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