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Add Animus of Predation
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@@ -186,7 +186,9 @@ public class CEditorDraftingProcess extends ACEditorBase<PaperCard, DeckGroup> i
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deck.getOrCreate(DeckSection.Sideboard).addAll(this.getDeckManager().getPool());
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return deck;
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} // getPlayersDeck()
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// Why don't we just do?
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// return player.getDeck()
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}
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/**
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* <p>
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@@ -237,7 +239,22 @@ public class CEditorDraftingProcess extends ACEditorBase<PaperCard, DeckGroup> i
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final DeckGroup finishedDraft = new DeckGroup(s);
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final LimitedPlayer player = this.boosterDraft.getHumanPlayer();
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// Why is human deck just imported from LimitedPlayer?
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//Deck humanDeck = player.getDeck().copyTo(s);
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// If we do the above, we shouldn't need remove from card pool below
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Deck humanDeck = (Deck) this.getPlayersDeck().copyTo(s);
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for(PaperCard card : player.getRemovedFromCardPool()) {
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// This is awkward. We are duplicating the deck construction logic
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// So we need to remove from the deck twice
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// This may be problematic for trading cards from your card pool
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humanDeck.get(DeckSection.Sideboard).remove(card);
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// These cards need to be added to a quest deck if there is an associated quest
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// Although quest Drafting process happened in #CEditorQuestDraftingProcess
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// Probably need to make these files closer to each other
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}
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humanDeck.setDraftNotes(player.getSerializedDraftNotes());
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finishedDraft.setHumanDeck(humanDeck);
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finishedDraft.addAiDecks(computer);
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@@ -17,8 +17,6 @@
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*/
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package forge.screens.deckeditor.controllers;
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import java.util.Map.Entry;
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import forge.deck.Deck;
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import forge.deck.DeckGroup;
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import forge.deck.DeckSection;
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@@ -31,19 +29,15 @@ import forge.gui.framework.FScreen;
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import forge.item.PaperCard;
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import forge.itemmanager.CardManager;
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import forge.itemmanager.ItemManagerConfig;
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import forge.screens.deckeditor.views.VAllDecks;
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import forge.screens.deckeditor.views.VBrawlDecks;
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import forge.screens.deckeditor.views.VCommanderDecks;
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import forge.screens.deckeditor.views.VCurrentDeck;
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import forge.screens.deckeditor.views.VDeckgen;
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import forge.screens.deckeditor.views.VOathbreakerDecks;
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import forge.screens.deckeditor.views.VTinyLeadersDecks;
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import forge.screens.deckeditor.views.*;
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import forge.screens.home.quest.CSubmenuQuestDraft;
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import forge.screens.home.quest.VSubmenuQuestDraft;
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import forge.screens.match.controllers.CDetailPicture;
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import forge.util.ItemPool;
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import forge.util.Localizer;
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import java.util.Map.Entry;
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/**
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* Updates the deck editor UI as necessary draft selection mode.
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*
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@@ -211,6 +205,7 @@ public class CEditorQuestDraftingProcess extends ACEditorBase<PaperCard, DeckGro
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* </p>
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*/
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private void saveDraft() {
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// This should be inheriting more from CEditorDraftingProcess
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saved = true;
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