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Runes.pde
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TreeMap<String, RuneType> runesMap = new TreeMap<String, RuneType>(String.CASE_INSENSITIVE_ORDER);
TreeMap<RType, RuneType> runesMapR = new TreeMap<RType, RuneType>();
TreeMap<AType,AbilityWhen> groupAbilMap = new TreeMap<AType,AbilityWhen>();
static final int PLAYER_IN_PLAY = 0;
static final int PLAYER_GRAVE = 1;
static final int PLAYER_HAND = 2;
static final int PLAYER_DECK = 3;
static final int PLAYER_LIFE = 4;
static final int OPPONENT_IN_PLAY = 5;
static final int OPPONENT_GRAVE = 6;
static final int OPPONENT_HAND = 7;
static final int ROUNDS = 8;
static final int ANY = 9; // Faction type
int hp[] = {1000000,1000000,1000000,1000000,1000000,1000000,1000000,1000000,1000000,1000000,1000000,1000000,1000000,1000000,1000000};
int atk[] = {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0};
AType[] a = {AType.A_NONE};
int al[] = {0};
CardType dummy = new CardType( "not a card", hp, atk, 0, 0, 0, 0, a, al );
Card dummyCard = new Card(dummy, 0, AType.A_NONE, 0);
class AbilityWhen
{
AType abil;
int when;
AbilityWhen( AType a, int w )
{
abil = a;
when = w;
}
}
class RuneType
{
String name = "";
int numUses = 4;
int stars = 1;
RType type;
AType ability;
int abilityL[] = new int[5];
int element;
int requirement;
int requirement2;
int requirementVal;
int abilityWhen;
boolean immediate = false;
RuneType( String n, int u, int s, RType t, int e, AType a1, int al1, int al2, int al3, int al4, int al5, int req1, int req2, int reqv, boolean im )
{
name = n;
numUses = u;
stars = s;
type = t;
element = e;
ability = a1;
abilityL[0] = al1;
abilityL[1] = al2;
abilityL[2] = al3;
abilityL[3] = al4;
abilityL[4] = al5;
requirement = req1;
requirement2 = req2;
requirementVal = reqv;
immediate = im;
if( !immediate )
{
AbilityWhen aw = groupAbilMap.get( ability );
ability = aw. abil;
abilityWhen = aw.when;
}
}
}
class Rune
{
boolean selected = false;
int level = 4;
RuneType type;
int remainingUses;
Rune( RuneType rt, int l )
{
type = rt;
remainingUses = rt.numUses;
level = l;
}
String toString()
{
return "Rune: " + type.name + " ("+level+")";
}
void checkRune( Player current, Player op, int round )
{
if( remainingUses <= 0 )
{
if( debug > 2 ) println( " -" + this + " no uses remaining." );
return;
}
boolean activate = false;
switch( type.requirement )
{
case PLAYER_IN_PLAY:
activate = ( type.requirement2 == ANY && current.playSize() > type.requirementVal )
|| ( type.requirement2 != ANY && current.cardCount[ PLAY ][ type.requirement2 ] > type.requirementVal );
break;
case PLAYER_GRAVE:
activate = ( type.requirement2 == ANY && current.graveSize() > type.requirementVal )
|| ( type.requirement2 != ANY && current.cardCount[ GRAVE ][ type.requirement2 ] > type.requirementVal );
break;
case PLAYER_HAND:
activate = ( type.requirement2 == ANY && current.handSize() > type.requirementVal )
|| ( type.requirement2 != ANY && current.cardCount[ HAND ][ type.requirement2 ] > type.requirementVal );
break;
case PLAYER_DECK:
activate = current.deck.size() < type.requirementVal;
break;
case PLAYER_LIFE:
activate = current.hp / (float)current.hpmax < type.requirementVal/100.0;
break;
case OPPONENT_IN_PLAY:
activate = ( type.requirement2 == ANY && op.playSize() > type.requirementVal )
|| ( type.requirement2 != ANY && op.cardCount[ PLAY ][ type.requirement2 ] > type.requirementVal );
break;
case OPPONENT_GRAVE:
activate = ( type.requirement2 == ANY && op.graveSize() > type.requirementVal )
|| ( type.requirement2 != ANY && op.cardCount[ GRAVE ][ type.requirement2 ] > type.requirementVal );
break;
case OPPONENT_HAND:
activate = ( type.requirement2 == ANY && op.handSize() > type.requirementVal )
|| ( type.requirement2 != ANY && op.cardCount[ HAND ][ type.requirement2 ] > type.requirementVal );
break;
case ROUNDS:
activate = round > type.requirementVal;
break;
};
if( activate )
{
remainingUses -= 1;
//println(this + " " + type.immediate);
// Are all immediate abilities of timing classification "before attack"?
