FreeKill/lua/server/ai/smart_ai.lua
notify 6376b21fbb
Smart ai (未完成) (#276)
改smart-ai... 还没改完呢,先合了
暂时不在新版本上线,还有的改的,到时候写个注释说明一下
2023-10-07 23:05:27 +08:00

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-- SPDX-License-Identifier: GPL-3.0-or-later
--[[
关于SmartAI: 一款参考神杀基本AI架构的AI体系。
该文件加载了AI常用的种种表以及实用函数等并提供了可供拓展自定义AI逻辑的接口。
AI的核心在于编程实现对各种交互的回应(或者说应付各种room:askForXXX)
所以本文件的直接目的是编写出合适的函数充实smart_cb表以实现合理的答复
但为了实现这个目的就还要去额外实现敌友判断、收益计算等等功能。
为了便于各个拓展快速编写AI还要封装一些AI判断时常用的函数。
-- TODO: 优化底层逻辑防止AI每次操作之前都要json.decode一下。
-- TODO: 更加详细的文档
--]]
---@class SmartAI: AI
local SmartAI = AI:subclass("SmartAI")
--[[
* 数据表准备部分 *
这部分定义了各种以后决策、拓展等都会用到的表。
这些表的内容只要加载完成后就不会改变,所以定义成了全局表的样子。
--]]
--- 用来应对Room:askForUseActiveSkill的表。
---@type table<string, fun(self: SmartAI, prompt: string, cancelable: bool, data: any)>
fk.ai_use_skill = {}
--- TOdo? Room:askForGeneral暂缺
--- 用来应对Room:askForSkillInvoke的表。
---@type table<string, fun(self: SmartAI, extra_data: any, prompt: string)>
fk.ai_skill_invoke = {}
--- 用来应对Room:askForAG的表。表的键是prompt的第一项。
---@type table<string, fun(self: SmartAI, id_list: integer[], cancelable: bool, prompt: string)>
fk.ai_ask_for_ag = {}
--- 用来应对出牌阶段空闲时间点如何出牌/使用技能的表。
---@type table<string, fun(self: SmartAI, card: Card|ActiveSkill|ViewAsSkill)>
fk.ai_use_play = {}
--- 用来应对Room:askForUseCard的表。表的键是prompt的第一项或者牌名优先prompt。
---@type table<string, fun(self: SmartAI, pattern: string, prompt: string, cancelable: bool, extra_data: any)>
fk.ai_ask_usecard = {}
---[effect.card.name] = function(self, effect.card, room:getPlayerById(effect.to), room:getPlayerById(effect.from), positive)
---@type table<string, fun(self: SmartAI, card: Card, to: ServerPlayer, from: ServerPlayer, positive: bool)>
fk.ai_nullification = {}
---[card.name] = {intention = 0, value = 0, priority = 0}
---
---[skill.name] = {intention = 0, value = 0, priority = 0}
---@type table<string, {intention: number, value: number, priority: number}>
fk.ai_card = {}
---[card.id] = 0
---
---[skill.name] = 0
---@type table<string|number, number>
fk.cardValue = {}
---[prompt:split(":")[1]] = function(self, pattern, prompt, cancelable, extra_data)
---
---[card_name] = function(self, pattern, prompt, cancelable, extra_data)
---@type table<string, fun(self: SmartAI, pattern: string, prompt: string, cancelable: bool, extra_data: any)>
fk.ai_response_card = {}
---[reason] = function(self, to, flag)
---@type table<string, fun(self: SmartAI, to: ServerPlayer, flag: string)>
fk.ai_card_chosen = {}
---[reason] = function(self, to, min, max, flag)
fk.ai_cards_chosen = {}
---[skill_name] = function(self, choices, prompt, detailed, all_choices)
---@type table<string, fun(self: SmartAI, choices: string[], prompt: string, detailed: bool, all_choices: string[])>
fk.ai_ask_choice = {}
---[judge.reason] = {judge.pattern,isgood}
---@type table<string, {pattern: string,isgood: boolean}>
fk.ai_judge = {}
---[gameMode] = function(self, to)
---
---根据游戏模式定义目标敌友值
---
---返回的值大于0则为敌小于0则为友一般是值大于等于3才会杀目标小于等于-2才会救目标
---@type table<string, fun(self: SmartAI, to: ServerPlayer)>
fk.ai_objective_level = {}
--[[
* SmartAI类成员函数部分 *
--]]
--[[
* command处理函数部分 *
这部分就像RandomAI一样对各种请求类型返回相应的数据。
当然了SmartAI会尽可能做出合乎逻辑的决策。
--]]
---@type table<string, fun(self: SmartAI, jsonData: string): string>
local smart_cb = {}
--- 请求发动主动技
---
--- 总的请求技,从它分支出各种功能技
smart_cb["AskForUseActiveSkill"] = function(self, jsonData)
local data = json.decode(jsonData)
local skill = Fk.skills[data[1]]
local prompt = data[2]
local cancelable = data[3]
self:updatePlayers()
local extra_data = json.decode(data[4])
for k, v in pairs(extra_data) do
skill[k] = v
end
self.use_id = nil
self.use_tos = {}
local ask = fk.ai_use_skill[data[1]]
if type(ask) == "function" then
ask(self, prompt, cancelable, extra_data)
end
if self.use_id then
return json.encode {
card = self.use_id,
targets = self.use_tos
}
end
return ""
end
--- 请求发动技能
smart_cb["AskForSkillInvoke"] = function(self, jsonData)
local data = json.decode(jsonData)
local prompt = data[2]
local extra_data = data[3]
local ask = fk.ai_skill_invoke[data[1]]
self:updatePlayers()
