- Some fine tuning in damageChoosingTargets AI.

This commit is contained in:
Sloth
2011-12-13 11:44:29 +00:00
parent 82048eabb2
commit 1f127eb640

View File

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