Commit Graph

1010 Commits

Author SHA1 Message Date
Hanmac
6c47d22256 AiController: move more to PermanentAi 2016-11-03 09:30:20 +00:00
Hanmac
e14e883f47 AiController: move parts for SpellPermanent to PermanentCreatureAi and PermanentNonCreatureAi 2016-11-03 07:45:02 +00:00
Hanmac
eecf564129 ChangeZoneAllAi: fixed problem with return from exile Effects
also upated the Code using PlayerPredicates, with getOpponents instead of just one
2016-11-01 08:56:03 +00:00
Hanmac
659134352c AiPlayerPredicates: special PlayerPredicates but having some AI Logic into it 2016-11-01 08:54:00 +00:00
Hanmac
d8d195af5c SpellAbilityAi: add more checks if it use Targeting and has Candidates to target 2016-10-31 22:09:34 +00:00
Hanmac
a8247019ec AnimateAi: add fallback if target is mandatory and no better card 2016-10-31 16:06:54 +00:00
Hanmac
1323860100 PlayerControllerAi: do not add to Stack if it cant go there (like missing targets) 2016-10-31 16:05:25 +00:00
Krazy
ebbe189f4a [maven-release-plugin] prepare for next development iteration 2016-10-31 04:07:37 +00:00
Krazy
c6f6344d4f [maven-release-plugin] prepare release forge-1.5.57 2016-10-31 04:07:26 +00:00
Hanmac
0371ea150e AttachAi: use getOpponents instead of getOpponent 2016-10-30 21:20:09 +00:00
Hanmac
0c30e42c39 ComputerUtilMana: remove ManaProducingCard, replace it with static function 2016-10-30 18:09:43 +00:00
Hanmac
e48968bce1 ControlGainAi: use getOpponents() and add more logic into gain Control of something that would leave the Play 2016-10-30 17:53:39 +00:00
Myrd
e8487361d8 Fix some warnings 2016-10-30 17:28:06 +00:00
Hanmac
f4cb8e1cdf do Tribute in new Keyword format 2016-10-30 14:54:22 +00:00
Hanmac
f28424ea9b AiController & CountersProliferateAi: be more fieldly with ally controlled creatures
chooseProliferation now works with Energy counters on players and has extra logic for Vanishing and Fading
CountersProliferateAi only checks the Counters the card really has
2016-10-30 09:24:17 +00:00
Hanmac
4b9388c562 Makes the Game work with more than one Commander 2016-10-25 15:39:52 +00:00
Sol
d98965f3ed - Fix AI targeting for Blatant Thievery 2016-10-24 16:33:51 +00:00
Sol
515f501810 - Prevent AI from crashing game if it controls an Animation Module 2016-10-24 13:53:02 +00:00
Hanmac
741bb9de02 SetStateAi: add logic for target spells, do it for Transform and for TurnFace 2016-10-22 16:13:50 +00:00
Agetian
a491851a97 - Fixed Sanity Grinding and the relevant AI logic. 2016-10-22 13:39:43 +00:00
Hanmac
04a22531cb SetStateAi: fixed problem with recent fix 2016-10-22 12:53:10 +00:00
Hanmac
bb746c8bc4 SetStateAi: fixed problem with SetState with TurnFace Mode 2016-10-22 12:35:28 +00:00
Hanmac
9c55194bde ControlExchangeAi: add some Logic for chkAIDrawback that is used in Triggers 2016-10-22 11:10:49 +00:00
Hanmac
4d53b22a12 AnimateAi: add some logic for animateTgtAI and do some rewriting 2016-10-17 20:35:22 +00:00
Hanmac
97cfbba74f AnimateAi: replace copyCard with LKI copy 2016-10-16 13:14:41 +00:00
Hanmac
fadb09fca5 ComputerUtilCost: checkRemoveCounterCost allow Zero Loyality Abilities 2016-10-14 19:39:08 +00:00
Hanmac
8e220c866a MillAi: rewrote AI to work with multiple opponents
also try not to mill zero cards or itself
that should fix some cards
2016-10-14 15:20:00 +00:00
Hanmac
99bdf33774 SrcyAi: rewrote ScryAi to use new SpellAblityAi logic
add logic for Brain in a Jar
2016-10-14 10:55:18 +00:00
Hanmac
e690bdb3aa ComputerUtilCost: checkRemoveCounterCost now uses SpellAbility too
should not try to remove zero counters if its from Source or if PaymentDecision says zero
AiController: also remove getOpponent
2016-10-14 07:35:28 +00:00
Hanmac
94431e308c ComputerUtil: for CardPreference, don't use random, try to choose the worst card 2016-10-14 07:28:06 +00:00
Hanmac
5fb917e62b ManifestAi: rewrote it to use new SpellAbilityAi logic
also add some logic if ai can see its top card
2016-10-13 11:29:24 +00:00
Hanmac
60221cd5a7 AttachAi: add checks for canBeEnchantedBy and canBeEquippedBy 2016-10-12 13:30:12 +00:00
Myrd
085d752460 Optimize doesCreatureAttackAI() by not simulating combat each time the question is asked. Instead, cache the Combat object and only reset each time we're choosing which ability to play.