if type(ask) == "function" then
return ask(self, extra_data, prompt) and "1" or ""
elseif type(ask) == "boolean" then
return ask and "1" or ""
elseif Fk.skills[data[1]].frequency == 1 then
return "1"
else
return table.random { "1", "" }
end
end
--- 请求AG
smart_cb["AskForAG"] = function(self, jsonData)
local data = json.decode(jsonData)
local prompt = data[3]
local cancelable = data[2]
local id_list = data[1]
self:updatePlayers()
local ask = fk.ai_ask_for_ag[prompt:split(":")[1]]
if type(ask) == "function" then
ask = ask(self, id_list, cancelable, prompt)
end
if type(ask) ~= "number" then
local cards = table.map(id_list, function(id)
return Fk:getCardById(id)
end
)
self:sortValue(cards)
ask = cards[#cards].id
end
return ask
end
--- 使用阶段技或卡牌
---@param self SmartAI @ai系统
---@param skill ActiveSkill|Card|ViewAsSkill @输入可用的阶段技或卡牌
---@return string @json使用数据包含了子卡和目标
local function usePlaySkill(self, skill)
self.use_id = nil
self.use_tos = {}
Self = self.player
self.special_skill = nil
if skill:isInstanceOf(Card) then
local uc = fk.ai_use_play[skill.name]
if type(uc) == "function" then
uc(self, skill)
end
if self.use_id == nil then
if type(skill.special_skills) == "table" then
for _, sn in ipairs(skill.special_skills) do
uc = fk.ai_use_play[sn]
if type(uc) == "function" then
uc(self, skill)
if self.use_id then
break
end
end
end
end
if skill.type == 3 then
if self.player:getEquipment(skill.sub_type) or #self.player:getCardIds("h") <= self.player.hp then
return ""
end
self.use_id = skill.id
elseif skill.is_damage_card and skill.multiple_targets then
if #self.enemies < #self.friends_noself then
return ""
end
self.use_id = skill.id
end
end
elseif skill:isInstanceOf(ViewAsSkill) then
local selected = {}
local cards = table.map(self.player:getCardIds("&he"), function(id)
return Fk:getCardById(id)
end
)
self:sortValue(cards)
for _, c in ipairs(cards) do
if skill:cardFilter(c.id, selected) then
table.insert(selected, c.id)
end
end
local tc = skill:viewAs(selected)
if tc then
local uc = fk.ai_use_play[tc.name]
if type(uc) == "function" then
uc(self, tc)
if self.use_id then
self.use_id = selected
end
end
end
else
local uc = fk.ai_use_play[skill.name]
if type(uc) == "function" then
uc(self, skill)
end
end
if self.use_id then
if not skill:isInstanceOf(Card) then
self.use_id = json.encode {
skill = skill.name,
subcards = self.use_id
}
end
return json.encode {
card = self.use_id,
targets = self.use_tos,
special_skill = self.special_skill
}
end
return ""
end
--- 请求使用
---
---优先由prompt进行下一级的决策需要定义self.use_id如果卡牌需要目标也需要给self.use_tos添加角色id为目标
---
---然后若没有定义self.use_id则由card_name再进行决策
smart_cb["AskForUseCard"] = function(self, jsonData)
local data = json.decode(jsonData)
local pattern = data[2]
local prompt = data[3]
local cancelable = data[4]
local extra_data = data[5]
self:updatePlayers()
self.use_id = nil
self.use_tos = {}
local exp = Exppattern:Parse(data[2] or data[1])
self.avail_cards = table.filter(self.player:getCardIds("&he"), function(id)
return exp:match(Fk:getCardById(id)) and not self.player:prohibitUse(Fk:getCardById(id))
end
)
Self = self.player
local ask = fk.ai_ask_usecard[prompt:split(":")[1]]
if type(ask) == "function" then
ask(self, pattern, prompt, cancelable, extra_data)
else
local cards = table.map(self.player:getCardIds("&he"), function(id)
return Fk:getCardById(id)
end
)
self:sortValue(cards)
for _, sth in ipairs(self:getActives(pattern)) do
if sth:isInstanceOf(Card) then
if sth.skill:canUse(self.player, sth) and not self.player:prohibitUse(sth) then
local ret = usePlaySkill(self, sth)
if ret ~= "" then
return ret
end
end
else
local selected = {}
for _, c in ipairs(cards) do
if sth:cardFilter(c.id, selected) then
table.insert(selected, c.id)
end
end
local tc = sth:viewAs(selected)
if tc and tc:matchPattern(pattern) then
local uc = fk.ai_use_play[tc.name]
if type(uc) == "function" then
uc(self, tc)
if self.use_id then
self.use_id = json.encode {
skill = sth.name,
subcards = selected
}
break
end
end
end
end
end
end
ask = fk.ai_ask_usecard[data[1]]
if self.use_id == nil and type(ask) == "function" then
