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CardLogic.php
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<?php
include "CardDictionary.php";
include "CoreLogic.php";
function PummelHit($player = -1, $passable = false, $fromDQ = false, $context="", $may=false)
{
global $defPlayer;
if($player == -1) $player = $defPlayer;
if($context == "") $context = "Choose a card to discard";
if($fromDQ)
{
PrependDecisionQueue("CARDDISCARDED", $player, "-", 1);
PrependDecisionQueue("ADDDISCARD", $player, "HAND", 1);
PrependDecisionQueue("MULTIREMOVEHAND", $player, "-", 1);
if($may) PrependDecisionQueue("MAYCHOOSEHAND", $player, "<-", 1);
else PrependDecisionQueue("CHOOSEHAND", $player, "<-", 1);
PrependDecisionQueue("SETDQCONTEXT", $player, $context, 1);
PrependDecisionQueue("FINDINDICES", $player, "HAND", ($passable ? 1 : 0));
}
else {
AddDecisionQueue("FINDINDICES", $player, "HAND", ($passable ? 1 : 0));
AddDecisionQueue("SETDQCONTEXT", $player, $context, 1);
if($may) AddDecisionQueue("MAYCHOOSEHAND", $player, "<-", 1);
else AddDecisionQueue("CHOOSEHAND", $player, "<-", 1);
AddDecisionQueue("MULTIREMOVEHAND", $player, "-", 1);
AddDecisionQueue("ADDDISCARD", $player, "HAND", 1);
AddDecisionQueue("CARDDISCARDED", $player, "-", 1);
}
}
function DefeatUpgrade($player, $may = false, $search="MYALLY&THEIRALLY", $upgradeFilter="", $to="DISCARD", $passable=false) {
$verb = "";
switch($to) {
case "DISCARD": $verb = "defeat"; break;
case "HAND": $verb = "bounce"; break;
}
if($passable) {
AddDecisionQueue("MULTIZONEINDICES", $player, $search, 1);
AddDecisionQueue("SETDQCONTEXT", $player, "Choose a unit to " . $verb . " an upgrade from", 1);
}
else {
AddDecisionQueue("MULTIZONEINDICES", $player, $search);
AddDecisionQueue("SETDQCONTEXT", $player, "Choose a unit to " . $verb . " an upgrade from");
}
if($may) AddDecisionQueue("MAYCHOOSEMULTIZONE", $player, "<-", 1);
else AddDecisionQueue("CHOOSEMULTIZONE", $player, "<-", 1);
AddDecisionQueue("SETDQVAR", $player, 0, 1);
AddDecisionQueue("MZOP", $player, "GETUPGRADES", 1);
if($upgradeFilter != "") AddDecisionQueue("MZFILTER", $player, $upgradeFilter, 1);
AddDecisionQueue("SETDQCONTEXT", $player, "Choose an upgrade to defeat");
if($may) AddDecisionQueue("MAYCHOOSECARD", $player, "<-", 1);
else AddDecisionQueue("CHOOSECARD", $player, "<-", 1);
if($to == "DISCARD") AddDecisionQueue("OP", $player, "DEFEATUPGRADE", 1);
else if($to == "HAND") AddDecisionQueue("OP", $player, "BOUNCEUPGRADE", 1);
}
function PlayCaptive($player, $target="")
{
AddDecisionQueue("PASSPARAMETER", $player, $target);
AddDecisionQueue("SETDQVAR", $player, 0);
AddDecisionQueue("MZOP", $player, "GETCAPTIVES");
AddDecisionQueue("SETDQCONTEXT", $player, "Choose a captured unit to play");
AddDecisionQueue("CHOOSECARD", $player, "<-", 1);
AddDecisionQueue("OP", $player, "PLAYCAPTIVE", 1);
}
function RescueUnit($player, $target="")
{
AddDecisionQueue("PASSPARAMETER", $player, $target);
AddDecisionQueue("SETDQVAR", $player, 0);
AddDecisionQueue("MZOP", $player, "GETCAPTIVES");
AddDecisionQueue("SETDQCONTEXT", $player, "Choose a unit to rescue");
AddDecisionQueue("CHOOSECARD", $player, "<-", 1);
AddDecisionQueue("OP", $player, "RESCUECAPTIVE", 1);
}
function HandToTopDeck($player)
{
AddDecisionQueue("FINDINDICES", $player, "HAND");
AddDecisionQueue("MAYCHOOSEHAND", $player, "<-", 1);
AddDecisionQueue("MULTIREMOVEHAND", $player, "-", 1);
AddDecisionQueue("MULTIADDTOPDECK", $player, "-", 1);
}
function BottomDeck($player="", $mayAbility=false, $shouldDraw=false)
{
global $currentPlayer;
if($player == "") $player = $currentPlayer;
AddDecisionQueue("FINDINDICES", $player, "HAND");
AddDecisionQueue("SETDQCONTEXT", $player, "Put_a_card_from_your_hand_on_the_bottom_of_your_deck.");
if($mayAbility) AddDecisionQueue("MAYCHOOSEHAND", $player, "<-", 1);
else AddDecisionQueue("CHOOSEHAND", $player, "<-", 1);
AddDecisionQueue("REMOVEMYHAND", $player, "-", 1);
AddDecisionQueue("ADDBOTDECK", $player, "-", 1);
AddDecisionQueue("WRITELOG", $player, "A card was put on the bottom of the deck", 1);
if($shouldDraw) AddDecisionQueue("DRAW", $player, "-", 1);
}
function BottomDeckMultizone($player, $zone1, $zone2)
{
AddDecisionQueue("MULTIZONEINDICES", $player, $zone1 . "&" . $zone2, 1);
AddDecisionQueue("SETDQCONTEXT", $player, "Choose a card to sink (or Pass)", 1);
AddDecisionQueue("MAYCHOOSEMULTIZONE", $player, "<-", 1);
