Merge branch 'master' into cmake
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@@ -204,6 +204,8 @@ void GameObserver::nextGamePhase()
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cleanupPhase();
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currentPlayer->damageCount = 0;
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currentPlayer->drawCounter = 0;
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currentPlayer->raidcount = 0;
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currentPlayer->opponent()->raidcount = 0;
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currentPlayer->prowledTypes.clear();
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currentPlayer->opponent()->damageCount = 0; //added to clear odcount
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currentPlayer->preventable = 0;
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@@ -590,6 +592,25 @@ void GameObserver::gameStateBasedEffects()
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{
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if(getCurrentTargetChooser() && int(getCurrentTargetChooser()->getNbTargets()) == getCurrentTargetChooser()->maxtargets)
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getCurrentTargetChooser()->done = true;
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/////////////////////////////////////
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for (int d = 0; d < 2; d++)
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{
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MTGGameZone * dzones[] = { players[d]->game->inPlay, players[d]->game->graveyard, players[d]->game->hand, players[d]->game->library };
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for (int k = 0; k < 4; k++)
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{
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MTGGameZone * zone = dzones[k];
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if (mLayers->stackLayer()->count(0, NOT_RESOLVED) == 0)
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{
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for (int c = zone->nb_cards - 1; c >= 0; c--)
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{
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zone->cards[c]->cardistargetted = 0;
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zone->cards[c]->cardistargetter = 0;
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}
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}
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}//check for losers if its GAMEOVER clear the stack to allow gamestateeffects to continue
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players[d]->DeadLifeState();
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}
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////////////////////////////////////
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if (mLayers->stackLayer()->count(0, NOT_RESOLVED) != 0)
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return;
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@@ -608,6 +629,9 @@ void GameObserver::gameStateBasedEffects()
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for (int j = zone->nb_cards - 1; j >= 0; j--)
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{
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MTGCardInstance * card = zone->cards[j];
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card->LKIpower = card->power;
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card->LKItoughness = card->toughness;
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card->LKIbasicAbilities = card->basicAbilities;
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card->afterDamage();
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card->mPropertiesChangedSinceLastUpdate = false;
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if(card->hasType(Subtypes::TYPE_PLANESWALKER) && (!card->counters||!card->counters->hasCounter("loyalty",0,0)))
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@@ -761,7 +785,7 @@ void GameObserver::gameStateBasedEffects()
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///////////////////////////////////////////////////////////
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//life checks/poison checks also checks cant win or lose.//
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///////////////////////////////////////////////////////////
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players[i]->DeadLifeState();//refactored
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players[i]->DeadLifeState(true);//refactored
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}
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//////////////////////////////////////////////////////
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//-------------card based states effects------------//
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@@ -824,6 +848,11 @@ void GameObserver::gameStateBasedEffects()
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}
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}
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if(c->modifiedbAbi > 0)
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{
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c->modifiedbAbi = 0;
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c->basicAbilities = c->origbasicAbilities;
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}
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if(nbcards > z->nb_cards)
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{
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t = 0;
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