mirror of
https://github.com/correl/mage.git
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parent
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commit
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1 changed files with 0 additions and 723 deletions
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package mage.player.ai;
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import mage.abilities.Ability;
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import mage.abilities.ActivatedAbility;
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import mage.abilities.common.PassAbility;
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import mage.abilities.effects.Effect;
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import mage.abilities.effects.SearchEffect;
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import mage.cards.Cards;
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import mage.choices.Choice;
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import mage.constants.Outcome;
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import mage.constants.PhaseStep;
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import mage.constants.RangeOfInfluence;
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import mage.game.Game;
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import mage.game.combat.Combat;
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import mage.game.combat.CombatGroup;
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import mage.game.events.GameEvent;
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import mage.game.permanent.Permanent;
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import mage.game.stack.StackAbility;
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import mage.game.stack.StackObject;
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import mage.game.turn.*;
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import mage.players.Player;
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import mage.target.Target;
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import mage.target.TargetCard;
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import org.apache.log4j.Logger;
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import java.util.*;
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import java.util.concurrent.*;
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/**
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*
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* @author BetaSteward_at_googlemail.com
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*/
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public class ComputerPlayer2 extends ComputerPlayer implements Player {
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private static final Logger logger = Logger.getLogger(ComputerPlayer2.class);
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private static final ExecutorService pool = Executors.newFixedThreadPool(1);
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protected int maxDepth;
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protected int maxNodes;
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protected int maxThink;
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protected int nodeCount = 0;
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protected long thinkTime = 0;
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protected transient LinkedList<Ability> actions = new LinkedList<>();
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protected transient List<UUID> targets = new ArrayList<>();
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protected transient List<String> choices = new ArrayList<>();
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protected transient Combat combat;
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protected int currentScore;
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protected transient SimulationNode root;
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public ComputerPlayer2(String name, RangeOfInfluence range, int skill) {
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super(name, range);
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maxDepth = skill * 2;
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maxThink = skill * 3;
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maxNodes = Config.maxNodes;
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}
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public ComputerPlayer2(final ComputerPlayer2 player) {
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super(player);
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this.maxDepth = player.maxDepth;
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this.currentScore = player.currentScore;
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if (player.combat != null) {
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this.combat = player.combat.copy();
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}
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this.actions.addAll(player.actions);
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this.targets.addAll(player.targets);
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this.choices.addAll(player.choices);
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}
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@Override
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public ComputerPlayer2 copy() {
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return new ComputerPlayer2(this);
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}
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@Override
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public boolean priority(Game game) {
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logState(game);
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game.getState().setPriorityPlayerId(playerId);
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game.firePriorityEvent(playerId);
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switch (game.getTurn().getStepType()) {
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case UPKEEP:
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case DRAW:
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pass(game);
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return false;
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case PRECOMBAT_MAIN:
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case BEGIN_COMBAT:
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case DECLARE_ATTACKERS:
