482 lines
12 KiB
C++
482 lines
12 KiB
C++
#include "../include/debug.h"
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#include "../include/GameObserver.h"
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#include "../include/GameOptions.h"
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#include "../include/ConstraintResolver.h"
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#include "../include/CardGui.h"
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#include "../include/Damage.h"
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#include "../include/DamageResolverLayer.h"
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#include <JRenderer.h>
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GameObserver * GameObserver::mInstance = NULL;
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GameObserver* GameObserver::GetInstance()
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{
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return mInstance;
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}
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void GameObserver::EndInstance()
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{
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SAFE_DELETE(mInstance);
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}
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void GameObserver::Init(Player * _players[], int _nbplayers){
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mInstance = NEW GameObserver(_players, _nbplayers);
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mInstance->mLayers = NEW DuelLayers();
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mInstance->mLayers->init();
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}
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GameObserver::GameObserver(Player * _players[], int _nb_players){
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int i;
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for (i =0; i < _nb_players;i ++){
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players[i] = _players[i];
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}
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currentPlayer = players[0];
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currentActionPlayer = currentPlayer;
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isInterrupting = NULL;
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currentPlayerId = 0;
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nbPlayers = _nb_players;
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currentRound = 1;
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currentGamePhase = -1;
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targetChooser = NULL;
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cardWaitingForTargets = NULL;
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reaction = 0;
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gameOver = NULL;
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phaseRing = NEW PhaseRing(_players,_nb_players);
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}
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void GameObserver::setGamePhaseManager(MTGGamePhase * _phases){
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gamePhaseManager = _phases;
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}
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int GameObserver::getCurrentGamePhase(){
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return currentGamePhase;
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}
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Player * GameObserver::opponent(){
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int index = (currentPlayerId+1)%nbPlayers;
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return players[index];
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}
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int GameObserver::enteringPhase(int phase){
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//TODO
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return 0;
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}
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void GameObserver::nextPlayer(){
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currentPlayerId = (currentPlayerId+1)%nbPlayers;
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currentPlayer = players[currentPlayerId];
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currentActionPlayer = currentPlayer;
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}
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void GameObserver::nextGamePhase(){
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phaseRing->forward();
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Phase * cPhase = phaseRing->getCurrentPhase();
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currentGamePhase = cPhase->id;
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if (currentPlayer != cPhase->player) nextPlayer();
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//init begin of turn
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if (currentGamePhase == MTG_PHASE_BEFORE_BEGIN){
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cleanupPhase();
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currentPlayer->canPutLandsIntoPlay = 1;
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mLayers->actionLayer()->Update(0);
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return nextGamePhase();
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}
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//manaBurn
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if (currentGamePhase == MTG_PHASE_UNTAP ||
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currentGamePhase == MTG_PHASE_FIRSTMAIN ||
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currentGamePhase == MTG_PHASE_COMBATBEGIN ||
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currentGamePhase == MTG_PHASE_SECONDMAIN ||
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currentGamePhase == MTG_PHASE_ENDOFTURN
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){
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currentPlayer->manaBurn();
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}
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//After End of turn
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if (currentGamePhase == MTG_PHASE_AFTER_EOT){
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//Auto Hand cleaning, in case the player didn't do it himself
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while(currentPlayer->game->hand->nb_cards > 7){
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currentPlayer->game->putInGraveyard(currentPlayer->game->hand->cards[0]);
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}
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mLayers->stackLayer()->garbageCollect(); //clean stack history for this turn;
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mLayers->actionLayer()->Update(0);
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return nextGamePhase();
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}
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//Phase Specific actions
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switch(currentGamePhase){
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case MTG_PHASE_UNTAP:
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untapPhase();
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break;
