bracket around wrong section sorry! ai now again uses level up the way it was taught before.
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@@ -388,7 +388,7 @@ int AIAction::getEfficiency()
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}
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case MTGAbility::STANDARD_LEVELUP:
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{
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MTGCardInstance * _target = (MTGCardInstance *) target;
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MTGCardInstance * _target = (MTGCardInstance *) (a->target);
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efficiency = 0;
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Counter * targetCounter = NULL;
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int currentlevel = 0;
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@@ -400,23 +400,23 @@ int AIAction::getEfficiency()
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targetCounter = _target->counters->hasCounter("level", 0, 0);
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currentlevel = targetCounter->nb;
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}
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}
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if (currentlevel < _target->MaxLevelUp)
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{
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efficiency = 85;
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//increase the efficeincy of leveling up by a small amount equal to current level.
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efficiency += currentlevel;
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if (p->game->hand->nb_cards > 0 && p->isAI())
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if (currentlevel < _target->MaxLevelUp)
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{
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efficiency -= (10 * p->game->hand->nb_cards);//reduce the eff if by 10 times the amount of cards in Ais hand.
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//it should always try playing more cards before deciding
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}
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efficiency = 85;
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//increase the efficeincy of leveling up by a small amount equal to current level.
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efficiency += currentlevel;
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if (g->getCurrentGamePhase() == Constants::MTG_PHASE_SECONDMAIN)
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{
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efficiency = 100;
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//in 2nd main, go all out and try to max stuff.
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if (p->game->hand->nb_cards > 0 && p->isAI())
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{
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efficiency -= (10 * p->game->hand->nb_cards);//reduce the eff if by 10 times the amount of cards in Ais hand.
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//it should always try playing more cards before deciding
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}
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if (g->getCurrentGamePhase() == Constants::MTG_PHASE_SECONDMAIN)
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{
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efficiency = 100;
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//in 2nd main, go all out and try to max stuff.
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}
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}
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}
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break;
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@@ -424,6 +424,8 @@ int AIAction::getEfficiency()
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case MTGAbility::COUNTERS:
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{
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MTGCardInstance * _target = (MTGCardInstance *) target;
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if(!_target)
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_target = (MTGCardInstance *) (a->target);
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efficiency = 0;
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if(AACounter * cc = dynamic_cast<AACounter*> (a))
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{
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