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@@ -1049,6 +1049,488 @@ HUDDisplay::~HUDDisplay(){
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return a;
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}
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//-------------------------------------------------------------------
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//Affinity rule------------------------------------------------------
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//this rule is for Affinity cards.
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MTGAffinityRule::MTGAffinityRule(int _id):MTGAbility(_id,NULL){};
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int MTGAffinityRule::receiveEvent(WEvent * event){
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if (event->type == WEvent::CHANGE_ZONE){
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WEventZoneChange * e = (WEventZoneChange *) event;
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MTGCardInstance * card = e->card->previous;
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//when cards with affinity enter you hand from anywhere a redux is applied to them for the artifacts in play.
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if(card && card->has(Constants::AFFINITYARTIFACTS)){
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int ok = 0;
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for (int i = 0; i < 2 ; i++){
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Player * p = game->players[i];
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if (e->to == p->game->hand) ok = 3;//affinity card enters hand
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//---------
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if(ok == 3){//enters play from anywhere
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if (e->from == p->game->graveyard || e->from == p->game->hand || e->from == p->game->library || e->from == p->game->exile || e->from == p->game->stack || e->from == p->opponent()->game->battlefield || e->from == p->game->temp){
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//--redux effect
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MTGGameZone * z = card->controller()->game->battlefield;
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int nbcards = z->nb_cards;
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for (int j = 0; j < nbcards; ++j){
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MTGCardInstance * c = z->cards[j];
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if (c->hasSubtype("artifact")){
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e->card->getManaCost()->remove(0,1);//one less colorless to cast
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}
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}//--end of redux bracket
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}
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}
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//-------------
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}
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}//this bracket end first redux artifacts
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//----------------------------------------
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//the following handles redux of land affinities.
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if(card && card->has(Constants::AFFINITYSWAMP)){
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int ok = 0;
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for (int i = 0; i < 2 ; i++){
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Player * p = game->players[i];
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if (e->to == p->game->hand) ok = 4;//affinity card enters hand
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//---------
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if(ok == 4){//enters play from anywhere
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if (e->from == p->game->graveyard || e->from == p->game->hand || e->from == p->game->library || e->from == p->game->exile || e->from == p->game->stack || e->from == p->opponent()->game->battlefield || e->from == p->game->temp){
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//--redux effect
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MTGGameZone * z = card->controller()->game->battlefield;
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int nbcards = z->nb_cards;
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for (int j = 0; j < nbcards; ++j){
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MTGCardInstance * c = z->cards[j];
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if (c->hasSubtype("swamp")){
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e->card->getManaCost()->remove(0,1);//one less colorless to cast
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}
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}//--end of redux bracket
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}
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}
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//-------------
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}
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}//this bracket end first redux swamp
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//----------------------------------------
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if(card && card->has(Constants::AFFINITYMOUNTAIN)){
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int ok = 0;
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for (int i = 0; i < 2 ; i++){
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Player * p = game->players[i];
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if (e->to == p->game->hand) ok = 5;//affinity card enters hand
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//---------
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if(ok == 5){//enters play from anywhere
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if (e->from == p->game->graveyard || e->from == p->game->hand || e->from == p->game->library || e->from == p->game->exile || e->from == p->game->stack || e->from == p->opponent()->game->battlefield || e->from == p->game->temp){
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//--redux effect
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MTGGameZone * z = card->controller()->game->battlefield;
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int nbcards = z->nb_cards;
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for (int j = 0; j < nbcards; ++j){
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MTGCardInstance * c = z->cards[j];
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if (c->hasSubtype("mountain")){
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e->card->getManaCost()->remove(0,1);//one less colorless to cast
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}
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}//--end of redux bracket
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}
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}
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//-------------
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}
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}//this bracket end first redux mountains
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//----------------------------------------
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if(card && card->has(Constants::AFFINITYPLAINS)){
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int ok = 0;
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for (int i = 0; i < 2 ; i++){
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Player * p = game->players[i];
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if (e->to == p->game->hand) ok = 6;//affinity card enters hand
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//---------
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if(ok == 6){//enters play from anywhere
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if (e->from == p->game->graveyard || e->from == p->game->hand || e->from == p->game->library || e->from == p->game->exile || e->from == p->game->stack || e->from == p->opponent()->game->battlefield || e->from == p->game->temp){
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//--redux effect
