- Fixed Shadow Ability now works properly
- Added Generic KirdApe give P/W modifier when cards inplay - Added Rampage (WIP) does not work at the moment - Added Cards from diverse Sets
This commit is contained in:
@@ -2,150 +2,150 @@
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* Wagic, The Homebrew ?! is licensed under the BSD license
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* See LICENSE in the Folder's root
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* http://wololo.net/wagic/
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*/
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#ifndef _SPELLSTACK_H_
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#define _SPELLSTACK_H_
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#define MAX_SPELL_TARGETS 10
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#define ACTION_SPELL 10
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#define ACTION_DAMAGE 11
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#define ACTION_DAMAGES 12
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#define ACTION_NEXTGAMEPHASE 13
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#define ACTION_DRAW 14
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#define ACTION_PUTINGRAVEYARD 15
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#define ACTION_ABILITY 16
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#define NOT_RESOLVED -2
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#define RESOLVED_OK 1
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#define RESOLVED_NOK -1
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#include "../include/PlayGuiObject.h"
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#include "GuiLayers.h"
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#include "../include/TargetsList.h"
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#include "../include/Targetable.h"
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class GuiLayer;
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class PlayGuiObject;
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class MTGCardInstance;
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class GameObserver;
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class Player;
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class Damageable;
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class MTGAbility;
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class Targetable;
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class DamageStack;
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class ManaCost;
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#define ACTIONSTACK_STANDARD 0
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#define ACTIONSTACK_TARGET 1
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class Interruptible: public PlayGuiObject, public Targetable{
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public:
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int state, display;
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MTGCardInstance * source;
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virtual void Entering(){mHasFocus = true;};
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virtual bool Leaving(u32 key){mHasFocus = false;return true;};
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virtual bool ButtonPressed(){return true;};
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virtual int resolve(){return 0;};
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virtual void Render(){};
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int typeAsTarget(){return TARGET_STACKACTION;};
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Interruptible(int id,bool hasFocus = false):PlayGuiObject(id,40,x,y,hasFocus){state=NOT_RESOLVED;display=0;source=NULL;};
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};
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class NextGamePhase: public Interruptible {
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public:
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int resolve();
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void Render();
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NextGamePhase(int id);
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};
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class Spell: public Interruptible, public TargetsList {
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protected:
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public:
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ManaCost * cost;
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Spell(MTGCardInstance* _source);
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Spell(int id, MTGCardInstance* _source, Targetable * _targets[], int _nbtargets, ManaCost * _cost);
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~Spell();
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int resolve();
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void Render();
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};
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class StackAbility: public Interruptible {
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public:
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MTGAbility * ability;
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int resolve();
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void Render();
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StackAbility(int id, MTGAbility * _ability);
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};
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class PutInGraveyard: public Interruptible {
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public:
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MTGCardInstance * card;
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int removeFromGame;
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int resolve();
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void Render();
