Files
wagic/projects/mtg/src/GameObserver.cpp
Anthony Calosa cf0f9d43fa exile zone
player only, todo opponent and ability activation for exile
2015-10-26 06:50:19 +08:00

2111 lines
66 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"
#include "AIPlayerBaka.h"
#include "MTGRules.h"
#include "Trash.h"
#include "DeckManager.h"
#include "GuiCombat.h"
#include <algorithm>
#ifdef TESTSUITE
#include "TestSuiteAI.h"
#endif
#ifdef NETWORK_SUPPORT
#include "NetworkPlayer.h"
#endif
void GameObserver::cleanup()
{
SAFE_DELETE(targetChooser);
SAFE_DELETE(mLayers);
SAFE_DELETE(phaseRing);
SAFE_DELETE(replacementEffects);
for (size_t i = 0; i < players.size(); ++i)
{
SAFE_DELETE(players[i]);
}
players.clear();
currentPlayer = NULL;
currentActionPlayer = NULL;
isInterrupting = NULL;
currentPlayerId = 0;
mCurrentGamePhase = MTG_PHASE_INVALID;
targetChooser = NULL;
cardWaitingForTargets = NULL;
mExtraPayment = NULL;
gameOver = NULL;
phaseRing = NULL;
replacementEffects = NEW ReplacementEffects();
combatStep = BLOCKERS;
connectRule = false;
actionsList.clear();
gameTurn.clear();
}
GameObserver::~GameObserver()
{
LOG("==Destroying GameObserver==");
for (size_t i = 0; i < players.size(); ++i)
{
players[i]->End();
}
SAFE_DELETE(targetChooser);
SAFE_DELETE(mLayers);
SAFE_DELETE(phaseRing);
SAFE_DELETE(replacementEffects);
for (size_t i = 0; i < players.size(); ++i)
{
SAFE_DELETE(players[i]);
}
players.clear();
delete[] ExtraRules;
ExtraRules = 0;
LOG("==GameObserver Destroyed==");
SAFE_DELETE(mTrash);
SAFE_DELETE(mDeckManager);
}
GameObserver::GameObserver(WResourceManager *output, JGE* input)
: mSeed((unsigned int)time(0)), randomGenerator(mSeed, true), mResourceManager(output), mJGE(input)
{
ExtraRules = new MTGCardInstance[2]();
mGameType = GAME_TYPE_CLASSIC;
currentPlayer = NULL;
currentActionPlayer = NULL;
isInterrupting = NULL;
currentPlayerId = 0;
mCurrentGamePhase = MTG_PHASE_INVALID;
targetChooser = NULL;
cardWaitingForTargets = NULL;
mExtraPayment = NULL;
gameOver = NULL;
phaseRing = NULL;
replacementEffects = NEW ReplacementEffects();
combatStep = BLOCKERS;
mRules = NULL;
connectRule = false;
mLoading = false;
mLayers = NULL;
mTrash = new Trash();
mDeckManager = new DeckManager();
}
GamePhase GameObserver::getCurrentGamePhase()
{
return mCurrentGamePhase;
}
const string& GameObserver::getCurrentGamePhaseName()
{
return phaseRing->phaseName(mCurrentGamePhase);
}
const string& GameObserver::getNextGamePhaseName()
{
return phaseRing->phaseName((mCurrentGamePhase + 1) % MTG_PHASE_CLEANUP);
}
Player * GameObserver::opponent()
{
int index = (currentPlayerId + 1) % players.size();
return players[index];
}
Player * GameObserver::nextTurnsPlayer()
{
int nextTurnsId = 0;
if(!players[currentPlayerId]->extraTurn)
nextTurnsId = (currentPlayerId + 1) % players.size();
else
{
nextTurnsId = currentPlayerId;
}
if(players[currentPlayerId]->skippingTurn)
{
nextTurnsId = (currentPlayerId + 1) % players.size();
}
return players[nextTurnsId];
}
void GameObserver::nextPlayer()
{
turn++;
if(!players[currentPlayerId]->extraTurn)
currentPlayerId = (currentPlayerId + 1) % players.size();
else
{
players[currentPlayerId]->extraTurn--;
}
if(players[currentPlayerId]->skippingTurn)
{
players[currentPlayerId]->skippingTurn--;
currentPlayerId = (currentPlayerId + 1) % players.size();
}
currentPlayer = players[currentPlayerId];
currentActionPlayer = currentPlayer;
combatStep = BLOCKERS;
}
void GameObserver::nextGamePhase()
{
Phase * cPhaseOld = phaseRing->getCurrentPhase();
if (cPhaseOld->id == MTG_PHASE_COMBATDAMAGE)
if ((FIRST_STRIKE == combatStep) || (END_FIRST_STRIKE == combatStep) || (DAMAGE == combatStep))
{
nextCombatStep();
return;
}
if (cPhaseOld->id == MTG_PHASE_COMBATBLOCKERS)
if (BLOCKERS == combatStep || TRIGGERS == combatStep)
{
nextCombatStep();
return;
}
phaseRing->forward();
//Go directly to end of combat if no attackers
if (cPhaseOld->id == MTG_PHASE_COMBATATTACKERS && !(currentPlayer->game->inPlay->getNextAttacker(NULL)))
{
phaseRing->forward();
phaseRing->forward();
}
Phase * cPhase = phaseRing->getCurrentPhase();
mCurrentGamePhase = cPhase->id;
if (MTG_PHASE_COMBATDAMAGE == mCurrentGamePhase)
nextCombatStep();
if (MTG_PHASE_COMBATEND == mCurrentGamePhase)
combatStep = BLOCKERS;
//if (currentPlayer != cPhase->player)
// nextPlayer();//depreciated; we call this at EOT step now. unsure what the purpose of this was originally.fix for a bug?
