- Renamed a few things for clarity.

This commit is contained in:
Agetian
2018-12-12 08:47:36 +03:00
parent 602226f416
commit 95db50f07b
3 changed files with 11 additions and 11 deletions

View File

@@ -51,7 +51,7 @@ public class AiCardMemory {
HELD_MANA_SOURCES_FOR_MAIN2, // These mana sources will not be used before Main 2 HELD_MANA_SOURCES_FOR_MAIN2, // These mana sources will not be used before Main 2
HELD_MANA_SOURCES_FOR_DECLBLK, // These mana sources will not be used before Combat - Declare Blockers HELD_MANA_SOURCES_FOR_DECLBLK, // These mana sources will not be used before Combat - Declare Blockers
HELD_MANA_SOURCES_FOR_ENEMY_DECLBLK, // These mana sources will not be used before the opponent's Combat - Declare Blockers HELD_MANA_SOURCES_FOR_ENEMY_DECLBLK, // These mana sources will not be used before the opponent's Combat - Declare Blockers
HELD_MANA_SOURCES_FOR_NEXT_PRIORITY, // These mana sources will not be used until the next time the AI receives priority HELD_MANA_SOURCES_FOR_NEXT_SPELL, // These mana sources will not be used until the next time the AI chooses a spell to cast
ATTACHED_THIS_TURN, // These equipments were attached to something already this turn ATTACHED_THIS_TURN, // These equipments were attached to something already this turn
ANIMATED_THIS_TURN, // These cards had their AF Animate effect activated this turn ANIMATED_THIS_TURN, // These cards had their AF Animate effect activated this turn
BOUNCED_THIS_TURN, // These cards were bounced this turn BOUNCED_THIS_TURN, // These cards were bounced this turn
@@ -66,7 +66,7 @@ public class AiCardMemory {
private final Set<Card> memHeldManaSources; private final Set<Card> memHeldManaSources;
private final Set<Card> memHeldManaSourcesForCombat; private final Set<Card> memHeldManaSourcesForCombat;
private final Set<Card> memHeldManaSourcesForEnemyCombat; private final Set<Card> memHeldManaSourcesForEnemyCombat;
private final Set<Card> memHeldManaSourcesForNextPriority; private final Set<Card> memHeldManaSourcesForNextSpell;
private final Set<Card> memAttachedThisTurn; private final Set<Card> memAttachedThisTurn;
private final Set<Card> memAnimatedThisTurn; private final Set<Card> memAnimatedThisTurn;
private final Set<Card> memBouncedThisTurn; private final Set<Card> memBouncedThisTurn;
@@ -86,7 +86,7 @@ public class AiCardMemory {
this.memTrickAttackers = new HashSet<>(); this.memTrickAttackers = new HashSet<>();
this.memChosenFogEffect = new HashSet<>(); this.memChosenFogEffect = new HashSet<>();
this.memMarkedToAvoidReentry = new HashSet<>(); this.memMarkedToAvoidReentry = new HashSet<>();
this.memHeldManaSourcesForNextPriority = new HashSet<>(); this.memHeldManaSourcesForNextSpell = new HashSet<>();
} }
private Set<Card> getMemorySet(MemorySet set) { private Set<Card> getMemorySet(MemorySet set) {
@@ -101,8 +101,8 @@ public class AiCardMemory {
return memHeldManaSourcesForCombat; return memHeldManaSourcesForCombat;
case HELD_MANA_SOURCES_FOR_ENEMY_DECLBLK: case HELD_MANA_SOURCES_FOR_ENEMY_DECLBLK:
return memHeldManaSourcesForEnemyCombat; return memHeldManaSourcesForEnemyCombat;
case HELD_MANA_SOURCES_FOR_NEXT_PRIORITY: case HELD_MANA_SOURCES_FOR_NEXT_SPELL:
return memHeldManaSourcesForNextPriority; return memHeldManaSourcesForNextSpell;
case ATTACHED_THIS_TURN: case ATTACHED_THIS_TURN:
return memAttachedThisTurn; return memAttachedThisTurn;
case ANIMATED_THIS_TURN: case ANIMATED_THIS_TURN:

View File

@@ -641,7 +641,7 @@ public class AiController {
return reserveManaSources(sa, phaseType, enemy, true, null); return reserveManaSources(sa, phaseType, enemy, true, null);
} }
public boolean reserveManaSources(SpellAbility sa, PhaseType phaseType, boolean enemy, boolean nextPriority, SpellAbility exceptForThisSa) { public boolean reserveManaSources(SpellAbility sa, PhaseType phaseType, boolean enemy, boolean forNextSpell, SpellAbility exceptForThisSa) {
ManaCostBeingPaid cost = ComputerUtilMana.calculateManaCost(sa, true, 0); ManaCostBeingPaid cost = ComputerUtilMana.calculateManaCost(sa, true, 0);
CardCollection manaSources = ComputerUtilMana.getManaSourcesToPayCost(cost, sa, player); CardCollection manaSources = ComputerUtilMana.getManaSourcesToPayCost(cost, sa, player);
@@ -655,8 +655,8 @@ public class AiController {
} }
AiCardMemory.MemorySet memSet; AiCardMemory.MemorySet memSet;
if (phaseType == null && nextPriority) { if (phaseType == null && forNextSpell) {
memSet = AiCardMemory.MemorySet.HELD_MANA_SOURCES_FOR_NEXT_PRIORITY; memSet = AiCardMemory.MemorySet.HELD_MANA_SOURCES_FOR_NEXT_SPELL;
} else { } else {
switch (phaseType) { switch (phaseType) {
case MAIN2: case MAIN2:
@@ -1334,8 +1334,8 @@ public class AiController {
// re-created if needed and used for any AI logic that needs it. // re-created if needed and used for any AI logic that needs it.
predictedCombat = null; predictedCombat = null;
// Reset priority mana reservation // Reset priority mana reservation that's meant to work for one spell only
AiCardMemory.clearMemorySet(player, AiCardMemory.MemorySet.HELD_MANA_SOURCES_FOR_NEXT_PRIORITY); AiCardMemory.clearMemorySet(player, AiCardMemory.MemorySet.HELD_MANA_SOURCES_FOR_NEXT_SPELL);
if (useSimulation) { if (useSimulation) {
return singleSpellAbilityList(simPicker.chooseSpellAbilityToPlay(null)); return singleSpellAbilityList(simPicker.chooseSpellAbilityToPlay(null));

View File

@@ -857,7 +857,7 @@ public class ComputerUtilMana {
int chanceToReserve = aic.getIntProperty(AiProps.RESERVE_MANA_FOR_MAIN2_CHANCE); int chanceToReserve = aic.getIntProperty(AiProps.RESERVE_MANA_FOR_MAIN2_CHANCE);
// Mana reserved for spell synchronization // Mana reserved for spell synchronization
if (AiCardMemory.isRememberedCard(ai, sourceCard, AiCardMemory.MemorySet.HELD_MANA_SOURCES_FOR_NEXT_PRIORITY)) { if (AiCardMemory.isRememberedCard(ai, sourceCard, AiCardMemory.MemorySet.HELD_MANA_SOURCES_FOR_NEXT_SPELL)) {
return true; return true;
} }