Make sure to not use APs when player attacks unless the attack is actually going to happen.

git-svn-id: https://andors-trail.googlecode.com/svn/trunk@190 08aca716-68be-ccc6-4d58-36f5abd142ac
This commit is contained in:
oskar.wiksten
2011-10-20 17:05:03 +00:00
parent 67482082b9
commit 688afd5ff6
2 changed files with 2 additions and 2 deletions

View File

@@ -42,7 +42,7 @@ public final class DebugInterface {
/*,new DebugButton("dmg=1", new OnClickListener() {
@Override
public void onClick(View arg0) {
world.model.player.traits.damagePotential.set(1, 1);
world.model.player.traits.combatTraits.set(1, 1);
mainActivity.updateStatus();
mainActivity.showToast("DEBUG: damagePotential=1", Toast.LENGTH_SHORT);
}

View File

@@ -172,8 +172,8 @@ public final class CombatController implements VisualEffectCompletedCallback {
private Monster currentlyAttackedMonster;
private AttackResult lastAttackResult;
private void executePlayerAttack() {
if (!useAPs(model.player.combatTraits.attackCost)) return;
if (context.effectController.isRunningVisualEffect()) return;
if (!useAPs(model.player.combatTraits.attackCost)) return;
final Monster target = model.uiSelections.selectedMonster;
this.currentlyAttackedMonster = target;