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* AI: fixed wrong targeting for gain control abilities (#6340);
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7 changed files with 99 additions and 24 deletions
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@ -1,7 +1,5 @@
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package mage.cards.a;
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import java.util.UUID;
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import mage.abilities.Ability;
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import mage.abilities.common.SimpleStaticAbility;
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import mage.abilities.effects.common.AttachEffect;
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@ -16,17 +14,17 @@ import mage.constants.Zone;
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import mage.target.TargetPermanent;
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import mage.target.common.TargetLandPermanent;
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import java.util.UUID;
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/**
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*
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* @author andyfries
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*/
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public final class Annex extends CardImpl {
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public Annex(UUID ownerId, CardSetInfo setInfo) {
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super(ownerId,setInfo,new CardType[]{CardType.ENCHANTMENT},"{2}{U}{U}");
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super(ownerId, setInfo, new CardType[]{CardType.ENCHANTMENT}, "{2}{U}{U}");
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this.subtype.add(SubType.AURA);
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// Enchant land
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TargetPermanent auraTarget = new TargetLandPermanent();
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this.getSpellAbility().addTarget(auraTarget);
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@ -1,7 +1,5 @@
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package mage.cards.c;
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import java.util.UUID;
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import mage.abilities.Ability;
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import mage.abilities.common.SimpleStaticAbility;
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import mage.abilities.effects.common.AttachEffect;
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@ -10,30 +8,30 @@ import mage.abilities.keyword.EnchantAbility;
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import mage.cards.CardImpl;
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import mage.cards.CardSetInfo;
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import mage.constants.CardType;
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import mage.constants.SubType;
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import mage.constants.Outcome;
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import mage.constants.SubType;
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import mage.constants.Zone;
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import mage.target.TargetPermanent;
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import mage.target.common.TargetCreaturePermanent;
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/**
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*
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* @author KholdFuzion
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import java.util.UUID;
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/**
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* @author KholdFuzion
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*/
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public final class ControlMagic extends CardImpl {
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public ControlMagic(UUID ownerId, CardSetInfo setInfo) {
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super(ownerId,setInfo,new CardType[]{CardType.ENCHANTMENT},"{2}{U}{U}");
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super(ownerId, setInfo, new CardType[]{CardType.ENCHANTMENT}, "{2}{U}{U}");
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this.subtype.add(SubType.AURA);
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// Enchant creature
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TargetPermanent auraTarget = new TargetCreaturePermanent();
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this.getSpellAbility().addTarget(auraTarget);
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this.getSpellAbility().addEffect(new AttachEffect(Outcome.GainControl));
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Ability ability = new EnchantAbility(auraTarget.getTargetName());
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this.addAbility(ability);
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// You control enchanted creature.
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this.addAbility(new SimpleStaticAbility(Zone.BATTLEFIELD, new ControlEnchantedEffect()));
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}
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@ -38,7 +38,7 @@ public final class Preacher extends CardImpl {
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// You may choose not to untap Preacher during your untap step.
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this.addAbility(new SkipUntapOptionalAbility());
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// {tap}: Gain control of target creature of an opponent's choice that they control for as long as Preacher remains tapped.
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// {T}: Gain control of target creature of an opponent's choice that they control for as long as Preacher remains tapped.
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Ability ability = new SimpleActivatedAbility(Zone.BATTLEFIELD, new PreacherEffect(), new TapSourceCost());
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ability.addTarget(new TargetOpponentsChoicePermanent(1, 1, new FilterControlledCreaturePermanent(), false));
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this.addAbility(ability);
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@ -0,0 +1,75 @@
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package org.mage.test.AI.basic;
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import mage.constants.PhaseStep;
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import mage.constants.Zone;
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import org.junit.Test;
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import org.mage.test.serverside.base.CardTestPlayerBaseWithAIHelps;
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/**
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* @author JayDi85
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*/
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public class GainControlAITest extends CardTestPlayerBaseWithAIHelps {
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@Test
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public void test_GainControl_Manual() {
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// You control enchanted land.
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addCard(Zone.HAND, playerA, "Annex", 1); // {2}{U}{U}
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addCard(Zone.BATTLEFIELD, playerA, "Island", 4);
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addCard(Zone.BATTLEFIELD, playerB, "Swamp", 1);
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// take control
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castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Annex", "Swamp");
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setStopAt(1, PhaseStep.END_TURN);
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setStrictChooseMode(true);
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execute();
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assertAllCommandsUsed();
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assertPermanentCount(playerA, "Island", 4);
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assertPermanentCount(playerA, "Swamp", 1);
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assertPermanentCount(playerB, "Swamp", 0);
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}
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@Test
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public void test_GainControl_AI_Single() {
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// You control enchanted land.
