Files
wagic/projects/mtg/src/GameObserver.cpp
T
omegablast2002@yahoo.com 6399917d25 changes:
added abilities:
proliferate
ProliferateChooser:new targetchooser for cards with counter and poison counters "proliferation".

MenuAbility:new internal ability to create custom menus of abilities which can be activated in sequence one after another.

multikicker, syntax kicker=multi{b}
works with variable word "kicked", the amount of times it was kicked.

target=<number>tc,target=<upto:>tc,target=<anyamount>tc,target(<number>tc),target(<upto:>tc),target(<anynumber>tc);
multitarget is now supported with the exception of "devided any way you choose" which can not be supported becuase we allow detoggling of targeted cards with a "second" click....so you can not click the same card 2 times to add it to the targets list twice for example.
this is minor, as the bulk of multitarget is not "devided"
removed 's' parsing for multitarget, added a limit of 1000 to "unlimited" for easier handling; we currently can't handle activation of an ability on a 1000 cards very well on any platform(infact i don't suggest it)

Countershroud(counterstring), this MTGAbility allows you to denote that a card can not have counters of the type "counterstring" put on it.
"any" is for no counters allowed at all. this is a replacement effect. cards state that they can still be the targets of counter effects, however on resolve nothing is placed on them instead.

@counteradded(counterstring) from(target):,@counterremoved(counterstring) from(target):: these are triggers for cards which state "whenever you add a counter of "counterstring" to "target"; added counterEvents struct; 

other changes:
added support for ai handling of multitargeted spells.

changed a few of delete( into SAFE_DELETE(, safed up a couple areas where they did not seem safe to me;

added better handling of menus presented to ai, it will try to select the best based on eff returns.

added varible lastactioncontroller for ai use, it keeps it truely from ever tripping over itself and brings ai more inline with MTG rules.

converted TC into a protected member.
added "abilitybelongsto" string to tc, and set "owner" of the tc. a tc should never belong to "no one" it should always have a owner.
abilitybelongs to string is solely for easier debugging, i found it was a pain to never know what ability created a tc while i coded multitarget. the owner of the tc is the only one that should be using it, if an ability needs to declare the opponent as the owner (choose discard which is currently unsupported for example) this will allow us to better handle that situation by setting the tc owner in the ability which called it.

rewrote the logic of "checkonly" in ai choose targets, the only time it is "checkonly" is when it is trying to see if it had a target for a spell before it cast it, i now set this in the actual function call instead, the old method was far to error prone.

wrote logic for ai checking of menu objects presented to it,
ai will now make better choices when a menu is presented to it based on what it already knows. this changes it from it's old method of "just click the first option".

taught ai how to use multi-mana producers such as birds and duel lands by adding a method for it to find it's mana for a payment. it can effectively use cards like birds of paradise and sol ring(without locking up). It's primary method of pMana searching was maintain for performance(no need to deep search if we have it in pMana).

added a vector to actionlayer to store mana abilities for pMana. this provides us with a dramatic improvement when mana lords are present by reducing the amount of objects that need checking when ai checks pMana.
with 80 mana objects and a ton of lords one instance i checked went from 8000ish checks down to 80<===big difference.

added "tapped" green coloring(sorry i missed that!)...added red coloring to current actionLayers current action card (usually the source).

changed "type(" restrictions second amount from atoi into wparsedint for more flexiable coding.

add "&" parsing to CD targetchooser, removed "iscolorandcolor" variables and functions becuase they were a hack the real fix was this.
cretaure[dragon&black&blue] a creature that is a dragon, and black and also blue.

changed some of the ai computeactions and
removed unneeded gaurds in ai chooseblockers, they did more harm then good.
2011-09-01 20:03:26 +00:00

