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xiaoye
ygopro-core
Commits
7c9d72a7
Commit
7c9d72a7
authored
Dec 31, 2019
by
mercury233
Browse files
Options
Browse Files
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Plain Diff
Merge branch 'master' into patch-rule
parents
3b4239fc
b6819fe0
Changes
5
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Inline
Side-by-side
Showing
5 changed files
with
186 additions
and
106 deletions
+186
-106
effect.h
effect.h
+2
-0
interpreter.cpp
interpreter.cpp
+7
-3
libeffect.cpp
libeffect.cpp
+2
-0
operations.cpp
operations.cpp
+19
-4
processor.cpp
processor.cpp
+156
-99
No files found.
effect.h
View file @
7c9d72a7
...
...
@@ -363,6 +363,8 @@ inline effect_flag operator|(effect_flag flag1, effect_flag flag2)
#define EFFECT_PIERCE 203
#define EFFECT_BATTLE_DESTROY_REDIRECT 204
#define EFFECT_BATTLE_DAMAGE_TO_EFFECT 205
#define EFFECT_BOTH_BATTLE_DAMAGE 206
#define EFFECT_ALSO_BATTLE_DAMAGE 207
#define EFFECT_TOSS_COIN_REPLACE 220
#define EFFECT_TOSS_DICE_REPLACE 221
#define EFFECT_FUSION_MATERIAL 230
...
...
interpreter.cpp
View file @
7c9d72a7
...
...
@@ -1031,7 +1031,7 @@ int32 interpreter::get_operation_value(card* pcard, int32 findex, int32 extraarg
}
return
OPERATION_FAIL
;
}
int32
result
=
std
::
round
(
lua_tonumber
(
current_state
,
-
1
));
int32
result
=
lua_isinteger
(
current_state
,
-
1
)
?
lua_tointeger
(
current_state
,
-
1
)
:
std
::
round
(
lua_tonumber
(
current_state
,
-
1
));
lua_pop
(
current_state
,
1
);
no_action
--
;
call_depth
--
;
...
...
@@ -1050,8 +1050,10 @@ int32 interpreter::get_function_value(int32 f, uint32 param_count) {
call_depth
++
;
if
(
call_function
(
f
,
param_count
,
1
))
{
int32
result
=
0
;
if
(
lua_isboolean
(
current_state
,
-
1
))
if
(
lua_isboolean
(
current_state
,
-
1
))
result
=
lua_toboolean
(
current_state
,
-
1
);
else
if
(
lua_isinteger
(
current_state
,
-
1
))
result
=
lua_tointeger
(
current_state
,
-
1
);
else
result
=
std
::
round
(
lua_tonumber
(
current_state
,
-
1
));
lua_pop
(
current_state
,
1
);
...
...
@@ -1084,8 +1086,10 @@ int32 interpreter::get_function_value(int32 f, uint32 param_count, std::vector<i
int32
stack_newtop
=
lua_gettop
(
current_state
);
for
(
int32
index
=
stack_top
+
1
;
index
<=
stack_newtop
;
++
index
)
{
int32
return_value
=
0
;
if
(
lua_isboolean
(
current_state
,
index
))
if
(
lua_isboolean
(
current_state
,
index
))
return_value
=
lua_toboolean
(
current_state
,
index
);
else
if
(
lua_isinteger
(
current_state
,
index
))
return_value
=
lua_tointeger
(
current_state
,
index
);
else
return_value
=
std
::
round
(
lua_tonumber
(
current_state
,
index
));
result
->
push_back
(
return_value
);
...
...
libeffect.cpp
View file @
7c9d72a7
...
...
@@ -266,6 +266,8 @@ int32 scriptlib::effect_set_value(lua_State *L) {
peffect
->
flag
[
0
]
&=
~
EFFECT_FLAG_FUNC_VALUE
;
if
(
lua_isboolean
(
L
,
2
))
peffect
->
value
=
lua_toboolean
(
L
,
2
);
else
if
(
lua_isinteger
(
L
,
2
))
peffect
->
value
=
lua_tointeger
(
L
,
2
);
else
peffect
->
value
=
std
::
round
(
lua_tonumber
(
L
,
2
));
}
...
...
operations.cpp
View file @
7c9d72a7
...
...
