sorry had to add this too, aparently simply putting BLAH_GOOD/BLAH_BAD without actually comparing it to the suggestion from af always returns true...
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@@ -378,10 +378,12 @@ int AIAction::getEfficiency()
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efficiency = 0;
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efficiency = 0;
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if (!target)
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if (!target)
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break;
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break;
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AbilityFactory af;
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int suggestion = af.abilityEfficiency(a, p, MODE_ABILITY);
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//i do not set a starting eff. on this ability, this allows Ai to sometimes randomly do it as it normally does.
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//i do not set a starting eff. on this ability, this allows Ai to sometimes randomly do it as it normally does.
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if (g->getCurrentGamePhase() == Constants::MTG_PHASE_COMBATBLOCKERS)
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if (g->getCurrentGamePhase() == Constants::MTG_PHASE_COMBATBLOCKERS)
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{
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{
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if (BAKA_EFFECT_GOOD && target->controller()->isAI())
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if (suggestion == BAKA_EFFECT_GOOD && target->controller()->isAI())
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{
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{
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if ((_target->defenser || _target->blockers.size()) && ((_target->power < _target->getNextOpponent()->toughness
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if ((_target->defenser || _target->blockers.size()) && ((_target->power < _target->getNextOpponent()->toughness
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|| _target->toughness < _target->getNextOpponent()->power) || (_target->has(Constants::TRAMPLE))))
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|| _target->toughness < _target->getNextOpponent()->power) || (_target->has(Constants::TRAMPLE))))
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@@ -395,7 +397,7 @@ int AIAction::getEfficiency()
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efficiency = 100;
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efficiency = 100;
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}
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}
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}
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}
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if (BAKA_EFFECT_BAD && !target->controller()->isAI())
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if (suggestion == BAKA_EFFECT_BAD && !target->controller()->isAI())
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{
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{
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efficiency = 100;
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efficiency = 100;
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}
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}
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