Erwan
- Fixed empty ActionStack "interrupt" messages - If no attackers are declared, go straight to Combat end phase - Once First strike damage is declared, attacking player needs to "actively" request a next phase event to go to the next damage step - Second Damage step is called "Combat Damage (2)" - UserRequestNextPhase is to be used knowing that it might not succeed - Step change for GuiCombat is now computed at GameObserver::nextGamePhase Note: Combat damage to creatures is not assigned when AI attacks. As this seems to be a problem with the previous SVN version, I4m still committing this change
This commit is contained in:
@@ -709,17 +709,7 @@ type=Sorcery
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mana={3}{U}{U}
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[/card]
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[card]
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text=Toxic Iguanar has deathtouch as long as you control a green permanent. (Whenever it deals damage to a creature, destroy that creature.)
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id=170956
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name=Toxic Iguanar
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rarity=C
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type=Creature
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mana={R}
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power=1
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subtype=Lizard
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toughness=1
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[/card]
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[card]
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text=Counter target spell. Basic landcycling {1}{U} ({1}{U}, Discard this card: Search your library for a basic land card, reveal it, and put it into your hand. Then shuffle your library.)
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id=179508
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@@ -17,9 +17,7 @@ belligerent hatchling
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next
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#blockers
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next
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#first strike
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next
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#damage
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#first strike damage
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next
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#end of combat
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[ASSERT]
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@@ -16,9 +16,7 @@ swamp
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benalish knight
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benalish knight
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next
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#first strike
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next
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#damage
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#first strike damage
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next
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#end
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[ASSERT]
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@@ -11,8 +11,6 @@ next
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1250
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next
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next
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next
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1370
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[ASSERT]
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COMBATEND
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[PLAYER1]
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@@ -10,8 +10,11 @@ white knight
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next
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fire elemental
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next
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#combat damage first strike
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next
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fire elemental
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#combat damage
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next
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#ocombat end
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[ASSERT]
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COMBATEND
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[PLAYER1]
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@@ -13,7 +13,7 @@ next
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1365
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next
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next
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1370
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next
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[ASSERT]
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COMBATEND
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[PLAYER1]
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@@ -9,10 +9,6 @@ next
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next
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#attackers
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next
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#blockers
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next
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#damage
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next
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#combat end
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[ASSERT]
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COMBATEND
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@@ -8,30 +8,7 @@ life:20
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inplay:1302
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[DO]
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next
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#untap 2
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next
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#upkeep 2
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next
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#draw 2
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next
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#main 2
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next
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#combatbegin 2
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next
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#attackers 2
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next
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#blockers 2
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next
