Package mage.player.ai

Source Code of mage.player.ai.ComputerPlayer3

/*
*  Copyright 2010 BetaSteward_at_googlemail.com. All rights reserved.
*
*  Redistribution and use in source and binary forms, with or without modification, are
*  permitted provided that the following conditions are met:
*
*     1. Redistributions of source code must retain the above copyright notice, this list of
*        conditions and the following disclaimer.
*
*     2. Redistributions in binary form must reproduce the above copyright notice, this list
*        of conditions and the following disclaimer in the documentation and/or other materials
*        provided with the distribution.
*
*  THIS SOFTWARE IS PROVIDED BY BetaSteward_at_googlemail.com ``AS IS'' AND ANY EXPRESS OR IMPLIED
*  WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND
*  FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL BetaSteward_at_googlemail.com OR
*  CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
*  CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
*  SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON
*  ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
*  NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF
*  ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*
*  The views and conclusions contained in the software and documentation are those of the
*  authors and should not be interpreted as representing official policies, either expressed
*  or implied, of BetaSteward_at_googlemail.com.
*/

package mage.player.ai;

import java.util.LinkedList;
import java.util.UUID;
import java.util.logging.Level;
import java.util.logging.Logger;
import mage.Constants.AbilityType;
import mage.Constants.PhaseStep;
import mage.Constants.RangeOfInfluence;
import mage.Constants.Zone;
import mage.abilities.Ability;
import mage.cards.decks.Deck;
import mage.filter.FilterAbility;
import mage.game.Game;
import mage.game.combat.Combat;
import mage.game.combat.CombatGroup;
import mage.game.events.GameEvent;
import mage.game.turn.BeginCombatStep;
import mage.game.turn.BeginningPhase;
import mage.game.turn.CleanupStep;
import mage.game.turn.CombatDamageStep;
import mage.game.turn.CombatPhase;
import mage.game.turn.DeclareAttackersStep;
import mage.game.turn.DeclareBlockersStep;
import mage.game.turn.DrawStep;
import mage.game.turn.EndOfCombatStep;
import mage.game.turn.EndPhase;
import mage.game.turn.EndStep;
import mage.game.turn.PostCombatMainPhase;
import mage.game.turn.PostCombatMainStep;
import mage.game.turn.Step;
import mage.game.turn.UntapStep;
import mage.game.turn.UpkeepStep;
import mage.players.Player;
import mage.util.Logging;

/**
*
* @author BetaSteward_at_googlemail.com
*/
public class ComputerPlayer3 extends ComputerPlayer2 implements Player {

  private static final transient Logger logger = Logging.getLogger(ComputerPlayer3.class.getName());

  private static FilterAbility filterLand = new FilterAbility();
  private static FilterAbility filterNotLand = new FilterAbility();

  static {
    filterLand.getTypes().add(AbilityType.PLAY_LAND);
    filterLand.setZone(Zone.HAND);

    filterNotLand.getTypes().add(AbilityType.PLAY_LAND);
    filterNotLand.setZone(Zone.HAND);
    filterNotLand.setNotFilter(true);

  }

  public ComputerPlayer3(String name, Deck deck, RangeOfInfluence range) {
    super(name, deck, range);
    maxDepth = Config.maxDepth;
    maxNodes = Config.maxNodes;
  }

  public ComputerPlayer3(final ComputerPlayer3 player) {
    super(player);
  }

  @Override
  public ComputerPlayer3 copy() {
    return new ComputerPlayer3(this);
  }

  @Override
  public void priority(Game game) {
    logState(game);
    game.firePriorityEvent(playerId);
    switch (game.getTurn().getStepType()) {
      case UPKEEP:
      case DRAW:
        pass();
        break;
      case PRECOMBAT_MAIN:
        if (game.getActivePlayerId().equals(playerId)) {
          if (actions.size() == 0) {
            calculatePreCombatActions(game);
          }
          act(game);
        }
        else
          pass();
        break;
      case BEGIN_COMBAT:
        pass();
        break;
      case DECLARE_ATTACKERS:
        if (!game.getActivePlayerId().equals(playerId)) {
          if (actions.size() == 0) {
            calculatePreCombatActions(game);
          }
          act(game);
        }
        else
          pass();
        break;
      case DECLARE_BLOCKERS:
      case COMBAT_DAMAGE:
      case END_COMBAT:
        pass();
        break;
      case POSTCOMBAT_MAIN:
        if (game.getActivePlayerId().equals(playerId)) {
          if (actions.size() == 0) {
            calculatePostCombatActions(game);
          }
          act(game);
        }
        else
          pass();
        break;
      case END_TURN:
      case CLEANUP:
        pass();
        break;
    }
  }