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case DECLARE_BLOCKERS:
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case FIRST_COMBAT_DAMAGE:
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case COMBAT_DAMAGE:
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case END_COMBAT:
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case POSTCOMBAT_MAIN:
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if (actions.isEmpty()) {
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calculateActions(game);
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}
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act(game);
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return true;
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case END_TURN:
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case CLEANUP:
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pass(game);
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return false;
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}
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return false;
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}
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protected void act(Game game) {
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if (actions == null || actions.isEmpty())
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pass(game);
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else {
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boolean usedStack = false;
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while (actions.peek() != null) {
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Ability ability = actions.poll();
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this.activateAbility((ActivatedAbility) ability, game);
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if (logger.isDebugEnabled())
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logger.debug("activating: " + ability);
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if (ability.isUsesStack())
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usedStack = true;
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}
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if (usedStack)
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pass(game);
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}
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logger.info("Turn " + game.getTurnNum() + " Step " + game.getStep().toString() + " Player " + name + " Life " + life);
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}
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protected void calculateActions(Game game) {
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currentScore = GameStateEvaluator.evaluate(playerId, game);
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if (!getNextAction(game)) {
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Game sim = createSimulation(game);
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SimulationNode.resetCount();
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root = new SimulationNode(null, sim, playerId);
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logger.debug("simulating actions");
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if (!isTestMode)
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addActionsTimed();
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else
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addActions(root, Integer.MIN_VALUE, Integer.MAX_VALUE);
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logger.info(name + " simulated " + nodeCount + " nodes in " + thinkTime/1000000000.0 + "s - average " + nodeCount/(thinkTime/1000000000.0) + " nodes/s");
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if (!root.children.isEmpty()) {
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root = root.children.get(0);
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actions = new LinkedList<>(root.abilities);
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combat = root.combat;
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if (logger.isDebugEnabled())
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logger.debug("adding actions:" + actions);
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}
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else
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logger.debug("no actions added");
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}
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}
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protected boolean getNextAction(Game game) {
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if (root != null && !root.children.isEmpty()) {
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SimulationNode test = root;
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root = root.children.get(0);
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while (!root.children.isEmpty() && !root.playerId.equals(playerId)) {
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test = root;
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root = root.children.get(0);
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}
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logger.debug("simlating -- game value:" + game.getState().getValue(true) + " test value:" + test.gameValue);
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if (root.playerId.equals(playerId) && root.abilities != null && game.getState().getValue(true).hashCode() == test.gameValue) {
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logger.debug("simulating -- continuing previous action chain");
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actions = new LinkedList<>(root.abilities);
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combat = root.combat;
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return true;
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}
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else {
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return false;
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}
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}
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return false;
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}
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protected int minimaxAB(SimulationNode node, int alpha, int beta) {
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UUID currentPlayerId = node.getGame().getPlayerList().get();
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SimulationNode bestChild = null;
