*Added support for Partial Paris Mulligan.

This commit is contained in:
Hellfish
2013-04-02 19:13:44 +00:00
parent 3e0cd0ad44
commit f760d39e7e
3 changed files with 238 additions and 1 deletions

1
.gitattributes vendored
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@@ -13842,6 +13842,7 @@ src/main/java/forge/control/input/InputCleanup.java svneol=native#text/plain
src/main/java/forge/control/input/InputControl.java svneol=native#text/plain
src/main/java/forge/control/input/InputLockUI.java -text
src/main/java/forge/control/input/InputMulligan.java svneol=native#text/plain
src/main/java/forge/control/input/InputPartialParisMulligan.java -text
src/main/java/forge/control/input/InputPassPriority.java svneol=native#text/plain
src/main/java/forge/control/input/InputPayManaBase.java -text
src/main/java/forge/control/input/InputPayManaExecuteCommands.java svneol=native#text/plain

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@@ -116,8 +116,10 @@ public class InputControl extends MyObservable implements java.io.Serializable {
*/
public final Input getActualInput(GameState game) {
if ( !game.hasMulliganned() )
{
return new InputMulligan(Singletons.getModel().getMatch(), Singletons.getControl().getPlayer());
//return new InputPartialParisMulligan(Singletons.getModel().getMatch(), Singletons.getControl().getPlayer());
}
final PhaseHandler handler = game.getPhaseHandler();
final PhaseType phase = handler.getPhase();
final Player playerTurn = handler.getPlayerTurn();