//init begin of turn
if (mCurrentGamePhase == MTG_PHASE_BEFORE_BEGIN)
{
cleanupPhase();
currentPlayer->damageCount = 0;
currentPlayer->drawCounter = 0;
currentPlayer->raidcount = 0;
currentPlayer->opponent()->raidcount = 0;
currentPlayer->prowledTypes.clear();
currentPlayer->opponent()->damageCount = 0; //added to clear odcount
currentPlayer->preventable = 0;
mLayers->actionLayer()->cleanGarbage(); //clean abilities history for this turn;
mLayers->stackLayer()->garbageCollect(); //clean stack history for this turn;
mLayers->actionLayer()->Update(0);
currentPlayer->game->library->miracle = false;
currentPlayer->opponent()->game->library->miracle = false;
for (int i = 0; i < 2; i++)
{
//Cleanup of each player's gamezones
players[i]->game->beforeBeginPhase();
}
combatStep = BLOCKERS;
return nextGamePhase();
}
if (mCurrentGamePhase == 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]);
receiveEvent(e);
currentPlayer->game->putInGraveyard(currentPlayer->game->hand->cards[0]);
}
mLayers->actionLayer()->Update(0);
currentPlayer->drawCounter = 0;
currentPlayer->prowledTypes.clear();
currentPlayer->lifeLostThisTurn = 0;
currentPlayer->opponent()->lifeLostThisTurn = 0;
currentPlayer->doesntEmpty->remove(currentPlayer->doesntEmpty);
currentPlayer->opponent()->doesntEmpty->remove(currentPlayer->opponent()->doesntEmpty);
nextPlayer();
return nextGamePhase();
}
//Phase Specific actions
switch (mCurrentGamePhase)
{
case MTG_PHASE_UNTAP:
DebugTrace("Untap Phase ------------- Turn " << turn );
untapPhase();
break;
case 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(bool allowInterrupt, bool log)
{
if(log) {
stringstream stream;
stream << "next " << allowInterrupt << " " <<mCurrentGamePhase;
logAction(currentPlayer, stream.str());
}
if(getCurrentTargetChooser() && getCurrentTargetChooser()->maxtargets == 1000)
{
getCurrentTargetChooser()->done = true;
if(getCurrentTargetChooser()->source)
cardClick(getCurrentTargetChooser()->source, 0, false);
}
if (allowInterrupt && 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 (allowInterrupt && ((cPhaseOld->id == MTG_PHASE_COMBATBLOCKERS && combatStep == ORDER)
|| (cPhaseOld->id == MTG_PHASE_COMBATBLOCKERS && combatStep == TRIGGERS)
|| (cPhaseOld->id == MTG_PHASE_COMBATDAMAGE)
|| opponent()->isAI()
|| options[Options::optionInterrupt(mCurrentGamePhase)].number
|| currentPlayer->offerInterruptOnPhase - 1 == mCurrentGamePhase
))
{
mLayers->stackLayer()->AddNextGamePhase();
}
else
{
nextGamePhase();
}
}
void GameObserver::shuffleLibrary(Player* p)
{
if(!p)
{
DebugTrace("FATAL: No Player To Shuffle");
return;
}
logAction(p, "shufflelib");
MTGLibrary * library = p->game->library;
if(!library)
{
DebugTrace("FATAL: Player has no zones");
return;
}
library->shuffle();
for(unsigned int k = 0;k < library->placeOnTop.size();k++)
{
MTGCardInstance * toMove = library->placeOnTop[k];
assert(toMove);
p->game->putInZone(toMove, p->game->temp, library);
}
library->placeOnTop.clear();
}
int GameObserver::forceShuffleLibraries()
{
int result = 0;
for (int i = 0; i < 2 ; ++i)
{
if (players[i]->game->library->needShuffle)
{
shuffleLibrary(players[i]);
players[i]->game->library->needShuffle = false;
++result;
}
}
return result;
}
void GameObserver::resetStartupGame()
{
stringstream stream;
startupGameSerialized = "";
stream << *this;
startupGameSerialized = stream.str();
// DebugTrace("startGame\n");
// DebugTrace(startupGameSerialized);
}
void GameObserver::startGame(GameType gtype, Rules * rules)
{
mGameType = gtype;
turn = 0;
mRules = rules;
if (rules)
rules->initPlayers(this);
options.automaticStyle(players[0], players[1]);
mLayers = NEW DuelLayers(this);
currentPlayerId = 0;
currentPlayer = players[currentPlayerId];
currentActionPlayer = currentPlayer;
phaseRing = NEW PhaseRing(this);
resetStartupGame();
if (rules)
rules->initGame(this);
//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(this, copy);
spell->resolve();
delete spell;
}
}
}
}
switch(gtype) {
case GAME_TYPE_MOMIR:
{
addObserver(NEW MTGMomirRule(this, -1, MTGCollection()));
break;
}
case GAME_TYPE_STONEHEWER:
{
addObserver(NEW MTGStoneHewerRule(this, -1,MTGCollection()));
break;
}
case GAME_TYPE_HERMIT:
{
addObserver(NEW MTGHermitRule(this, -1));
break;
}
default:
break;
}
}
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);
}
bool GameObserver::operator==(const GameObserver& aGame)
{
int error = 0;
if (aGame.mCurrentGamePhase != mCurrentGamePhase)
{
error++;
}
for (int i = 0; i < 2; i++)
{
Player * p = aGame.players[i];
if (p->life != players[i]->life)
{
error++;
}
if (p->poisonCount != players[i]->poisonCount)
{
error++;
}
if (!p->getManaPool()->canAfford(players[i]->getManaPool()))
{
error++;
}
if (!players[i]->getManaPool()->canAfford(p->getManaPool()))
{
error++;
}
MTGGameZone * aZones[] = { p->game->graveyard, p->game->library, p->game->hand, p->game->inPlay };
MTGGameZone * thisZones[] = { players[i]->game->graveyard,
players[i]->game->library,
