- Fix for issue 284 (Damage not triggering when creature dies in combat phase)
This commit is contained in:
wagic.the.homebrew@gmail.com
2010-09-25 05:15:09 +00:00
parent e94d39e115
commit f3cc20eb31
10 changed files with 96 additions and 4 deletions

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@@ -347,6 +347,8 @@ meekstone.txt
memnarch.txt
memory_erosion.txt
millstone.txt
mirri_the_cursed.txt
mirri_the_cursed2_i284.txt
misc01.txt
moat.txt
mobile_fort.txt

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@@ -0,0 +1,31 @@
#Test @dmaaged on Mirri the Cursed
# Whenever Mirri the Cursed deals combat damage to a creature, put a +1/+1 counter on Mirri the Cursed.
# 3/2
[INIT]
COMBATATTACKERS
[PLAYER1]
inplay:Mirri the Cursed,mountain
hand:shock
[PLAYER2]
inplay:Angelic Wall
[DO]
Mirri the Cursed
next
Angelic Wall
next
#damages first strike
next
#combat end
next
#main 2
mountain
shock
Mirri the Cursed
[ASSERT]
SECONDMAIN
[PLAYER1]
inplay:Mirri the Cursed,mountain
graveyard:shock
[PLAYER2]
inplay:Angelic Wall
[END]

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@@ -0,0 +1,29 @@
#Bug: @damaged doesn't trigger if creature goes to graveyard
[INIT]
COMBATATTACKERS
[PLAYER1]
inplay:Mirri the Cursed,mountain
hand:shock
[PLAYER2]
inplay:vampire bats
[DO]
Mirri the Cursed
next
vampire bats
next
#damages fir strike
next
#combat end
next
#main 2
mountain
shock
Mirri the Cursed
[ASSERT]
SECONDMAIN
[PLAYER1]
inplay:Mirri the Cursed,mountain
graveyard:shock
[PLAYER2]
graveyard:vampire bats
[END]

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@@ -59,6 +59,7 @@ class Interruptible: public PlayGuiObject, public Targetable{
Interruptible(bool hasFocus = false):PlayGuiObject(40,x,y,hasFocus){state=NOT_RESOLVED;display=0;source=NULL;};
virtual const string getDisplayName() const {return "stack object";};
void Render(MTGCardInstance * source, JQuad * targetQuad, string alt1, string alt2, string action, bool bigQuad = false);
virtual int receiveEvent(WEvent * event) {return 0;};
#if defined (WIN32) || defined (LINUX)
virtual void Dump();
#endif
@@ -180,6 +181,7 @@ class ActionStack :public GuiLayer{
int resolve();
int has(Interruptible * action);
int has(MTGAbility * ability);
int receiveEventPlus(WEvent * event);
#if defined (WIN32) || defined (LINUX)
void Dump();
#endif

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@@ -55,6 +55,7 @@ class DamageStack : public GuiLayer, public Interruptible{
GameObserver* game;
public:
int receiveEvent(WEvent * event);
int resolve();
void Render();
virtual ostream& toString(ostream& out) const;

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@@ -52,6 +52,10 @@ struct WEventDamage : public WEvent {
virtual Targetable * getTarget(int target);
};
struct WEventDamageStackResolved : public WEvent {
WEventDamageStackResolved();
};
struct WEventPhaseChange : public WEvent {
Phase * from;
Phase * to;

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@@ -547,6 +547,15 @@ Interruptible * ActionStack::getLatest(int state){
return NULL;
}
int ActionStack::receiveEventPlus(WEvent * event) {
int result = 0;
for (int i = 0; i < mCount ; ++i){
Interruptible * current = (Interruptible *)mObjects[i];
result += current->receiveEvent(event);
}
return result;
}
void ActionStack::Update(float dt){
askIfWishesToInterrupt = NULL;
//modal = 0;

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@@ -178,18 +178,30 @@ DamageStack::DamageStack() {
}
/* Damage Stack resolve process:
1 - apply damages to targets. For each of them, send an event to the GameObserver (for Damage triggers)
2 - Once this is done, send a "Damage Stakc Resolved" event to the GameObserver
3 - Once that message is received on the DamageStack's side, do the "afterDamage" effects (send to graveyard, etc...)
Using events in 2 and 3 guarantees that the "send to graveyard" effect will only apply AFTER Damaged triggers are applied
*/
int DamageStack::resolve(){
for (int i = mCount-1; i>= 0; i--){
Damage * damage = (Damage*)mObjects[i];
if (damage->state == NOT_RESOLVED) damage->resolve();
//damage->resolve();
}
GameObserver::GetInstance()->receiveEvent(NEW WEventDamageStackResolved());
return 1;
}
int DamageStack::receiveEvent(WEvent * e) {
WEventDamageStackResolved *event = dynamic_cast<WEventDamageStackResolved*>(e);
if (!event) return 0;
for (int i = mCount-1; i>= 0; i--){
Damage * damage = (Damage*)mObjects[i];
if (damage->state == RESOLVED_OK) damage->target->afterDamage();
//damage->target->afterDamage();
}
return 1;
}

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@@ -601,7 +601,7 @@ void GameObserver::untapPhase(){
int GameObserver::receiveEvent(WEvent * e){
if (!e) return 0;
eventsQueue.push(e);
if (eventsQueue.size() > 1) return -1;
if (eventsQueue.size() > 1) return -1; //resolving events can generate more events
int result = 0;
while(eventsQueue.size()){
WEvent * ev = eventsQueue.front();

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@@ -10,6 +10,8 @@ WEventZoneChange::WEventZoneChange(MTGCardInstance * card, MTGGameZone * from, M
WEventDamage::WEventDamage(Damage *damage) : WEvent(DAMAGE), damage(damage){}
WEventDamageStackResolved::WEventDamageStackResolved() : WEvent(){}
WEventCardUpdate::WEventCardUpdate(MTGCardInstance * card) : WEvent(), card(card) {};
WEventPhaseChange::WEventPhaseChange(Phase * from, Phase * to) : WEvent(CHANGE_PHASE), from(from), to(to){}