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boolean isSimulatedPlayer = currentPlayerId.equals(playerId);
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for (SimulationNode child: node.getChildren()) {
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if (alpha >= beta) {
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logger.debug(indent(node.depth) + "alpha beta pruning");
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break;
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}
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// if (SimulationNode.nodeCount > maxNodes) {
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// logger.debug(indent(node.depth) + "simulating -- reached end-state");
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// break;
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// }
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int val = addActions(child, alpha, beta);
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if (!isSimulatedPlayer) {
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if (val < beta) {
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beta = val;
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bestChild = child;
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node.setCombat(child.getCombat());
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}
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if (val == GameStateEvaluator.LOSE_SCORE) {
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logger.debug(indent(node.depth) + "simulating -- lose, can't do worse than this");
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break;
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}
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}
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else {
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if (val > alpha) {
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alpha = val;
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bestChild = child;
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node.setCombat(child.getCombat());
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}
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if (val == GameStateEvaluator.WIN_SCORE) {
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logger.debug(indent(node.depth) + "simulating -- win, can't do better than this");
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break;
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}
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}
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}
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node.children.clear();
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if (bestChild != null)
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node.children.add(bestChild);
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if (!isSimulatedPlayer) {
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logger.debug(indent(node.depth) + "returning minimax beta: " + beta);
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return beta;
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}
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else {
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logger.debug(indent(node.depth) + "returning minimax alpha: " + alpha);
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return alpha;
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}
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}
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protected SearchEffect getSearchEffect(StackAbility ability) {
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for (Effect effect: ability.getEffects()) {
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if (effect instanceof SearchEffect) {
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return (SearchEffect) effect;
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}
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}
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return null;
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}
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protected void resolve(SimulationNode node, Game game) {
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StackObject ability = game.getStack().pop();
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if (ability instanceof StackAbility) {
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SearchEffect effect = getSearchEffect((StackAbility) ability);
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if (effect != null && ability.getControllerId().equals(playerId)) {
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Target target = effect.getTarget();
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if (!target.doneChoosing()) {
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for (UUID targetId: target.possibleTargets(ability.getControllerId(), ability.getStackAbility(), game)) {
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Game sim = game.copy();
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StackAbility newAbility = (StackAbility) ability.copy();
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SearchEffect newEffect = getSearchEffect(newAbility);
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newEffect.getTarget().addTarget(targetId, newAbility, sim);
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sim.getStack().push(newAbility);
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SimulationNode newNode = new SimulationNode(node, sim, ability.getControllerId());
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node.children.add(newNode);
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newNode.getTargets().add(targetId);
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logger.debug(indent(node.depth) + "simulating search -- node#: " + SimulationNode.getCount() + "for player: " + sim.getPlayer(ability.getControllerId()).getName());
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}
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return;
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}
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}
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}
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logger.debug(indent(node.depth) + "simulating resolve ");
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ability.resolve(game);
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game.applyEffects();
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game.getPlayers().resetPassed();
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game.getPlayerList().setCurrent(game.getActivePlayerId());
