resubmitting my affinity refactor, improved since the original issue was not even related to this code 7 hours later :/
This commit is contained in:
+84
-480
@@ -1477,513 +1477,114 @@ HUDDisplay::~HUDDisplay(){
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a->isClone = 1;
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a->isClone = 1;
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return a;
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return a;
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}
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}
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//-------------------------------------------------------------------
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//Affinity rule------------------------------------------------------
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//Affinity rule------------------------------------------------------
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//this rule is for Affinity cards.
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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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MTGAffinityRule::MTGAffinityRule(int _id):MTGAbility(_id,NULL){};
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int MTGAffinityRule::receiveEvent(WEvent * event){
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int MTGAffinityRule::receiveEvent(WEvent * event){
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if (event->type == WEvent::CHANGE_ZONE){
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if (event->type == WEvent::CHANGE_ZONE){
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WEventZoneChange * e = (WEventZoneChange *) event;
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WEventZoneChange * e = (WEventZoneChange *) event;
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MTGCardInstance * card = e->card->previous;
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MTGCardInstance * card = e->card->previous;
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if(e && card){
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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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int color = -1;
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if(card && card->has(Constants::AFFINITYARTIFACTS)){
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string type = "";
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int ok = 0;
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int ok = 0;
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for (int i = 0; i < 2 ; i++){
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for (int i = 0; i < 2 ; i++){
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Player * p = game->players[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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if (e->to == p->game->hand) ok = 1;//affinity card enters hand
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if (e->to == p->game->battlefield) ok = 2;//card enters play
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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 = 3;//card leaves play
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//---------
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//---------
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if(ok == 3){//enters play from anywhere
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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 (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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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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MTGCardInstance * card = e->card->previous;
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if(card && card->has(Constants::AFFINITYARTIFACTS)) {color = 0 ; type = "artifact";}
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if(card && card->has(Constants::AFFINITYSWAMP)) {color = 0 ; type = "swamp";}
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if(card && card->has(Constants::AFFINITYMOUNTAIN)) {color = 0 ; type = "mountain";}
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if(card && card->has(Constants::AFFINITYPLAINS)) {color = 0 ; type = "plains";}
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if(card && card->has(Constants::AFFINITYISLAND)) {color = 0 ; type = "island";}
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if(card && card->has(Constants::AFFINITYFOREST)) {color = 0 ; type = "forest";}
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if(card && card->has(Constants::AFFINITYGREENCREATURES)) {color = 1 ; type = "creature";}
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//--redux effect
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//--redux effect
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MTGGameZone * z = card->controller()->game->battlefield;
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MTGGameZone * z = card->controller()->game->battlefield;
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int nbcards = z->nb_cards;
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int nbcards = z->nb_cards;
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for (int j = 0; j < nbcards; ++j){
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for (int j = 0; j < nbcards; ++j){
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MTGCardInstance * c = z->cards[j];
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MTGCardInstance * c = z->cards[j];
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int check = e->card->getManaCost()->getConvertedCost();
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int check = e->card->getManaCost()->getConvertedCost();
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if (c->hasSubtype("artifact")){
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if (c->hasSubtype(type)){
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if( check > 0){
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if( check > 0){
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e->card->getManaCost()->remove(0,1);//one less colorless to cast
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if(color > 0 && !c->hasColor(color)){//do nothing if its colored redux and the cards dont have the color
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}else{//do normal redux
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c->getManaCost()->remove(color,1);
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}//one less colorless to cast
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}
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}
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}
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}
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}//--end of redux bracket
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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 == 1
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//-------------
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//-------------maintaining cost----------------------------------------------------------------
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}
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if(ok == 2){//enters play from anywhere
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}//this bracket end first redux artifacts
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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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//----------------------------------------