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#combatdamage 2
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next
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#endofcombat 2
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next
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#main phase II 2
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next
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#eot 2
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next
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#cleanup2
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next
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eot
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#untap
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next
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#upkeep
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@@ -14,9 +14,7 @@ harpoon sniper
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choice 1
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grizzly bears
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next
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#damage
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next
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#combat end
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#combat end (no combat damage because no attacking creatures)
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[ASSERT]
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COMBATEND
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[PLAYER1]
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@@ -33,23 +33,7 @@ next
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1393
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1229
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1308
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next
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#combatbegin 2
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next
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#combatattackers 2
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next
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#combatblockers 2
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next
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#combatdamage 2
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next
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#endofcombat 2
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next
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#main phase II 2
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next
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#eot 2
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next
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#cleanup 2
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next
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eot
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#untap
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next
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#upkeep
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@@ -14,10 +14,6 @@ next
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next
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#attack
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next
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#blockers
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next
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#dmage
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next
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#end
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next
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#secondmain
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@@ -28,10 +28,6 @@ next
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#attackers 2
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1250
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next
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#blockers 2
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next
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#combatdamage 2
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next
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#endofcombat 2
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1250
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[ASSERT]
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@@ -19,10 +19,6 @@ next
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#attackers
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1250
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next
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#blockers
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next
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#damages
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next
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#combat end
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[ASSERT]
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COMBATEND
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@@ -7,8 +7,6 @@ inplay:Steelclad Serpent
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[DO]
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Steelclad Serpent
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next
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next
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next
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[ASSERT]
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COMBATEND
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[PLAYER1]
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@@ -14,10 +14,6 @@ next
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#attackers
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grizzly bears
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next
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#blockers
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next
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#damage
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next
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#combat ends
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[ASSERT]
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COMBATEND
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@@ -14,7 +14,7 @@ next
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1370
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next
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next
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1370
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next
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[ASSERT]
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COMBATEND
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[PLAYER1]
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@@ -66,6 +66,7 @@ class Interruptible: public PlayGuiObject, public Targetable{
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class NextGamePhase: public Interruptible {
