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- Some fine tuning in damageChoosingTargets AI.
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@@ -566,7 +566,9 @@ public class AbilityFactoryDealDamage {
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// TODO: add check here if card is about to die from something
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// TODO: add check here if card is about to die from something
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// on the stack
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// on the stack
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// or from taking combat damage
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// or from taking combat damage
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final boolean freePing = mandatory || AbilityFactory.playReusable(saMe) || (tgt.getNumTargeted() > 0);
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final boolean freePing = mandatory || (tgt.getNumTargeted() > 0
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|| (AllZone.getPhase().is(Constant.Phase.END_OF_TURN) && saMe.isAbility()
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&& AllZone.getPhase().isNextTurn(AllZone.getComputerPlayer())));
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if (freePing && tgt.addTarget(AllZone.getHumanPlayer())) {
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if (freePing && tgt.addTarget(AllZone.getHumanPlayer())) {
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continue;
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continue;
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@@ -581,7 +583,8 @@ public class AbilityFactoryDealDamage {
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// TODO: Improve Damage, we shouldn't just target the player just
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// TODO: Improve Damage, we shouldn't just target the player just
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// because we can
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// because we can
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else if (tgt.canTgtPlayer() && AbilityFactory.playReusable(saMe)) {
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else if (tgt.canTgtPlayer() && AllZone.getPhase().is(Constant.Phase.END_OF_TURN)
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&& AllZone.getPhase().isNextTurn(AllZone.getComputerPlayer())) {
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if (tgt.addTarget(AllZone.getHumanPlayer())) {
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if (tgt.addTarget(AllZone.getHumanPlayer())) {
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continue;
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continue;
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}
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}
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