added auraward, added event for unattach, added statebased check for protection from quality

auraward -> an exception for protection from quality used for aura, like
flickering ward
added event for unattach
added state based check for protection from quality.
702.16c A permanent or player with protection can’t be enchanted by
Auras that have the stated
quality. Such Auras attached to the permanent or player with protection
will be put into their
owners’ graveyards as a state-based action.

702.16d A permanent with protection can’t be equipped by Equipment that
have the stated quality
or fortified by Fortifications that have the stated quality. Such
Equipment or Fortifications
become unattached from that permanent as a state-based action, but
remain on the battlefield.
This commit is contained in:
Anthony Calosa
2015-09-22 17:11:40 +08:00
parent 11bd885fb4
commit 4b9f94c9ae
8 changed files with 56 additions and 2 deletions

View File

@@ -617,6 +617,24 @@ void GameObserver::gameStateBasedEffects()
card->myPair->myPair = NULL;
card->myPair = NULL;
}
////////////////////////////////////////////////////
//Unattach Equipments that dont have valid targets//
////////////////////////////////////////////////////
if ((card->target) && card->hasType(Subtypes::TYPE_EQUIPMENT))
{
if(card->target && isInPlay(card->target) && (card->target)->protectedAgainst(card))//protection from quality
{
for (size_t i = 1; i < mLayers->actionLayer()->mObjects.size(); i++)
{
MTGAbility * a = ((MTGAbility *) mLayers->actionLayer()->mObjects[i]);
AEquip * eq = dynamic_cast<AEquip*> (a);
if (eq && eq->source == card)
{
((AEquip*)a)->unequip();
}
}
}
}
///////////////////////////////////////////////////////
//Remove auras that don't have a valid target anymore//
///////////////////////////////////////////////////////
@@ -624,6 +642,8 @@ void GameObserver::gameStateBasedEffects()
{
if(card->target && !isInPlay(card->target))
players[i]->game->putInGraveyard(card);
if(card->target && isInPlay(card->target) && (card->target)->protectedAgainst(card) && !card->has(Constants::AURAWARD))//protection from quality except aura cards like flickering ward
players[i]->game->putInGraveyard(card);
}
card->enchanted = false;
if (card->target && isInPlay(card->target) && !card->hasType(Subtypes::TYPE_EQUIPMENT) && card->hasSubtype(Subtypes::TYPE_AURA))