Trove of Temptation - Basic some changes to Combat and Human

This commit is contained in:
LevelX2 2017-09-14 17:50:00 +02:00
parent 2ca09895e3
commit d9c601dd26
6 changed files with 271 additions and 62 deletions

View file

@ -243,20 +243,22 @@ public class ContinuousEffects implements Serializable {
return effects.stream().filter(effect -> effect.hasLayer(layer)).collect(Collectors.toList());
}
public Map<RequirementEffect, Set<Ability>> getApplicableRequirementEffects(Permanent permanent, Game game) {
public Map<RequirementEffect, Set<Ability>> getApplicableRequirementEffects(Permanent permanent, boolean playerRealted, Game game) {
Map<RequirementEffect, Set<Ability>> effects = new HashMap<>();
for (RequirementEffect effect : requirementEffects) {
Set<Ability> abilities = requirementEffects.getAbility(effect.getId());
Set<Ability> applicableAbilities = new HashSet<>();
for (Ability ability : abilities) {
if (!(ability instanceof StaticAbility) || ability.isInUseableZone(game, ability instanceof MageSingleton ? permanent : null, null)) {
if (effect.applies(permanent, ability, game)) {
applicableAbilities.add(ability);
if (playerRealted == effect.isPlayerRelated()) {
Set<Ability> abilities = requirementEffects.getAbility(effect.getId());
Set<Ability> applicableAbilities = new HashSet<>();
for (Ability ability : abilities) {
if (!(ability instanceof StaticAbility) || ability.isInUseableZone(game, ability instanceof MageSingleton ? permanent : null, null)) {
if (effect.applies(permanent, ability, game)) {
applicableAbilities.add(ability);
}
}
}
}
if (!applicableAbilities.isEmpty()) {
effects.put(effect, abilities);
if (!applicableAbilities.isEmpty()) {
effects.put(effect, abilities);
}
}
}
return effects;

View file

@ -1,16 +1,16 @@
/*
* Copyright 2010 BetaSteward_at_googlemail.com. All rights reserved.
*
*
* Redistribution and use in source and binary forms, with or without modification, are
* permitted provided that the following conditions are met:
*
*
* 1. Redistributions of source code must retain the above copyright notice, this list of
* conditions and the following disclaimer.
*
*
* 2. Redistributions in binary form must reproduce the above copyright notice, this list
* of conditions and the following disclaimer in the documentation and/or other materials
* provided with the distribution.
*
*
* THIS SOFTWARE IS PROVIDED BY BetaSteward_at_googlemail.com ``AS IS'' AND ANY EXPRESS OR IMPLIED
* WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND
* FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL BetaSteward_at_googlemail.com OR
@ -20,12 +20,11 @@
* ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
* NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF
* ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*
*
* The views and conclusions contained in the software and documentation are those of the
* authors and should not be interpreted as representing official policies, either expressed
* or implied, of BetaSteward_at_googlemail.com.
*/
package mage.abilities.effects;
import java.util.UUID;
@ -36,20 +35,33 @@ import mage.constants.Outcome;
import mage.game.Game;
import mage.game.permanent.Permanent;
/**
*
* @author BetaSteward_at_googlemail.com
*/
public abstract class RequirementEffect extends ContinuousEffectImpl {
boolean playerRelated; // defines a requirement that is more related to a player than a single creature
public RequirementEffect(Duration duration) {
this(duration, false);
}
/**
*
* @param duration
* @param playerRelated defines a requirement that is more related to a
* player than a single creature
*/
public RequirementEffect(Duration duration, boolean playerRelated) {
super(duration, Outcome.Detriment);
this.effectType = EffectType.REQUIREMENT;
this.playerRelated = playerRelated;
}
public RequirementEffect(final RequirementEffect effect) {
super(effect);
this.playerRelated = effect.playerRelated;
}
@Override
@ -67,6 +79,13 @@ public abstract class RequirementEffect extends ContinuousEffectImpl {
return false;
}
/**
* Defines the defender a attacker has to attack
*
* @param source
* @param game
* @return
*/
public UUID mustAttackDefender(Ability source, Game game) {
return null;
}
@ -79,4 +98,20 @@ public abstract class RequirementEffect extends ContinuousEffectImpl {
return null;
}
/**
* Player related check The player returned or controlled planeswalker must
* be attacked with at least one attacker
*
* @param source
* @param game
* @return
*/
public UUID playerMustBeAttackedIfAble(Ability source, Game game) {
return null;
}
public boolean isPlayerRelated() {
return playerRelated;
}
}

