disable pass priority for now as the logic is too complex

master
melvin 2011-06-10 12:04:50 +08:00
parent ce593caadf
commit a42e0e4511
1 changed files with 10 additions and 6 deletions

View File

@ -81,14 +81,15 @@ public class MagicPlayChoice extends MagicChoice {
@Override @Override
public Object[] getPlayerChoiceResults(final GameController controller,final MagicGame game,final MagicPlayer player,final MagicSource source) { public Object[] getPlayerChoiceResults(final GameController controller,final MagicGame game,final MagicPlayer player,final MagicSource source) {
final Set<Object> validChoices;
if (game.canAlwaysPass()) { if (game.canAlwaysPass()) {
validChoices=Collections.emptySet(); return PASS_CHOICE_RESULTS;
} else {
validChoices=getValidChoices(game,player);
} }
if (validChoices.isEmpty() && game.canSkipSingleChoice()) { final Set<Object> validChoices;
validChoices=getValidChoices(game,player);
if ((validChoices.isEmpty() && game.canSkipSingleChoice()) ||
game.getStack().hasItemOnTopOfPlayer(player)) {
if (!game.getStack().isEmpty()) { if (!game.getStack().isEmpty()) {
try { try {
Thread.sleep(1000); Thread.sleep(1000);
@ -98,6 +99,8 @@ public class MagicPlayChoice extends MagicChoice {
} }
return PASS_CHOICE_RESULTS; return PASS_CHOICE_RESULTS;
} }
/*
if ((game.getStack().isEmpty() || game.getStack().hasItemOnTopOfPlayer(player)) && if ((game.getStack().isEmpty() || game.getStack().hasItemOnTopOfPlayer(player)) &&
game.getTurnPlayer() == player && game.getTurnPlayer() == player &&
game.getPassPriority()) { game.getPassPriority()) {
@ -110,6 +113,7 @@ public class MagicPlayChoice extends MagicChoice {
} }
return PASS_CHOICE_RESULTS; return PASS_CHOICE_RESULTS;
} }
*/
controller.focusViewers(0,0); controller.focusViewers(0,0);
if (validChoices.isEmpty()) { if (validChoices.isEmpty()) {