3 changes
1st had to revise the syntax for my "type:" variable it is now type:blah:location, using the pipe line created nasty returns in some combinations of abilities as the parser confused the pipeline in type: with the one in TC. 2nd more of a correction then a bug fix, i noticed that upcost had instances where it could still trigger its effect in the draw phase becuase the condiational for the ability resolve was in the update, i left the class mostly untouched but move the resolve out of update and into a receiveEvent for upcost, which triggers only once after you declared that you are leaving the upkeep before draw step begins. 3rd reworked the construction of multiability to only produce a single multiability with all the abilities in the string instead of nested multiabilities, it is considerabily easier to debug and creates 1/3 less objects for the engine to deal with in comparison to the old method.
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@@ -84,13 +84,17 @@ public:
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}
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else if (s.find("type:") != string::npos)
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{
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size_t begins = s.find(":");
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string theType = s.substr(begins + 1);
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size_t zoned = theType.find("|");
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size_t begins = s.find("type:");
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string theType = s.substr(begins + 5);
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size_t zoned = theType.find(":");
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if(zoned == string::npos)
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{
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theType.append("|mybattlefield");
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}
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else
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{
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replace(theType.begin(), theType.end(), ':', '|');
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}
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TargetChooserFactory tf;
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TargetChooser * tc = tf.createTargetChooser(theType.c_str(),NULL);
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GameObserver * game = game->GetInstance();
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@@ -4089,7 +4093,8 @@ public:
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int currentage;
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AUpkeep(int _id, MTGCardInstance * card, MTGAbility * a, ManaCost * _cost, int _tap = 0, int restrictions = 0, int _phase =
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Constants::MTG_PHASE_UPKEEP, int _once = 0,bool Cumulative = false);
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Constants::MTG_PHASE_UPKEEP, int _once = 0,bool Cumulative = false);
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int receiveEvent(WEvent * event);
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void Update(float dt);
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int isReactingToClick(MTGCardInstance * card, ManaCost * mana = NULL);
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int resolve();
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@@ -2921,6 +2921,21 @@ AUpkeep::AUpkeep(int _id, MTGCardInstance * card, MTGAbility * a, ManaCost * _co
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aType = MTGAbility::UPCOST;
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}
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int AUpkeep::receiveEvent(WEvent * event)
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{
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if (WEventPhaseChange* pe = dynamic_cast<WEventPhaseChange*>(event))
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{
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if (Constants::MTG_PHASE_DRAW == pe->to->id)
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{
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if (source->controller() == game->currentPlayer && once < 2 && paidThisTurn < 1)
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{
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ability->resolve();
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}
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}
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}
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return 1;
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}
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void AUpkeep::Update(float dt)
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{
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// once: 0 means always go off, 1 means go off only once, 2 means go off only once and already has.
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@@ -2944,10 +2959,6 @@ void AUpkeep::Update(float dt)
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if(currentage)
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paidThisTurn -= currentage;
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}
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else if (newPhase == phase + 1 && paidThisTurn < 1)
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{
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ability->resolve();
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}
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if (newPhase == phase + 1 && once)
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once = 2;
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}
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@@ -1136,18 +1136,20 @@ MTGAbility * AbilityFactory::parseMagicLine(string s, int id, Spell * spell, MTG
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if (found != string::npos)
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{
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SAFE_DELETE(tc);
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string s1 = s.substr(0, found);
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string s2 = s.substr(found + 2);
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vector<string> multiEffects = split(s,'&');
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MultiAbility * multi = NEW MultiAbility(id, card, target, NULL, NULL);
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MTGAbility * a1 = parseMagicLine(s1, id, spell, card, activated);
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MTGAbility * a2 = parseMagicLine(s2, id, spell, card, activated);
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multi->Add(a1);
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multi->Add(a2);
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for(unsigned int i = 0;i < multiEffects.size();i++)
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{
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if(!multiEffects[i].empty())
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{
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MTGAbility * addAbility = parseMagicLine(multiEffects[i], id, spell, card, activated);
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multi->Add(addAbility);
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}
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}
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multi->oneShot = 1;
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return multi;
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}
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//rather dirty way to stop thises and lords from conflicting with each other.
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size_t lord = string::npos;
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for (size_t j = 0; j < kLordKeywordsCount; ++j)
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