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MTGGameZone * z = card->controller()->game->battlefield;
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int nbcards = z->nb_cards;
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for (int j = 0; j < nbcards; ++j){
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MTGCardInstance * c = z->cards[j];
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if (c->hasSubtype("plains")){
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e->card->getManaCost()->remove(0,1);//one less colorless to cast
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}
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}//--end of redux bracket
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}
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}
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//-------------
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}
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}//this bracket end first redux plains
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//----------------------------------------
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if(card && card->has(Constants::AFFINITYISLAND)){
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int ok = 0;
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for (int i = 0; i < 2 ; i++){
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Player * p = game->players[i];
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if (e->to == p->game->hand) ok = 7;//affinity card enters hand
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//---------
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if(ok == 7){//enters play from anywhere
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if (e->from == p->game->graveyard || e->from == p->game->hand || e->from == p->game->library || e->from == p->game->exile || e->from == p->game->stack || e->from == p->opponent()->game->battlefield || e->from == p->game->temp){
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//--redux effect
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MTGGameZone * z = card->controller()->game->battlefield;
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int nbcards = z->nb_cards;
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for (int j = 0; j < nbcards; ++j){
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MTGCardInstance * c = z->cards[j];
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if (c->hasSubtype("island")){
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e->card->getManaCost()->remove(0,1);//one less colorless to cast
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}
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}//--end of redux bracket
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}
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}
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//-------------
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}
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}//this bracket end first redux island
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//----------------------------------------
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if(card && card->has(Constants::AFFINITYFOREST)){
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int ok = 0;
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for (int i = 0; i < 2 ; i++){
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Player * p = game->players[i];
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if (e->to == p->game->hand) ok = 8;//affinity card enters hand
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//---------
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if(ok == 8){//enters play from anywhere
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if (e->from == p->game->graveyard || e->from == p->game->hand || e->from == p->game->library || e->from == p->game->exile || e->from == p->game->stack || e->from == p->opponent()->game->battlefield || e->from == p->game->temp){
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//--redux effect
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MTGGameZone * z = card->controller()->game->battlefield;
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int nbcards = z->nb_cards;
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for (int j = 0; j < nbcards; ++j){
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MTGCardInstance * c = z->cards[j];
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if (c->hasSubtype("forest")){
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e->card->getManaCost()->remove(0,1);//one less colorless to cast
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}
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}//--end of redux bracket
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}
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}
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//-------------
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}
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}//this bracket end first redux forest
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//----------------------------------------
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if(card && card->has(Constants::AFFINITYGREENCREATURES)){
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int ok = 0;
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for (int i = 0; i < 2 ; i++){
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Player * p = game->players[i];
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if (e->to == p->game->hand) ok = 21;//affinity card enters hand
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//---------
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if(ok == 21){//enters play from anywhere
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if (e->from == p->game->graveyard || e->from == p->game->hand || e->from == p->game->library || e->from == p->game->exile || e->from == p->game->stack || e->from == p->opponent()->game->battlefield || e->from == p->game->temp){
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//--redux effect
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MTGGameZone * z = card->controller()->game->battlefield;
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int nbcards = z->nb_cards;
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for (int j = 0; j < nbcards; ++j){
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MTGCardInstance * c = z->cards[j];
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if (c->hasSubtype("creature") && c->hasColor(1)){
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e->card->getManaCost()->remove(1,1);//one less colorless to cast
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}
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}//--end of redux bracket
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}
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}
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//-------------
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}
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}//this bracket end first redux greencreatures
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//----------------------------------------
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//section 2, maintaining proper manacost
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//---------this section takes care of increasing and reducing cost when artifacts enter or leave play
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if (card && card->hasSubtype("artifact")){
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int ok = 0;
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for (int i = 0; i < 2 ; i++){
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Player * p = game->players[i];
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if (e->to == p->game->battlefield) ok = 1;//artifact enters play in your battlefield
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if (e->to == p->game->graveyard || e->to == p->game->hand || e->to == p->game->library || e->to == p->game->exile || e->to == p->game->stack || e->to == p->opponent()->game->battlefield) ok = 2;//artifact leaves play
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//---------above are the triggers "to" markers...
