added support for "prevent next [number] damage" to player/creature.
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@@ -40,7 +40,8 @@ MTGCardInstance * Rules::getCardByMTGId(int mtgid){
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RulesPlayerData::RulesPlayerData(){
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life = 20;
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poisonCount = 0;
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damageCount = 0;
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damageCount = 0;
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preventable = 0;
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manapool = NEW ManaCost();
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avatar = "";
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}
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@@ -82,8 +83,11 @@ void RulesState::parsePlayerState(int playerId, string s){
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}else if(areaS.compare("poisonCount") == 0){
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playerData[playerId].poisonCount = atoi((s.substr(limiter+1)).c_str());
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return;
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}else if(areaS.compare("damageCount") == 0){
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}else if(areaS.compare("damageCount") == 0){
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playerData[playerId].damageCount = atoi((s.substr(limiter+1)).c_str());
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return;
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}else if(areaS.compare("preventable") == 0){
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playerData[playerId].preventable = atoi((s.substr(limiter+1)).c_str());
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return;
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}else if(areaS.compare("avatar") == 0){
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playerData[playerId].avatar = s.substr(limiter+1);
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@@ -283,6 +287,7 @@ void Rules::initGame(){
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p->life = initState.playerData[i].life;
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p->poisonCount = initState.playerData[i].poisonCount;
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p->damageCount = initState.playerData[i].damageCount;
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p->preventable = initState.playerData[i].preventable;
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p->getManaPool()->copy(initState.playerData[i].manapool);
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if (initState.playerData[i].avatar.size()) {
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p->loadAvatar(initState.playerData[i].avatar);
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@@ -330,6 +335,7 @@ void RulesPlayerData::cleanup(){
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life=20;
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poisonCount=0;
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damageCount=0;
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preventable=0;
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}
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void RulesState::cleanup(){
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