players[i]->game->hand,
players[i]->game->inPlay };
for (int j = 0; j < 4; j++)
{
MTGGameZone * zone = aZones[j];
if (zone->nb_cards != thisZones[j]->nb_cards)
{
error++;
}
for (size_t k = 0; k < (size_t)thisZones[j]->nb_cards; k++)
{
MTGCardInstance* cardToCheck = (k<thisZones[j]->cards.size())?thisZones[j]->cards[k]:0;
MTGCardInstance* card = (k<aZones[j]->cards.size())?aZones[j]->cards[k]:0;
if(!card || !cardToCheck || cardToCheck->getId() != card->getId())
{
error++;
}
}
}
}
return (error == 0);
}
void GameObserver::dumpAssert(bool val)
{
if(!val)
{
cerr << *this << endl;
assert(0);
}
}
void GameObserver::Update(float dt)
{
Player * player = currentPlayer;
if (MTG_PHASE_COMBATBLOCKERS == mCurrentGamePhase && BLOCKERS == combatStep)
{
player = player->opponent();
}
if(getCurrentTargetChooser() && getCurrentTargetChooser()->Owner && player != getCurrentTargetChooser()->Owner)
{
if(getCurrentTargetChooser()->Owner != currentlyActing())
{
player = getCurrentTargetChooser()->Owner;
isInterrupting = player;
}
}
currentActionPlayer = player;
if (isInterrupting)
player = isInterrupting;
if(mLayers)
{
mLayers->Update(dt, player);
while (mLayers->actionLayer()->stuffHappened)
{
mLayers->actionLayer()->Update(0);
}
gameStateBasedEffects();
}
oldGamePhase = mCurrentGamePhase;
}
//applies damage to creatures after updates
//Players life test
//Handles game state based effects
void GameObserver::gameStateBasedEffects()
{
if(getCurrentTargetChooser() && int(getCurrentTargetChooser()->getNbTargets()) == getCurrentTargetChooser()->maxtargets)
getCurrentTargetChooser()->done = true;
/////////////////////////////////////
for (int d = 0; d < 2; d++)
{
MTGGameZone * dzones[] = { players[d]->game->inPlay, players[d]->game->graveyard, players[d]->game->hand, players[d]->game->library };
for (int k = 0; k < 4; k++)
{
MTGGameZone * zone = dzones[k];
if (mLayers->stackLayer()->count(0, NOT_RESOLVED) == 0)
{
for (int c = zone->nb_cards - 1; c >= 0; c--)
{
zone->cards[c]->cardistargetted = 0;
zone->cards[c]->cardistargetter = 0;
}
}
}//check for losers if its GAMEOVER clear the stack to allow gamestateeffects to continue
players[d]->DeadLifeState();
}
////////////////////////////////////
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;
players[i]->curses.clear();
for (int j = zone->nb_cards - 1; j >= 0; j--)
{
MTGCardInstance * card = zone->cards[j];
card->LKIpower = card->power;
card->LKItoughness = card->toughness;
card->LKIbasicAbilities = card->basicAbilities;
card->afterDamage();
card->mPropertiesChangedSinceLastUpdate = false;
if(card->hasType(Subtypes::TYPE_PLANESWALKER) && (!card->counters||!card->counters->hasCounter("loyalty",0,0)))
players[i]->game->putInGraveyard(card);
if(card->myPair && !isInPlay(card->myPair))
{
card->myPair->myPair = NULL;
card->myPair = NULL;
}
card->bypassTC = false; //turn off bypass
////////////////////////////////////////////////////
//Unattach Equipments that dont have valid targets//
////////////////////////////////////////////////////
if ((card->target) && card->hasType(Subtypes::TYPE_EQUIPMENT))
{
if(card->target && isInPlay(card->target) && (card->target)->protectedAgainst(card))//protection from quality
{
for (size_t i = 1; i < mLayers->actionLayer()->mObjects.size(); i++)
{
MTGAbility * a = ((MTGAbility *) mLayers->actionLayer()->mObjects[i]);
AEquip * eq = dynamic_cast<AEquip*> (a);
if (eq && eq->source == card)
{
((AEquip*)a)->unequip();
}
}
}
}
///////////////////////////////////////////////////////
//Remove auras that don't have a valid target anymore//
///////////////////////////////////////////////////////
if ((card->target||card->playerTarget) && !card->hasType(Subtypes::TYPE_EQUIPMENT))
{
if(card->target && !isInPlay(card->target))
players[i]->game->putInGraveyard(card);
if(card->target && isInPlay(card->target))
{
if(card->spellTargetType.find("creature") != string::npos && !card->target->hasType("creature"))
players[i]->game->putInGraveyard(card);
if(card->spellTargetType.find("artifact") != string::npos && !card->target->hasType("artifact"))
players[i]->game->putInGraveyard(card);
if(card->spellTargetType.find("enchantment") != string::npos && !card->target->hasType("enchantment"))
players[i]->game->putInGraveyard(card);
if(card->spellTargetType.find("land") != string::npos && !card->target->hasType("land"))
players[i]->game->putInGraveyard(card);
if(card->spellTargetType.find("planeswalker") != string::npos && !card->target->hasType("planeswalker"))
players[i]->game->putInGraveyard(card);
}
if(card->target && isInPlay(card->target) && (card->target)->protectedAgainst(card) && !card->has(Constants::AURAWARD))//protection from quality except aura cards like flickering ward
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;
}
if (card->playerTarget && card->hasType("curse"))
{
card->playerTarget->curses.push_back(card);
}
///////////////////////////