AddDecisionQueue("MZREMOVE", $player, "-", 1);
AddDecisionQueue("ADDBOTDECK", $player, "-", 1);
}
function AddCurrentTurnEffectNextAttack($cardID, $player, $from = "", $uniqueID = -1)
{
global $combatChain;
if(count($combatChain) > 0) AddCurrentTurnEffectFromCombat($cardID, $player, $uniqueID);
else AddCurrentTurnEffect($cardID, $player, $from, $uniqueID);
}
function AddCurrentTurnEffect($cardID, $player, $from = "", $uniqueID = -1)
{
global $currentTurnEffects, $combatChain;
$card = explode("-", $cardID)[0];
if(CardType($card) == "A" && count($combatChain) > 0 && IsCombatEffectActive($cardID) && !IsCombatEffectPersistent($cardID) && $from != "PLAY") {
AddCurrentTurnEffectFromCombat($cardID, $player, $uniqueID);
return;
}
array_push($currentTurnEffects, $cardID, $player, $uniqueID, CurrentTurnEffectUses($cardID));
}
function AddAfterResolveEffect($cardID, $player, $from = "", $uniqueID = -1)
{
global $afterResolveEffects, $combatChain;
$card = explode("-", $cardID)[0];
if(CardType($card) == "A" && count($combatChain) > 0 && !IsCombatEffectPersistent($cardID) && $from != "PLAY") {
AddCurrentTurnEffectFromCombat($cardID, $player, $uniqueID);
return;
}
array_push($afterResolveEffects, $cardID, $player, $uniqueID, CurrentTurnEffectUses($cardID));
}
function HasLeader($player) {
return SearchCount(SearchAllies($player, definedType:"Leader")) > 0;
}
function HasMoreUnits($player) {
$allies = &GetAllies($player);
$theirAllies = &GetAllies($player == 1 ? 2 : 1);
return count($allies) > count($theirAllies);
}
function CopyCurrentTurnEffectsFromAfterResolveEffects()
{
global $currentTurnEffects, $afterResolveEffects;
for($i = 0; $i < count($afterResolveEffects); $i += CurrentTurnEffectPieces()) {
array_push($currentTurnEffects, $afterResolveEffects[$i], $afterResolveEffects[$i+1], $afterResolveEffects[$i+2], $afterResolveEffects[$i+3]);
}
$afterResolveEffects = [];
}
//This is needed because if you add a current turn effect from combat, it could get deleted as part of the combat resolution
function AddCurrentTurnEffectFromCombat($cardID, $player, $uniqueID = -1)
{
global $currentTurnEffectsFromCombat;
array_push($currentTurnEffectsFromCombat, $cardID, $player, $uniqueID, CurrentTurnEffectUses($cardID));
}
function CopyCurrentTurnEffectsFromCombat()
{
global $currentTurnEffects, $currentTurnEffectsFromCombat;
for($i = 0; $i < count($currentTurnEffectsFromCombat); $i += CurrentTurnEffectPieces()) {
array_push($currentTurnEffects, $currentTurnEffectsFromCombat[$i], $currentTurnEffectsFromCombat[$i+1], $currentTurnEffectsFromCombat[$i+2], $currentTurnEffectsFromCombat[$i+3]);
}
$currentTurnEffectsFromCombat = [];
}
function RemoveCurrentTurnEffect($index)
{
global $currentTurnEffects;
unset($currentTurnEffects[$index+3]);
unset($currentTurnEffects[$index+2]);
unset($currentTurnEffects[$index+1]);
unset($currentTurnEffects[$index]);
$currentTurnEffects = array_values($currentTurnEffects);
}
function CurrentTurnEffectPieces()
{
return 4;
}
function CurrentTurnEffectUses($cardID)
{
switch ($cardID) {
case "EVR033": return 6;
case "EVR034": return 5;
case "EVR035": return 4;
case "UPR000": return 3;
case "UPR088": return 4;
case "UPR221": return 4;
case "UPR222": return 3;
case "UPR223": return 2;
default: return 1;
}
}
function AddNextTurnEffect($cardID, $player, $uniqueID = -1)
{
global $nextTurnEffects;
array_push($nextTurnEffects, $cardID, $player, $uniqueID, CurrentTurnEffectUses($cardID));
}
function IsCombatEffectLimited($index)
{
global $currentTurnEffects, $combatChain, $mainPlayer, $combatChainState, $CCS_WeaponIndex, $CCS_AttackUniqueID;
if(count($combatChain) == 0 || $currentTurnEffects[$index + 2] == -1) return false;
$attackSubType = CardSubType($combatChain[0]);
if(DelimStringContains($attackSubType, "Ally")) {
$allies = &GetAllies($mainPlayer);
if(count($allies) < $combatChainState[$CCS_WeaponIndex] + 5) return false;
if($allies[$combatChainState[$CCS_WeaponIndex] + 5] != $currentTurnEffects[$index + 2]) return true;
} else {
return $combatChainState[$CCS_AttackUniqueID] != $currentTurnEffects[$index + 2];
}
return false;
}
function PrependLayer($cardID, $player, $parameter, $target = "-", $additionalCosts = "-", $uniqueID = "-")
{
global $layers;
array_push($layers, $cardID, $player, $parameter, $target, $additionalCosts, $uniqueID, GetUniqueId());
