- 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
+9
View File
@@ -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;
+15 -3
View File
@@ -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;
}
+1 -1
View File
@@ -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();
+2
View File
@@ -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){}