@@ -1400,8 +1400,22 @@ int32 field::equip(uint16 step, uint8 equip_player, card * equip_card, card * ta
returns
.
ivalue
[
0
]
=
FALSE
;
if
(
!
equip_card
->
is_affect_by_effect
(
core
.
reason_effect
))
return
TRUE
;
if
(
equip_card
==
target
||
target
->
current
.
location
!=
LOCATION_MZONE
)
if
(
equip_card
==
target
)
return
TRUE
;
bool
to_grave
=
false
;
if
(
target
->
current
.
location
!=
LOCATION_MZONE
||
(
target
->
current
.
position
&
POS_FACEDOWN
))
to_grave
=
true
;
if
(
equip_card
->
current
.
location
!=
LOCATION_SZONE
)
{
refresh_location_info_instant
();
if
(
get_useable_count
(
equip_card
,
equip_player
,
LOCATION_SZONE
,
equip_player
,
LOCATION_REASON_TOFIELD
)
<=
0
)
to_grave
=
true
;
}
if
(
to_grave
)
{
if
(
equip_card
->
current
.
location
!=
LOCATION_GRAVE
)
send_to
(
equip_card
,
0
,
REASON_RULE
,
PLAYER_NONE
,
PLAYER_NONE
,
LOCATION_GRAVE
,
0
,
POS_FACEUP
);
core
.
units
.
begin
()
->
step
=
2
;
return
FALSE
;
}
if
(
equip_card
->
equiping_target
)
{
equip_card
->
cancel_card_target
(
equip_card
->
equiping_target
);
equip_card
->
unequip
();
...
...
@@ -1413,9 +1427,6 @@ int32 field::equip(uint16 step, uint8 equip_player, card * equip_card, card * ta
change_position
(
equip_card
,
0
,
equip_player
,
POS_FACEUP
,
0
);
return
FALSE
;
}
refresh_location_info_instant
();
if
(
get_useable_count
(
equip_card
,
equip_player
,
LOCATION_SZONE
,
equip_player
,
LOCATION_REASON_TOFIELD
)
<=
0
)
return
TRUE
;
equip_card
->
enable_field_effect
(
false
);
move_to_field
(
equip_card
,
equip_player
,
equip_player
,
LOCATION_SZONE
,
(
up
||
equip_card
->
is_position
(
POS_FACEUP
))
?
POS_FACEUP
:
POS_FACEDOWN
,
FALSE
,
0
,
TRUE
);
return
FALSE
;
...
...
@@ -1465,6 +1476,10 @@ int32 field::equip(uint16 step, uint8 equip_player, card * equip_card, card * ta
returns
.
ivalue
[
0
]
=
TRUE
;
return
TRUE
;
}
case
3
:
{
returns
.
ivalue
[
0
]
=
FALSE
;
return
TRUE
;
}
}
return
TRUE
;
}
...
...
processor.cpp
View file @
7c9d72a7
...
...
@@ -3264,6 +3264,7 @@ void field::calculate_battle_damage(effect** pdamchange, card** preason_card, ui
effect
*
damchange
=
0
;
card
*
reason_card
=
0
;
uint8
bd
[
2
]
=
{
FALSE
,
FALSE
};
bool
pierce
=
false
;
core
.
battle_damage
[
0
]
=
core
.
battle_damage
[
1
]
=
0
;
if
(
core
.
attacker
->
is_position
(
POS_FACEUP_DEFENSE
))
{
effect
*
defattack
=
core
.
attacker
->
is_affected_by_effect
(
EFFECT_DEFENSE_ATTACK
);
...
...
@@ -3277,46 +3278,14 @@ void field::calculate_battle_damage(effect** pdamchange, card** preason_card, ui
if
(
core
.
attack_target
->
is_position
(
POS_ATTACK
))
{
d
=
da
;
if
(
a
>
d
)
{
damchange
=
core
.
attacker
->
is_affected_by_effect
(
EFFECT_BATTLE_DAMAGE_TO_EFFECT
);
if
(
damchange
)
{
damp
=
pd
;
core
.
battle_damage
[
damp
]
=
a
-
d
;
reason_card
=
core
.
attacker
;
}
else
if
(
!
core
.
attacker
->
is_affected_by_effect
(
EFFECT_NO_BATTLE_DAMAGE
)
&&
!
core
.
