From 1fcd2b381d6866b18c9f00d0feae44cea983e085 Mon Sep 17 00:00:00 2001 From: Sloth Date: Sun, 22 Jul 2012 16:23:23 +0000 Subject: [PATCH] - The AI will no longer tutor cards in main1 with more than one card in hand already. --- .../abilityfactory/AbilityFactoryChangeZone.java | 12 +++++++++--- 1 file changed, 9 insertions(+), 3 deletions(-) diff --git a/src/main/java/forge/card/abilityfactory/AbilityFactoryChangeZone.java b/src/main/java/forge/card/abilityfactory/AbilityFactoryChangeZone.java index 847e61d5752..9f10b0eef4b 100644 --- a/src/main/java/forge/card/abilityfactory/AbilityFactoryChangeZone.java +++ b/src/main/java/forge/card/abilityfactory/AbilityFactoryChangeZone.java @@ -538,9 +538,15 @@ public final class AbilityFactoryChangeZone { } // don't use fetching to top of library/graveyard before main2 - if (Singletons.getModel().getGameState().getPhaseHandler().getPhase().isBefore(PhaseType.MAIN2) && !params.containsKey("ActivationPhases") - && !destination.equals("Battlefield") && !destination.equals("Hand")) { - return false; + if (Singletons.getModel().getGameState().getPhaseHandler().getPhase().isBefore(PhaseType.MAIN2) + && !params.containsKey("ActivationPhases")) { + if (!destination.equals("Battlefield") && !destination.equals("Hand")) { + return false; + } + // Only tutor something in main1 if hand is almost empty + if (AllZone.getComputerPlayer().getCardsIn(ZoneType.Hand).size() > 1 && destination.equals("Hand")) { + return false; + } } chance &= (r.nextFloat() < .8);