Agetian
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4925fb90b4
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- Refactored Lightmine Field AI logic into its own method.
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2017-06-13 17:59:24 +00:00 |
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Agetian
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99cd34fecb
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- Removed an unnecessary empty line.
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2017-06-13 16:39:17 +00:00 |
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Agetian
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dcce72d770
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- Reverted one accidental change in the previous commit.
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2017-06-13 16:37:46 +00:00 |
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Agetian
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e03f39c0ac
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- A little bit better prediction in Lightmine Logic AI for creatures that are forced to attack.
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2017-06-13 16:37:01 +00:00 |
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Agetian
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5f9efe9192
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- Improved the AI for attacking in presence of Lightmine Field (logic developed by nefigah).
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2017-06-13 16:03:42 +00:00 |
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Agetian
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3be7d4764c
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- Better names for split NeedsToPlay vars (SplitNeedsToPlay/SplitNeedsToPlayVar).
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2017-06-12 06:40:36 +00:00 |
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Agetian
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abfb2d432f
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- A minor code improvement related to the previous commit.
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2017-06-12 06:23:45 +00:00 |
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Agetian
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65850b63b1
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- Added a way for split cards to have separate NeedsToPlay/NeedsToPlayVar sets for the right split (named NeedsToPlaySplit/NeedsToPlayVarSplit, respectively).
- Added NeedsToPlayVarSplit to the right split of Dusk // Dawn.
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2017-06-12 06:21:52 +00:00 |
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Agetian
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30d95794df
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- Added the ability to make the AI play CopySpellAbilityAi on triggers if AILogic$ Always is set. Added this logic to Pyromancer Ascension.
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2017-06-12 04:47:15 +00:00 |
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Agetian
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c096079b61
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- Experimental: determineLeftoverMana should use the root ability (with the actual mana cost), otherwise it's not always possible to determine the correct mana cost (e.g. for Banefire) and PayX gets set to the wrong (usually too high) value, making the AI unable to play the card.
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2017-06-10 19:30:53 +00:00 |
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Agetian
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a4fdd54424
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- Experimental: adjust the mana cost after determining extra mana cost increase in ComputerUtilMana#calculateManaCost in order to allow the AI to e.g. properly determine the cost reduction for {X} (Endless One) in presence of Eye of Ugin and other similar scenarios. Needs additional testing.
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2017-06-10 19:25:11 +00:00 |
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Agetian
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ab8038c3bb
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- A more reliable check in the Cavern of Souls AI that works with ability-changing effects like Blood Moon.
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2017-06-10 16:39:09 +00:00 |
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Agetian
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b88aa51507
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- Improved Auto mana payment for Cavern of Souls.
- Fixed the AI trying to play Endless One for 0 when in presence of Cavern of Souls.
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2017-06-10 14:48:20 +00:00 |
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Agetian
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0bce0ee2e1
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- AI should only sac Ghost Quarter if it either has more lands in play than the opponent, or equal amount of lands but at least one replacement land in hand, otherwise the AI tends to play too suboptimally.
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2017-06-10 07:02:53 +00:00 |
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Blacksmith
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e8c232b5cb
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[maven-release-plugin] prepare for next development iteration
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2017-06-08 18:39:38 +00:00 |
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Blacksmith
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aa52a767f2
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[maven-release-plugin] prepare release forge-1.5.64
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2017-06-08 18:39:29 +00:00 |
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Blacksmith
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9b3523c943
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[maven-release-plugin] prepare for next development iteration
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2017-06-07 22:40:35 +00:00 |
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Blacksmith
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b11255579c
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[maven-release-plugin] prepare release forge-1.5.63
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2017-06-07 22:40:20 +00:00 |
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Hanmac
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aba349c3ef
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EncodeAi: should only use it when it has a target for that
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2017-06-07 21:35:15 +00:00 |
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Agetian
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0045be2e84
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- Some more updates to the LandForLand DestroyAi logic, added some configurable options for it to the AI profiles.
- Marked Ghost Quarter with AILogic$ LandForLand.
- Added some comments to AI profile definition files.
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2017-06-06 04:58:16 +00:00 |
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Agetian
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7abc9c20d2
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- More reliable way of detecting whether the opponent has skipped a land drop in DestroyAi (AILogic LandForLand).
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2017-06-05 17:38:05 +00:00 |
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Agetian
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989ce5fb4b
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- Somewhat more advanced land-for-land removal logic in DestroyAi.
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2017-06-05 16:56:09 +00:00 |
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Hanmac
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60cb791596
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PoisonAI: updated code to newer format, add targeting logic
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2017-06-05 05:37:27 +00:00 |
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Agetian
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d0f7df48ac
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- Slightly improved DestroyAi for Strip Mine and Wasteland (AI should not sac-destroy a land unless it has a mana-producing land to replace it with, as well as at least a couple lands in the hand and on the battlefield combined, or enough mana-producing lands on the battlefield in general, otherwise it's too risky to mana-lock yourself early in the game). Further improvements are welcome.
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2017-06-05 04:53:58 +00:00 |
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Hanmac
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543c5f5f20
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EffectAi: some cleanup and added NeedCreatures logic
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2017-06-04 07:34:06 +00:00 |
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Agetian
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5d887c2025
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- Improved Commander replacement ability AI to properly account for the delayed trigger implementation of blink (e.g. Flickerwisp).