attack_target
->
is_affected_by_effect
(
EFFECT_AVOID_BATTLE_DAMAGE
,
core
.
attacker
)
&&
!
is_player_affected_by_effect
(
pd
,
EFFECT_AVOID_BATTLE_DAMAGE
))
{
if
(
core
.
attack_target
->
is_affected_by_effect
(
EFFECT_REFLECT_BATTLE_DAMAGE
,
core
.
attacker
))
damp
=
1
-
pd
;
else
damp
=
pd
;
if
(
is_player_affected_by_effect
(
damp
,
EFFECT_REFLECT_BATTLE_DAMAGE
))
damp
=
1
-
damp
;
if
(
damp
==
pd
||
(
!
core
.
attacker
->
is_affected_by_effect
(
EFFECT_AVOID_BATTLE_DAMAGE
,
core
.
attack_target
)
&&
!
is_player_affected_by_effect
(
damp
,
EFFECT_AVOID_BATTLE_DAMAGE
)))
{
core
.
battle_damage
[
damp
]
=
a
-
d
;
reason_card
=
core
.
attacker
;
}
}
bd
[
1
]
=
TRUE
;
}
else
if
(
a
<
d
)
{
damchange
=
core
.
attack_target
->
is_affected_by_effect
(
EFFECT_BATTLE_DAMAGE_TO_EFFECT
);
if
(
damchange
)
{
}
else
if
(
a
<
d
)
{
damp
=
pa
;
core
.
battle_damage
[
damp
]
=
d
-
a
;
reason_card
=
core
.
attack_target
;
}
else
if
(
!
core
.
attack_target
->
is_affected_by_effect
(
EFFECT_NO_BATTLE_DAMAGE
)
&&
!
core
.
attacker
->
is_affected_by_effect
(
EFFECT_AVOID_BATTLE_DAMAGE
,
core
.
attack_target
)
&&
!
is_player_affected_by_effect
(
pa
,
EFFECT_AVOID_BATTLE_DAMAGE
))
{
if
(
core
.
attacker
->
is_affected_by_effect
(
EFFECT_REFLECT_BATTLE_DAMAGE
,
core
.
attack_target
))
damp
=
1
-
pa
;
else
damp
=
pa
;
if
(
is_player_affected_by_effect
(
damp
,
EFFECT_REFLECT_BATTLE_DAMAGE
))
damp
=
1
-
damp
;
if
(
damp
==
pa
||
(
!
core
.
attack_target
->
is_affected_by_effect
(
EFFECT_AVOID_BATTLE_DAMAGE
,
core
.
attacker
)
&&
!
is_player_affected_by_effect
(
damp
,
EFFECT_AVOID_BATTLE_DAMAGE
)))
{
core
.
battle_damage
[
damp
]
=
d
-
a
;
reason_card
=
core
.
attack_target
;
}
}
bd
[
0
]
=
TRUE
;
}
else
{
if
(
a
!=
0
)
{
...
...
@@ -3328,35 +3297,16 @@ void field::calculate_battle_damage(effect** pdamchange, card** preason_card, ui
d
=
dd
;
if
(
a
>
d
)
{
effect_set
eset
;
uint8
dp
[
2
];
dp
[
0
]
=
dp
[
1
]
=
0
;
core
.
attacker
->
filter_effect
(
EFFECT_PIERCE
,
&
eset
);
if
(
eset
.
size
()
&&
!
core
.
attacker
->
is_affected_by_effect
(
EFFECT_NO_BATTLE_DAMAGE
)
&&
!
core
.
attack_target
->
is_affected_by_effect
(
EFFECT_AVOID_BATTLE_DAMAGE
,
core
.
attacker
))
{
for
(
int32
i
=
0
;
i
<
eset
.
size
();
++
i
)
if
(
eset
.
size
())
{
pierce
=
true
;
uint8
dp
[
2
]
=
{};
for
(
uint32
i
=
0
;
i
<
eset
.
size
();
++
i
)
dp
[
1
-
eset
[
i
]
->
get_handler_player
()]
=
1
;
if
(
dp
[
0
]
&&
is_player_affected_by_effect
(
0
,
EFFECT_AVOID_BATTLE_DAMAGE
))
dp
[
0
]
=
0
;
if
(
dp
[
1
]
&&
is_player_affected_by_effect
(
1
,
EFFECT_AVOID_BATTLE_DAMAGE
))
dp
[
1
]
=
0
;
if
(
dp
[
pd
]
&&
core
.
