@@ -302,8 +302,6 @@ protected AiAbilityDecision checkApiLogic(Player ai, final SpellAbility sa) {
302302 return doChargeToOppCtrlCMCLogic (ai , sa );
303303 } else if (logic .equals ("TheOneRing" )) {
304304 return SpecialCardAi .TheOneRing .consider (ai , sa );
305- } else if (amountStr .equals ("StationX" ) && source .hasKeyword (Keyword .STATION )) {
306- return doStationAi (ai , sa );
307305 }
308306
309307 if (sourceName .equals ("Feat of Resistance" )) { // sub-ability should take precedence
@@ -1239,20 +1237,4 @@ private AiAbilityDecision doChargeToOppCtrlCMCLogic(Player ai, SpellAbility sa)
12391237 // If the AI has enough counters or more than the optimal CMC, it should not play the ability.
12401238 return new AiAbilityDecision (0 , AiPlayDecision .CantPlayAi );
12411239 }
1242-
1243- private AiAbilityDecision doStationAi (Player ai , SpellAbility sa ) {
1244- Card source = sa .getHostCard ();
1245- PhaseHandler ph = source .getGame ().getPhaseHandler ();
1246- int numStation = source .getKeywordMagnitude (Keyword .STATION );
1247- // TODO: make this smarter so that the AI somehow determines it's safe to tap even if the opponent has an untapped creature
1248- boolean isSafe = !ai .getOpponents ().getCreaturesInPlay ().anyMatch (CardPredicates .UNTAPPED );
1249-
1250- if (ph .is (PhaseType .MAIN2 , ai ) && isSafe ) {
1251- if (source .getCounters (CounterEnumType .CHARGE ) < numStation ) {
1252- return new AiAbilityDecision (100 , AiPlayDecision .WillPlay );
1253- }
1254- }
1255-
1256- return new AiAbilityDecision (0 , AiPlayDecision .AnotherTime );
1257- }
12581240}
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