1083 lines
34 KiB
C++

#include "PrecompiledHeader.h"
#include "GameObserver.h"
#include "CardGui.h"
#include "Damage.h"
#include "Rules.h"
#include "ExtraCost.h"
#include "Subtypes.h"
#include <JLogger.h>
#include <JRenderer.h>
#include "MTGGamePhase.h"
#include "GuiPhaseBar.h"
GameObserver * GameObserver::mInstance = NULL;
GameObserver* GameObserver::GetInstance()
{
return mInstance;
}
void GameObserver::EndInstance()
{
SAFE_DELETE(mInstance);
}
void GameObserver::Init(Player * _players[], int _nbplayers)
{
mInstance = NEW GameObserver(_players, _nbplayers);
}
GameObserver::GameObserver(Player * _players[], int _nb_players)
{
for (int i = 0; i < _nb_players; i++)
{
players[i] = _players[i];
}
currentPlayer = NULL;
currentActionPlayer = NULL;
isInterrupting = NULL;
currentPlayerId = 0;
nbPlayers = _nb_players;
currentGamePhase = -1;
targetChooser = NULL;
cardWaitingForTargets = NULL;
mExtraPayment = NULL;
gameOver = NULL;
phaseRing = NULL;
replacementEffects = NEW ReplacementEffects();
combatStep = BLOCKERS;
mRules = NULL;
}
int GameObserver::getCurrentGamePhase()
{
return currentGamePhase;
}
Player * GameObserver::opponent()
{
int index = (currentPlayerId + 1) % nbPlayers;
return players[index];
}
void GameObserver::nextPlayer()
{
turn++;
currentPlayerId = (currentPlayerId + 1) % nbPlayers;
currentPlayer = players[currentPlayerId];
currentActionPlayer = currentPlayer;
combatStep = BLOCKERS;
}
void GameObserver::nextGamePhase()
{
Phase * cPhaseOld = phaseRing->getCurrentPhase();
if (cPhaseOld->id == Constants::MTG_PHASE_COMBATDAMAGE)
if ((FIRST_STRIKE == combatStep) || (END_FIRST_STRIKE == combatStep) || (DAMAGE == combatStep))
{
nextCombatStep();
return;
}
if (cPhaseOld->id == Constants::MTG_PHASE_COMBATBLOCKERS)
if (BLOCKERS == combatStep || TRIGGERS == combatStep)
{
nextCombatStep();
return;
}
phaseRing->forward();
//Go directly to end of combat if no attackers
if (cPhaseOld->id == Constants::MTG_PHASE_COMBATATTACKERS && !(currentPlayer->game->inPlay->getNextAttacker(NULL)))
{
phaseRing->forward();
phaseRing->forward();
}
Phase * cPhase = phaseRing->getCurrentPhase();
currentGamePhase = cPhase->id;
if (Constants::MTG_PHASE_COMBATDAMAGE == currentGamePhase)
nextCombatStep();
if (currentPlayer != cPhase->player)
nextPlayer();
//init begin of turn
if (currentGamePhase == Constants::MTG_PHASE_BEFORE_BEGIN)
{
cleanupPhase();
currentPlayer->damageCount = 0;
currentPlayer->preventable = 0;
currentPlayer->isPoisoned = false;
mLayers->actionLayer()->cleanGarbage(); //clean abilities history for this turn;
mLayers->stackLayer()->garbageCollect(); //clean stack history for this turn;
mLayers->actionLayer()->Update(0);
for (int i = 0; i < 2; i++)
{
//Cleanup of each player's gamezones
players[i]->game->beforeBeginPhase();
}
combatStep = BLOCKERS;
return nextGamePhase();
}
if (currentGamePhase == Constants::MTG_PHASE_AFTER_EOT)
{
//Auto Hand cleaning, in case the player didn't do it himself
while (currentPlayer->game->hand->nb_cards > currentPlayer->handsize && currentPlayer->nomaxhandsize == false)
{
WEvent * e = NEW WEventCardDiscard(currentPlayer->game->hand->cards[0]);
GameObserver * game = GameObserver::GetInstance();
game->receiveEvent(e);
currentPlayer->game->putInGraveyard(currentPlayer->game->hand->cards[0]);
}
mLayers->actionLayer()->Update(0);
currentPlayer->lifeLostThisTurn = 0;
currentPlayer->opponent()->lifeLostThisTurn = 0;
return nextGamePhase();
}
//Phase Specific actions
switch (currentGamePhase)
{
case Constants::MTG_PHASE_UNTAP:
DebugTrace("Untap Phase ------------- Turn " << turn );
untapPhase();
break;
case Constants::MTG_PHASE_COMBATBLOCKERS:
