this patch focuses on giving wagic a more defined turn structure.
This commit is contained in:
@@ -4796,72 +4796,159 @@ public:
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}
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};
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//Stasis
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class AStasis: public ActivatedAbility
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//remove or add a phase.
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class APhaseAlter: public TriggeredAbility
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{
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public:
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int paidThisTurn;
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AStasis(GameObserver* observer, int _id, MTGCardInstance * card) :
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ActivatedAbility(observer, _id, card, NEW ManaCost(), 0)
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Targetable * targetPlayerWho;
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bool adding;
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bool applied;
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Player * who;
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string phaseToAlter;
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int phasetoAlter;
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string targetingString;
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string after;
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bool aNext;
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APhaseAlter(GameObserver* observer, int _id, MTGCardInstance * card,Targetable * targetPlayer, bool _adding,string _phaseToAlter,string targeting, bool _aNext,string _after = "") :
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TriggeredAbility(observer, _id, card),targetPlayerWho(targetPlayer),adding(_adding),phaseToAlter(_phaseToAlter),targetingString(targeting),aNext(_aNext),after(_after)
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{
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paidThisTurn = 1;
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getCost()->add(Constants::MTG_COLOR_BLUE, 1);
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applied = false;
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who = NULL;
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phasetoAlter = PhaseRing::phaseStrToInt(phaseToAlter);
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}
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void Update(float dt)
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{
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//Upkeep Cost
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if (newPhase != currentPhase)
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int triggerOnEvent(WEvent * event)
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{
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if (newPhase == MTG_PHASE_UPKEEP)
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if(!who)
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{
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paidThisTurn = 0;
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Player * targetedPlayer = dynamic_cast<Player*>(target);
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if (targetingString.find("targetedplayer") != string::npos && targetedPlayer)
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{
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who = targetedPlayer;
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}
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if (targetingString.find("controller") != string::npos)
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who = source->controller();
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if (targetingString.find("opponent") != string::npos)
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who = source->controller()->opponent();
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if (targetingString.find("targetcontroller") != string::npos)
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who = source->target?source->target->controller():source->controller();
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if (targetingString.find("owner") != string::npos)
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who = source->owner;
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}
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else if (!paidThisTurn && newPhase > MTG_PHASE_UPKEEP && game->currentPlayer == source->controller())
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if (after == "this")//apply it right now.
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{
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game->currentPlayer->game->putInGraveyard(source);
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paidThisTurn = 1;
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if(!applied)
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if (who == game->currentPlayer)
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{
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after = game->phaseRing->phaseIntToStr(game->oldGamePhase);
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addTheEffect(game->currentPlayer->getId());
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return 1;
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}
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}
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}
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//Stasis Effect
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for (int i = 0; i < 2; i++)
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{
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game->phaseRing->removePhase(MTG_PHASE_UNTAP, game->players[i]);
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}
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//Parent Class Method Call
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ActivatedAbility::Update(dt);
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}
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int isReactingToClick(MTGCardInstance * card, ManaCost * mana = NULL)
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{
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return (!paidThisTurn && currentPhase == MTG_PHASE_UPKEEP && ActivatedAbility::isReactingToClick(card, mana));
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}
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if (WEventPhasePreChange* pe = dynamic_cast<WEventPhasePreChange*>(event))
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{
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if (MTG_PHASE_CLEANUP == pe->to->id)
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{
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if( aNext && applied && who != game->currentPlayer)
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{
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forceDestroy = 1;
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}
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}
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if(adding)
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{
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if(!applied)
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if (PhaseRing::phaseStrToInt(after) == pe->to->id && who == game->currentPlayer)
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{
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pe->eventChanged = true;
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return 1;
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}
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}
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else if (PhaseRing::phaseStrToInt(phaseToAlter) == pe->to->id && who == game->currentPlayer)
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{
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pe->eventChanged = true;
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return 1;
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}
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}
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return 0;
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}
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int resolve()
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{
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paidThisTurn = 1;
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for (int i = 0; i < 2; i++)
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{
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if(who == game->players[i] && game->currentPlayer == game->players[i])
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{
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addTheEffect(i);
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}
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}
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return 1;
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}
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void addTheEffect(int i)
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{
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int turnSteps = game->phaseRing->turn.size();
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if(adding && !applied)
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{
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if(phaseToAlter == "combatphases")
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{
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game->phaseRing->addCombatAfter(game->players[i], PhaseRing::phaseStrToInt(after));
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}
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else if(phaseToAlter == "combatphaseswithmain")
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{
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game->phaseRing->addCombatAfter(game->players[i], PhaseRing::phaseStrToInt(after),true);
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}
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else
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game->phaseRing->addPhaseAfter(PhaseRing::phaseStrToInt(phaseToAlter), game->players[i], PhaseRing::phaseStrToInt(after));
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}
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else if(!adding)
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game->phaseRing->removePhase(PhaseRing::phaseStrToInt(phaseToAlter));
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int turnAfterChange = game->phaseRing->turn.size();
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if(turnSteps != turnAfterChange)
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applied = true;
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return;
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}
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void removeTheEffect(int i)//readd this!!!!!!!!!!!!!