return count($layers);//How far it is from the end
}
function IsAbilityLayer($cardID)
{
return $cardID == "TRIGGER" || $cardID == "PLAYABILITY" || $cardID == "ATTACKABILITY" || $cardID == "ACTIVATEDABILITY" || $cardID == "AFTERPLAYABILITY";
}
function AddLayer($cardID, $player, $parameter, $target = "-", $additionalCosts = "-", $uniqueID = "-", $append = false)
{
global $layers, $dqState;
//Layers are on a stack, so you need to push things on in reverse order
if($append) {
array_push($layers, $cardID, $player, $parameter, $target, $additionalCosts, $uniqueID, GetUniqueId());
if(IsAbilityLayer($cardID))
{
$orderableIndex = intval($dqState[8]);
if($orderableIndex == -1) $dqState[8] = LayerPieces();
}
return LayerPieces();
}
array_unshift($layers, GetUniqueId());
array_unshift($layers, $uniqueID);
array_unshift($layers, $additionalCosts);
array_unshift($layers, $target);
array_unshift($layers, $parameter);
array_unshift($layers, $player);
array_unshift($layers, $cardID);
if(IsAbilityLayer($cardID))
{
$orderableIndex = intval($dqState[8]);
if($orderableIndex == -1) $dqState[8] = 0;
else $dqState[8] += LayerPieces();
}
else $dqState[8] = -1;//If it's not a trigger, it's not orderable
return count($layers);//How far it is from the end
}
function AddDecisionQueue($phase, $player, $parameter, $subsequent = 0, $makeCheckpoint = 0)
{
global $decisionQueue;
if(count($decisionQueue) == 0) $insertIndex = 0;
else {
$insertIndex = count($decisionQueue) - DecisionQueuePieces();
if(!IsGamePhase($decisionQueue[$insertIndex])) //Stack must be clear before you can continue with the step
{
$insertIndex = count($decisionQueue);
}
}
$parameter = str_replace(" ", "_", $parameter);
array_splice($decisionQueue, $insertIndex, 0, $phase);
array_splice($decisionQueue, $insertIndex + 1, 0, $player);
array_splice($decisionQueue, $insertIndex + 2, 0, $parameter);
array_splice($decisionQueue, $insertIndex + 3, 0, $subsequent);
array_splice($decisionQueue, $insertIndex + 4, 0, $makeCheckpoint);
}
function PrependDecisionQueue($phase, $player, $parameter, $subsequent = 0, $makeCheckpoint = 0)
{
global $decisionQueue;
if($parameter == null || $parameter == "") return;
$parameter = str_replace(" ", "_", $parameter);
array_unshift($decisionQueue, $makeCheckpoint);
array_unshift($decisionQueue, $subsequent);
array_unshift($decisionQueue, $parameter);
array_unshift($decisionQueue, $player);
array_unshift($decisionQueue, $phase);
}
function IsDecisionQueueActive()
{
global $dqState;
return $dqState[0] == "1";
}
function ProcessDecisionQueue()
{
global $turn, $decisionQueue, $dqState;
if($dqState[0] != "1") {
$count = count($turn);
if(count($turn) < 3) $turn[2] = "-";
$dqState[0] = "1"; //If the decision queue is currently active/processing
$dqState[1] = $turn[0];
$dqState[2] = $turn[1];
$dqState[3] = $turn[2];
$dqState[4] = "-"; //DQ helptext initial value
$dqState[5] = "-"; //Decision queue multizone indices
$dqState[6] = "0"; //Damage dealt
$dqState[7] = "0"; //Target
ContinueDecisionQueue("");
}
}
function CloseDecisionQueue()
{
global $turn, $decisionQueue, $dqState, $combatChain, $currentPlayer, $mainPlayer;
$dqState[0] = "0";
$turn[0] = $dqState[1];
$turn[1] = $dqState[2];
$turn[2] = $dqState[3];
$dqState[4] = "-"; //Clear the context, just in case
$dqState[5] = "-"; //Clear Decision queue multizone indices
$dqState[6] = "0"; //Damage dealt
$dqState[7] = "0"; //Target
$dqState[8] = "-1"; //Orderable index (what layer after which triggers can be reordered)
$decisionQueue = [];
if(($turn[0] == "D" || $turn[0] == "A") && count($combatChain) == 0) {
$currentPlayer = $mainPlayer;
$turn[0] = "M";
}
}
function ShouldHoldPriorityNow($player)
{
global $layerPriority, $layers, $currentPlayer, $dqState;
if($player != $currentPlayer) return false;
if(count($layers) == LayerPieces()) return false;
return $dqState[8] > 0;
}
function SkipHoldingPriorityNow($player)
{
global $layerPriority;
$layerPriority[$player - 1] = "0";
}
function IsGamePhase($phase)
{
switch ($phase) {
case "RESUMEPAYING":
case "RESUMEPLAY":
case "RESOLVECHAINLINK":
case "RESOLVECOMBATDAMAGE":
case "PASSTURN":
return true;
default: return false;
}
}
//Must be called with the my/their context
function ContinueDecisionQueue($lastResult = "")
{
global $decisionQueue, $turn, $currentPlayer, $mainPlayerGamestateStillBuilt, $makeCheckpoint, $otherPlayer;
