Teaching AI proliferate and shocklands
Some minor changes, corrections to XLN and C17, changing name of game mode from horde to tribal wars
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@@ -1,5 +1,5 @@
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include mtg.txt
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name=Horde
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name=Tribal Wars
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unlock=prx_horde
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[INIT]
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mode=horde
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File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
@@ -710,6 +710,13 @@ int OrderedAIAction::getEfficiency()
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{
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if(ability->source->hasType(Subtypes::TYPE_PLANESWALKER))
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efficiency += 40;
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else if(ability->source->hasType(Subtypes::TYPE_LAND))
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{ // probably a shockland, don't pay life if hand is empty
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if (p->life<=2)
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// check that's not a manland(like Celestial Colonnade)
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if(efficiency < 50)
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efficiency = 0;
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}
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}
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SAFE_DELETE(transAbility);
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@@ -4549,6 +4549,8 @@ int AbilityFactory::abilityEfficiency(MTGAbility * a, Player * p, int mode, Targ
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return BAKA_EFFECT_GOOD;
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if (dynamic_cast<AARemoveAllCounter *> (a))
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return BAKA_EFFECT_BAD;
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if (dynamic_cast<AAProliferate *> (a))
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return BAKA_EFFECT_GOOD;
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// Equipment that gets immediately attached. Todo: check the abilities associated with Equip, to make sure they're good (for now it seems to be the majority of the cases)?
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if (dynamic_cast<AEquip *> (a))
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