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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@@ -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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