// Cast the ability immediately by adding it to a dummy card.
if( type.immediate )
{
dummyCard.resetAll( current );
dummyCard.abilityNum[ BEFORE_ATTACK ] = 1;
dummyCard.abilities[ BEFORE_ATTACK ][ 0 ] = type.ability;
dummyCard.abilityL[ BEFORE_ATTACK ][ 0 ] = type.abilityL[ level ];
int l = type.abilityL[level];
switch( type.ability )
{
case A_BARRICADE:
if( current.inPlay.isEmpty() ) {activate = false; ++ remainingUses;}
if( debug > 3 && activate) println(" -" + this + " activated. " + remainingUses + " uses left.");
for( Card c : current.inPlay )
{
c.ward += 30*l;
if (debug > 3) println(" Ward applied for "+30*l+" to " + c.toStringNoHp());
}
break;
case A_BLIZZARD:
//if( op.inPlay.isEmpty() ) {activate = false; ++ remainingUses;}
if( debug > 3 && activate) println(" -" + this + " activated. " + remainingUses + " uses left.");
if( debug > 3 && activate) println( " Blizzard for " + (20*l));
dummyCard.damageAll( current, op, 20*l, FROZEN, 30 );
break;
case A_CHAIN_LIGHTNING:
//if( op.inPlay.isEmpty() ) {activate = false; ++ remainingUses;}
if( debug > 3 && activate) println(" -" + this + " activated. " + remainingUses + " uses left.");
if( debug > 3 && activate) println( " Chain Lightning for " + (25*l));
dummyCard.damageRandom3( current, op, 25*l, SHOCKED, 40 );
break;
case A_DAMNATION:
if( debug > 3 && activate) println(" -" + this + " activated. " + remainingUses + " uses left.");
op.attacked(20*l*op.playSize(), op, true);
break;
case A_ELECTRIC_SHOCK:
if( debug > 3 && activate) println(" -" + this + " activated. " + remainingUses + " uses left.");
if( debug > 3 && activate) println( " Electric Shock for " + (25*l));
dummyCard.damageAll( current, op, 25*l, SHOCKED, 35 );
break;
case A_FIREBALL:
//if( op.inPlay.isEmpty() ) {activate = false; ++ remainingUses;}
if( debug > 3 && activate) println(" -" + this + " activated. " + remainingUses + " uses left.");
if( debug > 3 && activate) println( " Fireball for " + (25*l) + "-" + (50*l));
dummyCard.damageRandom1( current, op, 25*l, 50*l, FIRE, 0 );
break;
case A_FIRESTORM:
//if( op.inPlay.isEmpty() ) {activate = false; ++ remainingUses;}
if( debug > 3 && activate) println(" -" + this + " activated. " + remainingUses + " uses left.");
if( debug > 3 && activate) println( " Firestorm for " + (25*l) + "-" + (50*l));
dummyCard.damageAll( current, op, 25*l, 50*l, FIRE, 0 );
break;
case A_FIRE_GOD:
//if( op.inPlay.isEmpty() ) {activate = false; ++ remainingUses;}
if( debug > 3 && activate) println(" -" + this + " activated. " + remainingUses + " uses left.");
if( debug > 3 && activate) println( " Fireball for " + (20*l));
for ( Card c : op.inPlay )
{
if (!c.immune && !c.fireGod[l]) {
c.burn += 20*l;
c.fireGod[l] = true;
}
}
break;
case A_FIRE_WALL:
//if( op.inPlay.isEmpty() ) {activate = false; ++ remainingUses;}
if( debug > 3 && activate) println(" -" + this + " activated. " + remainingUses + " uses left.");
if( debug > 3 && activate) println( " Fire Wall for " + (25*l) + "-" + (50*l));
dummyCard.damageRandom3( current, op, 25*l, 50*l, FIRE, 0 );
break;
case A_GROUP_MORALE:
if( current.inPlay.isEmpty() ) {activate = false; ++ remainingUses;}
if( debug > 3 && activate) println(" -" + this + " activated. " + remainingUses + " uses left.");
int amount = 15*l;
for( Card c : current.inPlay )
{
if (debug > 3 ) println(" " + c + " attack increased by " + amount);
c.atkBuff += amount;
c.atk += amount;
c.morale += amount;
}
break;
case A_GROUP_WEAKEN:
