server: improved server stability (#11285) and reworked triggers/playable logic (#8426):

* game: now all playable calculations done in game simulation, outside real game (no more freeze and ruined games by wrong Nyxbloom Ancient and other cards with wrong replacement dialog);
* game: fixed multiple problems with triggers (wrong order, duplicated calls or "too many mana" bugs, see #8426, #12087);
* tests: added data integrity checks for game's triggers (3 enabled and 3 disabled due current game engine logic);
This commit is contained in:
Oleg Agafonov 2024-04-16 23:10:04 +04:00
parent f68e435fc4
commit e8e2f23284
23 changed files with 362 additions and 120 deletions

View file

@ -24,23 +24,22 @@ public class DelayedTriggeredAbilities extends AbilitiesImpl<DelayedTriggeredAbi
}
public void checkTriggers(GameEvent event, Game game) {
if (this.size() > 0) {
for (Iterator<DelayedTriggeredAbility> it = this.iterator(); it.hasNext(); ) {
DelayedTriggeredAbility ability = it.next();
if (ability.getDuration() == Duration.Custom) {
if (ability.isInactive(game)) {
it.remove();
continue;
}
}
if (!ability.checkEventType(event, game)) {
// TODO: add same integrity checks as TriggeredAbilities?!
for (Iterator<DelayedTriggeredAbility> it = this.iterator(); it.hasNext(); ) {
DelayedTriggeredAbility ability = it.next();
if (ability.getDuration() == Duration.Custom) {
if (ability.isInactive(game)) {
it.remove();
continue;
}
if (ability.checkTrigger(event, game)) {
ability.trigger(game, ability.controllerId, event);
if (ability.getTriggerOnlyOnce()) {
it.remove();
}
}
if (!ability.checkEventType(event, game)) {
continue;
}
if (ability.checkTrigger(event, game)) {
ability.trigger(game, ability.controllerId, event);
if (ability.getTriggerOnlyOnce()) {
it.remove();
}
}
}