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
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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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