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@@ -0,0 +1,234 @@
/*
* Forge: Play Magic: the Gathering.
* Copyright (C) 2011 Forge Team
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
package forge.control.input;
import java.util.ArrayList;
import java.util.List;
import com.google.common.collect.Iterables;
import forge.Card;
import forge.CardPredicates;
import forge.FThreads;
import forge.card.ability.AbilityFactory;
import forge.card.spellability.SpellAbility;
import forge.game.GameAction;
import forge.game.GameState;
import forge.game.GameType;
import forge.game.MatchController;
import forge.game.ai.ComputerUtil;
import forge.game.player.AIPlayer;
import forge.game.player.Player;
import forge.game.zone.Zone;
import forge.game.zone.ZoneType;
import forge.gui.GuiDialog;
import forge.gui.framework.SDisplayUtil;
import forge.gui.match.CMatchUI;
import forge.gui.match.nonsingleton.VField;
import forge.gui.match.views.VMessage;
import forge.view.ButtonUtil;
/**
* <p>
* InputMulligan class.
* </p>
*
* @author Forge
* @version $Id: InputMulligan.java 20698 2013-04-01 09:56:12Z Max mtg $
*/
public class InputPartialParisMulligan extends InputBase {
/** Constant <code>serialVersionUID=-8112954303001155622L</code>. */
private static final long serialVersionUID = -8112954303001155622L;
private final MatchController match;
private final List<Card> lastExiled = new ArrayList<Card>();
public InputPartialParisMulligan(MatchController match0, Player humanPlayer) {
super(humanPlayer);
match = match0;
}
/** {@inheritDoc} */
@Override
public final void showMessage() {
ButtonUtil.setButtonText("Done", "Exile");
ButtonUtil.enableOnlyOk();
GameState game = match.getCurrentGame();
Player startingPlayer = game.getPhaseHandler().getPlayerTurn();
StringBuilder sb = new StringBuilder();
sb.append(startingPlayer.getName()).append(" is going first. ");
if (!startingPlayer.equals(player)) {
sb.append("You are going ").append(game.getOrdinalPosition(player, startingPlayer)).append(". ");
}
sb.append("Do you want to Mulligan?");
showMessage(sb.toString());
}
/** {@inheritDoc} */
@Override
public final void selectButtonOK() {
this.end();
}
/** {@inheritDoc} */
@Override
public final void selectButtonCancel() {
for(Card c : lastExiled)
{
match.getCurrentGame().action.exile(c);
}
player.drawCards(lastExiled.size()-1);
lastExiled.clear();
if (player.getCardsIn(ZoneType.Hand).isEmpty()) {
this.end();
} else {
ButtonUtil.enableAllFocusOk();
}
}
final void end() {
final GameState game = match.getCurrentGame();
// Computer mulligan
//TODO: How should AI approach Partial Paris?
/*
for (Player p : game.getPlayers()) {
if (!(p instanceof AIPlayer)) {
continue;
}
AIPlayer ai = (AIPlayer) p;
while (ComputerUtil.wantMulligan(ai)) {
ai.doMulligan();
}
}*/
// Human Leylines & Chancellors
ButtonUtil.reset();
final GameAction ga = game.getAction();
for (Player p : game.getPlayers()) {
final List<Card> openingHand = new ArrayList<Card>(p.getCardsIn(ZoneType.Hand));
for (final Card c : openingHand) {
if (p.isHuman()) {
for (String kw : c.getKeyword()) {
if (kw.startsWith("MayEffectFromOpeningHand")) {
final String effName = kw.split(":")[1];
final SpellAbility effect = AbilityFactory.getAbility(c.getSVar(effName), c);
if (GuiDialog.confirm(c, "Use " + c +"'s ability?")) {
// If we ever let the AI memorize cards in the players
// hand, this would be a place to do so.
game.getActionPlay().playSpellAbilityNoStack(p, effect);
}
}
}
if (c.getName().startsWith("Leyline of")) {
if (GuiDialog.confirm(c, "Use " + c + "'s ability?")) {
ga.moveToPlay(c);
}
}
} else { // Computer Leylines & Chancellors
if (!c.getName().startsWith("Leyline of")) {
for (String kw : c.getKeyword()) {
if (kw.startsWith("MayEffectFromOpeningHand")) {
final String effName = kw.split(":")[1];
final SpellAbility effect = AbilityFactory.getAbility(c.getSVar(effName), c);
// Is there a better way for the AI to decide this?
if (effect.doTrigger(false, (AIPlayer)p)) {
GuiDialog.message("Computer reveals " + c.getName() + "(" + c.getUniqueNumber() + ").");
ComputerUtil.playNoStack((AIPlayer)p, effect, game);
}
}
}
}
if (c.getName().startsWith("Leyline of")
&& !(c.getName().startsWith("Leyline of Singularity")
&& (Iterables.any(game.getCardsIn(ZoneType.Battlefield), CardPredicates.nameEquals("Leyline of Singularity"))))) {
ga.moveToPlay(c);
//ga.checkStateEffects();
}
}
}
}
ga.checkStateEffects();
Player next = game.getPhaseHandler().getPlayerTurn();
if(game.getType() == GameType.Planechase)
{
next.initPlane();
}
//Set Field shown to current player.
VField nextField = CMatchUI.SINGLETON_INSTANCE.getFieldViewFor(next);
SDisplayUtil.showTab(nextField);
game.setMulliganned(true);
FThreads.invokeInNewThread( new Runnable() {
@Override
public void run() {
match.getInput().clearInput();
}
});
}
@Override
public void selectCard(Card c0) {
if(lastExiled.contains(c0))
{
lastExiled.remove(c0);
c0.setUsedToPay(false);
return;
}
Zone z0 = match.getCurrentGame().getZoneOf(c0);
if (c0.getName().equals("Serum Powder") && z0.is(ZoneType.Hand)) {
if (GuiDialog.confirm(c0, "Use " + c0.getName() + "'s ability?")) {
List<Card> hand = new ArrayList<Card>(c0.getController().getCardsIn(ZoneType.Hand));
for (Card c : hand) {
match.getCurrentGame().getAction().exile(c);
}
c0.getController().drawCards(hand.size());
}
else
{
lastExiled.add(c0);
c0.setUsedToPay(true);
}
} else {
lastExiled.add(c0);
c0.setUsedToPay(true);
}
if(lastExiled.size() > 0)
ButtonUtil.enableAllFocusOk();
else
ButtonUtil.enableOnlyOk();
}
}