Change Duration.UntilTheNextEndStep to statically end during the beginning of EndStep.

This commit is contained in:
Grath 2024-09-30 22:08:58 -04:00
parent b1678036fa
commit 49bce836f9
6 changed files with 61 additions and 28 deletions

View file

@ -74,8 +74,6 @@ public interface ContinuousEffect extends Effect {
boolean isYourNextEndStep(Game game);
boolean isTheNextEndStep(Game game);
boolean isYourNextUpkeepStep(Game game);
@Override

View file

@ -56,11 +56,9 @@ public abstract class ContinuousEffectImpl extends EffectImpl implements Continu
// until your next turn or until end of your next turn
private UUID startingControllerId; // player to check for turn duration (can't different with real controller ability)
private UUID startingActivePlayerId; // Player whose turn the effect started on
private boolean startingTurnWasActive; // effect started during related players turn and related players turn was already active
private int effectStartingOnTurn = 0; // turn the effect started
private int effectStartingControllerEndStep = 0;
private int effectStartingActivePlayerEndStep = 0;
private int effectStartingEndStep = 0;
private int nextTurnNumber = Integer.MAX_VALUE; // effect is waiting for a step during your next turn, we store it if found.
// set to the turn number on your next turn.
private int effectStartingStepNum = 0; // Some continuous are waiting for the next step of a kind.
@ -93,11 +91,9 @@ public abstract class ContinuousEffectImpl extends EffectImpl implements Continu
this.affectedObjectList.addAll(effect.affectedObjectList);
this.temporary = effect.temporary;
this.startingControllerId = effect.startingControllerId;
this.startingActivePlayerId = effect.startingActivePlayerId;
this.startingTurnWasActive = effect.startingTurnWasActive;
this.effectStartingOnTurn = effect.effectStartingOnTurn;
this.effectStartingControllerEndStep = effect.effectStartingControllerEndStep;
this.effectStartingActivePlayerEndStep = effect.effectStartingActivePlayerEndStep;
this.effectStartingEndStep = effect.effectStartingEndStep;
this.dependencyTypes = effect.dependencyTypes;
this.dependendToTypes = effect.dependendToTypes;
this.characterDefining = effect.characterDefining;
@ -255,12 +251,10 @@ public abstract class ContinuousEffectImpl extends EffectImpl implements Continu
@Override
public void setStartingControllerAndTurnNum(Game game, UUID startingController, UUID activePlayerId) {
this.startingControllerId = startingController;
this.startingActivePlayerId = activePlayerId;
this.startingTurnWasActive = activePlayerId != null
&& activePlayerId.equals(startingController); // you can't use "game" for active player cause it's called from tests/cheat too
this.effectStartingOnTurn = game.getTurnNum();
this.effectStartingControllerEndStep = EndStepCountWatcher.getCount(startingController, game);
this.effectStartingActivePlayerEndStep = EndStepCountWatcher.getCount(activePlayerId, game);
this.effectStartingEndStep = EndStepCountWatcher.getCount(startingController, game);
this.effectStartingStepNum = game.getState().getStepNum();
}
@ -272,12 +266,7 @@ public abstract class ContinuousEffectImpl extends EffectImpl implements Continu
@Override
public boolean isYourNextEndStep(Game game) {
return EndStepCountWatcher.getCount(startingControllerId, game) > effectStartingControllerEndStep;
}
@Override
public boolean isTheNextEndStep(Game game) {
return EndStepCountWatcher.getCount(startingActivePlayerId, game) > effectStartingActivePlayerEndStep;
return EndStepCountWatcher.getCount(startingControllerId, game) > effectStartingEndStep;
}
public boolean isEndCombatOfYourNextTurn(Game game) {
@ -302,14 +291,13 @@ public abstract class ContinuousEffectImpl extends EffectImpl implements Continu
@Override
public boolean isInactive(Ability source, Game game) {
// YOUR turn checks, players who left the game, and the next end step
// YOUR turn checks, players who left the game
// until end of turn - must be checked on cleanup step, see rules 514.2
// other must checked here (active and leave players), see rules 800.4
switch (duration) {
case UntilYourNextTurn:
case UntilEndOfYourNextTurn:
case UntilYourNextEndStep:
case UntilTheNextEndStep:
case UntilEndCombatOfYourNextTurn:
case UntilYourNextUpkeepStep:
break;
@ -354,10 +342,6 @@ public abstract class ContinuousEffectImpl extends EffectImpl implements Continu
return this.isYourNextEndStep(game);
}
break;
case UntilTheNextEndStep:
if (player != null && player.isInGame()) {
return this.isTheNextEndStep(game);
}
case UntilEndCombatOfYourNextTurn:
if (player != null && player.isInGame()) {
return this.isEndCombatOfYourNextTurn(game);