ask(self, pattern, prompt, cancelable, extra_data)
end
if self.use_id == true then
self.use_id = self.avail_cards[1]
end
if self.use_id then
return json.encode {
card = self.use_id,
targets = self.use_tos
}
end
return ""
end
---根据事件类型获取所有满足的事件的数据表
---@param game_event string @事件类型字符串省略GameEvent. 例如要获取生效事件数据就输入"CardEffect"
---@param ge any|nil @可输入起始事件
---@return table @事件数据表
function SmartAI:eventsData(game_event, ge)
local datas = {}
local _ge = ge or self.room.logic:getCurrentEvent()
while _ge do
if _ge.event == GameEvent[game_event] then
table.insert(datas, _ge.data[1])
end
_ge = _ge.parent
end
return datas
end
---请求无懈
---
---由锦囊牌名进行下一级决策给self.use_id定义无懈id进行使用同时参数包含positiveboolean来区分正反无懈
---@param self SmartAI @ai系统
---@param pattern any
---@param prompt any
---@param cancelable any
---@param extra_data any
fk.ai_ask_usecard.nullification = function(self, pattern, prompt, cancelable, extra_data)
local datas = self:eventsData("CardEffect")
local effect = datas[#datas] --修改了无懈的请求不用在room.lua里加记录了
local positive = #datas % 2 == 1
local ask = fk.ai_nullification[effect.card.name]
if type(ask) == "function" then
ask(self, effect.card, self.room:getPlayerById(effect.to), self.room:getPlayerById(effect.from), positive)
end
end
---根据事件类型获取满足的事件的数据
---@param game_event string @事件类型字符串省略GameEvent. 例如要获取生效事件数据就输入"CardEffect"
---@return any @事件数据
function SmartAI:eventData(game_event)
local event = self.room.logic:getCurrentEvent():findParent(GameEvent[game_event], true)
return event and event.data[1]
end
---请求桃
---@param self SmartAI @ai系统
---@param pattern any
---@param prompt any
---@param cancelable any
---@param extra_data any
fk.ai_ask_usecard["#AskForPeaches"] = function(self, pattern, prompt, cancelable, extra_data)
local dying = self:eventData("Dying")
local who = self.room:getPlayerById(dying.who)
if who and self:objectiveLevel(who) < -1 then
local cards = table.map(self.player:getCardIds("&he"), function(id)
return Fk:getCardById(id)
end
)
self:sortValue(cards)
for _, sth in ipairs(self:getActives(pattern)) do
if sth:isInstanceOf(Card) then
self.use_id = sth.id
break
else
local selected = {}
for _, c in ipairs(cards) do
if sth.cardFilter(sth, c.id, selected) then
table.insert(selected, c.id)
end
end
local tc = sth.viewAs(sth, selected)
if tc and tc:matchPattern(pattern) then
self.use_id = json.encode {
skill = sth.name,
subcards = selected
}
break
end
end
end
end
end
fk.ai_ask_usecard["#AskForPeachesSelf"] = fk.ai_ask_usecard["#AskForPeaches"]
---修正卡牌价值
---
---根据技能会转化的牌名修正卡牌的价值,例如有倾国时黑色手牌的价值会加上闪的价值
---@param assign string[]|nil @牌名表
function SmartAI:assignValue(assign)
assign = assign or { "slash", "peach", "jink", "nullification" }
for v, p in ipairs(assign) do
local kept = {}
v = fk.ai_card[p]
v = v and v.value or 3
for _, sth in ipairs(self:getActives(p)) do
if sth:isInstanceOf(Card) then
fk.cardValue[sth.id] = self:getValue(sth, kept)
else
fk.cardValue[sth.name] = self:getValue(sth, kept) + v
end
table.insert(kept, sth)
end
self.keptCv = nil
end
end
---获取卡牌价值
---
---需要自己定义卡牌或阶段技的价值直接看标包ai文件
---
---当有输入kept时就是对卡牌价值进行修正同名卡牌的价值会逐渐递减
---例如有多张闪时最高价值的那一张价值保持不变然后每多一张多的这张的价值就会减少25%,会不断累积
---@param card Card @卡牌
---@param kept string[]|nil @已有同名卡牌表(用来配合修正卡牌价值使用)
---@return number @价值
function SmartAI:getValue(card, kept)
local v = fk.ai_card[card.name]
v = v and v.value or 0
if kept then
if card:isInstanceOf(Card) then
if self.keptCv == nil then
self.keptCv = v
end
return v - #kept * 0.25
else
return (self.keptCv or v) - #kept * 0.25
end
elseif card:isInstanceOf(Card) then
return fk.cardValue[card.id] or v
else
return fk.cardValue[card.name] or v
end
end
---获取优先度
---
---需要自己定义卡牌或阶段技的优先值直接看标包ai文件
---@param card Card @卡牌
---@return number @优先值
function SmartAI:getPriority(card)
local v = card and fk.ai_card[card.name]
v = v and v.priority or 0
if card:isInstanceOf(Card) then
if card:isInstanceOf(Armor) then
v = v + 7
elseif card:isInstanceOf(Weapon) then
v = v + 3
elseif card:isInstanceOf(OffensiveRide) then
v = v + 6
elseif card:isInstanceOf(DefensiveRide) then
v = v + 4
