Ejemplo n.º 1
0
        public SpellTarget FindBestUsage(PlayedFighter pc, Spell.SpellCategory category, bool withWeapon, IEnumerable<Cell> possiblePlacement = null)
        {
            SpellTarget spellTarget = new SpellTarget();
            if (pc.PCStats.CurrentAP <= 0) return spellTarget;
            Stopwatch timer = new Stopwatch();
            timer.Start();
            PathFinder pathFinder = new PathFinder(pc.Fight, true);
            IEnumerable<Cell> sourceCells = possiblePlacement == null ? pc.GetPossibleMoves(true, true, pathFinder) : possiblePlacement;
            IEnumerable<Fighter> actorsWithoutPC = pc.Fight.AliveActors.Where(actor => actor != pc);
            List<Spell> spells = m_spells.ToList();
            if (withWeapon && ((category & (Spell.SpellCategory.Damages | Spell.SpellCategory.Healing)) != 0))
                spells.Add(WeaponSpellLike());
            //logger.Debug("***FindBestUsage {0}, {1} spells in book. {2} PA. {3}/{4} HP ***", category, spells.Count, pc.PCStats.CurrentAP, pc.PCStats.Health, pc.PCStats.MaxHealth);
            Object thisLock = new Object();
            //foreach(Spell spell in spells)
            int NbSpellsChecked = 0;
            Parallel.ForEach(spells, spell =>
            {
                NbSpellsChecked++;
                if (spell != null && !IgnoredSpells.Contains(spell.Template.id))
                {
                    int spellId = spell.Template.id;
                    if (spell.IsAvailable(null) && ((spellId != 0 && pc.CanCastSpells) || (spellId == 0 && pc.CanFight)) && spell.LevelTemplate.apCost <= pc.Stats.CurrentAP && pc.CanCastSpell(spellId))
                    {
                        if ((spell.Categories & category) > 0)
                        {
                            SpellTarget lastSpellTarget = spell.FindBestTarget(pc, sourceCells, actorsWithoutPC, category);
                            if (lastSpellTarget != null && lastSpellTarget.Efficiency > spellTarget.Efficiency)
                                //lock (thisLock)
                                    spellTarget = lastSpellTarget;
                            //if (lastSpellTarget != null)
                            //    logger.Debug("efficiency {0} = {1} ({2})", lastSpellTarget.Spell, lastSpellTarget.Efficiency, lastSpellTarget.Comment);
                                //lock (thisLock)
//                                    logger.Debug("efficiency {0} = ???", spell); 
//                            else
                                //lock (thisLock)
 //                                  logger.Debug("efficiency {0} = {1} ({2})", lastSpellTarget.Spell, lastSpellTarget.Efficiency, lastSpellTarget.Comment);
                        }
                    }
                    else
                    {
  //                      lock (thisLock)
  //                          logger.Info("{0} skipped : available={1} ({6}), canUse={2}, ApCost={3}, CanCast({4})={5}", spell, spell.IsAvailable(null), ((spellId != 0 && pc.CanCastSpells) || (spellId == 0 && pc.CanFight)), spell.LevelTemplate.apCost <= pc.Stats.CurrentAP, spellId, pc.CanCastSpell(spellId), spell.AvailabilityExplainString(null));
                    }
                }
            }
            );
            //Debug.Assert(NbSpellsChecked == spells.Count);
            timer.Stop();
            spellTarget.TimeSpan = timer.Elapsed;
            //pc.Character.SendInformation("Spell {0} selected - efficientcy : {1} - comment = {2}", spellTarget.Spell, spellTarget.Efficiency, spellTarget.Comment);
            return spellTarget;
        }
Ejemplo n.º 2
0
        /*public bool IsProperTarget(PlayedFighter caster, Fighter target, Spell spell)
        {
            // SpellTargetType
            if (target == null) return spell.LevelTemplate.needFreeCell && spell.IsAvailable(null, null);

            foreach (var spellEffect in spell.GetEffects())
                if (EffectBase.canAffectTarget(spellEffect, spell, caster, target)) return true;
            return false;
        }*/
        #endregion Availability management

        #region Spell selection
        /*public IEnumerable<Spell> GetOrderListOfSimpleBoostSpells(PlayedFighter caster, Fighter target, Spell.SpellCategory category)
        {
            return m_spells.Where(spell => (caster.Stats.CurrentAP >= spell.LevelTemplate.apCost) && spell.IsAvailable(caster.Id, category) && IsProperTarget(caster, target, spell)).OrderByDescending(spell => spell.Level).ThenByDescending(spell => spell.LevelTemplate.minPlayerLevel);
        }

        public IEnumerable<Spell> GetOrderedAttackSpells(PlayedFighter caster, Fighter target, Spell.SpellCategory category = Spell.SpellCategory.Damages)
        {
            Debug.Assert(((category & Spell.SpellCategory.Damages) > 0), "category do not include Damage effects");
            return m_spells.Where(spell =>
                (caster.Stats.CurrentAP >= spell.LevelTemplate.apCost) &&
                spell.IsAvailable(target.Id, category) &&
                IsProperTarget(caster, target, spell))
                .OrderByDescending(spell => (int)(spell.GetSpellDamages(caster, target, Spell.SpellCategory.Damages).Damage) * (caster.Stats.CurrentAP / (int)spell.LevelTemplate.apCost));
        }*/


        public SpellTarget FindBestUsage(PlayedFighter pc, List<int> spellIds, IEnumerable<Cell> possiblePlacement = null)
        {
            Stopwatch timer = new Stopwatch();
            timer.Start();
            PathFinder pathFinder = new PathFinder(pc.Fight, true);
            IEnumerable<Cell> sourceCells = possiblePlacement == null ? pc.GetPossibleMoves(true, true, pathFinder) : possiblePlacement;
            IEnumerable<Fighter> actorsWithoutPC = pc.Fight.AliveActors.Where(actor => actor != pc);
            SpellTarget spellTarget = new SpellTarget();
            foreach (int spellId in spellIds)
            {
                Spell spell = m_spells.FirstOrDefault(sp => sp.Template.id == spellId);
                if (spell == null && spellId == 0)
                    spell = WeaponSpellLike();
                if (spell != null)
                {

                    if (spell.IsAvailable(null) && ((spellId != 0 && pc.CanCastSpells) || (spellId == 0 && pc.CanFight)) && spell.LevelTemplate.apCost <= pc.Stats.CurrentAP && pc.CanCastSpell(spellId))

                        if (spell != null && spell.IsAvailable(null) && spell.LevelTemplate.apCost <= pc.Stats.CurrentAP)
                        {
                            SpellTarget lastSpellTarget = spell.FindBestTarget(pc, sourceCells, actorsWithoutPC, Spell.SpellCategory.All);
                            if (lastSpellTarget != null && lastSpellTarget.Efficiency > spellTarget.Efficiency)
                            {
                                spellTarget = lastSpellTarget;
                                break; // Stop on the first spell with positive efficiency
                            }
                        }
                }
            }
            timer.Stop();
            spellTarget.TimeSpan = timer.Elapsed;
            return spellTarget;
        }