//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)&& mCurrentGamePhase == 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)&& mCurrentGamePhase == 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(this))
{
card->graveEffects = false;
card->exileEffects = false;
}
if(card->childrenCards.size())
{
MTGCardInstance * check = NULL;
MTGCardInstance * matched = NULL;
sort(card->childrenCards.begin(),card->childrenCards.end());
for(size_t wC = 0; wC < card->childrenCards.size();wC++)
{
check = card->childrenCards[wC];
for(size_t wCC = 0; wCC < card->childrenCards.size();wCC++)
{
if(check->isInPlay(this))
{
if(check->getName() == card->childrenCards[wCC]->getName() && check != card->childrenCards[wCC])
{
card->isDualWielding = true;
matched = card->childrenCards[wCC];
}
}
}
if(matched)
wC = card->childrenCards.size();
}
if(!matched)
card->isDualWielding = false;
}
}
}
//-------------------------------------
for (int i = 0; i < 2; i++)
{
///////////////////////////////////////////////////////////
//life checks/poison checks also checks cant win or lose.//
///////////////////////////////////////////////////////////
players[i]->DeadLifeState(true);//refactored
}
//////////////////////////////////////////////////////
//-------------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 (mCurrentGamePhase == 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(this))
c->wasDealtDamage = false;
c->damageToController = false;
c->damageToOpponent = false;
c->damageToCreature = false;
c->isAttacking = NULL;
}
for (int t = 0; t < nbcards; t++)
{
MTGCardInstance * c = z->cards[t];
if(!c->isPhased)
{
if (c->has(Constants::TREASON))
{
MTGCardInstance * beforeCard = c;
p->game->putInGraveyard(c);
WEvent * e = NEW WEventCardSacrifice(beforeCard,c);
receiveEvent(e);
}
if (c->has(Constants::UNEARTH))
{
p->game->putInExile(c);
}
}
if(c->modifiedbAbi > 0)
{
c->modifiedbAbi = 0;
c->basicAbilities = c->origbasicAbilities;
}
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
int skipLevel = (currentPlayer->playMode == Player::MODE_TEST_SUITE || mLoading) ? Constants::ASKIP_NONE
: options[Options::ASPHASES].number;
int nrCreatures = currentPlayer->game->inPlay->hasType("creature")?1:0;
if (skipLevel == Constants::ASKIP_SAFE || skipLevel == Constants::ASKIP_FULL)
{
if ((opponent()->isAI() && !(isInterrupting)) && ((mCurrentGamePhase == MTG_PHASE_UNTAP)
|| (mCurrentGamePhase == MTG_PHASE_DRAW) || (mCurrentGamePhase == MTG_PHASE_COMBATBEGIN)
|| ((mCurrentGamePhase == MTG_PHASE_COMBATATTACKERS) && (nrCreatures == 0))
|| mCurrentGamePhase == MTG_PHASE_COMBATEND || mCurrentGamePhase == MTG_PHASE_ENDOFTURN
|| ((mCurrentGamePhase == MTG_PHASE_CLEANUP) && (currentPlayer->game->hand->nb_cards < 8))))
userRequestNextGamePhase();
}
if (skipLevel == Constants::ASKIP_FULL)
{
if ((opponent()->isAI() && !(isInterrupting)) && (mCurrentGamePhase == MTG_PHASE_UPKEEP
|| mCurrentGamePhase == 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);
}
}
}
int reducem = 0;
bool resetCost = false;
for(unsigned int na = 0; na < card->cardsAbilities.size();na++)
{
ANewAffinity * newAff = dynamic_cast<ANewAffinity*>(card->cardsAbilities[na]);
if(newAff)
{
if(!resetCost)
{
resetCost = true;
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);
}
}
}
TargetChooserFactory tf(this);
TargetChooser * tcn = tf.createTargetChooser(newAff->tcString,card,NULL);
for (int w = 0; w < 2; ++w)
{
Player *p = this->players[w];
MTGGameZone * zones[] = { p->game->inPlay, p->game->graveyard, p->game->hand, p->game->library, p->game->stack, p->game->exile };
for (int k = 0; k < 6; k++)
{
MTGGameZone * z = zones[k];
if (tcn->targetsZone(z))
{
reducem += z->countByCanTarget(tcn);
}
}
}
SAFE_DELETE(tcn);
ManaCost * removingCost = ManaCost::parseManaCost(newAff->manaString);
for(int j = 0; j < reducem; j++)
card->getManaCost()->remove(removingCost);
SAFE_DELETE(removingCost);
}
}
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);
if(card->getManaCost()->extraCosts)
{
for(unsigned int i = 0; i < card->getManaCost()->extraCosts->costs.size();i++)
{
card->getManaCost()->extraCosts->costs[i]->setSource(card);
}
}
int reduce = 0;
if(card->has(Constants::AFFINITYGREENCREATURES))
{
TargetChooserFactory tf(this);
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);
}
for(int i = 0; i < reduce;i++)
{
if(card->getManaCost()->getCost(color) > 0)
card->getManaCost()->remove(color,1);
}
}
SAFE_DELETE(original);
}
}
}
void GameObserver::Render()
{
if(mLayers)
mLayers->Render();
if (targetChooser || (mLayers && mLayers->actionLayer()->isWaitingForAnswer()))
JRenderer::GetInstance()->DrawRect(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, ARGB(255,255,0,0));
if (mExtraPayment)
mExtraPayment->Render();
for (size_t i = 0; i < players.size(); ++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();
else if (GuiExile* exile = dynamic_cast<GuiExile*>(target))
exile->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))
{
mLayers->getPhaseHandler()->NextGamePhase();
}
}