receiveEvent(NEW WEventAttackersChosen());
break;
default:
break;
}
}
int GameObserver::cancelCurrentAction()
{
SAFE_DELETE(targetChooser);
return mLayers->actionLayer()->cancelCurrentAction();
}
void GameObserver::nextCombatStep()
{
switch (combatStep)
{
case BLOCKERS:
receiveEvent(NEW WEventBlockersChosen());
receiveEvent(NEW WEventCombatStepChange(combatStep = TRIGGERS));
return;
case TRIGGERS:
receiveEvent(NEW WEventCombatStepChange(combatStep = ORDER));
return;
case ORDER:
receiveEvent(NEW WEventCombatStepChange(combatStep = FIRST_STRIKE));
return;
case FIRST_STRIKE:
receiveEvent(NEW WEventCombatStepChange(combatStep = END_FIRST_STRIKE));
return;
case END_FIRST_STRIKE:
receiveEvent(NEW WEventCombatStepChange(combatStep = DAMAGE));
return;
case DAMAGE:
receiveEvent(NEW WEventCombatStepChange(combatStep = END_DAMAGE));
return;
case END_DAMAGE:
; // Nothing : go to next phase
}
}
void GameObserver::userRequestNextGamePhase()
{
if(getCurrentTargetChooser() && getCurrentTargetChooser()->maxtargets == 1000)
{
getCurrentTargetChooser()->done = true;
if(getCurrentTargetChooser()->source)
cardClick(getCurrentTargetChooser()->source);
}
if (mLayers->stackLayer()->getNext(NULL, 0, NOT_RESOLVED))
return;
if (getCurrentTargetChooser())
return;
//if (mLayers->actionLayer()->isWaitingForAnswer())
// return;
// Wil 12/5/10: additional check, not quite understanding why TargetChooser doesn't seem active at this point.
// If we deem that an extra cost payment needs to be made, don't allow the next game phase to proceed.
// Here's what I find weird - if the extra cost is something like a sacrifice, doesn't that imply a TargetChooser?
if (WaitForExtraPayment(NULL))
return;
Phase * cPhaseOld = phaseRing->getCurrentPhase();
if ((cPhaseOld->id == Constants::MTG_PHASE_COMBATBLOCKERS && combatStep == ORDER)
|| (cPhaseOld->id == Constants::MTG_PHASE_COMBATBLOCKERS && combatStep == TRIGGERS)
|| (cPhaseOld->id == Constants::MTG_PHASE_COMBATDAMAGE)
|| opponent()->isAI()
|| options[Options::optionInterrupt(currentGamePhase)].number
|| currentPlayer->offerInterruptOnPhase - 1 == currentGamePhase
)
{
mLayers->stackLayer()->AddNextGamePhase();
}
else
{
nextGamePhase();
}
}
int GameObserver::forceShuffleLibraries()
{
int result = 0;
for (int i = 0; i < 2 ; ++i)
{
if (players[i]->game->library->needShuffle)
{
players[i]->game->library->shuffle();
players[i]->game->library->needShuffle = false;
++result;
}
}
return result;
}
void GameObserver::startGame(Rules * rules)
{
turn = 0;
mRules = rules;
if (rules)
rules->initPlayers();
options.automaticStyle(players[0], players[1]);
mLayers = NEW DuelLayers();
mLayers->init();
currentPlayerId = 0;
currentPlayer = players[0];
currentActionPlayer = currentPlayer;
phaseRing = NEW PhaseRing(players, nbPlayers);
if (rules)
rules->initGame();
//Preload images from hand
if (!players[0]->isAI())
{
for (int i = 0; i < players[0]->game->hand->nb_cards; i++)
{
WResourceManager::Instance()->RetrieveCard(players[0]->game->hand->cards[i], CACHE_THUMB);
WResourceManager::Instance()->RetrieveCard(players[0]->game->hand->cards[i]);
}
}
startedAt = time(0);
//Difficult mode special stuff
if (!players[0]->isAI() && players[1]->isAI())
{
int difficulty = options[Options::DIFFICULTY].number;
if (options[Options::DIFFICULTY_MODE_UNLOCKED].number && difficulty)
{
Player * p = players[1];
for (int level = 0; level < difficulty; level++)
{
MTGCardInstance * card = NULL;
MTGGameZone * z = p->game->library;
for (int j = 0; j < z->nb_cards; j++)
{
MTGCardInstance * _card = z->cards[j];
if (_card->isLand())
{
card = _card;
j = z->nb_cards;
}
}
if (card)
{
