mirror of
https://github.com/Card-Forge/forge.git
synced 2025-11-20 20:58:03 +00:00
Cleanup some SVar
This commit is contained in:
@@ -123,20 +123,20 @@ public class GameStateEvaluator {
|
||||
int opponentIndex = 1;
|
||||
int opponentLife = 0;
|
||||
for (Player opponent : aiPlayer.getOpponents()) {
|
||||
debugPrint(" Opponent " + opponentIndex + " life: -" + opponent.getLife());
|
||||
opponentLife += opponent.getLife();
|
||||
opponentIndex++;
|
||||
debugPrint(" Opponent " + opponentIndex + " life: -" + opponent.getLife());
|
||||
opponentLife += opponent.getLife();
|
||||
opponentIndex++;
|
||||
}
|
||||
score -= 2* opponentLife / (game.getPlayers().size() - 1);
|
||||
|
||||
// evaluate mana base quality
|
||||
score += evalManaBase(game, aiPlayer, AIDeckStatistics.fromPlayer(aiPlayer));
|
||||
// TODO deal with opponents. Do we want to use perfect information to evaluate their manabase?
|
||||
// int opponentManaScore = 0;
|
||||
// for (Player opponent : aiPlayer.getOpponents()) {
|
||||
// opponentManaScore += evalManaBase(game, opponent);
|
||||
// }
|
||||
// score -= opponentManaScore / (game.getPlayers().size() - 1);
|
||||
//int opponentManaScore = 0;
|
||||
//for (Player opponent : aiPlayer.getOpponents()) {
|
||||
// opponentManaScore += evalManaBase(game, opponent);
|
||||
//}
|
||||
//score -= opponentManaScore / (game.getPlayers().size() - 1);
|
||||
|
||||
// TODO evaluate holding mana open for counterspells
|
||||
|
||||
@@ -258,7 +258,6 @@ public class GameStateEvaluator {
|
||||
// The value should be more than the value of having a card in hand, so if a land has an
|
||||
// activated ability but not a mana ability, it will still be played.
|
||||
for (SpellAbility m: c.getNonManaAbilities()) {
|
||||
|
||||
if (!m.getPayCosts().hasTapCost()) {
|
||||
// probably a manland, rate it higher than a rainbow land
|
||||
value += 25;
|
||||
|
||||
Reference in New Issue
Block a user