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PutInGraveyard(int id, MTGCardInstance * _card);
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};
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class DrawAction: public Interruptible {
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public:
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int nbcards;
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Player * player;
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int resolve();
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void Render();
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DrawAction(int id, Player * _player, int _nbcards);
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};
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class ActionStack :public GuiLayer{
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protected:
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int interruptDecision[2];
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int timer;
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int currentState;
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int mode;
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int checked;
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void unpackDamageStacks();
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void unpackDamageStack(DamageStack * ds);
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void repackDamageStacks();
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public:
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int setIsInterrupting(Player * player);
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int count( int type = 0 , int state = 0 , int display = -1);
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Interruptible * getPrevious(Interruptible * next, int type = 0, int state = 0 , int display = -1);
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int getPreviousIndex(Interruptible * next, int type = 0, int state = 0 , int display = -1);
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Interruptible * getNext(Interruptible * previous, int type = 0, int state = 0 , int display = -1);
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int getNextIndex(Interruptible * previous, int type = 0, int state = 0 , int display = -1);
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void Fizzle(Interruptible * action);
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Interruptible * _(int id);
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void cancelInterruptOffer(int cancelMode = 1);
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void endOfInterruption();
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Interruptible * getLatest(int state);
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Player * askIfWishesToInterrupt;
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int garbageCollect();
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int addAction(Interruptible * interruptible);
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int addSpell(MTGCardInstance* card, Targetable * targets[], int nbtargets, ManaCost * mana);
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int AddNextGamePhase();
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int addPutInGraveyard(MTGCardInstance * card);
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int addDraw(Player * player, int nbcards = 1);
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int addDamage(MTGCardInstance * _source, Damageable * target, int _damage);
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int addAbility(MTGAbility * ability);
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void Update(float dt);
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void CheckUserInput(float dt);
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virtual void Render();
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ActionStack(int id, GameObserver* _game);
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int resolve();
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int CombatDamages();
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int CombatDamages(int firststrike);
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int has(Interruptible * action);
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};
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#endif
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*/
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#ifndef _SPELLSTACK_H_
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#define _SPELLSTACK_H_
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#define MAX_SPELL_TARGETS 10
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#define ACTION_SPELL 10
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#define ACTION_DAMAGE 11
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#define ACTION_DAMAGES 12
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#define ACTION_NEXTGAMEPHASE 13
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#define ACTION_DRAW 14
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#define ACTION_PUTINGRAVEYARD 15
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#define ACTION_ABILITY 16
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#define NOT_RESOLVED -2
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#define RESOLVED_OK 1
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#define RESOLVED_NOK -1
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#include "../include/PlayGuiObject.h"
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#include "GuiLayers.h"
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#include "../include/TargetsList.h"
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#include "../include/Targetable.h"
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class GuiLayer;
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class PlayGuiObject;
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class MTGCardInstance;
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class GameObserver;
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class Player;
