Minor refactor of AACloner::resolve() - two code paths were complete duplicates except for the MTGCard*.
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@@ -787,54 +787,33 @@ public:
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}
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int resolve(){
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MTGCardInstance * _target = (MTGCardInstance *) target;
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if(_target && !_target->isToken){
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MTGCardInstance * myClone;
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MTGCard * clone = GameApp::collection->getCardById(_target->getId());
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myClone = NULL;
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if(who != 1) myClone = NEW MTGCardInstance(clone,source->controller()->game);
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if(who == 1) myClone = NEW MTGCardInstance(clone,source->controller()->opponent()->game);
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if(who != 1) source->controller()->game->temp->addCard(myClone);
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else source->controller()->opponent()->game->temp->addCard(myClone);
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Spell * spell = NEW Spell(myClone);
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spell->resolve();
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spell->source->isToken = 1;
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spell->source->fresh = 1;
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list<int>::iterator it;
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for ( it=awith.begin() ; it != awith.end(); it++ ){
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spell->source->basicAbilities[*it] = 1;
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}
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for ( it=colors.begin() ; it != colors.end(); it++ ){
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spell->source->setColor(*it);
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}
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delete spell;
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return 1;
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}
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if(_target && _target->isToken){
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MTGCardInstance * myClone;
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MTGCardInstance * clone = _target;
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myClone = NULL;
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if(who != 1) myClone = NEW MTGCardInstance(clone,source->controller()->game);
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if(who == 1) myClone = NEW MTGCardInstance(clone,source->controller()->opponent()->game);
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if(who != 1) source->controller()->game->temp->addCard(myClone);
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else source->controller()->opponent()->game->temp->addCard(myClone);
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Spell * spell = NEW Spell(myClone);
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spell->resolve();
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spell->source->isToken = 1;
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spell->source->fresh = 1;
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list<int>::iterator it;
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for ( it=awith.begin() ; it != awith.end(); it++ ){
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spell->source->basicAbilities[*it] = 1;
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}
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for ( it=colors.begin() ; it != colors.end(); it++ ){
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spell->source->setColor(*it);
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}
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delete spell;
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return 1;
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}
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return 0;
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}
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int resolve(){
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MTGCardInstance * _target = (MTGCardInstance *) target;
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if(_target)
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{
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MTGCardInstance * myClone = NULL;
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MTGCard* clone = (_target->isToken ? _target : GameApp::collection->getCardById(_target->getId()));
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if(who != 1) myClone = NEW MTGCardInstance(clone,source->controller()->game);
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if(who == 1) myClone = NEW MTGCardInstance(clone,source->controller()->opponent()->game);
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if(who != 1) source->controller()->game->temp->addCard(myClone);
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else source->controller()->opponent()->game->temp->addCard(myClone);
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Spell * spell = NEW Spell(myClone);
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spell->resolve();
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spell->source->isToken = 1;
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spell->source->fresh = 1;
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list<int>::iterator it;
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for ( it=awith.begin() ; it != awith.end(); it++ ){
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spell->source->basicAbilities[*it] = 1;
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}
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for ( it=colors.begin() ; it != colors.end(); it++ ){
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spell->source->setColor(*it);
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}
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delete spell;
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return 1;
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}
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return 0;
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}
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const char * getMenuText(){
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if(who == 1) return "Clone For Opponent";
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@@ -6,6 +6,8 @@
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namespace
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{
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const Pos kDefaultCardPosition(300, 150, 1.0, 0.0, 220);
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// the diagonal length of a card, doubled
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const float kOverrideDistance = sqrtf(powf(CardGui::Width, 2) + powf(CardGui::Height, 2)) * 2;
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enum
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{
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@@ -246,7 +248,11 @@ public:
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float yDiff = fabs(mCards[mCurrentCard]->y - mCards[index]->y);
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float xDiff = fabs(mCards[mCurrentCard]->x - mCards[index]->x);
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float distance = sqrtf(yDiff * yDiff + xDiff * xDiff);
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if (distance < minDistance)
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// CardSelector does this thing where if the distance in the axis you're moving is less than the distance od the card on the opposite axis,
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// it would ignore the move - this made for some weird behavior where the UI wouldn't let you move in certain directions when a card looked reachable.
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// instead, I'm using a different logic - if there's a card in the direction that you're stepping, and it's within a defined radius, go for it.
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if (distance < minDistance && distance < kOverrideDistance)
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{
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minDistance = distance;
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selectedCardIndex = index;
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@@ -714,11 +720,12 @@ int Navigator::CardToCardZone(PlayGuiObject* inCard)
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else if (card->getCard()->isSpell())
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{
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//if (card->getCard()->target != NULL)
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// isAI = card->getCard()->target->owner->isAI();
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if (card->getCard()->target != NULL)
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isAI = card->getCard()->target->owner->isAI();
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// nasty hack: the lines above don't always work, as when an enchantment comes into play, its ability hasn't been activated yet,
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// so it doesn't yet have a target. Instead, we now look at the card's position, if it's in the top half of the screen, it goes into an AI zone
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isAI = card->y < JRenderer::GetInstance()->GetActualHeight() / 2;
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//isAI = card->y < JRenderer::GetInstance()->GetActualHeight() / 2;
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// enchantments that target creatures are treated as part of the creature zone
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if (card->getCard()->spellTargetType.find("creature") != string::npos)
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