forked from External/mage
Update *.sh and *.java files to use Unix line endings
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parent
a6d03c925f
commit
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273 changed files with 26704 additions and 26704 deletions
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@ -1,62 +1,62 @@
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package mage.abilities;
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import java.util.UUID;
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import mage.game.Game;
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/**
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* The ActivationInfo class holds the information how often an ability of an
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* object was activated during a turn. It handles the check, if the object is
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* still the same, so for example if a permanent left battlefield and returns,
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* the counting of activations happens for each object.
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*
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* @author LevelX2
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*/
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public class ActivationInfo {
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protected int turnNum = 0;
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protected int activationCounter = 0;
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protected String key;
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public static ActivationInfo getInstance(Game game, UUID sourceId) {
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return ActivationInfo.getInstance(game, sourceId, game.getState().getZoneChangeCounter(sourceId));
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}
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public static ActivationInfo getInstance(Game game, UUID sourceId, int zoneChangeCounter) {
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String key = "ActivationInfo" + sourceId.toString() + zoneChangeCounter;
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Integer activations = (Integer) game.getState().getValue(key);
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ActivationInfo activationInfo;
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if (activations != null) {
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Integer turnNum = (Integer) game.getState().getValue(key + 'T');
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activationInfo = new ActivationInfo(game, turnNum, activations);
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} else {
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activationInfo = new ActivationInfo(game, game.getTurnNum(), 0);
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}
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activationInfo.setKey(key);
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return activationInfo;
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}
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public void setKey(String key) {
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this.key = key;
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}
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protected ActivationInfo(Game game, int turnNum, int activationCounter) {
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this.turnNum = turnNum;
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this.activationCounter = activationCounter;
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}
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public void addActivation(Game game) {
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if (game.getTurnNum() != turnNum) {
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activationCounter = 1;
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turnNum = game.getTurnNum();
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} else {
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activationCounter++;
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}
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game.getState().setValue(key, activationCounter);
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game.getState().setValue(key + 'T', turnNum);
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}
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public int getActivationCounter() {
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return activationCounter;
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}
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}
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package mage.abilities;
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import java.util.UUID;
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import mage.game.Game;
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/**
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* The ActivationInfo class holds the information how often an ability of an
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* object was activated during a turn. It handles the check, if the object is
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* still the same, so for example if a permanent left battlefield and returns,
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* the counting of activations happens for each object.
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*
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* @author LevelX2
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*/
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public class ActivationInfo {
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protected int turnNum = 0;
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protected int activationCounter = 0;
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protected String key;
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public static ActivationInfo getInstance(Game game, UUID sourceId) {
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return ActivationInfo.getInstance(game, sourceId, game.getState().getZoneChangeCounter(sourceId));
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}
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public static ActivationInfo getInstance(Game game, UUID sourceId, int zoneChangeCounter) {
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String key = "ActivationInfo" + sourceId.toString() + zoneChangeCounter;
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Integer activations = (Integer) game.getState().getValue(key);
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ActivationInfo activationInfo;
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if (activations != null) {
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Integer turnNum = (Integer) game.getState().getValue(key + 'T');
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activationInfo = new ActivationInfo(game, turnNum, activations);
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} else {
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activationInfo = new ActivationInfo(game, game.getTurnNum(), 0);
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}
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activationInfo.setKey(key);
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return activationInfo;
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}
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public void setKey(String key) {
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this.key = key;
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}
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protected ActivationInfo(Game game, int turnNum, int activationCounter) {
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this.turnNum = turnNum;
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this.activationCounter = activationCounter;
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}
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public void addActivation(Game game) {
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if (game.getTurnNum() != turnNum) {
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activationCounter = 1;
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turnNum = game.getTurnNum();
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} else {
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activationCounter++;
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}
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game.getState().setValue(key, activationCounter);
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game.getState().setValue(key + 'T', turnNum);
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}
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public int getActivationCounter() {
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return activationCounter;
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}
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}
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