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class Damageable;
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class MTGAbility;
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class Targetable;
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class DamageStack;
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class ManaCost;
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#define ACTIONSTACK_STANDARD 0
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#define ACTIONSTACK_TARGET 1
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class Interruptible: public PlayGuiObject, public Targetable{
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public:
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int state, display;
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MTGCardInstance * source;
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virtual void Entering(){mHasFocus = true;};
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virtual bool Leaving(u32 key){mHasFocus = false;return true;};
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virtual bool ButtonPressed(){return true;};
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virtual int resolve(){return 0;};
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virtual void Render(){};
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int typeAsTarget(){return TARGET_STACKACTION;};
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Interruptible(int id,bool hasFocus = false):PlayGuiObject(id,40,x,y,hasFocus){state=NOT_RESOLVED;display=0;source=NULL;};
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};
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class NextGamePhase: public Interruptible {
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public:
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int resolve();
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void Render();
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NextGamePhase(int id);
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};
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class Spell: public Interruptible, public TargetsList {
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protected:
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public:
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ManaCost * cost;
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Spell(MTGCardInstance* _source);
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Spell(int id, MTGCardInstance* _source, Targetable * _targets[], int _nbtargets, ManaCost * _cost);
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~Spell();
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int resolve();
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void Render();
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};
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class StackAbility: public Interruptible {
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public:
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MTGAbility * ability;
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int resolve();
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void Render();
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StackAbility(int id, MTGAbility * _ability);
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};
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class PutInGraveyard: public Interruptible {
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public:
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MTGCardInstance * card;
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int removeFromGame;
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int resolve();
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void Render();
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PutInGraveyard(int id, MTGCardInstance * _card);
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};
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class DrawAction: public Interruptible {
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public:
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int nbcards;
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Player * player;
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int resolve();
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void Render();
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DrawAction(int id, Player * _player, int _nbcards);
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};
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class ActionStack :public GuiLayer{
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protected:
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int interruptDecision[2];
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int timer;
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int currentState;
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int mode;
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int checked;
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void unpackDamageStacks();
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void unpackDamageStack(DamageStack * ds);
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void repackDamageStacks();
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public:
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int setIsInterrupting(Player * player);
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int count( int type = 0 , int state = 0 , int display = -1);
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Interruptible * getPrevious(Interruptible * next, int type = 0, int state = 0 , int display = -1);
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int getPreviousIndex(Interruptible * next, int type = 0, int state = 0 , int display = -1);
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Interruptible * getNext(Interruptible * previous, int type = 0, int state = 0 , int display = -1);
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int getNextIndex(Interruptible * previous, int type = 0, int state = 0 , int display = -1);