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{
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if(applied)
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{
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if(adding)
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game->phaseRing->removePhase(PhaseRing::phaseStrToInt(phaseToAlter));
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else
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game->phaseRing->addPhaseAfter(PhaseRing::phaseStrToInt(phaseToAlter), game->players[i], PhaseRing::phaseStrToInt(after));
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applied = false;
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}
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return;
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}
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int testDestroy()
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{
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if(forceDestroy != -1)
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return 1;
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return 0;
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}
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int destroy()
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{
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for (int i = 0; i < 2; i++)
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{
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game->phaseRing->addPhaseBefore(MTG_PHASE_UNTAP, game->players[i], MTG_PHASE_UPKEEP,
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game->players[i]);
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if(who == game->players[i] && game->currentPlayer == game->players[i])
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{
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removeTheEffect(i);
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}
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}
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return 1;
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}
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virtual ostream& toString(ostream& out) const
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const char * getMenuText()
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{
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out << "AStasis ::: paidThisTurn : " << paidThisTurn << " (";
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return ActivatedAbility::toString(out) << ")";
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return "phase alter";
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}
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AStasis * clone() const
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APhaseAlter * clone() const
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{
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return NEW AStasis(*this);
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return NEW APhaseAlter(*this);
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}
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};
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@@ -75,6 +75,7 @@ class GameObserver{
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int forceShuffleLibraries();
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int targetListIsSet(MTGCardInstance * card);
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PhaseRing * phaseRing;
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vector<list<Phase*> >gameTurn;
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int cancelCurrentAction();
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GamePhase currentGamePhase;
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ExtraCosts * mExtraPayment;
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@@ -118,6 +119,7 @@ class GameObserver{
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Player * currentActionPlayer;
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Player * isInterrupting;
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Player * opponent();
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Player * nextTurnsPlayer();
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Player * currentlyActing();
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GameObserver(WResourceManager* output = 0, JGE* input = 0);
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~GameObserver();
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@@ -29,8 +29,9 @@ class Phase
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public:
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GamePhase id;
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Player * player;
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Phase(GamePhase id, Player *player) :
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id(id), player(player)
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bool isExtra;
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Phase(GamePhase id, Player *player, bool _isExtra = false) :
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id(id), player(player), isExtra(_isExtra)
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{
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}
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;
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@@ -44,16 +45,26 @@ private:
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public:
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list<Phase *> ring;
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list<Phase *>::iterator current;
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list<Phase*>turn;
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list<Phase*>currentTurnList;
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list<Phase*>nextTurnList;
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list<Phase*> currentTurn();
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list<Phase*> nextTurn();
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list<Phase*> extraPhases;
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Phase * getCurrentPhase();
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Phase * forward(bool sendEvents = true);
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Phase * goToPhase(int id, Player * player, bool sendEvents = true);
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Phase * getPhase(int id);
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PhaseRing(GameObserver* observer);
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~PhaseRing();
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void deleteOldTurn();
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int addPhase(Phase * phase);
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int addPhaseBefore(GamePhase id, Player* player, int after_id, Player * after_player, int allOccurences = 1);
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int removePhase(int id, Player * player, int allOccurences = 1);
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int addCombatAfter(Player* player, int after_id, bool withMain = false);
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int addPhaseAfter(GamePhase id, Player* player, int after_id);
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int removePhase(int id);
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const char * phaseName(int id);
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static GamePhase phaseStrToInt(string s);
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static string phaseIntToStr(int id);
