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* - 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