still tweaking ai interrupt slightly...think i finally got it how i wanted it...if it can interrupt OR if its ALREADY interrupting...
added some extra checks to how Ai determines if it should cast a "all(" or other lord...it was only taking the amount of cards it had into account and not looking at what the suggestion was for the nestedability...meaning it treated "destroy all" the same way it treated "all creature +10/+10" it would only check if it had more cards effected...completely ignore the effects....
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@@ -1317,7 +1317,7 @@ int AIPlayerBaka::computeActions()
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{//is already looking kick me out of this function!
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return 0;
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}
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if (p != this && interruptIfICan()&& g->isInterrupting == this && g->mLayers->stackLayer()->count(0, NOT_RESOLVED) == 1)
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if ((interruptIfICan() || g->isInterrupting == this) && p != this && g->mLayers->stackLayer()->count(0, NOT_RESOLVED) == 1)
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{
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findingCard = true;
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CardDescriptor cd;
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@@ -2787,7 +2787,7 @@ int AbilityFactory::abilityEfficiency(MTGAbility * a, Player * p, int mode, Targ
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int myCards = countCards(abi->tc, p);
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int theirCards = countCards(abi->tc, p->opponent());
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int efficiency = abilityEfficiency(abi->ability, p, mode, tc);
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if (myCards > theirCards)
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if ( ((myCards < theirCards) && efficiency == BAKA_EFFECT_GOOD) || ((myCards > theirCards) && efficiency == BAKA_EFFECT_BAD) )
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return efficiency;
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return -efficiency;
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}
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