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void Fizzle(Interruptible * action);
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Interruptible * _(int id);
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void cancelInterruptOffer(int cancelMode = 1);
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void endOfInterruption();
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Interruptible * getLatest(int state);
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Player * askIfWishesToInterrupt;
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int garbageCollect();
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int addAction(Interruptible * interruptible);
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int addSpell(MTGCardInstance* card, Targetable * targets[], int nbtargets, ManaCost * mana);
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int AddNextGamePhase();
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int addPutInGraveyard(MTGCardInstance * card);
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int addDraw(Player * player, int nbcards = 1);
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int addDamage(MTGCardInstance * _source, Damageable * target, int _damage);
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int addAbility(MTGAbility * ability);
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void Update(float dt);
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void CheckUserInput(float dt);
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virtual void Render();
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ActionStack(int id, GameObserver* _game);
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int resolve();
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int CombatDamages();
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int CombatDamages(int firststrike);
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int has(Interruptible * action);
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};
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#endif
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@@ -2715,7 +2715,6 @@ public:
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};
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// GiveLifeForTappedType
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class AGiveLifeForTappedType:public MTGAbility{
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public:
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char type[20];
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@@ -2746,6 +2745,67 @@ public:
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}
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};
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// People of the Woods
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class APeopleOfTheWoods:public ListMaintainerAbility{
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public:
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APeopleOfTheWoods(int _id, MTGCardInstance * _source):ListMaintainerAbility(_id, _source){
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}
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int canBeInList(MTGCardInstance * card){
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if (source->controller()->game->inPlay->hasCard(card) && card->hasType("forest") ) return 1;
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return 0;
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}
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int added(MTGCardInstance * card){
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source->addToToughness(1);
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return 1;
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}
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int removed(MTGCardInstance * card){
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source->addToToughness(-1);
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return 1;
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}
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};
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//Abomination Kill blocking creature if white or green
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class AAbomination :public MTGAbility{
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public:
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MTGCardInstance * opponents[20];
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int nbOpponents;
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AAbomination (int _id, MTGCardInstance * _source):MTGAbility(_id, _source){
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nbOpponents = 0;
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}
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void Update(float dt){
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if (newPhase != currentPhase){
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if( newPhase == MTG_PHASE_COMBATDAMAGE){
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nbOpponents = 0;
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MTGCardInstance * opponent = source->getNextOpponent();
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while (opponent && opponent->hasColor(MTG_COLOR_GREEN) || opponent->hasColor(MTG_COLOR_WHITE)){
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opponents[nbOpponents] = opponent;
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nbOpponents ++;
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opponent = source->getNextOpponent(opponent);
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}
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}else if (newPhase == MTG_PHASE_COMBATEND){
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for (int i = 0; i < nbOpponents ; i++){
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game->mLayers->stackLayer()->addPutInGraveyard(opponents[i]);
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}
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}
