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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@@ -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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