  protected void calculatePreCombatActions(Game game) {
    if (!getNextAction(game)) {
      currentScore = GameStateEvaluator.evaluate(playerId, game);
      Game sim = createSimulation(game);
      SimulationNode.resetCount();
      root = new SimulationNode(sim, maxDepth, playerId);
      logger.fine("simulating pre combat actions -----------------------------------------------------------------------------------------");

      addActionsTimed(new FilterAbility());
      if (root.children.size() > 0) {
        root = root.children.get(0);
        actions = new LinkedList<Ability>(root.abilities);
        combat = root.combat;
      }
    }
  }

  protected void calculatePostCombatActions(Game game) {
    if (!getNextAction(game)) {
      currentScore = GameStateEvaluator.evaluate(playerId, game);
      Game sim = createSimulation(game);
      SimulationNode.resetCount();
      root = new SimulationNode(sim, maxDepth, playerId);
      logger.fine("simulating post combat actions ----------------------------------------------------------------------------------------");
      addActionsTimed(new FilterAbility());
      if (root.children.size() > 0) {
        root = root.children.get(0);
        actions = new LinkedList<Ability>(root.abilities);
        combat = root.combat;
      }
    }
  }

  @Override
  protected int addActions(SimulationNode node, FilterAbility filter, int depth, int alpha, int beta) {
    boolean stepFinished = false;
    int val;
    Game game = node.getGame();
    if (Thread.interrupted()) {
      Thread.currentThread().interrupt();
      logger.fine("interrupted");
      return GameStateEvaluator.evaluate(playerId, game);
    }
    if (depth <= 0 || SimulationNode.nodeCount > maxNodes || game.isGameOver()) {
      logger.fine("simulating -- reached end state");
      val = GameStateEvaluator.evaluate(playerId, game);
    }
    else if (node.getChildren().size() > 0) {
      logger.fine("simulating -- somthing added children:" + node.getChildren().size());
      val = minimaxAB(node, filter, depth-1, alpha, beta);
    }
    else {
      if (logger.isLoggable(Level.FINE))
        logger.fine("simulating -- alpha: " + alpha + " beta: " + beta + " depth:" + depth + " step:" + game.getTurn().getStepType() + " for player:" + game.getPlayer(game.getPlayerList().get()).getName());
      if (allPassed(game)) {
        if (!game.getStack().isEmpty()) {
          resolve(node, depth, game);
        }
        else {
          stepFinished = true;
        }
      }

      if (game.isGameOver()) {
        val = GameStateEvaluator.evaluate(playerId, game);
      }
      else if (stepFinished) {
        logger.fine("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.fine("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);
                break;
              case POSTCOMBAT_MAIN:
                  val = simulateCounterAttack(game, node, depth-1, alpha, beta);
                break;
              default:
                  val = GameStateEvaluator.evaluate(playerId, game);
                break;
            }
          }
        }
        else {
          if (game.getTurn().getStepType() == PhaseStep.DECLARE_ATTACKERS)
            val = simulateBlockers(game, node, playerId, depth-1, alpha, beta, true);
          else
            val = GameStateEvaluator.evaluate(playerId, game);
        }
      }
      else if (node.getChildren().size() > 0) {
        logger.fine("simulating -- trigger added children:" + node.getChildren().size());
        val = minimaxAB(node, filter, depth, alpha, beta);
      }
      else {
        val = simulatePriority(node, game, filter, depth, alpha, beta);
      }
    }

