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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@@ -289,6 +289,18 @@ void GuiMana::RenderStatic()
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void GuiMana::Render()
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{
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if (manas.size() > 20)
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{
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int count = 0;
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for (vector<ManaIcon*>::iterator it = manas.begin(); it != manas.end(); ++it)
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{
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if (count > 20)
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break;
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count++;
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(*it)->Render();
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}
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}
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else
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for (vector<ManaIcon*>::iterator it = manas.begin(); it != manas.end(); ++it)
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(*it)->Render();
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