mtg-forge-ios/forge-gui/res/ai/Reckless.ai

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# The amount of cards at which to stop considering mulligan
MULLIGAN_THRESHOLD=3
# Aggro preferences (enabling these will generally make the AI attack more aggressively)
# If the following option is enabled, the AI will generally play aggressively, seeking trades on offense when possible
# (the following two parameters will then be ignored)
PLAY_AGGRO=true
# The chance to attack aggressively into a potential trade (works even if not playing all-out aggro, e.g. PLAY_AGGRO disabled,
# but only in more favorable conditions in that case - when ahead in life count and in parity or ahead in creature count)
CHANCE_TO_ATTACK_INTO_TRADE=100
# When enabled, the AI will attack into trading options when it's tapped out (note that this flag is ignored if PLAY_AGGRO
# is globally enabled). If disabled, the non-aggro AI will only attack into trades when it has mana open, thus having a chance
# to "bluff" (or use, if available) combat tricks at the same time.
ATTACK_INTO_TRADE_WHEN_TAPPED_OUT=true
# If enabled, the AI will only randomly attack into a trade if its life pressure is lower than the opponent's.
RANDOMLY_ATKTRADE_ONLY_ON_LOWER_LIFE_PRESSURE=false
# When above zero, the AI will attack into trading options when the opponent is not tapped out, thus risking getting an
# unexpected combat trick or ability activation. Note that this chance is rolled separately after CHANCE_TO_ATTACK_INTO_TRADE
# has already succeeded.
CHANCE_TO_ATKTRADE_WHEN_OPP_HAS_MANA=100
# When enabled, the AI will run some additional checks in an attempt to avoid attacking into certain block situations
# when it can't deal at least some permanent damage to the defending creature/planeswalker or to at least one defending
# creature. Works in many but not all cases.
TRY_TO_AVOID_ATTACKING_INTO_CERTAIN_BLOCK=true
# When enabled, the AI will use Berserk on offense to try to severely damage the opponent at the expense of the creature
USE_BERSERK_AGGRESSIVELY=true
# Try to hold combat tricks until blockers are declared in an attempt to trick the opponent into blocking a weak creature
# and dying to it (currently has some limitations, the AI will only try to do it to one creature per turn)
TRY_TO_HOLD_COMBAT_TRICKS_UNTIL_BLOCK=true
# Chance to hold combat tricks until blockers are declared. If -1 is specified, this chance is not used, and the standard
