protected virtual ActionBase AttackTauntMinions(PlayerState EnemyState) { // TODO: Sort list by ATK, descending. if (EnemyState.TauntMinions.Count == 0) return null; foreach (var item in EnemyState.TauntMinions) { if (!item.IsStealthed()) { var power = PlayerState.GetPossibleAttack( HRPlayer.GetLocalPlayer(), item.GetRemainingHP()); if (power.Attack >= item.GetRemainingHP()) { if (power.Cards.Count > 0) return new AttackAction(power.Cards[0], item); } } } // There are enemy Taunts but we cannot kill at least one // of them. :/ // // Just attack it... var nextTaunt = EnemyState.TauntMinions[0]; // No taunts found that can be killed, attack first one. var current = PlayerState.GetPossibleAttack( HRPlayer.GetLocalPlayer(), nextTaunt.GetRemainingHP()); if (current.Cards.Count > 0) return new AttackAction(current.Cards[0], nextTaunt); return null; }
public static PlayerPossibleAttack GetPossibleAttack(HRPlayer Player, int RequiredAttack, int Limit = -1) { var result = new PlayerPossibleAttack(); var playerState = new PlayerState(Player); // TODO: Sort list by ATK, descending. // Loop through all minions that can attack.. foreach (var item in playerState.ReadyMinions) { if (HRCardManager.CanAttackWithCard(item.GetCard())) { if (Limit == -1) { result.Attack += item.GetATK(); result.Cards.Add(item); } else if (result.Cards.Count + 1 == Limit) { // Try to find a combination that matches... if (result.Attack + item.GetATK() >= RequiredAttack) { result.Attack += item.GetATK(); result.Cards.Add(item); } } else { result.Attack += item.GetATK(); result.Cards.Add(item); } } } if (result.Attack < RequiredAttack) { int remainingMana = Player.GetNumAvailableResources(); // Check other resources that can deal damage. // Deal damage with hero power? if (Player.GetHeroPower().GetATK() > 0) { if (Player.GetHeroPower().GetCost() <= remainingMana) { result.Attack += Player.GetHeroPower().GetATK(); result.Cost += Player.GetHeroPower().GetCost(); result.Cards.Add(Player.GetHeroPower()); remainingMana -= Player.GetHeroPower().GetCost(); } } // Hero Card most times: Weapons and other special stuff. if (Player.HasWeapon() && Player.GetWeaponCard().GetEntity().GetATK() > 0 && Player.GetWeaponCard().GetEntity().CanAttack() && Player.GetWeaponCard().GetEntity().GetCost() <= remainingMana) { if (HRCardManager.CanAttackWithCard(Player.GetHero().GetCard())) { result.Attack += Player.GetWeaponCard().GetEntity().GetATK(); result.Cost += Player.GetWeaponCard().GetEntity().GetCost(); result.Cards.Add(Player.GetWeaponCard().GetEntity()); remainingMana -= Player.GetHero().GetCost(); } } // Remaining cards on hand? List<HRCard> playerHand = HRCard.GetCards(Player, HRCardZone.HAND); foreach (var item in playerHand) { if ((item.GetEntity().IsSpell() || (item.GetEntity().IsMinion() && item.GetEntity().HasCharge())) && item.GetEntity().GetATK() > 0) { int cost = item.GetEntity().GetCost(); if (cost <= remainingMana) { result.Attack += item.GetEntity().GetATK(); result.Cost += cost; result.Cards.Add(item.GetEntity()); remainingMana -= cost; } } } } return result; }
