mirror of
https://github.com/correl/mage.git
synced 2024-12-24 03:00:14 +00:00
more AI fixes
This commit is contained in:
parent
0bde24648b
commit
6982608043
8 changed files with 198 additions and 135 deletions
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@ -29,6 +29,7 @@
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package mage.player.ai;
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import java.util.ArrayList;
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import java.util.Arrays;
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import java.util.LinkedList;
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import java.util.List;
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import java.util.UUID;
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@ -39,6 +40,7 @@ import java.util.concurrent.Executors;
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import java.util.concurrent.FutureTask;
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import java.util.concurrent.TimeUnit;
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import java.util.concurrent.TimeoutException;
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import java.util.logging.Level;
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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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@ -182,14 +184,18 @@ public class ComputerPlayer2 extends ComputerPlayer<ComputerPlayer2> implements
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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, maxDepth, playerId);
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root = new SimulationNode(null, sim, playerId);
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logger.debug("simulating actions");
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addActionsTimed(new FilterAbility());
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if (root.children.size() > 0) {
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root = root.children.get(0);
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actions = new LinkedList<Ability>(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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@ -215,20 +221,20 @@ public class ComputerPlayer2 extends ComputerPlayer<ComputerPlayer2> implements
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return false;
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}
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protected int minimaxAB(SimulationNode node, FilterAbility filter, int depth, int alpha, int beta) {
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protected int minimaxAB(SimulationNode node, FilterAbility filter, 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("alpha beta pruning");
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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("simulating -- reached end-state");
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break;
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}
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int val = addActions(child, filter, depth-1, alpha, beta);
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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, filter, 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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@ -236,7 +242,7 @@ public class ComputerPlayer2 extends ComputerPlayer<ComputerPlayer2> implements
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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("simulating -- lose, can't do worse than this");
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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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@ -247,7 +253,7 @@ public class ComputerPlayer2 extends ComputerPlayer<ComputerPlayer2> implements
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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("simulating -- win, can't do better than this");
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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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@ -256,11 +262,11 @@ public class ComputerPlayer2 extends ComputerPlayer<ComputerPlayer2> implements
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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("returning minimax beta: " + beta);
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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("returning minimax alpha: " + alpha);
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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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@ -274,7 +280,7 @@ public class ComputerPlayer2 extends ComputerPlayer<ComputerPlayer2> implements
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return null;
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}
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protected void resolve(SimulationNode node, int depth, Game game) {
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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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@ -287,16 +293,16 @@ public class ComputerPlayer2 extends ComputerPlayer<ComputerPlayer2> implements
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SearchEffect newEffect = getSearchEffect((StackAbility) 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, depth, ability.getControllerId());
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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("simulating search -- node#: " + SimulationNode.getCount() + "for player: " + sim.getPlayer(ability.getControllerId()).getName());
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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("simulating resolve ");
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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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@ -307,7 +313,7 @@ public class ComputerPlayer2 extends ComputerPlayer<ComputerPlayer2> implements
