Minor refactor of AACloner::resolve() - two code paths were complete duplicates except for the MTGCard*.

This commit is contained in:
wrenczes@gmail.com
2010-11-02 09:26:37 +00:00
parent eef54c259b
commit 685626128a
2 changed files with 38 additions and 52 deletions

View File

@@ -787,54 +787,33 @@ public:
}
int resolve(){
MTGCardInstance * _target = (MTGCardInstance *) target;
if(_target && !_target->isToken){
MTGCardInstance * myClone;
MTGCard * clone = GameApp::collection->getCardById(_target->getId());
myClone = NULL;
if(who != 1) myClone = NEW MTGCardInstance(clone,source->controller()->game);
if(who == 1) myClone = NEW MTGCardInstance(clone,source->controller()->opponent()->game);
if(who != 1) source->controller()->game->temp->addCard(myClone);
else source->controller()->opponent()->game->temp->addCard(myClone);
Spell * spell = NEW Spell(myClone);
spell->resolve();
spell->source->isToken = 1;
spell->source->fresh = 1;
list<int>::iterator it;
for ( it=awith.begin() ; it != awith.end(); it++ ){
spell->source->basicAbilities[*it] = 1;
}
for ( it=colors.begin() ; it != colors.end(); it++ ){
spell->source->setColor(*it);
}
delete spell;
return 1;
}
if(_target && _target->isToken){
MTGCardInstance * myClone;
MTGCardInstance * clone = _target;
myClone = NULL;
if(who != 1) myClone = NEW MTGCardInstance(clone,source->controller()->game);
if(who == 1) myClone = NEW MTGCardInstance(clone,source->controller()->opponent()->game);
if(who != 1) source->controller()->game->temp->addCard(myClone);
else source->controller()->opponent()->game->temp->addCard(myClone);
Spell * spell = NEW Spell(myClone);
spell->resolve();
spell->source->isToken = 1;
spell->source->fresh = 1;
list<int>::iterator it;
for ( it=awith.begin() ; it != awith.end(); it++ ){
spell->source->basicAbilities[*it] = 1;
}
for ( it=colors.begin() ; it != colors.end(); it++ ){
spell->source->setColor(*it);
}
delete spell;
return 1;
}
return 0;
}
int resolve(){
MTGCardInstance * _target = (MTGCardInstance *) target;
if(_target)
{
MTGCardInstance * myClone = NULL;
MTGCard* clone = (_target->isToken ? _target : GameApp::collection->getCardById(_target->getId()));
if(who != 1) myClone = NEW MTGCardInstance(clone,source->controller()->game);
if(who == 1) myClone = NEW MTGCardInstance(clone,source->controller()->opponent()->game);
if(who != 1) source->controller()->game->temp->addCard(myClone);
else source->controller()->opponent()->game->temp->addCard(myClone);
Spell * spell = NEW Spell(myClone);
spell->resolve();
spell->source->isToken = 1;
spell->source->fresh = 1;
list<int>::iterator it;
for ( it=awith.begin() ; it != awith.end(); it++ ){
spell->source->basicAbilities[*it] = 1;
}
for ( it=colors.begin() ; it != colors.end(); it++ ){
spell->source->setColor(*it);
}
delete spell;
return 1;
}
return 0;
}
const char * getMenuText(){
if(who == 1) return "Clone For Opponent";

View File

@@ -6,6 +6,8 @@
namespace
{
const Pos kDefaultCardPosition(300, 150, 1.0, 0.0, 220);
// the diagonal length of a card, doubled
const float kOverrideDistance = sqrtf(powf(CardGui::Width, 2) + powf(CardGui::Height, 2)) * 2;
enum
{
@@ -246,7 +248,11 @@ public:
float yDiff = fabs(mCards[mCurrentCard]->y - mCards[index]->y);
float xDiff = fabs(mCards[mCurrentCard]->x - mCards[index]->x);
float distance = sqrtf(yDiff * yDiff + xDiff * xDiff);
if (distance < minDistance)
// 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,
// 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.
// 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.
if (distance < minDistance && distance < kOverrideDistance)
{
minDistance = distance;
selectedCardIndex = index;
@@ -714,11 +720,12 @@ int Navigator::CardToCardZone(PlayGuiObject* inCard)
else if (card->getCard()->isSpell())
{
//if (card->getCard()->target != NULL)
// isAI = card->getCard()->target->owner->isAI();
if (card->getCard()->target != NULL)
isAI = card->getCard()->target->owner->isAI();
// nasty hack: the lines above don't always work, as when an enchantment comes into play, its ability hasn't been activated yet,
// 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
isAI = card->y < JRenderer::GetInstance()->GetActualHeight() / 2;
//isAI = card->y < JRenderer::GetInstance()->GetActualHeight() / 2;
// enchantments that target creatures are treated as part of the creature zone
if (card->getCard()->spellTargetType.find("creature") != string::npos)