- fix armadillo cloak test + fix damage assignation step. A side effect is that when clicking on "Go", the game goes to the Damage step instead of going to the combat step. I believe this is acceptable but let me know if this feels weird when playing
- daily build
This commit is contained in:
wagic.the.homebrew@gmail.com
2009-09-25 13:38:08 +00:00
parent 74c9a00f8e
commit eabb99c675
5 changed files with 12 additions and 5 deletions
@@ -19,9 +19,11 @@ next
#blockers #blockers
grizzly bears grizzly bears
next next
#combat damage #combat damage ->Guicombat
next next
combat end #combat damage assigned
next
#combat end
[ASSERT] [ASSERT]
COMBATEND COMBATEND
[PLAYER1] [PLAYER1]
@@ -29,5 +31,5 @@ inplay:Wildslayer Elves,Armadillo Cloak
life:25 life:25
[PLAYER2] [PLAYER2]
graveyard:grizzly bears graveyard:grizzly bears
life:20 life:17
[END] [END]
@@ -15,6 +15,8 @@ next
#blockers order #blockers order
Drudge Skeletons Drudge Skeletons
next next
#combat damage ->Gui
next
#combat damage #combat damage
next next
#combat end #combat end
@@ -17,6 +17,8 @@ next
dragon engine dragon engine
Drudge Skeletons Drudge Skeletons
next next
#combat damage -> Gui
next
#combat damage #combat damage
next next
#combat end #combat end
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@@ -81,8 +81,8 @@ void GuiCombat::validateDamage()
{ {
switch (step) switch (step)
{ {
case FIRST_STRIKE : resolve(); go->nextCombatStep(); break; case FIRST_STRIKE : go->nextCombatStep(); break;
case DAMAGE : resolve(); go->nextGamePhase(); break; case DAMAGE : go->nextGamePhase(); break;
default: cout << "COMBAT : Cannot validate damage in this phase" << endl; break; default: cout << "COMBAT : Cannot validate damage in this phase" << endl; break;
} }
} }
@@ -121,6 +121,7 @@ void GuiCombat::removeOne(DefenserDamaged* blocker, CombatStep step)
} }
bool GuiCombat::clickOK(){ bool GuiCombat::clickOK(){
cursor_pos = NONE;
switch (step) switch (step)
{ {
case BLOCKERS : assert(false); return false; // that should not happen case BLOCKERS : assert(false); return false; // that should not happen