Added support for casting modal spells or activating modal abilities with more than one mode to choose.

This commit is contained in:
LevelX2 2013-06-22 19:35:22 +02:00
parent d520d63e2c
commit 853810ce45
8 changed files with 201 additions and 90 deletions

View file

@ -170,9 +170,12 @@ public abstract class AbilityImpl<T extends AbilityImpl<T>> implements Ability {
if (card != null) {
card.adjustChoices(this, game);
}
if (getChoices().size() > 0 && getChoices().choose(game, this) == false) {
logger.debug("activate failed - choice");
return false;
for (UUID modeId :this.getModes().getSelectedModes()) {
this.getModes().setMode(this.getModes().get(modeId));
if (getChoices().size() > 0 && getChoices().choose(game, this) == false) {
logger.debug("activate failed - choice");
return false;
}
}
// 20121001 - 601.2b
@ -198,33 +201,37 @@ public abstract class AbilityImpl<T extends AbilityImpl<T>> implements Ability {
// its mana cost; see rule 107.3), the player announces the value of that variable.
VariableManaCost variableManaCost = handleXCosts(game, noMana);
//20121001 - 601.2c
// 601.2c The player announces his or her choice of an appropriate player, object, or zone for
// each target the spell requires. A spell may require some targets only if an alternative or
// additional cost (such as a buyback or kicker cost), or a particular mode, was chosen for it;
// otherwise, the spell is cast as though it did not require those targets. If the spell has a
// variable number of targets, the player announces how many targets he or she will choose before
// he or she announces those targets. The same target can't be chosen multiple times for any one
// instance of the word "target" on the spell. However, if the spell uses the word "target" in
// multiple places, the same object, player, or zone can be chosen once for each instance of the
// word "target" (as long as it fits the targeting criteria). If any effects say that an object
// or player must be chosen as a target, the player chooses targets so that he or she obeys the
// maximum possible number of such effects without violating any rules or effects that say that
// an object or player can't be chosen as a target. The chosen players, objects, and/or zones
// each become a target of that spell. (Any abilities that trigger when those players, objects,
// and/or zones become the target of a spell trigger at this point; they'll wait to be put on
// the stack until the spell has finished being cast.)
if (card != null) {
card.adjustTargets(this, game);
}
if (getTargets().size() > 0 && getTargets().chooseTargets(getEffects().get(0).getOutcome(), this.controllerId, this, game) == false) {
if (variableManaCost != null) {
game.informPlayers(new StringBuilder(card.getName()).append(": no valid targets with this value of X").toString());
} else {
logger.debug("activate failed - target");
for (UUID modeId :this.getModes().getSelectedModes()) {
this.getModes().setMode(this.getModes().get(modeId));
//20121001 - 601.2c
// 601.2c The player announces his or her choice of an appropriate player, object, or zone for
// each target the spell requires. A spell may require some targets only if an alternative or
// additional cost (such as a buyback or kicker cost), or a particular mode, was chosen for it;
// otherwise, the spell is cast as though it did not require those targets. If the spell has a
// variable number of targets, the player announces how many targets he or she will choose before
// he or she announces those targets. The same target can't be chosen multiple times for any one
// instance of the word "target" on the spell. However, if the spell uses the word "target" in
// multiple places, the same object, player, or zone can be chosen once for each instance of the
// word "target" (as long as it fits the targeting criteria). If any effects say that an object
// or player must be chosen as a target, the player chooses targets so that he or she obeys the
// maximum possible number of such effects without violating any rules or effects that say that
// an object or player can't be chosen as a target. The chosen players, objects, and/or zones
// each become a target of that spell. (Any abilities that trigger when those players, objects,
// and/or zones become the target of a spell trigger at this point; they'll wait to be put on
// the stack until the spell has finished being cast.)
if (card != null) {
card.adjustTargets(this, game);
}
return false;
}
if (getTargets().size() > 0 && getTargets().chooseTargets(getEffects().get(0).getOutcome(), this.controllerId, this, game) == false) {
if (variableManaCost != null) {
game.informPlayers(new StringBuilder(card != null ? card.getName(): "").append(": no valid targets with this value of X").toString());
} else {
logger.debug("activate failed - target");
}
return false;
}
} // end modes
// TODO: Handle optionalCosts at the same time as already OptionalAdditionalSourceCosts are handled.
for (Cost cost : optionalCosts) {