Fix AI passing in null to canPlayLand

This commit is contained in:
tehdiplomat
2018-09-27 10:57:04 -04:00
parent c1df1da195
commit 2f30b14c53

View File

@@ -422,7 +422,8 @@ public class AiController {
} }
} }
} }
return true;
return player.canPlayLand(c);
} }
}); });
return landList; return landList;
@@ -1174,7 +1175,7 @@ public class AiController {
if (landsWannaPlay != null) { if (landsWannaPlay != null) {
landsWannaPlay = filterLandsToPlay(landsWannaPlay); landsWannaPlay = filterLandsToPlay(landsWannaPlay);
Log.debug("Computer " + game.getPhaseHandler().getPhase().nameForUi); Log.debug("Computer " + game.getPhaseHandler().getPhase().nameForUi);
if (landsWannaPlay != null && !landsWannaPlay.isEmpty() && player.canPlayLand(null)) { if (landsWannaPlay != null && !landsWannaPlay.isEmpty()) {
// TODO search for other land it might want to play? // TODO search for other land it might want to play?
Card land = chooseBestLandToPlay(landsWannaPlay); Card land = chooseBestLandToPlay(landsWannaPlay);
if (ComputerUtil.getDamageFromETB(player, land) < player.getLife() || !player.canLoseLife() if (ComputerUtil.getDamageFromETB(player, land) < player.getLife() || !player.canLoseLife()