Modified the enPump keyword's canPlay() method and this appears to correct the problem where the computer was casting the same aura multiple times.

This commit is contained in:
jendave
2011-08-06 03:46:53 +00:00
parent a21cb5dee4
commit a101a50fec

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@@ -1398,9 +1398,9 @@ public class CardFactoryUtil {
public boolean canPlay() { public boolean canPlay() {
return (sourceCard.getKeyword().contains("Flash") && (AllZone.GameAction.isCardInZone(sourceCard, AllZone.Human_Hand) || return (sourceCard.getKeyword().contains("Flash") && (AllZone.GameAction.isCardInZone(sourceCard, AllZone.Human_Hand) ||
AllZone.GameAction.isCardInZone(sourceCard, AllZone.Computer_Hand)) // for flash, which is not working through the keyword for some reason AllZone.GameAction.isCardInZone(sourceCard, AllZone.Computer_Hand)) // for flash, which is not working through the keyword for some reason
|| || // if not flash then limit to main 1 and 2 on controller's turn and card in hand
(! sourceCard.getKeyword().contains("Flash") && // if not flash then limit to main 1 and 2 on controller's turn (! sourceCard.getKeyword().contains("Flash") && (sourceCard.getController().equals(AllZone.Phase.getActivePlayer()) &&
(sourceCard.getController().equals(AllZone.Phase.getActivePlayer()) && (AllZone.GameAction.isCardInZone(sourceCard, AllZone.Human_Hand) || AllZone.GameAction.isCardInZone(sourceCard, AllZone.Computer_Hand)) &&
(AllZone.Phase.getPhase().equals(Constant.Phase.Main1) || AllZone.Phase.getPhase().equals(Constant.Phase.Main2))))); (AllZone.Phase.getPhase().equals(Constant.Phase.Main1) || AllZone.Phase.getPhase().equals(Constant.Phase.Main2)))));
} }