//if( op.inPlay.isEmpty() ) {activate = false; ++ remainingUses;}
if( debug > 3 && activate) println(" -" + this + " activated. " + remainingUses + " uses left.");
dummyCard.weakenAll( current, op, 10*l );
break;
case A_HEALING:
Card mostDamaged = null;
if( current.inPlay.isEmpty() ) {activate = false; ++ remainingUses;}
if( debug > 3 && activate) println(" -" + this + " activated. " + remainingUses + " uses left.");
for ( Card c : current.inPlay )
{
if ( mostDamaged == null || c.hpBuff - c.hpCurr > mostDamaged.hpBuff - mostDamaged.hpCurr ) mostDamaged = c;
}
if ( mostDamaged != null && !mostDamaged.immune )
mostDamaged.hpCurr = min( mostDamaged.hpCurr + 25*l, mostDamaged.hpBuff );
break;
case A_ICEBALL:
//if( op.inPlay.isEmpty() ) {activate = false; ++ remainingUses;}
if( debug > 3 && activate) println(" -" + this + " activated. " + remainingUses + " uses left.");
dummyCard.damageRandom1( current, op, 20*l, FROZEN, 45 );
break;
case A_NOVA_FROST:
//if( op.inPlay.isEmpty() ) {activate = false; ++ remainingUses;}
if( debug > 3 && activate) println(" -" + this + " activated. " + remainingUses + " uses left.");
dummyCard.damageRandom3( current, op, 20*l, FROZEN, 35 );
break;
case A_PLAGUE:
//if( op.inPlay.isEmpty() ) {activate = false; ++ remainingUses;}
if( debug > 3 && activate) println(" -" + this + " activated. " + remainingUses + " uses left.");
dummyCard.weakenAll( current, op, 5*l );
dummyCard.damageAll( current, op, 5*l, NO_REFLECT, 0 );
break;
case A_PRAYER:
if( debug > 3) println(" -" + this + " activated. " + remainingUses + " uses left.");
current.hp = min( current.hpmax, current.hp + 40*l );
break;
case A_REGENERATION: // Clear spring.
boolean woundedCards = false;
for( Card c : current.inPlay )
woundedCards = woundedCards || c.hpCurr < c.hpMax;
if( current.playSize() > 0)
{
if( debug > 3 && activate) println(" -" + this + " activated. " + remainingUses + " uses left.");
dummyCard.damageAll( current, current, 25*l, HEAL, 0 );
}
else
{
activate = false;
++ remainingUses;
}
break;
case A_SHIELD:
if( current.inPlay.isEmpty() ) {activate = false; ++ remainingUses;}
else {
Card c = null;
c = current.inPlay.get((int)random( current.playSize() ));
c.ward += 50*l;
if( debug > 3 && activate) println(" -" + this + " activated. " + remainingUses + " uses left.");
if (debug > 3 && activate) println(" Ward applied for "+(50*l)+" to " + c.toStringNoHp());
}
break;
case A_SMOG:
//if( op.inPlay.isEmpty() ) {activate = false; ++ remainingUses;}
if( debug > 3 && activate) println(" -" + this + " activated. " + remainingUses + " uses left.");
dummyCard.damageRandom3( current, op, 20*l, POISONED, 20*l );
break;
case A_THUNDERBOLT:
//if( op.inPlay.isEmpty() ) {activate = false; ++ remainingUses;}
if( debug > 3 && activate) println(" -" + this + " activated. " + remainingUses + " uses left.");
dummyCard.damageRandom1( current, op, 25*l, SHOCKED, 50 );
break;
case A_TOXIC_CLOUDS:
//if( op.inPlay.isEmpty() ) {activate = false; ++ remainingUses;}
if( debug > 3 && activate) println(" -" + this + " activated. " + remainingUses + " uses left.");
dummyCard.damageAll( current, op, 20*l, POISONED, 20*l );
break;
case A_VENOM:
//if( op.inPlay.isEmpty() ) {activate = false; ++ remainingUses;}
if( debug > 3 && activate) println(" -" + this + " activated. " + remainingUses + " uses left.");
dummyCard.damageRandom1( current, op, 20*l, POISONED, 20*l );
break;
}
}
else
// Add the ability to all of player's cards in play.
