forked from External/mage
refactor: improved damaged batch events, added todo to fix (related to #10870)
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27 changed files with 138 additions and 125 deletions
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@ -1,6 +1,5 @@
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package mage.game;
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import static java.util.Collections.emptyList;
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import mage.MageObject;
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import mage.MageObjectReference;
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import mage.abilities.*;
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@ -45,6 +44,8 @@ import java.util.*;
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import java.util.function.Function;
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import java.util.stream.Collectors;
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import static java.util.Collections.emptyList;
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/**
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* @author BetaSteward_at_googlemail.com
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* <p>
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@ -816,53 +817,44 @@ public class GameState implements Serializable, Copyable<GameState> {
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}
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public void addSimultaneousDamage(DamagedEvent damagedEvent, Game game) {
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// This method does look for Batch Event in simultaneousEvents to batch
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// damagedEvent with. For each kind of batch, either there is a batch
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// of the proper class fitting the damagedEvent, or there is not.
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// Combine multiple damage events in the single event (batch)
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// * per damage type (see GameEvent.DAMAGED_BATCH_FOR_PERMANENTS, GameEvent.DAMAGED_BATCH_FOR_PLAYERS)
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// * per player (see GameEvent.DAMAGED_BATCH_FOR_ONE_PLAYER)
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//
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// If there is not one of the batched event (i.e. if the respective flag is
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// at false after the loop), then a batched event is created for future
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// events to be batched with.
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// Warning, one event can be stored in multiple batches,
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// example: DAMAGED_BATCH_FOR_PLAYERS + DAMAGED_BATCH_FOR_ONE_PLAYER
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// All damage from any source to anything
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// the batch is of class DamagedBatchEvent
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boolean flagBatchAll = false;
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// All damage from any source to a specific player (damagedEvent.getPlayerId())
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// the batch is of class DamagedPlayerBatchOnePlayerEvent
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boolean flagBatchForPlayer = false;
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boolean isPlayerDamage = damagedEvent instanceof DamagedPlayerEvent;
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// existing batch
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boolean isDamageBatchUsed = false;
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boolean isPlayerBatchUsed = false;
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for (GameEvent event : simultaneousEvents) {
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// per damage type
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if ((event instanceof DamagedBatchEvent)
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&& ((DamagedBatchEvent) event).getDamageClazz().isInstance(damagedEvent)) {
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// existing batch for damage of that damage class.
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((DamagedBatchEvent) event).addEvent(damagedEvent);
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flagBatchAll = true;
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isDamageBatchUsed = true;
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}
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if (event instanceof DamagedPlayerBatchOnePlayerEvent) {
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DamagedPlayerBatchOnePlayerEvent eventForPlayer = (DamagedPlayerBatchOnePlayerEvent) event;
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if (eventForPlayer.getDamageClazz().isInstance(damagedEvent)
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// per player
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if (isPlayerDamage && event instanceof DamagedBatchForOnePlayerEvent) {
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DamagedBatchForOnePlayerEvent oldPlayerBatch = (DamagedBatchForOnePlayerEvent) event;
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if (oldPlayerBatch.getDamageClazz().isInstance(damagedEvent)
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&& event.getPlayerId().equals(damagedEvent.getTargetId())) {
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// existing batch for damage of that damage class to the same player
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eventForPlayer.addEvent(damagedEvent);
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flagBatchForPlayer = true;
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oldPlayerBatch.addEvent(damagedEvent);
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isPlayerBatchUsed = true;
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}
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}
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}
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if (!flagBatchAll) {
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// new batch for any kind of damage, creating a fresh one with damagedEvent inside.
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// new batch
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if (!isDamageBatchUsed) {
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addSimultaneousEvent(DamagedBatchEvent.makeEvent(damagedEvent), game);
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}
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if (!flagBatchForPlayer && damagedEvent.getPlayerId() != null && damagedEvent.getPlayerId().equals(damagedEvent.getTargetId())) {
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// new batch for damage from any source to the specific damaged player,
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// creating a fresh one with damagedEvent inside.
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DamagedBatchEvent event = new DamagedPlayerBatchOnePlayerEvent(damagedEvent.getPlayerId());
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if (!isPlayerBatchUsed && isPlayerDamage) {
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DamagedBatchEvent event = new DamagedBatchForOnePlayerEvent(damagedEvent.getTargetId());
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event.addEvent(damagedEvent);
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addSimultaneousEvent(event, game);
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}
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