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[Simulated AI] Remove SIMULATE_LAND_PLAYS constant since it's enabled by default now.
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@@ -1037,7 +1037,7 @@ public class AiController {
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// re-created if needed and used for any AI logic that needs it.
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predictedCombat = null;
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if (useSimulation && (SpellAbilityPicker.SIMULATE_LAND_PLAYS || simPicker.hasActivePlan())) {
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if (useSimulation) {
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return singleSpellAbilityList(simPicker.chooseSpellAbilityToPlay(null));
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}
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@@ -1057,10 +1057,6 @@ public class AiController {
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}
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}
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if (useSimulation && !SpellAbilityPicker.SIMULATE_LAND_PLAYS) {
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return singleSpellAbilityList(simPicker.chooseSpellAbilityToPlay(null));
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}
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return singleSpellAbilityList(getSpellAbilityToPlay());
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}
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@@ -27,8 +27,6 @@ import forge.game.spellability.SpellAbilityCondition;
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import forge.game.zone.ZoneType;
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public class SpellAbilityPicker {
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public static boolean SIMULATE_LAND_PLAYS = true;
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private Game game;
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private Player player;
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private Score bestScore;
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@@ -94,7 +92,6 @@ public class SpellAbilityPicker {
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CardCollection cards = ComputerUtilAbility.getAvailableCards(game, player);
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List<SpellAbility> all = ComputerUtilAbility.getSpellAbilities(cards, player);
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if (SIMULATE_LAND_PLAYS) {
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CardCollection landsToPlay = ComputerUtilAbility.getAvailableLandsToPlay(game, player);
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if (landsToPlay != null) {
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HashMap<String, Card> landsDeDupe = new HashMap<String, Card>();
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@@ -108,7 +105,6 @@ public class SpellAbilityPicker {
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all.add(new PlayLandAbility(land));
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}
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}
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}
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Score origGameScore = new GameStateEvaluator().getScoreForGameState(game, player);
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List<SpellAbility> candidateSAs = getCandidateSpellsAndAbilities(all);
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