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FutureTask<Integer> task = new FutureTask<Integer>(new Callable<Integer>() {
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public Integer call() throws Exception
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{
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return addActions(root, filter, maxDepth, Integer.MIN_VALUE, Integer.MAX_VALUE);
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return addActions(root, filter, Integer.MIN_VALUE, Integer.MAX_VALUE);
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}
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});
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pool.execute(task);
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@ -316,6 +322,12 @@ public class ComputerPlayer2 extends ComputerPlayer<ComputerPlayer2> implements
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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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} catch (ExecutionException e) {
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logger.fatal("Simulation error", e);
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task.cancel(true);
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@ -325,28 +337,28 @@ public class ComputerPlayer2 extends ComputerPlayer<ComputerPlayer2> implements
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}
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}
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protected int addActions(SimulationNode node, FilterAbility filter, int depth, int alpha, int beta) {
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protected int addActions(SimulationNode node, FilterAbility filter, int alpha, int beta) {
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Game game = node.getGame();
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int val;
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if (Thread.interrupted()) {
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Thread.currentThread().interrupt();
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logger.debug("interrupted");
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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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if (depth <= 0 || SimulationNode.nodeCount > maxNodes || game.isGameOver()) {
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logger.debug("simulating -- reached end state");
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int val;
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if (node.depth > maxDepth || game.isGameOver()) {
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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().size() > 0) {
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logger.debug("simulating -- somthing added children:" + node.getChildren().size());
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val = minimaxAB(node, filter, depth-1, alpha, beta);
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logger.debug(indent(node.depth) + "simulating -- somthing added children:" + node.getChildren().size());
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val = minimaxAB(node, filter, alpha, beta);
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}
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else {
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if (logger.isDebugEnabled())
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logger.debug("simulating -- alpha: " + alpha + " beta: " + beta + " depth:" + depth + " step:" + game.getTurn().getStepType() + " for player:" + (node.getPlayerId().equals(playerId)?"yes":"no"));
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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, depth, game);
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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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@ -365,55 +377,57 @@ public class ComputerPlayer2 extends ComputerPlayer<ComputerPlayer2> implements
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}
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else if (node.getChildren().size() > 0) {
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//declared attackers or blockers or triggered abilities
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logger.debug("simulating -- attack/block/trigger added children:" + node.getChildren().size());
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val = minimaxAB(node, filter, depth-1, alpha, beta);
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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, filter, alpha, beta);
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}
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else {
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val = simulatePriority(node, game, filter, depth, alpha, beta);
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val = simulatePriority(node, game, filter, alpha, beta);
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}
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}
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if (logger.isDebugEnabled())
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logger.debug("returning -- score: " + val + " depth:" + depth + " step:" + game.getTurn().getStepType() + " for player:" + game.getPlayer(node.getPlayerId()).getName());
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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, FilterAbility filter, int depth, int alpha, int beta) {
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protected int simulatePriority(SimulationNode node, Game game, FilterAbility filter, int alpha, int beta) {
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if (Thread.interrupted()) {
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Thread.currentThread().interrupt();
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logger.debug("interrupted");
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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());
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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("simulating -- player " + currentPlayer.getName());
