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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@@ -457,6 +457,28 @@ MTGCardInstance * MTGCardInstance::getNextPartner(){
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return NULL;
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}
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int MTGCardInstance::DangerRanking(){
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int danger;
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int result;
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danger = 0;
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result = 0;
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result += power;
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result += toughness;
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result += getManaCost()->getConvertedCost();
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for (int j = 0; j < Constants::NB_BASIC_ABILITIES; j++){
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if(basicAbilities[j])
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{
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result += 1;
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}
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}
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if(result > 1) danger += 1;
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if(result > 2) danger += 1;
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if(result > 4) danger += 1;
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if(result > 6) danger += 1;
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if(result > 10) danger += 1;
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return danger;
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}
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int MTGCardInstance::setAttacker(int value){
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Targetable * previousTarget = NULL;
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Targetable * target = NULL;
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