just cleaning, removed a double check i added ages ago that isnt really needed anymore, ai handles fine now without having to double check if it can cast after it already did so.

This commit is contained in:
omegablast2002@yahoo.com
2011-02-12 03:00:45 +00:00
parent e3ecc612d0
commit 19c3e903bc
2 changed files with 0 additions and 9 deletions
-2
View File
@@ -31,7 +31,6 @@ public:
NestedAbility * nability; NestedAbility * nability;
Player * player; Player * player;
int id; int id;
bool checked;
MTGCardInstance * click; MTGCardInstance * click;
MTGCardInstance * target; // TODO Improve MTGCardInstance * target; // TODO Improve
@@ -95,7 +94,6 @@ protected:
public: public:
AIStats * stats; AIStats * stats;
int agressivity; int agressivity;
bool Checked;
bool forceBestAbilityUse; bool forceBestAbilityUse;
void End(){}; void End(){};
virtual int displayStack() {return 0;}; virtual int displayStack() {return 0;};
-7
View File
@@ -45,7 +45,6 @@ AIPlayer::AIPlayer(MTGDeck * deck, string file, string fileSmall) :
stats = NULL; stats = NULL;
agressivity = 50; agressivity = 50;
forceBestAbilityUse = false; forceBestAbilityUse = false;
Checked = false;
playMode = Player::MODE_AI; playMode = Player::MODE_AI;
} }
@@ -1457,18 +1456,12 @@ int AIPlayerBaka::computeActions()
{ {
selectAbility(); selectAbility();
} }
if (p->getManaPool()->getConvertedCost() > 0 && Checked == false)//not the best thing ever, but allows the Ai a chance to double check if its mana pool has something before moving on, atleast one time.
{
Checked = true;
computeActions();
}
break; break;
} }
case Constants::MTG_PHASE_COMBATATTACKERS: case Constants::MTG_PHASE_COMBATATTACKERS:
chooseAttackers(); chooseAttackers();
break; break;
case Constants::MTG_PHASE_ENDOFTURN: case Constants::MTG_PHASE_ENDOFTURN:
Checked = false;
break; break;
default: default:
selectAbility(); selectAbility();