refactored this optimizedhand section to remove copy paste code...they all check the same condiations except the rating...so i had it check the codiations first THEN the ratings....makes it a little easier to edit later if needed.
This commit is contained in:
+17
-24
@@ -167,7 +167,7 @@ void RulesState::parsePlayerState(int playerId, string s)
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void Rules::addExtraRules()
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void Rules::addExtraRules()
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{
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{
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GameObserver * g = GameObserver::GetInstance();
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GameObserver * g = GameObserver::GetInstance();
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int id = g->mLayers->actionLayer()->getMaxId();
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int id = g->mLayers->actionLayer()->getMaxId();
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for (int i = 0; i < 2; ++i)
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for (int i = 0; i < 2; ++i)
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{
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{
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@@ -196,34 +196,27 @@ void Rules::addExtraRules()
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if (a->oneShot)
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if (a->oneShot)
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{
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{
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if (((p->isAI() && p->playMode
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if (((p->isAI() && p->playMode
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!= Player::MODE_AI && p->opponent()->playMode
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!= Player::MODE_AI)||( !p->isAI() && Optimizedhandcheat)) && a->aType == MTGAbility::STANDARD_DRAW && difficultyRating == EASY && p->playMode
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!= Player::MODE_TEST_SUITE && g->mRules->gamemode != GAME_TYPE_MOMIR && g->mRules->gamemode
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!= GAME_TYPE_RANDOM1 && g->mRules->gamemode != GAME_TYPE_RANDOM2 && g->mRules->gamemode
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!= GAME_TYPE_STORY)//stupid protections to keep this out of mimor and other game modes.
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{
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handsize = ((AADrawer *)a)->getNumCards();
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((AIPlayer *) p)->forceBestAbilityUse = true;
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((AIPlayer *) p)->agressivity += 100;
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hand->OptimizedHand(p,handsize, 3, 1, 3);//easy decks get a major boost, open hand is 2lands,1 creature under 3 mana,3spells under 3 mana.
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}
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else if (((p->isAI() && p->playMode
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!= Player::MODE_AI && p->opponent()->playMode
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!= Player::MODE_AI)||( !p->isAI() && Optimizedhandcheat)) && a->aType == MTGAbility::STANDARD_DRAW && difficultyRating == NORMAL && p->playMode
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!= Player::MODE_TEST_SUITE && g->mRules->gamemode != GAME_TYPE_MOMIR && g->mRules->gamemode
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!= GAME_TYPE_RANDOM1 && g->mRules->gamemode != GAME_TYPE_RANDOM2 && g->mRules->gamemode
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!= GAME_TYPE_STORY)//stupid protections to keep this out of mimor and other game modes.
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{
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handsize = ((AADrawer *)a)->getNumCards();
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hand->OptimizedHand(p,handsize, 1, 0, 2);//give the Ai deck a tiny boost by giving it 1 land and 2 spells under 3 manacost.
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}else if (((p->isAI() && p->playMode
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!= Player::MODE_AI && p->opponent()->playMode
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!= Player::MODE_AI && p->opponent()->playMode
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!= Player::MODE_AI)||( !p->isAI() && Optimizedhandcheat)) && a->aType == MTGAbility::STANDARD_DRAW && p->playMode
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!= Player::MODE_AI)||( !p->isAI() && Optimizedhandcheat)) && a->aType == MTGAbility::STANDARD_DRAW && p->playMode
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!= Player::MODE_TEST_SUITE && g->mRules->gamemode != GAME_TYPE_MOMIR && g->mRules->gamemode
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!= Player::MODE_TEST_SUITE && g->mRules->gamemode != GAME_TYPE_MOMIR && g->mRules->gamemode
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!= GAME_TYPE_RANDOM1 && g->mRules->gamemode != GAME_TYPE_RANDOM2 && g->mRules->gamemode
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!= GAME_TYPE_RANDOM1 && g->mRules->gamemode != GAME_TYPE_RANDOM2 && g->mRules->gamemode
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!= GAME_TYPE_STORY)
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!= GAME_TYPE_STORY)//stupid protections to keep this out of mimor and other game modes.
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{
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{
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hand->OptimizedHand(p,handsize, 3, 1, 3);
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handsize = ((AADrawer *)a)->getNumCards();
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if(difficultyRating == EASY )
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{
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((AIPlayer *) p)->forceBestAbilityUse = true;
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((AIPlayer *) p)->agressivity += 100;
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hand->OptimizedHand(p,handsize, 3, 1, 3);//easy decks get a major boost, open hand is 2lands,1 creature under 3 mana,3spells under 3 mana.
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}
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else if (difficultyRating == NORMAL)
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{
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hand->OptimizedHand(p,handsize, 1, 0, 2);//give the Ai deck a tiny boost by giving it 1 land and 2 spells under 3 manacost.
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}
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else
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{
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hand->OptimizedHand(p,handsize, 3, 1, 3);
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}
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}
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}
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else
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else
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{//resolve normally if the deck is listed as hard.
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{//resolve normally if the deck is listed as hard.
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