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};
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@@ -127,14 +127,41 @@ Player * GameObserver::opponent()
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return players[index];
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}
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Player * GameObserver::nextTurnsPlayer()
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{
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int nextTurnsId = 0;
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if(!players[currentPlayerId]->extraTurn)
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nextTurnsId = (currentPlayerId + 1) % players.size();
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else
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{
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nextTurnsId = currentPlayerId;
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}
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if(players[currentPlayerId]->skippingTurn)
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{
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nextTurnsId = (currentPlayerId + 1) % players.size();
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}
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return players[nextTurnsId];
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}
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void GameObserver::nextPlayer()
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{
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turn++;
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currentPlayerId = (currentPlayerId + 1) % players.size();
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if(!players[currentPlayerId]->extraTurn)
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currentPlayerId = (currentPlayerId + 1) % players.size();
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else
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{
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players[currentPlayerId]->extraTurn--;
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}
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if(players[currentPlayerId]->skippingTurn)
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{
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players[currentPlayerId]->skippingTurn--;
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currentPlayerId = (currentPlayerId + 1) % players.size();
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}
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currentPlayer = players[currentPlayerId];
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currentActionPlayer = currentPlayer;
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combatStep = BLOCKERS;
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}
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void GameObserver::nextGamePhase()
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{
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Phase * cPhaseOld = phaseRing->getCurrentPhase();
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@@ -166,9 +193,11 @@ void GameObserver::nextGamePhase()
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if (MTG_PHASE_COMBATDAMAGE == currentGamePhase)
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nextCombatStep();
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if (MTG_PHASE_COMBATEND == currentGamePhase)
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combatStep = BLOCKERS;
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if (currentPlayer != cPhase->player)
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nextPlayer();
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//if (currentPlayer != cPhase->player)
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// nextPlayer();//depreciated; we call this at EOT step now. unsure what the purpose of this was originally.fix for a bug?
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//init begin of turn
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if (currentGamePhase == MTG_PHASE_BEFORE_BEGIN)
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@@ -200,6 +229,7 @@ void GameObserver::nextGamePhase()
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mLayers->actionLayer()->Update(0);
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currentPlayer->lifeLostThisTurn = 0;
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currentPlayer->opponent()->lifeLostThisTurn = 0;
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nextPlayer();
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return nextGamePhase();
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}
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@@ -298,8 +328,28 @@ void GameObserver::userRequestNextGamePhase(bool allowInterrupt, bool log)
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void GameObserver::shuffleLibrary(Player* p)
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{
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if(!p)
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{
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DebugTrace("FATAL: No Player To Shuffle");
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return;
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}
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logAction(p, "shufflelib");
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p->game->library->shuffle();
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MTGLibrary * library = p->game->library;
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if(!library)
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{
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DebugTrace("FATAL: Player has no zones");
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return;
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}
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library->shuffle();
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for(unsigned int k = 0;k < library->placeOnTop.size();k++)
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{
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MTGCardInstance * toMove = library->placeOnTop[k];
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assert(toMove);
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p->game->putInZone(toMove, p->game->temp, library);
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}
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library->placeOnTop.clear();
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}
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@@ -569,12 +619,14 @@ void GameObserver::gameStateBasedEffects()
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MTGCardInstance * card = zone->cards[j];
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card->afterDamage();
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card->mPropertiesChangedSinceLastUpdate = false;
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if(card->hasType(Subtypes::TYPE_PLANESWALKER) && (!card->counters||!card->counters->hasCounter("loyalty",0,0)))
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players[i]->game->putInGraveyard(card);
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///////////////////////////////////////////////////////
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//Remove auras that don't have a valid target anymore//
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///////////////////////////////////////////////////////