end
v = v + (13 - card.number) / 100
v = v + card.suit / 100
if card:isVirtual() then
v = v - #card.subcards * 0.25
end
end
return v
end
fk.compareFunc = {
hp = function(p)
return p.hp
end,
maxHp = function(p)
return p.maxHp
end,
hand = function(p)
return #p:getHandlyIds(true)
end,
equip = function(p)
return #p:getCardIds("e")
end,
maxcards = function(p)
return p.hp
end,
skill = function(p)
return #p:getAllSkills()
end,
defense = function(p)
return p.hp + #p:getHandlyIds(true)
end
}
---对角色表进行条件排序,由低到高
---@param players ServerPlayer[] @角色表
---@param key string|nil @条件上面compareFunc列举的默认是状态值
---@param reverse boolean|nil @反向排序(由高到低)
function SmartAI:sort(players, key, reverse)
key = key or "defense"
local func = fk.compareFunc[key]
if func == nil then
func = fk.compareFunc.defense
end
local function compare_func(a, b)
return func(a) < func(b)
end
table.sort(players, compare_func)
if reverse then
players = table.reverse(players)
end
end
---排序卡牌表价值,由低到高
---@param cards Card[] @卡牌表
---@param reverse boolean|nil @反向排序(由高到低)
function SmartAI:sortValue(cards, reverse)
local function compare_func(a, b)
return self:getValue(a) < self:getValue(b)
end
table.sort(cards, compare_func)
if reverse then
cards = table.reverse(cards)
end
end
---排序阶段技和卡牌表优先值,由高到低
---@param cards table @阶段技和卡牌表
---@param reverse boolean|nil @反向排序(由低到高)
function SmartAI:sortPriority(cards, reverse)
local function compare_func(a, b)
local va = a and self:getPriority(a) or 0
local vb = b and self:getPriority(b) or 0
if va == vb then
va = a and self:getValue(a) or 0
vb = b and self:getValue(b) or 0
end
return va > vb
end
table.sort(cards, compare_func)
if reverse then
cards = table.reverse(cards)
end
end
---请求打出
---
---优先按照prompt提示信息进行下一级决策需要定义self.use_id然后可以根据card_name再进行决策
smart_cb["AskForResponseCard"] = function(self, jsonData)
local data = json.decode(jsonData)
local pattern = data[2]
local prompt = data[3]
local cancelable = data[4]
local extra_data = data[5]
self:updatePlayers()
self.use_id = nil
local ask = fk.ai_response_card[prompt:split(":")[1]]
if type(ask) == "function" then
ask(self, pattern, prompt, cancelable, extra_data)
else
ask = fk.ai_response_card[data[1]]
if type(ask) == "function" then
ask(self, pattern, prompt, cancelable, extra_data)
else
local effect = self:eventData("CardEffect")
if effect and (effect.card.multiple_targets or self:isEnemie(effect.from, effect.to)) then
self:setUseId(pattern)
end
end
end
if self.use_id then
return json.encode {
card = self.use_id,
targets = {}
}
end
return ""
end
---根据pattern获取可用的卡牌或转化技
---
---默认是按照优先度从高到低排序
---@param pattern string @可用条件
---@return table @可用卡牌和转化技表
function SmartAI:getActives(pattern)
local cards = table.map(self.player:getCardIds("&he"), function(id)
return Fk:getCardById(id)
end
)
local exp = Exppattern:Parse(pattern)
cards = table.filter(cards, function(c)
return exp:match(c)
end
)
table.insertTable(cards,
table.filter(self.player:getAllSkills(), function(s)
return s:isInstanceOf(ViewAsSkill) and s:enabledAtResponse(self.player, pattern)
end
)
)
self:sortPriority(cards)
return cards
end
---根据pattern直接定义self.use_id
---
---默认是按照优先度从高到低排序且优先使用价值低的卡牌或转化技
---@param pattern string @可用条件
function SmartAI:setUseId(pattern)
local cards = table.map(self.player:getCardIds("&he"), function(id)
return Fk:getCardById(id)
end
)
self:sortValue(cards)
for _, sth in ipairs(self:getActives(pattern)) do
if sth:isInstanceOf(Card) then
self.use_id = sth.id
break
else
local selected = {}
for _, c in ipairs(cards) do
if sth:cardFilter(c.id, selected) then
table.insert(selected, c.id)
end
end
local tc = sth:viewAs(selected)
if tc and tc:matchPattern(pattern) then
self.use_id = json.encode {
skill = sth.name,
subcards = selected
}
break
end
end
end
end
---根据pattern获取可用的转化技
---@param pattern string @可用条件
---@return table @可用转化技表
function SmartAI:cardsView(pattern)
local actives = table.filter(self.player:getAllSkills(), function(s)
return s:isInstanceOf(ViewAsSkill) and s:enabledAtResponse(self.player, pattern)
end
)
return actives
end
---空闲点使用
smart_cb["PlayCard"] = function(self, jsonData)
