/*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);
        }
Esempio n. 2
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        // Find the best cell to cast a given spell, retrieve damage done and best cell (todo : optimize if needed)
        public SpellTarget FindBestTarget(PlayedFighter pc, Cell source, IEnumerable <Cell> destCells, IEnumerable <Fighter> actors, Spell.SpellCategory category)
        {
            SpellTarget result = null;

            foreach (Cell dest in destCells)
            {
                string comment     = string.Empty;
                int    efficientcy = 0;
                if (areaDependsOnDirection || !efficiencyCache.TryGetValue(dest.Id, out efficientcy))
                {
                    efficientcy = GetFullAreaEffect(pc, source, dest, actors, category, ref comment);
                    if (!areaDependsOnDirection)
                    {
                        efficiencyCache[dest.Id] = efficientcy;
                    }
                }
                if (efficientcy > 0)
                {
                    if (result == null)
                    {
                        result         = new SpellTarget(efficientcy, source, dest, this);
                        result.Comment = comment;
                    }
                    else
                    if (efficientcy > result.Efficiency)
                    {
                        result.Efficiency = efficientcy;
                        result.FromCell   = source;
                        result.TargetCell = dest;
                        result.Spell      = this;
                        result.Comment    = comment;
                    }
                }
            }
            return(result);
        }
        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);
        }
Esempio n. 4
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        // Find where the PC should come to cast the spell, and the best target there (todo : optimize if needed)
        public SpellTarget FindBestTarget(PlayedFighter pc, IEnumerable <Cell> sourceCells, IEnumerable <Fighter> actors, Spell.SpellCategory category)
        {
            if (LevelTemplate.statesForbidden != null)
            {
                if (LevelTemplate.statesForbidden.Any(state => pc.HasState(state)))
                {
                    logger.Debug("Spell {0} skipped : statesForbidden {1}", this, string.Join(",", LevelTemplate.statesForbidden));
                    pc.Character.SendWarning("Spell {0} skipped : statesForbidden {1}", this, string.Join(",", LevelTemplate.statesForbidden));
                    return(null); // Can't cast this : all the required states are not on the caster
                }
            }
            if (LevelTemplate.statesRequired != null)
            {
                if (!LevelTemplate.statesRequired.All(state => pc.HasState(state)))
                {
                    logger.Debug("Spell {0} skipped : statesRequired {1}", this, string.Join(",", LevelTemplate.statesForbidden));
                    pc.Character.SendWarning("Spell {0} skipped : statesRequired {1}", this, string.Join(",", LevelTemplate.statesForbidden));
                    return(null); // Can't cast this : at least one required state is not on the caster
                }
            }
            if (IsMaitrise(null)) // If the spell is a maitrise, then ignore it if not of the proper type for equipped weapon.
            {
                Weapon weapon = pc.Character.Inventory.GetEquippedWeapon();
                if (weapon == null)
                {
                    return(null);
                }
                if (!IsMaitrise(weapon.typeId))
                {
                    return(null);
                }
            }
            _losMap = new LOSMap(pc.Fight);
            SpellTarget bestResult = null;

            #region optimisations
            IEnumerable <Fighter> enemies = pc.GetOpposedTeam().FightersAlive;
            IEnumerable <Fighter> friends = pc.Team.FightersAlive;

            bool goodSpell = (Categories & (SpellCategory.Buff | SpellCategory.Healing)) != 0;
            bool badSpell  = (Categories & (SpellCategory.Damages | SpellCategory.Curse)) != 0;
            IEnumerable <Fighter> targets = null;
            int targetsCount = 0;
            if (goodSpell && badSpell)
            {
                goodSpell = badSpell = false;
            }
            else
            {
                targets      = goodSpell ? friends : enemies;
                targetsCount = targets.Count();
            }
            uint surface = this.GetArea(category);
            efficiencyCache = null;
            if (!areaDependsOnDirection)
            {
                efficiencyCache = new Dictionary <short, int>();
            }
            #endregion
            if (surface == 1 && LevelTemplate.range == 0) // Hack fast Cure and protect self
            {
                var res = GetSpellDamages(pc, pc);
                if (res.Damage > 0)
                {
                    bestResult = new SpellTarget(res.Damage, pc.Cell, pc.Cell, this);
                }
            }
            else
            {
                foreach (Cell source in sourceCells)
                {
                    IEnumerable <Cell> destCells = GetCellsAtSpellRange(pc, source, actors);
                    if (goodSpell || badSpell)
                    {
                        if (surface <= 1 && LevelTemplate.range > 0)
                        {
                            destCells = destCells.Intersect(targets.Select(fighter => fighter.Cell)); // for spells that have an area of effect of 1, just find enemies or friends as targets. No need to scan all the range.
                        }
                    }
                    if (surface >= 560 && destCells.Count() > 1) // For spells that cover the full map, use only the first cell
                    {
                        destCells = destCells.Take(1);
                    }
                    SpellTarget newResult = FindBestTarget(pc, source, destCells, actors, category);
                    if (newResult == null || newResult.Efficiency <= 0)
                    {
                        continue;
                    }
                    if (bestResult == null || bestResult.Efficiency < newResult.Efficiency)
                    {
                        bestResult = newResult;
                        if (surface >= 560)
                        {
                            break;                 // if spell covers all map, and we have some hit, then no need to continue (first source cells are nearest)
                        }
                        if (targetsCount == 1 && surface == 1)
                        {
                            break;                                    // only one target and 1 cell area spell => no need to loop further
                        }
                    }
                }
            }
            if (bestResult != null)
            {
                bestResult.Efficiency *= (pc.Stats.CurrentAP / LevelTemplate.apCost);
                bestResult.cast        = false;
            }