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case MTG_PHASE_DRAW:
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mLayers->stackLayer()->addDraw(currentPlayer,1);
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break;
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default:
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break;
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}
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}
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int GameObserver::cancelCurrentAction(){
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SAFE_DELETE(targetChooser);
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return 1;
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}
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void GameObserver::userRequestNextGamePhase(){
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if (mLayers->stackLayer()->getNext(NULL,0,NOT_RESOLVED)) return;
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if (getCurrentTargetChooser()) return;
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if (mLayers->combatLayer()->remainingDamageSteps) return;
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//TODO CHECK POSSIBILITY
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if (opponent()->isAI() || GameOptions::GetInstance()->values[OPTIONS_INTERRUPTATENDOFPHASE_OFFSET+currentGamePhase]){
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mLayers->stackLayer()->AddNextGamePhase();
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}else{
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nextGamePhase();
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}
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}
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void GameObserver::startGame(int shuffle, int draw){
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int i;
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for (i=0; i<nbPlayers; i++){
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players[i]->game->initGame(shuffle, draw);
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}
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phaseRing->goToPhase(MTG_PHASE_FIRSTMAIN, players[0]);
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currentGamePhase = MTG_PHASE_FIRSTMAIN;
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}
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void GameObserver::addObserver(MTGAbility * observer){
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mLayers->actionLayer()->Add(observer);
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}
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void GameObserver::removeObserver(ActionElement * observer){
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if (observer){
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observer->destroy();
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}else{
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//TODO log error
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}
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mLayers->actionLayer()->Remove(observer);
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}
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GameObserver::~GameObserver(){
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LOG("==Destroying GameObserver==");
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SAFE_DELETE(targetChooser);
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SAFE_DELETE(mLayers);
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SAFE_DELETE(phaseRing);
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LOG("==GameObserver Destroyed==");
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}
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void GameObserver::Update(float dt){
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Player * player = currentPlayer;
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if (currentGamePhase == MTG_PHASE_COMBATBLOCKERS){
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player = opponent();
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}else if (currentGamePhase == MTG_PHASE_COMBATDAMAGE){
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DamageResolverLayer * drl = mLayers->combatLayer();
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if (drl->currentChoosingPlayer && drl->mCount) player = drl->currentChoosingPlayer;
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}
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currentActionPlayer = player;
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if (isInterrupting) player = isInterrupting;
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mLayers->Update(dt,player);
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stateEffects();
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oldGamePhase = currentGamePhase;
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}
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//applies damage to creatures after updates
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//Players life test
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void GameObserver::stateEffects(){
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for (int i =0; i < 2; i++){
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MTGGameZone * zone = players[i]->game->inPlay;
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for (int j = zone->nb_cards-1 ; j>=0; j--){
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MTGCardInstance * card = zone->cards[j];
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card->afterDamage();
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}
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}
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for (int i =0; i < 2; i++){
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if (players[i]->life <= 0) gameOver = players[i];
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}
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}
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void GameObserver::Render(){
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mLayers->Render();
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if (targetChooser || mLayers->actionLayer()->isWaitingForAnswer()){
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JRenderer::GetInstance()->DrawRect(0,0,SCREEN_WIDTH,SCREEN_HEIGHT,ARGB(255,255,0,0));
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}
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}
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void GameObserver::nextStep(){
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}
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void GameObserver::ButtonPressed (int controllerId, PlayGuiObject * _object){
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#if defined (WIN32) || defined (LINUX)
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OutputDebugString("Click\n");
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#endif
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int id = _object->GetId();
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if (id >=0){
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MTGCardInstance * card = ((CardGui *)_object)->card;
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cardClick(card, card);
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}
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//if (id>= -6 && id <= -3){
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if (id== -5 || id == -3){ //TODO libraries ???