attack_target
->
is_affected_by_effect
(
EFFECT_REFLECT_BATTLE_DAMAGE
,
core
.
attacker
))
{
dp
[
pd
]
=
0
;
dp
[
1
-
pd
]
=
1
;
}
if
(
dp
[
pd
]
&&
is_player_affected_by_effect
(
pd
,
EFFECT_REFLECT_BATTLE_DAMAGE
))
{
dp
[
pd
]
=
0
;
dp
[
1
-
pd
]
=
1
;
}
if
(
dp
[
1
-
pd
]
&&
is_player_affected_by_effect
(
1
-
pd
,
EFFECT_REFLECT_BATTLE_DAMAGE
))
{
dp
[
pd
]
=
1
;
dp
[
1
-
pd
]
=
0
;
}
if
(
dp
[
pd
]
&&
!
core
.
attack_target
->
is_affected_by_effect
(
EFFECT_AVOID_BATTLE_DAMAGE
,
core
.
attacker
)
&&
!
is_player_affected_by_effect
(
pd
,
EFFECT_AVOID_BATTLE_DAMAGE
))
core
.
battle_damage
[
pd
]
=
a
-
d
;
if
(
dp
[
1
-
pd
]
&&
!
core
.
attacker
->
is_affected_by_effect
(
EFFECT_AVOID_BATTLE_DAMAGE
,
core
.
attack_target
)
&&
!
is_player_affected_by_effect
(
1
-
pd
,
EFFECT_AVOID_BATTLE_DAMAGE
))
core
.
battle_damage
[
1
-
pd
]
=
a
-
d
;
if
(
dp
[
0
])
core
.
battle_damage
[
0
]
=
a
-
d
;
if
(
dp
[
1
])
core
.
battle_damage
[
1
]
=
a
-
d
;
bool
double_damage
=
false
;
//bool half_damage = false;
for
(
int32
i
=
0
;
i
<
eset
.
size
();
++
i
)
{
...
...
@@ -3381,48 +3331,155 @@ void field::calculate_battle_damage(effect** pdamchange, card** preason_card, ui
// if(dp[1])
// core.battle_damage[1] /= 2;
//}
bool
both
=
dp
[
0
]
&&
dp
[
1
];
if
(
!
both
)
{
damp
=
dp
[
0
]
?
0
:
1
;
if
(
core
.
attacker
->
is_affected_by_effect
(
EFFECT_BOTH_BATTLE_DAMAGE
)
||
core
.
attack_target
->
is_affected_by_effect
(
EFFECT_BOTH_BATTLE_DAMAGE
))
{
core
.
battle_damage
[
1
-
damp
]
=
core
.
battle_damage
[
damp
];
both
=
true
;
}
}
effect
*
reflect
[
2
]
=
{};
if
(
!
(
reflect
[
pd
]
=
core
.
attack_target
->
is_affected_by_effect
(
EFFECT_REFLECT_BATTLE_DAMAGE
,
core
.
attacker
)))
reflect
[
pd
]
=
is_player_affected_by_effect
(
pd
,
EFFECT_REFLECT_BATTLE_DAMAGE
);
if
(
!
(
reflect
[
1
-
pd
]
=
core
.
attacker
->
is_affected_by_effect
(
EFFECT_REFLECT_BATTLE_DAMAGE
,
core
.
attack_target
)))
reflect
[
1
-
pd
]
=
is_player_affected_by_effect
(
1
-
pd
,
EFFECT_REFLECT_BATTLE_DAMAGE
);
bool
also
[
2
]
=
{
false
,
false
};
if
(
!
both
&&
(
core
.
attack_target
->
is_affected_by_effect
(
EFFECT_ALSO_BATTLE_DAMAGE
)
||
is_player_affected_by_effect
(
pd
,
EFFECT_ALSO_BATTLE_DAMAGE
)))
also
[
pd
]
=
true
;
if
(
!
both
&&
(
core
.
attacker
->
is_affected_by_effect
(
EFFECT_ALSO_BATTLE_DAMAGE
)
||
is_player_affected_by_effect
(
1
-
pd
,
EFFECT_ALSO_BATTLE_DAMAGE
)))
also
[
1
-
pd
]
=
true
;
if
(
both
)
{
//turn player's effect applies first
if
(
reflect
[
pa
]
&&
reflect
[
pa
]
->
get_handler_player
()
==
pa
)
{
core
.