local cards = table.map(self.player:getHandlyIds(true), function(id)
return Fk:getCardById(id)
end
)
cards = table.filter(cards, function(c)
return c.skill:canUse(self.player, c) and not self.player:prohibitUse(c)
end)
table.insertTable(cards,
table.filter(self.player:getAllSkills(), function(s)
return s:isInstanceOf(ActiveSkill) and s:canUse(self.player)
or s:isInstanceOf(ViewAsSkill) and s:enabledAtPlay(self.player)
end
)
)
if #cards < 1 then return "" end
self:updatePlayers()
self:sortPriority(cards)
for _, sth in ipairs(cards) do
local ret = usePlaySkill(self, sth)
if ret ~= "" then
return ret
end
end
return ""
end
---请求选择角色区域牌
---
---按照reason原因进行下一级决策需返回选择的牌id同时设置有兜底决策
smart_cb["AskForCardChosen"] = function(self, jsonData)
local data = json.decode(jsonData)
local to = self.room:getPlayerById(data[1])
local chosen = fk.ai_card_chosen[data[3]]
if type(chosen) == "function" then
return chosen(self, to, data[2]) or ""
elseif table.contains(self.friends, to) then
if string.find(data[2], "j") then
local jc = to:getCardIds("j")
if #jc > 0 then
return table.random(jc)
end
end
else
if string.find(data[2], "h") then
local hc = to:getCardIds("h")
if #hc == 1 then
return hc[1]
end
end
if string.find(data[2], "e") then
local ec = to:getCardIds("e")
if #ec > 0 then
return table.random(ec)
end
end
if string.find(data[2], "h") then
local hc = to:getCardIds("h")
if #hc > 0 then
return table.random(hc)
end
end
end
return ""
end
---请求选择角色区域多张牌
---
---按照reason原因进行下一级决策需返回选择的牌id表同时设置有兜底决策
smart_cb["AskForCardsChosen"] = function(self, jsonData)
local data = json.decode(jsonData)
local to = self.room:getPlayerById(data[1])
local min = data[2]
local max = data[3]
local flag = data[4]
local ids = {}
local chosen = fk.ai_cards_chosen[data[5]]
if type(chosen) == "function" then
return chosen(self, to, min, max, flag)
elseif table.contains(self.friends, to) then
if string.find(flag, "j") then
for _, id in ipairs(to:getCardIds("j")) do
if #ids<max then
table.insert(ids,id)
end
end
end
else
if string.find(flag, "h") then
local hc = to:getCardIds("h")
if max - #ids >= #hc then
for _, id in ipairs(hc) do
table.insert(ids,id)
end
end
end
if string.find(flag, "e") then
for _, id in ipairs(to:getCardIds("e")) do
if #ids<max then
table.insert(ids,id)
end
end
end
if string.find(flag, "h") then
for _, id in ipairs(to:getCardIds("h")) do
if #ids<max then
table.insertIfNeed(ids,id)
end
end
end
end
return #ids >= min and json.encode(ids) or ""
end
---请求选择选项
---
---按照skill_name进行下一级决策需返回要选择的选项兜底决策是随机选择
smart_cb["AskForChoice"] = function(self, jsonData)
local data = json.decode(jsonData)
local choices = data[1] ---@type string[]
local all_choices = data[2]
local prompt = data[4]
local detailed = data[5]
local chosen = fk.ai_ask_choice[data[3]]
if type(chosen) == "function" then
chosen = chosen(self, choices, prompt, detailed, all_choices)
end
return table.contains(choices,chosen) and chosen or table.random(choices)
end
fk.ai_judge.indulgence = { ".|.|heart", true }
fk.ai_judge.lightning = { ".|2~9|spade", false }
fk.ai_judge.supply_shortage = { ".|.|club", true }
---改判输出要改判牌的id
---
---需要自己定义判定的好坏在fk.ai_judge例如闪电fk.ai_judge.lightning = { ".|2~9|spade", false },第一个值是满足的条件,第二个值是满足条件后的好坏
---@param cards Card[] @可用改判的卡牌表
---@param exchange boolean|nil @是否可交换(类似鬼道)
---@return number|nil @改判牌id
function SmartAI:getRetrialCardId(cards, exchange)
local judge = self:eventData("Judge")
local ai_judge = fk.ai_judge[judge.reason] or {judge.pattern,true}
local isgood = judge.card:matchPattern(ai_judge[1])==ai_judge[2]
local canRetrial = {}
self:sortValue(cards)
if exchange then
for _, c in ipairs(cards) do
if c:matchPattern(judge.pattern) == isgood then
table.insert(canRetrial, c)
end
end
else
if isgood then
if self:isFriend(judge.who) then
return
end
elseif self:isEnemie(judge.who) then
return
end
end
for _, c in ipairs(cards) do
if self:isFriend(judge.who) and c:matchPattern(ai_judge[1])==ai_judge[2]
or self:isEnemie(judge.who) and c:matchPattern(ai_judge[1])~=ai_judge[2]
then
table.insert(canRetrial, c)
end
end
