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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@@ -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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