private bool FindSwappedCard(TriadCard[] screenCards, TriadCard[] expectedCards, TriadDeckInstanceScreen otherDeck, out int swappedCardIdx, out int swappedOtherIdx, out TriadCard swappedCard) { swappedCardIdx = -1; swappedOtherIdx = -1; swappedCard = null; TriadCard swappedBlueCard = null; int numDiffs = 0; int numPotentialSwaps = 0; for (int Idx = 0; Idx < screenCards.Length; Idx++) { if ((screenCards[Idx] != expectedCards[Idx]) && (screenCards[Idx] != null)) { numDiffs++; swappedCardIdx = Idx; swappedOtherIdx = otherDeck.GetCardIndex(screenCards[Idx]); swappedBlueCard = screenCards[Idx]; swappedCard = expectedCards[Idx]; Logger.WriteLine("FindSwappedCard[" + Idx + "]: screen:" + screenCards[Idx].Name + ", expected:" + expectedCards[Idx].Name + ", redIdxScreen:" + swappedOtherIdx); if (swappedOtherIdx >= 0) { numPotentialSwaps++; } } } bool bHasSwapped = (numDiffs == 1) && (numPotentialSwaps == 1); Logger.WriteLine("FindSwappedCard: blue[" + swappedCardIdx + "]:" + (swappedBlueCard != null ? swappedBlueCard.Name : "??") + " <=> red[" + swappedOtherIdx + "]:" + (swappedCard != null ? swappedCard.Name : "??") + ", diffs:" + numDiffs + ", potentialSwaps:" + numPotentialSwaps + " => " + (bHasSwapped ? "SWAP" : "ignore")); return(bHasSwapped); }
private void UpdateAvailableRedCards(TriadDeckInstanceScreen redDeck, TriadCard[] screenCardsRed, TriadCard[] screenCardsBlue, TriadCard[] screenBoard, TriadCard[] prevCardsBlue, TriadCardInstance[] prevBoard, bool bContinuePrevState) { bool bDebugMode = false; int hiddenCardId = TriadCardDB.Get().hiddenCard.Id; int numVisibleCards = deckRed.cards.Length; redDeck.numPlaced = 0; if (!bContinuePrevState) { redDeck.numUnknownPlaced = 0; } int maxUnknownToUse = redDeck.cards.Length - redDeck.deck.knownCards.Count; int firstUnknownPoolIdx = redDeck.cards.Length + redDeck.deck.knownCards.Count; if (redDeck.deck.unknownCardPool.Count > 0) { redDeck.unknownPoolMask = ((1 << redDeck.deck.unknownCardPool.Count) - 1) << firstUnknownPoolIdx; for (int Idx = 0; Idx < screenCardsRed.Length; Idx++) { if ((screenCardsRed[Idx] != null) && (screenCardsRed[Idx].Id != hiddenCardId) && redDeck.deck.unknownCardPool.Contains(screenCardsRed[Idx])) { redDeck.unknownPoolMask |= (1 << Idx); } } } int allDeckAvailableMask = ((1 << (redDeck.deck.knownCards.Count + redDeck.deck.unknownCardPool.Count)) - 1) << numVisibleCards; bool bCanCompareWithPrevData = (screenCardsRed.Length == redDeck.cards.Length) && (screenCardsBlue.Length == prevCardsBlue.Length) && (screenBoard.Length == prevBoard.Length); if (bCanCompareWithPrevData && !bContinuePrevState) { // special case: 1st turn int numCardsOnBoard = 0; for (int Idx = 0; Idx < screenBoard.Length; Idx++) { if (screenBoard[Idx] != null) { numCardsOnBoard++; } } if (numCardsOnBoard <= 1) { bCanCompareWithPrevData = true; prevBoard = new TriadCardInstance[screenBoard.Length]; prevCardsBlue = new TriadCard[numVisibleCards]; deckRed.cards = new TriadCard[numVisibleCards]; deckRed.availableCardMask = allDeckAvailableMask; deckRed.numPlaced = 0; deckRed.numUnknownPlaced = 0; } else { bCanCompareWithPrevData = false; } } if (bDebugMode) { Logger.WriteLine("Red deck update, diff mode check... " + "bContinuePrevState:" + bContinuePrevState + ", cards(screen:" + screenCardsRed.Length + ", prev:" + deckRed.cards.Length + ")=" + ((screenCardsRed.Length == deckRed.cards.Length) ? "ok" : "nope") + ", other(screen:" + screenCardsBlue.Length + ", prev:" + prevCardsBlue.Length + ")=" + ((screenCardsBlue.Length == prevCardsBlue.Length) ? "ok" : "nope") + ", board(screen:" + screenBoard.Length + ", prev:" + prevBoard.Length + ")=" + ((screenBoard.Length == prevBoard.Length) ? "ok" : "nope")); } if (bCanCompareWithPrevData) { // create diffs, hopefully prev state comes from last turn and is just 2 cards away List <int> usedCardsIndices = new List <int>(); List <TriadCard> usedCardsOther = new List <TriadCard>(); int numKnownOnHand = 0; int numUnknownOnHand = 0; int numHidden = 0; int numOnHand = 0; for (int Idx = 0; Idx < deckRed.cards.Length; Idx++) { if (screenCardsRed[Idx] == null) { TriadCard prevCard = deckRed.cards[Idx]; if ((prevCard != null) && (prevCard.Id != hiddenCardId)) { if (bDebugMode) { Logger.WriteLine(" card[" + Idx + "]:" + prevCard.Name + " => mark as used, disappeared from prev state"); } usedCardsIndices.Add(Idx); } deckRed.availableCardMask &= ~(1 << Idx); deckRed.numPlaced++; } else { if (screenCardsRed[Idx].Id != hiddenCardId) { bool bIsUnknown = (deckRed.unknownPoolMask & (1 << Idx)) != 0; numUnknownOnHand += bIsUnknown ? 1 : 0; numKnownOnHand += bIsUnknown ? 0 : 1; numOnHand++; deckRed.availableCardMask |= (1 << Idx); int knownCardIdx = deckRed.deck.knownCards.IndexOf(screenCardsRed[Idx]); int unknownCardIdx = deckRed.deck.unknownCardPool.IndexOf(screenCardsRed[Idx]); if (knownCardIdx >= 0) { deckRed.availableCardMask &= ~(1 << (knownCardIdx + deckRed.cards.Length)); } else if (unknownCardIdx >= 0) { deckRed.availableCardMask &= ~(1 << (unknownCardIdx + deckRed.cards.Length + deckRed.deck.knownCards.Count)); } if (bDebugMode) { TriadCard cardOb = screenCardsRed[Idx]; Logger.WriteLine(" card[" + Idx + "]:" + (cardOb != null ? cardOb.Name : "??") + " => numUnknown:" + numUnknownOnHand + ", numKnown:" + numKnownOnHand + ", numHidden:" + numHidden); } } else { numHidden++; } } } for (int Idx = 0; Idx < prevCardsBlue.Length; Idx++) { if ((prevCardsBlue[Idx] != null) && (screenCardsBlue[Idx] == null)) { usedCardsOther.Add(prevCardsBlue[Idx]); if (bDebugMode) { Logger.WriteLine(" blue[" + Idx + "]:" + prevCardsBlue[Idx].Name + " => mark as used"); } } } for (int Idx = 0; Idx < prevBoard.Length; Idx++) { TriadCard testCard = screenBoard[Idx]; if ((prevBoard[Idx] == null || prevBoard[Idx].card == null) && (testCard != null)) { int testCardIdx = deckRed.GetCardIndex(testCard); if (!usedCardsOther.Contains(testCard) && (testCardIdx >= 0)) { usedCardsIndices.Add(testCardIdx); if (bDebugMode) { Logger.WriteLine(" card[" + testCardIdx + "]:" + testCard.Name + " => mark as used, appeared on board[" + Idx + "], not used by blue"); } } } } Array.Copy(screenCardsRed, deckRed.cards, 5); for (int Idx = 0; Idx < usedCardsIndices.Count; Idx++) { int cardMask = 1 << usedCardsIndices[Idx]; deckRed.availableCardMask &= ~cardMask; bool