public override IEffectDescription Generate() { DrawEffectDescription desc = new DrawEffectDescription(); desc.drawModifier = ProceduralUtils.GetRandomValue <DrawModifier>(random, model); // Find the bounds of card amounts int max = ProceduralUtils.GetUpperBound(desc, ref desc.amount, MIN_CARDS, MAX_CARDS, maxAllocatedBudget); int min = ProceduralUtils.GetLowerBound(desc, ref desc.amount, MIN_CARDS, max, minAllocatedBudget); Assert.IsTrue(max >= min); desc.amount = random.Next(min, max); // Attempt to narrow down the qualifier pool SortedSet <QualifierType> allowableQualifiers = CardEnums.GetValidFlags <QualifierType>(EffectType.DRAW_CARDS); QualifierType qualifier = ProceduralUtils.GetRandomValue(random, model, allowableQualifiers); if (qualifier != QualifierType.NONE) { IProceduralQualifierGenerator qualifierGen = ProceduralUtils.GetProceduralGenerator(qualifier); qualifierGen.SetupParameters(random, model, minAllocatedBudget / desc.PowerLevel(), maxAllocatedBudget / desc.PowerLevel()); desc.cardQualifier = qualifierGen.Generate(); } return(desc); }
static private CardDescription GenerateTrapCard(System.Random random, IHistogram model, ImageGlossary images, CreatureModelIndex creatureModels, NameModel nameModel, CardGenerationFlags flags) { CardDescription card = ScriptableObject.CreateInstance(typeof(CardDescription)) as CardDescription; card.cardType = CardType.TRAP; card.manaCost = (int)ProceduralUtils.GetRandomValue <ManaCost>(random, model); double powerBudget = PowerBudget.ManaPowerBudgets[card.manaCost]; double powerMargin = PowerBudget.ManaPowerMargin[card.manaCost]; double powerLimit = PowerBudget.ManaPowerLimit[card.manaCost]; card.cardName = "A trap card"; //card.name += "(" + powerBudget.ToString() + ")"; GenerateCardEffects(random, model, creatureModels, card, powerBudget, powerMargin, powerLimit); // Revise the mana cost based on what effects we actually did generate int revisedMana = PowerBudget.PowerLevelToMana(card.PowerLevel()); if (revisedMana != card.manaCost) { Debug.Log("Had to revise the mana cost from " + card.manaCost.ToString() + " to " + revisedMana.ToString()); card.manaCost = revisedMana; } card.image = ProceduralUtils.GetRandomTexture(random, images.GetTrapImages()); CardTags tags = CardTagging.GetCardTags(card); card.cardName = nameModel.GenerateName(random, tags); return(card); }
public override IQualifierDescription Generate() { CardTypeQualifierDescription desc = new CardTypeQualifierDescription(); desc.cardType = ProceduralUtils.GetRandomValue <CardType>(random, model); return(desc); }
public override IEffectDescription Generate() { SummonEffectDescription desc = new SummonEffectDescription(); desc.tokenType = ProceduralUtils.GetRandomValue <CreatureType>(random, model); desc.manaCost = creatureModelIndex.GetToken(desc.tokenType).manaCost; // Find the bounds of card amounts int max = ProceduralUtils.GetUpperBound(desc, ref desc.amount, MIN_SUMMONS, MAX_SUMMONS, maxAllocatedBudget); int min = ProceduralUtils.GetLowerBound(desc, ref desc.amount, MIN_SUMMONS, max, minAllocatedBudget); Assert.IsTrue(max >= min); desc.amount = random.Next(min, max); return(desc); }
public override CardDescription GenerateCard(int seed, CardGenerationFlags flags = CardGenerationFlags.NONE) { // First select the card type System.Random random = new System.Random(seed); // Still generate a type even if a flag is provided, so that the generation with a seed matches // ie. we don't want to generate 2 different creatures from the same seed just because we specified a creature flag CardType t = ProceduralUtils.GetRandomValue <CardType>(random, model); if ((flags & CardGenerationFlags.CREATURE) == CardGenerationFlags.CREATURE) { t = CardType.CREATURE; } else if ((flags & CardGenerationFlags.SPELL) == CardGenerationFlags.SPELL) { t = CardType.SPELL; } else if ((flags & CardGenerationFlags.TRAP) == CardGenerationFlags.TRAP) { t = CardType.TRAP; } switch (t) { case CardType.CREATURE: return(GenerateCreatureCard(random, model, images, creatureModelIndex, nameModel, flags)); case CardType.SPELL: return(GenerateSpellCard(random, model, images, creatureModelIndex, nameModel, flags)); case CardType.TRAP: return(GenerateTrapCard(random, model, images, creatureModelIndex, nameModel, flags)); } return(new CardDescription()); }
