Fix bugs around AI opponents.

This commit is contained in:
Greyson Parrelli
2026-07-24 12:52:10 -04:00
parent add2218978
commit e25a85e394
4 changed files with 95 additions and 3 deletions
+17
View File
@@ -7,6 +7,18 @@ import (
"github.com/greyson/super-auto-pets-board-game/internal/game"
)
// deckHasPet reports whether a hypothetical deck still contains at least one
// pet. A deck of only food (apples) can never field a fighter, so it is an
// automatic loss — the bot must never voluntarily sell or trade its way there.
func deckHasPet(deck []game.Card) bool {
for _, c := range deck {
if c.IsPet() {
return true
}
}
return false
}
// applyTemplateShopEffects mirrors the engine's shop-time triggers on a
// hypothetical deck: buying an Otter really does come with an apple, and the
// bot should value that. Only deck-changing effects matter here (coin
@@ -240,6 +252,11 @@ func (b *Bot) decideShop(v *game.View, mem *Memory) *Action {
nd = append(nd, cx.simApple())
nd = cx.applyTemplateShopEffects(nd, s, game.TriggerSell)
}
// Never dump the last pet: an all-food deck loses on sight, so this
// candidate is off the table no matter how the rollouts score.
if !deckHasPet(nd) {
continue
}
cands = append(cands, candidate{
act: &Action{Type: "sell", Cards: ids},
decks: [][]game.Card{nd},