Reworking goad effects (ready for review) (#8034)

* changing goad to designation, refactored goad effects to be continuous

* [AFC] Implemented Vengeful Ancestor

* reworked effects which goad an attached creature

* updated goading implementation

* updated combat with new goad logic

* some more changes, added a test

* another fix

* update to test, still fails

* added more failing tests

* more failing tests

* added additional goad check

* small fix to two tests (still failing

* added a regular combat test (passes and fails randomly)

* fixed bug in computer player random selection

* some changes to how TargetDefender is handled

* removed unnecessary class

* more combat fixes, tests pass now

* removed tests which no longer work due to combat changes

* small merge fix

* [NEC] Implemented Komainu Battle Armor

* [NEC] Implemented Kaima, the Fractured Calm

* [NEC] added all variants
This commit is contained in:
Evan Kranzler 2022-02-15 09:18:21 -05:00 committed by GitHub
parent 5725873aeb
commit 4591ac07cc
No known key found for this signature in database
GPG key ID: 4AEE18F83AFDEB23
30 changed files with 812 additions and 438 deletions

View file

@ -440,65 +440,76 @@ public class Combat implements Serializable, Copyable<Combat> {
for (Permanent creature : player.getAvailableAttackers(game)) {
boolean mustAttack = false;
Set<UUID> defendersForcedToAttack = new HashSet<>();
// check if a creature has to attack
for (Map.Entry<RequirementEffect, Set<Ability>> entry : game.getContinuousEffects().getApplicableRequirementEffects(creature, false, game).entrySet()) {
RequirementEffect effect = entry.getKey();
if (effect.mustAttack(game)
&& checkAttackRestrictions(player, game)) { // needed for Goad Effect
if (creature.getGoadingPlayers().isEmpty()) {
// check if a creature has to attack
for (Map.Entry<RequirementEffect, Set<Ability>> entry : game.getContinuousEffects().getApplicableRequirementEffects(creature, false, game).entrySet()) {
RequirementEffect effect = entry.getKey();
if (!effect.mustAttack(game)) {
continue;
}
mustAttack = true;
for (Ability ability : entry.getValue()) {
UUID defenderId = effect.mustAttackDefender(ability, game);
if (defenderId != null) {
if (defenders.contains(defenderId)) {
defendersForcedToAttack.add(defenderId);
}
if (defenderId != null && defenders.contains(defenderId)) {
defendersForcedToAttack.add(defenderId);
}
break;
}
}
} else {
// if creature is goaded then we start with assumption that it needs to attack any player
mustAttack = true;
defendersForcedToAttack.addAll(defenders);
}
if (mustAttack) {
// check which defenders the forced to attack creature can attack without paying a cost
Set<UUID> defendersCostlessAttackable = new HashSet<>(defenders);
for (UUID defenderId : defenders) {
if (game.getContinuousEffects().checkIfThereArePayCostToAttackBlockEffects(
new DeclareAttackerEvent(defenderId, creature.getId(), creature.getControllerId()), game)) {
defendersCostlessAttackable.remove(defenderId);
defendersForcedToAttack.remove(defenderId);
}
}
// force attack only if a defender can be attacked without paying a cost
if (!defendersCostlessAttackable.isEmpty()) {
creaturesForcedToAttack.put(creature.getId(), defendersForcedToAttack);
// No need to attack a special defender
if (defendersForcedToAttack.isEmpty()) {
if (defendersCostlessAttackable.size() == 1) {
player.declareAttacker(creature.getId(), defendersCostlessAttackable.iterator().next(), game, false);
} else {
TargetDefender target = new TargetDefender(defendersCostlessAttackable, creature.getId());
target.setRequired(true);
target.setTargetName("planeswalker or player for " + creature.getLogName() + " to attack (must attack effect)");
if (player.chooseTarget(Outcome.Damage, target, null, game)) {
player.declareAttacker(creature.getId(), target.getFirstTarget(), game, false);
}
}
} else {
if (defendersForcedToAttack.size() == 1) {
player.declareAttacker(creature.getId(), defendersForcedToAttack.iterator().next(), game, false);
} else {
TargetDefender target = new TargetDefender(defendersForcedToAttack, creature.getId());
target.setRequired(true);
target.setTargetName("planeswalker or player for " + creature.getLogName() + " to attack (must attack effect)");
if (player.chooseTarget(Outcome.Damage, target, null, game)) {
player.declareAttacker(creature.getId(), target.getFirstTarget(), game, false);
}
}
}
}
if (!mustAttack) {
continue;
}
// check which defenders the forced to attack creature can attack without paying a cost
Set<UUID> defendersCostlessAttackable = new HashSet<>(defenders);
for (UUID defenderId : defenders) {
if (game.getContinuousEffects().checkIfThereArePayCostToAttackBlockEffects(
new DeclareAttackerEvent(defenderId, creature.getId(), creature.getControllerId()), game
)) {
defendersCostlessAttackable.remove(defenderId);
defendersForcedToAttack.remove(defenderId);
continue;
}
for (Map.Entry<RestrictionEffect, Set<Ability>> entry : game.getContinuousEffects().getApplicableRestrictionEffects(creature, game).entrySet()) {
