Fix conflicts

Attempt 1
This commit is contained in:
Nan
2025-10-08 18:21:55 +02:00
parent 7e17419811
commit af72fe5749
+40 -31
View File
@@ -458,22 +458,6 @@ static JokerEffect odd_todd_joker_effect(Joker *joker, Card *scored_card) {
return effect;
}
__attribute__((unused))
static JokerEffect blueprint_joker_effect(Joker *joker, Card *scored_card) {
JokerEffect effect = {0};
List* jokers = get_jokers();
bool trigger_next_joker = false;
for (int i = 0; i < list_get_size(jokers); i++ ) {
JokerObject* curr_joker_object = list_get(jokers, i);
if (trigger_next_joker) {
effect = joker_get_score_effect(joker_object->joker, scored_card);
break;
}
// JOKER_BLUEPRINT_ID (joker.h) will need to be updated
if (curr_joker_object->joke == joker)
trigger_next_joker = true;
static JokerEffect the_duo_joker_effect(Joker *joker, Card *scored_card) {
JokerEffect effect = {0};
if (scored_card != NULL)
@@ -581,21 +565,6 @@ static JokerEffect shoot_the_moon_joker_effect(Joker *joker, Card *scored_card)
return effect;
}
__attribute__((unused))
static JokerEffect brainstorm_joker_effect(Joker *joker, Card *scored_card) {
JokerEffect effect = {0};
if (joker->processed)
return effect;
List* jokers = get_jokers();
JokerObject* first_joker = list_get(jokers, 0);
// JOKER_BRAINSTORM_ID (joker.h) will need to be updated
if (first_joker != NULL && first_joker->joker->id != JOKER_BRAINSTORM_ID) {
// manually flip this to avoid infinite blueprint + brainstorm loops
joker->processed = true;
effect = joker_get_score_effect(first_joker->joker, scored_card);
joker->processed = false;
// no graphics available but ready to be used if wanted when graphics available
__attribute__((unused))
static JokerEffect triboulet_joker_effect(Joker *joker, Card *scored_card) {
@@ -613,6 +582,46 @@ static JokerEffect triboulet_joker_effect(Joker *joker, Card *scored_card) {
return effect;
}
__attribute__((unused))
static JokerEffect blueprint_joker_effect(Joker *joker, Card *scored_card) {
JokerEffect effect = {0};
List* jokers = get_jokers();
bool trigger_next_joker = false;
for (int i = 0; i < list_get_size(jokers); i++ ) {
JokerObject* curr_joker_object = list_get(jokers, i);
if (trigger_next_joker) {
effect = joker_get_score_effect(joker_object->joker, scored_card);
break;
}
// JOKER_BLUEPRINT_ID (joker.h) will need to be updated
if (curr_joker_object->joke == joker)
trigger_next_joker = true;
}
return effect;
}
__attribute__((unused))
static JokerEffect brainstorm_joker_effect(Joker *joker, Card *scored_card) {
JokerEffect effect = {0};
if (joker->processed)
return effect;
List* jokers = get_jokers();
JokerObject* first_joker = list_get(jokers, 0);
// JOKER_BRAINSTORM_ID (joker.h) will need to be updated
if (first_joker != NULL && first_joker->joker->id != JOKER_BRAINSTORM_ID) {
// manually flip this to avoid infinite blueprint + brainstorm loops
joker->processed = true;
effect = joker_get_score_effect(first_joker->joker, scored_card);
joker->processed = false;
}
return effect;
}
/* The index of a joker in the registry matches its ID.
* The joker sprites are matched by ID so the position in the registry