- Fixed a bug which caused the AI not to play X-dependent targeting spells like Repeal anymore.

This commit is contained in:
Agetian
2018-12-04 07:17:18 +03:00
parent d971a21552
commit 486265cbeb

View File

@@ -670,7 +670,12 @@ public class AiController {
// This is for playing spells regularly (no Cascade/Ripple etc.) // This is for playing spells regularly (no Cascade/Ripple etc.)
private AiPlayDecision canPlayAndPayFor(final SpellAbility sa) { private AiPlayDecision canPlayAndPayFor(final SpellAbility sa) {
if (!ComputerUtilCost.canPayCost(sa, player)) { boolean XCost = sa.getHostCard() != null && sa.getHostCard().getManaCost() != null
&& sa.getHostCard().getManaCost().countX() > 0;
if (!XCost && !ComputerUtilCost.canPayCost(sa, player)) {
// for most costs, it's OK to check if they can be paid early in order to avoid running a heavy API check
// when the AI won't even be able to play the spell in the first place (even if it could afford it)
return AiPlayDecision.CantAfford; return AiPlayDecision.CantAfford;
} }
@@ -678,7 +683,20 @@ public class AiController {
return AiPlayDecision.CantPlaySa; return AiPlayDecision.CantPlaySa;
} }
return canPlaySa(sa); AiPlayDecision canPlay = canPlaySa(sa); // this is the "heaviest" check, which also sets up targets, defines X, etc.
if (canPlay != AiPlayDecision.WillPlay) {
return canPlay;
}
if (XCost && !ComputerUtilCost.canPayCost(sa, player)) {
// for dependent costs with X, e.g. Repeal, which require a valid target to be specified before a decision can be made
// on whether the cost can be paid
return AiPlayDecision.CantAfford;
}
// if we got here, looks like we can play the final cost and we could properly set up and target the API and
// are willing to play the SA
return AiPlayDecision.WillPlay;
} }
public AiPlayDecision canPlaySa(SpellAbility sa) { public AiPlayDecision canPlaySa(SpellAbility sa) {