MTGCardInstance * copy = p->game->putInZone(card, p->game->library, p->game->stack);
Spell * spell = NEW Spell(copy);
spell->resolve();
delete spell;
}
}
}
}
}
void GameObserver::addObserver(MTGAbility * observer)
{
mLayers->actionLayer()->Add(observer);
}
//Returns true if the Ability was correctly removed from the game, false otherwise
//Main (valid) reason of returning false is an attempt at removing an Ability that has already been removed
bool GameObserver::removeObserver(ActionElement * observer)
{
if (!observer)
return false;
return mLayers->actionLayer()->moveToGarbage(observer);
}
GameObserver::~GameObserver()
{
LOG("==Destroying GameObserver==");
SAFE_DELETE(targetChooser);
SAFE_DELETE(mLayers);
SAFE_DELETE(phaseRing);
SAFE_DELETE(replacementEffects);
for (int i = 0; i < nbPlayers; ++i)
{
SAFE_DELETE(players[i]);
}
LOG("==GameObserver Destroyed==");
}
void GameObserver::Update(float dt)
{
Player * player = currentPlayer;
if (Constants::MTG_PHASE_COMBATBLOCKERS == currentGamePhase && BLOCKERS == combatStep)
{
player = player->opponent();
}
if(getCurrentTargetChooser() && getCurrentTargetChooser()->Owner && player != getCurrentTargetChooser()->Owner)
{
if(getCurrentTargetChooser()->Owner != currentlyActing())
{
player = getCurrentTargetChooser()->Owner;
}
}
currentActionPlayer = player;
if (isInterrupting)
player = isInterrupting;
mLayers->Update(dt, player);
while (mLayers->actionLayer()->stuffHappened)
{
mLayers->actionLayer()->Update(0);
}
gameStateBasedEffects();
oldGamePhase = currentGamePhase;
}
//applies damage to creatures after updates
//Players life test
//Handles game state based effects
void GameObserver::gameStateBasedEffects()
{
if(getCurrentTargetChooser() && int(getCurrentTargetChooser()->targets.size()) == getCurrentTargetChooser()->maxtargets)
getCurrentTargetChooser()->done = true;
for (int i = 0; i < 2; i++)
players[i]->isPoisoned = (players[i]->poisonCount > 0);
if (mLayers->stackLayer()->count(0, NOT_RESOLVED) != 0)
return;
if (mLayers->actionLayer()->menuObject)
return;
if (getCurrentTargetChooser() || mLayers->actionLayer()->isWaitingForAnswer())
return;
////////////////////////
//---apply damage-----//
//after combat effects//
////////////////////////
for (int i = 0; i < 2; i++)
{
MTGGameZone * zone = players[i]->game->inPlay;
for (int j = zone->nb_cards - 1; j >= 0; j--)
{
MTGCardInstance * card = zone->cards[j];
card->afterDamage();
card->mPropertiesChangedSinceLastUpdate = false;
///////////////////////////////////////////////////////
//Remove auras that don't have a valid target anymore//
///////////////////////////////////////////////////////
if (card->target && !isInPlay(card->target) && !card->hasType(Subtypes::TYPE_EQUIPMENT))
{
players[i]->game->putInGraveyard(card);
}
card->enchanted = false;
if (card->target && isInPlay(card->target) && !card->hasType(Subtypes::TYPE_EQUIPMENT) && card->hasSubtype(Subtypes::TYPE_AURA))
{
card->target->enchanted = true;
}
///////////////////////////
//reset extracost shadows//
///////////////////////////
card->isExtraCostTarget = false;
if(mExtraPayment != NULL)
{
for(unsigned int ec = 0;ec < mExtraPayment->costs.size();ec++)
{
if( mExtraPayment->costs[ec]->target)
mExtraPayment->costs[ec]->target->isExtraCostTarget = true;
}
}
//////////////////////
//reset morph hiding//
//////////////////////
if((card->previous && card->previous->morphed && !card->turningOver) || (card->morphed && !card->turningOver))
{
card->morphed = true;
card->isMorphed = true;
}
else
{
card->isMorphed = false;
card->morphed = false;
}
//////////////////////////
//handles phasing events//
//////////////////////////