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}
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protected void addActionsTimed() {
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FutureTask<Integer> task = new FutureTask<>(new Callable<Integer>() {
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@Override
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public Integer call() throws Exception {
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return addActions(root, Integer.MIN_VALUE, Integer.MAX_VALUE);
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}
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});
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long startTime = System.nanoTime();
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pool.execute(task);
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try {
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task.get(maxThink, TimeUnit.SECONDS);
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long endTime = System.nanoTime();
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long duration = endTime - startTime;
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logger.info("Calculated " + SimulationNode.nodeCount + " nodes in " + duration/1000000000.0 + 's');
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nodeCount += SimulationNode.nodeCount;
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thinkTime += duration;
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} catch (TimeoutException e) {
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logger.debug("simulating - timed out");
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task.cancel(true);
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// sleep for 1 second to allow cleanup to finish
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try {
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Thread.sleep(1000);
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} catch (InterruptedException ex) {
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logger.fatal("can't sleep");
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}
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long endTime = System.nanoTime();
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long duration = endTime - startTime;
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logger.info("Timeout - Calculated " + SimulationNode.nodeCount + " nodes in " + duration/1000000000.0 + 's');
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nodeCount += SimulationNode.nodeCount;
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thinkTime += duration;
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} catch (ExecutionException e) {
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logger.fatal("Simulation error", e);
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task.cancel(true);
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} catch (InterruptedException e) {
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logger.fatal("Simulation interrupted", e);
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task.cancel(true);
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}
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}
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protected int addActions(SimulationNode node, int alpha, int beta) {
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Game game = node.getGame();
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if (Thread.interrupted()) {
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Thread.currentThread().interrupt();
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logger.debug(indent(node.depth) + "interrupted");
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return GameStateEvaluator.evaluate(playerId, game);
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}
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int val;
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if (node.depth > maxDepth || game.checkIfGameIsOver()) {
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logger.debug(indent(node.depth) + "simulating -- reached end state");
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val = GameStateEvaluator.evaluate(playerId, game);
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}
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else if (!node.getChildren().isEmpty()) {
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logger.debug(indent(node.depth) + "simulating -- somthing added children:" + node.getChildren().size());
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val = minimaxAB(node, alpha, beta);
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}
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else {
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if (logger.isDebugEnabled())
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logger.debug(indent(node.depth) + "simulating -- alpha: " + alpha + " beta: " + beta + " depth:" + node.depth + " step:" + game.getTurn().getStepType() + " for player:" + (node.getPlayerId().equals(playerId)?"yes":"no"));
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if (allPassed(game)) {
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if (!game.getStack().isEmpty()) {
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resolve(node, game);
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}
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else {
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// int testScore = GameStateEvaluator.evaluate(playerId, game);
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// if (testScore < currentScore) {
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// // if score at end of step is worse than original score don't check any further
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// logger.debug("simulating -- abandoning current check, no immediate benefit");
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// return testScore;
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// }
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game.getPlayers().resetPassed();
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playNext(game, game.getActivePlayerId(), node);
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}
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}
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if (game.checkIfGameIsOver()) {
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val = GameStateEvaluator.evaluate(playerId, game);
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}
