* isCounterableBy cleanup
* ~ move to Card
* update the rest
* ~ fix unused import
* ~ fix Counter better check for ValidSA instead of ValidCard
* ~remove last piece of text
* Fix scripts affecting battles
* Optimize AI payment order so rarer shard sources are used first
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Co-authored-by: tool4EvEr <tool4EvEr@192.168.0.60>
* - Implement a fallback mechanism in case getting a card by name and edition fails for whatever reason.
* - Patch up pulling a card without filters in All Card Variants mode.
* - Sacrifice creatures when they're endangered (currently works for
AF LifeGain, LifeLose, and any AFs that do not have phase-based AI restrictions or other factors that will prevent instant speed activation)
* - Tweaks to the requirements for the AI.
- Some AI enablement.
* - Account for non-creature endangered objects
* - Flag Wall of Limbs as RemAIDeck for now.
* - Support for AF PutCounter.
* - Clean up.
* - Logic fix for AF PutCounter.
* - Clean up.
* - Logic tweak/fix for AF Pump.
* - Another slight tweak.
* - Some AI hint fixes/additions.
* - Some AI hint fixes/additions.
* - Improve timing for AF LifeGain/LifeLose.
* - AI profile option for default SacCost AI preference.
* - Default Sacrifice AI preference master toggle.
* - Stoneforge Mystic AI hint.
* - For now, keep the default pref SacCost toggle to the Experimental AI and at minimum values (too extreme for general use).
* - AI hint: Cryptbreaker
* - Don't auto-sac creatures that evaluate above a given threshold, sac smaller CMC first
* - Lower the priority of cards that have a self-sacrifice activated ability
* - Revert the evaluation modification until a better solution is found.
* - AI hint for Hallowed Moonlight.
* - AI hint for Winds of Abandon (AI casts the non-overloaded version in Main 1, so cast the other one in Main 1 as well to be able to prioritize/choose)
* - AI logic for The One Ring.
* - Some logic tweaks/fixes.
* - Winds of Abandon: use the AI logic hint like other similar non-permanent spells.
* - Fix logic for default sacrifice priorities.
- Mark P9 Mox, Black Lotus, and Lotus Petal cards as bad for AI sacrifice.
* - More logic fixes.
* - One more logic fix.
* - Revert the AIDontSacrifice hint for now.
* - Revert Tinker as well
* - Limit LifeLoseAi sac logic to threatened cards.
* - Logic tweak.
* - Logic tweak.
* - Simplify check (part already checked above).
* - Some more minor cleanup.
* - AI shouldn't sacrifice things mid-combat in presence of Trample or Banding because of altered combat rules (likely to backfire/result in a misplay)
- Minor cleanup.
* - A [hacky] way to make the AI understand Anticognition and Bring the Ending.
* - Fix imports.
* - Avoid a crash by ensuring that the AI parameter indeed points to an AI player (and not e.g. predicting/simulating human decisions at the moment)
* - Do not try to sacrifice a card in an attempt to regenerate it
* - Clean up for AiController mustRespond
* - Suppress recursive checkSacrificeCost when called from the predictive code.
- Trample only matters for the attacking side when checking for threatened card SacCost requirements
* - Naming convention.
* - NPE guard.
* - Recommended tweaks and fixes.
* - Don't override X payment for a triggered ability (e.g. Spiteful Banditry)
* - A better attempt at handling X inside trigger code.
* - Process AI logic for EffectAi from triggered abilities.
* - Improve Black Lotus AI by handling it as if it were a Mana Ritual card when processing ManaEffectAi.
* - AI property guarded check + meaningful default for potential non-AI calls
* Support for Zygon Infiltrator
* 614.13a
* Fix filename
* Clean up
* Account for Chains of Mephistopheles
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Co-authored-by: tool4EvEr <tool4EvEr@192.168.0.60>