    if (logger.isLoggable(Level.FINE))
      logger.fine("returning -- score: " + val + " depth:" + 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) {
    Integer val = null;
    if (Thread.interrupted()) {
      Thread.currentThread().interrupt();
      logger.fine("interrupted");
      return GameStateEvaluator.evaluate(playerId, game);
    }
    if (game.getTurn().getStepType() != PhaseStep.DECLARE_BLOCKERS) {
      game.getTurn().setPhase(new CombatPhase());
      if (game.getPhase().beginPhase(game, game.getActivePlayerId())) {
        simulateStep(game, new BeginCombatStep());
        game.getPhase().setStep(new DeclareAttackersStep());
        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);
          }
        }
        else if (!counter) {
          simulateToEnd(game);
          val = simulatePostCombatMain(game, node, depth, alpha, beta);
        }
      }
    }
    else {
      if (!game.getStep().skipStep(game, game.getActivePlayerId())) {
        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);
        }
      }
      else if (!counter) {
        finishCombat(game);
        val = GameStateEvaluator.evaluate(playerId, game);
//        val = simulateCounterAttack(game, node, depth, alpha, beta);
      }
    }
    if (val == null)
      val = GameStateEvaluator.evaluate(playerId, game);
    if (logger.isLoggable(Level.FINE))
      logger.fine("returning -- combat score: " + val + " depth:" + 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) {
    if (Thread.interrupted()) {
      Thread.currentThread().interrupt();
      logger.fine("interrupted");
      return GameStateEvaluator.evaluate(playerId, game);
    }
    Integer val = null;
    SimulationNode bestNode = null;
    SimulatedPlayer attacker = (SimulatedPlayer) game.getPlayer(attackerId);

    for (Combat engagement: attacker.addAttackers(game)) {
      if (alpha >= beta) {
        logger.fine("simulating -- pruning attackers");
        break;
      }
      Game sim = game.copy();
      UUID defenderId = game.getOpponents(playerId).iterator().next();
      for (CombatGroup group: engagement.getGroups()) {
        for (UUID attackId: group.getAttackers()) {
          sim.getPlayer(attackerId).declareAttacker(attackId, defenderId, sim);
        }
      }
      sim.fireEvent(GameEvent.getEvent(GameEvent.EventType.DECLARED_ATTACKERS, playerId, playerId));
      SimulationNode newNode = new SimulationNode(sim, depth, game.getActivePlayerId());
      if (logger.isLoggable(Level.FINE))
        logger.fine("simulating attack -- node#: " + SimulationNode.getCount());
      sim.checkStateAndTriggered();
      while (!sim.getStack().isEmpty()) {
        sim.getStack().resolve(sim);
        logger.fine("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);
      if (!attackerId.equals(playerId)) {
        if (val < beta) {
          beta = val;
          bestNode = newNode;
          node.setCombat(simCombat);
        }
      }
      else {
        if (val > alpha) {
          alpha = val;
          bestNode = newNode;
          node.setCombat(simCombat);
        }
      }
    }
    if (val == null)
      val = GameStateEvaluator.evaluate(playerId, game);
    if (bestNode != null) {
      node.children.clear();
      node.children.add(bestNode);
    }
    if (logger.isLoggable(Level.FINE))
      logger.fine("returning -- combat attacker score: " + val + " depth:" + 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) {
    if (Thread.interrupted()) {
      Thread.currentThread().interrupt();
      logger.fine("interrupted");
      return GameStateEvaluator.evaluate(playerId, game);
    }
    Integer val = null;
    SimulationNode bestNode = null;
    //check if defender is being attacked
    if (game.getCombat().isAttacked(defenderId, game)) {
      SimulatedPlayer defender = (SimulatedPlayer) game.getPlayer(defenderId);
      for (Combat engagement: defender.addBlockers(game)) {
        if (alpha >= beta) {
          logger.fine("simulating -- pruning blockers");
          break;
        }
        Game sim = game.copy();
        for (CombatGroup group: engagement.getGroups()) {
          UUID attackerId = group.getAttackers().get(0);
          for (UUID blockerId: group.getBlockers()) {
            sim.getPlayer(defenderId).declareBlocker(blockerId, attackerId, sim);
          }
        }
        sim.fireEvent(GameEvent.getEvent(GameEvent.EventType.DECLARED_BLOCKERS, playerId, playerId));
        SimulationNode newNode = new SimulationNode(sim, depth, defenderId);
        if (logger.isLoggable(Level.FINE))
          logger.fine("simulating block -- node#: " + SimulationNode.getCount());
        sim.checkStateAndTriggered();
        while (!sim.getStack().isEmpty()) {
          sim.getStack().resolve(sim);
          logger.fine("resolving triggered abilities");
          sim.applyEffects();
        }
        sim.fireEvent(GameEvent.getEvent(GameEvent.EventType.DECLARE_BLOCKERS_STEP_POST, sim.getActivePlayerId(), sim.getActivePlayerId()));
        Combat simCombat = sim.getCombat().copy();
        finishCombat(sim);
        if (sim.isGameOver()) {
          val = GameStateEvaluator.evaluate(playerId, sim);
        }
        else if (!counter) {
          val = simulatePostCombatMain(sim, newNode, depth-1, alpha, beta);
        }
        else
          val = GameStateEvaluator.evaluate(playerId, sim);
        if (!defenderId.equals(playerId)) {
          if (val < beta) {
            beta = val;
            bestNode = newNode;
            node.setCombat(simCombat);
          }
        }
        else {
          if (val > alpha) {
            alpha = val;
            bestNode = newNode;
            node.setCombat(simCombat);
          }
        }
      }
    }
    if (val == null)
      val = GameStateEvaluator.evaluate(playerId, game);
    if (bestNode != null) {
      node.children.clear();
      node.children.add(bestNode);
    }
    if (logger.isLoggable(Level.FINE))
      logger.fine("returning -- combat blocker score: " + val + " depth:" + depth + " for player:" + game.getPlayer(node.getPlayerId()).getName());
    return val;
  }