void GameObserver::stackObjectClicked(Interruptible * action)
{
stringstream stream;
stream << "stack[" << mLayers->stackLayer()->getIndexOf(action) << "]";
logAction(currentlyActing(), stream.str());
if (targetChooser != NULL)
{
int result = targetChooser->toggleTarget(action);
if (result == TARGET_OK_FULL)
{
cardClick(cardWaitingForTargets, 0, false);
}
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, MTGAbility *ability)
{
MTGGameZone* zone = card->currentZone;
size_t index = 0;
if(zone)
index = zone->getIndex(card);
int choice;
bool logChoice = mLayers->actionLayer()->getMenuIdFromCardAbility(card, ability, choice);
int result = ability->reactToClick(card);
logAction(card, zone, index, result);
if(logChoice) {
stringstream stream;
stream << "choice " << choice;
logAction(currentActionPlayer, stream.str());
}
return result;
}
int GameObserver::cardClick(MTGCardInstance * card, int abilityType)
{
int result = 0;
MTGAbility * a = mLayers->actionLayer()->getAbility(abilityType);
if(a)
{
result = cardClick(card, a);
}
return result;
}
int GameObserver::cardClickLog(bool log, Player* clickedPlayer, MTGGameZone* zone, MTGCardInstance*backup, size_t index, int toReturn)
{
if(log)
{
if (clickedPlayer) {
this->logAction(clickedPlayer);
} else if(zone) {
this->logAction(backup, zone, index, toReturn);
}
}
return toReturn;
}
int GameObserver::cardClick(MTGCardInstance * card, Targetable * object, bool log)
{
Player * clickedPlayer = NULL;
int toReturn = 0;
MTGGameZone* zone = NULL;
size_t index = 0;
MTGCardInstance* backup = NULL;
if (!card) {
clickedPlayer = ((Player *) object);
} else {
backup = card;
zone = card->currentZone;
if(zone)
{
index = zone->getIndex(card);
}
}
do {
if (targetChooser)
{
int result;
if (card)
{
if (card == cardWaitingForTargets)
{
int _result = targetChooser->ForceTargetListReady();
if(targetChooser->targetMin && int(targetChooser->getNbTargets()) < 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(card)
card->playerTarget = clickedPlayer;
else
targetChooser->source->playerTarget = clickedPlayer;
}
if (result == TARGET_OK_FULL)
card = cardWaitingForTargets;
else {
toReturn = 1;
break;
}
}
ExtraManaCost * costType = NULL;
if( mExtraPayment && mExtraPayment->costs.size())
costType = dynamic_cast<ExtraManaCost*>(mExtraPayment->costs[0]);
if (WaitForExtraPayment(card) && !costType)
{
toReturn = 1;
break;
}
int reaction = 0;
if (ORDER == combatStep)
{
//TODO it is possible at this point that card is NULL. if so, what do we return since card->defenser would result in a crash?
card->defenser->raiseBlockerRankOrder(card);
toReturn = 1;
break;
}
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);
toReturn = a->reactToClick(card);
return cardClickLog(log, clickedPlayer, zone, backup, index, toReturn);
}
reaction = mLayers->actionLayer()->isReactingToClick(card);
if (reaction == -1) {
toReturn = mLayers->actionLayer()->reactToClick(card);
return cardClickLog(log, clickedPlayer, zone, backup, index, toReturn);
}
}
else
{//this handles abilities on a menu...not just when card is being played
reaction = mLayers->actionLayer()->isReactingToTargetClick(object);
if (reaction == -1) {
toReturn = mLayers->actionLayer()->reactToTargetClick(object);
return cardClickLog(log, clickedPlayer, zone, backup, index, toReturn);
}
}
if (!card) {
toReturn = 0;
return cardClickLog(log, clickedPlayer, zone, backup, index, toReturn);
}
//Current player's hand
if (currentPlayer->game->hand->hasCard(card) && mCurrentGamePhase == MTG_PHASE_CLEANUP
&& currentPlayer->game->hand->nb_cards > currentPlayer->handsize && currentPlayer->nomaxhandsize == false)
{
WEvent * e = NEW WEventCardDiscard(currentPlayer->game->hand->cards[0]);
receiveEvent(e);
currentPlayer->game->putInGraveyard(card);
}
else if (reaction)
{
if (reaction == 1)
{
toReturn = mLayers->actionLayer()->reactToClick(card);
return cardClickLog(log, clickedPlayer, zone, backup, index, toReturn);
}
else
{
mLayers->actionLayer()->setMenuObject(object);
toReturn = 1;
return cardClickLog(log, clickedPlayer, zone, backup, index, toReturn);
}
}
else if (card->isTapped() && card->controller() == currentPlayer)
{
toReturn = untap(card);
return cardClickLog(log, clickedPlayer, zone, backup, index, toReturn);
}
} while(0);
return cardClickLog(log, clickedPlayer, zone, backup, index, toReturn);
}
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()
{
if(mLayers)
{
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(this);
targetChooser = tcf.createTargetChooser(card);
if (targetChooser == NULL)
{
return 1;
}
}
if(targetChooser && targetChooser->validTargetsExist())
{
cardWaitingForTargets = card;
return (targetChooser->targetListSet());
}
else
SAFE_DELETE(targetChooser);
return 0;
}
ostream& operator<<(ostream& out, const GameObserver& g)
{
if(g.startupGameSerialized == "")
{
out << "[init]" << endl;
out << "player=" << g.currentPlayerId + 1 << endl;
if(g.mCurrentGamePhase != MTG_PHASE_INVALID)
out << "phase=" << g.phaseRing->phaseName(g.mCurrentGamePhase) << endl;