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if (card->target && !isInPlay(card->target) && !card->hasType(Subtypes::TYPE_EQUIPMENT))
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if ((card->target||card->playerTarget) && !card->hasType(Subtypes::TYPE_EQUIPMENT))
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{
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if(card->target && !isInPlay(card->target))
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players[i]->game->putInGraveyard(card);
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}
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card->enchanted = false;
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@@ -743,6 +795,7 @@ void GameObserver::gameStateBasedEffects()
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c->wasDealtDamage = false;
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c->damageToController = false;
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c->damageToOpponent = false;
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c->isAttacking = NULL;
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}
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for (int t = 0; t < nbcards; t++)
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{
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@@ -3408,11 +3408,6 @@ void AbilityFactory::addAbilities(int _id, Spell * spell)
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observer->addObserver(NEW AFastbond(observer, _id, card));
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break;
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}
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case 1225: //Stasis
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{
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observer->addObserver(NEW AStasis(observer, _id, card));
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break;
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}
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case 1227: //Toughtlace
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{
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if (card->target)
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@@ -11,6 +11,7 @@ GamePhase PhaseRing::phaseStrToInt(string s)
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if (s.compare("upkeep") == 0) return MTG_PHASE_UPKEEP;
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if (s.compare("draw") == 0) return MTG_PHASE_DRAW;
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if (s.compare("firstmain") == 0) return MTG_PHASE_FIRSTMAIN;
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if (s.compare("mainphase") == 0) return MTG_PHASE_FIRSTMAIN;
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if (s.compare("combatbegin") == 0) return MTG_PHASE_COMBATBEGIN;
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if (s.compare("combatbegins") == 0) return MTG_PHASE_COMBATBEGIN;
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if (s.compare("combatattackers") == 0) return MTG_PHASE_COMBATATTACKERS;
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@@ -23,8 +24,25 @@ GamePhase PhaseRing::phaseStrToInt(string s)
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if (s.compare("end") == 0) return MTG_PHASE_ENDOFTURN;
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if (s.compare("cleanup") == 0) return MTG_PHASE_CLEANUP;
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DebugTrace("PHASERING: Unknown Phase name: " << s);
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return MTG_PHASE_INVALID;//was returning first main...why would we return something that is not == s?
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}
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return MTG_PHASE_FIRSTMAIN;
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string PhaseRing::phaseIntToStr(int id)
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{
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if (id == MTG_PHASE_UNTAP) return "untap";
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if (id == MTG_PHASE_UPKEEP) return "upkeep";
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if (id == MTG_PHASE_DRAW) return "draw";
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if (id == MTG_PHASE_FIRSTMAIN) return "firstmain";
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if (id == MTG_PHASE_COMBATBEGIN) return "combatbegins";
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if (id == MTG_PHASE_COMBATATTACKERS) return "combatattackers";
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if (id == MTG_PHASE_COMBATBLOCKERS) return "combatblockers";
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if (id == MTG_PHASE_COMBATDAMAGE) return "combatdamage";
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if (id == MTG_PHASE_COMBATEND) return "combatends";
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if (id == MTG_PHASE_SECONDMAIN) return "secondmain";
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if (id == MTG_PHASE_ENDOFTURN) return "endofturn";
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if (id == MTG_PHASE_CLEANUP) return "cleanup";
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DebugTrace("PHASERING: Unknown Phase id:%i " << id);
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return "";
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}
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/* Creates a New phase ring with the default rules */
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@@ -33,6 +51,7 @@ PhaseRing::PhaseRing(GameObserver* observer)
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{
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for (int i = 0; i < observer->getPlayersNumber(); i++)
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{
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list<Phase*>turnRing;//this is temporary;
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if(observer->players[i]->phaseRing.size())
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{
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addPhase(NEW Phase(MTG_PHASE_BEFORE_BEGIN, observer->players[i]));
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@@ -42,8 +61,9 @@ PhaseRing::PhaseRing(GameObserver* observer)
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GamePhase customOrder = phaseStrToInt(customRing[k]);
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Phase * phase = NEW Phase(customOrder, observer->players[i]);
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addPhase(phase);
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turnRing.push_back(phase);
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}
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addPhase( NEW Phase(MTG_PHASE_AFTER_EOT, observer->players[i]));
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||||
addPhase( NEW Phase(MTG_PHASE_AFTER_EOT, observer->players[i]));
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}
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else
|
||||
{
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@@ -51,10 +71,42 @@ PhaseRing::PhaseRing(GameObserver* observer)
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||||
{
|
||||
Phase * phase = NEW Phase((GamePhase)j, observer->players[i]);
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||||
addPhase(phase);
|
||||
turnRing.push_back(phase);
|
||||
}
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||||
}
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||||
observer->gameTurn.push_back(turnRing);
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||||
//push back the complete turn of a player for easy refference.