global $layers, $layerPriority, $dqVars, $dqState, $CS_PlayIndex, $CS_AdditionalCosts, $mainPlayer, $CS_LayerPlayIndex, $CS_OppCardActive;
global $CS_ResolvingLayerUniqueID;
if(count($decisionQueue) == 0 || IsGamePhase($decisionQueue[0])) {
if($mainPlayerGamestateStillBuilt) UpdateMainPlayerGameState();
else if(count($decisionQueue) > 0 && $currentPlayer != $decisionQueue[1]) {
UpdateGameState($currentPlayer);
}
if(count($decisionQueue) == 0 && count($layers) > 0) {
$priorityHeld = 0;
if($mainPlayer == 1) {
if(ShouldHoldPriorityNow(1)) {
AddDecisionQueue("INSTANT", 1, "-");
$priorityHeld = 1;
$layerPriority[0] = 0;
}
if(ShouldHoldPriorityNow(2)) {
AddDecisionQueue("INSTANT", 2, "-");
$priorityHeld = 1;
$layerPriority[1] = 0;
}
} else {
if(ShouldHoldPriorityNow(2)) {
AddDecisionQueue("INSTANT", 2, "-");
$priorityHeld = 1;
$layerPriority[1] = 0;
}
if(ShouldHoldPriorityNow(1)) {
AddDecisionQueue("INSTANT", 1, "-");
$priorityHeld = 1;
$layerPriority[0] = 0;
}
}
global $combatChain;
if($priorityHeld) {
ContinueDecisionQueue("");
} else {
CloseDecisionQueue();
$cardID = array_shift($layers);
$player = array_shift($layers);
$parameter = array_shift($layers);
$target = array_shift($layers);
$additionalCosts = array_shift($layers);
$uniqueID = array_shift($layers);
$layerUniqueID = array_shift($layers);
//WriteLog("CardID:" . $cardID . " Player:" . $player . " Param:" . $parameter . " UniqueID:" . $uniqueID);//Uncomment this to visualize layer execution
SetClassState($player, $CS_ResolvingLayerUniqueID, $layerUniqueID);
$params = explode("|", $parameter);
if($currentPlayer != $player) {
if($mainPlayerGamestateStillBuilt) UpdateMainPlayerGameState();
else UpdateGameState($currentPlayer);
$currentPlayer = $player;
$otherPlayer = $currentPlayer == 1 ? 2 : 1;
BuildMyGamestate($currentPlayer);
}
$layerPriority[0] = ShouldHoldPriority(1);
$layerPriority[1] = ShouldHoldPriority(2);
if($cardID == "ENDTURN") EndStep();
else if($cardID == "ENDSTEP") FinishTurnPass();
else if($cardID == "RESUMETURN") $turn[0] = "M";
else if($cardID == "LAYER") ProcessLayer($player, $parameter);
else if($cardID == "FINALIZECHAINLINK") FinalizeChainLink($parameter);
else if($cardID == "DEFENDSTEP") { $turn[0] = "A"; $currentPlayer = $mainPlayer; }
else if(IsAbilityLayer($cardID)) {
if(count($combatChain) > 0) {
AddAfterCombatLayer($cardID, $player, $parameter, $target, $additionalCosts, $uniqueID);
ProcessDecisionQueue();
} else {
global $CS_AbilityIndex;
if($cardID == "TRIGGER") {
ProcessTrigger($player, $parameter, $uniqueID, $additionalCosts, $target);
ProcessDecisionQueue();
}
else {
$oppCardActive = GetClassState($currentPlayer, $CS_OppCardActive) >= 0;
$cardID = $parameter;
$subparamArr = explode("!", $target);
$from = $subparamArr[0];
$resourcesPaid = $subparamArr[1];
$target = count($subparamArr) > 2 ? $subparamArr[2] : "-";
$additionalCosts = count($subparamArr) > 3 ? $subparamArr[3] : "-";
$abilityIndex = count($subparamArr) > 4 ? $subparamArr[4] : -1;
$playIndex = count($subparamArr) > 5 ? $subparamArr[5] : -1;
SetClassState($player, $CS_AbilityIndex, $abilityIndex);
SetClassState($player, $CS_PlayIndex, $playIndex);
$playText = PlayAbility($cardID, $from, $resourcesPaid, $target, $additionalCosts, $oppCardActive);
if($from != "PLAY") WriteLog("Resolving play ability of " . CardLink($cardID, $cardID) . ($playText != "" ? ": " : ".") . $playText);
if($from == "EQUIP") {
EquipPayAdditionalCosts(FindCharacterIndex($player, $cardID), "EQUIP");
}
ProcessDecisionQueue();
}
}
}
else {
SetClassState($player, $CS_PlayIndex, $params[2]); //This is like a parameter to PlayCardEffect and other functions
PlayCardEffect($cardID, $params[0], $params[1], $target, $additionalCosts, $params[3], $params[2]);
ClearDieRoll($player);
}
}
} else if(count($decisionQueue) > 0 && $decisionQueue[0] == "RESUMEPLAY") {
if($currentPlayer != $decisionQueue[1]) {
$currentPlayer = $decisionQueue[1];
$otherPlayer = $currentPlayer == 1 ? 2 : 1;
BuildMyGamestate($currentPlayer);
}
$params = explode("|", $decisionQueue[2]);
CloseDecisionQueue();
if($turn[0] == "B" && count($layers) == 0) //If a layer is not created
{
PlayCardEffect($params[0], $params[1], $params[2], "-", $params[3], $params[4]);
} else {
//params 3 = ability index
//params 4 = Unique ID
$additionalCosts = GetClassState($currentPlayer, $CS_AdditionalCosts);
if($additionalCosts == "") $additionalCosts = "-";
