Last compile files (Win32-build 2004r): http://www.megaupload.com/?d=WIE10KIM
Changed source files: http://www.megaupload.com/?d=7RKMFWAR
----------------------------------------------------------------
I've been messing with the code to see if I could make the game jump phases that you don't actually want to play unless there is some effect to be interrupted there.
I've found that that could be auto skip phases via in GameObserver.cpp::GameObserver::Update(float dt)
I've add this:
Code: Select all
if ((opponent()->isAI() && !(isInterrupting)) &&
(
currentGamePhase == Constants::MTG_PHASE_UNTAP
|| currentGamePhase == Constants::MTG_PHASE_UPKEEP
|| currentGamePhase == Constants::MTG_PHASE_DRAW
|| currentGamePhase == Constants::MTG_PHASE_COMBATBEGIN
|| currentGamePhase == Constants::MTG_PHASE_ENDOFTURN
|| (currentGamePhase == Constants::MTG_PHASE_CLEANUP && currentPlayer->game->hand->nb_cards < 8)
))
userRequestNextGamePhase(); //ALMHUM
Code: Select all
(...)
//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();
if (!(isInterrupting)) phaseRing->forward(); //Added this line
}
(...)
Anyway I would like to know if this interferes in any other game functions that I'm not aware of, or if that is overrides any MTG rules that I'm not aware of.
The changed executable files are here to test are here (version 1 - with above code):
http://www.megaupload.com/?d=WFWLZ7YK
[EDIT ABRA - REnamed topic]