fixed Ai not using regenerate during combat, taught Ai a little about prevent:number, changed "removepoison" mtgability to "alterpoison" as it made more sense.
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@@ -2784,6 +2784,7 @@ class AADamagePrevent:public ActivatedAbilityTP{
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public:
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int preventing;
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AADamagePrevent(int _id, MTGCardInstance * _source, Targetable * _target,int preventing, ManaCost * _cost=NULL, int doTap = 0, int who = TargetChooser::UNSET):ActivatedAbilityTP(_id,_source,_target,_cost,doTap,who),preventing(preventing){
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aType = MTGAbility::STANDARD_PREVENT;
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}
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int resolve(){
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@@ -2810,31 +2811,31 @@ public:
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};
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//poison removel
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class AARemovePoison:public ActivatedAbilityTP{
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class AAAlterPoison:public ActivatedAbilityTP{
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public:
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int poison;
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AARemovePoison(int _id, MTGCardInstance * _source, Targetable * _target,int poison, ManaCost * _cost=NULL, int doTap = 0, int who = TargetChooser::UNSET):ActivatedAbilityTP(_id,_source,_target,_cost,doTap,who),poison(poison){
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AAAlterPoison(int _id, MTGCardInstance * _source, Targetable * _target,int poison, ManaCost * _cost=NULL, int doTap = 0, int who = TargetChooser::UNSET):ActivatedAbilityTP(_id,_source,_target,_cost,doTap,who),poison(poison){
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}
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int resolve(){
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Damageable * _target = (Damageable *) getTarget();
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if(_target){
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_target->poisonCount -= poison;
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_target->poisonCount += poison;
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}
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return 0;
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}
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const char * getMenuText(){
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return "Remove Poison";
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return "Poison";
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}
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AARemovePoison * clone() const{
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AARemovePoison * a = NEW AARemovePoison(*this);
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AAAlterPoison * clone() const{
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AAAlterPoison * a = NEW AAAlterPoison(*this);
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a->isClone = 1;
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return a;
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}
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~AARemovePoison(){
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~AAAlterPoison(){
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}
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@@ -89,7 +89,8 @@ class MTGAbility: public ActionElement{
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BUYBACK_COST = 9,
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FLASHBACK_COST = 10,
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RETRACE_COST = 11,
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MTG_COMBATTRIGGERS_RULE = 13,
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MTG_COMBATTRIGGERS_RULE = 12,
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STANDARD_PREVENT = 13,
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};
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@@ -189,9 +189,24 @@ int AIAction::getEfficiency(){
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{
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MTGCardInstance * _target = (MTGCardInstance *)(a->target);
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efficiency = 0;
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if (!_target->regenerateTokens && g->getCurrentGamePhase()< Constants::MTG_PHASE_COMBATDAMAGE && (_target->defenser || _target->blockers.size())){
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if (!_target->regenerateTokens && g->getCurrentGamePhase() == Constants::MTG_PHASE_COMBATBLOCKERS && (_target->defenser || _target->blockers.size())){
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efficiency = 95;
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}
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//TODO If the card is the target of a damage spell
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break;
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}
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case MTGAbility::STANDARD_PREVENT:
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{
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MTGCardInstance * _target = (MTGCardInstance *)(a->target);
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efficiency = 10;//starts out low to avoid spamming it when its not needed.
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if (!_target->regenerateTokens && g->getCurrentGamePhase() == Constants::MTG_PHASE_COMBATBLOCKERS && (_target->defenser || _target->blockers.size()) && _target->preventable < 2 || (_target->canBlock()||_target->canAttack()) && _target->preventable < 2){
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efficiency = 95;//increase this chance to be used in combat.
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}
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if (_target->preventable > 2){
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efficiency -= 10; //lower the chance to be used if the creature already has over 3 prevent points.
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}
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//basically a rip off of regen, if it is not regenerating, its combat blockers, it is being blocked or blocking, and has less then 3 prevents, the effeincy is increased.