{
if( current.inPlay.isEmpty() )
{
activate = false;
++remainingUses;
}
// Add a second ability num counter for number added by runes (to be removed at start of next turn).
if( debug > 3 && activate) println(" -" + this + " activated. " + remainingUses + " uses left.");
for( Card c : current.inPlay )
{
// if (type.ability == AType.A_EVASION && type.abilityWhen == ON_ATTACKED_SPELL) println("GOT HERE 2");
c.abilityL[ type.abilityWhen ][ c.abilityNum[ type.abilityWhen ] ] = type.abilityL[ level ];
c.abilities[ type.abilityWhen ][ c.abilityNum[ type.abilityWhen ] ++ ] = type.ability;
}
}
}
}
}
void loadRunes()
{
groupAbilMap.put( AType.A_MAGIC_RAMPART, new AbilityWhen( AType.A_MAGIC_SHIELD, ON_ATTACKED_SPELL ) );
groupAbilMap.put( AType.A_GROUP_COUNTERATTACK, new AbilityWhen( AType.A_COUNTERATTACK, ON_ATTACKED ) );
groupAbilMap.put( AType.A_GROUP_REFLECTION, new AbilityWhen( AType.A_REFLECTION, ON_ATTACKED_SPELL ) );
groupAbilMap.put( AType.A_JOINT_DEFENSE, new AbilityWhen( AType.A_PARRY, ON_ATTACKED ) );
groupAbilMap.put( AType.A_RAGE, new AbilityWhen( AType.A_CRAZE, ON_ATTACKED ) );
groupAbilMap.put( AType.A_ICE_WALL, new AbilityWhen( AType.A_ICE_SHIELD, ON_ATTACKED ) );
groupAbilMap.put( AType.A_GROUP_REJUVENATION, new AbilityWhen( AType.A_REJUVENATION, AFTER_ATTACK ) );
groupAbilMap.put( AType.A_MARTYRDOM, new AbilityWhen( AType.A_SELF_DESTRUCT, ON_DEATH ) );
groupAbilMap.put( AType.A_GROUP_SNIPE, new AbilityWhen( AType.A_SNIPE, BEFORE_ATTACK ) );
groupAbilMap.put( AType.A_GROUP_BLITZ, new AbilityWhen( AType.A_BLITZ, ON_ATTACK_CARD ) );
groupAbilMap.put( AType.A_VAMPIRISM, new AbilityWhen( AType.A_BLOODSUCKER, ON_ATTACK_CARD ) );
groupAbilMap.put( AType.A_GROUP_RETALIATION, new AbilityWhen( AType.A_RETALIATION, ON_ATTACKED ) );
groupAbilMap.put( AType.A_HYSTERIA, new AbilityWhen( AType.A_BLOODTHIRSTY, AFTER_ATTACK ) );
groupAbilMap.put( AType.A_GROUP_RESURRECTION, new AbilityWhen( AType.A_RESURRECTION, ON_DEATH ) );
groupAbilMap.put( AType.A_GROUP_CONCENTRATION, new AbilityWhen( AType.A_CONCENTRATION, ON_ATTACK_CARD ) );
groupAbilMap.put( AType.A_GROUP_WARPATH, new AbilityWhen( AType.A_WARPATH, ON_ATTACK_CARD ) );
groupAbilMap.put( AType.A_GROUP_DODGE, new AbilityWhen( AType.A_DODGE, ON_ATTACKED ) );
groupAbilMap.put( AType.A_GROUP_EVASION, new AbilityWhen( AType.A_EVASION, ON_ATTACKED_SPELL ) );
runesMap.put( "Coldwave", new RuneType( "Coldwave", 3, 1, RType.R_COLDWAVE, TUNDRA, AType.A_NOVA_FROST, 1, 2, 3, 4, 5, PLAYER_DECK, 0, 2, true ) );
runesMap.put( "Fire Fist", new RuneType( "Fire Fist", 3, 1, RType.R_FIRE_FIST, MOUNTAIN, AType.A_FIREBALL, 3, 4, 5, 6, 7, OPPONENT_IN_PLAY, ANY, 2, true ) );
