- 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

@@ -497,8 +497,9 @@ int AIPlayer::chooseBlockers(){
int AIPlayer::orderBlockers(){
GameObserver * g = GameObserver::GetInstance();
if (BLOCKERS == g->combatStep && g->currentPlayer==this)
if (ORDER == g->combatStep && g->currentPlayer==this)
{
OutputDebugString("AIPLAYER: order blockers\n");
g->userRequestNextGamePhase(); //TODO clever rank of blockers
return 1;
}
@@ -747,7 +748,6 @@ int AIPlayerBaka::Act(float dt){
}
initTimer();
if (combatDamages()){
OutputDebugString("Damages and NOTHING ELSE\n");
return 0;
}
interruptIfICan();