Refactored restore state code, added additional error check for mana undo param;

This commit is contained in:
Oleg Agafonov 2020-08-06 22:17:37 +04:00
parent 2eeefd91ef
commit 83f7ae377a
12 changed files with 64 additions and 40 deletions

View file

@ -1,12 +1,6 @@
package mage.cards;
import com.google.common.collect.ImmutableList;
import java.lang.reflect.Constructor;
import java.lang.reflect.InvocationTargetException;
import java.util.ArrayList;
import java.util.Arrays;
import java.util.List;
import java.util.UUID;
import mage.MageObject;
import mage.MageObjectImpl;
import mage.Mana;
@ -33,6 +27,10 @@ import mage.util.SubTypeList;
import mage.watchers.Watcher;
import org.apache.log4j.Logger;
import java.lang.reflect.Constructor;
import java.lang.reflect.InvocationTargetException;
import java.util.*;
public abstract class CardImpl extends MageObjectImpl implements Card {
private static final long serialVersionUID = 1L;
@ -352,6 +350,24 @@ public abstract class CardImpl extends MageObjectImpl implements Card {
for (Ability subAbility : ability.getSubAbilities()) {
abilities.add(subAbility);
}
// verify check: draw effect can't be rollback after mana usage (example: Chromatic Sphere)
// (player can cheat with cancel button to see next card)
// verify test will catch that errors
if (ability instanceof ActivatedManaAbilityImpl) {
ActivatedManaAbilityImpl manaAbility = (ActivatedManaAbilityImpl) ability;
String rule = manaAbility.getRule().toLowerCase(Locale.ENGLISH);
if (manaAbility.getEffects().stream().anyMatch(e -> e.getOutcome().equals(Outcome.DrawCard))
|| rule.contains("reveal ")
|| rule.contains("draw ")) {
if (manaAbility.isUndoPossible()) {
throw new IllegalArgumentException("Ability contains draw/reveal effect, but isUndoPossible is true. Ability: "
+ ability.getClass().getSimpleName() + "; " + ability.getRule());
}
}
}
}
protected void addAbilities(List<Ability> abilities) {
@ -395,10 +411,10 @@ public abstract class CardImpl extends MageObjectImpl implements Card {
* Dynamic cost modification for card (process only own abilities). Example:
* if it need stack related info (like real targets) then must check two
* states (game.inCheckPlayableState):
*
* <p>
* 1. In playable state it must check all possible use cases (e.g. allow to
* reduce on any available target and modes)
*
* <p>
* 2. In real cast state it must check current use case (e.g. real selected
* targets and modes)
*