FreeKill/lua/server/ai/random_ai.lua

245 lines
7.5 KiB
Lua

-- SPDX-License-Identifier: GPL-3.0-or-later
---@class RandomAI: AI
local RandomAI = AI:subclass("RandomAI")
---@param self RandomAI
---@param skill ActiveSkill
---@param card? Card
function RandomAI:useActiveSkill(skill, card)
local room = self.room
local player = self.player
local filter_func = skill.cardFilter
if card then
filter_func = Util.FalseFunc
end
if self.command == "PlayCard" and (not skill:canUse(player, card) or player:prohibitUse(card)) then
return ""
end
local max_try_times = 100
local selected_targets = {}
local selected_cards = {}
-- FIXME: ...
-- local min = skill:getMinTargetNum()
-- local max = skill:getMaxTargetNum(player, card)
-- local min_card = skill:getMinCardNum()
-- local max_card = skill:getMaxCardNum()
-- FIXME: ViewAsSkill can be buggy here
for _ = 0, max_try_times do
if skill:feasible(selected_targets, selected_cards, self.player, card) then break end
local avail_targets = table.filter(room:getAlivePlayers(), function(p)
local ret = skill:targetFilter(p.id, selected_targets, selected_cards, card or Fk:cloneCard'zixing')
if ret and card then
if player:isProhibited(p, card) then
ret = false
end
end
return ret
end)
avail_targets = table.map(avail_targets, function(p) return p.id end)
local avail_cards = table.filter(player:getCardIds{ Player.Hand, Player.Equip }, function(id)
return filter_func(skill, id, selected_cards, selected_targets)
end)
if #avail_targets == 0 and #avail_cards == 0 then break end
table.insertIfNeed(selected_targets, table.random(avail_targets))
table.insertIfNeed(selected_cards, table.random(avail_cards))
end
if skill:feasible(selected_targets, selected_cards, self.player, card) then
local ret = json.encode{
card = card and card.id or json.encode{
skill = skill.name,
subcards = selected_cards,
},
targets = selected_targets,
}
-- print(ret)
return ret
end
return ""
end
---@param self RandomAI
---@param skill ViewAsSkill
function RandomAI:useVSSkill(skill, pattern, cancelable, extra_data)
local player = self.player
local room = self.room
local precondition
if self.command == "PlayCard" then
precondition = skill:enabledAtPlay(player)
if not precondition then return nil end
local exp = Exppattern:Parse(skill.pattern)
local cnames = {}
for _, m in ipairs(exp.matchers) do
if m.name then table.insertTable(cnames, m.name) end
end
for _, n in ipairs(cnames) do
local c = Fk:cloneCard(n)
precondition = c.skill:canUse(Self, c)
if precondition then break end
end
else
precondition = skill:enabledAtResponse(player)
if not precondition then return nil end
local exp = Exppattern:Parse(pattern)
precondition = exp:matchExp(skill.pattern)
end
if (not precondition) or math.random() < 0.2 then return nil end
local selected_cards = {}
local max_try_time = 100
for _ = 0, max_try_time do
local avail_cards = table.filter(player:getCardIds{ Player.Hand, Player.Equip }, function(id)
return skill:cardFilter(id, selected_cards)
end)
if #avail_cards == 0 then break end
table.insert(selected_cards, table.random(avail_cards))
if skill:viewAs(selected_cards) then
return {
skill = skill.name,
subcards = selected_cards,
}
end
end
return nil
end
---@type table<string, fun(self: RandomAI, jsonData: string): string>
local random_cb = {}
random_cb["AskForUseActiveSkill"] = function(self, jsonData)
local data = json.decode(jsonData)
local skill = Fk.skills[data[1]]
local cancelable = data[3]
if cancelable and math.random() < 0.25 then return "" end
local extra_data = data[4]
for k, v in pairs(extra_data) do
skill[k] = v
end
if skill:isInstanceOf(ViewAsSkill) then
return RandomAI.useVSSkill(skill)
end
return RandomAI.useActiveSkill(self, skill)
end
random_cb["AskForSkillInvoke"] = function(self, jsonData)
return table.random{"1", ""}
end
random_cb["AskForUseCard"] = function(self, jsonData)
local player = self.player
local data = json.decode(jsonData)
local card_name = data[1]
local pattern = data[2] or card_name
local cancelable = data[4] or true
local exp = Exppattern:Parse(pattern)
local avail_cards = table.map(player:getCardIds("he"), Util.Id2CardMapper)
avail_cards = table.filter(avail_cards, function(c)
return exp:match(c) and not player:prohibitUse(c)
end)
if #avail_cards > 0 then
if math.random() < 0.25 then return "" end
for _, card in ipairs(avail_cards) do
local skill = card.skill
local max_try_times = 100
local selected_targets = {}
local min = skill:getMinTargetNum()
local max = skill:getMaxTargetNum(player, card)
local min_card = skill:getMinCardNum()
local max_card = skill:getMaxCardNum()
for _ = 0, max_try_times do
if skill:feasible(selected_targets, { card.id }, self.player, card) then
return json.encode{
card = table.random(avail_cards).id,
targets = selected_targets,
}
end
local avail_targets = table.filter(self.room:getAlivePlayers(), function(p)
return skill:targetFilter(p.id, selected_targets, {card.id}, card or Fk:cloneCard'zixing')
end)
avail_targets = table.map(avail_targets, function(p) return p.id end)
if #avail_targets == 0 and #avail_cards == 0 then break end
table.insertIfNeed(selected_targets, table.random(avail_targets))
end
end
end
return ""
end
random_cb["AskForResponseCard"] = function(self, jsonData)
local data = json.decode(jsonData)
local pattern = data[2]
local cancelable = true
local exp = Exppattern:Parse(pattern)
local avail_cards = table.filter(self.player:getCardIds{ Player.Hand, Player.Equip }, function(id)
return exp:match(Fk:getCardById(id))
end)
if #avail_cards > 0 then return json.encode{
card = table.random(avail_cards),
targets = {},
} end
-- TODO: vs skill
return ""
end
random_cb["PlayCard"] = function(self, jsonData)
local cards = table.map(self.player:getCardIds(Player.Hand), Util.Id2CardMapper)
local actives = table.filter(self.player:getAllSkills(), function(s)
return s:isInstanceOf(ActiveSkill)
end)
local vss = table.filter(self.player:getAllSkills(), function(s)
return s:isInstanceOf(ViewAsSkill)
end)
table.insertTable(cards, actives)
table.insertTable(cards, vss)
while #cards > 0 do
local sth = table.random(cards)
if sth:isInstanceOf(Card) then
local card = sth
local skill = card.skill ---@type ActiveSkill
if math.random() > 0.15 then
local ret = RandomAI.useActiveSkill(self, skill, card)
if ret ~= "" then return ret end
table.removeOne(cards, card)
else
table.removeOne(cards, card)
end
elseif sth:isInstanceOf(ActiveSkill) then
local active = sth
if math.random() > 0.30 then
local ret = RandomAI.useActiveSkill(self, active, nil)
if ret ~= "" then return ret end
end
table.removeOne(cards, active)
else
local vs = sth
if math.random() > 0.20 then
local ret = self:useVSSkill(vs)
-- TODO: handle vs result
end
table.removeOne(cards, vs)
end
end
return ""
end
-- FIXME: for smart ai
RandomAI.cb_table = random_cb
function RandomAI:initialize(player)
AI.initialize(self, player)
self.cb_table = random_cb
end
return RandomAI