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
This commit is contained in:
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.MageException;
import mage.MageObject;
import mage.MageObjectReference;
import mage.abilities.*;
import mage.abilities.common.AttachableToRestrictedAbility;
import mage.abilities.common.CantHaveMoreThanAmountCountersSourceAbility;
@ -184,48 +185,16 @@ public abstract class GameImpl implements Game {
//this.tableEventSource = game.tableEventSource; // client-server part, not need on copy/simulations
//this.playerQueryEventSource = game.playerQueryEventSource; // client-server part, not need on copy/simulations
for (Entry<UUID, Card> entry : game.gameCards.entrySet()) {
this.gameCards.put(entry.getKey(), entry.getValue().copy());
}
for (Entry<UUID, MeldCard> entry : game.meldCards.entrySet()) {
this.meldCards.put(entry.getKey(), entry.getValue().copy());
}
this.gameCards = CardUtil.deepCopyObject(game.gameCards);
this.meldCards = CardUtil.deepCopyObject(game.meldCards);
// lki
for (Entry<Zone, Map<UUID, MageObject>> entry : game.lki.entrySet()) {
Map<UUID, MageObject> lkiMap = new HashMap<>();
for (Entry<UUID, MageObject> entryMap : entry.getValue().entrySet()) {
lkiMap.put(entryMap.getKey(), entryMap.getValue().copy());
}
this.lki.put(entry.getKey(), lkiMap);
}
// lkiCardState
for (Entry<Zone, Map<UUID, CardState>> entry : game.lkiCardState.entrySet()) {
Map<UUID, CardState> lkiMap = new HashMap<>();
for (Entry<UUID, CardState> entryMap : entry.getValue().entrySet()) {
lkiMap.put(entryMap.getKey(), entryMap.getValue().copy());
}
this.lkiCardState.put(entry.getKey(), lkiMap);
}
// lkiExtended
for (Entry<UUID, Map<Integer, MageObject>> entry : game.lkiExtended.entrySet()) {
Map<Integer, MageObject> lkiMap = new HashMap<>();
for (Entry<Integer, MageObject> entryMap : entry.getValue().entrySet()) {
lkiMap.put(entryMap.getKey(), entryMap.getValue().copy());
}
this.lkiExtended.put(entry.getKey(), lkiMap);
}
// lkiShortLiving
for (Entry<Zone, Set<UUID>> entry : game.lkiShortLiving.entrySet()) {
this.lkiShortLiving.put(entry.getKey(), new HashSet<>(entry.getValue()));
}
this.lki = CardUtil.deepCopyObject(game.lki);
this.lkiCardState = CardUtil.deepCopyObject(game.lkiCardState);
this.lkiExtended = CardUtil.deepCopyObject(game.lkiExtended);
this.lkiShortLiving = CardUtil.deepCopyObject(game.lkiShortLiving);
for (Entry<UUID, Permanent> entry : game.permanentsEntering.entrySet()) {
this.permanentsEntering.put(entry.getKey(), entry.getValue().copy());
}
for (Entry<UUID, Counters> entry : game.enterWithCounters.entrySet()) {
this.enterWithCounters.put(entry.getKey(), entry.getValue().copy());
}
this.permanentsEntering = CardUtil.deepCopyObject(game.permanentsEntering);
this.enterWithCounters = CardUtil.deepCopyObject(game.enterWithCounters);
this.state = game.state.copy();
// client-server part, not need on copy/simulations:
@ -1451,6 +1420,10 @@ public abstract class GameImpl implements Game {
player.endOfTurn(this);
}
state.resetWatchers();
// Could be done any time as long as the stack is empty
// Tags are stored in the game state as a spell resolves into a permanent
// and must be kept while any abilities with that permanent as a source could resolve
state.cleanupPermanentCostsTags(this);
}
protected UUID pickChoosingPlayer() {
@ -3560,6 +3533,15 @@ public abstract class GameImpl implements Game {
return lki;
}
@Override
public Map<MageObjectReference, Map<String, Object>> getPermanentCostsTags() {
return state.getPermanentCostsTags();
}
@Override
public void storePermanentCostsTags(MageObjectReference permanentMOR, Ability source){
state.storePermanentCostsTags(permanentMOR, source);
}
@Override
public void cheat(UUID ownerId, List<Card> library, List<Card> hand, List<PermanentCard> battlefield, List<Card> graveyard, List<Card> command) {
// fake test ability for triggers and events