- Moved the "Start Game" stuff to only after Mulliganing and Leylining is finished.

This commit is contained in:
Sol
2012-04-27 18:56:06 +00:00
parent 64a612dec3
commit 1ea3431eea
2 changed files with 7 additions and 8 deletions

View File

@@ -94,6 +94,7 @@ public class InputMulligan extends Input {
for (int i = 0; i < newHand; i++) {
player.drawCard();
}
AllZone.getGameLog().add("Mulligan", player + " has mulliganed down to " + newHand + " cards.", 0);
playerRating.notifyHasMulliganed();
playerRating.notifyOpeningHandSize(newHand);
return newHand;
@@ -210,6 +211,10 @@ public class InputMulligan extends Input {
ga.checkStateEffects();
PhaseHandler.setGameBegins(1);
AllZone.getGameLog().add("Turn",
"Turn " + Singletons.getModel().getGameState().getPhaseHandler().getTurn()
+ " (" + Singletons.getModel().getGameState().getPhaseHandler().getPlayerTurn() + ")",
0);
Singletons.getModel().getGameState().getPhaseHandler().setNeedToNextPhase(false);
PhaseUtil.visuallyActivatePhase(Singletons.getModel().getGameState().getPhaseHandler().getPhase());

View File

@@ -178,7 +178,7 @@ public class GameNew {
// get card picture so that it is in the image cache
// ImageCache.getImage(card);
}
}
}
AllZone.getTriggerHandler().clearSuppression(TriggerType.Transformed);
@@ -289,13 +289,7 @@ public class GameNew {
CMatchUI.SINGLETON_INSTANCE.setCard(AllZone.getHumanPlayer().getCardsIn(ZoneType.Hand).get(0));
AllZone.getInputControl().setInput(new InputMulligan());
PhaseHandler.setGameBegins(1); // is this needed? It's already in InputMulligan...
AllZone.getGameLog().add("Turn",
"Turn " + Singletons.getModel().getGameState().getPhaseHandler().getTurn()
+ " (" + Singletons.getModel().getGameState().getPhaseHandler().getPlayerTurn() + ")",
0);
AllZone.getInputControl().setInput(new InputMulligan());
} // newGame()
private static void newGameCleanup() {