Myrd
d5d8e9a11a
Tweak logic for holding off playing creature spells for M2 so that instant/sorceries aren't unfairly selected for M1, in simulation AI.
2015-02-07 01:09:18 +00:00
Myrd
2c25351a2e
Fix ETB effects not triggering during simulation and add a test.
2015-02-06 04:06:11 +00:00
Myrd
7a5c8fd61f
Move USE_SIMULATION boolean to AIController class.
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Otherwise, with the previous set up, if simulation code returned null (= "don't play anything"), the regular AI code would then choose something to play.
2015-02-06 03:02:03 +00:00
Myrd
ac81b60a1d
Count cards beyond max hand size for less.
2015-02-06 02:48:30 +00:00
Myrd
4819c1e03d
Fix activator being clobbered up during simulation.
2015-02-05 04:21:50 +00:00
Myrd
8b40da32de
Print more info about targets chosen during simulation.
2015-02-05 04:14:23 +00:00
Myrd
be8b250d27
Making the simulation AI less eager to play instants during early phases.
2015-02-05 03:41:23 +00:00
Myrd
392e8e7008
Fix game copy error with equipment.
2015-02-05 02:52:15 +00:00
Myrd
8d5706b36e
Fix copying game with static effects to not double count them along with expanded tests for this.
2015-02-03 04:43:40 +00:00
Myrd
2696f75f16
Add a text file with some high-level TODOs for the AI simulation framework.
2015-02-01 18:03:21 +00:00
Agetian
7f16ada195
- For now, set USE_SIMULATION to false for the default AI configuration in snapshots (I assume it was turned on in r28764 accidentally... if I'm wrong please let me know or feel free to revert)
2015-02-01 05:24:23 +00:00
Myrd
6db238833d
Make simulation AI play creatures in MAIN2 unless they have haste or give bonuses in other ways.
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Also, properly handle summoning sickness when copying game state.
2015-02-01 01:56:33 +00:00
Chris
9618b85dc0
Checking in the pom.xml.releaseBackup files which failed to be checked in when the maven goal ended.
2015-02-01 01:45:18 +00:00
Myrd
58b2e2b24a
Add first unit test for game simulation AI - tests the fix for activations of ability triggers from my last commit.
2015-01-31 19:02:37 +00:00
Myrd
8dedbf083d
Fix package name.
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Also, fix cast triggers not resolving during simulation.
2015-01-31 17:30:50 +00:00
Agetian
3d1f812a26
- Removed debug spam that I forgot to take out.
2015-01-31 15:17:25 +00:00
Agetian
92b3dd38c2
- Fixed a bug that prevented the AI from using pump creatures correctly.
2015-01-31 15:16:53 +00:00
Chris
3fd3b876d4
[maven-release-plugin] prepare for next development iteration
2015-01-31 15:00:24 +00:00
Chris
87d8d96c7d
[maven-release-plugin] prepare release forge-1.5.34
2015-01-31 15:00:17 +00:00
Agetian
62657532ef
Reverting 28752 as requested by Chris
2015-01-31 05:21:08 +00:00
Chris
0ea0288f72
test commit
2015-01-30 23:33:39 +00:00
Myrd
48e20a9b67
Remove assumption about having a single opponent in game scoring function for AI simulation.
2015-01-29 03:56:28 +00:00
Myrd
e332b383e9
Reduce some spam in simulation AI:
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- Don't evaluate mana abilities.
- Produce a diff of the game eval state instead of printing out two full sets.
- Cut down on some extra evaluations.
2015-01-29 03:35:24 +00:00
Myrd
4e7565dd2a
Create a LobbyPlayerAI when simulating, so that UI elements don't pop up to the human.
2015-01-29 03:02:31 +00:00
Myrd
e22029463d
Commit initial version of experimental AI simulation code.
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It's disabled by default. Set SpellAbilityPicker.USE_SIMULATION = true to enable.
It's nowhere near complete and there are still tons of issues to work out, but it works a lot of the time.
2015-01-29 00:27:02 +00:00
elcnesh
92b80c69ff
Refactoring changes and other updates:
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- Completely refactor continuous static effects. Layers are now implemented properly in the sense that every effect applies the relevant parts in the relevant layer, while locking in the set of cards to which it applies.
