multiple changes:

* refactor: improved target pointer init code and logic, added docs and runtime checks;
* game: fixed miss or wrong init calls in some continuous effects;
* game: fixed wrong usage of target pointers (miss copy code, miss npe checks);
This commit is contained in:
Oleg Agafonov 2024-02-18 15:05:05 +04:00
parent b2aa4ecc08
commit 78612ddc91
115 changed files with 466 additions and 355 deletions

View file

@ -16,10 +16,11 @@ import java.util.UUID;
public class FixedTarget extends TargetPointerImpl {
private final UUID targetId;
private int zoneChangeCounter;
private boolean initialized;
private int zoneChangeCounter = 0;
/**
* Dynamic ZCC (not recommended)
* <p>
* Use this best only to target to a player or spells on the stack. Try to
* avoid this method to set the target to a specific card or permanent if
* possible. Because the zoneChangeCounter is not set immediately, it can be
@ -32,7 +33,6 @@ public class FixedTarget extends TargetPointerImpl {
public FixedTarget(UUID target) {
super();
this.targetId = target;
this.initialized = false;
}
public FixedTarget(MageObjectReference mor) {
@ -40,7 +40,9 @@ public class FixedTarget extends TargetPointerImpl {
}
/**
* Target counter is immediatly initialised with current zoneChangeCounter
* Static ZCC
* <p>
* Target counter is immediately initialised with current zoneChangeCounter
* value from the GameState Sets fixed the currect zoneChangeCounter
*
* @param card used to get the objectId
@ -50,10 +52,13 @@ public class FixedTarget extends TargetPointerImpl {
super();
this.targetId = card.getId();
this.zoneChangeCounter = card.getZoneChangeCounter(game);
this.initialized = true;
this.setInitialized(); // no need dynamic init
}
/**
* Static ZCC
* <p>
* Target counter is immediately initialized with current zoneChangeCounter
* value from the given permanent
*
@ -65,6 +70,8 @@ public class FixedTarget extends TargetPointerImpl {
}
/**
* Static ZCC
* <p>
* Use this if you already want to fix the target object to the known zone
* now (otherwise the zone will be set if the ability triggers or not at
* all) If not initialized, the object of the current zone then will be
@ -76,11 +83,14 @@ public class FixedTarget extends TargetPointerImpl {
public FixedTarget(UUID targetId, int zoneChangeCounter) {
super();
this.targetId = targetId;
this.initialized = true;
this.zoneChangeCounter = zoneChangeCounter;
this.setInitialized(); // no need dynamic init
}
/**
* Static ZCC
* <p>
* Use this to set the target to exactly the zone the target is currently in
*
* @param targetId
@ -89,8 +99,9 @@ public class FixedTarget extends TargetPointerImpl {
public FixedTarget(UUID targetId, Game game) {
super();
this.targetId = targetId;
this.initialized = true;
this.zoneChangeCounter = game.getState().getZoneChangeCounter(targetId);
this.setInitialized(); // no need dynamic init
}
protected FixedTarget(final FixedTarget targetPointer) {
@ -98,15 +109,16 @@ public class FixedTarget extends TargetPointerImpl {
this.targetId = targetPointer.targetId;
this.zoneChangeCounter = targetPointer.zoneChangeCounter;
this.initialized = targetPointer.initialized;
}
@Override
public void init(Game game, Ability source) {
if (!initialized) {
initialized = true;
this.zoneChangeCounter = game.getState().getZoneChangeCounter(targetId);
if (isInitialized()) {
return;
}
setInitialized();
this.zoneChangeCounter = game.getState().getZoneChangeCounter(targetId);
}
/**
@ -161,12 +173,6 @@ public class FixedTarget extends TargetPointerImpl {
return zoneChangeCounter;
}
@Override
public FixedTarget getFixedTarget(Game game, Ability source) {
init(game, source);
return this;
}
@Override
public Permanent getFirstTargetPermanentOrLKI(Game game, Ability source) {
init(game, source);