Costs Tag Tracking part 2: Tag system and X values, reworked deep copy code (#11406)

* Implement Costs Tag Map system

* Use Costs Tag Map system to store X value for spells, abilities, and resolving permanents

* Store Bestow without target's tags
Change functions for getting tags and storing the tags of a new permanent

* Create and use deep copy function in CardUtil, add Copyable<T> to many classes

* Fix Hall Of the Bandit Lord infinite loop

* Add additional comments

* Don't store null/empty costs tags maps (saves memory)

* Fix two more Watchers with Ability variable

* Add check for exact collection types during deep copy

* Use generics instead of pure type erasure during deep copy

* convert more code to using deep copy helper, everything use Object copier, add EnumMap

* fix documentation

* Don't need the separate null checks anymore (handled in deepCopyObject)

* Minor cleanup
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ssk97 2023-11-16 11:12:32 -08:00 committed by GitHub
parent 72e30f1574
commit bea33c7493
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29 changed files with 458 additions and 338 deletions

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@ -2,6 +2,7 @@ package mage.game;
import mage.MageItem;
import mage.MageObject;
import mage.MageObjectReference;
import mage.abilities.Ability;
import mage.abilities.ActivatedAbility;
import mage.abilities.DelayedTriggeredAbility;
@ -118,6 +119,12 @@ public interface Game extends MageItem, Serializable, Copyable<Game> {
Map<UUID, Permanent> getPermanentsEntering();
Map<Zone, Map<UUID, MageObject>> getLKI();
Map<MageObjectReference, Map<String, Object>> getPermanentCostsTags();
/**
* Take the source's Costs Tags and store it for later access through the MOR.
*/
void storePermanentCostsTags(MageObjectReference permanentMOR, Ability source);
// Result must be checked for null. Possible errors search pattern: (\S*) = game.getCard.+\n(?!.+\1 != null)
Card getCard(UUID cardId);