_WHEN_OPP_HAS_MANA ("0"), /** */
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TRY_TO_HOLD_COMBAT_TRICKS_UNTIL_BLOCK ("false"), /** */
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CHANCE_TO_HOLD_COMBAT_TRICKS_UNTIL_BLOCK ("30"), /** */
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ENABLE_RANDOM_FAVORABLE_TRADES_ON_BLOCK ("false"), /** */
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@@ -1236,6 +1236,7 @@ public class ComputerUtilCard {
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}
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chance += threat;
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// -- Hold combat trick (the AI will try to delay the pump until Declare Blockers) --
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// Enable combat trick mode only in case it's a pure buff spell in hand with no keywords or with Trample,
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// First Strike, or Double Strike, otherwise the AI is unlikely to cast it or it's too late to
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// cast it during Declare Blockers, thus ruining its attacker
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@@ -12,6 +12,10 @@ CHANCE_TO_ATTACK_INTO_TRADE=0
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# is globally enabled). If disabled, the non-aggro AI will only attack into trades when it has mana open, thus having a chance
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# to "bluff" (or use, if available) combat tricks at the same time.
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ATTACK_INTO_TRADE_WHEN_TAPPED_OUT=false
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# When above zero, the AI will attack into trading options when the opponent is not tapped out, thus risking getting an
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# unexpected combat trick or ability activation. Note that this chance is rolled separately after CHANCE_TO_ATTACK_INTO_TRADE
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# has already succeeded.
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CHANCE_TO_ATKTRADE_WHEN_OPP_HAS_MANA=0
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# When enabled, the AI will use Berserk on offense to try to severely damage the opponent at the expense of the creature
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USE_BERSERK_AGGRESSIVELY=false
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# Try to hold combat tricks until blockers are declared in an attempt to trick the opponent into blocking a weak creature
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@@ -12,6 +12,10 @@ CHANCE_TO_ATTACK_INTO_TRADE=0
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# is globally enabled). If disabled, the non-aggro AI will only attack into trades when it has mana open, thus having a chance
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# to "bluff" (or use, if available) combat tricks at the same time.
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ATTACK_INTO_TRADE_WHEN_TAPPED_OUT=false
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# When above zero, the AI will attack into trading options when the opponent is not tapped out, thus risking getting an
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# unexpected combat trick or ability activation. Note that this chance is rolled separately after CHANCE_TO_ATTACK_INTO_TRADE
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# has already succeeded.
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CHANCE_TO_ATKTRADE_WHEN_OPP_HAS_MANA=0
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# When enabled, the AI will use Berserk on offense to try to severely damage the opponent at the expense of the creature
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USE_BERSERK_AGGRESSIVELY=false
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# Try to hold combat tricks until blockers are declared in an attempt to trick the opponent into blocking a weak creature
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@@ -12,6 +12,10 @@ CHANCE_TO_ATTACK_INTO_TRADE=40
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# is globally enabled). If disabled, the non-aggro AI will only attack into trades when it has mana open, thus having a chance
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# to "bluff" (or use, if available) combat tricks at the same time.
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ATTACK_INTO_TRADE_WHEN_TAPPED_OUT=false
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# When above zero, the AI will attack into trading options when the opponent is not tapped out, thus risking getting an
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# unexpected combat trick or ability activation. Note that this chance is rolled separately after CHANCE_TO_ATTACK_INTO_TRADE
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# has already succeeded.
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CHANCE_TO_ATKTRADE_WHEN_OPP_HAS_MANA=10
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# When enabled, the AI will use Berserk on offense to try to severely damage the opponent at the expense of the creature
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USE_BERSERK_AGGRESSIVELY=true
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# Try to hold combat tricks until blockers are declared in an attempt to trick the opponent into blocking a weak creature
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@@ -12,6 +12,10 @@ CHANCE_TO_ATTACK_INTO_TRADE=100
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# is globally enabled). If disabled, the non-aggro AI will only attack into trades when it has mana open, thus having a chance
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# to "bluff" (or use, if available) combat tricks at the same time.
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ATTACK_INTO_TRADE_WHEN_TAPPED_OUT=true
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# When above zero, the AI will attack into trading options when the opponent is not tapped out, thus risking getting an
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# unexpected combat trick or ability activation. Note that this chance is rolled separately after CHANCE_TO_ATTACK_INTO_TRADE
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# has already succeeded.
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CHANCE_TO_ATKTRADE_WHEN_OPP_HAS_MANA=35
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# When enabled, the AI will use Berserk on offense to try to severely damage the opponent at the expense of the creature
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USE_BERSERK_AGGRESSIVELY=true
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# Try to hold combat tricks until blockers are declared in an attempt to trick the opponent into blocking a weak creature
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