forked from External/mage
"b" + "r" now changed to 'b' + 'w'. It's more straight-forward, and may cause perfomance improvements - character primitives allocation is faster and less expensive than string creation.
88 lines
3.7 KiB
Java
88 lines
3.7 KiB
Java
/*
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* Copyright 2010 BetaSteward_at_googlemail.com. All rights reserved.
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*
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* Redistribution and use in source and binary forms, with or without modification, are
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* permitted provided that the following conditions are met:
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*
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* 1. Redistributions of source code must retain the above copyright notice, this list of
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* conditions and the following disclaimer.
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*
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* 2. Redistributions in binary form must reproduce the above copyright notice, this list
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* of conditions and the following disclaimer in the documentation and/or other materials
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* provided with the distribution.
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*
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* THIS SOFTWARE IS PROVIDED BY BetaSteward_at_googlemail.com ``AS IS'' AND ANY EXPRESS OR IMPLIED
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* WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND
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* FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL BetaSteward_at_googlemail.com OR
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* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
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* CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
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* SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON
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* ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
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* NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF
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* ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*
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* The views and conclusions contained in the software and documentation are those of the
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* authors and should not be interpreted as representing official policies, either expressed
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* or implied, of BetaSteward_at_googlemail.com.
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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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