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}
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}
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int testDestroy(){
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if(!game->isInPlay(source) && currentPhase != MTG_PHASE_UNTAP){
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return 0;
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}else{
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return MTGAbility::testDestroy();
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}
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}
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};
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|
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|
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//Minion of Leshrac
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class AMinionofLeshrac: public TargetAbility{
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public:
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@@ -2808,5 +2868,114 @@ public:
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|
||||
};
|
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//CreaturePowerToughnessModifierForAllTypeControlled
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class ACreaturePowerToughnessModifierForAllTypeControlled:public ListMaintainerAbility{
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public:
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char type[20];
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ACreaturePowerToughnessModifierForAllTypeControlled(int _id, MTGCardInstance * _source, const char * _type):ListMaintainerAbility(_id, _source){
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}
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|
||||
int canBeInList(MTGCardInstance * card){
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if (source->controller()->game->inPlay->hasCard(card) && card->hasType(type) ) return 1;
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return 0;
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}
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|
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int added(MTGCardInstance * card){
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source->power += 1;
|
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source->addToToughness(1);
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return 1;
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}
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|
||||
int removed(MTGCardInstance * card){
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source->power -= 1;
|
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source->addToToughness(-1);
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return 1;
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}
|
||||
|
||||
};
|
||||
|
||||
//GenericKirdApe
|
||||
class AGenericKirdApe:public MTGAbility{
|
||||
public:
|
||||
int init;
|
||||
char type [20];
|
||||
int power;
|
||||
int toughness;
|
||||
AGenericKirdApe(int _id, MTGCardInstance * _source, const char * _type, int _power, int _toughness):MTGAbility(_id, _source){
|
||||
init = 0;
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||||
}
|
||||
|
||||
void Update(float dt){
|
||||
if (source->controller()->game->inPlay->hasType(type)){
|
||||
if(!init){
|
||||
init = 1;
|
||||
source->power+=power;
|
||||
source->addToToughness(toughness);
|
||||
}
|
||||
}else{
|
||||
if (init){
|
||||
init = 0;
|
||||
source->power-=power;
|
||||
source->addToToughness(-toughness);
|
||||
}
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
|
||||
//Rampage ability Tentative 2
|
||||
class ARampageAbility:public MTGAbility{
|
||||
public:
|
||||
int nbOpponents;
|
||||
int PowerModifier;
|
||||
int ToughnessModifier;
|
||||
int modifier;
|
||||
ARampageAbility(int _id, MTGCardInstance * _source,int _PowerModifier, int _ToughnessModifier):MTGAbility(_id, _source){
|
||||
modifier=0;
|
||||
}
|
||||
void Update(float dt){
|
||||
if (source->isAttacker()){
|
||||
MTGInPlay * inPlay = game->opponent()->game->inPlay;
|
||||
for (int i = 0; i < inPlay->nb_cards; i ++){
|
||||
MTGCardInstance * current = inPlay->cards[i];
|
||||
if (current->isDefenser()){
|
||||
modifier++;
|
||||
}
|
||||
}
|
||||
source->power+= (PowerModifier * modifier);
|
||||
source->addToToughness(ToughnessModifier * modifier);
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
|
||||
//Rampage ability Tentative 1 - Did not work as expected
|
||||
class A1RampageAbility:public MTGAbility{
|
||||
public:
|
||||
MTGCardInstance * opponents[20];
|
||||
int nbOpponents;
|
||||
int PowerModifier;
|
||||
int ToughnessModifier;
|
||||
A1RampageAbility(int _id, MTGCardInstance * _source,int _PowerModifier, int _ToughnessModifier):MTGAbility(_id, _source){
|
||||
nbOpponents = 0;
|
||||
}
|
||||
|
||||
void Update(float dt){
|
||||
if (source->isAttacker()){
|
||||
if (newPhase != currentPhase){
|
||||
if( newPhase == MTG_PHASE_COMBATDAMAGE){
|
||||
nbOpponents = 0;
|
||||
MTGCardInstance * opponent = source->getNextOpponent();
|
||||
while (opponent){
|
||||
opponents[nbOpponents] = opponent;
|
||||
nbOpponents ++;
|
||||
source->power+= PowerModifier;
|
||||
source->addToToughness(ToughnessModifier);
|
||||
opponent = source->getNextOpponent(opponent);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
};
|
||||
#endif
|
||||
|
||||
@@ -93,8 +93,10 @@ static int _b[7] = {20, 0, 140,15, 50,255,128};
|
||||
#define MOUNTAINHOME 33
|
||||
#define SWAMPHOME 34
|
||||
#define PLAINSHOME 35
|
||||
#define FLANKING 36
|
||||
#define RAMPAGE1 37
|
||||
|
||||
#define NB_BASIC_ABILITIES 36
|
||||
#define NB_BASIC_ABILITIES 38
|
||||
|
||||
static const char * MTGBasicAbilities[] = {
|
||||
"trample",
|
||||
@@ -132,7 +134,9 @@ static const char * MTGBasicAbilities[] = {
|
||||
"islandhome",
|
||||
"moutainhome",
|
||||
"swamphome",
|
||||
"plainshome"
|
||||
"plainshome",
|
||||
"flanking",
|
||||
"rampage",
|
||||
};
|
||||
|
||||
|
||||
|
||||
