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:
@@ -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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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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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:
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@@ -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
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if (v > 0){
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go->mLayers->stackLayer()->Add(stack);
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go->mLayers->stackLayer()->resolve(); // This will delete the damage stack which will in turn delete the Damage it contains
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}else{
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SAFE_DELETE(stack);
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}
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return v;
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}
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@@ -434,7 +443,7 @@ int GuiCombat::receiveEventMinus(WEvent* e)
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step = ORDER;
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}
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else
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go->userRequestNextGamePhase();
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go->nextGamePhase();
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return 1;
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}
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case FIRST_STRIKE:
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@@ -449,12 +458,15 @@ int GuiCombat::receiveEventMinus(WEvent* e)
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autoaffectDamage(*attacker, FIRST_STRIKE);
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if (0 == resolve())
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go->nextCombatStep();
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else
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go->mLayers->stackLayer()->AddNextGamePhase();
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//else go->mLayers->stackLayer()->AddNextGamePhase(); //uncomment to add "interrupt" offer after first strike, rather than giving priority to current player
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return 1;
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case DAMAGE: DAMAGE:
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step = event->step;
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if (!go->currentPlayer->displayStack()) { resolve(); go->userRequestNextGamePhase(); return 1; }
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if (!go->currentPlayer->displayStack()) {
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//resolve();
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go->nextGamePhase();
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return 1;
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}
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for (inner_iterator attacker = attackers.begin(); attacker != attackers.end(); ++attacker)
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autoaffectDamage(*attacker, step);
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for (inner_iterator it = attackers.begin(); it != attackers.end(); ++it)
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@@ -474,7 +486,8 @@ int GuiCombat::receiveEventMinus(WEvent* e)
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return 1;
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case END_DAMAGE:
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step = END_DAMAGE;
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if (resolve()) go->userRequestNextGamePhase();
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if (0 == resolve())
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go->nextGamePhase();
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return 1;
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}
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return 0;
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@@ -103,16 +103,19 @@ int MTGAttackRule::isReactingToClick(MTGCardInstance * card, ManaCost * mana){
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return 0;
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}
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void MTGAttackRule::Update(float dt){
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if (currentPhase != newPhase && currentPhase == Constants::MTG_PHASE_COMBATATTACKERS){
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Player * p = game->currentPlayer;
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MTGGameZone * z = p->game->inPlay;
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for (int i= 0; i < z->nb_cards; i++){
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MTGCardInstance * card = z->cards[i];
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if (!card->isAttacker() && card->has(Constants::MUSTATTACK)) reactToClick(card);
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int MTGAttackRule::receiveEvent(WEvent *e){
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if (WEventPhaseChange* event = dynamic_cast<WEventPhaseChange*>(e)) {
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if (Constants::MTG_PHASE_COMBATATTACKERS == event->from->id) {
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Player * p = game->currentPlayer;
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MTGGameZone * z = p->game->inPlay;
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for (int i= 0; i < z->nb_cards; i++){
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MTGCardInstance * card = z->cards[i];
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if (!card->isAttacker() && card->has(Constants::MUSTATTACK)) reactToClick(card);
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}
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return 1;
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}
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}
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MTGAbility::Update(dt);
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return 0;
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}
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int MTGAttackRule::reactToClick(MTGCardInstance * card){
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@@ -24,6 +24,26 @@ PhaseRing::~PhaseRing(){
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}
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}
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//This needs to be controlled either by GameObserver or PhaseRing in the future
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bool PhaseRing::extraDamagePhase(int id){
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GameObserver * g = GameObserver::GetInstance();
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if (id != Constants::MTG_PHASE_COMBATEND) return false;
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if (g->combatStep != END_FIRST_STRIKE) return false;
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MTGGameZone * z = g->currentPlayer->game->inPlay;
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for (int i= 0; i < z->nb_cards; ++i){
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MTGCardInstance * card = z->cards[i];
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if (card->isAttacker() && !(card->has(Constants::FIRSTSTRIKE) || card->has(Constants::DOUBLESTRIKE))) return true;
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}
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return false;
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}
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const char * PhaseRing::phaseName(int id){
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if (extraDamagePhase(id)) return "Combat Damage (2)";
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return Constants::MTGPhaseNames[id];
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}
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Phase * PhaseRing::getCurrentPhase(){
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if (current == ring.end()){
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current = ring.begin();
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@@ -3,6 +3,7 @@
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#include "../include/MTGAbility.h"
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#include "../include/MTGRules.h"
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#include "../include/ActionLayer.h"
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#include "../include/GuiCombat.h"
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#include <string>
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using std::string;
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@@ -100,8 +101,11 @@ int TestSuiteAI::Act(float dt){
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humanMode = 1;
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return 1;
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}
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else if (action.compare("next")==0)
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g->userRequestNextGamePhase();
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else if (action.compare("next")==0){
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GuiCombat * gc = g->mLayers->combatLayer();
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if (ORDER == g->combatStep || DAMAGE == g->combatStep) gc->clickOK();
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else g->userRequestNextGamePhase();
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}
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else if (action.compare("yes")==0)
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g->mLayers->stackLayer()->setIsInterrupting(this);
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else if (action.compare("endinterruption")==0)
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Block a user