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- Improved the AI of the type changing auras.
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@@ -3,7 +3,7 @@ ManaCost:1 B
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Types:Enchantment Aura
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Text:no text
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K:Enchant land
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A:SP$ Attach | Cost$ 1 B | ValidTgts$ Land | AILogic$ Curse
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A:SP$ Attach | Cost$ 1 B | ValidTgts$ Land | AILogic$ ChangeType
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S:Mode$ Continuous | Affected$ Card.EnchantedBy | AddType$ Swamp | RemoveSubTypes$ True | RemoveAllAbilities$ True | Description$ Enchanted land is a Swamp.
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T:Mode$ Taps | ValidCard$ Card.AttachedBy | TriggerZones$ Battlefield | Execute$ TrigLose | TriggerDescription$ Whenever enchanted land becomes tapped, its controller loses 2 life.
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SVar:TrigLose:AB$LoseLife | Cost$ 0 | Defined$ TriggeredCardController | LifeAmount$ 2
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@@ -3,7 +3,7 @@ ManaCost:B
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Types:Enchantment Aura
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Text:no text
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K:Enchant land
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A:SP$ Attach | Cost$ B | ValidTgts$ Land | AILogic$ Curse
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A:SP$ Attach | Cost$ B | ValidTgts$ Land | AILogic$ ChangeType
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S:Mode$ Continuous | Affected$ Card.EnchantedBy | AddType$ Swamp | RemoveSubTypes$ True | RemoveAllAbilities$ True | Description$ Enchanted land is a Swamp.
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SVar:Rarity:Uncommon
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SVar:Picture:http://www.wizards.com/global/images/magic/general/evil_presence.jpg
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@@ -3,7 +3,7 @@ ManaCost:1 U
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Types:Enchantment Aura
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Text:no text
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K:Enchant land
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A:SP$ Attach | Cost$ 1 U | ValidTgts$ Land | AILogic$ Curse
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A:SP$ Attach | Cost$ 1 U | ValidTgts$ Land | AILogic$ ChangeType
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S:Mode$ Continuous | Affected$ Card.EnchantedBy | AddType$ Island | RemoveSubTypes$ True | RemoveAllAbilities$ True | Description$ Enchanted land is an Island.
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K:Cycling:2
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SVar:Rarity:Uncommon
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@@ -3,7 +3,7 @@ ManaCost:U
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Types:Enchantment Aura
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Text:no text
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K:Enchant land
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A:SP$ Attach | Cost$ 1 U | ValidTgts$ Land | AILogic$ Curse
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A:SP$ Attach | Cost$ 1 U | ValidTgts$ Land | AILogic$ ChangeType
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S:Mode$ Continuous | Affected$ Card.EnchantedBy | AddType$ Island | RemoveSubTypes$ True | RemoveAllAbilities$ True | Description$ Enchanted land is an Island.
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SVar:Rarity:Common
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SVar:Picture:http://www.wizards.com/global/images/magic/general/seas_claim.jpg
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@@ -3,7 +3,7 @@ ManaCost:1 U
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Types:Enchantment Aura
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Text:no text
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K:Enchant land
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A:SP$ Attach | Cost$ 1 U | ValidTgts$ Land | AILogic$ Curse
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A:SP$ Attach | Cost$ 1 U | ValidTgts$ Land | AILogic$ ChangeType
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S:Mode$ Continuous | Affected$ Card.EnchantedBy | AddType$ Island | RemoveSubTypes$ True | RemoveAllAbilities$ True | Description$ Enchanted land is an Island.
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T:Mode$ ChangesZone | Origin$ Any | Destination$ Battlefield | ValidCard$ Card.Self | Execute$ TrigDraw | TriggerDescription$ When CARDNAME enters the battlefield, draw a card.
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SVar:TrigDraw:AB$Draw | Cost$ 0 | Defined$ You | NumCards$ 1
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@@ -3,7 +3,7 @@ ManaCost:2 B
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Types:Enchantment Aura
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Text:no text
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K:Enchant land
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A:SP$ Attach | Cost$ 2 B | ValidTgts$ Land | AILogic$ Curse
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A:SP$ Attach | Cost$ 2 B | ValidTgts$ Land | AILogic$ ChangeType
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S:Mode$ Continuous | Affected$ Card.EnchantedBy | AddType$ Swamp | RemoveSubTypes$ True | RemoveAllAbilities$ True | Description$ Enchanted land is a Swamp.
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T:Mode$ ChangesZone | Origin$ Any | Destination$ Battlefield | ValidCard$ Card.Self | Execute$ TrigDraw | TriggerDescription$ When CARDNAME enters the battlefield, draw a card.
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SVar:TrigDraw:AB$Draw | Cost$ 0 | Defined$ You | NumCards$ 1
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@@ -1,6 +1,7 @@
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package forge.card.abilityFactory;
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import java.util.ArrayList;
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import java.util.HashMap;
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import java.util.Map;
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import java.util.Iterator;
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import java.util.Random;
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@@ -466,15 +467,20 @@ public class AbilityFactory_Attach {
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public static Card attachAIChangeTypePreference(final SpellAbility sa, CardList list, boolean mandatory, Card attachSource){
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// AI For Cards like Evil Presence or Spreading Seas
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String type = "";
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for (StaticAbility stAb : attachSource.getStaticAbilities()) {
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HashMap<String, String> params = stAb.getMapParams();
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if (params.get("Mode").equals("Continuous") && params.containsKey("AddType"))
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type = params.get("AddType");
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}
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// A few of these cards are actually good, most of the Animate to Creature ones
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// One or two of the give basic land types
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// Maybe require Curse$ on the specific ones and filter the list that way
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list.getNotType(type);// Filter out Basic Lands that have the same type as the changing type
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Card c = CardFactoryUtil.AI_getBest(list);
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// TODO: Port over some of the existing code, but rewrite most of it.
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// Filter out Basic Lands that have the same type as the changing type
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// Ultimately, these spells need to be used to reduce mana base of a color. So it might be better to choose a Basic over a Nonbasic
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if (c == null)
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@@ -116,19 +116,10 @@ class CardFactory_Auras {
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@Override
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public void resolve() {
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if (card.getName().equals("Spreading Seas")
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|| card.getName().equals("Lingering Mirage")
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|| card.getName().equals("Sea's Claim"))
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{
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newType[0] = "Island";
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} else if (card.getName().equals("Convincing Mirage")
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|| card.getName().equals("Phantasmal Terrain"))
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{
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//Only query player, AI will have decided already.
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if (card.getController().isHuman()) {
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newType[0] = GuiUtils.getChoice("Select land type.",
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"Plains", "Island", "Swamp", "Mountain", "Forest");
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}
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//Only query player, AI will have decided already.
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if (card.getController().isHuman()) {
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newType[0] = GuiUtils.getChoice("Select land type.",
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"Plains", "Island", "Swamp", "Mountain", "Forest");
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}
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AllZone.getGameAction().moveToPlay(card);
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