private HREngine.API.Actions.ActionBase UpdateBattleState() { HREngine.API.Actions.ActionBase result = NextFixedAction; if (result != null) { NextFixedAction = null; return result; } // If a previous action was not handled successful the Bot remains // in target mode. // Target here with 'LastTarget'. If the specified Target is null // the bot automatically selects the best target based on a rule // or enemy condition. if (HRBattle.IsInTargetMode()) { HRLog.Write("Targeting..."); return new TargetAction(PlayCardAction.LastTarget != null ? PlayCardAction.LastTarget : GetNextAttackToAttack()); } var localPlayerState = new PlayerState(HRPlayer.GetLocalPlayer()); var enemyPlayerState = new PlayerState(HRPlayer.GetEnemyPlayer()); // Fix: Druid: doesn't attack (and even other) // https://github.com/Hearthcrawler/HREngine/issues/40 if (!localPlayerState.Player.HasWeapon() && localPlayerState.Player.GetHero().CanAttack() && localPlayerState.Player.GetHero().GetATK() > 0 && HRBattle.CanUseCard(localPlayerState.Player.GetHero())) { return new AttackAction( localPlayerState.Player.GetHero(), GetNextAttackToAttack()); } if (!enemyPlayerState.Player.HasATauntMinion()) { if (enemyPlayerState.Player.GetHero().CanBeAttacked()) { var current = PlayerState.GetPossibleAttack( localPlayerState.Player, enemyPlayerState.Health); if (current.Attack >= enemyPlayerState.Health) { if (current.Cards.Count > 0) return new AttackAction(current.Cards[0], enemyPlayerState.Player.GetHero()); } } } if (localPlayerState.Player.GetHero().GetClass() == HRClass.PRIEST) { if (localPlayerState.Player.GetHeroPower().GetCost() <= localPlayerState.Mana) { if (localPlayerState.Health <= 17) { if (HRBattle.CanUseCard(localPlayerState.Player.GetHeroPower())) return new PlayCardAction( localPlayerState.Player.GetHeroPower().GetCard(), HRPlayer.GetLocalPlayer().GetHero()); } else { // FIX: Heal minions if possible // https://github.com/Hearthcrawler/HREngine/issues/27 foreach (var item in localPlayerState.ReadyMinions) { if (item.GetRemainingHP() < item.GetHealth()) { // Heal damaged minions... if (HRBattle.CanUseCard(localPlayerState.Player.GetHeroPower())) return new PlayCardAction( localPlayerState.Player.GetHeroPower().GetCard(), HRPlayer.GetLocalPlayer().GetHero()); } } } } } // Next cards to push... if (HRPlayer.GetLocalPlayer().GetNumFriendlyMinionsInPlay() < 7) { result = PlayCardsToField(); if (result != null) return result; else { // There are no cards to play.. if (localPlayerState.Player.GetHero().GetClass() == HRClass.WARLOCK) { // Can we use our hero power? // Warlock should not suicide. // FIX: https://github.com/Hearthcrawler/HREngine/issues/30 if (localPlayerState.Health >= 10) { // At least 3 mana left if we draw a card, okay? if (localPlayerState.Player.GetHeroPower().GetCost() + 3 <= localPlayerState.Mana) { if (HRBattle.CanUseCard(localPlayerState.Player.GetHeroPower())) return new PlayCardAction(localPlayerState.Player.GetHeroPower().GetCard()); } } } } } // Priority: Always attack taunt minions first. if (enemyPlayerState.TauntMinions.Count > 0) { result = AttackTauntMinions(enemyPlayerState); if (result != null) return result; } // Bot does not attack when there is stealthed taunts // Fix: https://github.com/Hearthcrawler/HREngine/issues/60 // If AttackTauntMinions() cannot attack because of stealthed - the action is null // and the bot should continue with default attack routine. // // Attack other minions or hero... result = Attack(); if (result != null) return result; // Use Hero Power that make sense at last... if (localPlayerState.Player.GetHeroPower().GetCost() <= localPlayerState.Mana) { switch (localPlayerState.Player.GetHero().GetClass()) { case HRClass.DRUID: case HRClass.WARRIOR: case HRClass.MAGE: case HRClass.PALADIN: case HRClass.HUNTER: case HRClass.SHAMAN: case HRClass.ROGUE: { if (HRBattle.CanUseCard(localPlayerState.Player.GetHeroPower())) return new PlayCardAction(localPlayerState.Player.GetHeroPower().GetCard()); } break; default: break; } } return null; }