# evaluation for offensive pump buff is used instead.
CHANCE_TO_HOLD_COMBAT_TRICKS_UNTIL_BLOCK=65
# Trade blocking preferences (enabling these will make the AI trade more aggressively when considering blocks,
# but only with creatures that are worse in abilities and have lower or the same power as the attacker). Note
# that the first option serves as a master toggle. If it is disabled, the following related options have no effect.
ENABLE_RANDOM_FAVORABLE_TRADES_ON_BLOCK=true
# If enabled, the AI will consider trade blocking even if its creature count is lower than the opponent's
RANDOMLY_TRADE_EVEN_WHEN_HAVE_LESS_CREATS=false
# If the previous option is enabled, then the next option controls how big of a handicap in creature count the AI
# is allowed to have to still decide to trade
MAX_DIFF_IN_CREATURE_COUNT_TO_TRADE=0
# If enabled, the AI will also consider trading if it has a replacement creature in hand
ALSO_TRADE_WHEN_HAVE_A_REPLACEMENT_CREAT=true
# The allowed handicap in creature count when the AI wants to trade while having a replacement creature in hand
MAX_DIFF_IN_CREATURE_COUNT_TO_TRADE_WITH_REPL=1
# Min and max chance to randomly aggressively trade when blocking (note that it will become 100 if the AI is in danger)
MIN_CHANCE_TO_RANDOMLY_TRADE_ON_BLOCK=0
MAX_CHANCE_TO_RANDOMLY_TRADE_ON_BLOCK=50
# Options to save / preserve loyalty of planeswalkers
# Chance to trade a (worse or roughly equal) creature in order to save a planeswalker or preserve its loyalty
# (random favorable trades must be enabled)
CHANCE_TO_TRADE_TO_SAVE_PLANESWALKER=80
# Chance to trade a better creature for a worse one in order to save a planeswalker
CHANCE_TO_TRADE_DOWN_TO_SAVE_PLANESWALKER=0
# Creature evaluation threshold for which creatures to consider good candidates for chump blocking to protect a
# planeswalker (135 is about the level of a 1/2 nontoken creature with no abilities or a 2/2 token with no abilities)
# There is a separate option for evaluating token and nontoken creatures. Set both to -1 to disable chump blocking
# to protect planeswalkers.
THRESHOLD_NONTOKEN_CHUMP_TO_SAVE_PLANESWALKER=130
THRESHOLD_TOKEN_CHUMP_TO_SAVE_PLANESWALKER=135
# If enabled, the AI will not bother chump blocking to protect a planeswalker unless lethal damage is threatened to it
CHUMP_TO_SAVE_PLANESWALKER_ONLY_ON_LETHAL=true
# Only works when AI cheating is enabled in preferences, otherwise does nothing
CHEAT_WITH_MANA_ON_SHUFFLE=true
# The chance for the AI to attempt to hold land drops until Main 2 when it's safe and when it has nothing to potentially
# do with the extra mana
HOLD_LAND_DROP_FOR_MAIN2_IF_UNUSED=0
# Planechase logic
DEFAULT_MAX_PLANAR_DIE_ROLLS_PER_TURN=1
DEFAULT_MIN_TURN_TO_ROLL_PLANAR_DIE=1
DEFAULT_PLANAR_DIE_ROLL_CHANCE=100
PLANAR_DIE_ROLL_HESITATION_CHANCE=0
# Timings for moving equipment to other targets
MOVE_EQUIPMENT_TO_BETTER_CREATURES=always
MOVE_EQUIPMENT_CREATURE_EVAL_THRESHOLD=50
PRIORITIZE_MOVE_EQUIPMENT_IF_USELESS=false
# Currently disabled
PREDICT_SPELLS_FOR_MAIN2=true
RESERVE_MANA_FOR_MAIN2_CHANCE=100
# If enabled, the AI will target artifacts and non-aura enchantments with removal aggressively
ACTIVELY_DESTROY_ARTS_AND_NONAURA_ENCHS=true
# Permission timings
MIN_SPELL_CMC_TO_COUNTER=0
CHANCE_TO_COUNTER_CMC_1=80
CHANCE_TO_COUNTER_CMC_2=100
CHANCE_TO_COUNTER_CMC_3=100
ALWAYS_COUNTER_OTHER_COUNTERSPELLS=true
ALWAYS_COUNTER_DAMAGE_SPELLS=true
ALWAYS_COUNTER_CMC_0_MANA_MAKING_PERMS=true
ALWAYS_COUNTER_REMOVAL_SPELLS=true
ALWAYS_COUNTER_PUMP_SPELLS=true
ALWAYS_COUNTER_AURAS=true
ALWAYS_COUNTER_SPELLS_FROM_NAMED_CARDS=None
# Storm spell logic
PRIORITY_REDUCTION_FOR_STORM_SPELLS=0
MIN_COUNT_FOR_STORM_SPELLS=0
# Logic for Strip Mine, Wasteland, Ghost Quarter and other similar sac-destroy lands marked with
# AILogic$ LandForLand or GhostQuarter.
STRIPMINE_MIN_LANDS_IN_HAND_TO_ACTIVATE=1
