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- A couple minor tweaks in AttachAi.
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@@ -159,7 +159,7 @@ public class AttachAi extends SpellAbilityAi {
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boolean isBuffAura = !sa.isCurse() && (power > 0 || toughness > 0 || !keywords.isEmpty());
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boolean isBuffAura = !sa.isCurse() && (power > 0 || toughness > 0 || !keywords.isEmpty());
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if (!isBuffAura) {
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if (!isBuffAura) {
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// Currently only works with buff auras, otherwise returns for instant speed use. To be improved later.
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// Currently only works with buff auras, otherwise returns true for instant speed use. To be improved later.
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return true;
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return true;
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}
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}
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@@ -184,7 +184,8 @@ public class AttachAi extends SpellAbilityAi {
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int t = AbilityUtils.calculateAmount(peekSa.getHostCard(), peekSa.getParam("NumDef"), peekSa);
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int t = AbilityUtils.calculateAmount(peekSa.getHostCard(), peekSa.getParam("NumDef"), peekSa);
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if (t < 0 && toughness > 0 && attachTarget.getNetToughness() + t + toughness > 0) {
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if (t < 0 && toughness > 0 && attachTarget.getNetToughness() + t + toughness > 0) {
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canRespondToStack = true;
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canRespondToStack = true;
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} else if (p < 0 && power > 0 && attachTarget.getNetToughness() + t + toughness > 0) {
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} else if (p < 0 && power > 0 && attachTarget.getNetPower() + p + power > 0
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&& attachTarget.getNetToughness() + t + toughness > 0) {
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// Yep, still need to ensure that the net toughness will be positive here even if buffing for power
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// Yep, still need to ensure that the net toughness will be positive here even if buffing for power
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canRespondToStack = true;
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canRespondToStack = true;
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}
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}
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@@ -210,7 +211,7 @@ public class AttachAi extends SpellAbilityAi {
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}
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}
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}
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}
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if (!canSurviveCombat) {
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if (!canSurviveCombat || (attachTarget.isCreature() && ComputerUtilCard.isUselessCreature(ai, attachTarget))) {
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// don't buff anything that will die or get seriously crippled in combat, it's pointless anyway
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// don't buff anything that will die or get seriously crippled in combat, it's pointless anyway
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return false;
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return false;
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}
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}
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