}
foreach (Minion m in p.enemyMinions)
{
retval -= this.getEnemyMinionValue(m, p);
}
retval -= p.enemySecretCount;
retval -= p.lostDamage;//damage which was to high (like killing a 2/1 with an 3/3 -> => lostdamage =2
retval -= p.lostWeaponDamage;
if (p.ownMinions.Count == 0) retval -= 20;
if (p.enemyMinions.Count >= 4) retval -= 20;
if (p.enemyHero.Hp <= 0) retval = 10000;
//soulfire etc
int deletecardsAtLast = 0;
foreach (Action a in p.playactions)
{
if (a.actionType != actionEnum.playcard) continue;
if (a.card.card.name == CardDB.cardName.soulfire || a.card.card.name == CardDB.cardName.doomguard || a.card.card.name == CardDB.cardName.succubus) deletecardsAtLast = 1;
if (deletecardsAtLast == 1 && !(a.card.card.name == CardDB.cardName.soulfire || a.card.card.name == CardDB.cardName.doomguard || a.card.card.name == CardDB.cardName.succubus)) retval -= 20;
}
if (p.enemyHero.Hp >= 1 && p.guessingHeroHP <= 0)
{
if (p.turnCounter < 2) retval += p.owncarddraw * 500;
retval -= 1000;
}
if (p.ownHero.Hp <= 0) retval = -10000;
p.value = retval;
return retval;
}