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logger.debug(indent(node.depth) + "simulating -- player " + currentPlayer.getName());
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SimulationNode bestNode = null;
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List<Ability> allActions = currentPlayer.simulatePriority(game, filter);
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if (logger.isDebugEnabled())
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logger.debug("simulating -- adding " + allActions.size() + " children:" + allActions);
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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("interrupted");
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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 (checkForRepeatedAction(sim, node, action, currentPlayer.getId()))
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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.isGameOver() && action.isUsesStack()) {
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// only pass if the last action uses the stack
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sim.getPlayer(currentPlayer.getId()).pass();
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sim.getPlayerList().getNext();
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}
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SimulationNode newNode = new SimulationNode(node, sim, action, depth, currentPlayer.getId());
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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("simulating -- node #:" + SimulationNode.getCount() + " actions:" + action);
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logger.debug(indent(node.depth) + "simulating -- node #:" + SimulationNode.getCount() + " actions:" + action);
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sim.checkStateAndTriggered();
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int val = addActions(newNode, filter, depth-1, alpha, beta);
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int val = addActions(newNode, filter, 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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@ -421,7 +435,7 @@ public class ComputerPlayer2 extends ComputerPlayer<ComputerPlayer2> implements
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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("simulating -- lose, can't do worse than this");
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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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@ -436,18 +450,18 @@ public class ComputerPlayer2 extends ComputerPlayer<ComputerPlayer2> implements
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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("simulating -- win, can't do better than this");
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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("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("simulating -- reached end-state");
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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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@ -455,11 +469,11 @@ public class ComputerPlayer2 extends ComputerPlayer<ComputerPlayer2> implements
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node.children.add(bestNode);
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}
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if (!isSimulatedPlayer) {
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logger.debug("returning priority beta: " + beta);
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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("returning priority alpha: " + alpha);
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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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@ -606,8 +620,8 @@ public class ComputerPlayer2 extends ComputerPlayer<ComputerPlayer2> implements
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}
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}
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sim.fireEvent(GameEvent.getEvent(GameEvent.EventType.DECLARED_ATTACKERS, playerId, playerId));
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SimulationNode newNode = new SimulationNode(node, sim, node.getDepth()-1, activePlayerId);
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logger.debug("simulating -- node #:" + SimulationNode.getCount() + " declare attakers");
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SimulationNode newNode = new SimulationNode(node, sim, activePlayerId);
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logger.debug(indent(node.depth) + "simulating -- node #:" + SimulationNode.getCount() + " declare attakers");
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newNode.setCombat(sim.getCombat());
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node.children.add(newNode);
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}
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@ -627,8 +641,8 @@ public class ComputerPlayer2 extends ComputerPlayer<ComputerPlayer2> implements
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}
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}
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sim.fireEvent(GameEvent.getEvent(GameEvent.EventType.DECLARED_BLOCKERS, playerId, playerId));
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SimulationNode newNode = new SimulationNode(node, sim, node.getDepth()-1, defenderId);
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logger.debug("simulating -- node #:" + SimulationNode.getCount() + " declare blockers");
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SimulationNode newNode = new SimulationNode(node, sim, defenderId);
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logger.debug(indent(node.depth) + "simulating -- node #:" + SimulationNode.getCount() + " declare blockers");
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newNode.setCombat(sim.getCombat());