out << "[player1]" << endl;
out << *(g.players[0]) << endl;
out << "[player2]" << endl;
out << *(g.players[1]) << endl;
return out;
}
else
{
out << "seed:";
out << g.mSeed;
out << endl;
out << "rvalues:";
out << g.randomGenerator.saveUsedRandValues(out);
out << endl;
out << g.startupGameSerialized;
}
out << "[do]" << endl;
list<string>::const_iterator it;
for(it = (g.actionsList.begin()); it != (g.actionsList.end()); it++)
{
out << (*it) << endl;
}
out << "[end]" << endl;
return out;
}
bool GameObserver::parseLine(const string& s)
{
size_t limiter = s.find("=");
if (limiter == string::npos) limiter = s.find(":");
string areaS;
if (limiter != string::npos)
{
areaS = s.substr(0, limiter);
if (areaS.compare("player") == 0)
{
currentPlayerId = atoi(s.substr(limiter + 1).c_str()) - 1;
return true;
}
else if (areaS.compare("phase") == 0)
{
mCurrentGamePhase = PhaseRing::phaseStrToInt(s.substr(limiter + 1).c_str());
return true;
}
}
return false;
}
bool GameObserver::load(const string& ss, bool undo, int controlledPlayerIndex
#ifdef TESTSUITE
, TestSuiteGame* testgame
#endif
)
{
bool currentPlayerSet = false;
int state = -1;
string s;
stringstream stream(ss);
DebugTrace("Loading " + ss);
randomGenerator.loadRandValues("");
cleanup();
while (std::getline(stream, s))
{
if (!s.size()) continue;
if (s[s.size() - 1] == '\r') s.erase(s.size() - 1); //Handle DOS files
if (!s.size()) continue;
if (s[0] == '#') continue;
std::transform(s.begin(), s.end(), s.begin(), ::tolower);
if (s.find("seed ") == 0)
{
mSeed = atoi(s.substr(5).c_str());
randomGenerator.setSeed(mSeed);
continue;
}
if (s.find("rvalues:") == 0)
{
randomGenerator.loadRandValues(s.substr(8).c_str());
continue;
}
switch (state)
{
case -1:
if (s.compare("[init]") == 0)
state++;
break;
case 0:
if (s.compare("[player1]") == 0)
{
state++;
}
else
{
currentPlayerSet = parseLine(s);
}
break;
case 1:
if (s.compare("[player2]") == 0)
{
state++;
}
else
{
if(players.size() == 0 || !players[0])
{
if (s.find("mode=") == 0)
{
createPlayer(s.substr(5)
#ifdef TESTSUITE
, testgame
#endif //TESTSUITE
);
}
}
players[0]->parseLine(s);
}
break;
case 2:
if (s.compare("[do]") == 0)
{
state++;
}
else
{
if(players.size() == 1 || !players[1])
{
if (s.find("mode=") == 0)
{
createPlayer(s.substr(5)
#ifdef TESTSUITE
, testgame
#endif //TESTSUITE
);
}
}
players[1]->parseLine(s);
}
break;
case 3:
if (s.compare("[end]") == 0)
{
turn = 0;
mLayers = NEW DuelLayers(this, controlledPlayerIndex);
currentPlayer = players[currentPlayerId];
phaseRing = NEW PhaseRing(this);
startedAt = time(0);
// take a snapshot before processing the actions
resetStartupGame();
if(mRules) mRules->initGame(this, currentPlayerSet);
phaseRing->goToPhase(0, currentPlayer, false);
phaseRing->goToPhase(mCurrentGamePhase, currentPlayer);
#ifdef TESTSUITE
if(testgame)
testgame->initGame();
#endif //TESTSUITE
processActions(undo
#ifdef TESTSUITE
, testgame
#endif //TESTSUITE
);
}
else
{
logAction(s);
}
break;
}
}
return true;
}
bool GameObserver::processAction(const string& s)
{
Player* p = players[1];
if (s.find("p1") != string::npos)
p = players[0];
MTGGameZone* zone = NULL;
if(s.find(string(p->game->hand->getName())+"[") != string::npos)
zone = p->game->hand;
else if(s.find(string(p->game->battlefield->getName())+"[") != string::npos)
zone = p->game->battlefield;
else if(s.find(string(p->game->graveyard->getName())+"[") != string::npos)
zone = p->game->graveyard;
else if(s.find(string(p->game->library->getName())+"[") != string::npos)
zone = p->game->library;
if(zone) {
size_t begin = s.find("[")+1;
size_t size = s.find("]")-begin;
size_t index = atoi(s.substr(begin, size).c_str());
dumpAssert(index < zone->cards.size());
cardClick(zone->cards[index], zone->cards[index]);
} else if (s.find("stack") != string::npos) {
size_t begin = s.find("[")+1;
size_t size = s.find("]")-begin;
size_t index = atoi(s.substr(begin, size).c_str());
stackObjectClicked((Interruptible*)mLayers->stackLayer()->getByIndex(index));
} else if (s.find("yes") != string::npos) {
mLayers->stackLayer()->setIsInterrupting(p);
} else if (s.find("no") != string::npos) {
mLayers->stackLayer()->cancelInterruptOffer();
} else if (s.find("endinterruption") != string::npos) {
mLayers->stackLayer()->endOfInterruption();
} else if (s.find("next") != string::npos) {
userRequestNextGamePhase();
} else if (s.find("combatok") != string::npos) {
mLayers->combatLayer()->clickOK();
} else if (s == "p1" || s == "p2") {
cardClick(NULL, p);
} else if (s.find("choice") != string::npos) {
int choice = atoi(s.substr(s.find("choice ") + 7).c_str());
mLayers->actionLayer()->doReactTo(choice);
} else if (s == "p1" || s == "p2") {
cardClick(NULL, p);
} else if(s.find("mulligan") != string::npos) {
Mulligan(p);
} else if(s.find("shufflelib") != string::npos) {
// This should probably be differently and be automatically part of the ability triggered
// that would allow the AI to use it as well.
