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