static private bool GenerateCardEffect(System.Random random, IHistogram model, CreatureModelIndex creatureModels, CardEffectDescription effectDesc, EffectType effect, double minBudget, double maxBudget, bool positive) { IProceduralEffectGenerator effectGen = ProceduralUtils.GetProceduralGenerator(effect); effectGen.SetupParameters(random, model, creatureModels, minBudget, maxBudget); effectDesc.effectType = effectGen.Generate(); // Adjust budgets minBudget /= effectDesc.effectType.PowerLevel(); maxBudget /= effectDesc.effectType.PowerLevel(); if (minBudget > maxBudget) { double temp = minBudget; minBudget = maxBudget; maxBudget = temp; } // Always allow for default targetting (multiplier 1.0x) if (maxBudget < 1.0) { maxBudget = 1.0; } TargetType targetType = TargetType.CREATURES; SortedSet <TargetType> validTargets = CardEnums.GetValidFlags <TargetType>(effect); SortedSet <TargettingType> allowableTargetting = new SortedSet <TargettingType>(); SortedSet <QualifierType> allowableQualifiers = new SortedSet <QualifierType>(); while (validTargets.Count > 0 && allowableTargetting.Count == 0) { targetType = ProceduralUtils.GetRandomValue(random, model, validTargets); validTargets.Remove(targetType); switch (effectDesc.effectType.GetAlignment()) { case Alignment.POSITIVE: if (positive) { allowableTargetting = ProceduralUtils.GetTargettingByAlignment(Alignment.POSITIVE); allowableQualifiers = ProceduralUtils.GetQualifiersByAlignment(Alignment.NEUTRAL); allowableQualifiers.UnionWith(ProceduralUtils.GetQualifiersByAlignment(Alignment.POSITIVE)); allowableQualifiers.IntersectWith(CardEnums.GetValidFlags <QualifierType>(targetType)); if (allowableQualifiers.Count > 0) { allowableTargetting.UnionWith(ProceduralUtils.GetTargettingByAlignment(Alignment.NEUTRAL)); } } else { allowableTargetting = ProceduralUtils.GetTargettingByAlignment(Alignment.NEGATIVE); allowableQualifiers = ProceduralUtils.GetQualifiersByAlignment(Alignment.NEGATIVE); allowableQualifiers.IntersectWith(CardEnums.GetValidFlags <QualifierType>(targetType)); if (allowableQualifiers.Count > 0) { allowableTargetting.UnionWith(ProceduralUtils.GetTargettingByAlignment(Alignment.NEUTRAL)); } } break; case Alignment.NEGATIVE: if (positive) { allowableTargetting = ProceduralUtils.GetTargettingByAlignment(Alignment.NEGATIVE); allowableQualifiers = ProceduralUtils.GetQualifiersByAlignment(Alignment.NEUTRAL); allowableQualifiers.UnionWith(ProceduralUtils.GetQualifiersByAlignment(Alignment.NEGATIVE)); allowableQualifiers.IntersectWith(CardEnums.GetValidFlags <QualifierType>(targetType)); if (allowableQualifiers.Count > 0) { allowableTargetting.UnionWith(ProceduralUtils.GetTargettingByAlignment(Alignment.NEUTRAL)); } } else { allowableTargetting = ProceduralUtils.GetTargettingByAlignment(Alignment.POSITIVE); allowableQualifiers = ProceduralUtils.GetQualifiersByAlignment(Alignment.POSITIVE); allowableQualifiers.IntersectWith(CardEnums.GetValidFlags <QualifierType>(targetType)); if (allowableQualifiers.Count > 0) { allowableTargetting.UnionWith(ProceduralUtils.GetTargettingByAlignment(Alignment.NEUTRAL)); } } break; default: if (positive) { allowableTargetting = new SortedSet <TargettingType>((TargettingType[])Enum.GetValues(typeof(TargettingType))); allowableQualifiers = new SortedSet <QualifierType>((QualifierType[])Enum.GetValues(typeof(QualifierType))); allowableQualifiers.IntersectWith(CardEnums.GetValidFlags <QualifierType>(targetType)); } else { allowableTargetting = new SortedSet <TargettingType>(); } break; } allowableTargetting.IntersectWith(CardEnums.GetValidFlags <TargettingType>(targetType)); allowableTargetting.IntersectWith(CardEnums.GetValidFlags <TargettingType>(effectDesc.triggerCondition)); // Special case // Up to can never be a downside because you can choose 0 targets if (!positive) { allowableTargetting.Remove(TargettingType.UP_TO_TARGET); allowableTargetting.Remove(TargettingType.UP_TO_TARGET_ALLY); allowableTargetting.Remove(TargettingType.UP_TO_TARGET_ENEMY); } } // Could