changed ai eff return on token creation. over 50 tokens on my battlefield return 0.
changed an inefficient check on phaseskip.
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@@ -595,6 +595,9 @@ int OrderedAIAction::getEfficiency()
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efficiency = 0;
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}
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}
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if(p->game->battlefield->countByType("token") >= 50)
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efficiency = 0;
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}
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//At this point the "basic" efficiency is computed, we further tweak it depending on general decisions, independent of theAbility type
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@@ -1887,7 +1890,20 @@ MTGCardInstance * AIPlayerBaka::activateCombo()
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if(comboCards.size())
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{
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nextCardToPlay = comboCards.back();
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DebugTrace("ai is doing a combo:" << nextCardToPlay->getName());
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DebugTrace("ai is doing a combo:" << nextCardToPlay->getName());
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DebugTrace("ai is doing a combo:" << nextCardToPlay->getName());
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DebugTrace("ai is doing a combo:" << nextCardToPlay->getName());
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DebugTrace("ai is doing a combo:" << nextCardToPlay->getName());
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DebugTrace("ai is doing a combo:" << nextCardToPlay->getName());
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DebugTrace("ai is doing a combo:" << nextCardToPlay->getName());
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DebugTrace("ai is doing a combo:" << nextCardToPlay->getName());
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DebugTrace("ai is doing a combo:" << nextCardToPlay->getName());
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DebugTrace("ai is doing a combo:" << nextCardToPlay->getName());
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DebugTrace("ai is doing a combo:" << nextCardToPlay->getName());
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DebugTrace("ai is doing a combo:" << nextCardToPlay->getName());
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if (game->playRestrictions->canPutIntoZone(nextCardToPlay, game->stack) == PlayRestriction::CANT_PLAY)
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return NULL;
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comboCards.pop_back();
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