disable pass priority for now as the logic is too complex
parent
ce593caadf
commit
a42e0e4511
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@ -81,14 +81,15 @@ public class MagicPlayChoice extends MagicChoice {
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@Override
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@Override
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public Object[] getPlayerChoiceResults(final GameController controller,final MagicGame game,final MagicPlayer player,final MagicSource source) {
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public Object[] getPlayerChoiceResults(final GameController controller,final MagicGame game,final MagicPlayer player,final MagicSource source) {
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final Set<Object> validChoices;
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if (game.canAlwaysPass()) {
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if (game.canAlwaysPass()) {
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validChoices=Collections.emptySet();
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return PASS_CHOICE_RESULTS;
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} else {
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validChoices=getValidChoices(game,player);
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}
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}
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if (validChoices.isEmpty() && game.canSkipSingleChoice()) {
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final Set<Object> validChoices;
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validChoices=getValidChoices(game,player);
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if ((validChoices.isEmpty() && game.canSkipSingleChoice()) ||
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game.getStack().hasItemOnTopOfPlayer(player)) {
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if (!game.getStack().isEmpty()) {
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if (!game.getStack().isEmpty()) {
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try {
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try {
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Thread.sleep(1000);
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Thread.sleep(1000);
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@ -98,6 +99,8 @@ public class MagicPlayChoice extends MagicChoice {
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}
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}
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return PASS_CHOICE_RESULTS;
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return PASS_CHOICE_RESULTS;
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}
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}
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/*
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if ((game.getStack().isEmpty() || game.getStack().hasItemOnTopOfPlayer(player)) &&
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if ((game.getStack().isEmpty() || game.getStack().hasItemOnTopOfPlayer(player)) &&
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game.getTurnPlayer() == player &&
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game.getTurnPlayer() == player &&
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game.getPassPriority()) {
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game.getPassPriority()) {
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@ -110,6 +113,7 @@ public class MagicPlayChoice extends MagicChoice {
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}
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}
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return PASS_CHOICE_RESULTS;
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return PASS_CHOICE_RESULTS;
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}
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}
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*/
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controller.focusViewers(0,0);
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controller.focusViewers(0,0);
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if (validChoices.isEmpty()) {
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if (validChoices.isEmpty()) {
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