Fix Legend Rule
Should fix the the move to graveyard effect with targetchooser ability...
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@@ -125,8 +125,6 @@ class GameObserver{
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void enchantmentStatus();
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void Affinity();
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bool AffinityNeedsUpdate;
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bool foundlegendrule;
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void checkLegendary(MTGCardInstance * card);
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void addObserver(MTGAbility * observer);
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bool removeObserver(ActionElement * observer);
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void startGame(GameType, Rules * rules);
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@@ -110,7 +110,6 @@ GameObserver::GameObserver(WResourceManager *output, JGE* input)
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mLayers = NULL;
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mTrash = new Trash();
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mDeckManager = new DeckManager();
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foundlegendrule = false;
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}
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GamePhase GameObserver::getCurrentGamePhase()
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@@ -889,7 +888,6 @@ void GameObserver::gameStateBasedEffects()
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if(card->life < 1 && !card->has(Constants::INDESTRUCTIBLE))
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card->destroy();//manor gargoyle... recheck
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}
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checkLegendary(card); //legendary rule as state based effect
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}
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if(card->childrenCards.size())
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@@ -1065,51 +1063,6 @@ void GameObserver::gameStateBasedEffects()
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}
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}
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void GameObserver::checkLegendary(MTGCardInstance * card)
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{
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if(!foundlegendrule)
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return;
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if(card->isPhased||card->has(Constants::NOLEGEND)||card->controller()->opponent()->inPlay()->hasAbility(Constants::NOLEGENDRULE)||card->controller()->inPlay()->hasAbility(Constants::NOLEGENDRULE))
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return;
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int destroy = 0;
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vector<MTGCardInstance*>oldCards;
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MTGGameZone * z = card->controller()->game->inPlay;
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int nbcards = z->nb_cards-1;
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for (int r = 0; r < nbcards; r++)
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{
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MTGCardInstance * comparison = z->cards[r];
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if (comparison != card && comparison->hasType("legendary") && !(comparison->getName().compare(card->getName())))
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{
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oldCards.push_back(comparison);
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destroy = 1;
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}
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}
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if(destroy)
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{
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vector<MTGAbility*>selection;
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MultiAbility * multi = NEW MultiAbility(this, this->mLayers->actionLayer()->getMaxId(), card, card, NULL);
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for(unsigned int i = 0;i < oldCards.size();i++)
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{
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AAMover *a = NEW AAMover(this, this->mLayers->actionLayer()->getMaxId(), card, oldCards[i],"ownergraveyard","Keep New");
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a->oneShot = true;
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multi->Add(a);
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}
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multi->oneShot = 1;
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MTGAbility * a1 = multi;
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selection.push_back(a1);
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AAMover *b = NEW AAMover(this, this->mLayers->actionLayer()->getMaxId(), card, card,"ownergraveyard","Keep Old");
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b->oneShot = true;
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MTGAbility * b1 = b;
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selection.push_back(b1);
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MTGAbility * menuChoice = NEW MenuAbility(this, this->mLayers->actionLayer()->getMaxId(), card, card,true,selection,card->controller(),"Legendary Rule");
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menuChoice->addToGame();
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}
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return;
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}
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void GameObserver::enchantmentStatus()
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{
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for (int i = 0; i < 2; i++)
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@@ -1418,7 +1418,6 @@ MTGAbility * AbilityFactory::parseMagicLine(string s, int id, Spell * spell, MTG
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if(found != string::npos)
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{
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observer->addObserver(NEW MTGLegendRule(observer, -1));
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//observer->foundlegendrule = true;
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return NULL;
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}
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//this handles the planeswalker named legend rule which is dramatically different from above.
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@@ -3239,6 +3239,12 @@ int MTGLegendRule::added(MTGCardInstance * card)
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destroy = 1;
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}
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}
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if (game->mLayers->stackLayer()->count(0, NOT_RESOLVED) != 0)
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destroy = 0;
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if (game->mLayers->actionLayer()->menuObject)
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destroy = 0;
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if (game->getCurrentTargetChooser() || game->mLayers->actionLayer()->isWaitingForAnswer())
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destroy = 0;
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if(destroy)
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{
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vector<MTGAbility*>selection;
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@@ -3313,6 +3319,12 @@ int MTGPlaneWalkerRule::added(MTGCardInstance * card)
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destroy = 1;
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}
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}
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if (game->mLayers->stackLayer()->count(0, NOT_RESOLVED) != 0)
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destroy = 0;
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if (game->mLayers->actionLayer()->menuObject)
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destroy = 0;
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if (game->getCurrentTargetChooser() || game->mLayers->actionLayer()->isWaitingForAnswer())
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destroy = 0;
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if (destroy)
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{
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vector<MTGAbility*>selection;
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