This speeds up games that have lots of creatures as before this change, the combat simulation would be done multiple times redundantly.
2016-10-09 22:34:43 +00:00
Hanmac
bda4379e8b ChangeZoneAi: improved SameName for Declaration in Stone
for evaluate the creature lists, need to check them per opponent.
also add checks for isTargetableBy
2016-10-09 18:11:20 +00:00
Hanmac
e3d0e6ebfe ComputerUtilCard: add evaluateCreatureListByName 2016-10-09 17:23:06 +00:00
Agetian
2cd7016703 - More changes related to supporting negative power and toughness, please test to see this doesn't break anything.
- Fixed some visualization issues in the deck editor related to supporting negative P/T (e.g. non-creatures showing up as P/T 2 billion+ / 2 billion+).
2016-10-09 12:05:55 +00:00
excessum
401dba1596 - Implemented AI for Declaration in Stone 2016-10-09 05:42:26 +00:00
Agetian
0c4e63d628 - Minor stylistic fix. 2016-10-08 16:11:45 +00:00
Agetian
01b10f2875 - Properly consider Trample damage for non-pumped blocked creatures in the previously committed routine. 2016-10-08 16:11:04 +00:00
Agetian
537c79493f - AI Pump logic update: try to determine if pumping a creature for more power will give lethal on board considering all unblocked creatures after the blockers are declared in the Declare Blockers step. 2016-10-08 16:07:31 +00:00
excessum
4ca1fc3911 - Fixed bug from r32304 2016-10-08 13:45:40 +00:00
excessum
bdae06573b - Implemented AI for Die Young and changed it to Sorcery 2016-10-08 13:08:56 +00:00
excessum
43840198ec - Updated PumpAi 2016-10-08 12:31:11 +00:00
excessum
66b59a1bb5 - Minor fixes for AnimateAi 2016-10-08 12:21:33 +00:00
excessum
1eb9fa375e - Separated vehicle crewing logic between "canPay" and "canPlay" 2016-10-08 06:14:44 +00:00
excessum
8fbfea317a - Updated AnimateAi 2016-10-08 02:43:41 +00:00
Hanmac
737fae947d PumpAiBase: updated isUsefulCurseKeyword to remove getOpponent
refactor Combat related stuff, for AI attacking, the card's controller need to be the one attacked.
2016-10-07 08:23:20 +00:00
Agetian
cb9f92d419 - Kozilek's Pathfinder AI improvement: the AI should not consider the "target creature can't block CARDNAME this turn" ability if the source of the ability is tapped and not attacking. 2016-10-06 20:24:34 +00:00
excessum
c88cb274ae - Implemented AI for "can't block CARDNAME this turn" abilities (eg. Kozilek's Pathfinder) 2016-10-06 02:40:43 +00:00
excessum
b962bc9ca6 - Stopped AI from crewing vehicles with stronger or equal (ie. crew vehicle with another copy of crewed vehicle) creatures 2016-10-06 02:25:15 +00:00