added stack check, modified life check

if activating ability, playing a land or casting sorcery spell at
sorcery level(timing restriction), if the stack is not empty, don't
allow it. Modified the life state check, if any of the players would
lose the game, allow the gamestateeffects to check... added
reduceto:value for ali from cairo...
This commit is contained in:
Anthony Calosa
2015-10-01 22:25:26 +08:00
parent e1c02c8bf5
commit ddee2c08e2
10 changed files with 112 additions and 71 deletions

View File

@@ -2665,6 +2665,12 @@ MTGAbility * AbilityFactory::parseMagicLine(string s, int id, Spell * spell, MTG
return NEW AProduceExtraAbility(observer, id, card,s.substr(13));
}
//reducelife to specific value
if (s.find("reduceto:") != string::npos)
{
return NEW AReduceToAbility(observer, id, card,s.substr(9));
}
//flanking
if (s.find("flanker") != string::npos)
{
@@ -4594,6 +4600,8 @@ int ActivatedAbility::isReactingToClick(MTGCardInstance * card, ManaCost * mana)
return 0;
if (cPhase != MTG_PHASE_FIRSTMAIN && cPhase != MTG_PHASE_SECONDMAIN)
return 0;
if (player->opponent()->getObserver()->mLayers->stackLayer()->count(0, NOT_RESOLVED) != 0||game->mLayers->stackLayer()->count(0, NOT_RESOLVED) != 0||player->getObserver()->mLayers->stackLayer()->count(0, NOT_RESOLVED) != 0)
return 0;
break;
}
if (restrictions >= MY_BEFORE_BEGIN && restrictions <= MY_AFTER_EOT)
@@ -5016,30 +5024,6 @@ int TriggeredAbility::receiveEvent(WEvent * e)
resolve();
return 1;
}
if(dynamic_cast<WEventLife*>(e))
{
//check life state on life triger
WEventLife * lifecheck = dynamic_cast<WEventLife*>(e);
if (lifecheck->player->DeadLifeState())
{
return 0;
}
fireAbility();
return 1;
}
if(dynamic_cast<WEventDamage*>(e))
{
//check life state on damage trigger
WEventDamage * lifecheck = dynamic_cast<WEventDamage*>(e);
if (lifecheck->damage->target->type_as_damageable == Damageable::DAMAGEABLE_PLAYER)
{
Player * triggerPlayer = (Player *) lifecheck->damage->target;
if(triggerPlayer->DeadLifeState())
return 0;
}
fireAbility();
return 1;
}
WEventZoneChange * stackCheck = dynamic_cast<WEventZoneChange*>(e);
if(stackCheck && (stackCheck->to == game->currentPlayer->game->stack||stackCheck->to == game->currentPlayer->opponent()->game->stack))
{