this is the first draft of a simple ai combo system,
format is as follows
HINT#combo hold(blah|myhand)^until(blah|mygraveyard)^until(blah|opponentshand)^restriction{type(creature|mybattlefield)~morethan~2}^cast(blah) targeting(blah|mygraveyard)^totalmananneeded({g}{g}{r}{u}{2})
the ai can be told to hold more then one card, until as many condiations as you want are met, until( is a TC and can basically be used in a fasion of saying "hold arbor elf until you have a lord of atlantas in play and a gaint growth in you hand"
once the condiations are met you can later tell it to cast(gaint growth) targeting(arbor elf[fresh]|mybattlefield)...
I also included the whole of the games restrictions system...
so you can get really really creative with this so far.
the next thing I will do is ability targeting and card favoring.
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@@ -51,7 +51,7 @@ int AIMomirPlayer::momir()
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if (efficiency >= chance)
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{
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std::vector<int8_t> _cost;
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std::vector<int16_t> _cost;
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_cost.push_back(Constants::MTG_COLOR_ARTIFACT);
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_cost.push_back(converted);
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ManaCost * cost = NEW ManaCost(_cost);
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