- Refactor the (un)freezing of Trackable objects to a per-game Tracker object rather than static methods, to allow multiple games hosted on the same machine.
- Refactor the changing of card colours to match other parts of the code (like type and P/T changing) more closely. Also get rid of some static parameters in that code.
- Some changes in how split cards on the stack are handled to make them more robust.
- Some more minor changes/cleanup.
2015-01-26 10:41:06 +00:00
Sloth
b30939d14d
- Updated some AI SVars of FRF cards.
2015-01-25 09:43:50 +00:00
Sloth
a8c4e0f83e
- Improved AI using Sultai Emissary and Ethereal Ambush.
2015-01-24 13:21:11 +00:00
Sol
16a4ee3dc9
- Adding basic AI for Manifest cards
2015-01-23 22:24:52 +00:00
Krazy
7e4cd4b717
[maven-release-plugin] prepare for next development iteration
2015-01-23 03:50:25 +00:00
Krazy
141a20570b
[maven-release-plugin] prepare release forge-1.5.33
2015-01-23 03:50:15 +00:00
Sol
e576dbcf93
- AI will no longer cast Bolster with no creatures on the BF
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- Manifest Ability can't be activated if the original card isn't a creature
2015-01-18 17:00:03 +00:00
excessum
96bc050509
- AI will not use Dash if it can cast the creature normally
2015-01-18 02:00:21 +00:00
excessum
a32272a0d8
- AI will only use Dash if the creature is attacking
2015-01-18 01:48:02 +00:00
Myrd
47a3a173b6
Refactor helper function.
2015-01-16 03:35:52 +00:00
Myrd
03631aef2e
Fix indentation.
2015-01-16 03:31:48 +00:00
swordshine
997d8795a5
- FRF: Added Tasigui, the Golden Fang and Diplomacy of the Wastes
2015-01-14 05:18:27 +00:00
swordshine
ed444c2705
- FRF: Added Grim Contest
2015-01-12 14:14:18 +00:00
Chris
cfe726e14a
update poms to 1.5.33
2015-01-08 03:25:07 +00:00
Myrd
2853af3a10
Support saving/restoring game state that has creature tokens.
2015-01-03 19:15:44 +00:00
Myrd
c2904fa2aa
More visitors for keywords and merge duplicate keyword amount methods.
2014-12-31 03:57:16 +00:00
swordshine
ff26173d64
- FRF: Added Kolaghan, the Storm's Fury (Keyword: Dash)
2014-12-30 10:54:52 +00:00
Myrd
bf34aec4fc
Get rid of global static Card cache and hang it off the Game instead.
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This paves the way for having multiple simulataneous game objects (e.g. for simulation).
2014-12-28 16:31:23 +00:00
Myrd
0d53b46c91
Support saving/restoring empty zones.
2014-12-18 16:40:38 +00:00
Myrd
af3c5459c3
Move GameState class to AI project, where it can be used both by the human AI as it is now, and (in the future) by the AI, to help with simulating / restoring game state.
2014-12-18 16:11:10 +00:00
Myrd
6be85a1741
Fix shard sort order when deciding if a mana cost is payable.
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Prior to this change, the logic would conclude that a {1}{W} cost is not payable with an untapped Scoured Barrens (w/b) and Jungle Hollow (b/g) on the field.
The code is unfortunately too tangled (has too many dependencies) to write a unit test for this. Ideally, we should refactor so it wouldn't depend on the player, etc and just take parameters that can be fed test data.
2014-12-16 20:26:41 +00:00
Myrd
8c25bfd8b7
Refactor duplicated logic into a function.
2014-12-16 20:04:57 +00:00
elcnesh
6de61cb9a6
Code cleanup: make a lot of methods static and remove some unnecessary interface implements and casts.
2014-12-10 18:40:19 +00:00
elcnesh
ea23bb33b2
Codechanges and lots of fixes related to playing other player's cards from exile.
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- Cards now keep track of who's allowed to cast them, fixing possible issues in multiplayer.
- Face-down cards can now be properly looked at when allowed to by a static ability.
- Improve support for casting a face-down exiled card in general.
- Add Shared Fate (including AI support).
2014-12-03 08:49:49 +00:00
drdev
5eeb302ce8
Add activate callbacks for zoom view
2014-11-30 07:05:40 +00:00