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else if (!node.getChildren().isEmpty()) {
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//declared attackers or blockers or triggered abilities
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logger.debug(indent(node.depth) + "simulating -- attack/block/trigger added children:" + node.getChildren().size());
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val = minimaxAB(node, alpha, beta);
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}
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else {
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val = simulatePriority(node, game, alpha, beta);
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}
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}
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if (logger.isDebugEnabled())
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logger.debug(indent(node.depth) + "returning -- score: " + val + " depth:" + node.depth + " step:" + game.getTurn().getStepType() + " for player:" + game.getPlayer(node.getPlayerId()).getName());
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return val;
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}
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protected int simulatePriority(SimulationNode node, Game game, int alpha, int beta) {
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// NOT USED in real AI, see ComputerPlayer6
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if (Thread.interrupted()) {
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Thread.currentThread().interrupt();
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logger.debug(indent(node.depth) + "interrupted");
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return GameStateEvaluator.evaluate(playerId, game);
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}
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node.setGameValue(game.getState().getValue(true).hashCode());
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SimulatedPlayer currentPlayer = (SimulatedPlayer) game.getPlayer(game.getPlayerList().get());
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boolean isSimulatedPlayer = currentPlayer.getId().equals(playerId);
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logger.debug(indent(node.depth) + "simulating priority -- player " + currentPlayer.getName());
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SimulationNode bestNode = null;
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List<Ability> allActions = currentPlayer.simulatePriority(game);
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if (logger.isDebugEnabled())
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logger.debug(indent(node.depth) + "simulating -- adding " + allActions.size() + " children:" + allActions);
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for (Ability action: allActions) {
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if (Thread.interrupted()) {
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Thread.currentThread().interrupt();
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logger.debug(indent(node.depth) + "interrupted");
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break;
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}
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Game sim = game.copy();
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if (sim.getPlayer(currentPlayer.getId()).activateAbility((ActivatedAbility) action.copy(), sim)) {
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sim.applyEffects();
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if (checkForUselessAction(sim, node, action, currentPlayer.getId())) {
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logger.debug(indent(node.depth) + "found useless action: " + action);
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continue;
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}
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if (!sim.checkIfGameIsOver() && action.isUsesStack()) {
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// only pass if the last action uses the stack
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sim.getPlayer(currentPlayer.getId()).pass(game);
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sim.getPlayerList().getNext();
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}
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SimulationNode newNode = new SimulationNode(node, sim, action, currentPlayer.getId());
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if (logger.isDebugEnabled())
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logger.debug(indent(newNode.depth) + "simulating -- node #:" + SimulationNode.getCount() + " actions:" + action);
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sim.checkStateAndTriggered();
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int val = addActions(newNode, alpha, beta);
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if (!isSimulatedPlayer) {
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if (val < beta) {
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beta = val;
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bestNode = newNode;
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node.setCombat(newNode.getCombat());
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}
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if (val == GameStateEvaluator.LOSE_SCORE) {
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logger.debug(indent(node.depth) + "simulating -- lose, can't do worse than this");
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break;
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}
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}
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else {
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if (val > alpha) {
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alpha = val;
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bestNode = newNode;
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node.setCombat(newNode.getCombat());
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if (!node.getTargets().isEmpty())
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targets = node.getTargets();
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if (!node.getChoices().isEmpty())
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choices = node.getChoices();
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}
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if (val == GameStateEvaluator.WIN_SCORE) {