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if(ok == 1){//enters play from anywhere
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if (e->from == p->game->graveyard || e->from == p->game->hand || e->from == p->game->library || e->from == p->game->exile || e->from == p->game->stack || e->from == p->opponent()->game->battlefield || e->from == p->game->temp){
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//--redux effect
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MTGGameZone * z = card->controller()->game->hand;
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int nbcards = z->nb_cards;
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for (int j = 0; j < nbcards; ++j){
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MTGCardInstance * c = z->cards[j];
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if (c->has(Constants::AFFINITYARTIFACTS)){
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c->getManaCost()->remove(0,1);//one less colorless to cast
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}
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}//--end of redux bracket
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}
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}
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//---------
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if(ok == 2){//leave play from your battlefield
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if (e->from == p->game->battlefield){
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//--
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MTGGameZone * z = card->controller()->game->hand;
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int nbcards = z->nb_cards;
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//check my battlefield and opponents
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for (int j = 0; j < nbcards; ++j){
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MTGCardInstance * c = z->cards[j];
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if (c->has(Constants::AFFINITYARTIFACTS)){
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c->getManaCost()->add(0,1);
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}
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}
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//--
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}
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}
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//---------
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}
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}//this bracket ends check for artifacts
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//----------------------------------------
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//the following maintains cost other then artifacts
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//----swamps
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if (card && card->hasSubtype("swamp")){
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int ok = 0;
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for (int i = 0; i < 2 ; i++){
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Player * p = game->players[i];
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if (e->to == p->game->battlefield) ok = 9;//swamp enters play in your battlefield
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if (e->to == p->game->graveyard || e->to == p->game->hand || e->to == p->game->library || e->to == p->game->exile || e->to == p->game->stack || e->to == p->opponent()->game->battlefield) ok = 10;//artifact leaves play
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//---------above are the triggers "to" markers...
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if(ok == 9){//enters play from anywhere
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if (e->from == p->game->graveyard || e->from == p->game->hand || e->from == p->game->library || e->from == p->game->exile || e->from == p->game->stack || e->from == p->opponent()->game->battlefield || e->from == p->game->temp){
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//--redux effect
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MTGGameZone * z = card->controller()->game->hand;
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int nbcards = z->nb_cards;
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for (int j = 0; j < nbcards; ++j){
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MTGCardInstance * c = z->cards[j];
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if (c->has(Constants::AFFINITYSWAMP)){
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c->getManaCost()->remove(0,1);//one less colorless to cast
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}
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}//--end of redux bracket
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}
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}
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//---------
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if(ok == 10){//leave play from your battlefield
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if (e->from == p->game->battlefield){
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//--
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MTGGameZone * z = card->controller()->game->hand;
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int nbcards = z->nb_cards;
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//check my battlefield and opponents
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for (int j = 0; j < nbcards; ++j){
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MTGCardInstance * c = z->cards[j];
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if (c->has(Constants::AFFINITYSWAMP)){
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c->getManaCost()->add(0,1);
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}
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}
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//--
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}
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}
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//---------
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}
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}//this bracket ends check for swamps
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//----------------------------------------
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//----mountain
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if (card && card->hasSubtype("mountain")){
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int ok = 0;
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for (int i = 0; i < 2 ; i++){
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Player * p = game->players[i];
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if (e->to == p->game->battlefield) ok = 11;//moutain enters play in your battlefield
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if (e->to == p->game->graveyard || e->to == p->game->hand || e->to == p->game->library || e->to == p->game->exile || e->to == p->game->stack || e->to == p->opponent()->game->battlefield) ok = 12;//artifact leaves play
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//---------above are the triggers "to" markers...
