use of mage.game.combat.CombatGroup in project mage by magefree.
the class MCTSNode method expand.
public void expand() {
MCTSPlayer player = (MCTSPlayer) game.getPlayer(playerId);
if (player.getNextAction() == null) {
logger.fatal("next action is null");
}
switch(player.getNextAction()) {
case PRIORITY:
// logger.info("Priority for player:" + player.getName() + " turn: " + game.getTurnNum() + " phase: " + game.getPhase().getType() + " step: " + game.getStep().getType());
List<Ability> abilities;
if (!USE_ACTION_CACHE)
abilities = player.getPlayableOptions(game);
else
abilities = getPlayables(player, fullStateValue, game);
for (Ability ability : abilities) {
Game sim = game.copy();
// logger.info("expand " + ability.toString());
MCTSPlayer simPlayer = (MCTSPlayer) sim.getPlayer(player.getId());
simPlayer.activateAbility((ActivatedAbility) ability, sim);
sim.resume();
children.add(new MCTSNode(this, sim, ability));
}
break;
case SELECT_ATTACKERS:
// logger.info("Select attackers:" + player.getName());
List<List<UUID>> attacks;
if (!USE_ACTION_CACHE)
attacks = player.getAttacks(game);
else
attacks = getAttacks(player, fullStateValue, game);
UUID defenderId = game.getOpponents(player.getId()).iterator().next();
for (List<UUID> attack : attacks) {
Game sim = game.copy();
MCTSPlayer simPlayer = (MCTSPlayer) sim.getPlayer(player.getId());
for (UUID attackerId : attack) {
simPlayer.declareAttacker(attackerId, defenderId, sim, false);
}
sim.resume();
children.add(new MCTSNode(this, sim, sim.getCombat()));
}
break;
case SELECT_BLOCKERS:
// logger.info("Select blockers:" + player.getName());
List<List<List<UUID>>> blocks;
if (!USE_ACTION_CACHE)
blocks = player.getBlocks(game);
else
blocks = getBlocks(player, fullStateValue, game);
for (List<List<UUID>> block : blocks) {
Game sim = game.copy();
MCTSPlayer simPlayer = (MCTSPlayer) sim.getPlayer(player.getId());
List<CombatGroup> groups = sim.getCombat().getGroups();
for (int i = 0; i < groups.size(); i++) {
if (i < block.size()) {
for (UUID blockerId : block.get(i)) {
simPlayer.declareBlocker(simPlayer.getId(), blockerId, groups.get(i).getAttackers().get(0), sim);
}
}
}
sim.resume();
children.add(new MCTSNode(this, sim, sim.getCombat()));
}
break;
}
game = null;
}
use of mage.game.combat.CombatGroup in project mage by magefree.
the class ComputerPlayer2 method playNext.
/*@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();
}
use of mage.game.combat.CombatGroup in project mage by magefree.
the class CamouflageEffect method applies.
@Override
public boolean applies(GameEvent event, Ability source, Game game) {
Player controller = game.getPlayer(source.getControllerId());
if (controller != null) {
Map<UUID, List<List<Permanent>>> masterMap = new HashMap<>();
// and divides them into a number of piles equal to the number of attacking creatures for whom that player is the defending player (piles can be empty)
for (UUID defenderId : game.getCombat().getPlayerDefenders(game)) {
Player defender = game.getPlayer(defenderId);
if (defender != null) {
List<List<Permanent>> masterList = new ArrayList<>();
int attackerCount = 0;
for (CombatGroup combatGroup : game.getCombat().getGroups()) {
if (combatGroup.getDefendingPlayerId().equals(defenderId)) {
attackerCount += combatGroup.getAttackers().size();
}
}
// This shouldn't be necessary, but just in case
for (Permanent permanent : game.getBattlefield().getAllActivePermanents(new FilterCreaturePermanent(), defenderId, game)) {
permanent.setBlocking(0);
}
boolean declinedChoice = false;
while (masterList.size() < attackerCount) {
List<Permanent> newPile = new ArrayList<>();
if (!declinedChoice) {
FilterControlledCreaturePermanent filter = new FilterControlledCreaturePermanent("creatures you control not yet assigned to a pile");
for (List<Permanent> list : masterList) {
// Creatures they control that can block additional creatures may likewise be put into additional piles.
