No code changes.

* removed extraneous braces for case statements.
* changed tabs to spaces.
This commit is contained in:
techdragon.nguyen@gmail.com
2010-12-14 11:37:32 +00:00
parent b247a7e83c
commit 61011b8924
+19 -44
View File
@@ -223,7 +223,6 @@ int AIAction::getEfficiency()
switch (a->aType)
{
case MTGAbility::DAMAGER:
{
AADamager * aad = (AADamager *) a;
if (!target)
{
@@ -251,26 +250,23 @@ int AIAction::getEfficiency()
efficiency = 0;
}
break;
}
case MTGAbility::STANDARD_REGENERATE:
{
MTGCardInstance * _target = (MTGCardInstance *) (a->target);
efficiency = 0;
if (!_target)
break;
if (!_target->regenerateTokens && g->getCurrentGamePhase() == Constants::MTG_PHASE_COMBATBLOCKERS
&& (_target->defenser || _target->blockers.size())
)
if (!_target->regenerateTokens && g->getCurrentGamePhase() == Constants::MTG_PHASE_COMBATBLOCKERS && (_target->defenser
|| _target->blockers.size()))
{
efficiency = 95;
}
//TODO If the card is the target of a damage spell
break;
}
case MTGAbility::STANDARD_PREVENT:
{
efficiency = 0;//starts out low to avoid spamming it when its not needed.
if (!target)
break;
@@ -281,8 +277,8 @@ int AIAction::getEfficiency()
{
if ((target->defenser || target->blockers.size()) && target->preventable < target->getNextOpponent()->power)
NeedPreventing = true;
if (p == target->controller() && target->controller()->isAI() && NeedPreventing == true && !(target->getNextOpponent()->has(Constants::DEATHTOUCH)
|| target->getNextOpponent()->has(Constants::WITHER)))
if (p == target->controller() && target->controller()->isAI() && NeedPreventing == true
&& !(target->getNextOpponent()->has(Constants::DEATHTOUCH) || target->getNextOpponent()->has(Constants::WITHER)))
{
efficiency = 20 * (target->DangerRanking());//increase this chance to be used in combat if the creature blocking/blocked could kill the creature this chance is taking into consideration how good the creature is, best creature will always be the first "saved"..
if (target->toughness == 1 && target->getNextOpponent()->power == 1)
@@ -307,9 +303,8 @@ int AIAction::getEfficiency()
}
//TODO If the card is the target of a damage spell
break;
}
case MTGAbility::STANDARD_EQUIP:
{
efficiency = 0;
if (!target)
@@ -334,10 +329,8 @@ int AIAction::getEfficiency()
efficiency -= 5 * (target->equipment);
}
break;
}
case MTGAbility::STANDARD_LEVELUP:
{
MTGCardInstance * _target = (MTGCardInstance *) (a->target);
efficiency = 0;
Counter * targetCounter = NULL;
@@ -404,9 +397,8 @@ int AIAction::getEfficiency()
}
break;
}
case MTGAbility::STANDARD_BECOMES:
{
MTGCardInstance * _target = (MTGCardInstance *) (a->target);
//nothing huge here, just ensuring that Ai makes his noncreature becomers into creatures during first main, so it can actually use them in combat.
if (_target && !_target->hasType("Creature") && g->getCurrentGamePhase() == Constants::MTG_PHASE_FIRSTMAIN)
@@ -414,20 +406,16 @@ int AIAction::getEfficiency()
efficiency = 100;
}
break;
}
case MTGAbility::UPCOST:
{
//hello, Ai pay your upcost please :P, this entices Ai into paying upcost, the conditional isAi() is required strangely ai is able to pay upcost during YOUR upkeep.
