@Override
  protected boolean onCardSelected(
      final Card c0,
      final List<Card> otherCardsToSelect,
      final ITriggerEvent
          triggerEvent) { // the only place that would cause troubles - input is supposed only to
                          // confirm, not to fire abilities
    final boolean fromHand = player.getZone(ZoneType.Hand).contains(c0);
    final boolean isSerumPowder = c0.getName().equals("Serum Powder");
    final boolean isLegalChoice = fromHand && (isCommander || isSerumPowder);
    if (!isLegalChoice || cardSelectLocked) {
      return false;
    }

    final CardView cView = c0.getView();
    if (isSerumPowder && getController().getGui().confirm(cView, "Use " + cView + "'s ability?")) {
      cardSelectLocked = true;
      ThreadUtil.invokeInGameThread(
          new Runnable() {
            @Override
            public void run() {
              final CardCollection hand =
                  new CardCollection(c0.getController().getCardsIn(ZoneType.Hand));
              for (final Card c : hand) {
                player.getGame().getAction().exile(c);
              }
              c0.getController().drawCards(hand.size());
              cardSelectLocked = false;
            }
          });
      return true;
    }

    if (isCommander) { // allow to choose cards for partial paris
      if (selected.contains(c0)) {
        getController().getGui().setUsedToPay(c0.getView(), false);
        selected.remove(c0);
      } else {
        getController().getGui().setUsedToPay(c0.getView(), true);
        selected.add(c0);
      }
      getController()
          .getGui()
          .updateButtons(getOwner(), "Keep", "Exile", true, !selected.isEmpty(), true);
    }
    return true;
  }
 private void passPriority(final Runnable runnable) {
   if (FModel.getPreferences().getPrefBoolean(FPref.UI_MANA_LOST_PROMPT)) {
     // if gui player has mana floating that will be lost if phase ended right now, prompt before
     // passing priority
     final Game game = player.getGame();
     if (game.getStack().isEmpty()) { // phase can't end right now if stack isn't empty
       Player player = game.getPhaseHandler().getPriorityPlayer();
       if (player != null
           && player.getManaPool().willManaBeLostAtEndOfPhase()
           && player.getLobbyPlayer() == GamePlayerUtil.getGuiPlayer()) {
         ThreadUtil.invokeInGameThread(
             new Runnable() { // must invoke in game thread so dialog can be shown on mobile game
               @Override
               public void run() {
                 String message =
                     "You have mana floating in your mana pool that could be lost if you pass priority now.";
                 if (FModel.getPreferences().getPrefBoolean(FPref.UI_MANABURN)) {
                   message +=
                       " You will take mana burn damage equal to the amount of floating mana lost this way.";
                 }
                 if (SOptionPane.showOptionDialog(
                         message,
                         "Mana Floating",
                         SOptionPane.WARNING_ICON,
                         new String[] {"OK", "Cancel"})
                     == 0) {
                   runnable.run();
                 }
               }
             });
         return;
       }
     }
   }
   runnable.run(); // just pass priority immediately if no mana floating that would be lost
 }
Exemple #3
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 @Override
 public void showMessageInitial() {
   final int ixCall = 1 + iCall.getAndIncrement();
   ThreadUtil.delay(500, new InputUpdater(ixCall));
 }
 @Override
 public boolean isGuiThread() {
   return !ThreadUtil.isGameThread();
 }