From 0e7d21b0d324c9425d2d6fa09786486851b33243 Mon Sep 17 00:00:00 2001 From: Sloth Date: Mon, 10 Jun 2013 20:44:24 +0000 Subject: [PATCH] - AI will no longer always pass priority after activating a static ability. --- src/main/java/forge/game/ai/ComputerUtil.java | 12 +++++++++--- 1 file changed, 9 insertions(+), 3 deletions(-) diff --git a/src/main/java/forge/game/ai/ComputerUtil.java b/src/main/java/forge/game/ai/ComputerUtil.java index bf25ed49958..9f996fa8edf 100644 --- a/src/main/java/forge/game/ai/ComputerUtil.java +++ b/src/main/java/forge/game/ai/ComputerUtil.java @@ -86,17 +86,23 @@ public class ComputerUtil { if (sa instanceof AbilityStatic) { final Cost cost = sa.getPayCosts(); - if (cost == null && ComputerUtilMana.payManaCost(ai, sa)) { - sa.resolve(); + if (cost == null) { + if (ComputerUtilMana.payManaCost(ai, sa)) { + sa.resolve(); + } else { + return false; + } } else { final CostPayment pay = new CostPayment(cost, sa); if (pay.payComputerCosts(ai, game)) { sa.resolve(); + } else { + return false; } } // Why? game.getPhaseHandler().setPriority(ai); - return false; + return true; } game.getStack().freezeStack();