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GuiGameZone * zone = (GuiGameZone *)_object;
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zone->toggleDisplay();
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}
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if (id == -1 || id == -2){
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#if defined (WIN32) || defined (LINUX)
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OutputDebugString("Click Player !\n");
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#endif
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cardClick(NULL, ((GuiAvatar *)_object)->player);
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}
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}
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void GameObserver::stackObjectClicked(Interruptible * action){
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if (targetChooser != NULL){
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#if defined (WIN32) || defined (LINUX)
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OutputDebugString("target chooser ok \n");
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#endif
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int result = targetChooser->toggleTarget(action);
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if (result == TARGET_OK_FULL){
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#if defined (WIN32) || defined (LINUX)
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OutputDebugString("target chooser Full \n");
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#endif
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cardClick(cardWaitingForTargets);
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}else{
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return;
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}
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}else{
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reaction = mLayers->actionLayer()->isReactingToTargetClick(action);
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if (reaction == -1) mLayers->actionLayer()->reactToTargetClick(action);
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}
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}
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void GameObserver::cardClick (MTGCardInstance * card, Targetable * object){
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LOG("==GameObserver::cardClick");
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if (card) {LOG(card->getName())};
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Player * clickedPlayer = NULL;
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if (!card) clickedPlayer = ((Player *)object);
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if (targetChooser != NULL){
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int result;
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if (card) {
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if (card == cardWaitingForTargets){
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LOG("attempt to close targetting");
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int _result = targetChooser->ForceTargetListReady();
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if (_result){
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result = TARGET_OK_FULL;
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}else{
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LOG("...but we cant!\n");
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result = targetChooser->targetsReadyCheck();
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}
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}else{
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result = targetChooser->toggleTarget(card);
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}
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}else{
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result = targetChooser->toggleTarget(clickedPlayer);
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}
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if (result == TARGET_OK_FULL){
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card = cardWaitingForTargets;
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}else{
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return;
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}
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}
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if (card){
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reaction = mLayers->actionLayer()->isReactingToClick(card);
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if (reaction == -1) mLayers->actionLayer()->reactToClick(card);
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}else{
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reaction = mLayers->actionLayer()->isReactingToTargetClick(object);
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if (reaction == -1) mLayers->actionLayer()->reactToTargetClick(object);
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}
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if (reaction != -1){
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if (!card) return;
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if (currentlyActing()->game->hand->hasCard(card)){
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//Current player's hand
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if (canPutInPlay(card)){
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putInPlay(card);
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if (card->hasType("land")){
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currentPlayer->canPutLandsIntoPlay--;
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}
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}else if (currentPlayer->game->hand->hasCard(card)){ //Current player's hand
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if (currentGamePhase == MTG_PHASE_CLEANUP && currentPlayer->game->hand->nb_cards > 7){
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currentPlayer->game->putInGraveyard(card);
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}
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}
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}else if (reaction){
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if (reaction == 1){
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mLayers->actionLayer()->reactToClick(card);
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}else{
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mLayers->actionLayer()->setMenuObject(object);
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}
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}else if (card->isTapped() && card->controller() == currentPlayer){
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int a = ConstraintResolver::untap(this, card);
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}
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}
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}
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TargetChooser * GameObserver::getCurrentTargetChooser(){
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TargetChooser * _tc = mLayers->actionLayer()->getCurrentTargetChooser();
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if (_tc) return _tc;
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return targetChooser;
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}
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//Check if it is possible to put a card into play
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//TODO : improve according to spells in game...