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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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//--redux effect
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MTGGameZone * z = card->controller()->game->battlefield;
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MTGGameZone * z = card->controller()->game->hand;
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int nbcards = z->nb_cards;
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int nbcards = z->nb_cards;
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for (int j = 0; j < nbcards; ++j){
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int colored = 0;
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MTGCardInstance * c = z->cards[j];
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string etype = "";
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if (c->hasSubtype("swamp")){
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MTGCardInstance * card = e->card->previous;
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e->card->getManaCost()->remove(0,1);//one less colorless to cast
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if (card && card->hasSubtype("artifact")){etype = "art";}
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}
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if (card && card->hasSubtype("swamp")){etype = "swa";}
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}//--end of redux bracket
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if (card && card->hasSubtype("mountain")){etype = "mou";}
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}
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if (card && card->hasSubtype("plains")){etype = "pla";}
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}
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if (card && card->hasSubtype("island")){etype = "isl";}
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//-------------
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if (card && card->hasSubtype("forest")){etype = "for";}
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}
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if (card && card->hasSubtype("creature") && card->hasColor(1)){etype = "cre"; colored = 1;}
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}//this bracket end first redux swamp
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for (int j = 0; j < nbcards; ++j){
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//----------------------------------------
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MTGCardInstance * c = z->cards[j];
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if(card && card->has(Constants::AFFINITYMOUNTAIN)){
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if ((c->has(Constants::AFFINITYARTIFACTS) && etype == "art") || ( c->has(Constants::AFFINITYSWAMP) && etype == "swa") || ( c->has(Constants::AFFINITYMOUNTAIN) && etype == "mou") ||( c->has(Constants::AFFINITYPLAINS) && etype == "pla") || ( c->has(Constants::AFFINITYISLAND) && etype == "isl") || ( c->has(Constants::AFFINITYFOREST) && etype == "for") || ( c->has(Constants::AFFINITYGREENCREATURES) && etype == "cre")){
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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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if(c->getManaCost()->getConvertedCost() > 0){
|
if(c->getManaCost()->getConvertedCost() > 0){
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c->getManaCost()->remove(0,1);//one less colorless to cast
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c->getManaCost()->remove(colored,1);//one less colorless to cast
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}else{c->reduxamount += 1;}
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}else{
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}
|
c->reduxamount += 1;
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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){
|
|
||||||
MTGCardInstance * c = z->cards[j];
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|
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if (c->has(Constants::AFFINITYARTIFACTS)){
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||||||
if(c->reduxamount > 0){
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c->reduxamount -= 1;}else{
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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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||||||
}//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){
|
|
||||||
//--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){
|
|
||||||
MTGCardInstance * c = z->cards[j];
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|
||||||
if (c->has(Constants::AFFINITYSWAMP)){
|
|
||||||
if(c->getManaCost()->getConvertedCost() > 0){
|
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||||||
c->getManaCost()->remove(0,1);//one less colorless to cast
|
|
||||||
}else{c->reduxamount += 1;}
|
|
||||||
}
|
|
||||||
}//--end of redux bracket
|
|
||||||
}
|
|
||||||
}
|
|
||||||
//---------
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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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|
||||||
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::AFFINITYSWAMP)){
|
|
||||||
if(c->reduxamount > 0){ c->reduxamount -= 1;}
|
|
||||||
else{
|
|
||||||
c->getManaCost()->add(0,1);
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
//--
|
}
|
||||||
}
|
}//--end of redux bracket ok == 2
|
||||||
}
|
|
||||||
//---------
|
//---------
|
||||||
|
if(ok == 3){//leave play from your battlefield
|
||||||
|
if (e->from == p->game->battlefield){
|
||||||
|
int colored = 0;
|
||||||
|
MTGGameZone * z = card->controller()->game->hand;
|
||||||
|
int nbcards = z->nb_cards;
|
||||||
|
string etype = "";
|
||||||
|
MTGCardInstance * card = e->card->previous;
|
||||||
|
if (card && card->hasSubtype("artifact")){etype = "art";}
|
||||||
|
if (card && card->hasSubtype("swamp")){etype = "swa";}
|
||||||
|
if (card && card->hasSubtype("mountain")){etype = "mou";}
|
||||||
|
if (card && card->hasSubtype("plains")){etype = "pla";}
|
||||||
|
if (card && card->hasSubtype("island")){etype = "isl";}
|
||||||
|
if (card && card->hasSubtype("forest")){etype = "for";}
|
||||||
|
if (card && card->hasSubtype("creature") && card->hasColor(1)){etype = "cre"; colored = 1;}
|
||||||
|
for (int j = 0; j < nbcards; ++j){
|
||||||
|
MTGCardInstance * c = z->cards[j];
|
||||||
|
if (c && ((c->has(Constants::AFFINITYARTIFACTS) && etype == "art") || ( c->has(Constants::AFFINITYSWAMP) && etype == "swa") || ( c->has(Constants::AFFINITYMOUNTAIN) && etype == "mou") ||( c->has(Constants::AFFINITYPLAINS) && etype == "pla") || ( c->has(Constants::AFFINITYISLAND) && etype == "isl") || ( c->has(Constants::AFFINITYFOREST) && etype == "for") || ( c->has(Constants::AFFINITYGREENCREATURES) && etype == "cre"))){
|
||||||
|
if(c->reduxamount > 0){
|
||||||
|
c->reduxamount -= 1;
|
||||||
|
}else{
|
||||||
|
c->getManaCost()->add(colored,1);
|
||||||
}
|
}
|
||||||
}//this bracket ends check for swamps
|
}
|
||||||
//----------------------------------------
|
}
|
||||||
//----mountain
|
//-------------------------------
|
||||||
if (card && card->hasSubtype("mountain")){
|
}
|
||||||
int ok = 0;
|
}//---ok == 3
|
||||||
for (int i = 0; i < 2 ; i++){
|
//----------------------------------------
|
||||||
Player * p = game->players[i];
|
|
||||||
if (e->to == p->game->battlefield) ok = 11;//moutain 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 = 12;//artifact leaves play
|
|
||||||
//---------above are the triggers "to" markers...
