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AI: reworked blockers selections:
* now computer will use simplified 1 vs 1 combat damage simulations to choose better blockers (due better game score after combat);
* it's not a full combat simulation, but support many things like non-stack abilities, damage replacement effects and SBA -- much better than older PT compare (related to #13290);
* now AI correctly use a blockers with deathtouth, indestructible, first/double strike and other abilities;
* chump blocks also supported (chump logic implemented before in 92b7ed8efc, related to #4485);
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3 changed files with 108 additions and 11 deletions
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@ -243,7 +243,7 @@ public class CombatGroup implements Serializable, Copyable<CombatGroup> {
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* @param first true for first strike damage step, false for normal damage step
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* @return true if permanent should deal damage this step
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*/
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private boolean dealsDamageThisStep(Permanent perm, boolean first, Game game) {
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public static boolean dealsDamageThisStep(Permanent perm, boolean first, Game game) {
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if (perm == null) {
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return false;
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}
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