* Fixed a bug of ConditionalTriggeredAbility if the ability triggered multiple times at the same time.

This commit is contained in:
LevelX2 2015-08-01 18:27:17 +02:00
parent 539603af3d
commit 2b617fa6f7
7 changed files with 137 additions and 79 deletions

View file

@ -27,20 +27,22 @@
*/
package mage.sets.magic2012;
import mage.constants.*;
import java.util.UUID;
import mage.MageInt;
import mage.abilities.Ability;
import mage.abilities.common.SimpleActivatedAbility;
import mage.abilities.costs.common.TapSourceCost;
import mage.abilities.costs.mana.ColoredManaCost;
import mage.abilities.effects.OneShotEffect;
import mage.cards.Card;
import mage.cards.CardImpl;
import mage.constants.CardType;
import mage.constants.ColoredManaSymbol;
import mage.constants.Outcome;
import mage.constants.Rarity;
import mage.constants.Zone;
import mage.game.Game;
import mage.players.Player;
import java.util.UUID;
/**
* @author Loki
*/
@ -55,6 +57,7 @@ public class JacesArchivist extends CardImpl {
this.power = new MageInt(2);
this.toughness = new MageInt(2);
// {U}, {T}: Each player discards his or her hand, then draws cards equal to the greatest number of cards a player discarded this way.
Ability ability = new SimpleActivatedAbility(Zone.BATTLEFIELD, new JacesArchivistEffect(), new ColoredManaCost(ColoredManaSymbol.U));
ability.addCost(new TapSourceCost());
this.addAbility(ability);
@ -71,6 +74,7 @@ public class JacesArchivist extends CardImpl {
}
class JacesArchivistEffect extends OneShotEffect {
JacesArchivistEffect() {
super(Outcome.Discard);
staticText = "Each player discards his or her hand, then draws cards equal to the greatest number of cards a player discarded this way";
@ -83,20 +87,18 @@ class JacesArchivistEffect extends OneShotEffect {
@Override
public boolean apply(Game game, Ability source) {
int maxDiscarded = 0;
Player sourcePlayer = game.getPlayer(source.getControllerId());
for (UUID playerId : sourcePlayer.getInRange()) {
Player controller = game.getPlayer(source.getControllerId());
for (UUID playerId : game.getState().getPlayersInRange(controller.getId(), game)) {
Player player = game.getPlayer(playerId);
if (player != null) {
int discarded = 0;
for (Card c : player.getHand().getCards(game)) {
if (player.discard(c, source, game))
discarded++;
}
if (discarded > maxDiscarded)
int discarded = player.getHand().size();
player.discard(discarded, false, source, game);
if (discarded > maxDiscarded) {
maxDiscarded = discarded;
}
}
}
for (UUID playerId : sourcePlayer.getInRange()) {
for (UUID playerId : game.getState().getPlayersInRange(controller.getId(), game)) {
Player player = game.getPlayer(playerId);
if (player != null) {
player.drawCards(maxDiscarded, game);