bIsUnknownPool = (deckRed.unknownPoolMask & cardMask) != 0; if (bIsUnknownPool) { deckRed.numUnknownPlaced++; } if (bDebugMode) { TriadCard cardOb = deckRed.GetCard(usedCardsIndices[Idx]); Logger.WriteLine(" card[" + usedCardsIndices[Idx] + "]:" + (cardOb != null ? cardOb.Name : "??") + " => used"); } } if ((numHidden == 0) && ((numOnHand + deckRed.numPlaced) == numVisibleCards)) { deckRed.availableCardMask &= (1 << numVisibleCards) - 1; if (bDebugMode) { Logger.WriteLine(" all cards are on hand and visible"); } } else if ((deckRed.numUnknownPlaced + numUnknownOnHand) >= maxUnknownToUse || ((numKnownOnHand >= (numVisibleCards - maxUnknownToUse)) && (numHidden == 0))) { deckRed.availableCardMask &= (1 << (numVisibleCards + deckRed.deck.knownCards.Count)) - 1; if (bDebugMode) { Logger.WriteLine(" removing all unknown cards, numUnknownPlaced:" + deckRed.numUnknownPlaced + ", numUnknownOnHand:" + numUnknownOnHand + ", numKnownOnHand:" + numKnownOnHand + ", numHidden:" + numHidden + ", maxUnknownToUse:" + maxUnknownToUse); } } } else { // TriadDeckInstanceScreen is mostly stateless (created from scratch on screen capture) // this makes guessing which cards were placed hard, especially when there's no good // history data to compare with. // Ignore board data here, cards could be placed by blue and are still available for red deck deckRed.UpdateAvailableCards(screenCardsRed); deckRed.availableCardMask = allDeckAvailableMask; } if (bDebugMode) { redDeck.LogAvailableCards("Red deck"); } }
public EUpdateFlags OnNewScan(ScannerTriad.GameState screenGame, TriadNpc selectedNpc) { EUpdateFlags updateFlags = EUpdateFlags.None; if (screenGame == null) { return(updateFlags); } // check if game from screenshot can be continuation of cached one // is current state a continuation of last one? // ideally each blue turn is a capture until game resets = any card disappears from board // guess work for adding sense of persistence to screen decks bool bContinuesPrevState = (deckRed.deck == selectedNpc.Deck) && (lastScanNpc == selectedNpc); if (bContinuesPrevState) { for (int Idx = 0; Idx < gameState.board.Length; Idx++) { bool bWasNull = gameState.board[Idx] == null; bool bIsNull = screenGame.board[Idx] == null; if (!bWasNull && bIsNull) { bContinuesPrevState = false; if (logScan) { Logger.WriteLine("Can't continue previous state: board[" + Idx + "] disappeared "); } } } } else { if (logScan) { Logger.WriteLine("Can't continue previous state: npc changed"); } } bool bModsChanged = (gameSession.modifiers.Count != screenGame.mods.Count) || !gameSession.modifiers.All(screenGame.mods.Contains); if (bModsChanged) { bHasSwapRule = false; bHasRestartRule = false; bHasOpenRule = false; gameSession.modifiers.Clear(); gameSession.modifiers.AddRange(screenGame.mods); gameSession.specialRules = ETriadGameSpecialMod.None; gameSession.modFeatures = TriadGameModifier.EFeature.None; foreach (TriadGameModifier mod in gameSession.modifiers) { gameSession.modFeatures |= mod.GetFeatures(); // swap rule is bad for screenshot based analysis, no good way of telling what is out of place if (mod is TriadGameModifierSwap) { bHasSwapRule = true; } else if (mod is TriadGameModifierSuddenDeath) { bHasRestartRule = true; } else if (mod is TriadGameModifierAllOpen) { bHasOpenRule = true; } } updateFlags |= EUpdateFlags.Modifiers; bContinuesPrevState = false; if (logScan) { Logger.WriteLine("Can't continue previous state: modifiers changed"); } deckRed.SetSwappedCard(null, -1); } // wipe blue deck history when playing with new npc (or region modifiers have changed) bool bRemoveBlueHistory = bModsChanged || (lastScanNpc != selectedNpc); if (bRemoveBlueHistory) { blueDeckHistory.Clear(); if (bHasSwapRule && logScan) { Logger.WriteLine("Blue deck history cleared"); } } bool bRedDeckChanged = (lastScanNpc != selectedNpc) || !IsDeckMatching(deckRed, screenGame.redDeck) || (deckRed.deck != selectedNpc.Deck); if (bRedDeckChanged) { updateFlags |= EUpdateFlags.RedDeck; deckRed.deck = selectedNpc.Deck; lastScanNpc = selectedNpc; // needs to happen before any changed to board (gameState) UpdateAvailableRedCards(deckRed, screenGame.redDeck, screenGame.blueDeck, screenGame.board, deckBlue.cards, gameState.board, bContinuesPrevState); } bool bBlueDeckChanged = !IsDeckMatching(deckBlue, screenGame.blueDeck); if (bBlueDeckChanged) { updateFlags |= EUpdateFlags.BlueDeck; deckBlue.UpdateAvailableCards(screenGame.blueDeck); } gameState.state = ETriadGameState.InProgressBlue; gameState.deckBlue = deckBlue; gameState.deckRed = deckRed; gameState.numCardsPlaced = 0; gameState.forcedCardIdx = deckBlue.GetCardIndex(screenGame.forcedBlueCard); bool bBoardChanged = false; for (int Idx = 0; Idx < gameState.board.Length; Idx++) { bool bWasNull = gameState.board[Idx] == null; bool bIsNull = screenGame.board[Idx] == null; if (bWasNull && !bIsNull) { bBoardChanged = true; gameState.board[Idx] = new TriadCardInstance(screenGame.board[Idx], screenGame.boardOwner[Idx]); if (logScan) { Logger.WriteLine(" board update: [" + Idx + "] " + gameState.board[Idx].owner + ": " + gameState.board[Idx].card.Name.GetCodeName()); } } else if (!bWasNull && bIsNull) { bBoardChanged = true; gameState.board[Idx] = null; } else if (!bWasNull && !bIsNull) { if (gameState.board[Idx].owner != screenGame.boardOwner[Idx] || gameState.board[Idx].card != screenGame.board[Idx]) { bBoardChanged = true; gameState.board[Idx] = new TriadCardInstance(screenGame.board[Idx], screenGame.boardOwner[Idx]); } } gameState.numCardsPlaced += (gameState.board[Idx] != null) ? 1 : 0; } if (bBoardChanged) { updateFlags |= EUpdateFlags.Board; foreach (TriadGameModifier mod in gameSession.modifiers) { mod.OnScreenUpdate(gameState); } } // start of game, do additional checks when swap rule is active if (bHasSwapRule && gameState.numCardsPlaced <= 1) { updateFlags |= DetectSwapOnGameStart(); } if (logScan) { Logger.WriteLine("OnNewScan> board:" + (bBoardChanged ? "changed" : "same") + ", blue:" + (bBlueDeckChanged ? "changed" : "same") + ", red:" + (bRedDeckChanged ? "changed" : "same") + ", mods:" + (bModsChanged ? "changed" : "same") + ", continuePrev:" + bContinuesPrevState + " => " + ((updateFlags != EUpdateFlags.None) ? ("UPDATE[" + updateFlags + "]") : "skip")); } return(updateFlags); }