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int GameObserver::canPutInPlay(MTGCardInstance * card){
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Player * player = currentlyActing();
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LOG("CANPUTINPLAY- check if card belongs to current player\n");
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if (!player->game->hand->hasCard(card)) return 0;
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LOG("CANPUTINPLAY- check if card is land or can be played\n");
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if (card->hasType("land")){
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LOG("CANPUTINPLAY- card is land - check if can be played\n");
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if (player == currentPlayer && currentPlayer->canPutLandsIntoPlay && (currentGamePhase == MTG_PHASE_FIRSTMAIN || currentGamePhase == MTG_PHASE_SECONDMAIN)){
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LOG("CANPUTINPLAY- Land, ok\n");
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return 1;
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}
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}else if ((card->hasType("instant")) || card->has(FLASH) || (player == currentPlayer && (currentGamePhase == MTG_PHASE_FIRSTMAIN || currentGamePhase == MTG_PHASE_SECONDMAIN))){
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LOG("CANPUTINPLAY- correct time to play\n");
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if (checkManaCost(card)){
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LOG("CANPUTINPLAY- ManaCost ok\n");
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if (targetListIsSet(card)){
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#ifdef LOG
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LOG("CANPUTINPLAY- Targets chosen -> OK\n");
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#endif
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return 1;
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}else{
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#ifdef LOG
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LOG("CANPUTINPLAY- Targets not chosen yet\n");
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#endif
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return 0;
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}
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}
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}
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return 0;
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}
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void GameObserver::putInPlay(MTGCardInstance * card){
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Player * player = currentlyActing();
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ManaCost * previousManaPool = NEW ManaCost(player->getManaPool());
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player->getManaPool()->pay(card->getManaCost());
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ManaCost * spellCost = previousManaPool->Diff(player->getManaPool());
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delete previousManaPool;
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if (card->hasType("land")){
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Spell * spell = NEW Spell(card);
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player->game->putInZone(card, player->game->hand, player->game->stack);
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spell->resolve();
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delete spellCost;
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delete spell;
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}else{
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if (targetChooser){
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mLayers->stackLayer()->addSpell(card,targetChooser->targets,targetChooser->cursor, spellCost);
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delete targetChooser;
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targetChooser = NULL;
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}else{
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mLayers->stackLayer()->addSpell(card,NULL,0, spellCost);
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}
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player->game->putInZone(card, player->game->hand, player->game->stack);
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}
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}
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/* Returns true if the card is in one of the player's play zone */
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int GameObserver::isInPlay(MTGCardInstance * card){
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for (int i = 0; i < 2; i++){
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if (players[i]->game->isInPlay(card)) return 1;
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}
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return 0;
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}
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void GameObserver::draw(){
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//TODO checks to allow multiple draw, or no draw, etc...
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currentPlayer->game->drawFromLibrary();
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}
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void GameObserver::cleanupPhase(){
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currentPlayer->cleanupPhase();
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opponent()->cleanupPhase();
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}
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void GameObserver::untapPhase(){
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currentPlayer->inPlay()->untapAll();
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}
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int GameObserver::isACreature(MTGCardInstance * card){
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return card->isACreature();
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}
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Player * GameObserver::currentlyActing(){
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if (isInterrupting) return isInterrupting;
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return currentActionPlayer;
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}
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int GameObserver::tryToTapOrUntap(MTGCardInstance * card){
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int reaction = mLayers->actionLayer()->isReactingToClick(card);
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if (reaction){
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if (reaction == 1){
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mLayers->actionLayer()->reactToClick(card);
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}else{
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//TODO, what happens when several abilities react to the click ?
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}
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return reaction;
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}else{
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if (card->isTapped() && card->controller() == currentPlayer){
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int a = ConstraintResolver::untap(this, card);
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return a;
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}else{
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//TODO Check Spells
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//card->tap();
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return 0;
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}
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return 0;
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}
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}
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//TODO CORRECT THIS MESS
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int GameObserver::targetListIsSet(MTGCardInstance * card){
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if (targetChooser == NULL){
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TargetChooserFactory tcf;
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targetChooser = tcf.createTargetChooser(card);
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cardWaitingForTargets = card;
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if (targetChooser == NULL){
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return 1;
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}
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}
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return (targetChooser->targetListSet());
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}
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int GameObserver::checkManaCost(MTGCardInstance * card){
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ManaCost * playerMana = currentlyActing()->getManaPool();
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ManaCost * cost = card->getManaCost();
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if (playerMana->canAfford(cost)){
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return 1;
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}
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return 0;
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}
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