* ChooseNewTargets - Fixed some problems with amount targets. Some problem left fix coming soon.

This commit is contained in:
LevelX2 2014-02-04 17:42:54 +01:00
parent 733b0f6b8e
commit 32699757c4
5 changed files with 135 additions and 43 deletions

View file

@ -37,6 +37,7 @@ import mage.Mana;
import mage.ObjectColor;
import mage.abilities.Abilities;
import mage.abilities.Ability;
import mage.abilities.Mode;
import mage.abilities.SpellAbility;
import mage.abilities.costs.Cost;
import mage.abilities.costs.mana.ManaCost;
@ -56,6 +57,7 @@ import mage.game.Game;
import mage.game.events.ZoneChangeEvent;
import mage.players.Player;
import mage.target.Target;
import mage.target.TargetAmount;
import mage.watchers.Watcher;
/**
@ -230,7 +232,6 @@ public class Spell<T extends Spell<T>> implements StackObject, Card {
}
}
/**
* Choose new targets for the spell
*
@ -243,65 +244,150 @@ public class Spell<T extends Spell<T>> implements StackObject, Card {
}
/**
* 114.6. Some effects allow a player to change the target(s) of a spell or
* ability, and other effects allow a player to choose new targets for a
* spell or ability.
*
* 114.6a If an effect allows a player to "change the
* target(s)" of a spell or ability, each target can be changed only to
* another legal target. If a target can't be changed to another legal
* target, the original target is unchanged, even if the original target is
* itself illegal by then. If all the targets aren't changed to other legal
* targets, none of them are changed.
*
* 114.6b If an effect allows a player to "change a target" of a
* spell or ability, the process described in rule 114.6a
* is followed, except that only one of those targets may be changed
* (rather than all of them or none of them).
*
* 114.6c If an effect allows a
* player to "change any targets" of a spell or ability, the process
* described in rule 114.6a is followed, except that any number of those
* targets may be changed (rather than all of them or none of them).
*
* 114.6d If an effect allows a player to "choose new targets" for a spell or
* ability, the player may leave any number of the targets unchanged, even
* if those targets would be illegal. If the player chooses to change some
* or all of the targets, the new targets must be legal and must not cause
* any unchanged targets to become illegal.
*
* 114.6e When changing targets or
* choosing new targets for a spell or ability, only the final set of
* targets is evaluated to determine whether the change is legal.
*
* Example: Arc Trail is a sorcery that reads "Arc Trail deals 2 damage to
* target creature or player and 1 damage to another target creature or
* player." The current targets of Arc Trail are Runeclaw Bear and Llanowar
* Elves, in that order. You cast Redirect, an instant that reads "You may
* choose new targets for target spell," targeting Arc Trail. You can change
* the first target to Llanowar Elves and change the second target to
* Runeclaw Bear.
*
* 114.7. Modal spells and abilities may have different targeting
* requirements for each mode. An effect that allows a player to change the
* target(s) of a modal spell or ability, or to choose new targets for a
* modal spell or ability, doesn't allow that player to change its mode.
* (See rule 700.2.)
*
* 706.10c Some effects copy a spell or ability and state that its
* controller may choose new targets for the copy. The player may leave any
* number of the targets unchanged, even if those targets would be illegal.
* If the player chooses to change some or all of the targets, the new
* targets must be legal. Once the player has decided what the copy's
* targets will be, the copy is put onto the stack with those targets.
*
* @param game
* @param playerId
* @param forceChange - does only work for targets with maximal one targetId
* @param onlyOneTarget - 114.6b one target must be changed to another target
* @param forceChange - does only work for targets with maximum of one
* targetId
* @param onlyOneTarget - 114.6b one target must be changed to another
* target
* @return
*/
public boolean chooseNewTargets(Game game, UUID playerId, boolean forceChange, boolean onlyOneTarget) {
