forked from External/mage
Ghostfire Blade - fixed that it can't be played without full available mana (#6698);
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parent
2a31e8063b
commit
6dccaee9a4
7 changed files with 127 additions and 48 deletions
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@ -1,12 +1,6 @@
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package mage.cards;
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import com.google.common.collect.ImmutableList;
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import java.lang.reflect.Constructor;
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import java.lang.reflect.InvocationTargetException;
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import java.util.ArrayList;
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import java.util.Arrays;
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import java.util.List;
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import java.util.UUID;
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import mage.MageObject;
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import mage.MageObjectImpl;
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import mage.Mana;
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@ -33,6 +27,13 @@ import mage.util.SubTypeList;
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import mage.watchers.Watcher;
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import org.apache.log4j.Logger;
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import java.lang.reflect.Constructor;
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import java.lang.reflect.InvocationTargetException;
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import java.util.ArrayList;
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import java.util.Arrays;
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import java.util.List;
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import java.util.UUID;
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public abstract class CardImpl extends MageObjectImpl implements Card {
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private static final long serialVersionUID = 1L;
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@ -395,6 +396,15 @@ public abstract class CardImpl extends MageObjectImpl implements Card {
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return spellAbility;
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}
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/**
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* Dynamic cost modification for card (process only own abilities).
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* Example: if it need stack related info (like real targets) then must check two states (game.inCheckPlayableState):
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* 1. In playable state it must check all possible use cases (e.g. allow to reduce on any available target and modes)
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* 2. In real cast state it must check current use case (e.g. real selected targets and modes)
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*
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* @param ability
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* @param game
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*/
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@Override
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public void adjustCosts(Ability ability, Game game) {
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ability.adjustCosts(game);
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