runesMap.put( "Frost", new RuneType( "Frost", 3, 1, RType.R_FROST, TUNDRA, AType.A_ICEBALL, 3, 4, 5, 6, 7, PLAYER_GRAVE, ANY, 2, true ) );
runesMap.put( "Heat Wave", new RuneType( "Heat Wave", 3, 1, RType.R_HEAT_WAVE, MOUNTAIN, AType.A_FIRE_WALL, 1, 2, 3, 4, 5, PLAYER_LIFE, 0, 60, true ) );
runesMap.put( "Methane", new RuneType( "Methane", 3, 1, RType.R_METHANE, SWAMP, AType.A_SMOG, 1, 2, 3, 4, 5, OPPONENT_IN_PLAY, ANY, 1, true ) );
runesMap.put( "Shock", new RuneType( "Shock", 3, 1, RType.R_SHOCK, FOREST, AType.A_THUNDERBOLT, 3, 4, 5, 6, 7, OPPONENT_GRAVE, ANY, 2, true ) );
runesMap.put( "Thunderstorm", new RuneType( "Thunderstorm", 3, 1, RType.R_THUNDERSTORM, FOREST, AType.A_CHAIN_LIGHTNING, 1, 2, 3, 4, 5, PLAYER_LIFE, 0, 50, true ) );
runesMap.put( "Wasteland", new RuneType( "Wasteland", 3, 1, RType.R_WASTELAND, SWAMP, AType.A_VENOM, 3, 4, 5, 6, 7, PLAYER_LIFE, 0, 60, true ) );
runesMap.put( "Arsenopyrite", new RuneType( "Arsenopyrite", 3, 2, RType.R_ARSENOPYRITE, SWAMP, AType.A_VENOM, 5, 6, 7, 8, 9, ROUNDS, 0, 12, true ) );
runesMap.put( "Fire Flow", new RuneType( "Fire Flow", 3, 2, RType.R_FIRE_FLOW, MOUNTAIN, AType.A_FIREBALL, 5, 6, 7, 8, 9, ROUNDS, 0, 12, true ) );
runesMap.put( "Ice Wall", new RuneType( "Ice Wall", 3, 2, RType.R_ICE_WALL, TUNDRA, AType.A_MAGIC_RAMPART, 4, 5, 6, 7, 8, OPPONENT_IN_PLAY, MOUNTAIN, 1, false ) );
runesMap.put( "Icicle", new RuneType( "Icicle", 3, 2, RType.R_ICICLE, TUNDRA, AType.A_ICEBALL, 5, 6, 7, 8, 9, ROUNDS, 0, 14, true ) );
runesMap.put( "Leaf", new RuneType( "Leaf", 4, 2, RType.R_LEAF, FOREST, AType.A_SNIPE, 4, 5, 6, 7, 8, ROUNDS, 0, 14, true ) );
runesMap.put( "Mineral", new RuneType( "Mineral", 3, 2, RType.R_MINERAL, SWAMP, AType.A_SHIELD, 3, 4, 5, 6, 7, OPPONENT_HAND, ANY, 1, true ) );
runesMap.put( "Red Lotus", new RuneType( "Red lotus", 5, 2, RType.R_RED_LOTUS, MOUNTAIN, AType.A_HEALING, 4, 5, 6, 7, 8, OPPONENT_IN_PLAY, FOREST, 1, true ) );
runesMap.put( "Thunderbolt", new RuneType( "Thunderbolt", 3, 2, RType.R_THUNDERBOLT, FOREST, AType.A_THUNDERBOLT, 5, 6, 7, 8, 9, OPPONENT_GRAVE, SWAMP, 1, true ) );
runesMap.put( "Blizzard", new RuneType( "Blizzard", 4, 3, RType.R_BLIZZARD, TUNDRA, AType.A_GROUP_WEAKEN, 3, 4, 5, 6, 7, PLAYER_GRAVE, TUNDRA, 1, true ) );
runesMap.put( "Charred", new RuneType( "Charred", 4, 3, RType.R_CHARRED, MOUNTAIN, AType.A_FIRE_GOD, 3, 4, 5, 6, 7, PLAYER_GRAVE, MOUNTAIN, 1, true ) );
runesMap.put( "Clear Spring", new RuneType( "Clear Spring", 4, 3, RType.R_CLEAR_SPRING, TUNDRA, AType.A_REGENERATION, 5, 6, 7, 8, 9, PLAYER_IN_PLAY, TUNDRA, 1, true ) );