battle_damage
[
1
-
pa
]
+=
core
.
battle_damage
[
pa
];
core
.
battle_damage
[
pa
]
=
0
;
}
else
if
(
reflect
[
1
-
pa
]
&&
reflect
[
1
-
pa
]
->
get_handler_player
()
==
pa
)
{
core
.
battle_damage
[
pa
]
+=
core
.
battle_damage
[
1
-
pa
];
core
.
battle_damage
[
1
-
pa
]
=
0
;
}
else
if
(
reflect
[
pa
]
&&
reflect
[
pa
]
->
get_handler_player
()
==
1
-
pa
)
{
core
.
battle_damage
[
1
-
pa
]
+=
core
.
battle_damage
[
pa
];
core
.
battle_damage
[
pa
]
=
0
;
}
else
if
(
reflect
[
1
-
pa
]
&&
reflect
[
1
-
pa
]
->
get_handler_player
()
==
1
-
pa
)
{
core
.
battle_damage
[
pa
]
+=
core
.
battle_damage
[
1
-
pa
];
core
.
battle_damage
[
1
-
pa
]
=
0
;
}
}
else
{
if
(
reflect
[
damp
])
{
if
(
!
also
[
1
-
damp
])
{
core
.
battle_damage
[
1
-
damp
]
+=
core
.
battle_damage
[
damp
];
core
.
battle_damage
[
damp
]
=
0
;
}
else
{
core
.
battle_damage
[
1
-
damp
]
+=
core
.
battle_damage
[
damp
];
core
.
battle_damage
[
damp
]
=
core
.
battle_damage
[
1
-
damp
];
}
}
else
if
(
also
[
damp
])
{
if
(
!
reflect
[
1
-
damp
])
{
core
.
battle_damage
[
1
-
damp
]
+=
core
.
battle_damage
[
damp
];
}
else
{
core
.
battle_damage
[
1
-
damp
]
+=
core
.
battle_damage
[
damp
];
core
.
battle_damage
[
damp
]
+=
core
.
battle_damage
[
1
-
damp
];
core
.
battle_damage
[
1
-
damp
]
=
0
;
}
}
}
if
(
core
.
attacker
->
is_affected_by_effect
(
EFFECT_NO_BATTLE_DAMAGE
)
||
core
.
attack_target
->
is_affected_by_effect
(
EFFECT_AVOID_BATTLE_DAMAGE
,
core
.
attacker
)
||
is_player_affected_by_effect
(
pd
,
EFFECT_AVOID_BATTLE_DAMAGE
))
core
.
battle_damage
[
pd
]
=
0
;
if
(
core
.
attack_target
->
is_affected_by_effect
(
EFFECT_NO_BATTLE_DAMAGE
)
||
core
.
attacker
->
is_affected_by_effect
(
EFFECT_AVOID_BATTLE_DAMAGE
,
core
.
attack_target
)
||
is_player_affected_by_effect
(
1
-
pd
,
EFFECT_AVOID_BATTLE_DAMAGE
))
core
.
battle_damage
[
1
-
pd
]
=
0
;
reason_card
=
core
.
attacker
;
}
bd
[
1
]
=
TRUE
;
}
else
if
(
a
<
d
)
{
damchange
=
core
.
attack_target
->
is_affected_by_effect
(
EFFECT_BATTLE_DAMAGE_TO_EFFECT
);
if
(
damchange
)
{
}
else
if
(
a
<
d
)
{
damp
=
pa
;
core
.
battle_damage
[
damp
]
=
d
-
a
;
reason_card
=
core
.
attack_target
;
}
else
if
(
!
core
.
attack_target
->
is_affected_by_effect
(
EFFECT_NO_BATTLE_DAMAGE
)
&&
!
core
.
attacker
->
is_affected_by_effect
(
EFFECT_AVOID_BATTLE_DAMAGE
,
core
.
attack_target
)
&&
!
is_player_affected_by_effect
(
pa
,
EFFECT_AVOID_BATTLE_DAMAGE
))
{
if
(
core
.
attacker
->
is_affected_by_effect
(
EFFECT_REFLECT_BATTLE_DAMAGE
,
core
.