$layerIndex = count($layers) - GetClassState($currentPlayer, $CS_LayerPlayIndex);
$layers[$layerIndex + 2] = $params[1] . "|" . $params[2] . "|" . $params[3] . "|" . $params[4];
$layers[$layerIndex + 4] = $additionalCosts;
ProcessDecisionQueue();
return;
}
} else if(count($decisionQueue) > 0 && $decisionQueue[0] == "RESUMEPAYING") {
$player = $decisionQueue[1];
$params = explode("-", $decisionQueue[2]); //Parameter
if($lastResult == "") $lastResult = 0;
CloseDecisionQueue();
if($currentPlayer != $player) {
$currentPlayer = $player;
$otherPlayer = $currentPlayer == 1 ? 2 : 1;
BuildMyGamestate($currentPlayer);
}
PlayCard($params[0], $params[1], $lastResult, $params[2]);
} else if(count($decisionQueue) > 0 && $decisionQueue[0] == "RESOLVECHAINLINK") {
CloseDecisionQueue();
ResolveChainLink();
} else if(count($decisionQueue) > 0 && $decisionQueue[0] == "RESOLVECOMBATDAMAGE") {
$parameter = $decisionQueue[2];
if($parameter != "-") $damageDone = $parameter;
else $damageDone = $dqState[6];
CloseDecisionQueue();
ResolveCombatDamage($damageDone);
} else if(count($decisionQueue) > 0 && $decisionQueue[0] == "PASSTURN") {
CloseDecisionQueue();
PassTurn();
} else {
CloseDecisionQueue();
FinalizeAction();
}
return;
}
$phase = array_shift($decisionQueue);
$player = array_shift($decisionQueue);
$parameter = array_shift($decisionQueue);
// WriteLog("->" . $phase . " " . $player . " Param:" . $parameter . " LR:" . $lastResult);//Uncomment this to visualize decision queue execution
$parameter = str_replace("{I}", $dqState[5], $parameter);
if(count($dqVars) > 0) {
if(str_contains($parameter, "{0}")) $parameter = str_replace("{0}", $dqVars[0], $parameter);
if(str_contains($parameter, "<0>")) $parameter = str_replace("<0>", CardLink($dqVars[0], $dqVars[0]), $parameter);
if(str_contains($parameter, "{1}")) $parameter = str_replace("{1}", $dqVars[1], $parameter);
if(str_contains($parameter, "{2}")) $parameter = str_replace("{2}", $dqVars[2], $parameter);
}
if(count($dqVars) > 1) $parameter = str_replace("<1>", CardLink($dqVars[1], $dqVars[1]), $parameter);
$parameter = str_replace(" ", "_", $parameter);//CardLink()s contain spaces, which can break things if this $parameter makes it to WriteGamestate.php(such as if $phase is YESNO). But CardLink() is also used in some cases where the underscores would show up directly, so I fix this here.
$subsequent = array_shift($decisionQueue);
$makeCheckpoint = array_shift($decisionQueue);
$turn[0] = $phase;
$turn[1] = $player;
$currentPlayer = $player;
$turn[2] = ($parameter == "<-" ? $lastResult : $parameter);
$return = "PASS";
if($subsequent != 1 || is_array($lastResult) || strval($lastResult) != "PASS") $return = DecisionQueueStaticEffect($phase, $player, ($parameter == "<-" ? $lastResult : $parameter), $lastResult);
if($parameter == "<-" && !is_array($lastResult) && $lastResult == "-1") $return = "PASS"; //Collapse the rest of the queue if this decision point has invalid parameters
if(is_array($return) || strval($return) != "NOTSTATIC") {
if($phase != "SETDQCONTEXT") $dqState[4] = "-"; //Clear out context for static states -- context only persists for one choice
ContinueDecisionQueue($return);
} else {
if($mainPlayerGamestateStillBuilt) UpdateMainPlayerGameState();
}
}
function AddAfterCombatLayer($cardID, $player, $parameter, $target = "-", $additionalCosts = "-", $uniqueID = "-") {
global $combatChainState, $CCS_AfterLinkLayers;
if($combatChainState[$CCS_AfterLinkLayers] == "NA") $combatChainState[$CCS_AfterLinkLayers] = $cardID . "~" . $player . "~" . $parameter . "~" . $target . "~" . $additionalCosts . "~" . $uniqueID;
else $combatChainState[$CCS_AfterLinkLayers] .= "|" . $cardID . "~" . $player . "~" . $parameter . "~" . $target . "~" . $additionalCosts . "~" . $uniqueID;
}
function ProcessAfterCombatLayer() {
global $combatChainState, $CCS_AfterLinkLayers;
if($combatChainState[$CCS_AfterLinkLayers] == "NA") return;
$layers = explode("|", $combatChainState[$CCS_AfterLinkLayers]);
$combatChainState[$CCS_AfterLinkLayers] = "NA";
for($i = 0; $i < count($layers); $i++) {
$layer = explode("~", $layers[$i]);
AddLayer($layer[0], $layer[1], $layer[2], $layer[3], $layer[4], $layer[5], append:true);
}
}
function ProcessLayer($player, $parameter)
{
switch ($parameter) {
case "PHANTASM":
PhantasmLayer();
break;
default: break;
}
}