View file

@ -39,108 +39,156 @@ import org.mage.test.serverside.base.CardTestMultiPlayerBase;
* @author LevelX2
*/
public class BloodchiefAscensionTest extends CardTestMultiPlayerBase {
@Test
@Test
public void testBloodchiefAscensionAllPlayers() {
// Enchantment
// At the beginning of each end step, if an opponent lost 2 or more life this turn, you may put a quest counter on Bloodchief Ascension. (Damage causes loss of life.)
// Whenever a card is put into an opponent's graveyard from anywhere, if Bloodchief Ascension has three or more quest counters on it, you may have that player lose 2 life. If you do, you gain 2 life.
// Whenever a card is put into an opponent's graveyard from anywhere, if Bloodchief Ascension has three or more quest counters on it, you may have that player lose 2 life. If you do, you gain 2 life.
addCard(Zone.BATTLEFIELD, playerA, "Bloodchief Ascension");
addCard(Zone.BATTLEFIELD, playerA, "Mountain",3);
addCard(Zone.BATTLEFIELD, playerA, "Mountain", 3);
addCard(Zone.HAND, playerA, "Fireball");
addCard(Zone.BATTLEFIELD, playerD, "Mountain",3);
addCard(Zone.BATTLEFIELD, playerD, "Mountain", 3);
addCard(Zone.HAND, playerD, "Fireball");
addCard(Zone.BATTLEFIELD, playerC, "Mountain",3);
addCard(Zone.BATTLEFIELD, playerC, "Mountain", 3);
addCard(Zone.HAND, playerC, "Fireball");
addCard(Zone.BATTLEFIELD, playerB, "Mountain",3);
addCard(Zone.BATTLEFIELD, playerB, "Mountain", 3);
addCard(Zone.HAND, playerB, "Fireball");
castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Fireball", playerA);
setChoice(playerA, "X=2");
castSpell(2, PhaseStep.PRECOMBAT_MAIN, playerD, "Fireball", playerD);
setChoice(playerD, "X=2");
castSpell(3, PhaseStep.PRECOMBAT_MAIN, playerC, "Fireball", playerC);
setChoice(playerC, "X=2");
castSpell(4, PhaseStep.PRECOMBAT_MAIN, playerB, "Fireball", playerB);
setChoice(playerB, "X=2");
// Player order: A -> D -> C -> B
// Player order: A -> D -> C -> B
setStopAt(4, PhaseStep.END_TURN);
execute();
assertLife(playerA, 18);
assertLife(playerB, 18);
assertLife(playerC, 18);
assertLife(playerD, 18);
assertGraveyardCount(playerA, "Fireball", 1);
assertGraveyardCount(playerB, "Fireball", 1);
assertGraveyardCount(playerC, "Fireball", 1);
assertGraveyardCount(playerD, "Fireball", 1);
assertCounterCount("Bloodchief Ascension", CounterType.QUEST, 2); // 1 opponent out of range
}
/**
* One of my opponents in a multiplayer game had a Bloodchief Ascension in play. I took lethal damage on my turn,
* but he didn't get a counter on Bloodchief Ascension at my end step. I think he should, even though I had left
* the game from dying, because of:
*
* 800.4g. If a player leaves the game during his or her turn, that turn continues to its completion without an
* active player. If the active player would receive priority, instead the next player in turn order receives priority,
* or the top object on the stack resolves, or the phase or step ends, whichever is appropriate.
*/
}
/**
* One of my opponents in a multiplayer game had a Bloodchief Ascension in
* play. I took lethal damage on my turn, but he didn't get a counter on
* Bloodchief Ascension at my end step. I think he should, even though I had
* left the game from dying, because of:
*
* 800.4g. If a player leaves the game during his or her turn, that turn
* continues to its completion without an active player. If the active
* player would receive priority, instead the next player in turn order
* receives priority, or the top object on the stack resolves, or the phase
* or step ends, whichever is appropriate.
*/
@Test
public void testBloodchiefAscension() {
// Enchantment
// At the beginning of each end step, if an opponent lost 2 or more life this turn, you may put a quest counter on Bloodchief Ascension. (Damage causes loss of life.)
// Whenever a card is put into an opponent's graveyard from anywhere, if Bloodchief Ascension has three or more quest counters on it, you may have that player lose 2 life. If you do, you gain 2 life.
