corrected an issue where ai was able to ignore lure ability
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@@ -619,7 +619,8 @@ int MTGCardInstance::canBlock(MTGCardInstance * opponent)
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return 0;
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return 0;
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if (opponent->basicAbilities[(int)Constants::FEAR] && !(this->hasType(Subtypes::TYPE_ARTIFACT) || this->hasColor(Constants::MTG_COLOR_BLACK)))
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if (opponent->basicAbilities[(int)Constants::FEAR] && !(this->hasType(Subtypes::TYPE_ARTIFACT) || this->hasColor(Constants::MTG_COLOR_BLACK)))
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return 0;
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return 0;
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if (opponent->controller()->game->battlefield->hasAbility(Constants::LURE) && !opponent->has(Constants::LURE))
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return 0;
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//intimidate
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//intimidate
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if (opponent->basicAbilities[(int)Constants::INTIMIDATE] && !(this->hasType(Subtypes::TYPE_ARTIFACT)))
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if (opponent->basicAbilities[(int)Constants::INTIMIDATE] && !(this->hasType(Subtypes::TYPE_ARTIFACT)))
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{
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{
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@@ -1563,7 +1563,7 @@ int MTGBlockRule::reactToClick(MTGCardInstance * card)
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currentOpponent = game->currentPlayer->game->inPlay->getNextAttacker(currentOpponent);
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currentOpponent = game->currentPlayer->game->inPlay->getNextAttacker(currentOpponent);
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if(lured && currentOpponent && !currentOpponent->has(Constants::LURE))
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if(lured && currentOpponent && !currentOpponent->has(Constants::LURE))
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currentOpponent = game->currentPlayer->game->inPlay->getNextAttacker(currentOpponent);
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currentOpponent = game->currentPlayer->game->inPlay->getNextLurer(currentOpponent);
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canDefend = card->toggleDefenser(currentOpponent);
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canDefend = card->toggleDefenser(currentOpponent);
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DebugTrace("Defenser Toggle: " << card->getName() << endl
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DebugTrace("Defenser Toggle: " << card->getName() << endl
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