if (entry
.getValue()
.stream()
.anyMatch(ability -> entry.getKey().canAttack(
creature, defenderId, ability, game, false
))) {
continue;
}
defendersCostlessAttackable.remove(defenderId);
defendersForcedToAttack.remove(defenderId);
break;
}
}
// if creature can attack someone other than a player that goaded them
// then they attack one of those players, otherwise they attack any player
if (!defendersForcedToAttack.stream().allMatch(creature.getGoadingPlayers()::contains)) {
defendersForcedToAttack.removeAll(creature.getGoadingPlayers());
}
// force attack only if a defender can be attacked without paying a cost
if (defendersCostlessAttackable.isEmpty()) {
continue;
}
creaturesForcedToAttack.put(creature.getId(), defendersForcedToAttack);
// No need to attack a special defender
Set<UUID> defendersToChooseFrom = defendersForcedToAttack.isEmpty() ? defendersCostlessAttackable : defendersForcedToAttack;
if (defendersToChooseFrom.size() == 1) {
player.declareAttacker(creature.getId(), defendersToChooseFrom.iterator().next(), game, false);
continue;
}
TargetDefender target = new TargetDefender(defendersToChooseFrom, creature.getId());
target.setRequired(true);
target.setTargetName("planeswalker or player for " + creature.getLogName() + " to attack (must attack effect)");
if (player.chooseTarget(Outcome.Damage, target, null, game)) {
player.declareAttacker(creature.getId(), target.getFirstTarget(), game, false);
}
}
}
@ -529,28 +540,30 @@ public class Combat implements Serializable, Copyable<Combat> {
for (Map.Entry<RestrictionEffect, Set<Ability>> entry : game.getContinuousEffects().getApplicableRestrictionEffects(attackingCreature, game).entrySet()) {
RestrictionEffect effect = entry.getKey();
for (Ability ability : entry.getValue()) {
if (!effect.canAttackCheckAfter(numberAttackers, ability, game, true)) {
MageObject sourceObject = ability.getSourceObject(game);
if (attackingPlayer.isHuman()) {
attackingPlayer.resetPlayerPassedActions();
game.informPlayer(attackingPlayer, attackingCreature.getIdName() + " can't attack this way (" + (sourceObject == null ? "null" : sourceObject.getIdName()) + ')');
return false;
} else {
// remove attacking creatures for AI that are not allowed to attack
// can create possible not allowed attack scenarios, but not sure how to solve this
for (CombatGroup combatGroup : this.getGroups()) {
if (combatGroup.getAttackers().contains(attackingCreatureId)) {
attackerToRemove = attackingCreatureId;
}
}
check = true; // do the check again
if (numberOfChecks > 50) {
logger.error("Seems to be an AI declare attacker lock (reached 50 check iterations) " + (sourceObject == null ? "null" : sourceObject.getIdName()));
return true; // break the check
}
continue Check;
}
if (effect.canAttackCheckAfter(numberAttackers, ability, game, true)) {
continue;
}
MageObject sourceObject = ability.getSourceObject(game);
if (attackingPlayer.isHuman()) {
attackingPlayer.resetPlayerPassedActions();
game.informPlayer(attackingPlayer, attackingCreature.getIdName() + " can't attack this way (" + (sourceObject == null ? "null" : sourceObject.getIdName()) + ')');
return false;
}
// remove attacking creatures for AI that are not allowed to attack
// can create possible not allowed attack scenarios, but not sure how to solve this
if (this.getGroups()
.stream()
.map(CombatGroup::getAttackers)
.flatMap(Collection::stream)
.anyMatch(attackingCreatureId::equals)) {
attackerToRemove = attackingCreatureId;
}
check = true; // do the check again
if (numberOfChecks > 50) {
logger.error("Seems to be an AI declare attacker lock (reached 50 check iterations) " + (sourceObject == null ? "null" : sourceObject.getIdName()));
return true; // break the check
}
continue Check;
}
}
}
@ -1300,21 +1313,20 @@ public class Combat implements Serializable, Copyable<Combat> {
@SuppressWarnings("deprecation")
public boolean declareAttacker(UUID creatureId, UUID defenderId, UUID playerId, Game game) {
Permanent attacker = game.getPermanent(creatureId);
if (attacker != null) {
if (!game.replaceEvent(new DeclareAttackerEvent(defenderId, creatureId, playerId))) {
if (addAttackerToCombat(creatureId, defenderId, game)) {
if (!attacker.hasAbility(VigilanceAbility.getInstance(), game)
&& !attacker.hasAbility(JohanVigilanceAbility.getInstance(), game)) {
if (!attacker.isTapped()) {
attacker.setTapped(true);
attackersTappedByAttack.add(attacker.getId());
}
}
return true;
}
}
if (attacker == null
|| game.replaceEvent(new DeclareAttackerEvent(defenderId, creatureId, playerId))
|| !addAttackerToCombat(creatureId, defenderId, game)) {
return false;
}
return false;
if (attacker.hasAbility(VigilanceAbility.getInstance(), game)
|| attacker.hasAbility(JohanVigilanceAbility.getInstance(), game)) {
return true;
}
if (!attacker.isTapped()) {
attacker.setTapped(true);
attackersTappedByAttack.add(attacker.getId());
}
return true;
}
public boolean addAttackerToCombat(UUID attackerId, UUID defenderId, Game game) {