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game-cards/src/ai/l1_basic_ai.gd

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1.8 KiB
GDScript

# src/ai/l1_basic_ai.gd
class_name L1BasicAI
extends BaseAI
const _C = preload("res://src/core/constants.gd")
func _init():
ai_name = "Basic AI"
func decide(hand: Array, table: Array, current_rank: int, config: RuleConfig) -> HandEvaluator.EvaluatedPlay:
var moves := MoveGenerator.generate(hand, current_rank, config)
var last_play := _last_non_pass(table)
if last_play == null:
return _smallest_play(moves)
var candidates: Array = []
for m in moves:
if m.type == -1:
continue
if m.type == last_play.type and m.primary_rank > last_play.primary_rank:
candidates.append(m)
elif (m.type == _C.TYPE_BOMB or m.type == _C.TYPE_ROCKET) and _beats(m, last_play, config):
candidates.append(m)
if candidates.is_empty():
return _pass_move()
return _smallest_play(candidates)
func _smallest_play(moves: Array) -> HandEvaluator.EvaluatedPlay:
var best: HandEvaluator.EvaluatedPlay = null
for m in moves:
if m.type <= 0:
continue
if best == null or m.cards.size() < best.cards.size():
best = m
elif m.cards.size() == best.cards.size() and m.primary_rank < best.primary_rank:
best = m
if best == null:
return _pass_move()
return best
func _last_non_pass(table: Array) -> HandEvaluator.EvaluatedPlay:
for i in range(table.size() - 1, -1, -1):
if table[i].type != -1:
return table[i]
return null
func _beats(a: HandEvaluator.EvaluatedPlay, b: HandEvaluator.EvaluatedPlay, config: RuleConfig) -> bool:
return RuleEngine.compare(a, b, config) > 0
func _pass_move() -> HandEvaluator.EvaluatedPlay:
var p := HandEvaluator.EvaluatedPlay.new()
p.type = -1
p.primary_rank = 0
return p