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.
This commit is contained in:
omegablast2002@yahoo.com
2011-03-30 01:01:11 +00:00
parent 696237310f
commit d25424cb6c
3 changed files with 33 additions and 15 deletions

View File

@@ -1136,18 +1136,20 @@ MTGAbility * AbilityFactory::parseMagicLine(string s, int id, Spell * spell, MTG
if (found != string::npos)
{
SAFE_DELETE(tc);
string s1 = s.substr(0, found);
string s2 = s.substr(found + 2);
vector<string> multiEffects = split(s,'&');
MultiAbility * multi = NEW MultiAbility(id, card, target, NULL, NULL);
MTGAbility * a1 = parseMagicLine(s1, id, spell, card, activated);
MTGAbility * a2 = parseMagicLine(s2, id, spell, card, activated);
multi->Add(a1);
multi->Add(a2);
for(unsigned int i = 0;i < multiEffects.size();i++)
{
if(!multiEffects[i].empty())
{
MTGAbility * addAbility = parseMagicLine(multiEffects[i], id, spell, card, activated);
multi->Add(addAbility);
}
}
multi->oneShot = 1;
return multi;
}
//rather dirty way to stop thises and lords from conflicting with each other.
size_t lord = string::npos;
for (size_t j = 0; j < kLordKeywordsCount; ++j)