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