Please update your rules folder
- "Manapool empties at the end of each step" becomes an ability, and was moved into the external rules file. "removemana(*) to remove all, removemana(*{G}) to remove all green, removemana(*{G}{B}{R}) to remove all green black red, removemana({G}{G}{B}{U}) (no "*") to remove a specific value.
- Added a possibility to make abilities non interruptible. With little work, this could be added to the parser if needed. Please use with care, let's discuss what is an acceptable usage of this now functionality, if needed.
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@@ -78,6 +78,14 @@ int TestSuiteAI::Act(float dt)
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{
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GameObserver * g = GameObserver::GetInstance();
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g->gameOver = NULL; // Prevent draw rule from losing the game
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//Last bits of initialization require to be done here, after the first "update" call of the game
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if (suite->currentAction == 0)
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{
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for (int i = 0; i < 2; ++ i)
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g->players[i]->getManaPool()->copy(suite->initState.playerData[i].manapool);
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}
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if (playMode == MODE_AI && suite->aiMaxCalls)
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{
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suite->aiMaxCalls--;
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@@ -87,6 +95,7 @@ int TestSuiteAI::Act(float dt)
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if (playMode == MODE_HUMAN)
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{
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g->mLayers->CheckUserInput(0);
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suite->currentAction++; //hack to avoid repeating the initialization of manapool
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return 1;
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}
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@@ -96,7 +105,6 @@ int TestSuiteAI::Act(float dt)
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string action = suite->getNextAction();
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g->mLayers->stackLayer()->Dump();
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// DamageResolverLayer * drl = g->mLayers->combatLayer();
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DebugTrace("TESTSUITE command: " << action);
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if (g->mLayers->stackLayer()->askIfWishesToInterrupt == this)
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@@ -386,7 +394,6 @@ void TestSuite::initGame()
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AIPlayer * p = (AIPlayer *) (g->players[i]);
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p->forceBestAbilityUse = forceAbility;
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p->life = initState.playerData[i].life;
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p->getManaPool()->copy(initState.playerData[i].manapool);
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MTGGameZone * playerZones[] = { p->game->graveyard, p->game->library, p->game->hand, p->game->inPlay };
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for (int j = 0; j < 4; j++)
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{
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