- 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:
wagic.the.homebrew@gmail.com
2009-09-13 12:42:18 +00:00
parent 1f67998d7a
commit 7ce2c563e1
29 changed files with 130 additions and 128 deletions

View File

@@ -31,6 +31,7 @@ class GuiCombat : public GuiLayer
~GuiCombat();
virtual void Update(float dt);
virtual void Render();
bool clickOK();
virtual bool CheckUserInput(u32 key);
virtual int receiveEventPlus(WEvent* e);
virtual int receiveEventMinus(WEvent* e);