if #canRetrial > 0 then
return canRetrial[1].id
end
end
---请求观星
---@param self SmartAI @ai系统
---@param jsonData any @总数据
---@return string @json放置顶和底的牌id表
smart_cb["AskForGuanxing"] = function(self, jsonData)
local data = json.decode(jsonData)
local cards = table.map(data.cards, function(id)
return Fk:getCardById(id)
end
)
self:sortValue(cards)
local function table_clone(self)
local t = {}
for _, r in ipairs(self) do
table.insert(t, r)
end
return t
end
local top = {}
if self.room.current.phase < Player.Play then
local jt = table.map(self.room.current:getCardIds("j"), function(id)
return Fk:getCardById(id)
end
)
if #jt > 0 then
for _, j in ipairs(table.reverse(jt)) do
local tj = fk.ai_judge[j.name]
if tj then
for _, c in ipairs(table_clone(cards)) do
if tj[2] == c:matchPattern(tj[1]) and #top < data.max_top_cards then
table.insert(top, c.id)
table.removeOne(cards, c)
tj = 1
break
end
end
end
if tj ~= 1 and #cards > 0 and #top < data.max_top_cards then
table.insert(top, cards[1].id)
table.remove(cards, 1)
end
end
end
self:sortValue(cards, true)
for _, c in ipairs(table_clone(cards)) do
if #top < data.max_top_cards and c.skill:canUse(self.player, c) and usePlaySkill(self, c) ~= "" then
table.insert(top, c.id)
table.removeOne(cards, c)
break
end
end
end
for _, c in ipairs(table_clone(cards)) do
if #top < data.min_top_cards then
table.insert(top, c.id)
table.removeOne(cards, c)
break
end
end
return json.encode {
top,
table.map(cards, function(c)
return c.id
end
)
}
end
---更新存活身份数
---@param room Room
---@return table
local function aliveRoles(room)
fk.alive_roles = {
lord = 0,
loyalist = 0,
rebel = 0,
renegade = 0
}
for _, ap in ipairs(room.players) do
fk.alive_roles[ap.role] = 0
end
for _, ap in ipairs(room.alive_players) do
fk.alive_roles[ap.role] = fk.alive_roles[ap.role] + 1
end
return fk.alive_roles
end
fk.ai_objective_level["aaa_role_mode"] = function(self, to)--身份局的目标敌友值定义
local ars = aliveRoles(self.room)
if self.role == "renegade" then
if to.role == "lord" then
return -1
elseif ars.rebel < 1 then
return 4
elseif self.ai_role[to.id] == "loyalist" then
return ars.lord + ars.loyalist - ars.rebel
elseif self.ai_role[to.id] == "rebel" then
local r = ars.rebel - ars.lord + ars.loyalist
if r >= 0 then
return 3
else
return r
end
end
elseif self.role == "lord" or self.role == "loyalist" then
if self.ai_role[to.id] == "rebel" then
return 5
elseif to.role == "lord" then
return -4
elseif ars.rebel < 1 then
if self.role == "lord" then
return self.explicit_renegade and self.ai_role[to.id] == "renegade" and 4 or to.hp > 1 and 2 or 0
elseif self.explicit_renegade then
return self.ai_role[to.id] == "renegade" and 4 or -1
else
return 3
end
elseif self.ai_role[to.id] == "loyalist" then
return -2
elseif self.ai_role[to.id] == "renegade" then
local r = ars.lord + ars.loyalist - ars.rebel
if r <= 0 then
return r
else
return 3
end
end
elseif self.role == "rebel" then
if to.role == "lord" then
return 5
elseif self.ai_role[to.id] == "loyalist" then
return 4
elseif self.ai_role[to.id] == "rebel" then
return -2
elseif self.ai_role[to.id] == "renegade" then
local r = ars.rebel - ars.lord + ars.loyalist
if r > 0 then
return 1
else
return r
end
end
end
end
---判定目标敌友值
---
---大于0为敌方小于0为友方
---@param to ServerPlayer @判断目标
---@return number
function SmartAI:objectiveLevel(to)
if type(to) == "number" then
to = self.room:getPlayerById(to)
end
if self.player.id == to.id then
return -3
elseif #self.room.alive_players < 3 then
return 5
end
local level = fk.ai_objective_level[self.room.settings.gameMode]
if type(level) == "function" then
level = level(self, to)
else
if self.role == "renegade" or to.role == "renegade" then
self.explicit_renegade = true
end
if to.role == self.role
or to.role == "lord" and self.role == "loyalist"
or to.role == "loyalist" and self.role == "lord" then
level = -2
else
level = 3
end
end
return level or 0
end
---更新场上敌友
function SmartAI:updatePlayers()
self.role = self.player.role
self.enemies = {}
self.friends = {}
self.friends_noself = {}
local function compare_func(a, b)
local v1 = self.role_value[a.id].rebel
