Moved "reset damage on creatures at cleanup phase" outside of the engine and made it an ability. This is mostly because I need this for the mod I'm working on, but I hope it can be used by others

This commit is contained in:
wagic.the.homebrew
2011-05-02 14:02:12 +00:00
parent 53f45a8b8e
commit b7cc42ed67
6 changed files with 54 additions and 4 deletions

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@@ -1,3 +1,4 @@
#If you change this file, be sure to report your changes into testsuite.txt!
name=Classic
[INIT]
mode=mtg
@@ -6,4 +7,7 @@ life:20
auto=shuffle
auto=draw:7
auto=@each my draw:draw:1
auto=maxPlay(land)1
auto=maxPlay(land)1
[Player1]
#This is a trick, we put this in player 1's rules so that they most likely won't see that this can be interrupted. Kind of a hack until we can get "noninterruptible" events
auto=@each cleanup:all(*|Battlefield) resetDamage

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@@ -5,4 +5,7 @@ mode=mtg
[PLAYERS]
life:20
auto=@each my draw:draw:1
auto=maxPlay(land)1
auto=maxPlay(land)1
[Player1]
#This is a trick, we put this in player 1's rules so that they most likely won't see that this can be interrupted. Kind of a hack until we can get "noninterruptible" events
auto=@each cleanup:all(*|Battlefield) resetDamage

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@@ -865,6 +865,15 @@ public:
};
class AAResetDamage: public ActivatedAbility
{
public:
AAResetDamage(int id, MTGCardInstance * source, MTGCardInstance * target, ManaCost * cost = NULL);
int resolve();
const char* getMenuText();
AAResetDamage * clone() const;
};
class AAFizzler: public ActivatedAbility
{

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@@ -463,6 +463,32 @@ AARemoveAllCounter * AARemoveAllCounter::clone() const
return a;
}
//Reset Damage on creatures
AAResetDamage::AAResetDamage(int id, MTGCardInstance * source, MTGCardInstance * _target, ManaCost * cost):
ActivatedAbility(id, source, cost, 0)
{
this->target = _target;
}
int AAResetDamage::resolve()
{
MTGCardInstance * _target = (MTGCardInstance *)target;
_target->life = _target->toughness;
return 1;
}
const char* AAResetDamage::getMenuText()
{
return "Reset Damages";
}
AAResetDamage * AAResetDamage::clone() const
{
AAResetDamage * a = NEW AAResetDamage(*this);
a->isClone = 1;
return a;
}
// Fizzler
AAFizzler::AAFizzler(int _id, MTGCardInstance * card, Spell * _target, ManaCost * _cost) :
ActivatedAbility(_id, card, _cost, 0)

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@@ -1700,6 +1700,15 @@ MTGAbility * AbilityFactory::parseMagicLine(string s, int id, Spell * spell, MTG
}
}
//Reset damages on cards
found = s.find("resetdamage");
if (found != string::npos)
{
MTGAbility * a = NEW AAResetDamage(id, card, target);
a->oneShot = 1;
return a;
}
//Damage
vector<string> splitDamage = parseBetween(s, "damage:", " ", false);
if (splitDamage.size())

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@@ -468,11 +468,10 @@ int MTGCardInstance::initAttackersDefensers()
return 1;
}
//Function to call to remove all damages, etc to a card (generally at the end of the turn)
//Function to cleanup flags on a card (generally at the end of the turn)
int MTGCardInstance::cleanup()
{
initAttackersDefensers();
life = toughness;
GameObserver * game = GameObserver::GetInstance();
if (!game || game->currentPlayer == controller())
{