shuffleLibrary(p);
} else {
DebugTrace("no clue about: " + s);
}
return true;
}
bool GameObserver::processActions(bool undo
#ifdef TESTSUITE
, TestSuiteGame* testgame
#endif
)
{
bool result = false;
size_t cmdIndex = 0;
loadingList = actionsList;
actionsList.clear();
mLoading = true;
float counter = 0.0f;
// To handle undo, we'll remove the last P1 action and all P2 actions after.
if(undo && loadingList.size()) {
while(loadingList.back().find("p2") != string::npos)
loadingList.pop_back();
// we do not undo "next phase" action to avoid abuse by users
if(loadingList.back().find("next") == string::npos)
loadingList.pop_back();
}
// We fake here cause the initialization before caused mana pool reset events to be triggered
// So, we need them flushed to be able to set the manapool to whatever we need
GameObserver::Update(counter);
counter += 1.000f;
#ifdef TESTSUITE
if(testgame)
{
testgame->ResetManapools();
}
#endif
for(loadingite = loadingList.begin(); loadingite != loadingList.end(); loadingite++, cmdIndex++)
{
processAction(*loadingite);
size_t nb = actionsList.size();
for (int i = 0; i<6; i++)
{
// let's fake an update
GameObserver::Update(counter);
counter += 1.000f;
}
dumpAssert(actionsList.back() == *loadingite);
dumpAssert(nb == actionsList.size());
dumpAssert(cmdIndex == (actionsList.size()-1));
}
mLoading = false;
return result;
}
void GameObserver::logAction(Player* player, const string& s) {
if(player == players[0])
if(s != "")
logAction("p1." + s);
else
logAction("p1");
else
if(s != "")
logAction("p2." + s);
else
logAction("p2");
}
void GameObserver::logAction(MTGCardInstance* card, MTGGameZone* zone, size_t index, int result) {
stringstream stream;
if(zone == NULL) zone = card->currentZone;
stream << "p" << ((card->controller()==players[0])?"1.":"2.")
<< zone->getName()<< "[" << index << "] "
<< result << card->getLCName();
logAction(stream.str());
}
void GameObserver::logAction(const string& s)
{
if(mLoading)
{
string toCheck = *loadingite;
dumpAssert(toCheck == s);
}
actionsList.push_back(s);
};
bool GameObserver::undo()
{
stringstream stream;
stream << *this;
DebugTrace(stream.str());
return load(stream.str(), true);
}
void GameObserver::Mulligan(Player* player)
{
if(!player) player = currentPlayer;
logAction(player, "mulligan");
player->takeMulligan();
}
void GameObserver::serumMulligan(Player* player)
{
if(!player) player = currentPlayer;
logAction(player, "mulligan serum powder");
player->serumMulligan();
}
Player* GameObserver::createPlayer(const string& playerMode
#ifdef TESTSUITE
, TestSuiteGame* testgame
#endif //TESTSUITE
)
{
Player::Mode aMode = (Player::Mode)atoi(playerMode.c_str());
Player* pPlayer = 0;
switch(aMode)
{
case Player::MODE_AI:
AIPlayerFactory playerCreator;
if(players.size())
pPlayer = playerCreator.createAIPlayer(this, MTGCollection(), players[0]);
else
pPlayer = playerCreator.createAIPlayer(this, MTGCollection(), 0);
break;
case Player::MODE_HUMAN:
pPlayer = new HumanPlayer(this, "", "");
break;
case Player::MODE_TEST_SUITE:
#ifdef TESTSUITE
if(players.size())
pPlayer = new TestSuiteAI(testgame, 1);
else
pPlayer = new TestSuiteAI(testgame, 0);
#endif //TESTSUITE
break;
}
if(pPlayer)
{
players.push_back(pPlayer);
}
return pPlayer;
}
#ifdef TESTSUITE
void GameObserver::loadTestSuitePlayer(int playerId, TestSuiteGame* testSuite)
{
loadPlayer(playerId, new TestSuiteAI(testSuite, playerId));
}
#endif //TESTSUITE
void GameObserver::loadPlayer(int playerId, Player* player)
{
//Because we're using a vector instead of an array (why?),
// we have to prepare the vector in order to be the right size to accomodate the playerId variable
// see http://code.google.com/p/wagic/issues/detail?id=772
if (players.size() > (size_t) playerId) {
SAFE_DELETE(players[playerId]);
players[playerId] = NULL;
} else {
while (players.size() <= (size_t) playerId)
{
players.push_back(NULL);
}
}
players[playerId] = player;
}
void GameObserver::loadPlayer(int playerId, PlayerType playerType, int decknb, bool premadeDeck)
{
if (decknb)
{
if (playerType == PLAYER_TYPE_HUMAN)
{ //Human Player
if(playerId == 0)
{
char deckFile[255];
if (premadeDeck)
sprintf(deckFile, "player/premade/deck%i.txt", decknb);
else
sprintf(deckFile, "%s/deck%i.txt", options.profileFile().c_str(), decknb);
char deckFileSmall[255];
sprintf(deckFileSmall, "player_deck%i", decknb);
loadPlayer(playerId, NEW HumanPlayer(this, deckFile, deckFileSmall, premadeDeck));
}
}
else
{ //AI Player, chooses deck
AIPlayerFactory playerCreator;
Player * opponent = NULL;
if (playerId == 1) opponent = players[0];
loadPlayer(playerId, playerCreator.createAIPlayer(this, MTGCollection(), opponent, decknb));
}
}
else
{
//Random deck
AIPlayerFactory playerCreator;
Player * opponent = NULL;
// Reset the random logging.
