forked from External/mage
Redesigned handling of attack allowed check related to the complete attack.
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parent
359dc3f537
commit
4d01eb143a
15 changed files with 267 additions and 176 deletions
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@ -36,11 +36,10 @@ import java.util.List;
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import java.util.Map;
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import java.util.Set;
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import java.util.UUID;
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import mage.MageObject;
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import mage.abilities.Ability;
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import mage.abilities.effects.RequirementEffect;
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import mage.abilities.effects.RestrictionEffect;
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import mage.abilities.keyword.CanAttackOnlyAloneAbility;
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import mage.abilities.keyword.CantAttackAloneAbility;
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import mage.abilities.keyword.VigilanceAbility;
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import mage.constants.CardType;
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import mage.constants.Outcome;
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@ -58,12 +57,15 @@ import mage.target.common.TargetDefender;
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import mage.util.CardUtil;
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import mage.util.Copyable;
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import mage.util.trace.TraceUtil;
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import org.apache.log4j.Logger;
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/**
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* @author BetaSteward_at_googlemail.com
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*/
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public class Combat implements Serializable, Copyable<Combat> {
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private static final Logger logger = Logger.getLogger(Combat.class);
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private static FilterPlaneswalkerPermanent filterPlaneswalker = new FilterPlaneswalkerPermanent();
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private static FilterCreatureForCombatBlock filterBlockers = new FilterCreatureForCombatBlock();
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// There are effects that let creatures assigns combat damage equal to its toughness rather than its power
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@ -252,14 +254,18 @@ public class Combat implements Serializable, Copyable<Combat> {
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Player player = game.getPlayer(attackerId);
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//20101001 - 508.1d
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game.getCombat().checkAttackRequirements(player, game);
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if (!game.getPlayer(game.getActivePlayerId()).getAvailableAttackers(game).isEmpty()) {
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player.selectAttackers(game, attackerId);
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}
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if (game.isPaused() || game.gameOver(null) || game.executingRollback()) {
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return;
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}
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// because of possible undo during declare attackers it's neccassary to call here the methods with "game.getCombat()." to get the valid combat object!!!
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game.getCombat().checkAttackRestrictions(player, game);
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boolean firstTime = true;
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do {
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if (!firstTime || !game.getPlayer(game.getActivePlayerId()).getAvailableAttackers(game).isEmpty()) {
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player.selectAttackers(game, attackerId);
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}
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firstTime = false;
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if (game.isPaused() || game.gameOver(null) || game.executingRollback()) {
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return;
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}
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// because of possible undo during declare attackers it's neccassary to call here the methods with "game.getCombat()." to get the current combat object!!!
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// I don't like it too - it has to be redesigned
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} while (!game.getCombat().checkAttackRestrictions(player, game));
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game.getCombat().resumeSelectAttackers(game);
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}
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}
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@ -337,50 +343,60 @@ public class Combat implements Serializable, Copyable<Combat> {
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}
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}
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protected void checkAttackRestrictions(Player player, Game game) {
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int count = 0;
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for (CombatGroup group : groups) {
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count += group.getAttackers().size();
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}
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if (count > 1) {
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List<UUID> tobeRemoved = new ArrayList<>();
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/**
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*
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* @param player
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* @param game
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* @return true if the attack with that set of creatures and attacked
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* players/planeswalkers is possible
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*/
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protected boolean checkAttackRestrictions(Player player, Game game) {
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boolean check = true;
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int numberOfChecks = 0;
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UUID attackerToRemove = null;
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Check:
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while (check) {
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check = false;
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numberOfChecks++;
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int numberAttackers = 0;
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for (CombatGroup group : groups) {
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for (UUID attackingCreatureId : group.getAttackers()) {
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Permanent attacker = game.getPermanent(attackingCreatureId);
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if (count > 1 && attacker != null && attacker.getAbilities().containsKey(CanAttackOnlyAloneAbility.getInstance().getId())) {
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if (!game.isSimulation()) {
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game.informPlayers(attacker.getLogName() + " can only attack alone. Removing it from combat.");
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numberAttackers += group.getAttackers().size();
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}
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Player attackingPlayer = game.getPlayer(attackerId);
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if (attackerToRemove != null) {
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removeAttacker(attackerToRemove, game);
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}
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for (UUID attackingCreatureId : this.getAttackers()) {
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Permanent attackingCreature = game.getPermanent(attackingCreatureId);
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for (Map.Entry<RestrictionEffect, HashSet<Ability>> entry : game.getContinuousEffects().getApplicableRestrictionEffects(attackingCreature, game).entrySet()) {
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RestrictionEffect effect = entry.getKey();
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for (Ability ability : entry.getValue()) {
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if (!effect.canAttackCheckAfter(numberAttackers, ability, game)) {
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MageObject sourceObject = ability.getSourceObject(game);
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if (attackingPlayer.isHuman()) {
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game.informPlayer(attackingPlayer, attackingCreature.getIdName() + " can't attack this way (" + (sourceObject == null ? "null" : sourceObject.getIdName()) + ")");
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return false;
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} else {
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// remove attacking creatures for AI that are not allowed to attack
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// can create possible not allowed attack scenarios, but not sure how to solve this
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for (CombatGroup combatGroup : this.getGroups()) {
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if (combatGroup.getAttackers().contains(attackingCreatureId)) {
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attackerToRemove = attackingCreatureId;
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}
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}
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check = true; // do the check again
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if (numberOfChecks > 50) {
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logger.error("Seems to be an AI declare attacker lock (reached 50 check iterations) " + (sourceObject == null ? "null" : sourceObject.getIdName()));
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return true; // break the check
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}
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continue Check;
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}
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}
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tobeRemoved.add(attackingCreatureId);
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count--;
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}
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}
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}
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for (UUID attackingCreatureId : tobeRemoved) {
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this.removeAttacker(attackingCreatureId, game);
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}
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}
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if (count == 1) {
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List<UUID> tobeRemoved = new ArrayList<>();
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for (CombatGroup group : groups) {
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for (UUID attackingCreatureId : group.getAttackers()) {
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Permanent attacker = game.getPermanent(attackingCreatureId);
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if (attacker != null && attacker.getAbilities().containsKey(CantAttackAloneAbility.getInstance().getId())) {
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if (!game.isSimulation()) {
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game.informPlayers(attacker.getLogName() + " can't attack alone. Removing it from combat.");
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}
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tobeRemoved.add(attackingCreatureId);
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}
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}
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}
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for (UUID attackingCreatureId : tobeRemoved) {
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this.removeAttacker(attackingCreatureId, game);
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}
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}
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return true;
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}
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public void selectBlockers(Game game) {
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