Erwan
-fixed bugs with lifelink
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@@ -2,6 +2,7 @@
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#include "../include/Damage.h"
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#include "../include/MTGCardInstance.h"
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#include "../include/Counters.h"
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#include "../include/WEvent.h"
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Damage::Damage(int id, MTGCardInstance * _source, Damageable * _target): Interruptible(id){
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init(_source, _target, _source->getPower());
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@@ -44,6 +45,12 @@ int Damage::resolve(){
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}
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int a = target->dealDamage(damage);
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//Send Damage event to listeners
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WEventDamage * e = NEW WEventDamage(this);
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GameObserver::GetInstance()->mLayers->actionLayer()->receiveEvent(e);
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delete e;
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return a;
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}
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@@ -24,6 +24,7 @@ void DuelLayers::init(){
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actionLayer->Add(NEW MTGBlockRule(-1));
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actionLayer->Add(NEW MTGLegendRule(-1));
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actionLayer->Add(NEW MTGPersistRule(-1));
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actionLayer->Add(NEW MTGLifelinkRule(-1));
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//2 Hand Layer
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MTGGuiHand * mGuiHand = NEW MTGGuiHand(3, GameObserver::GetInstance());
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@@ -460,9 +460,9 @@ int AbilityFactory::magicText(int id, Spell * spell, MTGCardInstance * card){
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}
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//gain/lose life
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found = s.find("life");
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found = s.find("life:");
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if (found != string::npos){
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unsigned int start = s.find(":",found);
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unsigned int start = found+4;
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unsigned int end = s.find(" ",start);
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int life;
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if (end != string::npos){
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@@ -1516,10 +1516,7 @@ void AbilityFactory::addAbilities(int _id, Spell * spell){
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* For example, setting LIFELINK for a creature is not enough right now...
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* It shouldn't be necessary to add an object. State based abilities could do the trick
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*/
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if (card->basicAbilities[Constants::LIFELINK]){
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ALifeLink * ability = NEW ALifeLink(_id, card);
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game->addObserver(ability);
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}
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for (int i=Constants::PROTECTIONGREEN; i <= Constants::PROTECTIONWHITE; i++){
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if (card->basicAbilities[i]){
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@@ -1,6 +1,7 @@
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#include "../include/WEvent.h"
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#include "../include/MTGCardInstance.h"
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#include "../include/MTGGameZones.h"
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#include "../include/Damage.h"
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WEvent::WEvent(int _type){
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type=_type;
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@@ -10,4 +11,8 @@ WEventZoneChange::WEventZoneChange(MTGCardInstance * _card, MTGGameZone * _from,
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card = _card;
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from = _from;
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to = _to;
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}
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WEventDamage::WEventDamage(Damage *_damage):WEvent(DAMAGE){
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damage = _damage;
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}
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