runesMap.put( "Eruption", new RuneType( "Eruption", 4, 3, RType.R_ERUPTION, MOUNTAIN, AType.A_FIRE_WALL, 5, 6, 7, 8, 9, PLAYER_LIFE, 0, 50, true ) );
runesMap.put( "Fire Forge", new RuneType( "Fire Forge", 4, 3, RType.R_FIRE_FORGE, MOUNTAIN, AType.A_GROUP_COUNTERATTACK, 3, 4, 5, 6, 7, PLAYER_GRAVE, MOUNTAIN, 1, false ) );
runesMap.put( "Revival", new RuneType( "Revival", 4, 3, RType.R_REVIVAL, FOREST, AType.A_GROUP_MORALE, 4, 5, 6, 7, 8, PLAYER_GRAVE, FOREST, 1, true ) );
runesMap.put( "Spring Breeze", new RuneType( "Spring Breeze", 4, 3, RType.R_SPRING_BREEZE, FOREST, AType.A_BARRICADE, 4, 5, 6, 7, 8, PLAYER_HAND, FOREST, 1, true ) );
runesMap.put( "Stone Forest", new RuneType( "Stone Forest", 4, 3, RType.R_STONE_FOREST, SWAMP, AType.A_GROUP_REFLECTION, 5, 6, 7, 8, 9, PLAYER_GRAVE, SWAMP, 1, false ) );
runesMap.put( "Stonewall", new RuneType( "Stonewall", 4, 3, RType.R_STONEWALL, SWAMP, AType.A_JOINT_DEFENSE, 5, 6, 7, 8, 9, PLAYER_IN_PLAY, SWAMP, 1, false ) );
runesMap.put( "Swampwater", new RuneType( "Swampwater", 4, 3, RType.R_SWAMP_WATER, SWAMP, AType.A_SMOG, 5, 6, 7, 8, 9, OPPONENT_GRAVE, TUNDRA, 1, true ) );
runesMap.put( "Tornado", new RuneType( "Tornado", 4, 3, RType.R_TORNADO, FOREST, AType.A_CHAIN_LIGHTNING, 4, 5, 6, 7, 8, PLAYER_LIFE, 0, 60, true ) );
runesMap.put( "Tsunami", new RuneType( "Tsunami", 4, 3, RType.R_TSUNAMI, TUNDRA, AType.A_RAGE, 4, 5, 6, 7, 8, PLAYER_LIFE, 0, 50, false ) );
runesMap.put( "Arctic Freeze", new RuneType( "Arctic Freeze", 3, 4, RType.R_ARCTIC_FREEZE, TUNDRA, AType.A_ICE_WALL, 5, 6, 7, 8, 9, PLAYER_GRAVE, TUNDRA, 2, false ) );
runesMap.put( "Avalanche", new RuneType( "Avalanche", 4, 4, RType.R_AVALANCHE, TUNDRA, AType.A_NOVA_FROST, 6, 7, 8, 9, 10, OPPONENT_IN_PLAY, MOUNTAIN, 1, true ) );
runesMap.put( "Blood Stone", new RuneType( "Blood Stone", 5, 4, RType.R_BLOOD_STONE, MOUNTAIN, AType.A_GROUP_REJUVENATION, 5, 6, 7, 8, 9, PLAYER_IN_PLAY, MOUNTAIN, 1, false ) );
runesMap.put( "Burning Soul", new RuneType( "Burning Soul", 6, 4, RType.R_BURNING_SOUL, MOUNTAIN, AType.A_DAMNATION, 6, 7, 8, 9, 10, PLAYER_IN_PLAY, MOUNTAIN, 1, true ) );
runesMap.put( "Explosion", new RuneType( "Explosion", 5, 4, RType.R_EXPLOSION, MOUNTAIN, AType.A_MARTYRDOM, 4, 5, 6, 7, 8, OPPONENT_IN_PLAY, FOREST, 1, false ) );
runesMap.put( "Flying Stone", new RuneType( "Flying Stone", 4, 4, RType.R_FLYING_STONE, SWAMP, AType.A_GROUP_SNIPE, 5, 6, 7, 8, 9, PLAYER_GRAVE, SWAMP, 2, false ) );
runesMap.put( "Holy Well", new RuneType( "Holy Well", 6, 4, RType.R_HOLY_WELL, TUNDRA, AType.A_PRAYER, 5, 6, 7, 8, 9, OPPONENT_GRAVE, MOUNTAIN, 1, true ) );
