diff --git a/projects/mtg/src/AIPlayer.cpp b/projects/mtg/src/AIPlayer.cpp index a6a7f50d6..946bbe404 100644 --- a/projects/mtg/src/AIPlayer.cpp +++ b/projects/mtg/src/AIPlayer.cpp @@ -1496,7 +1496,6 @@ void AIPlayer::Render() int AIPlayerBaka::Act(float dt) { GameObserver * g = GameObserver::GetInstance(); - if (!(g->currentlyActing() == this)) { return 0; @@ -1541,29 +1540,6 @@ int AIPlayerBaka::Act(float dt) action->Act(); SAFE_DELETE(action); clickstream.pop(); - if (clickstream.empty()) - { - //check if we're done executing our actions - //then if we were interrupting cancel the offer - //or request next game phase. - //this help relieve the ai in edge cases where it can still trip over it's own clickstream - //as exhabited when multiple inkmoth's are in play without this condiational. - if (g->isInterrupting == this) - { - g->mLayers->stackLayer()->cancelInterruptOffer(); //endOfInterruption(); - //this brings us inline with MTG rules. as we shouldnt be able to interrupt our own action. - } - else - { - g->userRequestNextGamePhase(); - //this does not impact the amount of cards ai will play in a phase as - //we can only go ahead with a request for next phase if nothing is happening. - //ei: nothing on stack, nothing waiting for targets ect. - //what this does is safegaurd against ai getting trapped in a loop - //where it tries to repeatedly cast an ability it cant afford - //such as inkmoth lands, "becomes" ability which it find just too tempting. - } - } } return 1; }