|
|
||||||
if(ok == 11){//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::AFFINITYMOUNTAIN)){
|
|
||||||
if(c->getManaCost()->getConvertedCost() > 0){
|
|
||||||
c->getManaCost()->remove(0,1);//one less colorless to cast
|
|
||||||
}else{c->reduxamount += 1;}
|
|
||||||
}
|
|
||||||
}//--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)){
|
|
||||||
if(c->reduxamount > 0){c->reduxamount -= 1;}
|
|
||||||
else{
|
|
||||||
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)){
|
|
||||||
if(c->getManaCost()->getConvertedCost() > 0){
|
|
||||||
c->getManaCost()->remove(0,1);//one less colorless to cast
|
|
||||||
}else{c->reduxamount += 1;}
|
|
||||||
}
|
|
||||||
}//--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)){
|
|
||||||
if(c->reduxamount > 0){c->reduxamount -= 1;}
|
|
||||||
else{
|
|
||||||
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
|
return 0;
|
||||||
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)){
|
|
||||||
if(c->getManaCost()->getConvertedCost() > 0){
|
|
||||||
c->getManaCost()->remove(0,1);//one less colorless to cast
|
|
||||||
}else{c->reduxamount += 1;}
|
|
||||||
}
|
|
||||||
}//--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)){
|
|
||||||
if(c->reduxamount > 0){c->reduxamount -= 1;}
|
|
||||||
else{
|
|
||||||
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)){
|
|
||||||
if(c->getManaCost()->getConvertedCost() > 0){
|
|
||||||
c->getManaCost()->remove(0,1);//one less colorless to cast
|
|
||||||
}else{c->reduxamount += 1;}
|
|
||||||
}
|
|
||||||
}//--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)){
|
|
||||||
if(c->reduxamount > 0){c->reduxamount -= 1;}
|
|
||||||
else{
|
|
||||||
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)){
|
|
||||||
if(c->getManaCost()->getConvertedCost() > 0){
|
|
||||||
c->getManaCost()->remove(1,1);//one less colorless to cast
|
|
||||||
}else{c->reduxamount += 1;}
|
|
||||||
}
|
|
||||||
}//--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)){
|
|
||||||
if(c->reduxamount > 0){c->reduxamount -= 1;}
|
|
||||||
else{
|
|
||||||
c->getManaCost()->add(1,1);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
//--
|
|
||||||
}
|
|
||||||
}
|
|
||||||
//---------
|
|
||||||
}
|
|
||||||
}//this bracket ends check for greencreatures
|
|
||||||
//----------------------------------------
|
|
||||||
}
|
|
||||||
return 0;
|
return 0;
|
||||||
}
|
}
|
||||||
ostream& MTGAffinityRule::toString(ostream& out) const
|
ostream& MTGAffinityRule::toString(ostream& out) const
|
||||||
@@ -1998,6 +1599,9 @@ HUDDisplay::~HUDDisplay(){
|
|||||||
return a;
|
return a;
|
||||||
}
|
}
|
||||||
//-------------------------------------------------------------------
|
//-------------------------------------------------------------------
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
MTGTokensCleanup::MTGTokensCleanup(int _id):MTGAbility(_id, NULL){}
|
MTGTokensCleanup::MTGTokensCleanup(int _id):MTGAbility(_id, NULL){}
|
||||||
|
|
||||||
int MTGTokensCleanup::receiveEvent(WEvent * e){
|
int MTGTokensCleanup::receiveEvent(WEvent * e){
|
||||||
|
|||||||
Reference in New Issue
Block a user