Erwan
- 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:
@@ -19,9 +19,11 @@ next
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#blockers
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#blockers
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grizzly bears
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grizzly bears
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next
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next
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#combat damage
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#combat damage ->Guicombat
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next
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next
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combat end
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#combat damage assigned
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next
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#combat end
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[ASSERT]
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[ASSERT]
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COMBATEND
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COMBATEND
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[PLAYER1]
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[PLAYER1]
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@@ -29,5 +31,5 @@ inplay:Wildslayer Elves,Armadillo Cloak
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life:25
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life:25
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[PLAYER2]
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[PLAYER2]
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graveyard:grizzly bears
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graveyard:grizzly bears
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life:20
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life:17
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[END]
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[END]
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@@ -15,6 +15,8 @@ next
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#blockers order
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#blockers order
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Drudge Skeletons
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Drudge Skeletons
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next
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next
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#combat damage ->Gui
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next
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#combat damage
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#combat damage
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next
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next
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#combat end
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#combat end
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@@ -17,6 +17,8 @@ next
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dragon engine
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dragon engine
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Drudge Skeletons
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Drudge Skeletons
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next
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next
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#combat damage -> Gui
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next
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#combat damage
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#combat damage
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next
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next
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#combat end
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#combat end
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Binary file not shown.
@@ -81,8 +81,8 @@ void GuiCombat::validateDamage()
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{
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{
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switch (step)
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switch (step)
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{
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{
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case FIRST_STRIKE : resolve(); go->nextCombatStep(); break;
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case FIRST_STRIKE : go->nextCombatStep(); break;
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case DAMAGE : resolve(); go->nextGamePhase(); break;
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case DAMAGE : go->nextGamePhase(); break;
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default: cout << "COMBAT : Cannot validate damage in this phase" << endl; break;
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default: cout << "COMBAT : Cannot validate damage in this phase" << endl; break;
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}
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}
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}
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}
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@@ -121,6 +121,7 @@ void GuiCombat::removeOne(DefenserDamaged* blocker, CombatStep step)
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}
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}
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bool GuiCombat::clickOK(){
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bool GuiCombat::clickOK(){
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cursor_pos = NONE;
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switch (step)
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switch (step)
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{
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{
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case BLOCKERS : assert(false); return false; // that should not happen
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case BLOCKERS : assert(false); return false; // that should not happen
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