attack_target
))
damp
=
1
-
pa
;
else
damp
=
pa
;
if
(
is_player_affected_by_effect
(
damp
,
EFFECT_REFLECT_BATTLE_DAMAGE
))
damp
=
1
-
damp
;
if
(
damp
==
pa
||
(
!
core
.
attack_target
->
is_affected_by_effect
(
EFFECT_AVOID_BATTLE_DAMAGE
,
core
.
attacker
)
&&
!
is_player_affected_by_effect
(
damp
,
EFFECT_AVOID_BATTLE_DAMAGE
)))
{
core
.
battle_damage
[
damp
]
=
d
-
a
;
reason_card
=
core
.
attack_target
;
}
}
}
}
}
else
{
damchange
=
core
.
attacker
->
is_affected_by_effect
(
EFFECT_BATTLE_DAMAGE_TO_EFFECT
);
if
(
damchange
)
{
damp
=
1
-
pa
;
core
.
battle_damage
[
damp
]
=
a
;
reason_card
=
core
.
attacker
;
}
else
if
(
!
core
.
attacker
->
is_affected_by_effect
(
EFFECT_NO_BATTLE_DAMAGE
)
&&
!
is_player_affected_by_effect
(
1
-
pa
,
EFFECT_AVOID_BATTLE_DAMAGE
))
{
if
(
a
!=
0
)
{
damp
=
1
-
pa
;
if
(
is_player_affected_by_effect
(
damp
,
EFFECT_REFLECT_BATTLE_DAMAGE
))
damp
=
1
-
damp
;
if
(
!
is_player_affected_by_effect
(
damp
,
EFFECT_AVOID_BATTLE_DAMAGE
))
{
core
.
battle_damage
[
damp
]
=
a
;
reason_card
=
core
.
attacker
;
}
}
if
(
reason_card
&&
!
pierce
&&
!
(
damchange
=
reason_card
->
is_affected_by_effect
(
EFFECT_BATTLE_DAMAGE_TO_EFFECT
)))
{
card
*
dam_card
=
(
reason_card
==
core
.
attacker
)
?
core
.
attack_target
:
core
.
attacker
;
bool
both
=
false
;
if
(
reason_card
->
is_affected_by_effect
(
EFFECT_BOTH_BATTLE_DAMAGE
)
||
dam_card
&&
dam_card
->
is_affected_by_effect
(
EFFECT_BOTH_BATTLE_DAMAGE
))
{
core
.
battle_damage
[
1
-
damp
]
=
core
.
battle_damage
[
damp
];
both
=
true
;
}
effect
*
reflect
[
2
]
=
{};
if
(
!
dam_card
||
!
(
reflect
[
damp
]
=
dam_card
->
is_affected_by_effect
(
EFFECT_REFLECT_BATTLE_DAMAGE
,
reason_card
)))
reflect
[
damp
]
=
is_player_affected_by_effect
(
damp
,
EFFECT_REFLECT_BATTLE_DAMAGE
);
if
(
!
(
reflect
[
1
-
damp
]
=
reason_card
->
is_affected_by_effect
(
EFFECT_REFLECT_BATTLE_DAMAGE
,
dam_card
)))
reflect
[
1
-
damp
]
=
is_player_affected_by_effect
(
1
-
damp
,
EFFECT_REFLECT_BATTLE_DAMAGE
);
bool
also
[
2
]
=
{
false
,
false
};
if
(
!
both
&&
(
dam_card
&&
dam_card
->
is_affected_by_effect
(
EFFECT_ALSO_BATTLE_DAMAGE
)
||
is_player_affected_by_effect
(
damp
,
EFFECT_ALSO_BATTLE_DAMAGE
)))
also
[
damp
]
=
true
;
if
(
!
both
&&
(
reason_card
->
is_affected_by_effect
(
EFFECT_ALSO_BATTLE_DAMAGE
)
||
is_player_affected_by_effect
(
1
-
damp
,
EFFECT_ALSO_BATTLE_DAMAGE
)))
also
[
1
-
damp
]
=
true
;
if
(
both
)
{
//turn player's effect applies first
if
(
reflect
[
pa
]
&&
reflect
[
pa
]
->
get_handler_player
()
==
pa
)
{
core
.
battle_damage
[
1
-
pa
]
+=
core
.