function ProcessTrigger($player, $parameter, $uniqueID, $additionalCosts, $target="-")
{
global $combatChain, $CS_NumNonAttackCards, $CS_ArcaneDamageDealt, $CS_NumRedPlayed, $CS_DamageTaken, $EffectContext;
global $CID_BloodRotPox, $CID_Inertia, $CID_Frailty, $combatChainState, $CCS_IsAmbush;
$items = &GetItems($player);
$character = &GetPlayerCharacter($player);
$auras = &GetAuras($player);
$parameter = ShiyanaCharacter($parameter);
$EffectContext = $parameter;
switch ($parameter) {
case "AMBUSH":
$index = SearchAlliesForUniqueID($uniqueID, $player);
AddDecisionQueue("YESNO", $player, "if_you_want_to_resolve_the_ambush_attack");
AddDecisionQueue("NOPASS", $player, "-");
AddDecisionQueue("PASSPARAMETER", $player, 1, 1);
AddDecisionQueue("SETCOMBATCHAINSTATE", $player, $CCS_IsAmbush, 1);
AddDecisionQueue("PASSPARAMETER", $player, "MYALLY-" . $index, 1);
AddDecisionQueue("MZOP", $player, "ATTACK", 1);
break;
case "SHIELDED":
$index = SearchAlliesForUniqueID($uniqueID, $player);
$ally = new Ally("MYALLY-" . $index, $player);
$ally->Attach("8752877738");//Shield Token
break;
case "PLAYALLY":
PlayAlly($target, $player, from:"CAPTIVE");
break;
case "AFTERPLAYABILITY":
$arr = explode(",", $uniqueID);
$abilityID = $arr[0];
$uniqueID = $arr[1];
AllyPlayCardAbility($target, $player, from: $additionalCosts, abilityID:$abilityID, uniqueID:$uniqueID);
break;
case "9642863632": //Bounty Hunter's Quarry
global $CS_AfterPlayedBy;
AddDecisionQueue("SEARCHDECKTOPX", $player, $target . ";1;include-definedType-Unit&include-maxCost-3");
AddDecisionQueue("SETDQVAR", $player, "0", 1);
AddDecisionQueue("ADDCURRENTEFFECT", $player, "9642863632", 1);
AddDecisionQueue("PASSPARAMETER", $player, "9642863632", 1);
AddDecisionQueue("SETCLASSSTATE", $player, $CS_AfterPlayedBy, 1);
AddDecisionQueue("PASSPARAMETER", $player, "{0}", 1);
AddDecisionQueue("OP", $player, "PLAYCARD,DECK", 1);
break;
case "7642980906"://Stolen Landspeeder
AddDecisionQueue("MULTIZONEINDICES", $player, "MYDISCARD:cardID=" . "7642980906");
AddDecisionQueue("SETDQCONTEXT", $player, "Click the Stolen Landspeeder to play it for free.", 1);
AddDecisionQueue("MAYCHOOSEMULTIZONE", $player, "<-", 1);
AddDecisionQueue("ADDCURRENTEFFECT", $player, "7642980906", 1);//Cost discount and experience adding.
AddDecisionQueue("MZOP", $player, "PLAYCARD", 1);
AddDecisionQueue("REMOVECURRENTEFFECT", $player, "7642980906");
break;
case "7270736993"://Unrefusable Offer
//There's in theory a minor bug with this implementation: if there's a second copy of the bountied unit in the discard
//it can be played even if the original unit is somehow removed from the discard before this trigger resolves.
//I can't think of a way to prevent this without adding functionality to track a specific card between zones.
global $CS_AfterPlayedBy;
AddDecisionQueue("YESNO", $player, "if you want to play " . CardLink($target, $target) . " for free off of " . CardLink("7270736993", "7270736993"));
AddDecisionQueue("NOPASS", $player, "-");
AddDecisionQueue("MULTIZONEINDICES", $player, "THEIRDISCARD:cardID=" . $target . ";maxCount=1", 1);
AddDecisionQueue("SETDQVAR", $player, "0", 1);
AddDecisionQueue("PASSPARAMETER", $player, "7270736993", 1);
AddDecisionQueue("SETCLASSSTATE", $player, $CS_AfterPlayedBy, 1);
AddDecisionQueue("ADDCURRENTEFFECT", $player, "7270736993", 1);
AddDecisionQueue("PASSPARAMETER", $player, "{0}", 1);
AddDecisionQueue("MZOP", $player, "PLAYCARD", 1);
break;
case "724979d608"://Cad Bane Unit
$cadIndex = SearchAlliesForCard($player, "724979d608");
$otherPlayer = ($player == 1 ? 2 : 1);
AddDecisionQueue("YESNO", $player, "if you want use Cad Bane's ability");
AddDecisionQueue("NOPASS", $player, "-");
AddDecisionQueue("PASSPARAMETER", $player, "MYALLY-" . $cadIndex, 1);
AddDecisionQueue("ADDMZUSES", $player, "-1", 1);
AddDecisionQueue("MULTIZONEINDICES", $otherPlayer, "MYALLY", 1);
AddDecisionQueue("SETDQCONTEXT", $otherPlayer, "Choose a unit to deal 2 damage to", 1);
AddDecisionQueue("CHOOSEMULTIZONE", $otherPlayer, "<-", 1);
AddDecisionQueue("MZOP", $otherPlayer, "DEALDAMAGE,2", 1);
break;
case "1384530409"://Cad Bane Leader ability
$otherPlayer = ($player == 1 ? 2 : 1);
AddDecisionQueue("YESNO", $player, "if you want use Cad Bane's ability");
AddDecisionQueue("NOPASS", $player, "-");
AddDecisionQueue("EXHAUSTCHARACTER", $player, FindCharacterIndex($player, "1384530409"), 1);
