moved phase pass automation into stateeffects() where it should have been from the start, it really shouldnt be run as part of "update()" it bothered me enough to actually move it.

This commit is contained in:
omegablast2002@yahoo.com
2010-12-08 15:33:02 +00:00
parent 682af98bf7
commit f227c4775d

View File

@@ -388,25 +388,7 @@ void GameObserver::Update(float dt)
stateEffects();
oldGamePhase = currentGamePhase;
//Auto skip Phases
int skipLevel = (player->playMode == Player::MODE_TEST_SUITE) ? Constants::ASKIP_NONE : options[Options::ASPHASES].number;
int nrCreatures = currentPlayer->game->inPlay->countByType("Creature");
if (skipLevel == Constants::ASKIP_SAFE || skipLevel == Constants::ASKIP_FULL)
{
if ((opponent()->isAI() && !(isInterrupting)) && (currentGamePhase == Constants::MTG_PHASE_UNTAP || currentGamePhase
== Constants::MTG_PHASE_DRAW || currentGamePhase == Constants::MTG_PHASE_COMBATBEGIN || ((currentGamePhase
== Constants::MTG_PHASE_COMBATATTACKERS) && (nrCreatures == 0)) || currentGamePhase
== Constants::MTG_PHASE_COMBATEND || currentGamePhase == Constants::MTG_PHASE_ENDOFTURN
|| ((currentGamePhase == Constants::MTG_PHASE_CLEANUP) && (currentPlayer->game->hand->nb_cards < 8))))
userRequestNextGamePhase();
}
if (skipLevel == Constants::ASKIP_FULL)
{
if ((opponent()->isAI() && !(isInterrupting)) && (currentGamePhase == Constants::MTG_PHASE_UPKEEP || currentGamePhase
== Constants::MTG_PHASE_COMBATDAMAGE))
userRequestNextGamePhase();
}
}
@@ -475,6 +457,27 @@ void GameObserver::stateEffects()
userRequestNextGamePhase();
}
//Auto skip Phases
GameObserver * game = game->GetInstance();
int skipLevel = (game->currentPlayer->playMode == Player::MODE_TEST_SUITE) ? Constants::ASKIP_NONE : options[Options::ASPHASES].number;
int nrCreatures = currentPlayer->game->inPlay->countByType("Creature");
if (skipLevel == Constants::ASKIP_SAFE || skipLevel == Constants::ASKIP_FULL)
{
if ((opponent()->isAI() && !(isInterrupting)) && (currentGamePhase == Constants::MTG_PHASE_UNTAP || currentGamePhase
== Constants::MTG_PHASE_DRAW || currentGamePhase == Constants::MTG_PHASE_COMBATBEGIN || ((currentGamePhase
== Constants::MTG_PHASE_COMBATATTACKERS) && (nrCreatures == 0)) || currentGamePhase
== Constants::MTG_PHASE_COMBATEND || currentGamePhase == Constants::MTG_PHASE_ENDOFTURN
|| ((currentGamePhase == Constants::MTG_PHASE_CLEANUP) && (currentPlayer->game->hand->nb_cards < 8))))
userRequestNextGamePhase();
}
if (skipLevel == Constants::ASKIP_FULL)
{
if ((opponent()->isAI() && !(isInterrupting)) && (currentGamePhase == Constants::MTG_PHASE_UPKEEP || currentGamePhase
== Constants::MTG_PHASE_COMBATDAMAGE))
userRequestNextGamePhase();
}
}
void GameObserver::Render()