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- AI Improvements of AF Pump.
This commit is contained in:
@@ -1,18 +1,26 @@
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Changeling
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Changeling
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Convoke
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Deathtouch
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Deathtouch
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Defender
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Defender
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Delve
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Double Strike
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Double Strike
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Fear
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Fear
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First Strike
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First Strike
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Flash
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Flash
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Flying
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Flying
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Haste
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Haste
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Hexproof
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Horsemanship
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Horsemanship
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Infect
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Infect
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Intimidate
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Intimidate
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Lifelink
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Lifelink
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Phasing
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Reach
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Reach
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Rebound
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Shadow
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Shroud
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Shroud
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Split Second
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Trample
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Trample
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Unblockable
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Vigilance
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Vigilance
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Wither
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Wither
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@@ -315,10 +315,16 @@ public class AbilityFactoryPump {
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}
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}
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} else if (keyword.startsWith("Rampage")) {
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} else if (keyword.startsWith("Rampage")) {
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if (ph.isPlayerTurn(human) || !CombatUtil.canAttack(card) || !CombatUtil.canBeBlocked(card)
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if (ph.isPlayerTurn(human) || !CombatUtil.canAttack(card) || !CombatUtil.canBeBlocked(card)
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|| ph.isAfter(Constant.Phase.COMBAT_DECLARE_BLOCKERS_INSTANT_ABILITY)
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|| ph.isAfter(Constant.Phase.COMBAT_DECLARE_ATTACKERS_INSTANT_ABILITY)
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|| (AllZoneUtil.getCreaturesInPlay(human).size() < 2)) {
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|| (AllZoneUtil.getCreaturesInPlay(human).size() < 2)) {
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return false;
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return false;
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}
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}
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} else if (keyword.startsWith("Flanking")) {
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if (ph.isPlayerTurn(human) || !CombatUtil.canAttack(card) || !CombatUtil.canBeBlocked(card)
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|| ph.isAfter(Constant.Phase.COMBAT_DECLARE_ATTACKERS_INSTANT_ABILITY)
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|| AllZoneUtil.getCreaturesInPlay(human).getNotKeyword("Flanking").size() < 1) {
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return false;
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}
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} else if (keyword.equals("Infect")) {
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} else if (keyword.equals("Infect")) {
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if (card.getNetCombatDamage() <= 0) {
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if (card.getNetCombatDamage() <= 0) {
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return false;
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return false;
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@@ -421,7 +427,7 @@ public class AbilityFactoryPump {
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}
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}
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// is the creature unblocked and the spell will pump its power?
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// is the creature unblocked and the spell will pump its power?
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if (phase.isAfter(Constant.Phase.COMBAT_DECLARE_BLOCKERS)
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if (phase.is(Constant.Phase.COMBAT_DECLARE_BLOCKERS_INSTANT_ABILITY)
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&& AllZone.getCombat().isAttacking(c) && AllZone.getCombat().isUnblocked(c) && (attack > 0)) {
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&& AllZone.getCombat().isAttacking(c) && AllZone.getCombat().isUnblocked(c) && (attack > 0)) {
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return true;
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return true;
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}
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}
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