ok this may, or may not get me yelled at...but i can explain why i do it in rules...so don't kill me :(

added 
"offerinterruptonphase=blah"
to the parsing of the rules.txt files...the reason i want to handle it inside the rules.txt....
originally i was going to use the options variable for this, then i realized that if i use that variable, it would apply it to every game mode and peoples custom games...so instead i added the parsing in the actual rules.txt files, this way, if we want to offer interrupt on phase blah to MTG, but NOT have this interrupt offered in a mod or different mode, or if the different mod or mode should offer you a chance to interrupt ai in a different phase ...you can set each rule to interrupt in the phase you want...

now for the reason i added it in the first place...previously we were allowed an interrupt when the opponent drew a card in the draw step, this gave us a chance to do stuff on opponents turn....
recently wololo i beleave made draw actions not use the stack anymore(which was a good change, since as per MTG rules the actions of drawing is not a stack action)...but as a side-effect, we lose our chance to interrupt ai and do stuff on ais turn....

also, changed the ingame bonus thing, to start recording stuff towards bonuses on turn 2+...this solves reported issues with story mode "setting up" causing massive bonuses to be gained for doing nothing.....
This commit is contained in:
omegablast2002@yahoo.com
2011-05-10 17:08:08 +00:00
parent e9a2b2f495
commit e275a599b7
5 changed files with 19 additions and 0 deletions

View File

@@ -35,6 +35,7 @@ public:
string deckFileSmall;
string deckName;
string phaseRing;
int offerInterruptOnPhase;
Player(string deckFile, string deckFileSmall, MTGDeck * deck = NULL);
virtual ~Player();

View File

@@ -27,6 +27,7 @@ class RulesPlayerData
public:
vector<string> extraRules;
string phaseRing;
int offerInterruptOnPhase;
int life;
int poisonCount;
int damageCount;

View File

@@ -208,6 +208,7 @@ void GameObserver::userRequestNextGamePhase()
|| (cPhaseOld->id == Constants::MTG_PHASE_COMBATDAMAGE)
|| opponent()->isAI()
|| options[Options::optionInterrupt(currentGamePhase)].number
|| currentPlayer->offerInterruptOnPhase - 1 == currentGamePhase
)
{
mLayers->stackLayer()->AddNextGamePhase();

View File

@@ -53,6 +53,8 @@ int MTGEventBonus::receiveEvent(WEvent * event)
//bonus for chain chain casting without tapping for mana or being interupted;
//note gaining mana from other sources is still possible.
//only spells going to the stack are counted.
if(game->turn <2)//this shouldnt trigger on first turn, chances are they are cheating.
return 0;
if (WEventCardTappedForMana* e = dynamic_cast<WEventCardTappedForMana*>(event))
{
if(e)

View File

@@ -189,6 +189,19 @@ void RulesState::parsePlayerState(int playerId, string s)
playerData[playerId].phaseRing = s.substr(limiter + 1);
return;
}
else if (areaS.compare("offerinterruptonphase") == 0)
{
for (int i = 0; i < Constants::NB_MTG_PHASES; i++)
{
string phaseStr = Constants::MTGPhaseCodeNames[i];
if (s.find(phaseStr) != string::npos)
{
playerData[playerId].offerInterruptOnPhase = PhaseRing::phaseStrToInt(phaseStr);
break;
}
}
}
else if (areaS.compare("auto") == 0)
{
playerData[playerId].extraRules.push_back(s.substr(limiter + 1));
@@ -394,6 +407,7 @@ Player * Rules::initPlayer(int playerId)
}
}
p->phaseRing = initState.playerData[playerId].phaseRing;
p->offerInterruptOnPhase = initState.playerData[playerId].offerInterruptOnPhase;
return p;
}