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node.children.add(newNode);
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}
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@ -698,22 +712,43 @@ public class ComputerPlayer2 extends ComputerPlayer<ComputerPlayer2> implements
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return sim;
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}
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private boolean checkForRepeatedAction(Game sim, SimulationNode node, Ability action, UUID playerId) {
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/**
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* resolve current ability on the stack if there is one, then
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* check if current game state is the same as the previous, if so then
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* action has no effect and is not useful
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*
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* @param sim
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* @param node
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* @param action
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* @param playerId
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* @return
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*/
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private boolean checkForUselessAction(Game sim, SimulationNode node, Ability action, UUID playerId) {
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int currentVal = 0;
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int prevVal = 0;
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if (action instanceof PassAbility)
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return false;
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int val = GameStateEvaluator.evaluate(playerId, sim);
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SimulationNode test = node.getParent();
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while (test != null && !test.getPlayerId().equals(playerId)) {
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test = test.getParent();
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if (test == null)
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return false;
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if (action.isUsesStack()) {
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Game testSim = sim.copy();
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StackObject ability = testSim.getStack().pop();
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ability.resolve(testSim);
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testSim.applyEffects();
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currentVal = GameStateEvaluator.evaluate(playerId, testSim, true);
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}
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if (test != null && test.getAbilities() != null && test.getAbilities().size() == 1) {
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if (action.toString().equals(test.getAbilities().get(0).toString()) && GameStateEvaluator.evaluate(playerId, sim) == val) {
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if (logger.isDebugEnabled())
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logger.debug("found repeated action " + action);
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return true;
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}
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else {
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currentVal = GameStateEvaluator.evaluate(playerId, sim, true);
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}
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return false;
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prevVal = GameStateEvaluator.evaluate(playerId, test.getGame(), true);
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return currentVal == prevVal;
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}
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protected String indent(int num) {
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char[] fill = new char[num];
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Arrays.fill(fill, ' ');
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return Integer.toString(num) + new String(fill);
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}
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}
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@ -156,7 +156,7 @@ public class ComputerPlayer3 extends ComputerPlayer2 implements Player {
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currentScore = GameStateEvaluator.evaluate(playerId, game);
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Game sim = createSimulation(game);
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SimulationNode.resetCount();
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root = new SimulationNode(null, sim, maxDepth, playerId);
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root = new SimulationNode(null, sim, playerId);
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logger.debug("simulating pre combat actions -----------------------------------------------------------------------------------------");
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addActionsTimed(new FilterAbility());
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@ -165,7 +165,11 @@ public class ComputerPlayer3 extends ComputerPlayer2 implements Player {
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root = root.children.get(0);
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actions = new LinkedList<Ability>(root.abilities);
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combat = root.combat;
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if (logger.isDebugEnabled())
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logger.debug("adding pre-combat actions:" + actions);
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}
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else
