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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@@ -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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