mirror of
https://github.com/Card-Forge/forge.git
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199 lines
7.3 KiB
Java
199 lines
7.3 KiB
Java
/*
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* Forge: Play Magic: the Gathering.
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* Copyright (C) 2011 Forge Team
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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package forge.control.input;
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import java.util.ArrayList;
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import java.util.List;
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import com.google.common.collect.Iterables;
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import forge.Card;
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import forge.CardLists;
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import forge.CardPredicates;
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import forge.GameAction;
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import forge.GameActionUtil;
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import forge.Singletons;
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import forge.card.abilityfactory.AbilityFactory;
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import forge.card.spellability.SpellAbility;
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import forge.game.GameState;
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import forge.game.player.ComputerUtil;
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import forge.game.player.Player;
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import forge.game.zone.PlayerZone;
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import forge.game.zone.ZoneType;
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import forge.gui.framework.SDisplayUtil;
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import forge.gui.match.CMatchUI;
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import forge.gui.match.VMatchUI;
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import forge.gui.match.views.VMessage;
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import forge.view.ButtonUtil;
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/**
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* <p>
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* InputMulligan class.
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* </p>
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*
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* @author Forge
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* @version $Id$
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*/
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public class InputMulligan extends Input {
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/** Constant <code>serialVersionUID=-8112954303001155622L</code>. */
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private static final long serialVersionUID = -8112954303001155622L;
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private static final int AI_MULLIGAN_THRESHOLD = 5;
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/** {@inheritDoc} */
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@Override
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public final void showMessage() {
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ButtonUtil.enableAll();
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VMatchUI.SINGLETON_INSTANCE.getBtnOK().setText("No");
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VMatchUI.SINGLETON_INSTANCE.getBtnCancel().setText("Yes");
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final String str =
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(Singletons.getModel().getGame().getPhaseHandler().getPlayerTurn().equals(Singletons.getControl().getPlayer())
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? "You're going first. " : "The computer is going first. ");
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CMatchUI.SINGLETON_INSTANCE.showMessage(str + "Do you want to Mulligan?");
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}
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/** {@inheritDoc} */
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@Override
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public final void selectButtonOK() {
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this.end();
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}
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/** {@inheritDoc} */
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@Override
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public final void selectButtonCancel() {
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final Player humanPlayer = Singletons.getControl().getPlayer();
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final int newHand = humanPlayer.doMulligan();
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if (newHand == 0) {
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this.end();
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}
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} // selectButtonOK()
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final void end() {
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GameState game = Singletons.getModel().getGame();
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// Computer mulligan
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for (Player ai : game.getPlayers()) {
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if ( ai.isHuman() ) continue;
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boolean aiTakesMulligan = true;
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// Computer mulligans if there are no cards with converted mana cost of
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// 0 in its hand
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while (aiTakesMulligan) {
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final List<Card> handList = ai.getCardsIn(ZoneType.Hand);
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final boolean hasLittleCmc0Cards = CardLists.getValidCards(handList, "Card.cmcEQ0", ai, null).size() < 2;
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aiTakesMulligan = (handList.size() > InputMulligan.AI_MULLIGAN_THRESHOLD) && hasLittleCmc0Cards;
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if (aiTakesMulligan) {
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ai.doMulligan();
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}
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}
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}
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// Human Leylines & Chancellors
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ButtonUtil.reset();
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final AbilityFactory af = new AbilityFactory();
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final GameAction ga = game.getAction();
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for (Player p : game.getPlayers()) {
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final List<Card> openingHand = p.getCardsIn(ZoneType.Hand);
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for (final Card c : openingHand) {
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if ( p.isHuman() ) {
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final ArrayList<String> kws = c.getKeyword();
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for (int i = 0; i < kws.size(); i++) {
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final String kw = kws.get(i);
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if (kw.startsWith("MayEffectFromOpeningHand")) {
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final String effName = kw.split(":")[1];
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final SpellAbility effect = af.getAbility(c.getSVar(effName), c);
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if (GameActionUtil.showYesNoDialog(c, "Use this card's ability?")) {
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// If we ever let the AI memorize cards in the players
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// hand, this would be a place to do so.
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ga.playSpellAbilityNoStack(effect, false);
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}
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}
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}
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if (c.getName().startsWith("Leyline")) {
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if (GameActionUtil.showYesNoDialog(c, "Use this card's ability?")) {
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ga.moveToPlay(c);
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}
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}
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} else { // Computer Leylines & Chancellors
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if (!c.getName().startsWith("Leyline")) {
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final ArrayList<String> kws = c.getKeyword();
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for (int i = 0; i < kws.size(); i++) {
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final String kw = kws.get(i);
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if (kw.startsWith("MayEffectFromOpeningHand")) {
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final String effName = kw.split(":")[1];
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final SpellAbility effect = af.getAbility(c.getSVar(effName), c);
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// Is there a better way for the AI to decide this?
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if (effect.doTrigger(false)) {
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GameActionUtil.showInfoDialg("Computer reveals " + c.getName() + "(" + c.getUniqueNumber() + ").");
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ComputerUtil.playNoStack(p, effect);
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}
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}
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}
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}
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if (c.getName().startsWith("Leyline") && !(c.getName().startsWith("Leyline of Singularity") &&
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(Iterables.any(game.getCardsIn(ZoneType.Battlefield), CardPredicates.nameEquals("Leyline of Singularity"))))) {
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ga.moveToPlay(c);
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//ga.checkStateEffects();
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}
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}
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}
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}
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// I expect bugs here - it is noone's turn yet.
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ga.checkStateEffects();
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Singletons.getModel().getMatch().getInput().clearInput();
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// was added to stack... =(
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this.stop();
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// move to upkeep of 1st player
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//game.getPhaseHandler().nextPhase();
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}
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@Override
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public void selectCard(Card c0, PlayerZone z0) {
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if (c0.getName().equals("Serum Powder") && z0.is(ZoneType.Hand)) {
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if (GameActionUtil.showYesNoDialog(c0, "Use " + c0.getName() + "'s ability?")) {
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List<Card> hand = new ArrayList<Card>(c0.getController().getCardsIn(ZoneType.Hand));
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for (Card c : hand) {
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Singletons.getModel().getGame().getAction().exile(c);
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}
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c0.getController().drawCards(hand.size());
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}
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} else {
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SDisplayUtil.remind(VMessage.SINGLETON_INSTANCE);
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}
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}
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}
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