Merge branch 'aicombat' into 'master'

Fix predictToughnessBonusOfAttacker logic

See merge request core-developers/forge!5653
This commit is contained in:
Michael Kamensky
2021-10-25 12:52:22 +00:00
2 changed files with 2 additions and 2 deletions

View File

@@ -208,7 +208,7 @@ public class AiAttackController {
*/ */
public final boolean isEffectiveAttacker(final Player ai, final Card attacker, final Combat combat, final GameEntity defender) { public final boolean isEffectiveAttacker(final Player ai, final Card attacker, final Combat combat, final GameEntity defender) {
// if the attacker will die when attacking don't attack // if the attacker will die when attacking don't attack
if ((attacker.getNetToughness() + ComputerUtilCombat.predictToughnessBonusOfAttacker(attacker, null, combat, true)) <= 0) { if (attacker.getNetToughness() + ComputerUtilCombat.predictToughnessBonusOfAttacker(attacker, null, combat, true) <= 0) {
return false; return false;
} }

View File

@@ -1478,7 +1478,7 @@ public class ComputerUtilCombat {
// DealDamage triggers // DealDamage triggers
if (ApiType.DealDamage.equals(sa.getApi())) { if (ApiType.DealDamage.equals(sa.getApi())) {
if ("TriggeredAttacker".equals(sa.getParam("Defined"))) { if (!sa.hasParam("Defined") || !sa.getParam("Defined").startsWith("TriggeredAttacker")) {
continue; continue;
} }
int damage = AbilityUtils.calculateAmount(source, sa.getParam("NumDmg"), sa); int damage = AbilityUtils.calculateAmount(source, sa.getParam("NumDmg"), sa);