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- Further integration of Add Basic Lands to Quest mode:
- Quest mode now depends on the player using Add Basic Lands to add basic lands to his decks instead of buying basic lands from the quest shop or using the generated basic lands from the initial card pool. - Quest mode no longer generates basic lands for the starting card pool to avoid clutter. - Quest mode shop no longer sells basic lands (to avoid clutter; you can add any basic lands you want anyway). - Quest mode draft tournament correctly allows to use "Add Basic Lands" only after drafting is over and deck construction begins (and the button is hidden during the drafting process). - Otherwise, basic lands found normally during the quest (e.g. found in booster packs, drafted in quest draft tournaments (if anyone ever drafts basic lands), purchased in preconstructed decks etc.) function as before and can be sold normally via the quest shop interface.
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@@ -93,6 +93,8 @@ public class CEditorQuestDraftingProcess extends ACEditorBase<PaperCard, DeckGro
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catalogManager.setAlwaysNonUnique(true);
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deckManager.setAlwaysNonUnique(true);
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getBtnAddBasicLands().setVisible(false);
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this.setCatalogManager(catalogManager);
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this.setDeckManager(deckManager);
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}
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@@ -174,7 +176,8 @@ public class CEditorQuestDraftingProcess extends ACEditorBase<PaperCard, DeckGro
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// add sideboard to deck
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deck.getOrCreate(DeckSection.Sideboard).addAll(this.getDeckManager().getPool());
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final String landSet = IBoosterDraft.LAND_SET_CODE[0].getCode();
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// No need to add basic lands now that Add Basic Lands button exists
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/*final String landSet = IBoosterDraft.LAND_SET_CODE[0].getCode();
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final boolean isZendikarSet = landSet.equals("ZEN"); // we want to generate one kind of Zendikar lands at a time only
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final boolean zendikarSetMode = MyRandom.getRandom().nextBoolean();
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@@ -193,6 +196,7 @@ public class CEditorQuestDraftingProcess extends ACEditorBase<PaperCard, DeckGro
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deck.get(DeckSection.Sideboard).add(landName, landSet, 30);
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}
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}
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*/
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return deck;
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} // getPlayersDeck()
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@@ -302,8 +302,9 @@ public enum VSubmenuQuestPrefs implements IVSubmenu<CSubmenuQuestPrefs> {
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pnlDifficulty.add(new PrefInput(QPref.STARTING_CREDITS_HARD, QuestPreferencesErrType.DIFFICULTY), fieldConstraints);
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pnlDifficulty.add(new PrefInput(QPref.STARTING_CREDITS_EXPERT, QuestPreferencesErrType.DIFFICULTY), fieldConstraints);
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pnlDifficulty.add(new FLabel.Builder().text("Starting Basic Lands").fontAlign(SwingConstants.RIGHT).build(), labelConstraints);
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pnlDifficulty.add(new PrefInput(QPref.STARTING_BASIC_LANDS, QuestPreferencesErrType.DIFFICULTY), fieldConstraints + ", wrap");
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// Basic lands are no longer generated for quest mode (we now use Add Basic Lands)
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//pnlDifficulty.add(new FLabel.Builder().text("Starting Basic Lands").fontAlign(SwingConstants.RIGHT).build(), labelConstraints);
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//pnlDifficulty.add(new PrefInput(QPref.STARTING_BASIC_LANDS, QuestPreferencesErrType.DIFFICULTY), fieldConstraints + ", wrap");
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pnlDifficulty.add(new FLabel.Builder().text("Wins for New Draft").fontAlign(SwingConstants.RIGHT).build(), labelConstraints);
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pnlDifficulty.add(new PrefInput(QPref.WINS_NEW_DRAFT, QuestPreferencesErrType.DIFFICULTY), fieldConstraints + ", wrap");
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@@ -90,7 +90,7 @@ public class QuestPrefsScreen extends FScreen {
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//Difficulty Adjustments (All)
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scroller.add(new PrefsHeader("Difficulty Adjustments (All)", FSkinImage.QUEST_NOTES, PrefsGroup.DIFFICULTY_ALL));
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scroller.add(new PrefsOption("Starting basic lands", QPref.STARTING_BASIC_LANDS, PrefsGroup.DIFFICULTY_ALL));
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//scroller.add(new PrefsOption("Starting basic lands", QPref.STARTING_BASIC_LANDS, PrefsGroup.DIFFICULTY_ALL)); // Add Basic Lands is used instead
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scroller.add(new PrefsOption("Starting snow lands", QPref.STARTING_SNOW_LANDS, PrefsGroup.DIFFICULTY_ALL));
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scroller.add(new PrefsOption("Color bias (1-100%)", QPref.STARTING_POOL_COLOR_BIAS, PrefsGroup.DIFFICULTY_ALL));
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scroller.add(new PrefsOption("Penalty for loss", QPref.PENALTY_LOSS, PrefsGroup.DIFFICULTY_ALL));
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@@ -710,7 +710,8 @@ public final class QuestUtilCards {
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if (qc.getFormat() != null && !qc.getFormat().hasSnowLands()) {
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numberSnowLands = 0;
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}
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this.qa.getShopList().addAll(QuestUtilCards.generateBasicLands(10, numberSnowLands, qc.getFormat()));
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// Spell shop no longer sells basic lands (we use "Add Basic Lands" instead)
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this.qa.getShopList().addAll(QuestUtilCards.generateBasicLands(/*10*/0, numberSnowLands, qc.getFormat()));
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}
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/**
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@@ -177,8 +177,9 @@ public class QuestAssets {
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if (useFormat != null && !useFormat.hasSnowLands()) {
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snowLands = 0;
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}
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// Non-snow basic lands are no longer generated (we use Add Basic Lands)
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final ItemPool<PaperCard> lands = QuestUtilCards.generateBasicLands(
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prefs.getPrefInt(QPref.STARTING_BASIC_LANDS), snowLands, useFormat);
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/*prefs.getPrefInt(QPref.STARTING_BASIC_LANDS)*/0, snowLands, useFormat);
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this.getCardPool().addAll(lands);
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}
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@@ -70,7 +70,7 @@ public class QuestPreferences extends PreferencesStore<QuestPreferences.QPref> i
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REWARDS_TURN1("1500"),
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// How many basic your starting pool has (if appropriate)
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STARTING_BASIC_LANDS("20"),
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//STARTING_BASIC_LANDS("20"),
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STARTING_SNOW_LANDS("5"),
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// Starting pool color bias effect
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