AddDecisionQueue("MULTIZONEINDICES", $otherPlayer, "MYALLY", 1);
AddDecisionQueue("SETDQCONTEXT", $otherPlayer, "Choose a unit to deal 1 damage to", 1);
AddDecisionQueue("CHOOSEMULTIZONE", $otherPlayer, "<-", 1);
AddDecisionQueue("MZOP", $otherPlayer, "DEALDAMAGE,1", 1);
break;
case "4088c46c4d"://Mandalorian Leader Unit
AddDecisionQueue("MULTIZONEINDICES", $player, "THEIRALLY:maxHealth=6");
AddDecisionQueue("SETDQCONTEXT", $player, "Choose a unit to exhaust", 1);
AddDecisionQueue("MAYCHOOSEMULTIZONE", $player, "<-", 1);
AddDecisionQueue("MZOP", $player, "REST", 1);
break;
case "9005139831"://Mandalorian Leader Ability
AddDecisionQueue("MULTIZONEINDICES", $player, "THEIRALLY:maxHealth=4");
AddDecisionQueue("SETDQCONTEXT", $player, "Choose a unit to exhaust", 1);
AddDecisionQueue("MAYCHOOSEMULTIZONE", $player, "<-", 1);
AddDecisionQueue("MZOP", $player, "REST", 1);
AddDecisionQueue("EXHAUSTCHARACTER", $player, FindCharacterIndex($player, "9005139831"), 1);
break;
case "4935319539"://Krayt Dragon
$otherPlayer = ($player == 1 ? 2 : 1);
$damage = CardCost($target);
AddDecisionQueue("MULTIZONEINDICES", $otherPlayer, "THEIRALLY:arena=Ground");
AddDecisionQueue("PREPENDLASTRESULT", $otherPlayer, "THEIRCHAR-0,");
AddDecisionQueue("SETDQCONTEXT", $otherPlayer, "Choose a card to deal " . $damage . " damage to");
AddDecisionQueue("MAYCHOOSEMULTIZONE", $otherPlayer, "<-", 1);
AddDecisionQueue("MZOP", $otherPlayer, "DEALDAMAGE," . $damage, 1);
break;
case "8506660490"://Darth Vader unit
AddDecisionQueue("SETDQCONTEXT", $player, "Choose any number of units with combined cost 3 or less.");
AddDecisionQueue("SEARCHDECKTOPX", $player, "10;99;include-definedType-Unit&include-maxCost-3&include-aspect-Villainy");
AddDecisionQueue("SPECIFICCARD", $player, "DARTHVADER", 1);
break;
case "3045538805"://Hondo Ohnaka Leader
AddDecisionQueue("MULTIZONEINDICES", $player, "MYALLY&THEIRALLY");
AddDecisionQueue("SETDQCONTEXT", $player, "Choose a unit to give an experience token", 1);
AddDecisionQueue("MAYCHOOSEMULTIZONE", $player, "<-", 1);
AddDecisionQueue("MZOP", $player, "ADDEXPERIENCE", 1);
AddDecisionQueue("EXHAUSTCHARACTER", $player, FindCharacterIndex($player, "3045538805"), 1);
break;
case "9334480612"://Boba Fett Green Leader
AddDecisionQueue("MULTIZONEINDICES", $player, "MYALLY");
AddDecisionQueue("SETDQCONTEXT", $player, "Choose a card to give +1 power");
AddDecisionQueue("MAYCHOOSEMULTIZONE", $player, "<-", 1);
AddDecisionQueue("MZOP", $player, "GETUNIQUEID", 1);
AddDecisionQueue("ADDLIMITEDCURRENTEFFECT", $player, "9334480612,HAND", 1);
AddDecisionQueue("EXHAUSTCHARACTER", $player, FindCharacterIndex($player, "9334480612"), 1);
break;
case "3952758746"://Toro Calican
$toroIndex = SearchAlliesForCard($player, "3952758746");
AddDecisionQueue("YESNO", $player, "if you want to use Toro Calican's ability");
AddDecisionQueue("NOPASS", $player, "-");
AddDecisionQueue("PASSPARAMETER", $player, "MYALLY-" . LastAllyIndex($player), 1);
AddDecisionQueue("MZOP", $player, "DEALDAMAGE,1", 1);
AddDecisionQueue("PASSPARAMETER", $player, "MYALLY-" . $toroIndex, 1);
AddDecisionQueue("MZOP", $player, "READY", 1);
AddDecisionQueue("ADDMZUSES", $player, "-1", 1);
break;
case "0754286363":
AddDecisionQueue("MULTIZONEINDICES", $player, "THEIRALLY");
AddDecisionQueue("MZFILTER", $player, "definedType=Leader");
AddDecisionQueue("MZFILTER", $player, "status=0");
AddDecisionQueue("SETDQCONTEXT", $player, "Choose a unit to capture");
AddDecisionQueue("CHOOSEMULTIZONE", $player, "<-", 1);
AddDecisionQueue("MZOP", $player, "CAPTURE," . $uniqueID, 1);
break;
default: break;
}
}
function GetDQHelpText()
{
global $dqState;
if(count($dqState) < 5) return "-";
return $dqState[4];
}
function FinalizeAction()
{
global $currentPlayer, $mainPlayer, $actionPoints, $turn, $combatChain, $defPlayer, $makeBlockBackup, $mainPlayerGamestateStillBuilt;
global $isPass, $inputMode;
if(!$mainPlayerGamestateStillBuilt) UpdateGameState(1);
BuildMainPlayerGamestate();
if($turn[0] == "M") {
if(count($combatChain) > 0) //Means we initiated a chain link
{
$turn[0] = "B";
$currentPlayer = $defPlayer;
$turn[2] = "";
$makeBlockBackup = 1;
} else {
$turn[0] = "M";
$currentPlayer = $mainPlayer;
$turn[2] = "";
if(!$isPass || $inputMode == 99) SwapTurn();
$isPass = false;
}
} else if($turn[0] == "A") {
$currentPlayer = $mainPlayer;
$turn[2] = "";
} else if($turn[0] == "D") {
