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BehaviorFace.cs
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BehaviorFace.cs
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using System.Collections.Generic;
namespace HREngine.Bots
{
public class BehaviorFace : Behavior
{
PenalityManager penman = PenalityManager.Instance;
public override float getPlayfieldValue(Playfield p)
{
if (p.value >= -2000000) return p.value;
int retval = 0;
retval -= p.evaluatePenality;
retval += p.owncards.Count * 3;
retval += p.ownHero.Hp + p.ownHero.armor;
retval += -3 * (p.enemyHero.Hp + p.enemyHero.armor);
// when enemy hp is low, we need more face
if (p.enemyHero.Hp + p.enemyHero.armor < 15)
{
retval += 2 * (15 - p.enemyHero.Hp - p.enemyHero.armor);
}
retval += p.ownMaxMana * 15 - p.enemyMaxMana * 15;
if (p.ownWeaponAttack >= 1 && !p.ownHero.frozen)
{
retval += p.ownWeaponAttack * p.ownWeaponDurability;
}
if (!p.enemyHero.frozen)
{
retval -= p.enemyWeaponDurability * p.enemyWeaponAttack;
}
else
{
if (p.enemyHeroName != HeroEnum.mage && p.enemyHeroName != HeroEnum.priest && p.enemyHeroName != HeroEnum.warlock)
{
retval += 11;
}
}
//RR card draw value depending on the turn and distance to lethal
//RR if lethal is close, carddraw value is increased
if (p.turnCounter == 0 && Ai.Instance.lethalMissing <= 5) //RR
{
retval += p.owncarddraw * 100;
}
if (p.ownMaxMana < 4)
{
retval += p.owncarddraw * 2;
}
else
{
// value card draw this turn > card draw next turn (the sooner the better)
retval += (p.turnCounter < 2 ? p.owncarddraw * 5 : p.owncarddraw * 3);
}
//retval += p.owncarddraw * 5;
retval -= p.enemycarddraw * 15;
bool useAbili = false;
int usecoin = 0;
foreach (Action a in p.playactions)
{
if (a.actionType == actionEnum.attackWithHero)
{
if (p.enemyMinions.Find(m => m.entityID == a.target.entityID) != null) retval -= a.target.Angr;
if (p.enemyHero.Hp <= p.attackFaceHP) retval++;
if (p.ownHeroName == HeroEnum.warrior && useAbili) retval -= 1;
}
if (a.actionType == actionEnum.useHeroPower) useAbili = true;
//if (a.actionType == actionEnum.useHeroPower && a.card.card.name == CardDB.cardName.lesserheal && (!a.target.own)) retval -= 5;
if (a.actionType != actionEnum.playcard) continue;
if (a.card.card.name == CardDB.cardName.thecoin)
{
usecoin = 1;
}
if (a.card.card.name == CardDB.cardName.innervate)
{
usecoin = 2;
}
}
if (usecoin >= 1 && useAbili && p.ownMaxMana <= 2) retval -= 40;
if (usecoin >= 1 && p.manaTurnEnd >= usecoin && p.owncards.Count <= 8) retval -= 100 * p.manaTurnEnd;
int heropowermana = p.ownHeroAblility.card.getManaCost(p, 2);
if (p.manaTurnEnd >= heropowermana && !useAbili && p.ownAbilityReady)
{
if (!(p.ownHeroName == HeroEnum.thief && (p.ownWeaponDurability >= 2 || p.ownWeaponAttack >= 2))) retval -= 100;
}
if (useAbili) retval -= 3; // penalty in case the hero power was chosen over playing a card (penalty == card count bonus)
if (useAbili && usecoin == 2) retval -= 5; // prevent being wasteful with innervate if we could've just not used hero power for 2mana
//if (usecoin && p.mana >= 1) retval -= 20;
if (p.ownHeroName == HeroEnum.pala)
{
foreach (Handmanager.Handcard hc in p.owncards)
{
if (hc.card.name == CardDB.cardName.avenge && p.manaTurnEnd >= hc.getManaCost(p))
{
retval -= 8;
break;
}
}
}
bool enemyDoomsayer = false;
bool ownDoomsayer = false;
if (p.enemyMinions.Find(m => m.name == CardDB.cardName.doomsayer && !m.silenced) != null) enemyDoomsayer = true;
if (p.ownMinions.Find(m => m.name == CardDB.cardName.doomsayer && !m.silenced) != null) ownDoomsayer = true;
if (!enemyDoomsayer && !ownDoomsayer)
{
foreach (Minion m in p.ownMinions)
{
retval += m.Hp * 1;
retval += m.Angr * 2;
retval += m.handcard.card.rarity;
if (m.windfury) retval += m.Angr;
if (m.divineshild) retval += ((m.Angr + 2) / 3) + ((m.Hp + 2) / 3);
if (m.stealth) retval += 1;
if (m.taunt) retval += 1;
if (m.handcard.card.isSpecialMinion)
{
retval += 1;
if (!m.taunt && m.stealth) retval += (m.Angr < 4 ? 10 : 20);
}
//if (m.handcard.card.name == CardDB.cardName.silverhandrecruit && m.Angr == 1 && m.Hp == 1) retval -= 5;
if (m.handcard.card.name == CardDB.cardName.direwolfalpha || m.handcard.card.name == CardDB.cardName.flametonguetotem || m.handcard.card.name == CardDB.cardName.stormwindchampion || m.handcard.card.name == CardDB.cardName.raidleader) retval += 10;
