Add support for Amonkhet Mechanics
and fix some cards. Added exerted trigger, event and add removemc keyword inside transforms ability so we can soft code Embalm and Eternalize...
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@@ -1406,6 +1406,28 @@ public:
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}
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};
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class TrCardExerted: public Trigger
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{
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public:
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TrCardExerted(GameObserver* observer, int id, MTGCardInstance * source, TargetChooser * tc, bool once = false) :
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Trigger(observer, id, source, once, tc)
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{
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}
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int triggerOnEventImpl(WEvent * event)
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{
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WEventCardExerted * e = dynamic_cast<WEventCardExerted *> (event);
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if (!e) return 0;
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if (!tc->canTarget(e->card)) return 0;
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return 1;
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}
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TrCardExerted * clone() const
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{
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return NEW TrCardExerted(*this);
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}
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};
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class TrCombatTrigger: public Trigger
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{
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public:
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@@ -5174,6 +5196,7 @@ public:
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list<int> oldcolors;
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list<int> oldtypes;
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vector<int> dontremove;
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bool removemc;
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bool addNewColors;
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bool remove;
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bool removeCreatureSubtypes;
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@@ -7290,6 +7313,57 @@ public:
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return NEW AProvoke(*this);
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}
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};
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//exert
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class AExert: public InstantAbility
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{
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public:
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MTGAbility * andAbility;
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AExert(GameObserver* observer, int _id, MTGCardInstance * _source, MTGCardInstance * _target) :
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InstantAbility(observer, _id, _source)
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{
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target = _target;
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andAbility = NULL;
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}
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int resolve()
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{
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MTGCardInstance * card = (MTGCardInstance *) target;
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if (card)
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{
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card->exerted = true;
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WEvent * e = NEW WEventCardExerted(card);
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game->receiveEvent(e);
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if(andAbility)
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{
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MTGAbility * andAbilityClone = andAbility->clone();
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andAbilityClone->target = card;
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if(andAbility->oneShot)
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{
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andAbilityClone->resolve();
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SAFE_DELETE(andAbilityClone);
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}
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else
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{
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andAbilityClone->addToGame();
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}
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}
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}
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return 1;
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}
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const string getMenuText()
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{
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return "Exert";
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}
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virtual ostream& toString(ostream& out) const
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{
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out << "AAExert ::: (";
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return InstantAbility::toString(out) << ")";
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}
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AExert * clone() const
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{
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return NEW AExert(*this);
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}
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};
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//------------------
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//trigger regen
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class ATriggerRegen: public InstantAbility
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