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https://github.com/Card-Forge/forge.git
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- Restored the "Use Random Card Art" functionality. Implementation may be suboptimal with the latest changes in mind, feel free to reimplement in a better way if you know how (do NOT randomly remove though!).
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@@ -99,12 +99,13 @@ public class Match {
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*/
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public void startGame(final Game game, final CountDownLatch latch) {
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final boolean canRandomFoil = Singletons.getModel().getPreferences().getPrefBoolean(FPref.UI_RANDOM_FOIL) && gameType == GameType.Constructed;
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final boolean useRandomArt = Singletons.getModel().getPreferences().getPrefBoolean(FPref.UI_RANDOM_CARD_ART);
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// This code could be run run from EDT.
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game.getAction().invoke(new Runnable() {
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@Override
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public void run() {
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prepareAllZones(game, canRandomFoil);
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prepareAllZones(game, canRandomFoil, useRandomArt);
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if (useAnte) { // Deciding which cards go to ante
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Multimap<Player, Card> list = game.chooseCardsForAnte();
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@@ -236,24 +237,37 @@ public class Match {
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return myRemovedAnteCards;
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}
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private static void preparePlayerLibrary(Player player, final ZoneType zoneType, CardPool section, boolean canRandomFoil, Random generator) {
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private static void preparePlayerLibrary(Player player, final ZoneType zoneType, CardPool section, boolean canRandomFoil, boolean useRandomArt, Random generator) {
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PlayerZone library = player.getZone(zoneType);
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List<Card> newLibrary = new ArrayList<Card>();
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for (final Entry<PaperCard, Integer> stackOfCards : section) {
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final PaperCard cp = stackOfCards.getKey();
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for (int i = 0; i < stackOfCards.getValue(); i++) {
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final Card card = Card.fromPaperCard(cp, player);
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// apply random pictures for cards
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// TODO: potentially suboptimal implementation. Do NOT randomly remove this code! If you know how to implement
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// it better, feel free to do so. Until then, unfortunately, this is the best implementation thus far.
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PaperCard cpi = null;
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if (useRandomArt) {
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cpi = Singletons.getMagicDb().getCommonCards().getCard(cp.getName(), cp.getEdition(), -1);
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if ( cp.isFoil() )
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cpi = Singletons.getMagicDb().getCommonCards().getFoiled(cpi);
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}
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final Card card = cpi == null ? Card.fromPaperCard(cp, player) : Card.fromPaperCard(cpi, player);
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// Assign card-specific foiling or random foiling on approximately 1:20 cards if enabled
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if (cp.isFoil() || (canRandomFoil && MyRandom.percentTrue(5))) {
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card.setRandomFoil();
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}
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newLibrary.add(card);
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}
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}
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library.setCards(newLibrary);
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}
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private void prepareAllZones(final Game game, final boolean canRandomFoil) {
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private void prepareAllZones(final Game game, final boolean canRandomFoil, final boolean useRandomArt) {
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// need this code here, otherwise observables fail
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Trigger.resetIDs();
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game.getTriggerHandler().clearDelayedTrigger();
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@@ -304,9 +318,9 @@ public class Match {
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Random generator = MyRandom.getRandom();
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preparePlayerLibrary(player, ZoneType.Library, myDeck.getMain(), canRandomFoil, generator);
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preparePlayerLibrary(player, ZoneType.Library, myDeck.getMain(), canRandomFoil, useRandomArt, generator);
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if (myDeck.has(DeckSection.Sideboard)) {
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preparePlayerLibrary(player, ZoneType.Sideboard, myDeck.get(DeckSection.Sideboard), canRandomFoil, generator);
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preparePlayerLibrary(player, ZoneType.Sideboard, myDeck.get(DeckSection.Sideboard), canRandomFoil, useRandomArt, generator);
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}
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player.shuffle(null);
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@@ -7871,6 +7871,10 @@ public class Card extends GameEntity implements Comparable<Card> {
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}
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}
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public final void setRandomArt() {
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}
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/**
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*
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* TODO Write javadoc for this method.
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