- AI will no longer always pass priority after activating a static ability.

This commit is contained in:
Sloth
2013-06-10 20:44:24 +00:00
parent d071f4df6b
commit 0e7d21b0d3

View File

@@ -86,17 +86,23 @@ public class ComputerUtil {
if (sa instanceof AbilityStatic) { if (sa instanceof AbilityStatic) {
final Cost cost = sa.getPayCosts(); final Cost cost = sa.getPayCosts();
if (cost == null && ComputerUtilMana.payManaCost(ai, sa)) { if (cost == null) {
sa.resolve(); if (ComputerUtilMana.payManaCost(ai, sa)) {
sa.resolve();
} else {
return false;
}
} else { } else {
final CostPayment pay = new CostPayment(cost, sa); final CostPayment pay = new CostPayment(cost, sa);
if (pay.payComputerCosts(ai, game)) { if (pay.payComputerCosts(ai, game)) {
sa.resolve(); sa.resolve();
} else {
return false;
} }
} }
// Why? // Why?
game.getPhaseHandler().setPriority(ai); game.getPhaseHandler().setPriority(ai);
return false; return true;
} }
game.getStack().freezeStack(); game.getStack().freezeStack();