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logger.debug("no pre-combat actions added");
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}
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}
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||||
|
@ -174,7 +178,7 @@ public class ComputerPlayer3 extends ComputerPlayer2 implements Player {
|
|||
currentScore = GameStateEvaluator.evaluate(playerId, game);
|
||||
Game sim = createSimulation(game);
|
||||
SimulationNode.resetCount();
|
||||
root = new SimulationNode(null, sim, maxDepth, playerId);
|
||||
root = new SimulationNode(null, sim, playerId);
|
||||
logger.debug("simulating post combat actions ----------------------------------------------------------------------------------------");
|
||||
addActionsTimed(new FilterAbility());
|
||||
// addActions(root, new FilterAbility(), maxDepth, Integer.MIN_VALUE, Integer.MAX_VALUE);
|
||||
|
@ -182,34 +186,38 @@ public class ComputerPlayer3 extends ComputerPlayer2 implements Player {
|
|||
root = root.children.get(0);
|
||||
actions = new LinkedList<Ability>(root.abilities);
|
||||
combat = root.combat;
|
||||
if (logger.isDebugEnabled())
|
||||
logger.debug("adding post-combat actions:" + actions);
|
||||
}
|
||||
else
|
||||
logger.debug("no post-combat actions added");
|
||||
}
|
||||
}
|
||||
|
||||
@Override
|
||||
protected int addActions(SimulationNode node, FilterAbility filter, int depth, int alpha, int beta) {
|
||||
protected int addActions(SimulationNode node, FilterAbility filter, int alpha, int beta) {
|
||||
boolean stepFinished = false;
|
||||
int val;
|
||||
Game game = node.getGame();
|
||||
if (Thread.interrupted()) {
|
||||
Thread.currentThread().interrupt();
|
||||
logger.debug("interrupted");
|
||||
logger.debug(indent(node.depth) + "interrupted");
|
||||
return GameStateEvaluator.evaluate(playerId, game);
|
||||
}
|
||||
if (depth <= 0 || SimulationNode.nodeCount > maxNodes || game.isGameOver()) {
|
||||
logger.debug("simulating -- reached end state");
|
||||
if (node.depth > maxDepth || game.isGameOver()) {
|
||||
logger.debug(indent(node.depth) + "simulating -- reached end state");
|
||||
val = GameStateEvaluator.evaluate(playerId, game);
|
||||
}
|
||||
else if (node.getChildren().size() > 0) {
|
||||
logger.debug("simulating -- somthing added children:" + node.getChildren().size());
|
||||
val = minimaxAB(node, filter, depth-1, alpha, beta);
|
||||
logger.debug(indent(node.depth) + "simulating -- somthing added children:" + node.getChildren().size());
|
||||
val = minimaxAB(node, filter, alpha, beta);
|
||||
}
|
||||
else {
|
||||
if (logger.isDebugEnabled())
|
||||
logger.debug("simulating -- alpha: " + alpha + " beta: " + beta + " depth:" + depth + " step:" + game.getTurn().getStepType() + " for player:" + game.getPlayer(game.getPlayerList().get()).getName());
|
||||
logger.debug(indent(node.depth) + "simulating -- alpha: " + alpha + " beta: " + beta + " depth:" + node.depth + " step:" + game.getTurn().getStepType() + " for player:" + game.getPlayer(game.getPlayerList().get()).getName());
|
||||
if (allPassed(game)) {
|
||||
if (!game.getStack().isEmpty()) {
|
||||
resolve(node, depth, game);
|
||||
resolve(node, game);
|
||||
}
|
||||
else {
|
||||
stepFinished = true;
|
||||
|
@ -220,21 +228,21 @@ public class ComputerPlayer3 extends ComputerPlayer2 implements Player {
|
|||
val = GameStateEvaluator.evaluate(playerId, game);
|
||||
}
|
||||
else if (stepFinished) {
|
||||
logger.debug("step finished");
|
||||
logger.debug(indent(node.depth) + "step finished");
|
||||
int testScore = GameStateEvaluator.evaluate(playerId, game);
|
||||
if (game.getActivePlayerId().equals(playerId)) {
|
||||
if (testScore < currentScore) {
|
||||
// if score at end of step is worse than original score don't check further
|
||||
logger.debug("simulating -- abandoning check, no immediate benefit");
|
||||
logger.debug(indent(node.depth) + "simulating -- abandoning check, no immediate benefit");
|
||||
val = testScore;
|
||||
}
|
||||
else {
|
||||
switch (game.getTurn().getStepType()) {
|
||||
case PRECOMBAT_MAIN:
|
||||
val = simulateCombat(game, node, depth-1, alpha, beta, false);
|
||||
val = simulateCombat(game, node, alpha, beta, false);
|
||||
break;
|
||||
case POSTCOMBAT_MAIN:
|
||||
val = simulateCounterAttack(game, node, depth-1, alpha, beta);
|
||||
val = simulateCounterAttack(game, node, alpha, beta);
|
||||
break;
|
||||
default:
|
||||
val = GameStateEvaluator.evaluate(playerId, game);
|
||||
|
@ -244,31 +252,31 @@ public class ComputerPlayer3 extends ComputerPlayer2 implements Player {
|
|||
}
|
||||
else {
|
||||
if (game.getTurn().getStepType() == PhaseStep.DECLARE_ATTACKERS)
|
||||
val = simulateBlockers(game, node, playerId, depth-1, alpha, beta, true);
|
||||
val = simulateBlockers(game, node, playerId, alpha, beta, true);
|
||||
else
|
||||
val = GameStateEvaluator.evaluate(playerId, game);
|
||||
}
|
||||
}
|
||||
else if (node.getChildren().size() > 0) {
|
||||
logger.debug("simulating -- trigger added children:" + node.getChildren().size());
|
||||
val = minimaxAB(node, filter, depth, alpha, beta);
|
||||
logger.debug(indent(node.depth) + "simulating -- trigger added children:" + node.getChildren().size());
|
||||
val = minimaxAB(node, filter, alpha, beta);
|
||||
}
|
||||
else {
|
||||
val = simulatePriority(node, game, filter, depth, alpha, beta);
|
||||
val = simulatePriority(node, game, filter, alpha, beta);
|
||||
}
|
||||
}
|
||||
|
||||
if (logger.isDebugEnabled())
|
||||
logger.debug("returning -- score: " + val + " depth:" + depth + " step:" + game.getTurn().getStepType() + " for player:" + game.getPlayer(node.getPlayerId()).getName());
|
||||
logger.debug(indent(node.depth) + "returning -- score: " + val + " depth:" + node.depth + " step:" + game.getTurn().getStepType() + " for player:" + game.getPlayer(node.getPlayerId()).getName());
|
||||
return val;
|
||||
|
||||
}
|
||||
|
||||
protected int simulateCombat(Game game, SimulationNode node, int depth, int alpha, int beta, boolean counter) {
|
||||
protected int simulateCombat(Game game, SimulationNode node, int alpha, int beta, boolean counter) {
|
||||
Integer val = null;
|
||||
if (Thread.interrupted()) {
|
||||
Thread.currentThread().interrupt();
|
||||
