taught Ai how to use levelup creatures, taught Ai how to use Equip, taught Ai how to use prevent the cleric ability.
this is by no means absolutely perfect, i like it tho, and makes for some real good times with level up deck built with equips. you will notice i added a level=number...to the level up creatures, this has no effect on players, this is just a small hint to the Ai as to when it should stop investing mana in that creature. the chances are a little over half that ai will want to level a creature, increased ever so slightly with each level up. for equipment, the Ai will now want to equip its best Creature(determined by power+toughness+convertedcost+how many abilities it has) and will want to equip these "better" cards atleast 2 times before it is reduced. same system for prevent damage, it will want to save its "better creature" more then a 1/1 token. for both tho i added slight bonuses... to equip, there is a higher chance that the ai will want to target a white creature, with an extra bonus if the creature is a 1/1 and nontoken. this is to encourage Ai to equip in white weenie decks in prevent, there is a slight bonus if the creature is a 1/1 and the blocker/blockee has a power of 1. currently prevent damage treated this way is not coded for direct damage spell, sorry ! but for combat you will notice ai taking a stand and fighting back hard.
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@@ -26,6 +26,7 @@ MTGCard::MTGCard(int set_id){
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MTGCard::MTGCard(MTGCard * source){
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strcpy(image_name, source->image_name);
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LevelUp = source->LevelUp;
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rarity = source->rarity;
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mtgid = source->mtgid;
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setId = source->setId;
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@@ -37,6 +38,7 @@ int MTGCard::init(){
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mtgid = 0;
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data = NULL;
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rarity = Constants::RARITY_C;
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LevelUp = 0;
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return 1;
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}
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@@ -64,6 +66,14 @@ void MTGCard::setRarity(char _rarity){
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rarity = _rarity;
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}
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int MTGCard::getLevelcap() const{
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return LevelUp;
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}
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void MTGCard::setLevelcap(int levelupcap){
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LevelUp = levelupcap;
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}
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char * MTGCard::getImageName() {
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return image_name;
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}
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