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//TODO If the card is the target of a damage spell
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break;
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}
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@@ -454,6 +469,7 @@ int AIPlayer::canFirstStrikeKill(MTGCardInstance * card, MTGCardInstance *ennemy
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if (ennemy->has(Constants::FIRSTSTRIKE) || ennemy->has(Constants::DOUBLESTRIKE)) return 0;
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if (!(card->has(Constants::FIRSTSTRIKE) || card->has(Constants::DOUBLESTRIKE))) return 0;
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if (!(card->power >= ennemy->toughness)) return 0;
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if (!(card->power >= ennemy->toughness + 1) && ennemy->has(Constants::FLANKING)) return 0;
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return 1;
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}
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@@ -514,7 +530,7 @@ int AIPlayer::chooseBlockers(){
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MTGCardInstance * attacker = card->defenser;
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if (opponentsToughness[attacker] <= 0 ||
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(card->toughness <= attacker->power && opponentForce*2 <life && !canFirstStrikeKill(card,attacker)) ||
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attacker->nbOpponents()>1){
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attacker->nbOpponents()>1){
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g->mLayers->actionLayer()->reactToClick(a,card);
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}else{
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set = 1;
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@@ -5,7 +5,7 @@
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#include "../include/MTGCardInstance.h"
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#include "../include/WEvent.h"
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#include "../include/AllAbilities.h"
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//TODO:better comments this is too cryptic to work on by anyone but original coder.
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bool compare_aistats(AIStat * first, AIStat * second){
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float damage1 = first->value / first->occurences;
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float damage2 = second->value/ second->occurences;
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@@ -81,7 +81,7 @@ int AIStats::receiveEvent(WEvent * event){
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stats.sort(compare_aistats); //this could be slow, if it is, let's run it only at the end of the turn
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return 1; //is this meant to return 0 or 1?
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}
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//TODO:what does this do?
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bool AIStats::isInTop(MTGCardInstance * card, unsigned int max, bool tooSmallCountsForTrue ){
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if (stats.size()<max) return tooSmallCountsForTrue;
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unsigned int n = 0;
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@@ -1124,7 +1124,7 @@ MTGAbility * AbilityFactory::parseMagicLine(string s, int id, Spell * spell, MTG
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}
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//remove poison
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found = s.find("removepoison:");
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found = s.find("alterpoison:");
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if (found != string::npos){
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size_t start = s.find(":",found);
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size_t end = s.find(" ",start);
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@@ -1137,7 +1137,7 @@ MTGAbility * AbilityFactory::parseMagicLine(string s, int id, Spell * spell, MTG
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Targetable * t = NULL;
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if (spell) t = spell->getNextPlayerTarget();
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MTGAbility * a = NEW AARemovePoison (id, card, t,poison,NULL,0,who);
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MTGAbility * a = NEW AAAlterPoison (id, card, t,poison,NULL,0,who);
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a->oneShot = 1;
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return a;
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}
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@@ -1658,7 +1658,6 @@ int AbilityFactory::abilityEfficiency(MTGAbility * a, Player * p, int mode, Targ
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if (dynamic_cast<AACopier *>(a)) return BAKA_EFFECT_GOOD;
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if (dynamic_cast<AADestroyer *>(a)) return BAKA_EFFECT_BAD;
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if (dynamic_cast<AStandardRegenerate *>(a)) return BAKA_EFFECT_GOOD;
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if (dynamic_cast<AStandardRegenerate *>(a)) return BAKA_EFFECT_BAD;
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if (AALifer * abi = dynamic_cast<AALifer *>(a)) return abi->life > 0 ? BAKA_EFFECT_GOOD : BAKA_EFFECT_BAD;
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if (dynamic_cast<AADepleter *>(a)) return BAKA_EFFECT_BAD;
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if (dynamic_cast<AADrawer *>(a)) return BAKA_EFFECT_GOOD;
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