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logger.debug(indent(node.depth) + "simulating -- win, can't do better than this");
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break;
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}
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}
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if (alpha >= beta) {
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logger.debug(indent(node.depth) + "simulating -- pruning");
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break;
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}
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// if (SimulationNode.nodeCount > maxNodes) {
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// logger.debug(indent(node.depth) + "simulating -- reached end-state");
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// break;
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// }
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}
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}
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if (bestNode != null) {
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node.children.clear();
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node.children.add(bestNode);
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}
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if (!isSimulatedPlayer) {
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logger.debug(indent(node.depth) + "returning priority beta: " + beta);
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return beta;
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}
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else {
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logger.debug(indent(node.depth) + "returning priority alpha: " + alpha);
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return alpha;
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}
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}
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protected boolean allPassed(Game game) {
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for (Player player: game.getPlayers().values()) {
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if (!player.isPassed() && !player.hasLost() && !player.hasLeft())
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return false;
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}
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return true;
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}
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@Override
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public boolean choose(Outcome outcome, Choice choice, Game game) {
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if (choices.isEmpty()) {
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return super.choose(outcome, choice, game);
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}
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if (!choice.isChosen()) {
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if(!choice.setChoiceByAnswers(choices, true)){
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choice.setRandomChoice();
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}
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}
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return true;
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}
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@Override
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public boolean chooseTarget(Outcome outcome, Cards cards, TargetCard target, Ability source, Game game) {
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if (targets.isEmpty())
|
||||
return super.chooseTarget(outcome, cards, target, source, game);
|
||||
if (!target.doneChoosing()) {
|
||||
for (UUID targetId: targets) {
|
||||
target.addTarget(targetId, source, game);
|
||||
if (target.doneChoosing()) {
|
||||
targets.clear();
|
||||
return true;
|
||||
}
|
||||
}
|
||||
return false;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
@Override
|
||||
public boolean choose(Outcome outcome, Cards cards, TargetCard target, Game game) {
|
||||
if (targets.isEmpty())
|
||||
return super.choose(outcome, cards, target, game);
|
||||
if (!target.doneChoosing()) {
|
||||
for (UUID targetId: targets) {
|
||||
target.add(targetId, game);
|
||||
if (target.doneChoosing()) {
|
||||
targets.clear();
|
||||
return true;
|
||||
}
|
||||
}
|
||||
return false;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
/*@Override
|
||||
public boolean playXMana(VariableManaCost cost, ManaCosts<ManaCost> costs, Game game) {
|
||||
//SimulatedPlayer.simulateVariableCosts method adds a generic mana cost for each option
|
||||
for (ManaCost manaCost: costs) {
|
||||
if (manaCost instanceof GenericManaCost) {
|
||||
cost.setPayment(manaCost.getPayment());
|
||||
logger.debug("using X = " + cost.getPayment().count());
|
||||
break;
|
||||
}
|
||||
}
|
||||
game.informPlayers(getName() + " payed " + cost.getPayment().count() + " for " + cost.getText());
|
||||
cost.setPaid();
|
||||
return true;
|
||||
}*/
|
||||
|
||||
public void playNext(Game game, UUID activePlayerId, SimulationNode node) {
|
||||
boolean skip = false;
|
||||
while (true) {
|
||||
Phase currentPhase = game.getPhase();
|
||||
if (!skip) {
|
||||
currentPhase.getStep().endStep(game, activePlayerId);
|
||||
}
|
||||
game.applyEffects();
|
||||
switch (currentPhase.getStep().getType()) {
|
||||
case UNTAP:
|
||||
game.getPhase().setStep(new UpkeepStep());
|
||||
break;
|
||||
case UPKEEP:
|
||||
game.getPhase().setStep(new DrawStep());
|
||||
break;
|
||||
case DRAW:
|
||||
game.getTurn().setPhase(new PreCombatMainPhase());
|
||||
game.getPhase().setStep(new PreCombatMainStep());
|
||||
break;
|
||||
case PRECOMBAT_MAIN:
|
||||
game.getTurn().setPhase(new CombatPhase());
|
||||
game.getPhase().setStep(new BeginCombatStep());
|
||||
break;
|
||||
case BEGIN_COMBAT:
|
||||
game.getPhase().setStep(new DeclareAttackersStep());
|
||||
break;
|
||||
case DECLARE_ATTACKERS:
|
||||
game.getPhase().setStep(new DeclareBlockersStep());
|
||||
break;
|
||||
case DECLARE_BLOCKERS:
|
||||
game.getPhase().setStep(new FirstCombatDamageStep());
|
||||
break;
|
||||
case FIRST_COMBAT_DAMAGE:
|
||||
game.getPhase().setStep(new CombatDamageStep());
|
||||
break;
|
||||
case COMBAT_DAMAGE:
|
||||
game.getPhase().setStep(new EndOfCombatStep());
|
||||
break;
|
||||
case END_COMBAT:
|
||||
game.getTurn().setPhase(new PostCombatMainPhase());
|
||||
game.getPhase().setStep(new PostCombatMainStep());
|
||||
break;
|
||||
case POSTCOMBAT_MAIN:
|
||||