// (This temporarily manipulates Blocking values to "test" how many blockers the creature has still left to assign)
List<Permanent> spentBlockers = new ArrayList<>();
for (Permanent possibleBlocker : list) {
if (possibleBlocker.getMaxBlocks() != 0 && possibleBlocker.getBlocking() >= possibleBlocker.getMaxBlocks()) {
spentBlockers.add(possibleBlocker);
}
}
filter.add(Predicates.not(new PermanentInListPredicate(spentBlockers)));
}
if (defender.chooseUse(Outcome.Neutral, "Make a new blocker pile? If not, all remaining piles stay empty. (remaining piles: " + (attackerCount - masterList.size()) + ')', source, game)) {
Target target = new TargetControlledCreaturePermanent(0, Integer.MAX_VALUE, filter, true);
if (target.canChoose(source.getSourceId(), defenderId, game)) {
if (defender.chooseTarget(Outcome.Neutral, target, source, game)) {
for (UUID creatureId : target.getTargets()) {
Permanent creature = game.getPermanent(creatureId);
if (creature != null) {
creature.setBlocking(creature.getBlocking() + 1);
newPile.add(creature);
}
}
}
}
} else {
declinedChoice = true;
}
}
masterList.add(newPile);
StringBuilder sb = new StringBuilder("Blocker pile of ").append(defender.getLogName()).append(" (no. " + masterList.size() + "): ");
int i = 0;
for (Permanent permanent : newPile) {
i++;
sb.append(permanent.getLogName());
if (i < newPile.size()) {
sb.append(", ");
}
}
game.informPlayers(sb.toString());
}
// Clear all test Blocking values before assigning piles
for (Permanent permanent : game.getBattlefield().getAllActivePermanents(new FilterCreaturePermanent(), defenderId, game)) {
permanent.setBlocking(0);
}
masterMap.put(defenderId, masterList);
}
}
// Assign each pile to a different one of those attacking creatures at random. Each creature in a pile that can block the creature that pile is assigned to does so
if (!masterMap.isEmpty()) {
for (UUID playerId : masterMap.keySet()) {
List<Permanent> available = new ArrayList<>();
for (CombatGroup combatGroup : game.getCombat().getGroups()) {
if (combatGroup.getDefendingPlayerId().equals(playerId)) {
for (UUID attackerId : combatGroup.getAttackers()) {
Permanent permanent = game.getPermanent(attackerId);
if (permanent != null && permanent.isCreature(game)) {
available.add(permanent);
}
}
}
}
List<List<Permanent>> allPiles = masterMap.get(playerId);
for (List<Permanent> pile : allPiles) {
if (available.isEmpty()) {
break;
}
int randomAttacker = RandomUtil.nextInt(available.size());
Permanent attacker = available.get(randomAttacker);
if (attacker != null) {
available.remove(randomAttacker);
for (Permanent blocker : pile) {
CombatGroup group = game.getCombat().findGroup(attacker.getId());
if (group != null) {
if (blocker.canBlock(attacker.getId(), game) && (blocker.getMaxBlocks() == 0 || group.getAttackers().size() <= blocker.getMaxBlocks())) {
boolean notYetBlocked = group.getBlockers().isEmpty();
group.addBlockerToGroup(blocker.getId(), blocker.getControllerId(), game);
game.getCombat().addBlockingGroup(blocker.getId(), attacker.getId(), blocker.getControllerId(), game);
if (notYetBlocked) {
game.fireEvent(GameEvent.getEvent(GameEvent.EventType.CREATURE_BLOCKED, attacker.getId(), source, null));
}
// TODO: find an alternate event solution for multi-blockers (as per issue #4285), this will work fine for single blocker creatures though
game.fireEvent(new BlockerDeclaredEvent(attacker.getId(), blocker.getId(), blocker.getControllerId()));
}
}
}
}
}
}
}
return true;
}
return false;
}
use of mage.game.combat.CombatGroup in project mage by magefree.
the class CoilsOfTheMedusaDestroyEffect method apply.
@Override
public boolean apply(Game game, Ability source) {
Permanent coils = (Permanent) game.getLastKnownInformation(source.getSourceId(), Zone.BATTLEFIELD);
List<UUID> blockers = new ArrayList<>();
if (coils != null && coils.getAttachedTo() != null) {
// grab all creatures blocking enchanted creature
Permanent enchantedCreature = game.getPermanent(coils.getAttachedTo());
if (enchantedCreature != null && enchantedCreature.isBlocked(game)) {
for (CombatGroup group : game.getCombat().getGroups()) {
if (group.getAttackers().contains(enchantedCreature.getId())) {
blockers = group.getBlockers();
break;
}
}
// filter out defenders, destroying the rest
while (!blockers.isEmpty()) {
Permanent blocker = game.getPermanent(blockers.remove(0));
if (!blocker.hasAbility(DefenderAbility.getInstance(), game)) {
blocker.destroy(source, game, false);
}
}
return true;
}
}
return false;
}
use of mage.game.combat.CombatGroup in project mage by magefree.
the class BerserkMurlodontEffect method apply.
@Override
public boolean apply(Game game, Ability source) {
Permanent permanent = game.getPermanent(getTargetPointer().getFirst(game, source));
if (permanent == null) {
return false;
}
int blockers = game.getCombat().getGroups().stream().filter(combatGroup -> combatGroup.getAttackers().contains(permanent.getId())).map(CombatGroup::getBlockers).mapToInt(List::size).sum();
game.addEffect(new BoostTargetEffect(blockers, blockers, Duration.EndOfTurn).setTargetPointer(new FixedTarget(permanent, game)), source);
return true;
}
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