if (g->getCurrentGamePhase() == Constants::MTG_PHASE_UPKEEP && g->currentPlayer->isAI())
{
efficiency = 100;
}
break;
}
case MTGAbility::FOREACH:
{
MTGCardInstance * _target = (MTGCardInstance *) (a->target);
MTGAbility * a = AbilityFactory::getCoreAbility(ability);
AManaProducer * amp = dynamic_cast<AManaProducer*> (a);
@@ -469,10 +457,8 @@ int AIAction::getEfficiency()
}
break;
}
case MTGAbility::STANDARDABILITYGRANT:
{
efficiency = 0;
MTGCardInstance * _target = (MTGCardInstance *) (a->target);
if (!target)
@@ -494,8 +480,7 @@ int AIAction::getEfficiency()
}
if (!target->has(a->abilitygranted) && g->getCurrentGamePhase() == Constants::MTG_PHASE_COMBATBEGIN
&& p == target->controller() && p->isAI()
)
&& p == target->controller() && p->isAI())
{
efficiency += efficiencyModifier;
}
@@ -507,18 +492,15 @@ int AIAction::getEfficiency()
}
if ((suggestion == BAKA_EFFECT_BAD && p == target->controller())
|| (suggestion == BAKA_EFFECT_GOOD && p != target->controller())
)
|| (suggestion == BAKA_EFFECT_GOOD && p != target->controller()))
{
efficiency = 0;
//stop giving trample to the players creatures.
}
break;
}
case MTGAbility::UNTAPPER:
//untap things that Ai owns and are tapped.
{
efficiency = 0;
if (!target)
break;
@@ -528,11 +510,9 @@ int AIAction::getEfficiency()
efficiency = (20 * target->DangerRanking());
}
break;
}
case MTGAbility::TAPPER:
//tap things the player owns and that are untapped.
{
if (!target)
break;
@@ -543,10 +523,8 @@ int AIAction::getEfficiency()
efficiency = 0;
break;
}
case MTGAbility::LIFER:
{
//use life abilities whenever possible.
AALifer * alife = (AALifer *) a;
Targetable * _t = alife->getTarget();
@@ -561,9 +539,8 @@ int AIAction::getEfficiency()
}
break;
}
case MTGAbility::STANDARD_DRAW:
{
//adding this case since i played a few games where Ai litterally decided to mill himself to death. fastest and easiest win ever.
//this should help a little, tho ultimately it will be decided later what the best course of action is.
efficiency = 0;
@@ -580,16 +557,15 @@ int AIAction::getEfficiency()
efficiency = 0;
}
break;
}
case MTGAbility::CLONING:
{
efficiency = 0;
if (p == target->controller())
{
efficiency = 20 * target->DangerRanking();
}
break;
}
case MTGAbility::MANA_PRODUCER:
efficiency = 0;
break;
@@ -825,21 +801,18 @@ int AIPlayer::chooseTarget(TargetChooser * _tc, Player * forceTarget)
switch (type)
{
case TARGET_CARD:
{
MTGCardInstance * card = ((MTGCardInstance *) potentialTargets[i]);
clickstream.push(NEW AIAction(card));
return 1;
break;
}
case TARGET_PLAYER:
{
Player * player = ((Player *) potentialTargets[i]);
clickstream.push(NEW AIAction(player));
return 1;
break;
}
}
}
//Couldn't find any valid target,
//usually that's because we played a card that has bad side effects (ex: when X comes into play, return target land you own to your hand)
//so we try again to choose a target in the other player's field...
@@ -1241,8 +1214,6 @@ int AIPlayerBaka::computeActions()
{
case Constants::MTG_PHASE_FIRSTMAIN:
case Constants::MTG_PHASE_SECONDMAIN:
{
bool potential = false;
ManaCost * currentMana = getPotentialMana();
if (currentMana->getConvertedCost())
@@ -1342,13 +1313,15 @@ int AIPlayerBaka::computeActions()
computeActions();
}
break;
}
case Constants::MTG_PHASE_COMBATATTACKERS:
chooseAttackers();
break;
case Constants::MTG_PHASE_ENDOFTURN:
Checked = false;
break;
default:
selectAbility();
break;
@@ -1362,11 +1335,13 @@ int AIPlayerBaka::computeActions()
case Constants::MTG_PHASE_COMBATBLOCKERS:
chooseBlockers();
break;
default:
break;
}
return 1;
}
return 1;
}
;