- Fixed a bug where the AI would block its own attacking creatures (I reintroduced that bug recently when I removed a safeguard Zethfox had added a while ago)
- Added a way to specify "no interrupt" in modrules.xml (I need to write a doc about this file) for a given game. This does not mean the stack does not show up (the stack is interesting to see what the opponent does), but that it only offers to continue.
This commit is contained in:
@@ -46,6 +46,10 @@ bool ModRules::load(string filename)
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{
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cards.parse(element);
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}
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else if (strcmp(element->Value(), "game") == 0)
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{
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game.parse(element);
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}
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}
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}
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return true;
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@@ -174,21 +178,27 @@ ModRulesMenu::~ModRulesMenu()
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other.clear();
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}
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//inGame rules
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ModRulesGame::ModRulesGame()
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{
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mCanInterrupt = true;
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}
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void ModRulesGame::parse(TiXmlElement* element)
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{
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int value = ModRules::getValueAsInt(element, "canInterrupt");
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if (value != -1)
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mCanInterrupt = value;
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}
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//General Rules
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ModRulesGeneral::ModRulesGeneral()
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{
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mHasDeckEditor = true;
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mHasShop = true;
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}
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int ModRules::getValueAsInt(TiXmlElement* element, string childName){
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TiXmlNode* node = element->FirstChild(childName.c_str());
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if (node) {
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const char* value = node->ToElement()->GetText();
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return atoi(value);
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}
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return -1;
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}
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void ModRulesGeneral::parse(TiXmlElement* element)
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{
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int value = ModRules::getValueAsInt(element, "hasDeckEditor");
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@@ -201,6 +211,15 @@ void ModRulesGeneral::parse(TiXmlElement* element)
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}
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int ModRules::getValueAsInt(TiXmlElement* element, string childName){
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TiXmlNode* node = element->FirstChild(childName.c_str());
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if (node) {
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const char* value = node->ToElement()->GetText();
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return atoi(value);
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}
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return -1;
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}
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ModRulesCards::ModRulesCards()
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{
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activateEffect = NEW SimpleCardEffectRotate(M_PI/2); //Default activation effect
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