battle_damage
[
pa
];
core
.
battle_damage
[
pa
]
=
0
;
}
else
if
(
reflect
[
1
-
pa
]
&&
reflect
[
1
-
pa
]
->
get_handler_player
()
==
pa
)
{
core
.
battle_damage
[
pa
]
+=
core
.
battle_damage
[
1
-
pa
];
core
.
battle_damage
[
1
-
pa
]
=
0
;
}
else
if
(
reflect
[
pa
]
&&
reflect
[
pa
]
->
get_handler_player
()
==
1
-
pa
)
{
core
.
battle_damage
[
1
-
pa
]
+=
core
.
battle_damage
[
pa
];
core
.
battle_damage
[
pa
]
=
0
;
}
else
if
(
reflect
[
1
-
pa
]
&&
reflect
[
1
-
pa
]
->
get_handler_player
()
==
1
-
pa
)
{
core
.
battle_damage
[
pa
]
+=
core
.
battle_damage
[
1
-
pa
];
core
.
battle_damage
[
1
-
pa
]
=
0
;
}
}
else
{
if
(
reflect
[
damp
])
{
if
(
!
also
[
1
-
damp
])
{
core
.
battle_damage
[
1
-
damp
]
+=
core
.
battle_damage
[
damp
];
core
.
battle_damage
[
damp
]
=
0
;
}
else
{
core
.
battle_damage
[
1
-
damp
]
+=
core
.
battle_damage
[
damp
];
core
.
battle_damage
[
damp
]
=
core
.
battle_damage
[
1
-
damp
];
}
}
else
if
(
also
[
damp
])
{
if
(
!
reflect
[
1
-
damp
])
{
core
.
battle_damage
[
1
-
damp
]
+=
core
.
battle_damage
[
damp
];
}
else
{
core
.
battle_damage
[
1
-
damp
]
+=
core
.
battle_damage
[
damp
];
core
.
battle_damage
[
damp
]
+=
core
.
battle_damage
[
1
-
damp
];
core
.
battle_damage
[
1
-
damp
]
=
0
;
}
}
}
if
(
reason_card
->
is_affected_by_effect
(
EFFECT_NO_BATTLE_DAMAGE
)
||
dam_card
&&
dam_card
->
is_affected_by_effect
(
EFFECT_AVOID_BATTLE_DAMAGE
,
reason_card
)
||
is_player_affected_by_effect
(
damp
,
EFFECT_AVOID_BATTLE_DAMAGE
))
core
.
battle_damage
[
damp
]
=
0
;
if
(
dam_card
&&
dam_card
->
is_affected_by_effect
(
EFFECT_NO_BATTLE_DAMAGE
)
||
reason_card
->
is_affected_by_effect
(
EFFECT_AVOID_BATTLE_DAMAGE
,
dam_card
)
||
is_player_affected_by_effect
(
1
-
damp
,
EFFECT_AVOID_BATTLE_DAMAGE
))
core
.
battle_damage
[
1
-
damp
]
=
0
;
}
if
(
!
core
.
battle_damage
[
damp
]
&&
!
core
.
battle_damage
[
1
-
damp
])
reason_card
=
0
;
if
(
pdamchange
)
*
pdamchange
=
damchange
;
if
(
preason_card
)
...
...
@@ -4311,7 +4368,7 @@ int32 field::solve_chain(uint16 step, uint32 chainend_arg1, uint32 chainend_arg2
}
if
((
pcard
->
data
.
type
&
TYPE_EQUIP
)
&&
(
peffect
->
type
&
EFFECT_TYPE_ACTIVATE
)
&&
!
pcard
->
equiping_target
&&
pcard
->
is_has_relation
(
*
cait
))
destroy
(
pcard
,
0
,
REASON_RULE
,
PLAYER_NON
E
);
pcard
->
set_status
(
STATUS_LEAVE_CONFIRMED
,
TRU
E
);
if
(
core
.
duel_rule
<=
2
)
{
if
((
pcard
->
data
.
type
&
TYPE_FIELD
)
&&
(
peffect
->
type
&
EFFECT_TYPE_ACTIVATE
)
&&
!
pcard
->
is_status
(
STATUS_LEAVE_CONFIRMED
)
&&
pcard
->
is_has_relation
(
*
cait
))
{
...
...
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