  protected int simulateCounterAttack(Game game, SimulationNode node, int depth, int alpha, int beta) {
    if (Thread.interrupted()) {
      Thread.currentThread().interrupt();
      logger.fine("interrupted");
      return GameStateEvaluator.evaluate(playerId, game);
    }
    Integer val = null;
    if (!game.isGameOver()) {
      logger.fine("simulating -- counter attack");
      simulateToEnd(game);
      game.getState().setActivePlayerId(game.getState().getPlayerList(game.getActivePlayerId()).getNext());
      game.getTurn().setPhase(new BeginningPhase());
      if (game.getPhase().beginPhase(game, game.getActivePlayerId())) {
        simulateStep(game, new UntapStep());
        simulateStep(game, new UpkeepStep());
        simulateStep(game, new DrawStep());
        game.getPhase().endPhase(game, game.getActivePlayerId());
      }
      val = simulateCombat(game, node, depth-1, alpha, beta, true);
      if (logger.isLoggable(Level.FINE))
        logger.fine("returning -- counter attack score: " + val + " depth:" + depth + " for player:" + game.getPlayer(node.getPlayerId()).getName());
    }
    if (val == null)
      val = GameStateEvaluator.evaluate(playerId, game);
    return val;
  }

  protected void simulateStep(Game game, Step step) {
    if (Thread.interrupted()) {
      Thread.currentThread().interrupt();
      logger.fine("interrupted");
      return;
    }
    if (!game.isGameOver()) {
      game.getPhase().setStep(step);
      if (!step.skipStep(game, game.getActivePlayerId())) {
        step.beginStep(game, game.getActivePlayerId());
        game.checkStateAndTriggered();
        while (!game.getStack().isEmpty()) {
          game.getStack().resolve(game);
          game.applyEffects();
        }
        step.endStep(game, game.getActivePlayerId());
      }
    }
  }

  protected void finishCombat(Game game) {
    if (Thread.interrupted()) {
      Thread.currentThread().interrupt();
      logger.fine("interrupted");
      return;
    }
    simulateStep(game, new CombatDamageStep(true));
    simulateStep(game, new CombatDamageStep(false));
    simulateStep(game, new EndOfCombatStep());
  }

  protected int simulatePostCombatMain(Game game, SimulationNode node, int depth, int alpha, int beta) {
    if (Thread.interrupted()) {
      Thread.currentThread().interrupt();
      logger.fine("interrupted");
      return GameStateEvaluator.evaluate(playerId, game);
    }
    logger.fine("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 simulateCounterAttack(game, node, depth, alpha, beta);
  }

  protected void simulateToEnd(Game game) {
    if (Thread.interrupted()) {
      Thread.currentThread().interrupt();
      logger.fine("interrupted");
      return;
    }
    if (!game.isGameOver()) {
      game.getTurn().getPhase().endPhase(game, game.getActivePlayerId());
      game.getTurn().setPhase(new EndPhase());
      if (game.getTurn().getPhase().beginPhase(game, game.getActivePlayerId())) {
        simulateStep(game, new EndStep());
        simulateStep(game, new CleanupStep());
      }
    }
  }

}
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