game.getTurn().setPhase(new EndPhase());
|
||||
game.getPhase().setStep(new EndStep());
|
||||
break;
|
||||
case END_TURN:
|
||||
game.getPhase().setStep(new CleanupStep());
|
||||
break;
|
||||
case CLEANUP:
|
||||
game.getPhase().getStep().beginStep(game, activePlayerId);
|
||||
if (!game.checkStateAndTriggered() && !game.checkIfGameIsOver()) {
|
||||
game.getState().setActivePlayerId(game.getState().getPlayerList(game.getActivePlayerId()).getNext());
|
||||
game.getTurn().setPhase(new BeginningPhase());
|
||||
game.getPhase().setStep(new UntapStep());
|
||||
}
|
||||
}
|
||||
if (!game.getStep().skipStep(game, game.getActivePlayerId())) {
|
||||
if (game.getTurn().getStepType() == PhaseStep.DECLARE_ATTACKERS) {
|
||||
game.fireEvent(new GameEvent(GameEvent.EventType.DECLARE_ATTACKERS_STEP_PRE, null, null, activePlayerId));
|
||||
if (!game.replaceEvent(GameEvent.getEvent(GameEvent.EventType.DECLARING_ATTACKERS, activePlayerId, activePlayerId))) {
|
||||
for (Combat engagement: ((SimulatedPlayer)game.getPlayer(activePlayerId)).addAttackers(game)) {
|
||||
Game sim = game.copy();
|
||||
UUID defenderId = game.getOpponents(playerId).iterator().next();
|
||||
for (CombatGroup group: engagement.getGroups()) {
|
||||
for (UUID attackerId: group.getAttackers()) {
|
||||
sim.getPlayer(activePlayerId).declareAttacker(attackerId, defenderId, sim, false);
|
||||
}
|
||||
}
|
||||
sim.fireEvent(GameEvent.getEvent(GameEvent.EventType.DECLARED_ATTACKERS, playerId, playerId));
|
||||
SimulationNode newNode = new SimulationNode(node, sim, activePlayerId);
|
||||
logger.debug(indent(node.depth) + "simulating -- node #:" + SimulationNode.getCount() + " declare attakers");
|
||||
newNode.setCombat(sim.getCombat());
|
||||
node.children.add(newNode);
|
||||
}
|
||||
}
|
||||
}
|
||||
else if (game.getTurn().getStepType() == PhaseStep.DECLARE_BLOCKERS) {
|
||||
game.fireEvent(new GameEvent(GameEvent.EventType.DECLARE_BLOCKERS_STEP_PRE, null, null, activePlayerId));
|
||||
if (!game.replaceEvent(GameEvent.getEvent(GameEvent.EventType.DECLARING_BLOCKERS, activePlayerId, activePlayerId))) {
|
||||
for (UUID defenderId: game.getCombat().getDefenders()) {
|
||||
//check if defender is being attacked
|
||||
if (game.getCombat().isAttacked(defenderId, game)) {
|
||||
for (Combat engagement: ((SimulatedPlayer)game.getPlayer(defenderId)).addBlockers(game)) {
|
||||
Game sim = game.copy();
|
||||
for (CombatGroup group: engagement.getGroups()) {
|
||||
for (UUID blockerId: group.getBlockers()) {
|
||||
group.addBlocker(blockerId, defenderId, sim);
|
||||
}
|
||||
}
|
||||
sim.fireEvent(GameEvent.getEvent(GameEvent.EventType.DECLARED_BLOCKERS, playerId, playerId));
|
||||
SimulationNode newNode = new SimulationNode(node, sim, defenderId);
|
||||
logger.debug(indent(node.depth) + "simulating -- node #:" + SimulationNode.getCount() + " declare blockers");
|
||||
newNode.setCombat(sim.getCombat());
|
||||
node.children.add(newNode);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
else {
|
||||
game.getStep().beginStep(game, activePlayerId);
|
||||
}
|
||||
if (game.getStep().getHasPriority())
|
||||
break;
|
||||
}
|
||||
else {
|
||||
skip = true;
|
||||
}
|
||||
}
|
||||
game.checkStateAndTriggered();
|
||||
}
|
||||
|
||||
@Override
|
||||
public void selectAttackers(Game game, UUID attackingPlayerId) {
|
||||
if (logger.isDebugEnabled() && (combat == null || combat.getGroups().isEmpty())) {
|
||||
logger.debug("not attacking");
|
||||
}
|
||||
if (combat != null) {
|
||||
UUID opponentId = game.getCombat().getDefenders().iterator().next();
|
||||
for (UUID attackerId: combat.getAttackers()) {
|
||||
this.declareAttacker(attackerId, opponentId, game, false);
|
||||
if (logger.isDebugEnabled()) {
|
||||
Permanent p = game.getPermanent(attackerId);
|
||||
if (p != null) {
|
||||
logger.debug("attacking with:" + p.getName());
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@Override
|
||||
public void selectBlockers(Ability source, Game game, UUID defendingPlayerId) {
|
||||
logger.debug("selectBlockers");
|
||||
if (combat != null && !combat.getGroups().isEmpty()) {
|
||||
List<CombatGroup> groups = game.getCombat().getGroups();
|
||||
for (int i = 0; i < groups.size(); i++) {
|
||||
if (i < combat.getGroups().size()) {
|
||||
for (UUID blockerId: combat.getGroups().get(i).getBlockers()) {
|
||||
this.declareBlocker(defendingPlayerId, blockerId, groups.get(i).getAttackers().get(0), game);
|
||||
if (logger.isDebugEnabled()) {
|
||||
Permanent blocker = game.getPermanent(blockerId);
|
||||
if (blocker != null)
|
||||
logger.debug("blocking with:" + blocker.getName());
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Copies game and replaces all players in copy with simulated players
|
||||
*
|
||||
* @param game
|
||||
* @return a new game object with simulated players
|
||||
*/
|
||||
protected Game createSimulation(Game game) {
|
||||
Game sim = game.copy();
|
||||
|
||||
for (Player oldPlayer: sim.getState().getPlayers().values()) {
|
||||
Player origPlayer = game.getState().getPlayers().get(oldPlayer.getId()).copy();
|
||||
SimulatedPlayer newPlayer = new SimulatedPlayer(oldPlayer, oldPlayer.getId().equals(playerId), maxDepth);
|
||||
newPlayer.restore(origPlayer);
|
||||
sim.getState().getPlayers().put(oldPlayer.getId(), newPlayer);
|
||||
}
|
||||
sim.setSimulation(true);
|
||||
return sim;
|
||||
}
|
||||
|
||||
/**
|
||||
* resolve current ability on the stack if there is one, then
|
||||
* check if current game state is the same as the previous, if so then
|
||||
* action has no effect and is not useful
|
||||
*
|
||||
* @param sim
|
||||
* @param node
|
||||
* @param action
|
||||
* @param playerId
|
||||
* @return
|
||||
*/
|
||||
private boolean checkForUselessAction(Game sim, SimulationNode node, Ability action, UUID playerId) {
|
||||
int currentVal = 0;
|
||||
int prevVal = 0;
|
||||
if (action instanceof PassAbility)
|
||||
return false;
|
||||
SimulationNode test = node.getParent();
|
||||
if (test == null)
|
||||
return false;
|
||||
if (action.isUsesStack()) {
|
||||
Game testSim = sim.copy();
|
||||
StackObject ability = testSim.getStack().pop();
|
||||
ability.resolve(testSim);
|
||||
testSim.applyEffects();
|
||||
currentVal = GameStateEvaluator.evaluate(playerId, testSim, true);
|
||||
}
|
||||
else {
|
||||
currentVal = GameStateEvaluator.evaluate(playerId, sim, true);
|
||||
}
|
||||
prevVal = GameStateEvaluator.evaluate(playerId, test.getGame(), true);
|
||||
return currentVal == prevVal;
|
||||
}
|
||||
|
||||
protected String indent(int num) {
|
||||
char[] fill = new char[num];
|
||||
Arrays.fill(fill, ' ');
|
||||
return num + new String(fill);
|
||||
}
|
||||
|
||||
}
|
Loading…
Reference in a new issue