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public:
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int resolve();
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bool extraDamagePhase();
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void Render();
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virtual ostream& toString(ostream& out) const;
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NextGamePhase(int id);
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@@ -30,6 +30,7 @@ public:
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ActionLayer * actionLayer();
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ActionStack * stackLayer();
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GuiCombat * combatLayer();
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void init();
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virtual void Update(float dt, Player * player);
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void CheckUserInput(int isAI);
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@@ -31,6 +31,7 @@ class GuiCombat : public GuiLayer
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~GuiCombat();
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virtual void Update(float dt);
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virtual void Render();
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bool clickOK();
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virtual bool CheckUserInput(u32 key);
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virtual int receiveEventPlus(WEvent* e);
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virtual int receiveEventMinus(WEvent* e);
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@@ -27,7 +27,7 @@ class MTGAttackRule:public MTGAbility{
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virtual ostream& toString(ostream& out) const;
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MTGAttackRule(int _id);
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const char * getMenuText(){return "Attacker";}
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void Update(float dt);
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int receiveEvent(WEvent * event);
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virtual MTGAttackRule * clone() const;
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};
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@@ -19,6 +19,8 @@ class Phase{
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};
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class PhaseRing{
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private:
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static bool extraDamagePhase(int id);
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public:
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list<Phase *> ring;
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list<Phase *>::iterator current;
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@@ -30,6 +32,8 @@ class PhaseRing{
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int addPhase(Phase * phase);
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int addPhaseBefore(int id, Player* player,int after_id, Player * after_player, int allOccurences = 1);
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int removePhase (int id, Player * player, int allOccurences = 1);
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static const char * phaseName(int id);
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};
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#endif
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@@ -497,8 +497,9 @@ int AIPlayer::chooseBlockers(){
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int AIPlayer::orderBlockers(){
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GameObserver * g = GameObserver::GetInstance();
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if (BLOCKERS == g->combatStep && g->currentPlayer==this)
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if (ORDER == g->combatStep && g->currentPlayer==this)
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{
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OutputDebugString("AIPLAYER: order blockers\n");
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g->userRequestNextGamePhase(); //TODO clever rank of blockers
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return 1;
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}
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@@ -747,7 +748,6 @@ int AIPlayerBaka::Act(float dt){
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}
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initTimer();
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if (combatDamages()){
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OutputDebugString("Damages and NOTHING ELSE\n");
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return 0;
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}
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interruptIfICan();
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@@ -12,25 +12,30 @@
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#include "../include/TargetChooser.h"
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#include "../include/CardGui.h"
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#include "../include/Translate.h"
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/*
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NextGamePhase requested by user
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*/
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int NextGamePhase::resolve(){
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GameObserver::GetInstance()->userRequestNextGamePhase();
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GameObserver::GetInstance()->nextGamePhase();
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return 1;
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}
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void NextGamePhase::Render(){
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int nextPhase = (GameObserver::GetInstance()->getCurrentGamePhase() + 1) % Constants::MTG_PHASE_CLEANUP;
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GameObserver * g = GameObserver::GetInstance();
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int nextPhase = (g->getCurrentGamePhase() + 1) % Constants::MTG_PHASE_CLEANUP;
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JLBFont * mFont = resources.GetJLBFont(Constants::MAIN_FONT);
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mFont->SetBase(0);
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mFont->SetScale(DEFAULT_MAIN_FONT_SCALE);
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char buffer[200];
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int playerId = 1;
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if (GameObserver::GetInstance()->currentActionPlayer == GameObserver::GetInstance()->players[1]) playerId = 2;
