- 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

@@ -3,6 +3,7 @@
#include "../include/MTGAbility.h"
#include "../include/MTGRules.h"
#include "../include/ActionLayer.h"
#include "../include/GuiCombat.h"
#include <string>
using std::string;
@@ -100,8 +101,11 @@ int TestSuiteAI::Act(float dt){
humanMode = 1;
return 1;
}
else if (action.compare("next")==0)
g->userRequestNextGamePhase();
else if (action.compare("next")==0){
GuiCombat * gc = g->mLayers->combatLayer();
if (ORDER == g->combatStep || DAMAGE == g->combatStep) gc->clickOK();
else g->userRequestNextGamePhase();
}
else if (action.compare("yes")==0)
g->mLayers->stackLayer()->setIsInterrupting(this);
else if (action.compare("endinterruption")==0)