            return(bestResult);
        }
Esempio n. 5
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        // Find where the PC should come to cast the spell, and the best target there (todo : optimize if needed)
        public SpellTarget FindBestTarget(PlayedFighter pc, IEnumerable<Cell> sourceCells, IEnumerable<Fighter> actors, Spell.SpellCategory category)
        {
            if (LevelTemplate.statesForbidden != null)
                if (LevelTemplate.statesForbidden.Any(state => pc.HasState(state)))
                {
                    logger.Debug("Spell {0} skipped : statesForbidden {1}", this, string.Join(",", LevelTemplate.statesForbidden));            
                    pc.Character.SendWarning("Spell {0} skipped : statesForbidden {1}", this, string.Join(",", LevelTemplate.statesForbidden));
                    return null; // Can't cast this : all the required states are not on the caster
                }
            if (LevelTemplate.statesRequired != null)
                if (!LevelTemplate.statesRequired.All(state => pc.HasState(state)))
                {
                    logger.Debug("Spell {0} skipped : statesRequired {1}", this, string.Join(",", LevelTemplate.statesForbidden));
                    pc.Character.SendWarning("Spell {0} skipped : statesRequired {1}", this, string.Join(",", LevelTemplate.statesForbidden));
                    return null; // Can't cast this : at least one required state is not on the caster
                }            
            if (IsMaitrise(null)) // If the spell is a maitrise, then ignore it if not of the proper type for equipped weapon. 
            {
                Weapon weapon = pc.Character.Inventory.GetEquippedWeapon();
                if (weapon == null) return null;
                if (!IsMaitrise(weapon.typeId))
                    return null;
                }
            _losMap = new LOSMap(pc.Fight);
            SpellTarget bestResult = null;
            #region optimisations
            IEnumerable<Fighter> enemies = pc.GetOpposedTeam().FightersAlive;
            IEnumerable<Fighter> friends = pc.Team.FightersAlive;
            
            bool goodSpell = (Categories & (SpellCategory.Buff | SpellCategory.Healing)) != 0;
            bool badSpell = (Categories & (SpellCategory.Damages | SpellCategory.Curse)) != 0;
            IEnumerable<Fighter> targets = null;
            int targetsCount = 0;
            if (goodSpell && badSpell)
            {
                goodSpell = badSpell = false;
            }
            else
            {
                targets = goodSpell ? friends : enemies;
                targetsCount = targets.Count();
            }
            uint surface = this.GetArea(category);
            efficiencyCache = null;
            if (!areaDependsOnDirection) efficiencyCache = new Dictionary<short, int>();
            #endregion
            if (surface == 1 && LevelTemplate.range == 0) // Hack fast Cure and protect self
            {
                var res = GetSpellDamages(pc, pc);
                if (res.Damage > 0)
                    bestResult = new SpellTarget(res.Damage, pc.Cell, pc.Cell, this);
            }
            else                
                foreach (Cell source in sourceCells)
                {
                    IEnumerable<Cell> destCells = GetCellsAtSpellRange(pc, source, actors);
                    if (goodSpell || badSpell)
                        if (surface <= 1 && LevelTemplate.range > 0)
                            destCells = destCells.Intersect(targets.Select(fighter => fighter.Cell)); // for spells that have an area of effect of 1, just find enemies or friends as targets. No need to scan all the range.                    
                    if (surface >= 560 && destCells.Count() > 1) // For spells that cover the full map, use only the first cell
                        destCells = destCells.Take(1);
                    SpellTarget newResult = FindBestTarget(pc, source, destCells, actors, category);
                    if (newResult == null || newResult.Efficiency <= 0) continue;
                    if (bestResult == null || bestResult.Efficiency < newResult.Efficiency)
                    {
                        bestResult = newResult;
                        if (surface >= 560) break; // if spell covers all map, and we have some hit, then no need to continue (first source cells are nearest)
                        if (targetsCount == 1 && surface == 1) break; // only one target and 1 cell area spell => no need to loop further
                    }
                }
            if (bestResult != null)
            {
                bestResult.Efficiency *= (pc.Stats.CurrentAP / LevelTemplate.apCost);
                bestResult.cast = false;
            }

            return bestResult;
        }
Esempio n. 6
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 // Find the best cell to cast a given spell, retrieve damage done and best cell (todo : optimize if needed)
 public SpellTarget FindBestTarget(PlayedFighter pc, Cell source, IEnumerable<Cell> destCells, IEnumerable<Fighter> actors, Spell.SpellCategory category)
 {
     SpellTarget result = null;
     foreach (Cell dest in destCells)
     {
         string comment = string.Empty;
         int efficientcy = 0;
         if (areaDependsOnDirection || !efficiencyCache.TryGetValue(dest.Id, out efficientcy))
         {
             efficientcy = GetFullAreaEffect(pc, source, dest, actors, category, ref comment);
             if (!areaDependsOnDirection) efficiencyCache[dest.Id] = efficientcy;
         }
         if (efficientcy > 0)
         {
             if (result == null)
             {
                 result = new SpellTarget(efficientcy, source, dest, this);
                 result.Comment = comment;
             }
             else
                 if (efficientcy > result.Efficiency)
                 {
                     result.Efficiency = efficientcy;
                     result.FromCell = source;
                     result.TargetCell = dest;
                     result.Spell = this;
                     result.Comment = comment;
                 }
         }
     }
     return result;
 }
Esempio n. 7
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        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;
        }
Esempio n. 8
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        /*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;
        }