Files
forge/src/forge/Input_Attack_Planeswalker.java
jendave 386669b84e Huge update to forge's structure:
everything from the default package moved to package forge. the default package contains classes Deck and QuestData_State to keep compatibility with old files that store serialized objects of these classes

if you find other classes that are stored in the res directory through serialization, create a class for it in the default package or tell me.

about QuestData_State: i'm getting a NullPointerException when trying to create/resume quest. Maybe the quest files on SVN are simply out of date. otherwise, that seems hard. easy fix would of course be to replace null by a new Map
2011-08-06 02:43:59 +00:00

47 lines
1.4 KiB
Java

package forge;
public class Input_Attack_Planeswalker extends Input
{
private static final long serialVersionUID = 5738375759147611797L;
public void showMessage()
{
ButtonUtil.enableOnlyOK();
AllZone.Display.showMessage("Planeswalker Declare Attackers:\r\nSelect creatures that you want to attack " +AllZone.pwCombat.getPlaneswalker());
}
public void selectButtonOK()
{
//AllZone.Phase.nextPhase();
//for debugging: System.out.println("need to nextPhase(Input_Attack_Planeswalker.selectButtonOK) = true; Note, this has not been tested, did it work?");
AllZone.Phase.setNeedToNextPhase(true);
this.stop();
}
public void selectCard(Card card, PlayerZone zone)
{
if(zone.is(Constant.Zone.Play, Constant.Player.Human) &&
card.isCreature() &&
card.isUntapped() &&
CombatUtil.canAttack(card)
)
{
if(! card.getKeyword().contains("Vigilance"))
{
card.tap();
//otherwise cards stay untapped, not sure why this is needed but it works
AllZone.Human_Play.updateObservers();
}
AllZone.pwCombat.addAttacker(card);
//for Castle Raptors, since it gets a bonus if untapped
for (String effect : AllZone.StateBasedEffects.getStateBasedMap().keySet() ) {
Command com = GameActionUtil.commands.get(effect);
com.execute();
}
GameActionUtil.executeCardStateEffects();
CombatUtil.showCombat();
}
}//selectCard()
}