|
||||
//since they are pushed back per player you can denote that gameTurn[playerid] is the exact turn for that player.
|
||||
}
|
||||
current = ring.begin();
|
||||
turn = currentTurn();
|
||||
current = turn.begin();
|
||||
}
|
||||
|
||||
list<Phase*> PhaseRing::currentTurn()
|
||||
{
|
||||
list<Phase*> temp = observer->gameTurn[observer->currentPlayer->getId()];
|
||||
list<Phase *>::iterator tempiter;
|
||||
currentTurnList.clear();
|
||||
for (tempiter = temp.begin(); tempiter != temp.end(); tempiter++)
|
||||
{
|
||||
Phase * currentIter = *tempiter;
|
||||
currentTurnList.push_back(currentIter);
|
||||
}
|
||||
return currentTurnList;
|
||||
}
|
||||
|
||||
list<Phase*> PhaseRing::nextTurn()
|
||||
{
|
||||
list<Phase*> temp = observer->gameTurn[observer->nextTurnsPlayer()->getId()];
|
||||
list<Phase*>::iterator tempiter;
|
||||
Phase * currentIter = NULL;
|
||||
nextTurnList.clear();
|
||||
for (tempiter = temp.begin(); tempiter != temp.end(); tempiter++)
|
||||
{
|
||||
currentIter = *tempiter;
|
||||
nextTurnList.push_back(currentIter);
|
||||
}
|
||||
return nextTurnList;
|
||||
}
|
||||
|
||||
PhaseRing::~PhaseRing()
|
||||
@@ -65,6 +117,11 @@ PhaseRing::~PhaseRing()
|
||||
Phase * currentPhase = *it;
|
||||
delete (currentPhase);
|
||||
}
|
||||
for (it = extraPhases.begin();it != extraPhases.end();it++)
|
||||
{
|
||||
Phase * currentPhase = *it;
|
||||
SAFE_DELETE(currentPhase);
|
||||
}
|
||||
}
|
||||
|
||||
//Tells if next phase will be another Damage phase rather than combat ends
|
||||
@@ -93,9 +150,10 @@ const char * PhaseRing::phaseName(int id)
|
||||
|
||||
Phase * PhaseRing::getCurrentPhase()
|
||||
{
|
||||
if (current == ring.end())
|
||||
if (current == turn.end())
|
||||
{
|
||||
current = ring.begin();
|
||||
turn = nextTurn();
|
||||
current = turn.begin();
|
||||
}
|
||||
return *current;
|
||||
}
|
||||
@@ -103,28 +161,60 @@ Phase * PhaseRing::getCurrentPhase()
|
||||
Phase * PhaseRing::forward(bool sendEvents)
|
||||
{
|
||||
Phase * cPhaseOld = *current;
|
||||
if (current != ring.end()) current++;
|
||||
if (current == ring.end()) current = ring.begin();
|
||||
|
||||
//the following is a present event before change
|
||||
//if we need to remove a phase before it changes the game
|
||||
//needs to be aware of what phase we're coming from and going to
|
||||
//before we actually increment the phase iter. {
|
||||
bool notEnd = false;
|
||||
size_t turnSteps = turn.size();
|
||||
if (current != turn.end())
|
||||
{
|
||||
current++;
|
||||
if(current == turn.end())
|
||||
current--;
|
||||
else
|
||||
notEnd = true;
|
||||
}
|
||||
//Warn the layers about the current phase before changing
|
||||
WEvent * e = NEW WEventPhasePreChange(cPhaseOld,*current);
|
||||
observer->receiveEvent(e);
|
||||
if(notEnd)
|
||||
{
|
||||
current--;
|
||||
}
|
||||
size_t turnStepsNow = turn.size();
|
||||
if(turnSteps != turnStepsNow)
|
||||
return forward(sendEvents);
|
||||
if (current != turn.end())
