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- Improved AI handling of Exalted (it now uses all the CombatUtil functions).
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@@ -1649,6 +1649,12 @@ public class CombatUtil {
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int power = 0;
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power += attacker.getKeywordMagnitude("Bushido");
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//check Exalted only for the first attacker
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if (combat != null && combat.getAttackers().isEmpty()) {
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for (Card card : attacker.getController().getCardsIn(ZoneType.Battlefield)) {
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power += card.getKeywordAmount("Exalted");
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}
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}
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final ArrayList<Trigger> theTriggers = new ArrayList<Trigger>();
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for (Card card : AllZoneUtil.getCardsIn(ZoneType.Battlefield)) {
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@@ -1698,7 +1704,7 @@ public class CombatUtil {
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final HashMap<String, String> trigParams = trigger.getMapParams();
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final Card source = trigger.getHostCard();
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if (!CombatUtil.combatTriggerWillTrigger(attacker, defender, trigger, null)
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if (!CombatUtil.combatTriggerWillTrigger(attacker, defender, trigger, combat)
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|| !trigParams.containsKey("Execute")) {
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continue;
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}
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@@ -1757,7 +1763,7 @@ public class CombatUtil {
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return power;
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}
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// Predict the Toughness bonus of the blocker if blocking the attacker
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// Predict the Toughness bonus of the attacker if blocked by the blocker
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// (Flanking, Bushido and other triggered abilities)
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/**
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* <p>
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@@ -1775,6 +1781,13 @@ public class CombatUtil {
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public static int predictToughnessBonusOfAttacker(final Card attacker, final Card defender, final Combat combat) {
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int toughness = 0;
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//check Exalted only for the first attacker
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if (combat != null && combat.getAttackers().isEmpty()) {
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for (Card card : attacker.getController().getCardsIn(ZoneType.Battlefield)) {
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toughness += card.getKeywordAmount("Exalted");
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}
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}
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final ArrayList<Trigger> theTriggers = new ArrayList<Trigger>();
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for (Card card : AllZoneUtil.getCardsIn(ZoneType.Battlefield)) {
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theTriggers.addAll(card.getTriggers());
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@@ -1816,7 +1829,7 @@ public class CombatUtil {
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final HashMap<String, String> trigParams = trigger.getMapParams();
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final Card source = trigger.getHostCard();
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if (!CombatUtil.combatTriggerWillTrigger(attacker, defender, trigger, null)
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if (!CombatUtil.combatTriggerWillTrigger(attacker, defender, trigger, combat)
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|| !trigParams.containsKey("Execute")) {
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continue;
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}
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@@ -1888,7 +1901,6 @@ public class CombatUtil {
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bonus = bonus.replace("TriggerCount$NumBlockers", "Number$1");
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}
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toughness += CardFactoryUtil.xCount(source, bonus);
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}
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}
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return toughness;
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@@ -548,19 +548,15 @@ public class ComputerUtilAttack {
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}
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}
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if (exalted) {
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Card att = CardFactoryUtil.getBestCreatureAI(attackersLeft);
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CardListUtil.sortAttack(this.attackers);
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System.out.println("Exalted");
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this.aiAggression = 3;
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for (Card attacker : this.attackers) {
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if (!CombatUtil.canBeBlocked(attacker, this.blockers)) {
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att = attacker;
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break;
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if (CombatUtil.canAttack(attacker, combat) && this.shouldAttack(attacker, this.blockers, combat)) {
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combat.addAttacker(attacker);
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return combat;
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}
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}
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if ((att != null) && CombatUtil.canAttack(att, combat)) {
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combat.addAttacker(att);
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System.out.println("Exalted");
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return combat;
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}
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}
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}
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@@ -894,7 +890,8 @@ public class ComputerUtilAttack {
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&& numberOfPossibleBlockers == 1)) {
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canBeBlocked = true;
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}
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/*System.out.println(attacker + " canBeKilledByOne: " + canBeKilledByOne + " canKillAll: "
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+ canKillAll + " isWorthLessThanAllKillers: " + isWorthLessThanAllKillers + " canBeBlocked: " + canBeBlocked);*/
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// decide if the creature should attack based on the prevailing strategy
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// choice in aiAggression
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switch (this.aiAggression) {
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