-Never play if would suicide, unless we are losing the game next turn anyway AND it results in a double KO
-If AI has the cards that work better on small hand, do play Price of Progress even if it doesn't deal good damage to the enemy. (important synergy within Tempest block with major tournament tier cards)
TODO : Ideally, the AI should hold 4 mana untapped as soon as it has 4 lands in play, and play Sudden Impact ASAP if there are 4+ cards, before the human has a chance to use up any.
Note : This might be slightly suboptimal for decks where the AI is forcing the other player to draw, and thus might deal more damage if waiting, but considering cards that force draw are usually played before this due to their mana cost and timing, I don't think this will be a problem (if such AI decks even exist right now) - especially as using one now and another later is always better than only using one and those decks should have many copies.
Will now target players if granted Lifelink or equivalent even if otherwise would not - self damage is not a concern
Are there any other cards that need AILogic "SelfDamage" or Svar "LikeLifeLink" added? If you are aware of any, please add!
Do prefer targeting the player if has a "when this deals damage to an opponent" trigger
Important : The AI should be able to recognize the ability stacks - if there are multiple cards that deal damage, they should be used to kill the target together. (for example, tap two prodigal sorcerers to kill a 2/2 creature!)
Unfortunately, I don't think I can implement this with my current knowledge.
Marked card AI playable.
Note : This also adds a new function to ComputerUtil,that checks if the AI is in danger of being killed, or if it has a same amount of life remaning - useful for future "pay life" AI decisions.
This ensures the AI never wastes an opportunity to counter a spell if it does not cost him a card - holding a "tap to counter target spell" ability for later use is generally bad as the AI cannot determine if they need the mana later or not - but in most cases they don't.
Required for cards Null Brooch and Ertai Wizard Adept in Tempest quest world.
-Will now use at end of enemy turn at 100% chance instead of wasting opportunity to get land and fill grave
Not sure if "RemRandomDeck" is still needed? Card is now safe to play unless the deck has fewer than 4-5 basic lands in it.
Added creatures with low power that have
-abilities that tap for something really valuable like drawing a card
-abilities that usually need to be saved until enemy turn (counter a spell, tap a creature, prevent damage)
-abilities that usually deal equal or more damage if not attacking (prodigal sorcerer, grim lavamancer)
Generally avoided abilities where activating before combat is an acceptable choice and thus the attack decision doesn't come up anyway as the AI already used the ability.
However, this behavior is unacceptable on certain abilities (mostly those with higher mana costs) which should not be used before the end of main 2 as it prevents the AI from actually playing their cards. (like Hanna Ship Navigator)
I suspect this will need quite a bit of improvement in the future but we have to start somewhere.
The AI will now not play a second copy of these cards if and only if, there is no copy of the card owned by that AI in play, except copies that are enchanted by Auras owned by other players.
Later, a better logic that actually determines whether the enchanting aura removes the relevant ability from the card or not should be added - Warp Artifact will not stop a disk from activating, but Arrest will (if it's a creature).
Note : Only add NonStackingEffect to permanents the AI shouldn't play more than one of at a time if and only if, removal of enchantment is not pontentially leathal to the AI.
For example, do not add to Ensnaring Bridge or Moat, as loss of those allows the enemy to swing with possibly accumulated large armies for likely too much damage.
Those cards will need a different logic, that avoids playing a second copy if and only if the threat the card protects from is already too dangerous.
- Regenerate or RegenerateAll does create an Effect
in Command which does replace Destroy if possible
- Trigger Regenerated will be added to the Effect
if something does care about "regenerated that way"
- new Regeneration Api is the internal effect
that does handle the actual regeneration
- ReplaceDestroy has Section to handle if Regeneration is possible
- CardShields are removed with the option in PlayerController