if (m.handcard.card.name == CardDB.cardName.nerubianegg)
{
if (m.Angr >= 1) retval += 2;
if ((!m.taunt && m.Angr == 0) && (m.divineshild || m.maxHp > 2)) retval -= 10;
if (p.ownMinions.Count >= 3) retval += 15;
}
}
foreach (Minion m in p.enemyMinions)
{
retval -= this.getEnemyMinionValue(m, p);
}
}
retval -= p.enemySecretCount;
retval -= p.numEnemySecretsTurnEnd * 50;
retval -= p.lostDamage;//damage which was to high (like killing a 2/1 with an 3/3 -> => lostdamage =2
retval -= p.lostWeaponDamage;
if (p.ownMinions.Count == 0) retval -= 20;
if (p.enemyMinions.Count >= 4) retval -= 20;
if (p.enemyHero.Hp <= 0)
{
if (p.turnCounter <= 1)
{
retval = 10000;
}
else
{
retval += 50;//10000
if (p.numPlayerMinionsAtTurnStart == 0) retval += 50; // if we can kill the enemy even after a board clear, bigger bonus
if (p.loathebLastTurn > 0) retval += 50; // give a bonus to turn 2 sims where we played loatheb in turn 1 to protect our lethal board
}
}
else if (p.ownHero.Hp > 0)
{
// if our damage on board is lethal, give a strong bonus so enemy AI avoids this outcome in its turn (i.e. AI will clear our minions if it can instead of ignoring them)
if (p.turnCounter == 1 && p.guessHeroDamage(true) >= p.enemyHero.Hp + p.enemyHero.armor) retval += 100;
}
//soulfire etc
int deletecardsAtLast = 0;
foreach (Action a in p.playactions)
{
if (a.actionType != actionEnum.playcard) continue;
if (a.card.card.name == CardDB.cardName.soulfire || a.card.card.name == CardDB.cardName.doomguard || a.card.card.name == CardDB.cardName.succubus) deletecardsAtLast = 1;
if (deletecardsAtLast == 1 && !(a.card.card.name == CardDB.cardName.soulfire || a.card.card.name == CardDB.cardName.doomguard || a.card.card.name == CardDB.cardName.succubus)) retval -= 20;
}
if (p.enemyHero.Hp >= 1 && p.ownHero.Hp <= 0)
{
//Helpfunctions.Instance.ErrorLog("turncounter " + p.turnCounter);
if (p.turnCounter == 0) // own turn
{
//worst case: we die on own turn
retval += p.owncarddraw * 500;
retval = -10000;
}
else
{
if (p.turnCounter == 1) // enemys first turn
{
retval += p.owncarddraw * 500;
retval -= 1000;
}
if (p.turnCounter >= 2)
{
//carddraw next turn doesnt count this turn :D
retval -= 100;
}
}
}
/*if (p.enemyHero.Hp >= 1 && p.ownHero.Hp <= 0)
{
if (p.turnCounter < 2) retval += p.owncarddraw * 500;
retval -= 1000;
}
if (p.ownHero.Hp <= 0) retval = -10000;*/
// give a bonus for making the enemy spend more mana dealing with our board, so boards where the enemy makes different plays
// aren't considered as equal value (i.e. attacking the enemy and making him spend mana to heal vs not attacking at all)
if (p.turnCounter == 1 || p.turnCounter == 3) retval += p.enemyMaxMana - p.mana;
p.value = retval;
return retval;
}
public override int getEnemyMinionValue(Minion m, Playfield p)
{
int retval = 1; // Give a base value of 1, so in the event of equal boards next turn vs this turn, minion removal is prioritzed earlier rather than later.;
if (m.name == CardDB.cardName.cutpurse) retval += 40;
if (m.taunt || (m.handcard.card.targetPriority >= 1 && !m.silenced))
{
retval += m.Hp;
if (!m.frozen && !((m.name == CardDB.cardName.ancientwatcher || m.name == CardDB.cardName.ragnarosthefirelord) && !m.silenced))
{
retval += m.Angr * 2;
if (m.windfury) retval += 2 * m.Angr;
}
if (m.taunt && m.Angr > 0) retval += 5;
if (m.divineshild) retval += m.Angr;
if (m.frozen) retval -= 1; // because its bad for enemy :D
if (m.poisonous) retval += 4;
retval += m.handcard.card.rarity;
if (!m.frozen && m.Angr >= 4) retval += 20 + m.Hp;
if (!m.frozen && m.Angr >= 7)
{
List<Minion> myTaunts = p.ownMinions.FindAll(own => own.taunt);
List<Minion> enemyAttackers = p.enemyMinions.FindAll(enm => enm.entityID != m.entityID && enm.Angr > 0 && !enm.frozen);
int totalTauntHp = 0;
int totalAtkDmg = 0;
myTaunts.ForEach(taunt => totalTauntHp += taunt.Hp);
enemyAttackers.ForEach(atkr => totalAtkDmg += atkr.Angr);
if (myTaunts.Count < enemyAttackers.Count && totalTauntHp <= totalAtkDmg) retval += 30 + m.Hp;
}
if (m.name == CardDB.cardName.nerubianegg && m.Angr <= 3 && !m.taunt) retval = 0;
}
if (m.handcard.card.targetPriority >= 1 && !m.silenced) retval += m.handcard.card.targetPriority;
return retval;
}
}
}