logger.debug("interrupted");
|
||||
logger.debug(indent(node.depth) + "interrupted");
|
||||
return GameStateEvaluator.evaluate(playerId, game);
|
||||
}
|
||||
if (game.getTurn().getStepType() != PhaseStep.DECLARE_BLOCKERS) {
|
||||
|
@ -279,12 +287,12 @@ public class ComputerPlayer3 extends ComputerPlayer2 implements Player {
|
|||
if (!game.getStep().skipStep(game, game.getActivePlayerId())) {
|
||||
game.fireEvent(new GameEvent(GameEvent.EventType.DECLARE_ATTACKERS_STEP_PRE, null, null, game.getActivePlayerId()));
|
||||
if (!game.replaceEvent(GameEvent.getEvent(GameEvent.EventType.DECLARING_ATTACKERS, game.getActivePlayerId(), game.getActivePlayerId()))) {
|
||||
val = simulateAttackers(game, node, game.getActivePlayerId(), depth, alpha, beta, counter);
|
||||
val = simulateAttackers(game, node, game.getActivePlayerId(), alpha, beta, counter);
|
||||
}
|
||||
}
|
||||
else if (!counter) {
|
||||
simulateToEnd(game);
|
||||
val = simulatePostCombatMain(game, node, depth, alpha, beta);
|
||||
val = simulatePostCombatMain(game, node, alpha, beta);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -293,26 +301,26 @@ public class ComputerPlayer3 extends ComputerPlayer2 implements Player {
|
|||
game.fireEvent(new GameEvent(GameEvent.EventType.DECLARE_BLOCKERS_STEP_PRE, null, null, game.getActivePlayerId()));
|
||||
if (!game.replaceEvent(GameEvent.getEvent(GameEvent.EventType.DECLARING_BLOCKERS, game.getActivePlayerId(), game.getActivePlayerId()))) {
|
||||
//only suitable for two player games - only simulates blocks for 1st defender
|
||||
val = simulateBlockers(game, node, game.getCombat().getDefenders().iterator().next(), depth, alpha, beta, counter);
|
||||
val = simulateBlockers(game, node, game.getCombat().getDefenders().iterator().next(), alpha, beta, counter);
|
||||
}
|
||||
}
|
||||
else if (!counter) {
|
||||
finishCombat(game);
|
||||
val = simulateCounterAttack(game, node, depth, alpha, beta);
|
||||
val = simulateCounterAttack(game, node, alpha, beta);
|
||||
}
|
||||
}
|
||||
if (val == null)
|
||||
val = GameStateEvaluator.evaluate(playerId, game);
|
||||
if (logger.isDebugEnabled())
|
||||
logger.debug("returning -- combat score: " + val + " depth:" + depth + " for player:" + game.getPlayer(node.getPlayerId()).getName());
|
||||
logger.debug(indent(node.depth) + "returning -- combat score: " + val + " depth:" + node.depth + " for player:" + game.getPlayer(node.getPlayerId()).getName());
|
||||
return val;
|
||||
}
|
||||
|
||||
|
||||
protected int simulateAttackers(Game game, SimulationNode node, UUID attackerId, int depth, int alpha, int beta, boolean counter) {
|
||||
protected int simulateAttackers(Game game, SimulationNode node, UUID attackerId, int alpha, int beta, boolean counter) {
|
||||
if (Thread.interrupted()) {
|
||||
Thread.currentThread().interrupt();
|
||||
logger.debug("interrupted");
|
||||
logger.debug(indent(node.depth) + "interrupted");
|
||||
return GameStateEvaluator.evaluate(playerId, game);
|
||||
}
|
||||
Integer val = null;
|
||||
|
@ -320,10 +328,10 @@ public class ComputerPlayer3 extends ComputerPlayer2 implements Player {
|
|||
SimulatedPlayer attacker = (SimulatedPlayer) game.getPlayer(attackerId);
|
||||
|
||||
if (logger.isDebugEnabled())
|
||||
logger.debug(attacker.getName() + "'s possible attackers: " + attacker.getAvailableAttackers(game));
|
||||
logger.debug(indent(node.depth) + attacker.getName() + "'s possible attackers: " + attacker.getAvailableAttackers(game));
|
||||
for (Combat engagement: attacker.addAttackers(game)) {
|
||||
if (alpha >= beta) {
|
||||
logger.debug("simulating -- pruning attackers");
|
||||
logger.debug(indent(node.depth) + "simulating -- pruning attackers");
|
||||
break;
|
||||
}
|
||||
Game sim = game.copy();
|
||||
|
@ -334,19 +342,19 @@ public class ComputerPlayer3 extends ComputerPlayer2 implements Player {
|
|||
}
|
||||
}
|
||||
sim.fireEvent(GameEvent.getEvent(GameEvent.EventType.DECLARED_ATTACKERS, attackerId, attackerId));
|
||||
SimulationNode newNode = new SimulationNode(node, sim, depth, attackerId);
|
||||
SimulationNode newNode = new SimulationNode(node, sim, attackerId);
|
||||
if (logger.isDebugEnabled())
|
||||
logger.debug("simulating attack for player:" + game.getPlayer(attackerId).getName());
|
||||
logger.debug(indent(node.depth) + "simulating attack for player:" + game.getPlayer(attackerId).getName());
|
||||
sim.checkStateAndTriggered();
|
||||
while (!sim.getStack().isEmpty()) {
|
||||
sim.getStack().resolve(sim);
|
||||
logger.debug("resolving triggered abilities");
|
||||
logger.debug(indent(node.depth) + "resolving triggered abilities");
|
||||
sim.applyEffects();
|
||||
}
|
||||
sim.fireEvent(GameEvent.getEvent(GameEvent.EventType.DECLARE_ATTACKERS_STEP_POST, sim.getActivePlayerId(), sim.getActivePlayerId()));
|
||||
Combat simCombat = sim.getCombat().copy();
|
||||
sim.getPhase().setStep(new DeclareBlockersStep());
|
||||
val = simulateCombat(sim, newNode, depth-1, alpha, beta, counter);
|
||||
val = simulateCombat(sim, newNode, alpha, beta, counter);
|
||||
if (!attackerId.equals(playerId)) {
|
||||
if (val < beta) {
|
||||
beta = val;
|
||||
|
@ -369,14 +377,14 @@ public class ComputerPlayer3 extends ComputerPlayer2 implements Player {
|
|||
node.children.add(bestNode);
|
||||
}
|
||||
if (logger.isDebugEnabled())
|
||||
logger.debug("returning -- combat attacker score: " + val + " depth:" + depth + " for player:" + game.getPlayer(node.getPlayerId()).getName());
|
||||
logger.debug(indent(node.depth) + "returning -- combat attacker score: " + val + " depth:" + node.depth + " for player:" + game.getPlayer(node.getPlayerId()).getName());
|
||||
return val;
|
||||
}
|
||||
|
||||
protected int simulateBlockers(Game game, SimulationNode node, UUID defenderId, int depth, int alpha, int beta, boolean counter) {
|
||||
protected int simulateBlockers(Game game, SimulationNode node, UUID defenderId, int alpha, int beta, boolean counter) {
|
||||
if (Thread.interrupted()) {
|
||||
Thread.currentThread().interrupt();
|
||||
logger.debug("interrupted");
|
||||
logger.debug(indent(node.depth) + "interrupted");
|
||||
return GameStateEvaluator.evaluate(playerId, game);
|
||||
}
|
||||
Integer val = null;
|
||||
|
