- Implement a simple combat Adapt logic.

This commit is contained in:
Agetian
2019-02-08 18:05:54 +03:00
parent 471fcaa938
commit 1df44f8166

View File

@@ -311,13 +311,20 @@ public class CountersPutAi extends SpellAbilityAi {
return false;
}
if (sa.hasParam("Adapt") && source.getCounters(CounterType.P1P1) > 0) {
return false;
}
// TODO handle proper calculation of X values based on Cost
int amount = AbilityUtils.calculateAmount(source, amountStr, sa);
if (sa.hasParam("Adapt")) {
Game game = ai.getGame();
Combat combat = game.getCombat();
if (source.getCounters(CounterType.P1P1) > 0) {
return false;
} else if (combat != null && ph.is(PhaseType.COMBAT_DECLARE_BLOCKERS)) {
return doCombatAdaptLogic(source, amount, combat);
}
}
if ("Fight".equals(logic)) {
int nPump = 0;
if (type.equals("P1P1")) {
@@ -1049,4 +1056,40 @@ public class CountersPutAi extends SpellAbilityAi {
return false;
}
private boolean doCombatAdaptLogic(Card source, int amount, Combat combat) {
// TODO: predict "can't have counters placed on it" type of effects here?
if (combat.isAttacking(source)) {
if (!combat.isBlocked(source)) {
return true;
} else {
for (Card blockedBy : combat.getBlockers(source)) {
if (blockedBy.getNetToughness() > source.getNetPower()
&& blockedBy.getNetToughness() <= source.getNetPower() + amount) {
return true;
}
}
int totBlkPower = Aggregates.sum(combat.getBlockers(source), CardPredicates.Accessors.fnGetNetPower);
if (source.getNetToughness() <= totBlkPower
&& source.getNetToughness() + amount > totBlkPower) {
return true;
}
}
} else if (combat.isBlocking(source)) {
for (Card blocked : combat.getAttackersBlockedBy(source)) {
if (blocked.getNetToughness() > source.getNetPower()
&& blocked.getNetToughness() <= source.getNetPower() + amount) {
return true;
}
}
int totAtkPower = Aggregates.sum(combat.getAttackersBlockedBy(source), CardPredicates.Accessors.fnGetNetPower);
if (source.getNetToughness() <= totAtkPower
&& source.getNetToughness() + amount > totAtkPower) {
return true;
}
}
return false;
}
}