@@ -154,6 +154,17 @@ int AbilityFactory::magicText(int id, Spell * spell, MTGCardInstance * card){
|
||||
result++;
|
||||
continue;
|
||||
}
|
||||
//Tentative Destroyall not working char is not compatible with string variable
|
||||
//found = s.find("destroyall(");
|
||||
//if (found != string::npos){
|
||||
// if (dryMode) return BAKA_EFFECT_GOOD;
|
||||
// unsigned int end = s.find(")", found+11);
|
||||
// if (end != string::npos){
|
||||
// string type = s.substr(found+11,end-found-11).c_str();
|
||||
// destroyAllFromTypeInPlay(type.c_str(), card);
|
||||
// result++;
|
||||
// continue;
|
||||
//}
|
||||
|
||||
//Regeneration
|
||||
found = s.find("}:regenerate");
|
||||
@@ -200,6 +211,10 @@ int AbilityFactory::magicText(int id, Spell * spell, MTGCardInstance * card){
|
||||
continue;
|
||||
}
|
||||
|
||||
//Summon
|
||||
|
||||
//Reveal Take Target and put in in hand (should be also able to target hand since some card needs you to reveal a card in your hand
|
||||
|
||||
//Damage
|
||||
found = s.find("damage");
|
||||
if (found != string::npos){
|
||||
@@ -959,8 +974,7 @@ void AbilityFactory::addAbilities(int _id, Spell * spell){
|
||||
{
|
||||
MTGPlayerCards * zones = card->target->controller()->game;
|
||||
zones->putInZone(card->target,zones->inPlay,zones->hand);
|
||||
break;
|
||||
|
||||
break;
|
||||
}
|
||||
case 1235: //Aspect of Wolf
|
||||
{
|
||||
@@ -1256,6 +1270,77 @@ void AbilityFactory::addAbilities(int _id, Spell * spell){
|
||||
break;
|
||||
}
|
||||
|
||||
|
||||
// Addons ALA
|
||||
|
||||
case 175114: // Master of Etherium
|
||||
{
|
||||
game->addObserver(NEW ACreaturePowerToughnessModifierForAllTypeControlled(_id,card,"artifact"));
|
||||
break;
|
||||
}
|
||||
|
||||
case 174989: // Wild Nacatl
|
||||
{
|
||||
game->addObserver(NEW AGenericKirdApe(_id,card,"plains",1,1));
|
||||
game->addObserver(NEW AGenericKirdApe(_id,card,"moutain",1,1));
|
||||
break;
|
||||
}
|
||||
|
||||
//Addons The Dark
|
||||
|
||||
case 1797: //Inferno does 6 damage to all players and all creatures.
|
||||
{
|
||||
for (int i = 0; i < 2 ; i++){
|
||||
game->mLayers->stackLayer()->addDamage(card, game->players[i], 6);
|
||||
for (int j = 0; j < game->players[i]->game->inPlay->nb_cards; j++){
|
||||
MTGCardInstance * current = game->players[i]->game->inPlay->cards[j];
|
||||
if (current->isACreature()){
|
||||
game->mLayers->stackLayer()->addDamage(card, current, 6);
|
||||
}
|
||||
}
|
||||
}
|
||||
break;
|
||||
}
|
||||
|
||||
case 1773 : //People of the Woods
|
||||
{
|
||||
game->addObserver(NEW APeopleOfTheWoods(_id, card));
|
||||
break;
|
||||
}
|
||||
|
||||
case 1818: //Tivadar's Crusade
|
||||
{
|
||||
destroyAllFromTypeInPlay("goblin", card);
|
||||
break;
|
||||
}
|
||||
|
||||
//Addons Legends
|
||||
case 1470: //Acid Rain
|
||||
{
|
||||
destroyAllFromTypeInPlay("forest", card);
|
||||
break;
|
||||
}
|
||||
case 1427: //Abomination
|
||||
{
|
||||
game->addObserver(NEW AAbomination(_id,card));
|
||||
break;
|
||||
}
|
||||
case 1533: //Livingplane
|
||||
{
|
||||
game->addObserver(NEW AConvertLandToCreatures(id, card, "land"));
|
||||
break;
|
||||
}
|
||||
case 1607: //Divine Offering
|
||||
{
|
||||
card->target->controller()->game->putInGraveyard(card->target);
|
||||
game->currentlyActing()->life+= card->target->getManaCost()->getConvertedCost();
|
||||
break;
|
||||
}
|
||||
case 1625: //Lifeblood
|
||||
{
|
||||
game->addObserver(NEW AGiveLifeForTappedType (_id, card, "island"));
|
||||
break;
|
||||
}
|
||||
//Addons ICE-AGE Cards
|
||||
case 2631: //Jokulhaups
|
||||
{
|
||||
@@ -1385,6 +1470,12 @@ void AbilityFactory::addAbilities(int _id, Spell * spell){
|
||||
if (card->basicAbilities[PLAINSHOME]){
|
||||
game->addObserver(NEW AStrongLandLinkCreature(_id, card,"plains"));
|
||||
}
|
||||
// New Abilities Flanking and Rampage
|
||||
|
||||
if (card->basicAbilities [RAMPAGE1]){
|
||||
game->addObserver (NEW ARampageAbility(_id, card, 1, 1));
|
||||
}
|
||||
|
||||
//Instants are put in the graveyard automatically if that's not already done
|
||||
if (!putSourceInGraveyard){
|
||||
if (card->hasType("instant") || card->hasType("sorcery")){
|
||||
|
||||
@@ -233,23 +233,22 @@ int MTGCardInstance::setToughness(int value){
|
||||
|
||||
int MTGCardInstance::canBlock(){
|
||||
if (!tapped && isACreature())return 1;
|
||||
if (!basicAbilities[SHADOW]&& isACreature()) return 1; // Try to add shadow
|
||||
return 0;
|
||||
}
|
||||
|
||||
|
||||
int MTGCardInstance::canBlock(MTGCardInstance * opponent){
|
||||
if (!canBlock()) return 0;
|
||||
if (!opponent) return 1;
|
||||
if (!opponent->isAttacker()) return 0;
|
||||
|
||||
// Comprehensive rule 502.7f : If a creature with protection attacks, it can't be blocked by creatures that have the stated quality.
|
||||
if (opponent->protectedAgainst(this)) return 0;
|
||||
|
||||
if (opponent->basicAbilities[UNBLOCKABLE]) return 0;
|
||||
if (opponent->basicAbilities[FEAR] && !(hasColor(MTG_COLOR_ARTIFACT) || hasColor(MTG_COLOR_BLACK))) return 0;
|
||||
if (opponent->basicAbilities[FLYING] && !( basicAbilities[FLYING] || basicAbilities[REACH])) return 0;
|
||||
// If opponent has shadow and a creature does not have either shadow or reachshadow it cannot be blocked
|
||||
if (opponent->basicAbilities[SHADOW] && !( basicAbilities[SHADOW] || basicAbilities[REACHSHADOW])) return 0;
|
||||
// If opponent does not have shadow and a creature has shadow it cannot be blocked
|
||||
if (!opponent->basicAbilities[SHADOW] && basicAbilities[SHADOW]) return 0;
|
||||
if (opponent->basicAbilities[SWAMPWALK] && controller()->game->inPlay->hasType("swamp")) return 0;
|
||||
if (opponent->basicAbilities[FORESTWALK] && controller()->game->inPlay->hasType("forest")) return 0;
|
||||
if (opponent->basicAbilities[ISLANDWALK] && controller()->game->inPlay->hasType("island")) return 0;
|
||||
@@ -258,7 +257,6 @@ int MTGCardInstance::canBlock(MTGCardInstance * opponent){
|
||||
return 1;
|
||||
}
|
||||
|
||||
|
||||
MTGCardInstance * MTGCardInstance::getNextPartner(){
|
||||
MTGInPlay * inplay = controller()->game->inPlay;
|
||||
MTGCardInstance * bandingPartner = inplay->getNextAttacker(banding);
|
||||
|
||||
Reference in New Issue
Block a user