Erwan
- The AI can now use May Abilities
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@@ -515,29 +515,6 @@ void ActionStack::repackDamageStacks(){
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}
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if (!found) ++iter;
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}
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/*
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for (int i = mCount-1; i >=0; i--){
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Interruptible * action = ((Interruptible *)mObjects[i]);
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if (action->type == ACTION_DAMAGE){
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Damage * damage = (Damage *) action;
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for (int j = 0; j < mCount; j++){
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Interruptible * action2 = ((Interruptible *)mObjects[j]);
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if (action2->type == ACTION_DAMAGES){
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DamageStack * ds = (DamageStack *) action2;
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for (int k = 0; k< ds->mCount; k++){
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Damage * dsdamage = ((Damage *)ds->mObjects[k]);
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if (dsdamage==damage){
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//Remove(damage);
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mObjects[i] = mObjects[mCount-1];
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mCount--;
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}
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}
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}
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}
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}
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}
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*/
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}
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void ActionStack::Update(float dt){
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@@ -580,27 +557,27 @@ void ActionStack::Update(float dt){
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if (getLatest(NOT_RESOLVED)){
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int currentPlayerId = 0;
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int otherPlayerId = 1;
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if (game->currentPlayer != game->players[0]){
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currentPlayerId = 1;
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otherPlayerId = 0;
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}
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if (interruptDecision[currentPlayerId] == 0){
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askIfWishesToInterrupt = game->players[currentPlayerId];
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game->isInterrupting = game->players[currentPlayerId];
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modal = 1;
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}else if (interruptDecision[currentPlayerId] == -1){
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game->isInterrupting = game->players[currentPlayerId];
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if (game->currentlyActing() != game->players[0]){
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currentPlayerId = 1;
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otherPlayerId = 0;
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}
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if (interruptDecision[currentPlayerId] == 0){
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askIfWishesToInterrupt = game->players[currentPlayerId];
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game->isInterrupting = game->players[currentPlayerId];
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modal = 1;
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}else if (interruptDecision[currentPlayerId] == -1){
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game->isInterrupting = game->players[currentPlayerId];
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}else{
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if (interruptDecision[otherPlayerId] == 0){
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askIfWishesToInterrupt = game->players[otherPlayerId];
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game->isInterrupting = game->players[otherPlayerId];
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modal = 1;
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}else if (interruptDecision[otherPlayerId] == -1){
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game->isInterrupting = game->players[otherPlayerId];
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}else{
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resolve();
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}
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}else{
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if (interruptDecision[otherPlayerId] == 0){
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askIfWishesToInterrupt = game->players[otherPlayerId];
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game->isInterrupting = game->players[otherPlayerId];
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modal = 1;
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}else if (interruptDecision[otherPlayerId] == -1){
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game->isInterrupting = game->players[otherPlayerId];
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}else{
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resolve();
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}
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}
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}
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}else if (mode == ACTIONSTACK_TARGET){
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