|
||||
current++;
|
||||
if (current == turn.end())
|
||||
{
|
||||
turn = nextTurn();
|
||||
current = turn.begin();
|
||||
}
|
||||
if (sendEvents)
|
||||
{
|
||||
//Warn the layers about the phase Change
|
||||
WEvent * e = NEW WEventPhaseChange(cPhaseOld, *current);
|
||||
observer->receiveEvent(e);
|
||||
}
|
||||
|
||||
return *current;
|
||||
}
|
||||
|
||||
Phase * PhaseRing::goToPhase(int id, Player * player, bool sendEvents)
|
||||
{
|
||||
Phase * currentPhase = *current;
|
||||
while (currentPhase->id != id || currentPhase->player != player)
|
||||
Phase * currentPhase = getCurrentPhase();
|
||||
while (currentPhase->id != id)
|
||||
{ //Dangerous, risk for inifinte loop !
|
||||
|
||||
DebugTrace("PhasingRing: goToPhase called, current phase is " << phaseName(currentPhase->id));
|
||||
|
||||
currentPhase = forward(sendEvents);
|
||||
if(id == MTG_PHASE_INVALID)
|
||||
{
|
||||
DebugTrace("stopping on this phase becuase goToPhase was told to go a phase that doesn't exist:" << phaseName(currentPhase->id));
|
||||
break;
|
||||
}
|
||||
if(currentPhase->player == player && currentPhase->id == id)
|
||||
break;
|
||||
}
|
||||
return currentPhase;
|
||||
}
|
||||
@@ -135,41 +225,149 @@ int PhaseRing::addPhase(Phase * phase)
|
||||
return 1;
|
||||
}
|
||||
|
||||
int PhaseRing::addPhaseBefore(GamePhase id, Player* player, int after_id, Player * after_player, int allOccurences)
|
||||
int PhaseRing::addCombatAfter(Player* player, int after_id, bool withMain)
|
||||
{
|
||||
int result = 0;
|
||||
list<Phase *>::iterator it;
|
||||
for (it = ring.begin(); it != ring.end(); it++)
|
||||
Phase * beforeLeaving;
|
||||
for (it = turn.begin(); it != turn.end(); it++)
|
||||
{
|
||||
Phase * currentPhase = *it;
|
||||
if (currentPhase->id == after_id && currentPhase->player == after_player)
|
||||
if (currentPhase->id == after_id)
|
||||
{
|
||||
result++;
|
||||
ring.insert(it, NEW Phase(id, player));
|
||||
if (!allOccurences) return 1;
|
||||
beforeLeaving = currentPhase;
|
||||
it++;
|
||||
Phase * addPhase = NULL;
|
||||
list<Phase *>::iterator findP;
|
||||
for(findP = ring.begin();findP != ring.end();findP++)
|
||||
{
|
||||
addPhase = *findP;
|
||||
Phase * toAdd = NULL;
|
||||
bool add = false;
|
||||
if(addPhase->player == player)
|
||||
{
|
||||
switch(addPhase->id)
|
||||
{
|
||||
case MTG_PHASE_COMBATEND:
|
||||
{
|
||||
toAdd = NEW Phase(*addPhase);
|
||||
toAdd->isExtra = true;
|
||||
turn.insert(it, toAdd);
|
||||
extraPhases.push_back(toAdd);
|
||||
observer->combatStep = BLOCKERS;
|
||||
if(withMain)
|
||||
{
|
||||
toAdd = NEW Phase(*getPhase(MTG_PHASE_SECONDMAIN));
|
||||
toAdd->isExtra = true;
|
||||
extraPhases.push_back(toAdd);
|
||||
turn.insert(it, toAdd);
|
||||
}
|
||||
Phase * check = getCurrentPhase();
|
||||
bool checking = false;
|
||||
if(check != beforeLeaving)
|
||||
checking = true;
|
||||
while(checking)
|
||||
{
|
||||
current--;//put us back to where we were.