$turn[0] = "A";
$currentPlayer = $mainPlayer;
$turn[2] = "";
} else if($turn[0] == "B") {
$turn[0] = "B";
}
return 0;
}
function IsReactionPhase()
{
global $turn, $dqState;
if($turn[0] == "A" || $turn[0] == "D") return true;
if(count($dqState) >= 2 && ($dqState[1] == "A" || $dqState[1] == "D")) return true;
return false;
}
//Return whether priority should be held for the player by default/settings
function ShouldHoldPriority($player, $layerCard = "")
{
global $mainPlayer;
$prioritySetting = HoldPrioritySetting($player);
if($prioritySetting == 0 || $prioritySetting == 1) return 1;
if(($prioritySetting == 2 || $prioritySetting == 3) && $player != $mainPlayer) return 1;
return 0;
}
function EndTurnProcedure($player) {
$allies = &GetAllies($player);
for($i = 0; $i < count($allies); $i += AllyPieces()) {
$ally = new Ally("MYALLY-" . $i, $player);
$ally->Ready();
}
$resources = &GetResourceCards($player);
for($i=0; $i<count($resources); $i+=ResourcePieces()) {
$resources[$i+4] = "0";
}
Draw($player);
Draw($player);
MZMoveCard($player, "MYHAND", "MYRESOURCES", may:true, context:"Choose a card to resource", silent:true);
AddDecisionQueue("AFTERRESOURCE", $player, "HAND", 1);
}
function TopDeckToArsenal($player)
{
$deck = &GetDeck($player);
if(ArsenalFull($player) || count($deck) == 0) return;
AddArsenal(array_shift($deck), $player, "DECK", "DOWN");
WriteLog("The top card of player " . $player . "'s deck was put in their arsenal");
}
function DiscardHand($player)
{
$hand = &GetHand($player);
for($i = count($hand)-HandPieces(); $i>=0; $i-=HandPieces()) {
DiscardCard($player, $i);
}
}
function Opt($cardID, $amount)
{
global $currentPlayer;
PlayerOpt($currentPlayer, $amount);
}
function PlayerOpt($player, $amount, $optKeyword = true)
{
AddDecisionQueue("FINDINDICES", $player, "DECKTOPXREMOVE," . $amount);
AddDecisionQueue("OPT", $player, "<-", 1);
}
function DiscardRandom($player = "", $source = "")
{
global $currentPlayer;
if($player == "") $player = $currentPlayer;
$hand = &GetHand($player);
if(count($hand) == 0) return "";
$index = GetRandom() % count($hand);
$discarded = $hand[$index];
unset($hand[$index]);
$hand = array_values($hand);
AddGraveyard($discarded, $player, "HAND");
WriteLog(CardLink($discarded, $discarded) . " was randomly discarded");
CardDiscarded($player, $discarded, $source);
DiscardedAtRandomEffects($player, $discarded, $source);
return $discarded;
}
function DiscardedAtRandomEffects($player, $discarded, $source) {
switch($discarded) {
default: break;
}
}
function DiscardCard($player, $index)
{
$hand = &GetHand($player);
$discarded = RemoveHand($player, $index);
AddGraveyard($discarded, $player, "HAND");
CardDiscarded($player, $discarded);
return $discarded;
}
function CardDiscarded($player, $discarded, $source = "")
{
global $mainPlayer;
AllyCardDiscarded($player, $discarded);
AddEvent("DISCARD", $discarded);
}
function DestroyFrozenArsenal($player)
{
$arsenal = &GetArsenal($player);
for($i = 0; $i < count($arsenal); $i += ArsenalPieces()) {
if($arsenal[$i + 4] == "1") {
DestroyArsenal($player);
}
}
}
function CanGainAttack()
{
global $combatChain, $mainPlayer;
if(SearchCurrentTurnEffects("OUT102", $mainPlayer)) return false;
return !SearchCurrentTurnEffects("CRU035", $mainPlayer) || CardType($combatChain[0]) != "AA";
}
function IsWeaponGreaterThanTwiceBasePower()
{
global $combatChainState, $CCS_CachedTotalAttack, $combatChain;
return count($combatChain) > 0 && CardType($combatChain[0]) == "W" && CachedTotalAttack() > (AttackValue($combatChain[0]) * 2);
}
function HasEnergyCounters($array, $index)
{
switch($array[$index]) {
case "WTR150": case "UPR166": return $array[$index+2] > 0;
default: return false;
}
}
function SharesAspect($card1, $card2)
{
$c1Aspects = explode(",", CardAspects($card1));
$c2Aspects = explode(",", CardAspects($card2));
for($i=0; $i<count($c1Aspects); $i++) {
for($j=0; $j<count($c2Aspects); $j++) {
if($c1Aspects[$i] == $c2Aspects[$j]) return true;
}
}
return false;
}
function BlackOne($player) {
AddDecisionQueue("SETDQCONTEXT", $player, "Do you want to discard your hand to draw 3?");
AddDecisionQueue("YESNO", $player, "-");
AddDecisionQueue("NOPASS", $player, "-");
AddDecisionQueue("OP", $player, "DISCARDHAND", 1);
AddDecisionQueue("DRAW", $player, "-", 1);
AddDecisionQueue("DRAW", $player, "-", 1);
AddDecisionQueue("DRAW", $player, "-", 1);
}