- Some more work on attack/block trades [experimental].

This commit is contained in:
Agetian
2017-09-04 12:18:06 +00:00
parent bbc3a75e4a
commit ebb06b34b0
7 changed files with 24 additions and 1 deletions

View File

@@ -588,15 +588,19 @@ public class AiAttackController {
return;
}
// Aggro options
boolean playAggro = false;
int chanceToAttackToTrade = 0;
boolean tradeIfTappedOut = false;
int extraChanceIfOppHasMana = 0;
if (ai.getController().isAI()) {
AiController aic = ((PlayerControllerAi) ai.getController()).getAi();
playAggro = aic.getBooleanProperty(AiProps.PLAY_AGGRO);
chanceToAttackToTrade = aic.getIntProperty(AiProps.CHANCE_TO_ATTACK_INTO_TRADE);
tradeIfTappedOut = aic.getBooleanProperty(AiProps.ATTACK_INTO_TRADE_WHEN_TAPPED_OUT);
extraChanceIfOppHasMana = aic.getIntProperty(AiProps.CHANCE_TO_ATKTRADE_WHEN_OPP_HAS_MANA);
}
final boolean bAssault = this.doAssault(ai);
// TODO: detect Lightmine Field by presence of a card with a specific trigger
final boolean lightmineField = ComputerUtilCard.isPresentOnBattlefield(ai.getGame(), "Lightmine Field");
@@ -924,7 +928,8 @@ public class AiAttackController {
&& defendingOpponent != null
&& ComputerUtil.countUsefulCreatures(ai) > ComputerUtil.countUsefulCreatures(defendingOpponent)
&& ai.getLife() > defendingOpponent.getLife()
&& (ComputerUtilMana.getAvailableManaEstimate(ai) > 0) || tradeIfTappedOut) {
&& (ComputerUtilMana.getAvailableManaEstimate(ai) > 0) || tradeIfTappedOut
&& (ComputerUtilMana.getAvailableManaEstimate(defendingOpponent) == 0) || MyRandom.percentTrue(extraChanceIfOppHasMana)) {
this.aiAggression = 4; // random (chance-based) attack expecting to trade or damage player.
} else if (ratioDiff >= 0 && this.attackers.size() > 1) {
this.aiAggression = 3; // attack expecting to make good trades or damage player.

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@@ -38,6 +38,7 @@ public enum AiProps { /** */
PLAY_AGGRO ("false"),
CHANCE_TO_ATTACK_INTO_TRADE ("40"), /** */
ATTACK_INTO_TRADE_WHEN_TAPPED_OUT ("false"), /** */
CHANCE_TO_ATKTRADE_WHEN_OPP_HAS_MANA ("0"), /** */
TRY_TO_HOLD_COMBAT_TRICKS_UNTIL_BLOCK ("false"), /** */
CHANCE_TO_HOLD_COMBAT_TRICKS_UNTIL_BLOCK ("30"), /** */
ENABLE_RANDOM_FAVORABLE_TRADES_ON_BLOCK ("false"), /** */

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@@ -1236,6 +1236,7 @@ public class ComputerUtilCard {
}
chance += threat;
// -- Hold combat trick (the AI will try to delay the pump until Declare Blockers) --
// Enable combat trick mode only in case it's a pure buff spell in hand with no keywords or with Trample,
// First Strike, or Double Strike, otherwise the AI is unlikely to cast it or it's too late to
// cast it during Declare Blockers, thus ruining its attacker

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@@ -12,6 +12,10 @@ CHANCE_TO_ATTACK_INTO_TRADE=0
# is globally enabled). If disabled, the non-aggro AI will only attack into trades when it has mana open, thus having a chance
# to "bluff" (or use, if available) combat tricks at the same time.
ATTACK_INTO_TRADE_WHEN_TAPPED_OUT=false
# When above zero, the AI will attack into trading options when the opponent is not tapped out, thus risking getting an
# unexpected combat trick or ability activation. Note that this chance is rolled separately after CHANCE_TO_ATTACK_INTO_TRADE
# has already succeeded.
CHANCE_TO_ATKTRADE_WHEN_OPP_HAS_MANA=0
# When enabled, the AI will use Berserk on offense to try to severely damage the opponent at the expense of the creature
USE_BERSERK_AGGRESSIVELY=false
# 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
# is globally enabled). If disabled, the non-aggro AI will only attack into trades when it has mana open, thus having a chance
# to "bluff" (or use, if available) combat tricks at the same time.
ATTACK_INTO_TRADE_WHEN_TAPPED_OUT=false
# When above zero, the AI will attack into trading options when the opponent is not tapped out, thus risking getting an
# unexpected combat trick or ability activation. Note that this chance is rolled separately after CHANCE_TO_ATTACK_INTO_TRADE
# has already succeeded.
CHANCE_TO_ATKTRADE_WHEN_OPP_HAS_MANA=0
# When enabled, the AI will use Berserk on offense to try to severely damage the opponent at the expense of the creature
USE_BERSERK_AGGRESSIVELY=false
# Try to hold combat tricks until blockers are declared in an attempt to trick the opponent into blocking a weak creature

View File

@@ -12,6 +12,10 @@ CHANCE_TO_ATTACK_INTO_TRADE=40
# is globally enabled). If disabled, the non-aggro AI will only attack into trades when it has mana open, thus having a chance
# to "bluff" (or use, if available) combat tricks at the same time.
ATTACK_INTO_TRADE_WHEN_TAPPED_OUT=false
# When above zero, the AI will attack into trading options when the opponent is not tapped out, thus risking getting an
# unexpected combat trick or ability activation. Note that this chance is rolled separately after CHANCE_TO_ATTACK_INTO_TRADE
# has already succeeded.
CHANCE_TO_ATKTRADE_WHEN_OPP_HAS_MANA=10
# When enabled, the AI will use Berserk on offense to try to severely damage the opponent at the expense of the creature
USE_BERSERK_AGGRESSIVELY=true
# Try to hold combat tricks until blockers are declared in an attempt to trick the opponent into blocking a weak creature

View File

@@ -12,6 +12,10 @@ CHANCE_TO_ATTACK_INTO_TRADE=100
# is globally enabled). If disabled, the non-aggro AI will only attack into trades when it has mana open, thus having a chance
# to "bluff" (or use, if available) combat tricks at the same time.
ATTACK_INTO_TRADE_WHEN_TAPPED_OUT=true
# When above zero, the AI will attack into trading options when the opponent is not tapped out, thus risking getting an
# unexpected combat trick or ability activation. Note that this chance is rolled separately after CHANCE_TO_ATTACK_INTO_TRADE
# has already succeeded.
CHANCE_TO_ATKTRADE_WHEN_OPP_HAS_MANA=35
# When enabled, the AI will use Berserk on offense to try to severely damage the opponent at the expense of the creature
USE_BERSERK_AGGRESSIVELY=true
# Try to hold combat tricks until blockers are declared in an attempt to trick the opponent into blocking a weak creature