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