Fix/enhance hunt mark poison barrier#99
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Poison now is a defensive skill and it can be enhanced on inactive units (delayed or jammed). Fix it.
Barrier is a defensive skill, it can be enhanced on inactive units (delayed or jammed). Fix it.
Looks like it is a game bug, but Hunt and Mark both can be enhanced on inactive units. Implement it.
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Wait please, don't merge. I found a couple of bugs here and currently working on it. For instance: both enhance functions (early/later) are invoked before a card is played, so no enhance can be applied on a just played card (works only for next turns). And it is still not working for Poison as expected (but works for Barrier, ofc except turns on which card is played). |
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Ok, for the Poison it's my bad, forgot to fix skill_names according to the enum changes. For the early/later enhance bug: looks like the Fix::enhance_early is inverted, it works fine with |
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But for the enabled Fix::enhance_early it's a totally strange behavior. Do we really need it? And do we really need all these Fix cases? Can we just simplify code for the current implementation with no outdated behaviors? |
I do not mind picking an implementation now. Originally, these were bugs in TU that I added to TUO as well, expecting TU to fix it at some point, but then development stopped. |
Maybe they fixed it in the app/server. I did not follow recent (~year) updates. |
Damn, it was 6 years ago [commit ca8e9c6] and it was 1st fix, the Fixes started from it! No idea how it was at those days. For now it works as should (as far as I see). So, we can just default Fix::enhance_early to false to fix the issue. |
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Just checked it in the game for Barrier and Poison: Barrier don't get enhanced at turn it's played, but Poison/Armor do. So, we have different behavior for different defensive skills, and it can't be fixed only by toggling fix::enhance_early flag. |
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I've checked almost all defensive, instant-debuff, and triggered skills. |
| // Defensive: | ||
| "Armor", "Avenge", "Scavenge", "Corrosive", "Counter", "Evade", "Subdue", "Absorb", "Flying", | ||
| "Payback", "Revenge", "Tribute", "Refresh", "Wall", "Barrier", | ||
| "Payback", "Revenge", "Tribute", "Refresh", "Wall", "Barrier", "Poison", |
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Why is poison defensive? I'd group it with hunt and mark. Or if it is just to get the right behavior for enhance. Maybe we add a comment to avoid confusion here?

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