runesMap.put( "Quicksand", new RuneType( "Quicksand", 4, 4, RType.R_QUICKSAND, SWAMP, AType.A_PLAGUE, 5, 6, 7, 8, 9, OPPONENT_IN_PLAY, TUNDRA, 1, true ) );
runesMap.put( "Raised Flag", new RuneType( "Raised Flag", 4, 4, RType.R_RAISED_FLAG, FOREST, AType.A_GROUP_BLITZ, 6, 7, 8, 9, 10, PLAYER_IN_PLAY, FOREST, 1, false ) );
runesMap.put( "Red Valley", new RuneType( "Red Valley", 5, 4, RType.R_RED_VALLEY, SWAMP, AType.A_VAMPIRISM, 5, 6, 7, 8, 9, PLAYER_IN_PLAY, SWAMP, 1, false ) );
runesMap.put( "Thunder Shield", new RuneType( "Thunder Shield", 4, 4, RType.R_THUNDER_SHIELD, FOREST, AType.A_GROUP_RETALIATION, 6, 7, 8, 9, 10, PLAYER_IN_PLAY, FOREST, 1, false ) );
runesMap.put( "Transparency", new RuneType( "Transparency", 4, 4, RType.R_TRANSPARENCY, FOREST, AType.A_HYSTERIA, 5, 6, 7, 8, 9, OPPONENT_IN_PLAY, SWAMP, 1, false ) );
runesMap.put( "Death Zone", new RuneType( "Death Zone", 5, 5, RType.R_DEATH_ZONE, SWAMP, AType.A_TOXIC_CLOUDS, 6, 7, 8, 9, 10, PLAYER_GRAVE, SWAMP, 1, true ) );
runesMap.put( "Dirt", new RuneType( "Dirt", 4, 5, RType.R_DIRT, SWAMP, AType.A_GROUP_RESURRECTION, 4, 5, 6, 7, 8, PLAYER_GRAVE, SWAMP, 1, false ) );
runesMap.put( "Frost Bite", new RuneType( "Frost Bite", 3, 5, RType.R_FROST_BITE, TUNDRA, AType.A_GROUP_CONCENTRATION, 3, 4, 5, 6, 7, PLAYER_GRAVE, TUNDRA, 3, false ) );
runesMap.put( "Inferno", new RuneType( "Inferno", 5, 5, RType.R_INFERNO, MOUNTAIN, AType.A_FIRESTORM, 6, 7, 8, 9, 10, PLAYER_GRAVE, MOUNTAIN, 1, true ) );
runesMap.put( "Lightning", new RuneType( "Lightning", 4, 5, RType.R_LIGHTNING, FOREST, AType.A_ELECTRIC_SHOCK, 6, 7, 8, 9, 10, PLAYER_IN_PLAY, FOREST, 1, true ) );
runesMap.put( "Lore", new RuneType( "Lore", 4, 5, RType.R_LORE, MOUNTAIN, AType.A_GROUP_WARPATH, 6, 7, 8, 9, 10, PLAYER_GRAVE, MOUNTAIN, 2, false ) );
runesMap.put( "Nimble Soul", new RuneType( "Nimble Soul", 3, 5, RType.R_NIMBLE_SOUL, FOREST, AType.A_GROUP_DODGE, 5, 6, 7, 8, 9, PLAYER_GRAVE, FOREST, 2, false ) );
runesMap.put( "Ghost Step", new RuneType( "Ghost Step", 5, 5, RType.R_GHOST_STEP, MOUNTAIN, AType.A_GROUP_EVASION, 1, 1, 1, 1, 1, PLAYER_IN_PLAY, MOUNTAIN, 2, false ) );
runesMap.put( "Permafrost", new RuneType( "Permafrost",4, 5, RType. R_PERMAFROST, TUNDRA, AType.A_BLIZZARD, 6, 7, 8, 9, 10, PLAYER_IN_PLAY, TUNDRA, 1, true ) );
}
Rune runeFromString( String s )
{
if( s.length() > 6 )
{
int level = s.charAt( s.length() - 2 ) - '0';
s = s.substring( 6, s.length() - 4 );
if( runesMap.containsKey( s ) )
return new Rune( runesMap.get( s ), level );
else
println(s + "! ");
}
return null;
}