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addCard(Zone.HAND, playerA, "Annex", 1); // {2}{U}{U}
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addCard(Zone.BATTLEFIELD, playerA, "Island", 4);
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addCard(Zone.BATTLEFIELD, playerB, "Swamp", 1);
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// take control by AI
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aiPlayPriority(1, PhaseStep.PRECOMBAT_MAIN, playerA);
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setStopAt(1, PhaseStep.END_TURN);
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setStrictChooseMode(true);
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execute();
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assertAllCommandsUsed();
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assertPermanentCount(playerA, "Island", 4);
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assertPermanentCount(playerA, "Swamp", 1);
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assertPermanentCount(playerB, "Swamp", 0);
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}
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@Test
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public void test_GainControl_AI_MostValuable() {
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// You control enchanted land.
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addCard(Zone.HAND, playerA, "Annex", 1); // {2}{U}{U}
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addCard(Zone.BATTLEFIELD, playerA, "Island", 4);
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addCard(Zone.BATTLEFIELD, playerB, "Swamp", 1);
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addCard(Zone.BATTLEFIELD, playerB, "Badlands", 1);
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// take control by AI (selects most valueable enemy card)
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aiPlayPriority(1, PhaseStep.PRECOMBAT_MAIN, playerA);
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setStopAt(1, PhaseStep.END_TURN);
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setStrictChooseMode(true);
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execute();
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assertAllCommandsUsed();
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assertPermanentCount(playerA, "Island", 4);
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assertPermanentCount(playerA, "Swamp", 0);
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assertPermanentCount(playerA, "Badlands", 1);
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assertPermanentCount(playerB, "Swamp", 1);
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assertPermanentCount(playerB, "Badlands", 0);
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}
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}
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@ -55,6 +55,6 @@ public class TargetControllerChangeTest extends CardTestPlayerBase {
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assertAllCommandsUsed();
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assertGraveyardCount(playerA, "Evangelize", 1);
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assertPermanentCount(playerA, "Balduvian Bears", 1); // AI give smallest permanent to A as bad effect for B
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assertPermanentCount(playerA, "Balduvian Bears", 1); // AI give smallest permanent to A as bad effect for target (target control change)
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}
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}
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@ -17,7 +17,7 @@ public enum Outcome {
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PutCreatureInPlay(true),
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PutCardInPlay(true),
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PutLandInPlay(true),
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GainControl(true),
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GainControl(false),
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DrawCard(true),
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Discard(false),
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Sacrifice(false),
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@ -27,9 +27,9 @@ public enum Outcome {
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Protect(true),
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PutManaInPool(true),
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Regenerate(true),
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PreventDamage(true),
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PreventCast(false),
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RedirectDamage(true),
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PreventDamage(true), // TODO: check good or bad
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PreventCast(false), // TODO: check good or bad
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RedirectDamage(true), // TODO: check good or bad
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Tap(false),
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Transform(true),
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Untap(true),
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@ -40,9 +40,13 @@ public enum Outcome {
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Neutral(true),
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Removal(false),
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AIDontUseIt(false),
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Vote(true);
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Vote(true); // TODO: check good or bad
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private final boolean good; // good or bad effect for targeting player (for AI usage)
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// good or bad effect for TARGET, not targeting player (for AI usage)
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// AI sorting targets by priorities (own or opponents) and selects most valueable or weakest
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private final boolean good;
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// no different between own or opponent targets (example: copy must choose from all permanents) // TODO: copy must choose most valueable from opponent too
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private boolean canTargetAll;
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Outcome(boolean good) {
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@ -63,7 +67,7 @@ public enum Outcome {
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}
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public static Outcome inverse(Outcome outcome) {
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// inverse bad/good effect (as example, after controlling player change)
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// inverse bad/good effect
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if (outcome.isGood()) {
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return Outcome.Detriment;
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} else {
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@ -70,8 +70,8 @@ public class TargetOpponentsChoicePermanent extends TargetPermanent {
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return false;
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}
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// opponent choose real targets (outcome must be inversed)
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return super.chooseTarget(Outcome.inverse(outcome), opponentId, source, game);
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// opponent choose real targets
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return super.chooseTarget(outcome, opponentId, source, game);
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}
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@Override
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