if(card->has(Constants::PHASING)&& currentGamePhase == Constants::MTG_PHASE_UNTAP && currentPlayer == card->controller() && card->phasedTurn != turn && !card->isPhased)
{
card->isPhased = true;
card->phasedTurn = turn;
if(card->view)
card->view->alpha = 50;
card->initAttackersDefensers();
}
else if((card->has(Constants::PHASING) || card->isPhased)&& currentGamePhase == Constants::MTG_PHASE_UNTAP && currentPlayer == card->controller() && card->phasedTurn != turn)
{
card->isPhased = false;
card->phasedTurn = turn;
if(card->view)
card->view->alpha = 255;
}
if (card->target && isInPlay(card->target) && (card->hasSubtype(Subtypes::TYPE_EQUIPMENT) || card->hasSubtype(Subtypes::TYPE_AURA)))
{
card->isPhased = card->target->isPhased;
card->phasedTurn = card->target->phasedTurn;
if(card->view && card->target->view)
card->view->alpha = card->target->view->alpha;
}
//////////////////////////
//forceDestroy over ride//
//////////////////////////
if(card->isInPlay())
{
card->graveEffects = false;
card->exileEffects = false;
}
}
}
//-------------------------------------
for (int i = 0; i < 2; i++)
{
///////////////////////////////////////////////////////////
//life checks/poison checks also checks cant win or lose.//
///////////////////////////////////////////////////////////
if (players[i]->life <= 0 || players[i]->poisonCount >= 10)
{
int cantlosers = 0;
MTGGameZone * z = players[i]->game->inPlay;
int nbcards = z->nb_cards;
for (int j = 0; j < nbcards; ++j)
{
MTGCardInstance * c = z->cards[j];
if (c->has(Constants::CANTLOSE) || (c->has(Constants::CANTLIFELOSE) && players[i]->poisonCount < 10))
{
cantlosers++;
}
}
MTGGameZone * k = players[i]->opponent()->game->inPlay;
int onbcards = k->nb_cards;
for (int m = 0; m < onbcards; ++m)
{
MTGCardInstance * e = k->cards[m];
if (e->has(Constants::CANTWIN))
{
cantlosers++;
}
}
if (cantlosers < 1)
{
gameOver = players[i];
}
}
}
//////////////////////////////////////////////////////
//-------------card based states effects------------//
//////////////////////////////////////////////////////
//ie:cantcast; extra land; extra turn;no max hand;--//
//////////////////////////////////////////////////////
for (int i = 0; i < 2; i++)
{
//checks if a player has a card which has the stated ability in play.
Player * p = players[i];
MTGGameZone * z = players[i]->game->inPlay;
int nbcards = z->nb_cards;
//------------------------------
p->nomaxhandsize = (z->hasAbility(Constants::NOMAXHAND));
/////////////////////////////////////////////////
//handle end of turn effects while we're at it.//
/////////////////////////////////////////////////
if (currentGamePhase == Constants::MTG_PHASE_ENDOFTURN+1)
{
for (int j = 0; j < nbcards; ++j)
{
MTGCardInstance * c = z->cards[j];
if(!c)break;
while (c->flanked)
{
/////////////////////////////////
//undoes the flanking on a card//
/////////////////////////////////
c->power += 1;
c->addToToughness(1);
c->flanked -= 1;
}
c->fresh = 0;
if(c->wasDealtDamage && c->isInPlay())
c->wasDealtDamage = false;
c->damageToController = false;
c->damageToOpponent = false;
}
for (int t = 0; t < nbcards; t++)
{
MTGCardInstance * c = z->cards[t];
if (c->has(Constants::TREASON))
{
WEvent * e = NEW WEventCardSacrifice(c);
GameObserver * game = GameObserver::GetInstance();
game->receiveEvent(e);
p->game->putInGraveyard(c);
}
if (c->has(Constants::UNEARTH))
{
p->game->putInExile(c);
}
if(nbcards > z->nb_cards)
{
t = 0;
nbcards = z->nb_cards;
}
}
MTGGameZone * f = p->game->graveyard;
for (int k = 0; k < f->nb_cards; k++)
{
MTGCardInstance * card = f->cards[k];
card->fresh = 0;
}
}
if (z->nb_cards == 0)
{
