* Fixed a problem with creatures forced to block while not able to do because the attacker has restrictions (e.g. menace).

This commit is contained in:
LevelX2 2016-03-20 10:27:57 +01:00
parent 672ac28931
commit 916836d0c9
2 changed files with 40 additions and 17 deletions

View file

@ -801,6 +801,30 @@ public class Combat implements Serializable, Copyable<Combat> {
continue;
}
// Check if blocker is really able to block one or more attackers (maybe not if the attacker has menace) - if not continue with the next forced blocker
// TODO: Probably there is some potential to abuse the check if forced blockers are assigned to differnt attackers with e.g. menace.
// While if assigned all to one the block is possible
if (creatureForcedToBlock.getBlocking() == 0) {
boolean validBlockPossible = false;
for (UUID possibleAttackerId : entry.getValue()) {
CombatGroup attackersGroup = findGroup(possibleAttackerId);
if (attackersGroup.getBlockers().contains(creatureForcedToBlock.getId())) {
// forcedBlocker blocks a valid blocker, so no problem break check if valid block option exists
validBlockPossible = true;
break;
}
Permanent attackingCreature = game.getPermanent(possibleAttackerId);
if (attackingCreature.getMinBlockedBy() > 1) { // e.g. Menace
if (attackersGroup.getBlockers().size() + 1 >= attackingCreature.getMinBlockedBy()) {
validBlockPossible = true;
}
}
}
if (!validBlockPossible) {
continue;
}
}
// // check if creature has to pay a cost to block so it's not mandatory to block
// boolean removedAttacker = false;
// for (Iterator<UUID> iterator = entry.getValue().iterator(); iterator.hasNext();) {