randomGenerator.loadRandValues("");
if (playerId == 1) opponent = players[0];
#ifdef AI_CHANGE_TESTING
if (playerType == PLAYER_TYPE_CPU_TEST)
loadPlayer(playerId, playerCreator.createAIPlayerTest(this, MTGCollection(), opponent, playerId == 0 ? "ai/bakaA/" : "ai/bakaB/"));
else
#endif
{
loadPlayer(playerId, playerCreator.createAIPlayer(this, MTGCollection(), opponent));
}
if (playerType == PLAYER_TYPE_CPU_TEST)
((AIPlayer *) players[playerId])->setFastTimerMode();
}
}
#ifdef NETWORK_SUPPORT
NetworkGameObserver::NetworkGameObserver(JNetwork* pNetwork, WResourceManager* output, JGE* input)
: GameObserver(output, input), mpNetworkSession(pNetwork), mSynchronized(false)
{
mpNetworkSession->registerCommand("loadPlayer", this, loadPlayer, ignoreResponse);
mpNetworkSession->registerCommand("synchronize", this, synchronize, checkSynchro);
mpNetworkSession->registerCommand("sendAction", this, sendAction, checkSynchro);
mpNetworkSession->registerCommand("disconnect", this, disconnect, ignoreResponse);
}
NetworkGameObserver::~NetworkGameObserver()
{
mpNetworkSession->sendCommand("disconnect", "");
}
void NetworkGameObserver::disconnect(void*pxThis, stringstream&, stringstream&)
{
NetworkGameObserver* pThis = (NetworkGameObserver*)pxThis;
pThis->setLoser(pThis->getView()->getRenderedPlayerOpponent());
}
void NetworkGameObserver::Update(float dt)
{
mpNetworkSession->Update();
::GameObserver::Update(dt);
}
void NetworkGameObserver::loadPlayer(int playerId, Player* player)
{
GameObserver::loadPlayer(playerId, player);
stringstream out;
out << *player;
mpNetworkSession->sendCommand("loadPlayer", out.str());
}
void NetworkGameObserver::loadPlayer(void*pxThis, stringstream& in, stringstream&)
{
NetworkGameObserver* pThis = (NetworkGameObserver*)pxThis;
Player* pPlayer = 0;
string s;
while(std::getline(in, s))
{
if (s.find("mode=") == 0)
{
pPlayer = pThis->createPlayer(s.substr(5)
#ifdef TESTSUITE
, 0
#endif //TESTSUITE
);
}
if(pPlayer && (!pPlayer->parseLine(s)))
{
break;
}
}
}
void NetworkGameObserver::synchronize()
{
if(!mSynchronized && mpNetworkSession->isServer())
{
stringstream out;
out << *this;
mpNetworkSession->sendCommand("synchronize", out.str());
mSynchronized = true;
}
}
void NetworkGameObserver::synchronize(void*pxThis, stringstream& in, stringstream& out)
{
NetworkGameObserver* pThis = (NetworkGameObserver*)pxThis;
// now, we need to load the game from player 2's perspective
pThis->load(in.str(), false, 1);
out << *pThis;
}
void NetworkGameObserver::checkSynchro(void*pxThis, stringstream& in, stringstream&)
{
NetworkGameObserver* pThis = (NetworkGameObserver*)pxThis;
GameObserver aGame;
aGame.mRules = pThis->mRules;
aGame.load(in.str());
assert(aGame == *pThis);
}
void NetworkGameObserver::sendAction(void*pxThis, stringstream& in, stringstream&)
{
NetworkGameObserver* pThis = (NetworkGameObserver*)pxThis;
pThis->mForwardAction = false;
pThis->processAction(in.str());
pThis->mForwardAction = true;
//out << *pThis;
}
void NetworkGameObserver::logAction(const string& s)
{
GameObserver::logAction(s);
if(mForwardAction)
mpNetworkSession->sendCommand("sendAction", s);
}
#endif