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if(ok == 11){//enters play from anywhere
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if (e->from == p->game->graveyard || e->from == p->game->hand || e->from == p->game->library || e->from == p->game->exile || e->from == p->game->stack || e->from == p->opponent()->game->battlefield || e->from == p->game->temp){
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//--redux effect
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MTGGameZone * z = card->controller()->game->hand;
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int nbcards = z->nb_cards;
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for (int j = 0; j < nbcards; ++j){
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MTGCardInstance * c = z->cards[j];
|
|
|
|
|
if (c->has(Constants::AFFINITYMOUNTAIN)){
|
|
|
|
|
c->getManaCost()->remove(0,1);//one less colorless to cast
|
|
|
|
|
}
|
|
|
|
|
}//--end of redux bracket
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
//---------
|
|
|
|
|
if(ok == 12){//leave play from your battlefield
|
|
|
|
|
if (e->from == p->game->battlefield){
|
|
|
|
|
//--
|
|
|
|
|
MTGGameZone * z = card->controller()->game->hand;
|
|
|
|
|
int nbcards = z->nb_cards;
|
|
|
|
|
//check my battlefield and opponents
|
|
|
|
|
for (int j = 0; j < nbcards; ++j){
|
|
|
|
|
MTGCardInstance * c = z->cards[j];
|
|
|
|
|
if (c->has(Constants::AFFINITYMOUNTAIN)){
|
|
|
|
|
c->getManaCost()->add(0,1);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
//--
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
//---------
|
|
|
|
|
}
|
|
|
|
|
}//this bracket ends check for mountains
|
|
|
|
|
//----------------------------------------
|
|
|
|
|
//----plains
|
|
|
|
|
if (card && card->hasSubtype("plains")){
|
|
|
|
|
int ok = 0;
|
|
|
|
|
for (int i = 0; i < 2 ; i++){
|
|
|
|
|
Player * p = game->players[i];
|
|
|
|
|
if (e->to == p->game->battlefield) ok = 13;//plains enters play in your battlefield
|
|
|
|
|
if (e->to == p->game->graveyard || e->to == p->game->hand || e->to == p->game->library || e->to == p->game->exile || e->to == p->game->stack || e->to == p->opponent()->game->battlefield) ok = 14;//artifact leaves play
|
|
|
|
|
//---------above are the triggers "to" markers...
|
|
|
|
|
if(ok == 13){//enters play from anywhere
|
|
|
|
|
if (e->from == p->game->graveyard || e->from == p->game->hand || e->from == p->game->library || e->from == p->game->exile || e->from == p->game->stack || e->from == p->opponent()->game->battlefield || e->from == p->game->temp){
|
|
|
|
|
//--redux effect
|
|
|
|
|
MTGGameZone * z = card->controller()->game->hand;
|
|
|
|
|
int nbcards = z->nb_cards;
|
|
|
|
|
for (int j = 0; j < nbcards; ++j){
|
|
|
|
|
MTGCardInstance * c = z->cards[j];
|
|
|
|
|
if (c->has(Constants::AFFINITYPLAINS)){
|
|
|
|
|
c->getManaCost()->remove(0,1);//one less colorless to cast
|
|
|
|
|
}
|
|
|
|
|
}//--end of redux bracket
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
//---------
|
|
|
|
|
if(ok == 14){//leave play from your battlefield
|
|
|
|
|
if (e->from == p->game->battlefield){
|
|
|
|
|
//--
|
|
|
|
|
MTGGameZone * z = card->controller()->game->hand;
|
|
|
|
|
int nbcards = z->nb_cards;
|
|
|
|
|
//check my battlefield and opponents
|
|
|
|
|
for (int j = 0; j < nbcards; ++j){
|
|
|
|
|
MTGCardInstance * c = z->cards[j];
|
|
|
|
|
if (c->has(Constants::AFFINITYPLAINS)){
|
|
|
|
|
c->getManaCost()->add(0,1);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
//--
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
//---------
|
|
|
|
|
}
|
|
|
|
|
}//this bracket ends check for plains
|
|
|
|
|
//----------------------------------------
|
|
|
|
|
//----island
|
|
|
|
|
if (card && card->hasSubtype("island")){
|
|
|
|
|
int ok = 0;
|
|
|
|
|
for (int i = 0; i < 2 ; i++){
|
|
|
|
|
Player * p = game->players[i];
|
|
|
|
|
if (e->to == p->game->battlefield) ok = 15;//island enters play in your battlefield
|
|
|
|
|
|
|
|
|
|
if (e->to == p->game->graveyard || e->to == p->game->hand || e->to == p->game->library || e->to == p->game->exile || e->to == p->game->stack || e->to == p->opponent()->game->battlefield) ok = 16;//artifact leaves play
|
|
|
|
|
//---------above are the triggers "to" markers...
