protected virtual ActionBase Attack() { HREntity target = GetNextAttackToAttack(); if (target != null) { var current = PlayerState.GetPossibleAttack( HRPlayer.GetLocalPlayer(), target.GetRemainingHP() + target.GetArmor()); if (current.Cards.Count > 0) { return(new AttackAction(current.Cards[0], target)); } } return(null); }
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); }
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); }