View file

@ -306,7 +306,9 @@ public class Combat implements Serializable, Copyable<Combat> {
for (Permanent creature : player.getAvailableAttackers(game)) {
boolean mustAttack = false;
Set<UUID> defendersForcedToAttack = new HashSet<>();
for (Map.Entry<RequirementEffect, Set<Ability>> entry : game.getContinuousEffects().getApplicableRequirementEffects(creature, game).entrySet()) {
// check if a creature has to attack
for (Map.Entry<RequirementEffect, Set<Ability>> entry : game.getContinuousEffects().getApplicableRequirementEffects(creature, false, game).entrySet()) {
RequirementEffect effect = entry.getKey();
if (effect.mustAttack(game)) {
mustAttack = true;
@ -379,6 +381,7 @@ public class Combat implements Serializable, Copyable<Combat> {
boolean check = true;
int numberOfChecks = 0;
UUID attackerToRemove = null;
Player attackingPlayer = game.getPlayer(attackingPlayerId);
Check:
while (check) {
check = false;
@ -387,7 +390,6 @@ public class Combat implements Serializable, Copyable<Combat> {
for (CombatGroup group : groups) {
numberAttackers += group.getAttackers().size();
}
Player attackingPlayer = game.getPlayer(attackingPlayerId);
if (attackerToRemove != null) {
removeAttacker(attackerToRemove, game);
}
@ -579,7 +581,7 @@ public class Combat implements Serializable, Copyable<Combat> {
return;
}
for (Permanent possibleBlocker : game.getBattlefield().getActivePermanents(filterBlockers, attackingPlayer.getId(), game)) {
for (Map.Entry<RequirementEffect, Set<Ability>> requirementEntry : game.getContinuousEffects().getApplicableRequirementEffects(possibleBlocker, game).entrySet()) {
for (Map.Entry<RequirementEffect, Set<Ability>> requirementEntry : game.getContinuousEffects().getApplicableRequirementEffects(possibleBlocker, false, game).entrySet()) {
if (requirementEntry.getKey().mustBlock(game)) {
for (Ability ability : requirementEntry.getValue()) {
UUID attackingCreatureId = requirementEntry.getKey().mustBlockAttacker(ability, game);
@ -656,7 +658,7 @@ public class Combat implements Serializable, Copyable<Combat> {
// Creature is already blocking but not forced to do so
if (creature.getBlocking() > 0) {
// get all requirement effects that apply to the creature (e.g. is able to block attacker)
for (Map.Entry<RequirementEffect, Set<Ability>> entry : game.getContinuousEffects().getApplicableRequirementEffects(creature, game).entrySet()) {
for (Map.Entry<RequirementEffect, Set<Ability>> entry : game.getContinuousEffects().getApplicableRequirementEffects(creature, false, game).entrySet()) {
RequirementEffect effect = entry.getKey();
// get possible mustBeBlockedByAtLeastOne blocker
for (Ability ability : entry.getValue()) {
@ -678,7 +680,7 @@ public class Combat implements Serializable, Copyable<Combat> {
// Creature is not blocking yet
if (creature.getBlocking() == 0) {
// get all requirement effects that apply to the creature
for (Map.Entry<RequirementEffect, Set<Ability>> entry : game.getContinuousEffects().getApplicableRequirementEffects(creature, game).entrySet()) {
for (Map.Entry<RequirementEffect, Set<Ability>> entry : game.getContinuousEffects().getApplicableRequirementEffects(creature, false, game).entrySet()) {
RequirementEffect effect = entry.getKey();
// get possible mustBeBlockedByAtLeastOne blocker
for (Ability ability : entry.getValue()) {

View file

@ -105,6 +105,10 @@ public class CombatGroup implements Serializable, Copyable<CombatGroup> {
return defenderId;
}
public UUID getDefendingPlayerId() {
return defendingPlayerId;
}
public List<UUID> getAttackers() {
return attackers;
}