|
||||
check = getCurrentPhase();
|
||||
if(check == beforeLeaving)
|
||||
{
|
||||
checking = false;
|
||||
current++; //now move to the next phase, which will be the added phases.
|
||||
}
|
||||
}
|
||||
return 1;
|
||||
}
|
||||
case MTG_PHASE_COMBATDAMAGE:
|
||||
toAdd = NEW Phase(*addPhase);
|
||||
add = true;
|
||||
break;
|
||||
case MTG_PHASE_COMBATBLOCKERS:
|
||||
toAdd = NEW Phase(*addPhase);
|
||||
add = true;
|
||||
break;
|
||||
case MTG_PHASE_COMBATATTACKERS:
|
||||
toAdd = NEW Phase(*addPhase);
|
||||
add = true;
|
||||
break;
|
||||
case MTG_PHASE_COMBATBEGIN:
|
||||
toAdd = NEW Phase(*addPhase);
|
||||
add = true;
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
if(add)
|
||||
{
|
||||
toAdd->isExtra = true;
|
||||
turn.insert(it, toAdd);
|
||||
extraPhases.push_back(toAdd);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
return result;
|
||||
return 0;
|
||||
}
|
||||
int PhaseRing::removePhase(int id, Player * player, int allOccurences)
|
||||
|
||||
Phase * PhaseRing::getPhase(int _id)
|
||||
{
|
||||
int result = 0;
|
||||
list<Phase *>::iterator it = ring.begin();
|
||||
while (it != ring.end())
|
||||
list<Phase *>::iterator it;
|
||||
for (it = turn.begin(); it != turn.end(); it++)
|
||||
{
|
||||
Phase * currentPhase = *it;
|
||||
if (currentPhase->id == id && currentPhase->player == player)
|
||||
if (currentPhase->id == _id)
|
||||
{
|
||||
if (current == it) current++; //Avoid our cursor to get invalidated
|
||||
it = ring.erase(it);
|
||||
delete (currentPhase);
|
||||
result++;
|
||||
if (!allOccurences) return 1;
|
||||
return currentPhase;
|
||||
}
|
||||
}
|
||||
return NULL;
|
||||
}
|
||||
|
||||
int PhaseRing::addPhaseAfter(GamePhase id, Player* player, int after_id)
|
||||
{
|
||||
list<Phase *>::iterator it;
|
||||
for (it = turn.begin(); it != turn.end(); it++)
|
||||
{
|
||||
Phase * currentPhase = *it;
|
||||
if (currentPhase->id == after_id)
|
||||
{
|
||||
it++;
|
||||
Phase * addPhase = NULL;
|
||||
list<Phase *>::iterator findP;
|
||||
for(findP = ring.begin();findP != ring.end();findP++)
|
||||
{
|
||||
addPhase = *findP;
|
||||
if(addPhase->id == id && addPhase->player == player)
|
||||
{
|
||||
Phase * toAdd = NEW Phase(*addPhase);
|
||||
toAdd->isExtra = true;
|
||||
turn.insert(it, toAdd);
|
||||
extraPhases.push_back(toAdd);
|
||||
return 1;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
|
||||
int PhaseRing::removePhase(int id)
|
||||
{
|
||||
list<Phase *>::iterator it = turn.begin();
|
||||
while (it != turn.end())
|
||||
{
|
||||
Phase * currentPhase = *it;
|
||||
if (currentPhase->id == id)
|
||||
{
|
||||
if (current == it)
|
||||
current++; //Avoid our cursor to get invalidated
|
||||
turn.erase(it);
|
||||
return 1;
|
||||
}
|
||||
else
|
||||
{
|
||||
it++;
|
||||
}
|
||||
}
|
||||
return result;
|
||||
return 0;
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user