reworked/simplified/consolidated effects which exchange life totals, added test (fixes #7668)

This commit is contained in:
Evan Kranzler 2021-03-14 15:56:48 -04:00
parent 1abeec9595
commit d4792e3665
16 changed files with 284 additions and 274 deletions

View file

@ -50,9 +50,10 @@ public interface Player extends MageItem, Copyable<Player> {
/**
* Current player is real life player (human). Try to use in GUI and network engine only.
*
* <p>
* WARNING, you must use isComputer instead isHuman in card's code (for good Human/AI logic testing in unit tests)
* TODO: check combat code and other and replace isHuman to isComputer usage if possible (if AI support that actions)
*
* @return
*/
boolean isHuman();
@ -61,9 +62,9 @@ public interface Player extends MageItem, Copyable<Player> {
/**
* Current player is AI. Use it in card's code and all other places.
*
* <p>
* It help to split Human/AI logic and test both by unit tests.
*
* <p>
* Usage example: AI hint to skip or auto-calculate choices instead call of real choose dialogs
* - unit tests for Human logic: call normal commands
* - unit tests for AI logic: call aiXXX commands
@ -125,6 +126,8 @@ public interface Player extends MageItem, Copyable<Player> {
*/
int gainLife(int amount, Game game, Ability source);
void exchangeLife(Player player, Ability source, Game game);
int damage(int damage, UUID attackerId, Ability source, Game game);
int damage(int damage, UUID attackerId, Ability source, Game game, boolean combatDamage, boolean preventable);