- Bushido AI: attempt to avoid accounting for it twice when predicting P/T bonuses.

git-svn-id: http://svn.slightlymagic.net/forge/trunk@35791 269b9781-a132-4a9b-9d4e-f004f1b56b58
This commit is contained in:
Agetian 2017-09-27 07:39:18 +00:00
parent bc0c35986c
commit defb595317

View File

@ -896,7 +896,7 @@ public class ComputerUtilCombat {
power -= attacker.getNetCombatDamage(); power -= attacker.getNetCombatDamage();
} }
power += blocker.getKeywordMagnitude("Bushido"); // power += blocker.getKeywordMagnitude("Bushido"); // This is apparently accounted for in the combat trigs below
final Game game = attacker.getGame(); final Game game = attacker.getGame();
// look out for continuous static abilities that only care for blocking // look out for continuous static abilities that only care for blocking
@ -1046,7 +1046,7 @@ public class ComputerUtilCombat {
toughness += attacker.getNetToughness() - blocker.getNetToughness(); toughness += attacker.getNetToughness() - blocker.getNetToughness();
} }
toughness += blocker.getKeywordMagnitude("Bushido"); // toughness += blocker.getKeywordMagnitude("Bushido"); // Apparently, this is already accounted for in the combat triggers below
final Game game = attacker.getGame(); final Game game = attacker.getGame();
final FCollection<Trigger> theTriggers = new FCollection<Trigger>(); final FCollection<Trigger> theTriggers = new FCollection<Trigger>();
for (Card card : game.getCardsIn(ZoneType.Battlefield)) { for (Card card : game.getCardsIn(ZoneType.Battlefield)) {
@ -1204,7 +1204,7 @@ public class ComputerUtilCombat {
public static int predictPowerBonusOfAttacker(final Card attacker, final Card blocker, final Combat combat, boolean withoutAbilities, boolean withoutCombatStaticAbilities) { public static int predictPowerBonusOfAttacker(final Card attacker, final Card blocker, final Combat combat, boolean withoutAbilities, boolean withoutCombatStaticAbilities) {
int power = 0; int power = 0;
power += attacker.getKeywordMagnitude("Bushido"); // power += attacker.getKeywordMagnitude("Bushido"); // This is apparently accounted for in the combat trigs below
//check Exalted only for the first attacker //check Exalted only for the first attacker
if (combat != null && combat.getAttackers().isEmpty()) { if (combat != null && combat.getAttackers().isEmpty()) {
for (Card card : attacker.getController().getCardsIn(ZoneType.Battlefield)) { for (Card card : attacker.getController().getCardsIn(ZoneType.Battlefield)) {
@ -1429,7 +1429,7 @@ public class ComputerUtilCombat {
theTriggers.addAll(card.getTriggers()); theTriggers.addAll(card.getTriggers());
} }
if (blocker != null) { if (blocker != null) {
toughness += attacker.getKeywordMagnitude("Bushido"); // toughness += attacker.getKeywordMagnitude("Bushido"); // This is apparently accounted for in the combat trigs below
theTriggers.addAll(blocker.getTriggers()); theTriggers.addAll(blocker.getTriggers());
} }