Player player = game.getPlayer(playerId);
if (player != null) {
for(SpellAbility spellAbility: spellAbilities) {
for (Target target: spellAbility.getTargets()) {
Target newTarget = target.copy();
newTarget.clearChosen();
for (UUID targetId: target.getTargets()) {
MageObject object = game.getObject(targetId);
String name = null;
if (object == null) {
Player targetPlayer = game.getPlayer(targetId);
if (targetPlayer != null) {
name = targetPlayer.getName();
}
} else {
name = object.getName();
for (SpellAbility spellAbility : spellAbilities) {
// Some spells can have more than one mode
for (UUID modeId : spellAbility.getModes().getSelectedModes()) {
Mode mode = spellAbility.getModes().get(modeId);
for (Target target : mode.getTargets()) {
Target newTarget = chooseNewTarget(player, spellAbility, mode, target, forceChange, game);
// clear the old target and copy all targets from new target
target.clearChosen();
for (UUID targetId : newTarget.getTargets()) {
target.addTarget(targetId, newTarget.getTargetAmount(targetId), spellAbility, game, false);
}
if (name != null && (forceChange || player.chooseUse(spellAbility.getEffects().get(0).getOutcome(), "Change current target (" + name + ")?", game))) {
if (forceChange && target.possibleTargets(this.getSourceId(), playerId, game).size() > 1 ) {
int iteration = 0;
do {
if (iteration > 0) {
game.informPlayer(player, "You may only select exactly one target that must be different from the origin target!");
}
iteration++;
newTarget.clearChosen();
player.chooseTarget(spellAbility.getEffects().get(0).getOutcome(), newTarget, spellAbility, game);
} while (targetId.equals(newTarget.getFirstTarget()) || newTarget.getTargets().size() != 1);
} else {
if (!player.chooseTarget(spellAbility.getEffects().get(0).getOutcome(), newTarget, spellAbility, game)) {
newTarget.addTarget(targetId, spellAbility, game, false);
}
}
}
else {
newTarget.addTarget(targetId, spellAbility, game, false);
}
}
target.clearChosen();
for (UUID newTargetId: newTarget.getTargets()) {
target.addTarget(newTargetId, spellAbility, game, false);
}
}
}
return true;
}
return false;
}
/**
* Handles the change of one target instance of a mode
*
* @param player
* @param spellAbility
* @param mode
* @param target
* @param forceChange
* @param game
* @return
*/
private Target chooseNewTarget(Player player, SpellAbility spellAbility, Mode mode, Target target, boolean forceChange, Game game) {
Target newTarget = target.copy();
newTarget.clearChosen();
for (UUID targetId : target.getTargets()) {
String targetNames = getNamesOftargets(targetId, game);
// change the target?
if (targetNames != null
&& (forceChange || player.chooseUse(mode.getEffects().get(0).getOutcome(), "Change current target (" + targetNames + ")?", game))) {
// choose exactly one other target
if (forceChange && target.possibleTargets(this.getSourceId(), player.getId(), game).size() > 1) {
int iteration = 0;
do {
if (iteration > 0) {
game.informPlayer(player, "You may only select exactly one target that must be different from the origin target!");
}
iteration++;
newTarget.clearChosen();
player.chooseTarget(mode.getEffects().get(0).getOutcome(), newTarget, spellAbility, game);
} while (player.isInGame() && (targetId.equals(newTarget.getFirstTarget()) || newTarget.getTargets().size() != 1));
// choose a new target
} else {
if (!player.chooseTarget(mode.getEffects().get(0).getOutcome(), newTarget, spellAbility, game)) {
newTarget.addTarget(targetId, target.getTargetAmount(targetId), spellAbility, game, false);
}
}
}
// keep the target
else {
newTarget.addTarget(targetId, target.getTargetAmount(targetId), spellAbility, game, false);
}
}
return newTarget;
}
private String getNamesOftargets(UUID targetId, Game game) {
MageObject object = game.getObject(targetId);
String name = null;
if (object == null) {
Player targetPlayer = game.getPlayer(targetId);
if (targetPlayer != null) {
name = targetPlayer.getName();
}
} else {
name = object.getName();
}
return name;
}
@Override
public void counter(UUID sourceId, Game game) {
card.moveToZone(Zone.GRAVEYARD, sourceId, game, false);