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sprintf(buffer, "%s %i : -> %s", _("Player").c_str(), playerId, _(Constants::MTGPhaseNames[nextPhase]).c_str());
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if (g->currentActionPlayer == GameObserver::GetInstance()->players[1]) playerId = 2;
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sprintf(buffer, "%s %i : -> %s", _("Player").c_str(), playerId, _(PhaseRing::phaseName(nextPhase)).c_str());
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mFont->DrawString(buffer, x + 30 , y, JGETEXT_LEFT);
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}
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@@ -71,6 +71,10 @@ ActionStack * DuelLayers::stackLayer(){
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return stack;
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}
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GuiCombat * DuelLayers::combatLayer(){
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return combat;
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}
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ActionLayer * DuelLayers::actionLayer(){
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return action;
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}
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@@ -81,11 +81,28 @@ void GameObserver::nextPlayer(){
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combatStep = BLOCKERS;
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}
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void GameObserver::nextGamePhase(){
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Phase * cPhaseOld = phaseRing->getCurrentPhase();
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if (cPhaseOld->id == Constants::MTG_PHASE_COMBATDAMAGE)
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if (FIRST_STRIKE == combatStep || END_FIRST_STRIKE == combatStep || DAMAGE == combatStep) {
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nextCombatStep(); return;
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}
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if (cPhaseOld->id == Constants::MTG_PHASE_COMBATBLOCKERS)
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if (BLOCKERS == combatStep) { nextCombatStep(); return; }
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phaseRing->forward();
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//Go directly to end of combat if no attackers
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if (cPhaseOld->id == Constants::MTG_PHASE_COMBATATTACKERS && !(currentPlayer->game->inPlay->getNextAttacker(NULL))){
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phaseRing->forward();
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phaseRing->forward();
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}
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Phase * cPhase = phaseRing->getCurrentPhase();
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currentGamePhase = cPhase->id;
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if (Constants::MTG_PHASE_COMBATDAMAGE == currentGamePhase)
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nextCombatStep();
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if (currentPlayer != cPhase->player) nextPlayer();
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@@ -152,11 +169,16 @@ void GameObserver::userRequestNextGamePhase(){
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if (mLayers->stackLayer()->getNext(NULL,0,NOT_RESOLVED)) return;
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if (getCurrentTargetChooser()) return;
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Phase * cPhaseOld = phaseRing->getCurrentPhase();
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if (cPhaseOld->id == Constants::MTG_PHASE_COMBATDAMAGE)
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if (FIRST_STRIKE == combatStep || END_FIRST_STRIKE == combatStep || DAMAGE == combatStep) { nextCombatStep(); return; }
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if (cPhaseOld->id == Constants::MTG_PHASE_COMBATBLOCKERS)
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if (BLOCKERS == combatStep) { nextCombatStep(); return; }
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nextGamePhase();
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if ((cPhaseOld->id == Constants::MTG_PHASE_COMBATBLOCKERS && combatStep == ORDER) ||
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cPhaseOld->id == Constants::MTG_PHASE_COMBATDAMAGE ||
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opponent()->isAI() ||
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options[GameOptions::phaseInterrupts[currentGamePhase]].number)
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mLayers->stackLayer()->AddNextGamePhase();
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else
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nextGamePhase();
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}
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int GameObserver::forceShuffleLibraries(){
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@@ -81,7 +81,7 @@ void GuiCombat::validateDamage()
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switch (step)
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{
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case FIRST_STRIKE : resolve(); go->nextCombatStep(); break;
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case DAMAGE : resolve(); go->userRequestNextGamePhase(); break;
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case DAMAGE : resolve(); go->nextGamePhase(); break;
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default: cout << "COMBAT : Cannot validate damage in this phase" << endl; break;
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}
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}
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@@ -117,6 +117,19 @@ void GuiCombat::removeOne(DefenserDamaged* blocker, CombatStep step)
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if (!(*it)->hasLethalDamage()) { (*it)->addDamage(1, activeAtk); break; }
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}
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|
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bool GuiCombat::clickOK(){
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switch (step)
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{
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case BLOCKERS : assert(false); return false; // that should not happen
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case ORDER : go->nextGamePhase(); return true;
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case FIRST_STRIKE : return false;
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case DAMAGE : validateDamage(); return true;
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case END_FIRST_STRIKE : return false;
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case END_DAMAGE : return false; // nothing;
|
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}
|
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return false;
