Refactored formatting for easier reading of the code
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@@ -1308,17 +1308,21 @@ PlayerTargetChooser::PlayerTargetChooser(GameObserver *observer, MTGCardInstance
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{
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}
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bool PlayerTargetChooser::canTarget(Targetable * target,bool)
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bool PlayerTargetChooser::canTarget(Targetable * target, bool)
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{
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if (source && targetter && (targetter->controller() != targetter->controller()->opponent())
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&& (targetter->controller()->opponent()->game->inPlay->hasAbility(Constants::CONTROLLERSHROUD))
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&& targetter->controller() != target) return false;
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if (source && targetter && (targetter->controller() == targetter->controller())
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&& (targetter->controller()->opponent()->game->inPlay->hasAbility(Constants::PLAYERSHROUD))
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&& targetter->controller()->opponent() == target) return false;
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if (source && targetter && (targetter->controller() == targetter->controller())
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&& (targetter->controller()->game->inPlay->hasAbility(Constants::PLAYERSHROUD)) && targetter->controller()
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== target) return false;
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if (source && targetter)
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{
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if ((targetter->controller() != targetter->controller()->opponent())
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&& (targetter->controller()->opponent()->game->inPlay->hasAbility(Constants::CONTROLLERSHROUD))
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&& targetter->controller() != target)
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return false;
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if ((targetter->controller()->opponent()->game->inPlay->hasAbility(Constants::PLAYERSHROUD))
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&& targetter->controller()->opponent() == target)
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return false;
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if ((targetter->controller()->game->inPlay->hasAbility(Constants::PLAYERSHROUD))
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&& targetter->controller() == target)
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return false;
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}
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Player * pTarget = dynamic_cast<Player *>(target);
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return (pTarget && (!p || p == pTarget));
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@@ -1346,15 +1350,21 @@ bool PlayerTargetChooser::equals(TargetChooser * tc)
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/*Damageable Target */
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bool DamageableTargetChooser::canTarget(Targetable * target,bool withoutProtections)
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{
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if (source && targetter && (targetter->controller() != targetter->controller()->opponent())
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&& (targetter->controller()->opponent()->game->inPlay->hasAbility(Constants::CONTROLLERSHROUD))
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&& targetter->controller() != target) return false;
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if (source && targetter && (targetter->controller() == targetter->controller())
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&& (targetter->controller()->opponent()->game->inPlay->hasAbility(Constants::PLAYERSHROUD))
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&& targetter->controller()->opponent() == target) return false;
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if (source && targetter && (targetter->controller() == targetter->controller())
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&& (targetter->controller()->game->inPlay->hasAbility(Constants::PLAYERSHROUD)) && targetter->controller()
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== target) return false;
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// TODO: get rid of common code with PlayerTargetChooser
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if (source && targetter)
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{
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if ((targetter->controller() != targetter->controller()->opponent())
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&& (targetter->controller()->opponent()->game->inPlay->hasAbility(Constants::CONTROLLERSHROUD))
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&& targetter->controller() != target)
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return false;
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if ((targetter->controller()->opponent()->game->inPlay->hasAbility(Constants::PLAYERSHROUD))
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&& targetter->controller()->opponent() == target)
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return false;
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if ((targetter->controller()->game->inPlay->hasAbility(Constants::PLAYERSHROUD))
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&& targetter->controller() == target)
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return false;
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}
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if (dynamic_cast<Player *>(target))
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{
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return true;
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