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- When the AI decides to play a shockland untapped, consider having a viable target for a targered sorcery spell with one mode only.
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@@ -7,12 +7,15 @@ import forge.game.ability.AbilityUtils;
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import forge.game.card.Card;
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import forge.game.card.Card;
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import forge.game.card.CardCollection;
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import forge.game.card.CardCollection;
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import forge.game.card.CardLists;
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import forge.game.card.CardLists;
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import forge.game.card.CardPredicates;
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import forge.game.card.CounterType;
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import forge.game.card.CounterType;
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import forge.game.combat.Combat;
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import forge.game.combat.Combat;
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import forge.game.cost.*;
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import forge.game.cost.*;
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import forge.game.player.Player;
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import forge.game.player.Player;
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import forge.game.spellability.Spell;
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import forge.game.spellability.Spell;
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import forge.game.spellability.SpellAbility;
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import forge.game.spellability.SpellAbility;
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import forge.game.spellability.TargetChoices;
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import forge.game.spellability.TargetRestrictions;
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import forge.game.zone.ZoneType;
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import forge.game.zone.ZoneType;
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import forge.util.collect.FCollectionView;
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import forge.util.collect.FCollectionView;
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import forge.util.MyRandom;
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import forge.util.MyRandom;
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@@ -426,7 +429,17 @@ public class ComputerUtilCost {
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// try to determine that there is a valid target for a spell (very basic, consider expanding)
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// try to determine that there is a valid target for a spell (very basic, consider expanding)
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boolean requirementsMet = true;
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boolean requirementsMet = true;
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if (c.isAura()) {
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if (c.isAura()) {
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// for auras, make sure that a good enough target exists
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requirementsMet = ComputerUtil.hasGoodTargetForAura(payer, c);
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requirementsMet = ComputerUtil.hasGoodTargetForAura(payer, c);
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} else if (c.isSorcery()) {
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// for sorceries with one mode that has a target, consider actually having a target that makes the AI decide to play the spell ability
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if (c.getAllSpellAbilities().size() == 1) {
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SpellAbility ability = c.getFirstSpellAbility();
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if (ability != null && ability.usesTargeting()) {
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AiPlayDecision decision = ((PlayerControllerAi)payer.getController()).getAi().canPlaySa(ability);
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requirementsMet = decision == AiPlayDecision.WillPlay || decision == AiPlayDecision.WaitForMain2;
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}
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}
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}
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}
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if (landsize == cmc && canPay && requirementsMet) {
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if (landsize == cmc && canPay && requirementsMet) {
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return true;
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return true;
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