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}
|
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|
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bool GuiCombat::CheckUserInput(u32 key)
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{
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if (NONE == cursor_pos) return false;
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@@ -147,15 +160,7 @@ bool GuiCombat::CheckUserInput(u32 key)
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}
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else if (OK == cursor_pos)
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{
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switch (step)
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{
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case BLOCKERS : assert(false); break; // that should not happen
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case ORDER : go->userRequestNextGamePhase(); break;
|
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case FIRST_STRIKE :
|
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case DAMAGE : validateDamage(); break;
|
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case END_FIRST_STRIKE :
|
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case END_DAMAGE : break; // nothing;
|
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}
|
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clickOK();
|
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}
|
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break;
|
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case PSP_CTRL_TRIANGLE:
|
||||
@@ -297,9 +302,13 @@ int GuiCombat::resolve() // Returns the number of damage objects dealt this turn
|
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for (vector<Damage>::iterator d = (*it)->damages.begin(); d != (*it)->damages.end(); ++d)
|
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stack->Add(NEW Damage(*d));
|
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}
|
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go->mLayers->stackLayer()->Add(stack);
|
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int v = stack->mCount;
|
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if (v > 0) go->mLayers->stackLayer()->resolve(); // This will delete the damage stack which will in turn delete the Damage it contains
|
||||
if (v > 0){
|
||||
go->mLayers->stackLayer()->Add(stack);
|
||||
go->mLayers->stackLayer()->resolve(); // This will delete the damage stack which will in turn delete the Damage it contains
|
||||
}else{
|
||||
SAFE_DELETE(stack);
|
||||
}
|
||||
return v;
|
||||
}
|
||||
|
||||
@@ -434,7 +443,7 @@ int GuiCombat::receiveEventMinus(WEvent* e)
|
||||
step = ORDER;
|
||||
}
|
||||
else
|
||||
go->userRequestNextGamePhase();
|
||||
go->nextGamePhase();
|
||||
return 1;
|
||||
}
|
||||
case FIRST_STRIKE:
|
||||
@@ -449,12 +458,15 @@ int GuiCombat::receiveEventMinus(WEvent* e)
|
||||
autoaffectDamage(*attacker, FIRST_STRIKE);
|
||||
if (0 == resolve())
|
||||
go->nextCombatStep();
|
||||
else
|
||||
go->mLayers->stackLayer()->AddNextGamePhase();
|
||||
//else go->mLayers->stackLayer()->AddNextGamePhase(); //uncomment to add "interrupt" offer after first strike, rather than giving priority to current player
|
||||
return 1;
|
||||
case DAMAGE: DAMAGE:
|
||||
step = event->step;
|
||||
if (!go->currentPlayer->displayStack()) { resolve(); go->userRequestNextGamePhase(); return 1; }
|
||||
if (!go->currentPlayer->displayStack()) {
|
||||
//resolve();
|
||||
go->nextGamePhase();
|
||||
return 1;
|
||||
}
|
||||
for (inner_iterator attacker = attackers.begin(); attacker != attackers.end(); ++attacker)
|
||||
autoaffectDamage(*attacker, step);
|
||||
for (inner_iterator it = attackers.begin(); it != attackers.end(); ++it)
|
||||
@@ -474,7 +486,8 @@ int GuiCombat::receiveEventMinus(WEvent* e)
|
||||
return 1;
|
||||
case END_DAMAGE:
|
||||
step = END_DAMAGE;
|
||||
if (resolve()) go->userRequestNextGamePhase();
|
||||
if (0 == resolve())
|
||||
go->nextGamePhase();
|
||||
return 1;
|
||||
}
|
||||
return 0;
|
||||
|
||||
@@ -103,16 +103,19 @@ int MTGAttackRule::isReactingToClick(MTGCardInstance * card, ManaCost * mana){
|
||||
return 0;
|
||||
}
|
||||
|
||||
void MTGAttackRule::Update(float dt){
|
||||
if (currentPhase != newPhase && currentPhase == Constants::MTG_PHASE_COMBATATTACKERS){
|
||||
Player * p = game->currentPlayer;
|
||||
MTGGameZone * z = p->game->inPlay;
|
||||
for (int i= 0; i < z->nb_cards; i++){
|
||||
MTGCardInstance * card = z->cards[i];
|
||||
if (!card->isAttacker() && card->has(Constants::MUSTATTACK)) reactToClick(card);
|
||||
int MTGAttackRule::receiveEvent(WEvent *e){
|
||||
if (WEventPhaseChange* event = dynamic_cast<WEventPhaseChange*>(e)) {
|
||||
if (Constants::MTG_PHASE_COMBATATTACKERS == event->from->id) {
|
||||
Player * p = game->currentPlayer;
|
||||
MTGGameZone * z = p->game->inPlay;
|
||||
for (int i= 0; i < z->nb_cards; i++){
|
||||
MTGCardInstance * card = z->cards[i];
|
||||
if (!card->isAttacker() && card->has(Constants::MUSTATTACK)) reactToClick(card);
|
||||
}
|
||||
return 1;
|
||||
}
|
||||
}
|
||||
MTGAbility::Update(dt);
|
||||
return 0;
|
||||
}
|
||||
|
||||
int MTGAttackRule::reactToClick(MTGCardInstance * card){
|
||||
|
||||
@@ -24,6 +24,26 @@ PhaseRing::~PhaseRing(){
|
||||
}
|
||||
}
|
||||
|
||||
//This needs to be controlled either by GameObserver or PhaseRing in the future
|
||||
bool PhaseRing::extraDamagePhase(int id){
|
||||
GameObserver * g = GameObserver::GetInstance();
|
||||
if (id != Constants::MTG_PHASE_COMBATEND) return false;
|
||||
if (g->combatStep != END_FIRST_STRIKE) return false;
|
||||
MTGGameZone * z = g->currentPlayer->game->inPlay;
|
||||
for (int i= 0; i < z->nb_cards; ++i){
|
||||
MTGCardInstance * card = z->cards[i];
|
||||
if (card->isAttacker() && !(card->has(Constants::FIRSTSTRIKE) || card->has(Constants::DOUBLESTRIKE))) return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
const char * PhaseRing::phaseName(int id){
|
||||
if (extraDamagePhase(id)) return "Combat Damage (2)";
|
||||
return Constants::MTGPhaseNames[id];
|
||||
}
|
||||
|
||||
|
||||
|
||||
Phase * PhaseRing::getCurrentPhase(){
|
||||
if (current == ring.end()){
|
||||
current = ring.begin();
|
||||
|
||||
@@ -3,6 +3,7 @@
|
||||
#include "../include/MTGAbility.h"
|
||||
#include "../include/MTGRules.h"
|
||||
#include "../include/ActionLayer.h"
|
||||
#include "../include/GuiCombat.h"
|
||||
|
||||
#include <string>
|
||||
using std::string;
|
||||
@@ -100,8 +101,11 @@ int TestSuiteAI::Act(float dt){
|
||||
humanMode = 1;
|
||||
return 1;
|
||||
}
|
||||
else if (action.compare("next")==0)
|
||||
g->userRequestNextGamePhase();
|
||||
else if (action.compare("next")==0){
|
||||
GuiCombat * gc = g->mLayers->combatLayer();
|
||||
if (ORDER == g->combatStep || DAMAGE == g->combatStep) gc->clickOK();
|
||||
else g->userRequestNextGamePhase();
|
||||
}
|
||||
else if (action.compare("yes")==0)
|
||||
g->mLayers->stackLayer()->setIsInterrupting(this);
|
||||
else if (action.compare("endinterruption")==0)
|
||||
|
||||
Reference in New Issue
Block a user