not find any valid targetting to achieve the desired alignment if (allowableTargetting.Count == 0) { SortedSet <TargetType> targets = CardEnums.GetValidFlags <TargetType>(effect); Debug.Log("Wasn't able to generate targets for effect <" + effect.ToString() + ">"); return(false); } // Attempt to narrow down the targetting pool SortedSet <TargettingType> targettingWithinBudget = new SortedSet <TargettingType>(allowableTargetting.Intersect(ProceduralUtils.GetTargettingWithinBudget(maxBudget))); if (targettingWithinBudget.Count > 0) { allowableTargetting = targettingWithinBudget; } else { Debug.Log("Unable to narrow down targetting types for <" + effect.ToString() + ", " + targetType.ToString() + "> for budget " + maxBudget); } TargettingType targettingType = ProceduralUtils.GetRandomValue(random, model, allowableTargetting); IProceduralTargettingGenerator targettingGen = ProceduralUtils.GetProceduralGenerator(targettingType); targettingGen.SetupParameters(targetType, random, model, minBudget, maxBudget); effectDesc.targettingType = targettingGen.Generate(); // Adjust budgets minBudget /= effectDesc.targettingType.PowerLevel(); maxBudget /= effectDesc.targettingType.PowerLevel(); if (minBudget > maxBudget) { double temp = minBudget; minBudget = maxBudget; maxBudget = temp; } if (effectDesc.targettingType is IQualifiableTargettingDescription qualifiable) { // Generate a possible qualifier // Attempt to narrow down the qualifier pool SortedSet <QualifierType> qualifiersWithinBudget = new SortedSet <QualifierType>(allowableQualifiers.Intersect(ProceduralUtils.GetQualifiersWithinBudget(maxBudget))); if (targettingWithinBudget.Count > 0) { allowableQualifiers = qualifiersWithinBudget; } else { Debug.Log("Unable to narrow down qualifier types for <" + effect.ToString() + ", " + targetType.ToString() + "> for budget " + maxBudget); } QualifierType qualifier = ProceduralUtils.GetRandomValue(random, model, allowableQualifiers); if (qualifier != QualifierType.NONE) { IProceduralQualifierGenerator qualifierGen = ProceduralUtils.GetProceduralGenerator(qualifier); qualifierGen.SetupParameters(random, model, minBudget, maxBudget); qualifiable.qualifier = qualifierGen.Generate(); } } return(true); }
static private void GenerateCardEffects(System.Random random, IHistogram model, CreatureModelIndex creatureModels, CardDescription cardDesc, double powerBudget, double powerMargin, double powerLimit) { // A trap card only has one trigger condition if (cardDesc.cardType == CardType.TRAP) { ProceduralUtils.GetRandomValue(random, model, CardEnums.GetValidFlags <TriggerCondition>(CardType.TRAP)); } int effectCount = 0; List <TriggerCondition> triggerBlacklist = new List <TriggerCondition>(); while ((cardDesc.PowerLevel() + PowerBudget.FLAT_EFFECT_COST) < powerBudget && effectCount < EffectConstants.MAX_CARD_EFFECTS) { // Generate effects CardEffectDescription cardEffect = new CardEffectDescription(); // Create effects with a power level ranging between using max limit of budget, or uniformly distributing the min budget double maxAllowableBudget = powerLimit - cardDesc.PowerLevel() - PowerBudget.FLAT_EFFECT_COST; double minAllowableBudget = (powerBudget - cardDesc.PowerLevel() - PowerBudget.FLAT_EFFECT_COST) / (EffectConstants.MAX_CARD_EFFECTS - effectCount); if (cardDesc.cardType == CardType.SPELL || (cardDesc.cardType == CardType.TRAP && effectCount > 0)) { // After the first condition of a trap or after casting a spell all further effects of // the card should just resolve so trigger cond is NONE cardEffect.triggerCondition = TriggerCondition.NONE; // If NONE has been blacklisted that means that there are no candidates for the remaining budget if (triggerBlacklist.Contains(TriggerCondition.NONE)) { //Debug.Log("No effects are valid for budget " + maxAllowableBudget); break; } } else { if (ProceduralUtils.FlagsExist(triggerBlacklist, CardEnums.GetValidFlags <TriggerCondition>(cardDesc.cardType))) { cardEffect.triggerCondition = ProceduralUtils.GetRandomValueExcluding(random, model, triggerBlacklist, CardEnums.GetValidFlags <TriggerCondition>(cardDesc.cardType)); } else { // No triggers available mean each trigger type has been blacklisted //Debug.Log("No effects are valid for budget " + maxAllowableBudget); break; } } double triggerBudgetModifier = PowerBudget.GetTriggerModifier(cardEffect.triggerCondition, cardDesc); maxAllowableBudget /= triggerBudgetModifier; minAllowableBudget /= triggerBudgetModifier; SortedSet <EffectType> candidatesWithinBudget = ProceduralUtils.GetEffectsWithinBudget(maxAllowableBudget); if (candidatesWithinBudget.Count == 0) { triggerBlacklist.Add(cardEffect.triggerCondition); Debug.Log("No effects are valid for budget " + maxAllowableBudget); continue; } bool validEffect = false; SortedSet <EffectType> effectCandidates = new SortedSet <EffectType>(CardEnums.GetValidFlags <EffectType>(cardEffect.triggerCondition).Intersect(candidatesWithinBudget)); effectCandidates.Remove(EffectType.NONE); while (!validEffect && effectCandidates.Count > 0) { EffectType effectType = ProceduralUtils.GetRandomValueExcluding(random, model, new EffectType[] { EffectType.NONE }, effectCandidates); // This means that there isn't an effect that meets this condition if (effectType == EffectType.NONE) { // Add to black list so we don't get multiple effects that trigger on same condition if (cardEffect.triggerCondition != TriggerCondition.NONE) { triggerBlacklist.Add(cardEffect.triggerCondition); } break; } validEffect = GenerateCardEffect(random, model, creatureModels, cardEffect, effectType, minAllowableBudget, maxAllowableBudget, true); } // This means that there isn't an effect that meets this condition if (validEffect) { cardDesc.cardEffects.Add(cardEffect); effectCount++; } else { Debug.Log("No valid effect could be generated for trigger <" + cardEffect.triggerCondition.ToString() + "> with budget " + maxAllowableBudget); } // Add to black list so we don't get multiple effects that trigger on same condition if (cardEffect.triggerCondition != TriggerCondition.NONE) { triggerBlacklist.Add(cardEffect.triggerCondition); } } // Generate a draw back while (cardDesc.PowerLevel() > powerMargin) { // TODO: Drawback should be one of, additional cost, negative effect, or negative modification to existing effect // For now just add additional negative effect CardEffectDescription cardEffect = new CardEffectDescription(); double maxAllowableBudget = (cardDesc.PowerLevel() - powerBudget - PowerBudget.FLAT_EFFECT_COST) / PowerBudget.DOWNSIDE_WEIGHT; double minAllowableBudget = (cardDesc.PowerLevel() - powerMargin - PowerBudget.FLAT_EFFECT_COST) / PowerBudget.DOWNSIDE_WEIGHT; if (cardDesc.cardType == CardType.SPELL || (cardDesc.cardType == CardType.TRAP && effectCount > 0)) { // After the first condition of a trap or after casting a spell all further effects of // the card should just resolve so trigger cond is NONE cardEffect.triggerCondition = TriggerCondition.NONE; // If NONE has been blacklisted that means that there are no candidates for the remaining budget if (triggerBlacklist.Contains(TriggerCondition.NONE)) { Debug.Log("No effects are valid for budget " + maxAllowableBudget); break; } } else { if (ProceduralUtils.FlagsExist(triggerBlacklist, CardEnums.GetValidFlags <TriggerCondition>(cardDesc.cardType))) { cardEffect.triggerCondition = ProceduralUtils.GetRandomValueExcluding(random, model, triggerBlacklist, CardEnums.GetValidFlags <TriggerCondition>(cardDesc.cardType)); } else { // No triggers available mean each trigger type has been blacklisted Debug.Log("No effects are valid for budget " + maxAllowableBudget); break; } } double triggerBudgetModifier = PowerBudget.GetTriggerModifier(cardEffect.triggerCondition, cardDesc); maxAllowableBudget /= triggerBudgetModifier; minAllowableBudget /= triggerBudgetModifier; SortedSet <EffectType> candidatesWithinBudget = ProceduralUtils.GetEffectsWithinBudget(maxAllowableBudget); if (candidatesWithinBudget.Count == 0) { triggerBlacklist.Add(cardEffect.triggerCondition); Debug.Log("No effects are valid for budget " + maxAllowableBudget); continue; } bool validEffect = false; SortedSet <EffectType> effectCandidates = new SortedSet <EffectType>(CardEnums.GetValidFlags <EffectType>(cardEffect.triggerCondition).Intersect(candidatesWithinBudget)); effectCandidates.Remove(EffectType.NONE); while (!validEffect && effectCandidates.Count > 0) { EffectType effectType = ProceduralUtils.GetRandomValueExcluding(random, model, new EffectType[] { EffectType.NONE }, effectCandidates); // This means that there isn't an effect that meets this condition if (effectType == EffectType.NONE) { // Add to black list so we don't get multiple effects that trigger on same condition if (cardEffect.triggerCondition != TriggerCondition.NONE) { triggerBlacklist.Add(cardEffect.triggerCondition); } break; } validEffect = GenerateCardEffect(random, model, creatureModels, cardEffect, effectType, minAllowableBudget, maxAllowableBudget, false); } // This means that there isn't an effect that meets this condition if (validEffect) { cardDesc.cardEffects.Add(cardEffect); break; } else { Debug.Log("No valid effect could be generated for trigger <" + cardEffect.triggerCondition.ToString() + "> with budget " + -maxAllowableBudget); } // Add to black list so we don't get multiple effects that trigger on same condition if (cardEffect.triggerCondition != TriggerCondition.NONE) { triggerBlacklist.Add(cardEffect.triggerCondition); } } }
static private CardDescription GenerateCreatureCard(System.Random random, IHistogram model, ImageGlossary images, CreatureModelIndex creatureModels, NameModel nameModel, CardGenerationFlags flags) { CreatureCardDescription card = ScriptableObject.CreateInstance(typeof(CreatureCardDescription)) as CreatureCardDescription; card.creatureType = ProceduralUtils.GetRandomValue <CreatureType>(random, model); if ((flags & CardGenerationFlags.HUMAN) == CardGenerationFlags.HUMAN) { card.creatureType = CreatureType.HUMAN; } else if ((flags & CardGenerationFlags.GOBLIN) == CardGenerationFlags.GOBLIN) { card.creatureType = CreatureType.GOBLIN; } else if ((flags & CardGenerationFlags.FAERIE) == CardGenerationFlags.FAERIE) { card.creatureType = CreatureType.FAERIE; } MultiCardHistogram combinedModel = ScriptableObject.CreateInstance(typeof(MultiCardHistogram)) as MultiCardHistogram; combinedModel.Init(new IHistogram[] { model, creatureModels.GetModel(card.creatureType) }); card.manaCost = (int)ProceduralUtils.GetRandomValue <ManaCost>(random, model); // Potentially generate a stronger body, but with a drawback double bodyManaCost = GetCreatureBodyBudget(creatureModels.GetBodyLambda(card.creatureType), random.Next(), card.manaCost + 1); int maxStats = PowerBudget.StatBudget(bodyManaCost); // Decide on stats card.health = GetHealth(random, creatureModels.GetStatProbability(card.creatureType, (int)Math.Round(bodyManaCost, MidpointRounding.AwayFromZero)), maxStats); card.attack = maxStats - card.health; // Decide on power budget double powerBudget = PowerBudget.ManaPowerBudgets[card.manaCost]; double powerMargin = PowerBudget.ManaPowerMargin[card.manaCost]; double powerLimit = PowerBudget.ManaPowerLimit[card.manaCost]; card.cardName = "A creature card"; //card.name += "(" + powerBudget.ToString() + ")"; // Decide on keyword attributes int maxKeywords = 3; for (int i = 0; i < maxKeywords; i++) { double keywordPowerLimit = powerLimit - card.PowerLevel(); if (keywordPowerLimit < 0) { keywordPowerLimit = 0; } KeywordAttribute keyword = ProceduralUtils.GetRandomValue(random, combinedModel, ProceduralUtils.GetKeywordsWithinBudget(keywordPowerLimit, card.attack, card.health)); if (keyword == KeywordAttribute.NONE) { break; } card.AddAttribute(keyword); } // Decide on effects GenerateCardEffects(random, combinedModel, creatureModels, card, powerBudget, powerMargin, powerLimit); // Revise the mana cost based on what effects we actually did generate int revisedMana = PowerBudget.PowerLevelToMana(card.PowerLevel()); if (revisedMana != card.manaCost) { Debug.Log("Had to revise the mana cost from " + card.manaCost.ToString() + " to " + revisedMana.ToString()); card.manaCost = revisedMana; } card.image = ProceduralUtils.GetRandomTexture(random, images.GetCreatureImages(card.creatureType)); CardTags tags = CardTagging.GetCardTags(card); card.cardName = nameModel.GenerateName(random, tags); return(card); }