View file

@ -120,8 +120,8 @@ public class ContinuousEffects implements Serializable {
preventionEffects.removeEndOfCombatEffects();
requirementEffects.removeEndOfCombatEffects();
restrictionEffects.removeEndOfCombatEffects();
for (ContinuousEffectsList asThoughtlist : asThoughEffectsMap.values()) {
asThoughtlist.removeEndOfCombatEffects();
for (ContinuousEffectsList asThoughlist : asThoughEffectsMap.values()) {
asThoughlist.removeEndOfCombatEffects();
}
costModificationEffects.removeEndOfCombatEffects();
spliceCardEffects.removeEndOfCombatEffects();
@ -134,13 +134,27 @@ public class ContinuousEffects implements Serializable {
preventionEffects.removeEndOfTurnEffects(game);
requirementEffects.removeEndOfTurnEffects(game);
restrictionEffects.removeEndOfTurnEffects(game);
for (ContinuousEffectsList asThoughtlist : asThoughEffectsMap.values()) {
asThoughtlist.removeEndOfTurnEffects(game);
for (ContinuousEffectsList asThoughlist : asThoughEffectsMap.values()) {
asThoughlist.removeEndOfTurnEffects(game);
}
costModificationEffects.removeEndOfTurnEffects(game);
spliceCardEffects.removeEndOfTurnEffects(game);
}
public synchronized void removeBeginningOfEndStepEffects(Game game) {
layeredEffects.removeBeginningOfEndStepEffects(game);
continuousRuleModifyingEffects.removeBeginningOfEndStepEffects(game);
replacementEffects.removeBeginningOfEndStepEffects(game);
preventionEffects.removeBeginningOfEndStepEffects(game);
requirementEffects.removeBeginningOfEndStepEffects(game);
restrictionEffects.removeBeginningOfEndStepEffects(game);
for (ContinuousEffectsList asThoughlist : asThoughEffectsMap.values()) {
asThoughlist.removeBeginningOfEndStepEffects(game);
}
costModificationEffects.removeBeginningOfEndStepEffects(game);
spliceCardEffects.removeBeginningOfEndStepEffects(game);
}
public synchronized void removeInactiveEffects(Game game) {
layeredEffects.removeInactiveEffects(game);
continuousRuleModifyingEffects.removeInactiveEffects(game);

View file

@ -71,6 +71,29 @@ public class ContinuousEffectsList<T extends ContinuousEffect> extends ArrayList
}
}
public void removeBeginningOfEndStepEffects(Game game) {
// calls every turn on beginning of end step
// rules 514.2
for (Iterator<T> i = this.iterator(); i.hasNext(); ) {
T entry = i.next();
boolean canRemove;
switch (entry.getDuration()) {
case UntilTheNextEndStep:
canRemove = true;
break;
case UntilYourNextEndStep:
canRemove = entry.isYourNextEndStep(game);
break;
default:
canRemove = false;
}
if (canRemove) {
i.remove();
effectAbilityMap.remove(entry.getId());
}
}
}
public void removeEndOfCombatEffects() {
for (Iterator<T> i = this.iterator(); i.hasNext(); ) {
T entry = i.next();
@ -156,7 +179,6 @@ public class ContinuousEffectsList<T extends ContinuousEffect> extends ArrayList
case UntilEndOfYourNextTurn:
case UntilEndCombatOfYourNextTurn:
case UntilYourNextEndStep:
case UntilTheNextEndStep:
case UntilYourNextUpkeepStep:
// until your turn effects continue until real turn reached, their used it's own inactive method
// 514.2 Second, the following actions happen simultaneously: all damage marked on permanents
@ -170,6 +192,7 @@ public class ContinuousEffectsList<T extends ContinuousEffect> extends ArrayList
}
break;
case EndOfTurn:
case UntilTheNextEndStep:
// end of turn discards on cleanup steps
// 514.2
break;

View file

@ -692,6 +692,11 @@ public class GameState implements Serializable, Copyable<GameState> {
game.applyEffects();
}
// remove beginning of end step effects
public void removeBoESEffects(Game game) {
effects.removeBeginningOfEndStepEffects(game);
}
public void removeTurnStartEffect(Game game) {
delayed.removeStartOfNewTurn(game);
}

View file

@ -3,8 +3,11 @@
package mage.game.turn;
import mage.constants.PhaseStep;
import mage.game.Game;
import mage.game.events.GameEvent.EventType;
import java.util.UUID;
/**
* @author BetaSteward_at_googlemail.com
*/
@ -26,4 +29,10 @@ public class EndStep extends Step {
return new EndStep(this);
}
@Override
public void beginStep(Game game, UUID activePlayerId) {
super.beginStep(game, activePlayerId);
game.getState().removeBoESEffects(game);
}
}