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AiAttackController no longer has reproducable attack thoughts.
I don't see why we would want this to be seeded with the same number. I think it's incorrect thinking so I'm removing it. (cherry picked from commit 2881effd577abe9500b8fa3a5699067b0c3541f3)
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@@ -42,7 +42,6 @@ import forge.util.collect.FCollectionView;
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import java.util.ArrayList;
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import java.util.List;
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import java.util.Random;
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//doesHumanAttackAndWin() uses the global variable AllZone.getComputerPlayer()
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@@ -60,9 +59,6 @@ public class AiAttackController {
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private final List<Card> attackers;
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private final List<Card> blockers;
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private final static Random random = new Random();
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private final static int randomInt = random.nextInt();
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private List<Card> oppList; // holds human player creatures
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private List<Card> myList; // holds computer creatures
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@@ -105,7 +101,7 @@ public class AiAttackController {
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} // overloaded constructor to evaluate single specified attacker
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public static List<Card> getOpponentCreatures(final Player defender) {
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List<Card> defenders = Lists.newArrayList();
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List<Card> defenders = new ArrayList<Card>();
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defenders.addAll(defender.getCreaturesInPlay());
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Predicate<Card> canAnimate = new Predicate<Card>() {
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@Override
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@@ -586,13 +582,6 @@ public class AiAttackController {
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* @return a {@link forge.game.combat.Combat} object.
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*/
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public final void declareAttackers(final Combat combat) {
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// if this method is called multiple times during a turn,
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// it will always return the same value
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// randomInt is used so that the computer doesn't always
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// do the same thing on turn 3 if he had the same creatures in play
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// I know this is a little confusing
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random.setSeed(ai.getGame().getPhaseHandler().getTurn() + AiAttackController.randomInt);
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if (this.attackers.isEmpty()) {
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return;
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@@ -1334,7 +1323,7 @@ public class AiAttackController {
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}
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}
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if (!shouldExert && random.nextBoolean()) {
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if (!shouldExert && MyRandom.getRandom().nextBoolean()) {
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// TODO Improve when the AI wants to use Exert powers
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shouldExert = true;
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}
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