local v2 = self.role_value[b.id].rebel
if v1 == v2 then
v1 = self.role_value[a.id].renegade
v2 = self.role_value[b.id].renegade
end
return v1 > v2
end
local aps = self.room.alive_players
table.sort(aps, compare_func)
self.explicit_renegade = false
local ars = aliveRoles(self.room)
local rebel, renegade, loyalist = 0, 0, 0
for _, ap in ipairs(aps) do
if ap.role == "lord" then
self.ai_role[ap.id] = "loyalist"
elseif self.role_value[ap.id].rebel > 50 and ars.rebel > rebel then
rebel = rebel + 1
self.ai_role[ap.id] = "rebel"
elseif self.role_value[ap.id].renegade > 50 and ars.renegade > renegade then
renegade = renegade + 1
self.ai_role[ap.id] = "renegade"
self.explicit_renegade = self.role_value[ap.id].renegade > 100
elseif self.role_value[ap.id].rebel < -50 and ars.loyalist > loyalist then
loyalist = loyalist + 1
self.ai_role[ap.id] = "loyalist"
else
self.ai_role[ap.id] = "neutral"
end
end
self.room:setTag("ai_role", self.ai_role)
local neutrality = {}
for n, p in ipairs(aps) do
n = self:objectiveLevel(p)
if n < 0 then
table.insert(self.friends, p)
if p.id ~= self.player.id then
table.insert(self.friends_noself, p)
end
elseif n > 0 then
table.insert(self.enemies, p)
else
table.insert(neutrality, p)
end
end
self:assignValue()
--[[
if self.enemies<1 and #neutrality>0 and#self.toUse<3 and self:getOverflow()>0 then
function compare_func(a,b)
return sgs.getDefense(a)<sgs.getDefense(b)
end
table.sort(neutrality,compare_func)
table.insert(self.enemies,neutrality[1])
end-]]
end
function SmartAI:initialize(player)
AI.initialize(self, player)
self.cb_table = smart_cb
self.player = player
if self.room:getTag("ai_role") == nil then
local ai_role = {}
local role_value = {}
for _, ap in ipairs(self.room.players) do
ai_role[ap.id] = "neutral"
role_value[ap.id] = {
rebel = 0,
renegade = 0
}
end
self.room:setTag("ai_role", ai_role)
self.room:setTag("role_value", role_value)
end
self.ai_role = self.room:getTag("ai_role")
self.role_value = self.room:getTag("role_value")
end
---给来源附加身份值
---
---关于给卡牌或技能定义身份值直接看标包ai文件
---@param player ServerPlayer @来源
---@param to ServerPlayer @目标
---@param intention number @卡牌或技能身份值
local function updateIntention(player, to, intention)
if player.id == to.id then return end
local ai_role = player.room:getTag("ai_role")
local role_value = player.room:getTag("role_value")
if player.role == "lord" then
if role_value[to.id].rebel ~= 0
then
role_value[to.id].rebel = role_value[to.id].rebel + intention * (200 - role_value[to.id].rebel) / 200
end
else
if to.role == "lord" or ai_role[to.id] == "loyalist" then
role_value[player.id].rebel = role_value[player.id].rebel + intention * (200 - role_value[player.id].rebel) / 200
elseif ai_role[to.id] == "rebel" then
role_value[player.id].rebel = role_value[player.id].rebel - intention * (role_value[player.id].rebel + 200) / 200
end
if role_value[player.id].rebel < 0 and intention > 0 or role_value[player.id].rebel > 0 and intention < 0 then
role_value[player.id].renegade = role_value[player.id].renegade + intention * (100 - role_value[player.id].renegade) / 200
end
local function compare_func(a, b)
local v1 = role_value[a.id].rebel
local v2 = role_value[b.id].rebel
if v1 == v2 then
v1 = role_value[a.id].renegade
v2 = role_value[b.id].renegade
end
return v1 > v2
end
local aps = player.room.alive_players
table.sort(aps, compare_func)
player.explicit_renegade = false
local ars = aliveRoles(player.room)
local rebel, renegade, loyalist = 0, 0, 0
for _, ap in ipairs(aps) do
if ap.role == "lord" then
ai_role[ap.id] = "loyalist"
elseif role_value[ap.id].rebel > 50 and ars.rebel > rebel then
rebel = rebel + 1
ai_role[ap.id] = "rebel"
elseif role_value[ap.id].renegade > 50 and ars.renegade > renegade then
renegade = renegade + 1
ai_role[ap.id] = "renegade"
player.explicit_renegade = role_value[ap.id].renegade > 100
elseif role_value[ap.id].rebel < -50 and ars.loyalist > loyalist then
loyalist = loyalist + 1
ai_role[ap.id] = "loyalist"
else
ai_role[ap.id] = "neutral"
end
end --[[
fk.qWarning(--提示身份值变化信息,消除注释后就会在调试框中显示
player.general ..