// Whenever a card is put into an opponent's graveyard from anywhere, if Bloodchief Ascension has three or more quest counters on it, you may have that player lose 2 life. If you do, you gain 2 life.
addCard(Zone.BATTLEFIELD, playerA, "Bloodchief Ascension");
addCard(Zone.BATTLEFIELD, playerA, "Mountain",3);
addCard(Zone.BATTLEFIELD, playerA, "Mountain", 3);
addCard(Zone.HAND, playerA, "Fireball");
addCard(Zone.BATTLEFIELD, playerD, "Mountain",3);
addCard(Zone.BATTLEFIELD, playerD, "Mountain", 3);
addCard(Zone.HAND, playerD, "Fireball");
addCard(Zone.BATTLEFIELD, playerC, "Mountain",3);
addCard(Zone.BATTLEFIELD, playerC, "Mountain", 3);
addCard(Zone.HAND, playerC, "Fireball");
addCard(Zone.BATTLEFIELD, playerB, "Mountain",21);
addCard(Zone.BATTLEFIELD, playerB, "Mountain", 21);
addCard(Zone.HAND, playerB, "Fireball");
castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Fireball", playerA);
setChoice(playerA, "X=2");
castSpell(2, PhaseStep.PRECOMBAT_MAIN, playerD, "Fireball", playerD);
setChoice(playerD, "X=2");
castSpell(3, PhaseStep.PRECOMBAT_MAIN, playerC, "Fireball", playerC);
setChoice(playerC, "X=2");
castSpell(4, PhaseStep.PRECOMBAT_MAIN, playerB, "Fireball", playerB);
setChoice(playerB, "X=20");
// Player order: A -> D -> C -> B
// Player order: A -> D -> C -> B
setStopAt(4, PhaseStep.END_TURN);
execute();
assertLife(playerA, 18);
assertLife(playerB, 0);
assertLife(playerC, 18);
assertLife(playerD, 18);
Assert.assertTrue("playerB has lost", playerB.hasLost());
assertGraveyardCount(playerA, "Fireball", 1);
assertGraveyardCount(playerC, "Fireball", 1);
assertGraveyardCount(playerD, "Fireball", 1);
assertCounterCount("Bloodchief Ascension", CounterType.QUEST, 2); // 1 opponent out of range
assertGraveyardCount(playerD, "Fireball", 1);
assertCounterCount("Bloodchief Ascension", CounterType.QUEST, 2); // 1 opponent out of range
}
/**
* Bloodchief Ascension effect is not working corretly on multiplayer.
* Whenever one player activated Jace's Archivist, the damage of the
* discarded cards was going on a single player, not on the players who
* discarded the cards.
*/
@Test
public void testJacesArchivist() {
// Enchantment
// At the beginning of each end step, if an opponent lost 2 or more life this turn, you may put a quest counter on Bloodchief Ascension. (Damage causes loss of life.)
// Whenever a card is put into an opponent's graveyard from anywhere, if Bloodchief Ascension has three or more quest counters on it, you may have that player lose 2 life. If you do, you gain 2 life.
skipInitShuffling();
addCard(Zone.LIBRARY, playerA, "Auramancer");
addCard(Zone.HAND, playerA, "Auramancer", 2);
addCard(Zone.BATTLEFIELD, playerD, "Bloodchief Ascension");
addCounters(2, PhaseStep.UPKEEP, playerD, "Bloodchief Ascension", CounterType.QUEST, 3);
addCard(Zone.BATTLEFIELD, playerD, "Island", 1);
// {U}, {T}: Each player discards his or her hand, then draws cards equal to the greatest number of cards a player discarded this way.
addCard(Zone.BATTLEFIELD, playerD, "Jace's Archivist", 1); // {1}{U}{U}
addCard(Zone.LIBRARY, playerD, "Demolish");
addCard(Zone.HAND, playerD, "Demolish", 1);
addCard(Zone.HAND, playerC, "Cobblebrute", 4);
addCard(Zone.HAND, playerB, "Bellows Lizard", 5);
// Player order: A -> D -> C -> B
activateAbility(2, PhaseStep.PRECOMBAT_MAIN, playerD, "{U},{T}: Each player discards");
setStopAt(2, PhaseStep.BEGIN_COMBAT);
execute();
assertGraveyardCount(playerA, "Auramancer", 3);
assertGraveyardCount(playerD, "Demolish", 2);
assertGraveyardCount(playerC, "Cobblebrute", 4);
assertHandCount(playerA, 4);
assertHandCount(playerD, 4);
assertHandCount(playerC, 4);
assertHandCount(playerB, "Bellows Lizard", 5);
assertLife(playerA, 14);
assertLife(playerD, 34);
assertLife(playerC, 12);
assertLife(playerB, 20);
}
}

