added a hint that allows you to override how ai views a cards effects.
#HINT:good(icy prison) ai will act as though the effects of this card are now good, choosing to cast it on it's own creatures. #HINT:bad(ancestral recall) ai will now use this card targeting the opponent. good in cases where you are trying to mill the opponent the effects in wagic have gotten so complex that ai simply has no idea what some cards should target. this helps in most of the cases.
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@@ -21,6 +21,8 @@ public:
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string mCombatBlockTip;
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string mCombatAlwaysBlockTip;
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string mCombatAlwaysAttackTip;
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string mCardEffGood;
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string mCardEffBad;
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vector<string>castOrder;
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vector<string>combos;
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//for preformance we disect the combo on first run.
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@@ -55,6 +57,8 @@ public:
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bool HintSaysAlwaysAttack(GameObserver* observer,MTGCardInstance * card = NULL);
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bool HintSaysDontBlock(GameObserver* observer,MTGCardInstance * card = NULL);
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bool HintSaysAlwaysBlock(GameObserver* observer,MTGCardInstance * card = NULL);
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bool AIHints::HintSaysCardIsGood(GameObserver* observer,MTGCardInstance * card);
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bool AIHints::HintSaysCardIsBad(GameObserver* observer,MTGCardInstance * card);
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bool HintSaysItsForCombo(GameObserver* observer,MTGCardInstance * card = NULL);
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bool canWeCombo(GameObserver* observer,MTGCardInstance * card = NULL,AIPlayerBaka * Ai = NULL);
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vector<string> mCastOrder();
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