" " ..
intention ..
" " ..
ai_role[player.id] ..
" rebelValue:" .. role_value[player.id].rebel .. " renegadeValue:" .. role_value[player.id].renegade
) --]]
end
player.room:setTag("ai_role", ai_role)
player.room:setTag("role_value", role_value)
end
--[[
function SmartAI:filterEvent(event, player, data)
end--]]
--增加全局触发技这样就不用在gamelogic.lua里增加接口了
local filterEvent = fk.CreateTriggerSkill {
name = "filter_event",
events = {
fk.TargetSpecified,
--fk.GameStart,
--fk.AfterCardsMove,
fk.CardUsing
},
priority = -1,
global = true,
can_trigger = function(self, event, target, player, data)
return target == nil or target == player
end,
on_trigger = function(self, event, target, player, data)
local room = player.room
if event == fk.TargetSpecified then
local callback = fk.ai_card[data.card.name]
callback = callback and callback.intention
if type(callback) == "function" then
for _, p in ipairs(TargetGroup:getRealTargets(data.tos)) do
p = room:getPlayerById(p)
local intention = callback(p.ai, data.card, room:getPlayerById(data.from))
if type(intention) == "number" then
updateIntention(room:getPlayerById(data.from), p, intention)
end
end
elseif type(callback) == "number" then
for _, p in ipairs(TargetGroup:getRealTargets(data.tos)) do
p = room:getPlayerById(p)
updateIntention(room:getPlayerById(data.from), p, callback)
end
end
elseif event == fk.CardUsing then
if data.card.name == "nullification" then
local datas = player.ai:eventsData("CardEffect")
local effect = datas[#datas]
local to = room:getPlayerById(effect.to)
local from = room:getPlayerById(data.from)
local callback = fk.ai_card[effect.card.name]
callback = callback and callback.intention
if #datas % 2 == 1 then
if type(callback) == "function" then
callback = callback(to.ai, effect.card, from)
if type(callback) == "number" then
updateIntention(from, to, -callback)
end
elseif type(callback) == "number" then
updateIntention(from, to, -callback)
end
else
if type(callback) == "function" then
callback = callback(to.ai, effect.card, from)
if type(callback) == "number" then
updateIntention(from, to, callback)
end
elseif type(callback) == "number" then
updateIntention(from, to, callback)
end
end
end
elseif event == fk.AfterCardsMove then
end
end
}
Fk:addSkill(filterEvent)
---判断目标是否虚弱
---@param player ServerPlayer @目标,默认是自己
---@param getAP boolean|nil @默认包含目标可知的桃酒(未完成)
---@return boolean
function SmartAI:isWeak(player, getAP)
player = player or self.player
if type(player) == "number" then
player = self.room:getPlayerById(player)
end
return player.hp < 2 or player.hp <= 2 and #player:getCardIds("&h") <= 2
end
---判断目标是否是友军
---
---如果有tp就判断p和tp之间是否是友军否则就判断p是不是自己的友军
---@param p ServerPlayer @目标
---@param tp ServerPlayer|nil @比较目标
---@return boolean|nil @有时候需要nil来判断中立角色
function SmartAI:isFriend(p, tp)
if tp then
local bt = self:isFriend(p)
return bt ~= nil and bt == self:isFriend(tp)
end
local ve = self:objectiveLevel(p)
if ve < 0 then
return true
elseif ve > 0 then
return false
end
end
---判断目标是否是敌军
---
---如果有tp就判断p和tp之间是否是敌军否则就判断p是不是自己的敌军
---@param p ServerPlayer @目标
---@param tp ServerPlayer|nil @比较目标
---@return boolean|nil @有时候需要nil来判断中立角色
function SmartAI:isEnemie(p, tp)
if tp then
local bt = self:isFriend(p)
return bt ~= nil and bt ~= self:isFriend(tp)
end
local ve = self:objectiveLevel(p)
if ve > 0 then
return true
elseif ve < 0 then
return false
end
end
return SmartAI