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sync zcc
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parent
36d6547bf8
commit
fe604382f8
3 changed files with 14 additions and 26 deletions
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@ -213,14 +213,12 @@ public class ReturnToHandEffectsTest extends CardTestPlayerBase {
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waitStackResolved(1, PhaseStep.PRECOMBAT_MAIN);
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castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Wind Zendikon", "Tangled Vale");
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// TODO: investigate why MDFC zcc moves separatedly.
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runCode("1: check zcc", 1, PhaseStep.BEGIN_COMBAT, playerA,
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(String info, Player player, Game game) -> checkZCCMDFCPermanent(info, player, game, "Tangled Vale", 2, 1, 1, 2));
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(String info, Player player, Game game) -> checkZCCMDFCPermanent(info, player, game, "Tangled Vale", 2, 2, 2, 2));
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castSpell(1, PhaseStep.BEGIN_COMBAT, playerA, "Disfigure", "Tangled Vale");
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// TODO: investigate why MDFC zcc moves separatedly.
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runCode("2: check zcc card", 1, PhaseStep.POSTCOMBAT_MAIN, playerA,
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(String info, Player player, Game game) -> checkZCCMDFCCardInHand(info, player, game, "Tangled Florahedron", 2, 2, 4));
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(String info, Player player, Game game) -> checkZCCMDFCCardInHand(info, player, game, "Tangled Florahedron", 4, 4, 4));
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setStrictChooseMode(true);
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setStopAt(1, PhaseStep.END_TURN);
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@ -244,14 +242,12 @@ public class ReturnToHandEffectsTest extends CardTestPlayerBase {
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waitStackResolved(1, PhaseStep.PRECOMBAT_MAIN);
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castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Wind Zendikon", "Riverglide Pathway");
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// TODO: investigate why MDFC zcc moves separatedly.
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runCode("1: check zcc pre disfigure", 1, PhaseStep.BEGIN_COMBAT, playerA,
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(String info, Player player, Game game) -> checkZCCMDFCPermanent(info, player, game, "Riverglide Pathway", 2, 1, 2, 1));
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(String info, Player player, Game game) -> checkZCCMDFCPermanent(info, player, game, "Riverglide Pathway", 2, 2, 2, 2));
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castSpell(1, PhaseStep.BEGIN_COMBAT, playerA, "Disfigure", "Riverglide Pathway");
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// TODO: investigate why MDFC zcc moves separatedly.
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runCode("2: check zcc post disfigure", 1, PhaseStep.POSTCOMBAT_MAIN, playerA,
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(String info, Player player, Game game) -> checkZCCMDFCCardInHand(info, player, game, "Riverglide Pathway", 2, 4, 2));
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(String info, Player player, Game game) -> checkZCCMDFCCardInHand(info, player, game, "Riverglide Pathway", 4, 4, 4));
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setStrictChooseMode(true);
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setStopAt(1, PhaseStep.END_TURN);
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@ -275,14 +271,12 @@ public class ReturnToHandEffectsTest extends CardTestPlayerBase {
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waitStackResolved(1, PhaseStep.PRECOMBAT_MAIN);
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castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Wind Zendikon", "Lavaglide Pathway");
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// TODO: investigate why MDFC zcc moves separatedly.
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runCode("1: check zcc", 1, PhaseStep.BEGIN_COMBAT, playerA,
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(String info, Player player, Game game) -> checkZCCMDFCPermanent(info, player, game, "Lavaglide Pathway", 2, 1, 1, 2));
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(String info, Player player, Game game) -> checkZCCMDFCPermanent(info, player, game, "Lavaglide Pathway", 2, 2, 2, 2));
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castSpell(1, PhaseStep.BEGIN_COMBAT, playerA, "Disfigure", "Lavaglide Pathway");
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// TODO: investigate why MDFC zcc moves separatedly.
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runCode("2: check zcc card", 1, PhaseStep.POSTCOMBAT_MAIN, playerA,
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(String info, Player player, Game game) -> checkZCCMDFCCardInHand(info, player, game, "Riverglide Pathway", 2, 2, 4));
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(String info, Player player, Game game) -> checkZCCMDFCCardInHand(info, player, game, "Riverglide Pathway", 4, 4, 4));
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setStrictChooseMode(true);
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setStopAt(1, PhaseStep.END_TURN);
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@ -335,14 +329,12 @@ public class ReturnToHandEffectsTest extends CardTestPlayerBase {
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waitStackResolved(1, PhaseStep.PRECOMBAT_MAIN);
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castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Demonic Vigor", "Tangled Florahedron");
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// TODO: investigate why MDFC zcc moves separatedly.
