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Merge pull request #5914 from jgray1206/repeated_reverb_fix
added unit test for Repeated Reverberation + add fix for loyalty counter (issue #5882)
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commit
ff6b961e7c
2 changed files with 123 additions and 2 deletions
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@ -60,7 +60,8 @@ class RepeatedReverberationTriggeredAbility extends DelayedTriggeredAbility {
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@Override
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@Override
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public boolean checkEventType(GameEvent event, Game game) {
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public boolean checkEventType(GameEvent event, Game game) {
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return event.getType() == GameEvent.EventType.SPELL_CAST;
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return event.getType() == GameEvent.EventType.SPELL_CAST
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|| event.getType() == GameEvent.EventType.ACTIVATED_ABILITY;
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}
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}
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@Override
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@Override
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@ -117,7 +118,7 @@ class RepeatedReverberationEffect extends OneShotEffect {
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return false;
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return false;
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}
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}
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Player controller = game.getPlayer(source.getControllerId());
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Player controller = game.getPlayer(source.getControllerId());
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Permanent sourcePermanent = game.getPermanent(source.getSourceId());
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Permanent sourcePermanent = game.getPermanent(stackAbility.getStackAbility().getSourceId());
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if (controller == null || sourcePermanent == null) {
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if (controller == null || sourcePermanent == null) {
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return false;
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return false;
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}
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}
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@ -0,0 +1,120 @@
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package org.mage.test.cards.single;
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import mage.constants.PhaseStep;
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import mage.constants.Zone;
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import mage.counters.CounterType;
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import org.junit.Test;
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import org.mage.test.serverside.base.CardTestPlayerBase;
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/**
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*
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* @author Jgray1206
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*/
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public class RepeatedReverberationTest extends CardTestPlayerBase {
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/* Repeated Reverberation {2}{R}{R}
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* When you next cast an instant spell, cast a sorcery spell, or activate a loyalty ability this turn, copy that spell or ability twice.
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* You may choose new targets for the copies.
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*/
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String repeatedReverb = "Repeated Reverberation";
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/**
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* https://github.com/magefree/mage/issues/5882
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* Repeated Reverberation was not working with loyalty counter abilities.
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*/
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@Test
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public void testRepeatedReverberationWorksWithLoyaltyAbilities() {
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/* Ajani Goldmane: {2}{W}{W} starts with 4 Loyality counters
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* +1: You gain 2 life.
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* -1: Put a +1/+1 counter on each creature you control. Those creatures gain vigilance until end of turn.
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* -6: Put a white Avatar creature token onto the battlefield. It has "This creature's power and toughness are each equal to your life total."
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*/
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String ajani = "Ajani Goldmane";
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addCard(Zone.HAND, playerA, ajani);
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addCard(Zone.HAND, playerA, repeatedReverb);
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addCard(Zone.BATTLEFIELD, playerA, "Plains", 4);
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addCard(Zone.BATTLEFIELD, playerA, "Mountain", 4);
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castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerA, ajani);
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castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerA, repeatedReverb);
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activateAbility(1, PhaseStep.PRECOMBAT_MAIN, playerA, "+1: You gain 2 life");
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setStopAt(1, PhaseStep.BEGIN_COMBAT);
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setStrictChooseMode(true);
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execute();
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assertPermanentCount(playerA, ajani, 1);
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assertGraveyardCount(playerA, repeatedReverb, 1);
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assertCounterCount(ajani, CounterType.LOYALTY, 5); // 4 + 1 = 5
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assertLife(playerA, 26);
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assertAllCommandsUsed();
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}
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@Test
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public void testRepeatedReverberationWorksWithInstants() {
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/* Soothing Balm - Instant {1}{W}
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* Target player gains 5 life
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* Just an arbitrary instant to test reverb with.
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*/
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String soothingBalm = "Soothing Balm";
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addCard(Zone.HAND, playerA, soothingBalm);
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addCard(Zone.HAND, playerA, repeatedReverb);
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addCard(Zone.BATTLEFIELD, playerA, "Plains", 4);
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addCard(Zone.BATTLEFIELD, playerA, "Mountain", 4);
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castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerA, repeatedReverb);
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waitStackResolved(1, PhaseStep.PRECOMBAT_MAIN, playerA);
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castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerA, soothingBalm);
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addTarget(playerA, playerA);
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setChoice(playerA, "Yes"); //Choose new targets?
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addTarget(playerA, playerB);
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setChoice(playerA, "Yes"); //Choose new targets?
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addTarget(playerA, playerA);
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setStopAt(1, PhaseStep.BEGIN_COMBAT);
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setStrictChooseMode(true);
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execute();
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assertGraveyardCount(playerA, soothingBalm, 1);
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assertGraveyardCount(playerA, repeatedReverb, 1);
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assertLife(playerA, 30);
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assertLife(playerB, 25);
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assertAllCommandsUsed();
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}
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@Test
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public void testRepeatedReverberationWorksWithSorceries() {
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/* Soul Feast - Sorcery {3}{B}{B}
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* Target player loses 4 life. You gain 4 life.
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* Just an arbitrary sorcery to test reverb with.
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*/
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String soulFeast = "Soul Feast";
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addCard(Zone.HAND, playerA, soulFeast);
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addCard(Zone.HAND, playerA, repeatedReverb);
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addCard(Zone.BATTLEFIELD, playerA, "Swamp", 5);
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addCard(Zone.BATTLEFIELD, playerA, "Mountain", 4);
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castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerA, repeatedReverb);
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castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerA, soulFeast);
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addTarget(playerA, playerB);
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setChoice(playerA, "No"); //Choose new targets?
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setChoice(playerA, "No"); //Choose new targets?
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setStopAt(1, PhaseStep.BEGIN_COMBAT);
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setStrictChooseMode(true);
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execute();
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assertGraveyardCount(playerA, soulFeast, 1);
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assertGraveyardCount(playerA, repeatedReverb, 1);
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assertLife(playerA, 32);
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assertLife(playerB, 8);
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assertAllCommandsUsed();
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}
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}
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