ai bug fixes, minor refactor of phaseaction/phaseactionmulti/upcost/upcostmulti, counter cost was safed wrong, sorry!, and fixed parsing of upcost..it was chopping the last bracket of the cost when used for things like echo, it required us to add {0} to those cost...that is no longer required.

This commit is contained in:
omegablast2002@yahoo.com
2011-09-14 20:35:04 +00:00
parent 9c9ce69259
commit d04b4eca38
4 changed files with 111 additions and 181 deletions

View File

@@ -665,7 +665,6 @@ int AIAction::getEfficiency()
if (s->has(ability))
return 0;
MTGAbility * a = AbilityFactory::getCoreAbility(ability);
if (!a)
{
DebugTrace("FATAL: Ability is NULL in AIAction::getEfficiency()");
@@ -941,40 +940,29 @@ int AIAction::getEfficiency()
}
break;
}
case MTGAbility::UPCOST:
{
//hello, Ai pay your upcost please :P, this entices Ai into paying upcost, the conditional isAi() is required strangely ai is able to pay upcost during YOUR upkeep.
if (g->getCurrentGamePhase() == Constants::MTG_PHASE_UPKEEP && g->currentPlayer == p && p == a->source->controller())
{
efficiency = 100;
}
break;
}
case MTGAbility::FOREACH:
case MTGAbility::MANA_PRODUCER://only way to hit this condition is nested manaabilities, ai skips manaproducers by defualt when finding an ability to use.
{
MTGCardInstance * _target = (MTGCardInstance *) (a->target);
MTGAbility * a = AbilityFactory::getCoreAbility(ability);
AManaProducer * amp = dynamic_cast<AManaProducer*>(a);
efficiency = 0;
//trying to encourage Ai to use his foreach manaproducers in first main
if (a->getCost() && a->getCost()->getConvertedCost() && a->aType == MTGAbility::MANA_PRODUCER && (g->getCurrentGamePhase() == Constants::MTG_PHASE_FIRSTMAIN
if (amp && amp->output && amp->output->getConvertedCost() && (g->getCurrentGamePhase() == Constants::MTG_PHASE_FIRSTMAIN
|| g->getCurrentGamePhase() == Constants::MTG_PHASE_SECONDMAIN) && _target->controller()->game->hand->nb_cards > 0)
{
efficiency = 0;
for (int i = Constants::MTG_NB_COLORS - 1; i > 0; i--)
{
if ((p->game->hand->hasColor(i) || p->game->hand->hasColor(0))
&& (dynamic_cast<AManaProducer*> (a)->output->hasColor(i)))
&& amp->output->hasColor(i))
{
efficiency = 100;
}
}
if (a->getCost() && a->getCost()->getConvertedCost() && p->game->hand->hasX())
if (amp->getCost() && amp->getCost()->getConvertedCost() && p->game->hand->hasX())
efficiency = 100;
}
@@ -1196,6 +1184,14 @@ int AIAction::getEfficiency()
}
break;
}
if(AUpkeep * auk = dynamic_cast<AUpkeep *>(ability))
{
//hello, Ai pay your upcost please :P, this entices Ai into paying upcost, the conditional isAi() is required strangely ai is able to pay upcost during YOUR upkeep.
if (auk && g->getCurrentGamePhase() == Constants::MTG_PHASE_UPKEEP && g->currentPlayer == p && p == a->source->controller())
{
efficiency = 100;
}
}
if (AAMover * aam = dynamic_cast<AAMover *>(a))
{
MTGGameZone * z = aam->destinationZone(target);