p->nomaxhandsize = false;
}
//////////////////////////
// Check auras on a card//
//////////////////////////
enchantmentStatus();
/////////////////////////////
// Check affinity on a card//
/////////////////////////////
Affinity();
/////////////////////////////////////
// Check colored statuses on cards //
/////////////////////////////////////
for(int w = 0;w < z->nb_cards;w++)
{
int colored = 0;
for (int i = Constants::MTG_COLOR_GREEN; i <= Constants::MTG_COLOR_WHITE; ++i)
{
if (z->cards[w]->hasColor(i))
++colored;
}
z->cards[w]->isMultiColored = (colored > 1) ? 1 : 0;
}
}
///////////////////////////////////
//phase based state effects------//
///////////////////////////////////
if (combatStep == TRIGGERS)
{
if (!mLayers->stackLayer()->getNext(NULL, 0, NOT_RESOLVED) && !targetChooser
&& !mLayers->actionLayer()->isWaitingForAnswer())
mLayers->stackLayer()->AddNextCombatStep();
}
//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::enchantmentStatus()
{
for (int i = 0; i < 2; i++)
{
MTGGameZone * zone = players[i]->game->inPlay;
for (int k = zone->nb_cards - 1; k >= 0; k--)
{
MTGCardInstance * card = zone->cards[k];
if (card && !card->hasType(Subtypes::TYPE_EQUIPMENT) && !card->hasSubtype(Subtypes::TYPE_AURA))
{
card->enchanted = false;
card->auras = 0;
}
}
for (int j = zone->nb_cards - 1; j >= 0; j--)
{
MTGCardInstance * card = zone->cards[j];
if (card->target && isInPlay(card->target) && !card->hasType(Subtypes::TYPE_EQUIPMENT) && card->hasSubtype(Subtypes::TYPE_AURA))
{
card->target->enchanted = true;
card->target->auras += 1;
}
}
}
}
void GameObserver::Affinity()
{
for (int i = 0; i < 2; i++)
{
MTGGameZone * zone = players[i]->game->hand;
for (int k = zone->nb_cards - 1; k >= 0; k--)
{
MTGCardInstance * card = zone->cards[k];
if (!card)
continue;
int color = 0;
string type = "";
//only do any of the following if a card with the stated ability is in your hand.
ManaCost * original = NEW ManaCost();
original->copy(card->model->data->getManaCost());
//have to run alter cost before affinity or the 2 cancel each other out.
if(card->getIncreasedManaCost()->getConvertedCost()||card->getReducedManaCost()->getConvertedCost())
{
if(card->getIncreasedManaCost()->getConvertedCost())
original->add(card->getIncreasedManaCost());
if(card->getReducedManaCost()->getConvertedCost())
original->remove(card->getReducedManaCost());
card->getManaCost()->copy(original);
if(card->getManaCost()->extraCosts)
{
for(unsigned int i = 0; i < card->getManaCost()->extraCosts->costs.size();i++)
{
card->getManaCost()->extraCosts->costs[i]->setSource(card);
}
}
}
if(card->has(Constants::AFFINITYARTIFACTS)||
card->has(Constants::AFFINITYFOREST)||
card->has(Constants::AFFINITYGREENCREATURES)||
card->has(Constants::AFFINITYISLAND)||
card->has(Constants::AFFINITYMOUNTAIN)||
card->has(Constants::AFFINITYPLAINS)||
card->has(Constants::AFFINITYSWAMP)){
if (card->has(Constants::AFFINITYARTIFACTS))
{
type = "artifact";
}
else if (card->has(Constants::AFFINITYSWAMP))
{
type = "swamp";
}
else if (card->has(Constants::AFFINITYMOUNTAIN))
{
type = "mountain";
}
else if (card->has(Constants::AFFINITYPLAINS))
{
type = "plains";
}
else if (card->has(Constants::AFFINITYISLAND))
{
type = "island";
}
else if (card->has(Constants::AFFINITYFOREST))
{
type = "forest";
}
else if (card->has(Constants::AFFINITYGREENCREATURES))
{
color = 1;
type = "creature";
}
card->getManaCost()->copy(original);
int reduce = 0;
if(card->has(Constants::AFFINITYGREENCREATURES))
{
TargetChooserFactory tf;
TargetChooser * tc = tf.createTargetChooser("creature[green]",NULL);
reduce = card->controller()->game->battlefield->countByCanTarget(tc);
