- Fixed empty ActionStack "interrupt" messages - If no attackers are declared, go straight to Combat end phase - Once First strike damage is declared, attacking player needs to "actively" request a next phase event to go to the next damage step - Second Damage step is called "Combat Damage (2)" - UserRequestNextPhase is to be used knowing that it might not succeed - Step change for GuiCombat is now computed at GameObserver::nextGamePhase Note: Combat damage to creatures is not assigned when AI attacks. As this seems to be a problem with the previous SVN version, I4m still committing this change
42 lines
448 B
Plaintext
42 lines
448 B
Plaintext
#Testing That a Paralysed creature doesn't untap if nothing's done
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[INIT]
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SECONDMAIN
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[PLAYER1]
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hand:1171
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manapool:{B}
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[PLAYER2]
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life:20
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inplay:1250
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[DO]
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1171
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1250
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next
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#eot
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next
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#cleanup
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next
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#untap 2
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next
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#upkeep 2
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next
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#draw 2
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next
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#main 2
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next
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#combatbegin 2
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next
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#attackers 2
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1250
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next
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#endofcombat 2
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1250
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[ASSERT]
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COMBATEND
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[PLAYER1]
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inplay:1171
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manapool:{0}
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life:20
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[PLAYER2]
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inplay:1250
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life:20
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[END] |