make sure a bunch of TODOs are properly marked so they are easier to find in Eclipse

This commit is contained in:
jendave
2011-08-06 23:23:18 +00:00
parent 76c1420d9e
commit 86ce3ce47b
16 changed files with 25 additions and 25 deletions

View File

@@ -38,7 +38,7 @@ public class ComputerAI_Input extends Input {
}
private void think() {
//todo: instead of setNextPhase, pass priority
//TODO: instead of setNextPhase, pass priority
final String phase = AllZone.Phase.getPhase();
if (AllZone.Stack.size() > 0)

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@@ -227,7 +227,7 @@ public class ComputerUtil
final static public void playNoStack(SpellAbility sa)
{
// todo: We should really restrict what doesn't use the Stack
// TODO: We should really restrict what doesn't use the Stack
if(canPayCost(sa))
{
@@ -997,7 +997,7 @@ public class ComputerUtil
list.reverse();
for (int i = 0; i < max; i++) {
// todo: use getWorstPermanent() would be wayyyy better
// TODO: use getWorstPermanent() would be wayyyy better
Card c;
if (list.getNotType("Creature").size() == 0) {
@@ -1011,7 +1011,7 @@ public class ComputerUtil
ArrayList<Card> auras = c.getEnchantedBy();
if (auras.size() > 0){
// todo: choose "worst" controlled enchanting Aura
// TODO: choose "worst" controlled enchanting Aura
for(int j = 0; j < auras.size(); j++){
Card aura = auras.get(j);
if (aura.getController().isPlayer(c.getController()) && list.contains(aura)){

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@@ -104,7 +104,7 @@ public class ComputerUtil_Attack2 {
}
});
return possibleBlockers;
}//getUntappedCreatures()
}//getPossibleBlockers()
//this checks to make sure that the computer player
//doesn't lose when the human player attacks
@@ -396,7 +396,7 @@ public class ComputerUtil_Attack2 {
// *****************
// decide on attack aggression based on a comparison of forces, life totals and other considerations
// some bad "magic numbers" here, todo replace with nice descriptive variable names
// some bad "magic numbers" here, TODO replace with nice descriptive variable names
if((ratioDiff > 0 && doAttritionalAttack)){ // (playerLifeToDamageRatio <= 1 && ratioDiff >= 1 && outNumber > 0) ||
aiAggression = 5; // attack at all costs
}else if((playerLifeToDamageRatio < 2 && ratioDiff >= 0) || ratioDiff > 3 || (ratioDiff > 0 && outNumber > 0)){

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@@ -64,7 +64,7 @@ public class ComputerUtil_Block2
boolean bLifeInDanger = CombatUtil.lifeInDanger(combat);
// todo: Add creatures attacking Planeswalkers in order of which we want to protect
// TODO: Add creatures attacking Planeswalkers in order of which we want to protect
// defend planeswalkers with more loyalty before planeswalkers with less loyalty
// if planeswalker will be too difficult to defend don't even bother
for(int i = 1; i < attackerLists.length; i++){

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@@ -32,7 +32,7 @@ public class GameAction {
}
}
// todo(sol) Combine all of these move tos
// TODO(sol) Combine all of these move tos
public Card moveTo(PlayerZone zone, Card c) {
// Ideally move to should never be called without a prevZone
@@ -76,7 +76,7 @@ public class GameAction {
}
if (zone.is(Constant.Zone.Battlefield) && c.isAura()){
// todo: add attachment code here
// TODO: add attachment code here
}
// copyCard above seems to already clearRemembered, commenting out for now
@@ -2447,7 +2447,7 @@ public class GameAction {
AllZone.ComputerPlayer.drawCard();
}
// todo: ManaPool should be moved to Player and be represented in the player panel
// TODO: ManaPool should be moved to Player and be represented in the player panel
ManaPool mp = AllZone.ManaPool;
mp.setImageFilename("mana_pool");
AllZone.Human_Battlefield.add(mp);

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@@ -2186,7 +2186,7 @@ public class GameActionUtil {
if(showLandfallDialog(c)) AllZone.Stack.addSimultaneousStackEntry(ability);
}
else{
// todo: once AI has a mana pool he should choose add Ability and choose a mana as appropriate
// TODO: once AI has a mana pool he should choose add Ability and choose a mana as appropriate
}
}
@@ -4694,7 +4694,7 @@ public class GameActionUtil {
}//upkeep_Shapeshifter
private static void upkeep_Vesuvan_Doppelganger_Keyword() {
// todo: what about enchantments? i dont know how great this solution is
// TODO: what about enchantments? i dont know how great this solution is
final Player player = AllZone.Phase.getPlayerTurn();
final String keyword = "At the beginning of your upkeep, you may have this creature become a copy of target creature except it doesn't copy that creature's color. If you do, this creature gains this ability.";
CardList list = AllZoneUtil.getPlayerCardsInPlay(player);

