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UI Improvements, Round 2: Match UI

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Re: UI Improvements, Round 2: Match UI

Postby Doublestrike » 23 Dec 2011, 04:03

One more "aye" from my corner (re: removing old UI). Was secretly hoping this would be the case. :twisted:

Edit

I can't wait to not have to see the mana pool card
+1 on this too. +1 for everything and everyone, in fact, while we're at it. *kingly hand gestures*
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Re: UI Improvements, Round 2: Match UI

Postby friarsol » 23 Dec 2011, 15:20

Hand Stacking:

It appears when cards in my hand go into two rows they are organized in up-down, left-right order instead of left-right, up-down order.

Example: I have 10 cards in my hand A-J
A B C D E
F G H I J

I click on the card in the lower left card(F) to discard it.

This is the new order I get:
A G H I J
B C D E

This is the order I was expecting:
A B C D E
G H I J

Since this is closer to my left-right reading style. Does that make sense? Hope so.
Last edited by friarsol on 23 Dec 2011, 15:54, edited 1 time in total.
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Re: UI Improvements, Round 2: Match UI

Postby Chris H. » 23 Dec 2011, 15:41

friarsol wrote:Since this is closer to my left-right reading style. Does that make sense? Hope so.
`
Makes sense to me.
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Re: UI Improvements, Round 2: Match UI

Postby Jaedayr » 23 Dec 2011, 18:46

Today I started a quest match and was very surprised to see the AI start with five lands on the battlefield. At the start of the second game it started with three lands in play. Is this correct?
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Re: UI Improvements, Round 2: Match UI

Postby friarsol » 23 Dec 2011, 18:54

Jaedayr wrote:Today I started a quest match and was very surprised to see the AI start with five lands on the battlefield. At the start of the second game it started with three lands in play. Is this correct?
A quest or a challenge? Any specific opponent or all of them?
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Re: UI Improvements, Round 2: Match UI

Postby Jaedayr » 23 Dec 2011, 19:06

I have played three duels so far, no challenges and the AI started with land every time. It appears that whatever land is in the opening hand is played during the first turn of the game.

I don't remember the first opponent but the last two were king goldamer and crocodile dundee.
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Re: UI Improvements, Round 2: Match UI

Postby friarsol » 23 Dec 2011, 19:12

Oh, I think the latest nightly build accidentally had the "unlimited land plays" enabled in the dev mode. Just disable it, I'm not sure how it got turned on.
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Re: UI Improvements, Round 2: Match UI

Postby Chris H. » 23 Dec 2011, 19:19

friarsol wrote:Oh, I think the latest nightly build accidentally had the "unlimited land plays" enabled in the dev mode. Just disable it, I'm not sure how it got turned on.
`
Rev 12814

hook up the Play Unlimited Lands DevMode button and save state on close. (?)
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Re: UI Improvements, Round 2: Match UI

Postby slapshot5 » 23 Dec 2011, 22:04

I missed the isHuman check when I reworked it. I had it initially. I'm stuck in the airport and can't fix. feel free.

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Re: UI Improvements, Round 2: Match UI

Postby Chris H. » 24 Dec 2011, 00:22

slapshot5 wrote:I missed the isHuman check when I reworked it. I had it initially. I'm stuck in the airport and can't fix. feel free.
`
I found the code section at Player.canPlayLand()

Code: Select all
    public final boolean canPlayLand() {

        final ViewTopLevel t = ((GuiTopLevel) AllZone.getDisplay()).getController().getMatchController().getView();
        if (t.getTabberController().getView().getLblUnlimitedLands().getEnabled()) {
            return Phase.canCastSorcery(this);
        }

        // CantBeCast static abilities
        final CardList allp = AllZoneUtil.getCardsIn(Zone.Battlefield);
        for (final Card ca : allp) {
            final ArrayList<StaticAbility> staticAbilities = ca.getStaticAbilities();
            for (final StaticAbility stAb : staticAbilities) {
                if (stAb.applyAbility("CantPlayLand", null, this)) {
                    return false;
                }
            }
        }

        return Phase.canCastSorcery(this)
                && ((this.numLandsPlayed < this.maxLandsToPlay) || (this.getCardsIn(Zone.Battlefield, "Fastbond")
                        .size() > 0));
    }
`
I am trying to add the missing isHuman check but I may need a hint from someone with more experience.
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Re: UI Improvements, Round 2: Match UI

Postby friarsol » 24 Dec 2011, 00:35

Code: Select all
        if (t.getTabberController().getView().getLblUnlimitedLands().getEnabled() && this.isHuman()) {
            return Phase.canCastSorcery(this);
        }
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Re: UI Improvements, Round 2: Match UI

Postby Chris H. » 24 Dec 2011, 00:47

friarsol wrote:
Code: Select all
        if (t.getTabberController().getView().getLblUnlimitedLands().getEnabled() && this.isHuman()) {
            return Phase.canCastSorcery(this);
        }
`
Ah, it works, thank you.

I tried several variations other than

Code: Select all
this.isHuman()
`
and none of them worked. I should have tried the obvious simpler form. :mrgreen:
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Re: UI Improvements, Round 2: Match UI

Postby friarsol » 24 Dec 2011, 00:50

Just gotta know what class you are in.
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Re: UI Improvements, Round 2: Match UI

Postby slapshot5 » 24 Dec 2011, 02:46

I think it probably needs a:
Code: Select all
 && Constant.Runtime.DEV_MODE[0]
Otherwise, if you play in dev mode, and turn it on, then play in not dev mode, it probably still lets you play multiple lands with no way to change it.

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Re: UI Improvements, Round 2: Match UI

Postby Chris H. » 24 Dec 2011, 03:09

slapshot5 wrote:I think it probably needs a:
Code: Select all
 && Constant.Runtime.DEV_MODE[0]
Otherwise, if you play in dev mode, and turn it on, then play in not dev mode, it probably still lets you play multiple lands with no way to change it.
`
Good catch, tested scenario and you are right. Your fix takes care of the problem.
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