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2017-06-03 19:51:43 +00:00 |
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Agetian
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e9b9e39a79
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- Moved the comment.
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2017-06-03 15:55:35 +00:00 |
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Agetian
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8d93ca9fbc
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- Improved ChangeTargetsAi for cases when two or more of the same cards with retarget ability are present on the battlefield (e.g. 2x Spellskite), the AI will no longer retarget the spell infinitely to different copies.
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2017-06-03 15:55:10 +00:00 |
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Agetian
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91f980c6ab
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- Removed a debug print line.
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2017-06-03 15:28:49 +00:00 |
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Agetian
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8b6074358b
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- Improved the AI logic for Commander's return to command zone replacement ability (should no longer return commanders like Nissa, Vastwood Seer or Obzedat, Ghost Council each time they temporarily leave the battlefield to return later).
- Needs testing, might be too permissive, in which case the AI may fail to return the commander back to Command zone in certain cases when it should.
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2017-06-03 15:28:26 +00:00 |
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Hanmac
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556dacd3fa
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GameAction: move Zone actions now has Cause Parameter, add it to all other places where it is used
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2017-06-03 06:21:31 +00:00 |
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Agetian
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4c1dc0182b
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- Prevent a crash when testing Exert triggers (SA activator was not set).
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2017-05-31 06:31:37 +00:00 |
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Agetian
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d48a1620e6
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- Fixed a crash in RevealAiBase.
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2017-05-30 03:43:26 +00:00 |
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Hanmac
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0940ec14e5
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AIAttackController: more helper logic for Exert.
Looking for if Extert Trigger would target, if it can target anything
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2017-05-28 17:38:04 +00:00 |
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Agetian
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94332978fc
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- Minor refactoring in exertAttackers, could be useful in the future.
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2017-05-28 16:23:52 +00:00 |
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Agetian
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27ec723c06
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- AI should generally exert creatures with Vigilance.
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2017-05-28 15:28:24 +00:00 |
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Hanmac
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bbaf9078bd
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ReplaceDamage: fixed "Prevent$ True" count for Prevention$ Effects too.
make AI use it in damageIfUnblocked
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2017-05-27 13:52:23 +00:00 |
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Hanmac
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4ef6d1c5c0
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PlayerControllerHuman: sortCreatureTypes refactor code for Changeling, Clone and other stuff
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2017-05-27 11:08:32 +00:00 |
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austinio7116
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f30a1d5950
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Refactoring of CreatureType select sorting
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2017-05-27 06:41:54 +00:00 |
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austinio7116
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55a5963ec8
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Change to sorting of creature types to include tokens generated from abilities so that for example Metallic Mimic select boxes will show Servo's near the top of the list in token decks. The change also means the AI will select better creature types in such decks.
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2017-05-26 19:22:19 +00:00 |
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Agetian
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5025e090a5
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- Fixed the AI never playing */* cards that ETB with X +1/+1 counters on them due to a PayX miscalculation in CountersPutAi (e.g. Primordial Hydra, Altered Ego, Mikaeus, the Lunarch).
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2017-05-24 06:40:19 +00:00 |
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Agetian
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376d127d8b
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- Adding a way to suppress testing canRegenerate from combat code temporarily to avoid re-entry from ComputerUtil#canRegenerate when testing cards such as Varolz, the Scar-Striped.
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2017-05-21 06:35:17 +00:00 |
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Agetian
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c5b493d45e
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- Added AI logic AlwaysConfirm to AF Dig for some unusual complex cards (e.g. Quest for Ula's Temple)
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2017-05-19 15:15:43 +00:00 |
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Agetian
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9e3c51fb0d
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- FIXME: Temporarily reverting the way damageIfUnblocked queries damage prevention effects (since isCombatDamagePrevented doesn't work as desired and I can't figure out why). Feel free to revert this to continue working on isCombatDamagePrevented.
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2017-05-18 05:36:22 +00:00 |
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Agetian
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31fdcba181
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- Added support for PayXButSaveMana AI logic for non-trigger AF Dig as well (for potential use cases).
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2017-05-16 17:17:49 +00:00 |
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Agetian
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861728f7a6
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- Simple AI support for AF Dig triggers that ask to pay {X} (e.g. Depala, Pilot Exemplar).
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2017-05-16 15:34:17 +00:00 |
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Agetian
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f8d84f0d60
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- Attempting to fix a potential ConcurrentModificationException in ChangeZone AI.
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2017-05-16 04:39:38 +00:00 |
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Hanmac
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e277be4191
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ComputerUtilCombat: add better look for ReplacementDamage
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2017-05-15 05:10:48 +00:00 |
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Agetian
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7219c766e5
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- Added some more keywords to damageIfUnblocked in ComputerUtilCombat (AI).
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2017-05-15 05:03:28 +00:00 |
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Agetian
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0957ce6563
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- AI should not attack with creatures the damage from which is prevented (temporarily or permanently). Not sure if this is the right fix, please take a look.
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2017-05-15 04:33:22 +00:00 |
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