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@@ -285,7 +285,7 @@ public class Gui_WinLose extends JFrame implements NewConstants {
private String getWinText(long creds, QuestMatchState winLose, forge.quest.data.QuestData q)
{
// todo use q.qdPrefs to write bonus credits in prefs file
// TODO use q.qdPrefs to write bonus credits in prefs file
StringBuilder sb = new StringBuilder();
String[] wins = winLose.getWinMethods();

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@@ -106,7 +106,7 @@ public class MagicStack extends MyObservable {
}
public void clearFrozen() {
// todo: frozen triggered abilities and undoable costs have nasty
// TODO: frozen triggered abilities and undoable costs have nasty
// consequences
frozen = false;
frozenStack.clear();
@@ -282,7 +282,7 @@ public class MagicStack extends MyObservable {
}
else if (sp.isXCost()) {
// todo: convert any X costs to use abCost so it happens earlier
// TODO: convert any X costs to use abCost so it happens earlier
final SpellAbility sa = sp;
final Ability ability = new Ability(sp.getSourceCard(), sa.getXManaCost()) {
public void resolve() {
@@ -330,7 +330,7 @@ public class MagicStack extends MyObservable {
}
else if (sp.isMultiKicker()){
// todo: convert multikicker support in abCost so this doesn't happen here
// TODO: convert multikicker support in abCost so this doesn't happen here
// both X and multi is not supported yet
final SpellAbility sa = sp;
@@ -413,7 +413,7 @@ public class MagicStack extends MyObservable {
}
else if (sp.isReplicate()){
// todo: convert multikicker/replicate support in abCost so this doesn't happen here
// TODO: convert multikicker/replicate support in abCost so this doesn't happen here
// X and multi and replicate are not supported yet
final SpellAbility sa = sp;

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@@ -354,7 +354,7 @@ public class Phase extends MyObservable
}
if (is(Constant.Phase.Combat_End) && extraCombats > 0){
// todo: ExtraCombat needs to be changed for other spell/abilities that give extra combat
// TODO: ExtraCombat needs to be changed for other spell/abilities that give extra combat
// can do it like ExtraTurn stack ExtraPhases
Player player = getPlayerTurn();

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@@ -447,7 +447,7 @@ public class PhaseUtil {
// ***** Combat Utility **********
// todo: the below functions should be removed and the code blocks that use them should instead use SA_Restriction
// TODO: the below functions should be removed and the code blocks that use them should instead use SA_Restriction
public static boolean isBeforeAttackersAreDeclared() {
String phase = AllZone.Phase.getPhase();
return phase.equals(Constant.Phase.Untap) || phase.equals(Constant.Phase.Upkeep)

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@@ -538,7 +538,7 @@ public abstract class Player extends MyObservable{
PlayerZone library = AllZone.getZone(Constant.Zone.Library, this);
for(int i = 0; i < n; i++) {
// todo: any draw replacements would go here, not just Dredge
// TODO: any draw replacements would go here, not just Dredge
if(getDredge().size() == 0 || !dredge()) {
doDraw(library);
}

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@@ -3,7 +3,7 @@ import java.util.ArrayList;
public class PlayerZoneUtil
{
//todo(sol) this whole class is pretty useless
//TODO(sol) this whole class is pretty useless
public static ArrayList<Card> getCardType(PlayerZone zone, String cardType)
{
Card c;

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@@ -69,7 +69,7 @@ public class InputControl extends MyObservable implements java.io.Serializable {
final Player playerTurn = AllZone.Phase.getPlayerTurn();
final Player priority = AllZone.Phase.getPriorityPlayer();
// todo: this resolving portion needs more work, but fixes Death Cloud issues
// TODO: this resolving portion needs more work, but fixes Death Cloud issues
if (resolvingStack.size() > 0) {
if (input != null) {
return input;

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@@ -67,7 +67,7 @@ public class Input_Attack extends Input {
if(zone.is(Constant.Zone.Battlefield, AllZone.HumanPlayer) && CombatUtil.canAttack(card,AllZone.Combat)) {
// todo add the propaganda code here and remove it in Phase.nextPhase()
// TODO add the propaganda code here and remove it in Phase.nextPhase()
// if (!CombatUtil.checkPropagandaEffects(card))
// return;

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@@ -32,7 +32,7 @@ public class Input_Cleanup extends Input {
CombatUtil.removeAllDamage();
AllZone.Phase.setNeedToNextPhase(true);
AllZone.Phase.nextPhase(); // todo: keep an eye on this code, see if we can get rid of it.
AllZone.Phase.nextPhase(); // TODO: keep an eye on this code, see if we can get rid of it.
}
}

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@@ -55,7 +55,7 @@ public class Input_PayManaCostUtil
if(abilities.isEmpty())
return manaCost;
// todo when implementing sunburst
// TODO when implementing sunburst
// If the card has sunburst or any other ability that tracks mana spent, skip express Mana choice
// if (card.getTrackManaPaid()) skipExpress = true;