forked from External/mage
multiple player/opponent choose - fixed that game ask players in random order instead APNAP (closes #12532);
game: fixed wrong player restore for TestPlayer and SimulatedPlayer2;
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eee1462eba
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1e2d179410
12 changed files with 404 additions and 100 deletions
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@ -158,31 +158,42 @@ public interface Game extends MageItem, Serializable, Copyable<Game> {
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Player getPlayerOrPlaneswalkerController(UUID playerId);
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/**
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* Static players list from start of the game. Use it to find player by ID.
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*/
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Players getPlayers();
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/**
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* Static players list from start of the game. Use it to interate by starting turn order.
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* WARNING, it's ignore range and leaved players, so use it game engine only
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*/
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PlayerList getPlayerList();
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/**
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* Returns opponents list in range for the given playerId. Use it to interate by starting turn order.
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* Warning, it will return dead players until end of turn.
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*/
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default Set<UUID> getOpponents(UUID playerId) {
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return getOpponents(playerId, false);
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}
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/**
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* Returns a Set of opponents in range for the given playerId
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* Returns opponents list in range for the given playerId. Use it to interate by starting turn order.
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* Warning, it will return dead players until end of turn.
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*
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* @param playerId
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* @param excludeDeadPlayers Determines if players who have lost are excluded from the list
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* @return
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* @param excludeDeadPlayers exclude dead player immediately without waiting range update on next turn
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*/
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default Set<UUID> getOpponents(UUID playerId, boolean excludeDeadPlayers) {
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Player player = getPlayer(playerId);
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if (player == null) {
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return new HashSet<>();
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return new LinkedHashSet<>();
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}
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return player.getInRange().stream()
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return this.getPlayerList().stream()
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.filter(opponentId -> !opponentId.equals(playerId))
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.filter(player::hasPlayerInRange)
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.filter(opponentId -> !excludeDeadPlayers || !getPlayer(opponentId).hasLost())
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.collect(Collectors.toSet());
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.collect(Collectors.toCollection(LinkedHashSet::new));
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}
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default boolean isActivePlayer(UUID playerId) {
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