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runCode("1: check zcc", 1, PhaseStep.BEGIN_COMBAT, playerA,
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(String info, Player player, Game game) -> checkZCCMDFCPermanent(info, player, game, "Tangled Florahedron", 3, 2, 3, 2));
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(String info, Player player, Game game) -> checkZCCMDFCPermanent(info, player, game, "Tangled Florahedron", 3, 3, 3, 3));
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castSpell(1, PhaseStep.BEGIN_COMBAT, playerA, "Disfigure", "Tangled Florahedron");
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// TODO: investigate why MDFC zcc moves separatedly.
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runCode("2: check zcc card", 1, PhaseStep.POSTCOMBAT_MAIN, playerA,
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(String info, Player player, Game game) -> checkZCCMDFCCardInHand(info, player, game, "Tangled Florahedron", 3, 5, 3));
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(String info, Player player, Game game) -> checkZCCMDFCCardInHand(info, player, game, "Tangled Florahedron", 5, 5, 5));
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setStrictChooseMode(true);
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setStopAt(1, PhaseStep.END_TURN);
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@ -403,25 +395,21 @@ public class ReturnToHandEffectsTest extends CardTestPlayerBase {
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castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Tangled Florahedron");
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waitStackResolved(1, PhaseStep.PRECOMBAT_MAIN);
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castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Demonic Vigor", "Tangled Florahedron");
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// TODO: investigate why MDFC zcc moves separatedly.
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runCode("1: check zcc", 1, PhaseStep.BEGIN_COMBAT, playerA,
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(String info, Player player, Game game) -> checkZCCMDFCPermanent(info, player, game, "Tangled Florahedron", 3, 2, 3, 2));
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(String info, Player player, Game game) -> checkZCCMDFCPermanent(info, player, game, "Tangled Florahedron", 3, 3, 3, 3));
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castSpell(1, PhaseStep.BEGIN_COMBAT, playerA, "Disfigure", "Tangled Florahedron", true);
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// TODO: investigate why MDFC zcc moves separatedly.
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runCode("2: check zcc card", 1, PhaseStep.BEGIN_COMBAT, playerA,
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(String info, Player player, Game game) -> checkZCCMDFCCardInHand(info, player, game, "Tangled Florahedron", 3, 5, 3));
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(String info, Player player, Game game) -> checkZCCMDFCCardInHand(info, player, game, "Tangled Florahedron", 5, 5, 5));
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castSpell(1, PhaseStep.POSTCOMBAT_MAIN, playerA, "Tangled Florahedron");
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waitStackResolved(1, PhaseStep.POSTCOMBAT_MAIN);
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castSpell(1, PhaseStep.POSTCOMBAT_MAIN, playerA, "Demonic Vigor", "Tangled Florahedron", true);
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// TODO: investigate why MDFC zcc moves separatedly.
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runCode("3: check zcc", 1, PhaseStep.POSTCOMBAT_MAIN, playerA,
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(String info, Player player, Game game) -> checkZCCMDFCPermanent(info, player, game, "Tangled Florahedron", 7, 4, 7, 4));
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(String info, Player player, Game game) -> checkZCCMDFCPermanent(info, player, game, "Tangled Florahedron", 7, 7, 7, 7));
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waitStackResolved(1, PhaseStep.POSTCOMBAT_MAIN);
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castSpell(1, PhaseStep.POSTCOMBAT_MAIN, playerA, "Disfigure", "Tangled Florahedron", true);
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// TODO: investigate why MDFC zcc moves separatedly.
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runCode("4: check zcc card", 1, PhaseStep.POSTCOMBAT_MAIN, playerA,
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(String info, Player player, Game game) -> checkZCCMDFCCardInHand(info, player, game, "Tangled Florahedron", 5, 9, 5));
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(String info, Player player, Game game) -> checkZCCMDFCCardInHand(info, player, game, "Tangled Florahedron", 9, 9, 9));
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setStrictChooseMode(true);
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setStopAt(1, PhaseStep.END_TURN);
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@ -438,7 +438,7 @@ public final class ZonesHandler {
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if (event.getToZone() == Zone.BATTLEFIELD && event.getTarget() != null) {
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event.getTarget().updateZoneChangeCounter(game, event);
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} else if (!(card instanceof Permanent)) {
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card.updateZoneChangeCounter(game, event);
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card.getMainCard().updateZoneChangeCounter(game, event);
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}
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}
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return success;
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@ -227,7 +227,7 @@ public class PermanentCard extends PermanentImpl {
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@Override
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public void updateZoneChangeCounter(Game game, ZoneChangeEvent event) {
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// TODO: wtf, permanent must not change ZCC at all, is it buggy here?!
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card.updateZoneChangeCounter(game, event);
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card.getMainCard().updateZoneChangeCounter(game, event);
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zoneChangeCounter = card.getZoneChangeCounter(game);
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}
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