Erwan
- Yet another attempt at fixing counterspells. Needs testing
This commit is contained in:
@@ -42,6 +42,8 @@ control_magic2.txt
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counsel_of_the_soratami.txt
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counterspell.txt
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counterspell2.txt
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counterspell3.txt
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counterspell4.txt
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creature_bond.txt
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deja_vu.txt
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dingus_egg.txt
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@@ -115,4 +117,3 @@ zombify.txt
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#Momir Basic Tests
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########################
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momir/keldon_warlord.txt
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30
projects/mtg/bin/Res/test/counterspell3.txt
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30
projects/mtg/bin/Res/test/counterspell3.txt
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@@ -0,0 +1,30 @@
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#Testing counterspell extensively
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[INIT]
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FIRSTMAIN
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[PLAYER1]
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hand:lightning bolt
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inplay:mountain
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[PLAYER2]
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hand:counterspell
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inplay:hill giant,1393,1392
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[DO]
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mountain
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lightning bolt
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hill giant
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no
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yes
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1392
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1393
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counterspell
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lightning bolt
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endinterruption
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[ASSERT]
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FIRSTMAIN
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[PLAYER1]
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graveyard:lightning bolt
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inplay:mountain
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[PLAYER2]
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graveyard:counterspell
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inplay:hill giant,1393,1392
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life:20
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[END]
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27
projects/mtg/bin/Res/test/counterspell4.txt
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27
projects/mtg/bin/Res/test/counterspell4.txt
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@@ -0,0 +1,27 @@
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#Testing counterspell on bad moon
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[INIT]
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FIRSTMAIN
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[PLAYER1]
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hand:bad moon
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manapool:{1}{B}
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[PLAYER2]
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hand:counterspell
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manapool:{U}{U}
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[DO]
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bad moon
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no
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yes
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counterspell
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bad moon
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endinterruption
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[ASSERT]
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FIRSTMAIN
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[PLAYER1]
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graveyard:bad moon
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manapool:{0}
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life:20
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[PLAYER2]
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graveyard:counterspell
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manapool:{0}
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life:20
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[END]
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@@ -502,6 +502,7 @@ void ActionStack::Update(float dt){
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TargetChooser * tc = game->getCurrentTargetChooser();
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int newState = game->getCurrentGamePhase();
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currentState = newState;
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if (!tc) checked = 0;
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//Select Stack's display mode
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if (mode==ACTIONSTACK_STANDARD && tc && !checked){
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@@ -509,15 +510,16 @@ void ActionStack::Update(float dt){
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unpackDamageStacks();
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for (int i = 0; i < mCount ; i++){
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Interruptible * current = (Interruptible *)mObjects[i];
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OutputDebugString("OH MY GOD, TAARGET MODE!\n");
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if (tc->canTarget(current)){
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if (mObjects[mCurr]) mObjects[mCurr]->Leaving(PSP_CTRL_UP);
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current->display = 1;
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mCurr = i;
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mObjects[mCurr]->Entering();
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mode=ACTIONSTACK_TARGET;
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modal = 1;
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if (mObjects[mCurr]) mObjects[mCurr]->Leaving(PSP_CTRL_UP);
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current->display = 1;
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mCurr = i;
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mObjects[mCurr]->Entering();
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mode=ACTIONSTACK_TARGET;
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modal = 1;
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}else{
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current->display = 0;
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current->display = 0;
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}
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}
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if (mode != ACTIONSTACK_TARGET){
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