|
|
|
|
|
if(ok == 15){//enters play from anywhere
|
|
|
|
|
if (e->from == p->game->graveyard || e->from == p->game->hand || e->from == p->game->library || e->from == p->game->exile || e->from == p->game->stack || e->from == p->opponent()->game->battlefield || e->from == p->game->temp){
|
|
|
|
|
//--redux effect
|
|
|
|
|
MTGGameZone * z = card->controller()->game->hand;
|
|
|
|
|
int nbcards = z->nb_cards;
|
|
|
|
|
for (int j = 0; j < nbcards; ++j){
|
|
|
|
|
MTGCardInstance * c = z->cards[j];
|
|
|
|
|
if (c->has(Constants::AFFINITYISLAND)){
|
|
|
|
|
c->getManaCost()->remove(0,1);//one less colorless to cast
|
|
|
|
|
}
|
|
|
|
|
}//--end of redux bracket
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
//---------
|
|
|
|
|
if(ok == 16){//leave play from your battlefield
|
|
|
|
|
if (e->from == p->game->battlefield){
|
|
|
|
|
//--
|
|
|
|
|
MTGGameZone * z = card->controller()->game->hand;
|
|
|
|
|
int nbcards = z->nb_cards;
|
|
|
|
|
//check my battlefield and opponents
|
|
|
|
|
for (int j = 0; j < nbcards; ++j){
|
|
|
|
|
MTGCardInstance * c = z->cards[j];
|
|
|
|
|
if (c->has(Constants::AFFINITYISLAND)){
|
|
|
|
|
c->getManaCost()->add(0,1);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
//--
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
//---------
|
|
|
|
|
}
|
|
|
|
|
}//this bracket ends check for islands
|
|
|
|
|
//----------------------------------------
|
|
|
|
|
//----forest
|
|
|
|
|
if (card && card->hasSubtype("forest")){
|
|
|
|
|
int ok = 0;
|
|
|
|
|
for (int i = 0; i < 2 ; i++){
|
|
|
|
|
Player * p = game->players[i];
|
|
|
|
|
if (e->to == p->game->battlefield) ok = 17;//island enters play in your battlefield
|
|
|
|
|
|
|
|
|
|
if (e->to == p->game->graveyard || e->to == p->game->hand || e->to == p->game->library || e->to == p->game->exile || e->to == p->game->stack || e->to == p->opponent()->game->battlefield) ok = 18;//artifact leaves play
|
|
|
|
|
//---------above are the triggers "to" markers...
|
|
|
|
|
if(ok == 17){//enters play from anywhere
|
|
|
|
|
if (e->from == p->game->graveyard || e->from == p->game->hand || e->from == p->game->library || e->from == p->game->exile || e->from == p->game->stack || e->from == p->opponent()->game->battlefield || e->from == p->game->temp){
|
|
|
|
|
//--redux effect
|
|
|
|
|
MTGGameZone * z = card->controller()->game->hand;
|
|
|
|
|
int nbcards = z->nb_cards;
|
|
|
|
|
for (int j = 0; j < nbcards; ++j){
|
|
|
|
|
MTGCardInstance * c = z->cards[j];
|
|
|
|
|
if (c->has(Constants::AFFINITYFOREST)){
|
|
|
|
|
c->getManaCost()->remove(0,1);//one less colorless to cast
|
|
|
|
|
}
|
|
|
|
|
}//--end of redux bracket
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
//---------
|
|
|
|
|
if(ok == 18){//leave play from your battlefield
|
|
|
|
|
if (e->from == p->game->battlefield){
|
|
|
|
|
//--
|
|
|
|
|
MTGGameZone * z = card->controller()->game->hand;
|
|
|
|
|
int nbcards = z->nb_cards;
|
|
|
|
|
//check my battlefield and opponents
|
|
|
|
|
for (int j = 0; j < nbcards; ++j){
|
|
|
|
|
MTGCardInstance * c = z->cards[j];