@ -385,10 +393,10 @@ public class ComputerPlayer3 extends ComputerPlayer2 implements Player {
|
|||
if (game.getCombat().isAttacked(defenderId, game)) {
|
||||
SimulatedPlayer defender = (SimulatedPlayer) game.getPlayer(defenderId);
|
||||
if (logger.isDebugEnabled())
|
||||
logger.debug(defender.getName() + "'s possible blockers: " + defender.getAvailableBlockers(game));
|
||||
logger.debug(indent(node.depth) + defender.getName() + "'s possible blockers: " + defender.getAvailableBlockers(game));
|
||||
for (Combat engagement: defender.addBlockers(game)) {
|
||||
if (alpha >= beta) {
|
||||
logger.debug("simulating -- pruning blockers");
|
||||
logger.debug(indent(node.depth) + "simulating -- pruning blockers");
|
||||
break;
|
||||
}
|
||||
Game sim = game.copy();
|
||||
|
@ -401,13 +409,13 @@ public class ComputerPlayer3 extends ComputerPlayer2 implements Player {
|
|||
}
|
||||
}
|
||||
sim.fireEvent(GameEvent.getEvent(GameEvent.EventType.DECLARED_BLOCKERS, defenderId, defenderId));
|
||||
SimulationNode newNode = new SimulationNode(node, sim, depth, defenderId);
|
||||
SimulationNode newNode = new SimulationNode(node, sim, defenderId);
|
||||
if (logger.isDebugEnabled())
|
||||
logger.debug("simulating block for player:" + game.getPlayer(defenderId).getName());
|
||||
logger.debug(indent(node.depth) + "simulating block for player:" + game.getPlayer(defenderId).getName());
|
||||
sim.checkStateAndTriggered();
|
||||
while (!sim.getStack().isEmpty()) {
|
||||
sim.getStack().resolve(sim);
|
||||
logger.debug("resolving triggered abilities");
|
||||
logger.debug(indent(node.depth) + "resolving triggered abilities");
|
||||
sim.applyEffects();
|
||||
}
|
||||
sim.fireEvent(GameEvent.getEvent(GameEvent.EventType.DECLARE_BLOCKERS_STEP_POST, sim.getActivePlayerId(), sim.getActivePlayerId()));
|
||||
|
@ -417,7 +425,7 @@ public class ComputerPlayer3 extends ComputerPlayer2 implements Player {
|
|||
val = GameStateEvaluator.evaluate(playerId, sim);
|
||||
}
|
||||
else if (!counter) {
|
||||
val = simulatePostCombatMain(sim, newNode, depth-1, alpha, beta);
|
||||
val = simulatePostCombatMain(sim, newNode, alpha, beta);
|
||||
}
|
||||
else
|
||||
val = GameStateEvaluator.evaluate(playerId, sim);
|
||||
|
@ -444,21 +452,21 @@ public class ComputerPlayer3 extends ComputerPlayer2 implements Player {
|
|||
node.children.add(bestNode);
|
||||
}
|
||||
if (logger.isDebugEnabled())
|
||||
logger.debug("returning -- combat blocker score: " + val + " depth:" + depth + " for player:" + game.getPlayer(node.getPlayerId()).getName());
|
||||
logger.debug(indent(node.depth) + "returning -- combat blocker score: " + val + " depth:" + node.depth + " for player:" + game.getPlayer(node.getPlayerId()).getName());
|
||||
return val;
|
||||
}
|
||||
|
||||
protected int simulateCounterAttack(Game game, SimulationNode node, int depth, int alpha, int beta) {
|
||||
protected int simulateCounterAttack(Game game, SimulationNode node, int alpha, int beta) {
|
||||
if (Thread.interrupted()) {
|
||||
Thread.currentThread().interrupt();
|
||||
logger.debug("interrupted");
|
||||
logger.debug(indent(node.depth) + "interrupted");
|
||||
return GameStateEvaluator.evaluate(playerId, game);
|
||||
}
|
||||
Integer val = null;
|
||||
if (!game.isGameOver()) {
|
||||
simulateToEnd(game);
|
||||
game.getState().setActivePlayerId(game.getState().getPlayerList(game.getActivePlayerId()).getNext());
|
||||
logger.debug("simulating -- counter attack for player " + game.getPlayer(game.getActivePlayerId()).getName());
|
||||
logger.debug(indent(node.depth) + "simulating -- counter attack for player " + game.getPlayer(game.getActivePlayerId()).getName());
|
||||
game.getTurn().setPhase(new BeginningPhase());
|
||||
if (game.getPhase().beginPhase(game, game.getActivePlayerId())) {
|
||||
simulateStep(game, new UntapStep());
|
||||
|
@ -466,9 +474,9 @@ public class ComputerPlayer3 extends ComputerPlayer2 implements Player {
|
|||
simulateStep(game, new DrawStep());
|
||||
game.getPhase().endPhase(game, game.getActivePlayerId());
|
||||
}
|
||||
val = simulateCombat(game, node, depth-1, alpha, beta, true);
|
||||
val = simulateCombat(game, node, alpha, beta, true);
|
||||
if (logger.isDebugEnabled())
|
||||
logger.debug("returning -- counter attack score: " + val + " depth:" + depth + " for player:" + game.getPlayer(node.getPlayerId()).getName());
|
||||
logger.debug(indent(node.depth) + "returning -- counter attack score: " + val + " depth:" + node.depth + " for player:" + game.getPlayer(node.getPlayerId()).getName());
|
||||
}
|
||||
if (val == null)
|
||||
val = GameStateEvaluator.evaluate(playerId, game);
|
||||
|
@ -506,21 +514,21 @@ public class ComputerPlayer3 extends ComputerPlayer2 implements Player {
|
|||
simulateStep(game, new EndOfCombatStep());
|
||||
}
|
||||
|
||||
protected int simulatePostCombatMain(Game game, SimulationNode node, int depth, int alpha, int beta) {
|
||||
protected int simulatePostCombatMain(Game game, SimulationNode node, int alpha, int beta) {
|
||||
if (Thread.interrupted()) {
|
||||
Thread.currentThread().interrupt();
|
||||
logger.debug("interrupted");
|
||||
logger.debug(indent(node.depth) + "interrupted");
|
||||
return GameStateEvaluator.evaluate(playerId, game);
|
||||
}
|
||||
logger.debug("simulating -- post combat main");
|
||||
logger.debug(indent(node.depth) + "simulating -- post combat main");
|
||||
game.getTurn().setPhase(new PostCombatMainPhase());
|
||||
if (game.getPhase().beginPhase(game, game.getActivePlayerId())) {
|
||||
game.getPhase().setStep(new PostCombatMainStep());
|
||||
game.getStep().beginStep(game, playerId);
|
||||
game.getPlayers().resetPassed();
|
||||
return addActions(node, new FilterAbility(), depth, alpha, beta);
|
||||
return addActions(node, new FilterAbility(), alpha, beta);
|
||||
}
|
||||
return simulateCounterAttack(game, node, depth, alpha, beta);
|
||||
return simulateCounterAttack(game, node, alpha, beta);
|
||||
}
|
||||
|
||||
protected void simulateToEnd(Game game) {
|
||||
|
|
|
@ -63,6 +63,10 @@ public class GameStateEvaluator {
|
|||
public static final int LOSE_SCORE = Integer.MIN_VALUE + 1;
|
||||
|
||||
public static int evaluate(UUID playerId, Game game) {
|
||||
return evaluate(playerId, game, false);
|
||||
}
|
||||
|
||||