STRIPMINE_MIN_LANDS_FOR_NO_TIMING_CHECK=3
STRIPMINE_MIN_LANDS_OTB_FOR_NO_TEMPO_CHECK=4
STRIPMINE_MAX_LANDS_TO_ATTEMPT_MANALOCKING=4
STRIPMINE_HIGH_PRIORITY_ON_SKIPPED_LANDDROP=true
# The default chance to use the token-generation abilities
TOKEN_GENERATION_ABILITY_CHANCE=80
# Situations where the AI should always use the token-generation abilities if possible
TOKEN_GENERATION_ALWAYS_IF_FROM_PLANESWALKER=true
TOKEN_GENERATION_ALWAYS_IF_OPP_ATTACKS=true
# Scry AI toggles
# The total number of mana-producing lands at which the AI will still consider scrying away non-lands
SCRY_NUM_LANDS_TO_STILL_NEED_MORE=3
# The total number of mana-producing lands at which the AI will stop considering scrying such lands to top
SCRY_NUM_LANDS_TO_NOT_NEED_MORE=5
# The total number of creatures when the AI will consider scrying away the ones that are below average in
# evaluation score for the deck
SCRY_NUM_CREATURES_TO_NOT_NEED_SUBPAR_ONES=4
# The total number of creatures on board at which to start considering scrying away low CMC creatures
# as defined in the two following options
SCRY_EVALTHR_CREATCOUNT_TO_SCRY_AWAY_LOWCMC=3
# The evaluation score at which the AI will consider the creature bad enough to scry it away in case it's
# low CMC (see the next option) and the AI already has higher CMC creatures on board
SCRY_EVALTHR_TO_SCRY_AWAY_LOWCMC_CREATURE=160
# The CMC threshold at which (and below which) the AI considers creatures to be "low CMC" for the purpose
# of the previous option
SCRY_EVALTHR_CMC_THRESHOLD=1
# If enabled, the AI will scry cards that it can't immediately cast to the bottom
SCRY_IMMEDIATELY_UNCASTABLE_TO_BOTTOM=true
# How big of a CMC difference between the currently castable and the considered card's CMC is allowed before
# the card is considered not immediately castable for the purpose of the previous option
SCRY_IMMEDIATELY_UNCASTABLE_CMC_DIFF=1
# Attempt to predict the number of potential blockers with various forms of evasion when
# deciding to do an all-in assault attack
COMBAT_ASSAULT_ATTACK_EVASION_PREDICTION=true
# Attempt to predict the number of potential blockers with various forms of evasion when
# deciding to do an attrition race attack
COMBAT_ATTRITION_ATTACK_EVASION_PREDICTION=true
# AILogic$ PayEnergyConservatively (used for Britsling Hydra and Longtusk Cub) will only
# be used in case the creature is engaged in favorable combat
CONSERVATIVE_ENERGY_PAYMENT_ONLY_IN_COMBAT=false
# If true, the conservative energy payment will not be used when the creature is attacking,
# only when it's blocking (for more controlling AIs)
CONSERVATIVE_ENERGY_PAYMENT_ONLY_DEFENSIVELY=false
# How big of a value difference there should be for the AI to consider mass bouncing all creature permanents
# on both sides of the battlefield in a non-lethal situation
BOUNCE_ALL_TO_HAND_CREAT_EVAL_DIFF=200
BOUNCE_ALL_ELSEWHERE_CREAT_EVAL_DIFF=200
# How big of a CMC difference there should be for the AI to consider mass bouncing all noncreature permanents
# on both side of the battlefield
BOUNCE_ALL_TO_HAND_NONCREAT_EVAL_DIFF=3
BOUNCE_ALL_ELSEWHERE_NONCREAT_EVAL_DIFF=3
# If enabled, the AI will try to pair up cards to present to the opponent so that a specific card may be picked,
# it'll also try to grab Accumulated Knowledge and Take Inventory more actively, as well as interact with the Trix
# combo deck more appropriately. In Reanimator decks, this logic will make the AI pick the fattest threats in the
# library to put some into the graveyard.
INTUITION_ALTERNATIVE_LOGIC=true
# How big of a difference is allowed between the revealed card CMC and the currently castable CMC to still put the
# card on top of the library
EXPLORE_MAX_CMC_DIFF_TO_PUT_IN_GRAVEYARD=1
# The number of lands on the battlefield when the AI would use Explore to put non-land cards in graveyard if it
# doesn't have a land in hand
EXPLORE_NUM_LANDS_TO_STILL_NEED_MORE=2