Changed how the skirmishes to play are chosen. If there is one skirmish, it will be automatically chosen.

This commit is contained in:
marcins78@gmail.com
2011-10-04 14:04:10 +00:00
parent 0cfafbe633
commit 61ac906b13

View File

@@ -1,12 +1,13 @@
package com.gempukku.lotro.logic.timing.processes.turn.skirmish;
import com.gempukku.lotro.common.Phase;
import com.gempukku.lotro.filters.Filters;
import com.gempukku.lotro.game.PhysicalCard;
import com.gempukku.lotro.game.state.GameState;
import com.gempukku.lotro.game.state.LotroGame;
import com.gempukku.lotro.game.state.Skirmish;
import com.gempukku.lotro.logic.decisions.CardsSelectionDecision;
import com.gempukku.lotro.logic.decisions.DecisionResultInvalidException;
import com.gempukku.lotro.logic.actions.RequiredTriggerAction;
import com.gempukku.lotro.logic.effects.ChooseActiveCardEffect;
import com.gempukku.lotro.logic.timing.processes.GameProcess;
import com.gempukku.lotro.logic.timing.processes.turn.SkirmishGameProcess;
@@ -38,16 +39,17 @@ public class PlayoutSkirmishesGameProcess implements GameProcess {
for (Skirmish assignment : assignments)
fps.add(assignment.getFellowshipCharacter());
_game.getUserFeedback().sendAwaitingDecision(gameState.getCurrentPlayerId(),
new CardsSelectionDecision(1, "Choose next skirmish to resolve", fps, 1, 1) {
RequiredTriggerAction chooseNextSkirmishAction = new RequiredTriggerAction(null);
chooseNextSkirmishAction.appendEffect(
new ChooseActiveCardEffect(null, gameState.getCurrentPlayerId(), "Choose next skirmish to resolve", Filters.in(fps)) {
@Override
public void decisionMade(String result) throws DecisionResultInvalidException {
PhysicalCard fp = getSelectedCardsByResponse(result).iterator().next();
gameState.startSkirmish(fp);
protected void cardSelected(PhysicalCard card) {
gameState.startSkirmish(card);
_nextProcess = new SkirmishGameProcess(_game, new PlayoutSkirmishesGameProcess(_game, _followingGameProcess));
}
});
_game.getActionsEnvironment().addActionToStack(chooseNextSkirmishAction);
} else {
_nextProcess = _followingGameProcess;
}