SAFE_DELETE(tc);
}
else
{
reduce = card->controller()->game->battlefield->countByType(type.c_str());
}
for(int i = 0; i < reduce;i++)
{
if(card->getManaCost()->getCost(color) > 0)
card->getManaCost()->remove(color,1);
}
}
SAFE_DELETE(original);
}
}
}
void GameObserver::Render()
{
mLayers->Render();
if (targetChooser || mLayers->actionLayer()->isWaitingForAnswer())
JRenderer::GetInstance()->DrawRect(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, ARGB(255,255,0,0));
if (mExtraPayment)
mExtraPayment->Render();
for (int i = 0; i < nbPlayers; ++i)
{
players[i]->Render();
}
}
void GameObserver::ButtonPressed(PlayGuiObject * target)
{
DebugTrace("GAMEOBSERVER Click");
if (CardView* cardview = dynamic_cast<CardView*>(target))
{
MTGCardInstance * card = cardview->getCard();
cardClick(card, card);
}
else if (GuiLibrary* library = dynamic_cast<GuiLibrary*>(target))
{
if (library->showCards)
{
library->toggleDisplay();
forceShuffleLibraries();
}
else
{
TargetChooser * _tc = this->getCurrentTargetChooser();
if (_tc && _tc->targetsZone(library->zone))
{
library->toggleDisplay();
library->zone->needShuffle = true;
}
}
}
else if (GuiGraveyard* graveyard = dynamic_cast<GuiGraveyard*>(target))
graveyard->toggleDisplay();
//opponenthand
else if (GuiOpponentHand* opponentHand = dynamic_cast<GuiOpponentHand*>(target))
if (opponentHand->showCards)
{
opponentHand->toggleDisplay();
}
else
{
TargetChooser * _tc = this->getCurrentTargetChooser();
if (_tc && _tc->targetsZone(opponentHand->zone))
{
opponentHand->toggleDisplay();
}
}
//end opponenthand
else if (GuiAvatar* avatar = dynamic_cast<GuiAvatar*>(target))
{
cardClick(NULL, avatar->player);
}
else if (dynamic_cast<GuiPhaseBar*>(target))
{
MTGGamePhase::GetInstance()->NextGamePhase();
}
}
void GameObserver::stackObjectClicked(Interruptible * action)
{
if (targetChooser != NULL)
{
int result = targetChooser->toggleTarget(action);
if (result == TARGET_OK_FULL)
{
cardClick(cardWaitingForTargets);
}
else
{
return;
}
}
else
{
int reaction = mLayers->actionLayer()->isReactingToTargetClick(action);
if (reaction == -1)
mLayers->actionLayer()->reactToTargetClick(action);
}
}
bool GameObserver::WaitForExtraPayment(MTGCardInstance * card)
{
bool result = false;
if (mExtraPayment)
{
if (card)
{
mExtraPayment->tryToSetPayment(card);
}
if (mExtraPayment->isPaymentSet())
{
mLayers->actionLayer()->reactToClick(mExtraPayment->action, mExtraPayment->source);
mExtraPayment = NULL;
}
result = true;
}
return result;
}
int GameObserver::cardClick(MTGCardInstance * card, Targetable * object)
{
Player * clickedPlayer = NULL;
if (!card)
clickedPlayer = ((Player *) object);
if (targetChooser)
{
int result;
if (card)
{
if (card == cardWaitingForTargets)
{
int _result = targetChooser->ForceTargetListReady();
if(targetChooser->targetMin && int(targetChooser->targets.size()) < targetChooser->maxtargets)
_result = 0;
if (_result)
{
result = TARGET_OK_FULL;
}
else
{
result = targetChooser->targetsReadyCheck();
}
}
else
{
result = targetChooser->toggleTarget(card);
WEvent * e = NEW WEventTarget(card,cardWaitingForTargets);
receiveEvent(e);
}
}
else
{
result = targetChooser->toggleTarget(clickedPlayer);
}
if (result == TARGET_OK_FULL)
card = cardWaitingForTargets;
else
return 1;
}
if (WaitForExtraPayment(card))
return 1;
int reaction = 0;
if (ORDER == combatStep)
{
card->defenser->raiseBlockerRankOrder(card);
return 1;
}
if (card)
{
//card played as normal, alternative cost, buyback, flashback, retrace.
//the variable "paymenttype = int" only serves one purpose, to tell this bug fix what menu item you clicked on...