View file

@ -44,7 +44,6 @@ import mage.target.targetpointer.FixedTarget;
*
* @author LevelX2
*/
public class PutCardIntoGraveFromAnywhereAllTriggeredAbility extends TriggeredAbilityImpl {
private final FilterCard filter;
@ -58,7 +57,7 @@ public class PutCardIntoGraveFromAnywhereAllTriggeredAbility extends TriggeredAb
public PutCardIntoGraveFromAnywhereAllTriggeredAbility(Effect effect, boolean optional, FilterCard filter, TargetController targetController) {
this(effect, optional, filter, targetController, SetTargetPointer.NONE);
}
public PutCardIntoGraveFromAnywhereAllTriggeredAbility(Effect effect, boolean optional, FilterCard filter, TargetController targetController, SetTargetPointer setTargetPointer) {
this(Zone.BATTLEFIELD, effect, optional, filter, targetController, setTargetPointer);
}
@ -110,13 +109,13 @@ public class PutCardIntoGraveFromAnywhereAllTriggeredAbility extends TriggeredAb
if (card != null && filter.match(card, getSourceId(), getControllerId(), game)) {
switch (setTargetPointer) {
case CARD:
for (Effect effect: getEffects()) {
effect.setTargetPointer(new FixedTarget(card.getId()));
for (Effect effect : getEffects()) {
effect.setTargetPointer(new FixedTarget(card.getId(), card.getZoneChangeCounter(game)));
}
break;
case PLAYER:
for (Effect effect: getEffects()) {
effect.setTargetPointer(new FixedTarget(card.getOwnerId()));
for (Effect effect : getEffects()) {
effect.setTargetPointer(new FixedTarget(card.getOwnerId(), 0));
}
break;

View file

@ -28,8 +28,6 @@
package mage.abilities.decorator;
import java.util.UUID;
import mage.constants.Zone;
import mage.abilities.ActivatedAbilityImpl;
import mage.abilities.condition.Condition;
import mage.abilities.costs.Cost;
@ -38,6 +36,7 @@ import mage.abilities.costs.mana.ManaCosts;
import mage.abilities.effects.Effect;
import mage.abilities.effects.Effects;
import mage.constants.EffectType;
import mage.constants.Zone;
import mage.game.Game;
/**
@ -47,12 +46,12 @@ import mage.game.Game;
*/
public class ConditionalGainActivatedAbility extends ActivatedAbilityImpl {
private Condition condition;
private String staticText = "";
private final Condition condition;
private String staticText = "";
private static final Effects emptyEffects = new Effects();
private static final Effects emptyEffects = new Effects();
public ConditionalGainActivatedAbility(Zone zone, Effect effect, ManaCosts cost, Condition condition, String rule) {
public ConditionalGainActivatedAbility(Zone zone, Effect effect, ManaCosts cost, Condition condition, String rule) {
super(zone, effect, cost);
this.condition = condition;
this.staticText = rule;

View file

@ -1,9 +1,11 @@
package mage.abilities.decorator;
import mage.abilities.Modes;
import mage.abilities.TriggeredAbility;
import mage.abilities.TriggeredAbilityImpl;
import mage.abilities.condition.Condition;
import mage.abilities.effects.Effects;
import mage.constants.EffectType;
import mage.game.Game;
import mage.game.events.GameEvent;
@ -34,7 +36,7 @@ public class ConditionalTriggeredAbility extends TriggeredAbilityImpl {
public ConditionalTriggeredAbility(final ConditionalTriggeredAbility triggered) {
super(triggered);
this.ability = triggered.ability;
this.ability = triggered.ability.copy();
this.condition = triggered.condition;
this.text = triggered.text;
}
@ -74,4 +76,14 @@ public class ConditionalTriggeredAbility extends TriggeredAbilityImpl {
return ability.getEffects();
}
@Override
public Modes getModes() {
return ability.getModes();
}
@Override
public Effects getEffects(Game game, EffectType effectType) {
return ability.getEffects(game, effectType);
}
}

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.common;
import mage.abilities.Ability;
@ -103,5 +102,4 @@ public class LoseLifeTargetEffect extends OneShotEffect {
return sb.toString();
}
}

View file

@ -693,7 +693,7 @@ public abstract class PlayerImpl implements Player, Serializable {
@Override
public Cards discard(int amount, boolean random, Ability source, Game game) {
Cards discardedCards = new CardsImpl();
if (this.getHand().size() == 1) {
if (this.getHand().size() == 1 || this.getHand().size() == amount) {
discardedCards.addAll(this.getHand());
while (this.getHand().size() > 0) {
discard(this.getHand().get(this.getHand().iterator().next(), game), source, game);