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- Tweaks for AI passing priority in between land plays.
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@@ -13,18 +13,18 @@ public class ComputerAI_General implements Computer {
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}
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}
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public void main1() {
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public void main1() {
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ComputerUtil.chooseLandsToPlay();
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if (!ComputerUtil.chooseLandsToPlay()){
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if(AllZone.Stack.size() != 0)
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if (AllZone.Phase.getPriorityPlayer().isComputer())
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{
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stackResponse();
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return;
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return;
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}
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}
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playCards(Constant.Phase.Main1);
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playCards(Constant.Phase.Main1);
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}//main1()
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}//main1()
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public void main2() {
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public void main2() {
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ComputerUtil.chooseLandsToPlay(); // in case we can play more lands now, or drew cards since first main phase
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if (!ComputerUtil.chooseLandsToPlay()){ // in case we can play more lands now, or drew cards since first main phase
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if(AllZone.Stack.size() != 0)
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if (AllZone.Phase.getPriorityPlayer().isComputer())
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{
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stackResponse();
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return;
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return;
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}
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}
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playCards(Constant.Phase.Main2);
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playCards(Constant.Phase.Main2);
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@@ -528,7 +528,7 @@ public class ComputerUtil
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}//getAvailableMana()
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}//getAvailableMana()
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//plays a land if one is available
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//plays a land if one is available
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static public void chooseLandsToPlay()
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static public boolean chooseLandsToPlay()
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{
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{
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Player computer = AllZone.ComputerPlayer;
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Player computer = AllZone.ComputerPlayer;
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ArrayList<Card> landList = PlayerZoneUtil.getCardType(AllZone.Computer_Hand, "Land");
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ArrayList<Card> landList = PlayerZoneUtil.getCardType(AllZone.Computer_Hand, "Land");
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@@ -553,7 +553,10 @@ public class ComputerUtil
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computer.playLand(land);
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computer.playLand(land);
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AllZone.GameAction.checkStateEffects();
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AllZone.GameAction.checkStateEffects();
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if (AllZone.Stack.size() != 0)
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return false;
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}
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}
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return true;
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}
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}
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static public Card getCardPreference(Card activate, String pref, CardList typeList){
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static public Card getCardPreference(Card activate, String pref, CardList typeList){
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