// all alternative cost or play methods suffered from the fix because if the card contained "target="
// it would automatically force the play method to putinplayrule...even charge you the original mana cost.
/* Fix for Issue http://code.google.com/p/wagic/issues/detail?id=270
put into play is hopefully the only ability causing that kind of trouble
If the same kind of issue occurs with other abilities, let's think of a cleaner solution
*/
if (targetChooser)
{
MTGAbility * a = mLayers->actionLayer()->getAbility(card->paymenttype);
return a->reactToClick(card);
}
reaction = mLayers->actionLayer()->isReactingToClick(card);
if (reaction == -1)
return mLayers->actionLayer()->reactToClick(card);
}
else
{//this handles abilities on a menu...not just when card is being played
reaction = mLayers->actionLayer()->isReactingToTargetClick(object);
if (reaction == -1)
return mLayers->actionLayer()->reactToTargetClick(object);
}
if (!card)
return 0;
//Current player's hand
if (currentPlayer->game->hand->hasCard(card) && currentGamePhase == Constants::MTG_PHASE_CLEANUP
&& currentPlayer->game->hand->nb_cards > currentPlayer->handsize && currentPlayer->nomaxhandsize == false)
{
WEvent * e = NEW WEventCardDiscard(currentPlayer->game->hand->cards[0]);
GameObserver * game = GameObserver::GetInstance();
game->receiveEvent(e);
currentPlayer->game->putInGraveyard(card);
}
else if (reaction)
{
if (reaction == 1)
{
return mLayers->actionLayer()->reactToClick(card);
}
else
{
mLayers->actionLayer()->setMenuObject(object);
return 1;
}
}
else if (card->isTapped() && card->controller() == currentPlayer)
{
return untap(card);
}
return 0;
}
int GameObserver::untap(MTGCardInstance * card)
{
if (!card->isUntapping())
{
return 0;
}
if (card->has(Constants::DOESNOTUNTAP))
return 0;
if (card->frozen > 0)
return 0;
card->attemptUntap();
return 1;
}
TargetChooser * GameObserver::getCurrentTargetChooser()
{
TargetChooser * _tc = mLayers->actionLayer()->getCurrentTargetChooser();
if (_tc)
return _tc;
return targetChooser;
}
/* Returns true if the card is in one of the player's play zone */
int GameObserver::isInPlay(MTGCardInstance * card)
{
for (int i = 0; i < 2; i++)
{
if (players[i]->game->isInPlay(card))
return 1;
}
return 0;
}
int GameObserver::isInGrave(MTGCardInstance * card)
{
for (int i = 0; i < 2; i++)
{
MTGGameZone * graveyard = players[i]->game->graveyard;
if (players[i]->game->isInZone(card,graveyard))
return 1;
}
return 0;
}
int GameObserver::isInExile(MTGCardInstance * card)
{
for (int i = 0; i < 2; i++)
{
MTGGameZone * exile = players[i]->game->exile;
if (players[i]->game->isInZone(card,exile))
return 1;
}
return 0;
}
void GameObserver::cleanupPhase()
{
currentPlayer->cleanupPhase();
opponent()->cleanupPhase();
}
void GameObserver::untapPhase()
{
currentPlayer->inPlay()->untapAll();
}
int GameObserver::receiveEvent(WEvent * e)
{
if (!e)
return 0;
eventsQueue.push(e);
if (eventsQueue.size() > 1)
return -1; //resolving events can generate more events
int result = 0;
while (eventsQueue.size())
{
WEvent * ev = eventsQueue.front();
result += mLayers->receiveEvent(ev);
for (int i = 0; i < 2; ++i)
{
result += players[i]->receiveEvent(ev);
}
SAFE_DELETE(ev);
eventsQueue.pop();
}
return result;
}
Player * GameObserver::currentlyActing()
{
if (isInterrupting)
return isInterrupting;
return currentActionPlayer;
}
//TODO CORRECT THIS MESS
int GameObserver::targetListIsSet(MTGCardInstance * card)
{
if (targetChooser == NULL)
{
TargetChooserFactory tcf;
targetChooser = tcf.createTargetChooser(card);
cardWaitingForTargets = card;
if (targetChooser == NULL)
{
return 1;
}
}
return (targetChooser->targetListSet());
}