|
|
|
|
|
if (c->has(Constants::AFFINITYFOREST)){
|
|
|
|
|
c->getManaCost()->add(0,1);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
//--
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
//---------
|
|
|
|
|
}
|
|
|
|
|
}//this bracket ends check for forest
|
|
|
|
|
//----------------------------------------
|
|
|
|
|
//----greencreatureaffinity
|
|
|
|
|
if (card && card->hasSubtype("creature") && card->hasColor(1)){
|
|
|
|
|
int ok = 0;
|
|
|
|
|
for (int i = 0; i < 2 ; i++){
|
|
|
|
|
Player * p = game->players[i];
|
|
|
|
|
if (e->to == p->game->battlefield) ok = 19;//island enters play in your battlefield
|
|
|
|
|
|
|
|
|
|
if (e->to == p->game->graveyard || e->to == p->game->hand || e->to == p->game->library || e->to == p->game->exile || e->to == p->game->stack || e->to == p->opponent()->game->battlefield) ok = 20;//artifact leaves play
|
|
|
|
|
//---------above are the triggers "to" markers...
|
|
|
|
|
if(ok == 19){//enters play from anywhere
|
|
|
|
|
if (e->from == p->game->graveyard || e->from == p->game->hand || e->from == p->game->library || e->from == p->game->exile || e->from == p->game->stack || e->from == p->opponent()->game->battlefield || e->from == p->game->temp){
|
|
|
|
|
//--redux effect
|
|
|
|
|
MTGGameZone * z = card->controller()->game->hand;
|
|
|
|
|
int nbcards = z->nb_cards;
|
|
|
|
|
for (int j = 0; j < nbcards; ++j){
|
|
|
|
|
MTGCardInstance * c = z->cards[j];
|
|
|
|
|
if (c->has(Constants::AFFINITYGREENCREATURES)){
|
|
|
|
|
c->getManaCost()->remove(1,1);//one less colorless to cast
|
|
|
|
|
}
|
|
|
|
|
}//--end of redux bracket
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
//---------
|
|
|
|
|
if(ok == 20){//leave play from your battlefield
|
|
|
|
|
if (e->from == p->game->battlefield){
|
|
|
|
|
//--
|
|
|
|
|
MTGGameZone * z = card->controller()->game->hand;
|
|
|
|
|
int nbcards = z->nb_cards;
|
|
|
|
|
//check my battlefield and opponents
|
|
|
|
|
for (int j = 0; j < nbcards; ++j){
|
|
|
|
|
MTGCardInstance * c = z->cards[j];
|
|
|
|
|
if (c->has(Constants::AFFINITYGREENCREATURES)){
|
|
|
|
|
c->getManaCost()->add(1,1);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
//--
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
//---------
|
|
|
|
|
}
|
|
|
|
|
}//this bracket ends check for greencreatures
|
|
|
|
|
//----------------------------------------
|
|
|
|
|
}
|
|
|
|
|
return 0;
|
|
|
|
|
}
|
|
|
|
|
ostream& MTGAffinityRule::toString(ostream& out) const
|
|
|
|
|
{
|
|
|
|
|
out << "MTGAffinityRule ::: (";
|
|
|
|
|
return MTGAbility::toString(out) << ")";
|
|
|
|
|
}
|
|
|
|
|
int MTGAffinityRule::testDestroy(){return 0;}
|
|
|
|
|
MTGAffinityRule * MTGAffinityRule::clone() const{
|
|
|
|
|
MTGAffinityRule * a = NEW MTGAffinityRule(*this);
|
|
|
|
|
a->isClone = 1;
|
|
|
|
|
return a;
|
|
|
|
|
}
|
|
|
|
|
//-------------------------------------------------------------------
|
|
|
|
|
MTGTokensCleanup::MTGTokensCleanup(int _id):MTGAbility(_id, NULL){}
|
|
|
|
|
|
|
|
|
|
int MTGTokensCleanup::receiveEvent(WEvent * e){
|
|
|
|
|