public static int evaluate(UUID playerId, Game game, boolean ignoreTapped) {
|
||||
Player player = game.getPlayer(playerId);
|
||||
Player opponent = game.getPlayer(game.getOpponents(playerId).iterator().next());
|
||||
if (game.isGameOver()) {
|
||||
|
@ -74,10 +78,10 @@ public class GameStateEvaluator {
|
|||
int lifeScore = (player.getLife() - opponent.getLife()) * LIFE_FACTOR;
|
||||
int permanentScore = 0;
|
||||
for (Permanent permanent: game.getBattlefield().getAllActivePermanents(playerId)) {
|
||||
permanentScore += evaluatePermanent(permanent, game);
|
||||
permanentScore += evaluatePermanent(permanent, game, ignoreTapped);
|
||||
}
|
||||
for (Permanent permanent: game.getBattlefield().getAllActivePermanents(opponent.getId())) {
|
||||
permanentScore -= evaluatePermanent(permanent, game);
|
||||
permanentScore -= evaluatePermanent(permanent, game, ignoreTapped);
|
||||
}
|
||||
permanentScore *= PERMANENT_FACTOR;
|
||||
|
||||
|
@ -91,8 +95,12 @@ public class GameStateEvaluator {
|
|||
return score;
|
||||
}
|
||||
|
||||
public static int evaluatePermanent(Permanent permanent, Game game) {
|
||||
int value = permanent.isTapped()?4:5;
|
||||
public static int evaluatePermanent(Permanent permanent, Game game, boolean ignoreTapped) {
|
||||
int value = 0;
|
||||
if (ignoreTapped)
|
||||
value = 5;
|
||||
else
|
||||
value = permanent.isTapped()?4:5;
|
||||
if (permanent.getCardType().contains(CardType.CREATURE)) {
|
||||
value += evaluateCreature(permanent, game) * CREATURE_FACTOR;
|
||||
}
|
||||
|
|
|
@ -29,6 +29,7 @@
|
|||
package mage.player.ai;
|
||||
|
||||
import java.util.ArrayList;
|
||||
import java.util.Arrays;
|
||||
import java.util.Collections;
|
||||
import java.util.HashMap;
|
||||
import java.util.List;
|
||||
|
@ -64,9 +65,11 @@ public class SimulatedPlayer extends ComputerPlayer<SimulatedPlayer> {
|
|||
private FilterAbility filter;
|
||||
private transient ConcurrentLinkedQueue<Ability> allActions;
|
||||
private static PassAbility pass = new PassAbility();
|
||||
protected int maxDepth;
|
||||
|
||||
public SimulatedPlayer(UUID id, boolean isSimulatedPlayer) {
|
||||
super(id);
|
||||
maxDepth = Config.maxDepth;
|
||||
pass.setControllerId(playerId);
|
||||
this.isSimulatedPlayer = isSimulatedPlayer;
|
||||
}
|
||||
|
@ -91,6 +94,7 @@ public class SimulatedPlayer extends ComputerPlayer<SimulatedPlayer> {
|
|||
simulateOptions(sim, pass);
|
||||
|
||||
ArrayList<Ability> list = new ArrayList<Ability>(allActions);
|
||||
//Collections.shuffle(list);
|
||||
Collections.reverse(list);
|
||||
return list;
|
||||
}
|
||||
|
@ -244,23 +248,22 @@ public class SimulatedPlayer extends ComputerPlayer<SimulatedPlayer> {
|
|||
}
|
||||
else {
|
||||
SimulationNode parent = (SimulationNode) game.getCustomData();
|
||||
int depth = parent.getDepth() - 1;
|
||||
if (depth == 0) return true;
|
||||
logger.debug("simulating -- triggered ability - adding children:" + options.size());
|
||||
if (parent.getDepth() == maxDepth) return true;
|
||||
logger.debug(indent(parent.getDepth()) + "simulating -- triggered ability - adding children:" + options.size());
|
||||
for (Ability option: options) {
|
||||
addAbilityNode(parent, option, depth, game);
|
||||
addAbilityNode(parent, option, game);
|
||||
}
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
protected void addAbilityNode(SimulationNode parent, Ability ability, int depth, Game game) {
|
||||
protected void addAbilityNode(SimulationNode parent, Ability ability, Game game) {
|
||||
Game sim = game.copy();
|
||||
sim.getStack().push(new StackAbility(ability, playerId));
|
||||
ability.activate(sim, false);
|
||||
sim.applyEffects();
|
||||
SimulationNode newNode = new SimulationNode(parent, sim, depth, playerId);
|
||||
logger.debug("simulating -- node #:" + SimulationNode.getCount() + " triggered ability option");
|
||||
SimulationNode newNode = new SimulationNode(parent, sim, playerId);
|
||||
logger.debug(indent(newNode.getDepth()) + "simulating -- node #:" + SimulationNode.getCount() + " triggered ability option");
|
||||
for (Target target: ability.getTargets()) {
|
||||
for (UUID targetId: target.getTargets()) {
|
||||
newNode.getTargets().add(targetId);
|
||||
|
@ -277,4 +280,10 @@ public class SimulatedPlayer extends ComputerPlayer<SimulatedPlayer> {
|
|||
//should never get here
|
||||
}
|
||||
|
||||
protected String indent(int num) {
|
||||
char[] fill = new char[num];
|
||||
Arrays.fill(fill, ' ');
|
||||
return new String(fill);
|
||||
}
|
||||
|
||||
}
|
||||
|
|
|
@ -55,22 +55,25 @@ public class SimulationNode implements Serializable {
|
|||
protected UUID playerId;
|
||||
protected Combat combat;
|
||||
|
||||
public SimulationNode(SimulationNode parent, Game game, int depth, UUID playerId) {
|
||||
public SimulationNode(SimulationNode parent, Game game, UUID playerId) {
|
||||
this.parent = parent;
|
||||
this.game = game;
|
||||
this.depth = depth;
|
||||
if (parent == null)
|
||||
this.depth = 1;
|
||||
else
|
||||
this.depth = parent.getDepth() + 1;
|
||||
this.playerId = playerId;
|
||||
game.setCustomData(this);
|
||||
nodeCount++;
|
||||
}
|
||||
|
||||
public SimulationNode(SimulationNode parent, Game game, List<Ability> abilities, int depth, UUID playerId) {
|
||||
this(parent, game, depth, playerId);
|
||||
public SimulationNode(SimulationNode parent, Game game, List<Ability> abilities, UUID playerId) {
|
||||
this(parent, game, playerId);
|
||||
this.abilities = abilities;
|
||||
}
|
||||
|
||||
public SimulationNode(SimulationNode parent, Game game, Ability ability, int depth, UUID playerId) {
|
||||
this(parent, game, depth, playerId);
|
||||
public SimulationNode(SimulationNode parent, Game game, Ability ability, UUID playerId) {
|
||||
this(parent, game, playerId);
|
||||
this.abilities = new ArrayList<Ability>();
|
||||
abilities.add(ability);
|
||||
}
|
||||
|
|
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|
@ -53,7 +53,7 @@ public class PayLifeCost extends CostImpl<PayLifeCost> {
|
|||
|
||||
@Override
|
||||
public boolean canPay(UUID sourceId, UUID controllerId, Game game) {
|
||||
return game.getPlayer(controllerId).getLife() >= amount;
|
||||
return game.getPlayer(controllerId).getLife() > amount;
|
||||
}
|
||||
|
||||
@Override
|
||||
|
|
Loading…
Reference in a new issue