* Vindictive Lich - Fixed that it did only execute the first effect (fixes #4742).

This commit is contained in:
LevelX2 2018-04-10 23:17:19 +02:00
parent 425e68167b
commit 03f5b8c2da
3 changed files with 150 additions and 42 deletions

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@ -63,6 +63,7 @@ public class VindictiveLich extends CardImpl {
Ability ability = new DiesTriggeredAbility(new SacrificeEffect(StaticFilters.FILTER_PERMANENT_CREATURE, 1, "target opponent"));
ability.getModes().setMinModes(1);
ability.getModes().setMaxModes(3);
ability.getModes().setEachModeOnlyOnce(true);
ability.getModes().setMaxModesFilter(new FilterOpponent("a different player"));
FilterOpponent filter = new FilterOpponent("opponent (sacrifice)");

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@ -0,0 +1,98 @@
/*
* Copyright 2010 BetaSteward_at_googlemail.com. All rights reserved.
*
* Redistribution and use in source and binary forms, with or without modification, are
* permitted provided that the following conditions are met:
*
* 1. Redistributions of source code must retain the above copyright notice, this list of
* conditions and the following disclaimer.
*
* 2. Redistributions in binary form must reproduce the above copyright notice, this list
* of conditions and the following disclaimer in the documentation and/or other materials
* provided with the distribution.
*
* THIS SOFTWARE IS PROVIDED BY BetaSteward_at_googlemail.com ``AS IS'' AND ANY EXPRESS OR IMPLIED
* WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND
* FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL BetaSteward_at_googlemail.com OR
* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
* CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
* SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON
* ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
* NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF
* ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*
* The views and conclusions contained in the software and documentation are those of the
* authors and should not be interpreted as representing official policies, either expressed
* or implied, of BetaSteward_at_googlemail.com.
*/
package org.mage.test.multiplayer;
import java.io.FileNotFoundException;
import mage.constants.MultiplayerAttackOption;
import mage.constants.PhaseStep;
import mage.constants.RangeOfInfluence;
import mage.constants.Zone;
import mage.game.FreeForAll;
import mage.game.Game;
import mage.game.GameException;
import org.junit.Test;
import org.mage.test.serverside.base.CardTestMultiPlayerBase;
/**
*
* @author LevelX2
*/
public class VindictiveLichTest extends CardTestMultiPlayerBase {
@Override
protected Game createNewGameAndPlayers() throws GameException, FileNotFoundException {
Game game = new FreeForAll(MultiplayerAttackOption.MULTIPLE, RangeOfInfluence.ALL, 0, 40);
// Player order: A -> D -> C -> B
playerA = createPlayer(game, playerA, "PlayerA");
playerB = createPlayer(game, playerB, "PlayerB");
playerC = createPlayer(game, playerC, "PlayerC");
playerD = createPlayer(game, playerD, "PlayerD");
return game;
}
/**
* Tests multiplayer effects Player order: A -> D -> C -> B
*/
@Test
public void CallerOfThePackTest() {
// When Vindictive Lich dies, choose one or more. Each mode must target a different player.
// *Target opponent sacrifices a creature.
// *Target opponent discards two cards.
// *Target opponent loses 5 life.
addCard(Zone.BATTLEFIELD, playerA, "Vindictive Lich"); // Creature {3}{B} 4/1
// Sacrifice a creature: Put a +1/+1 counter on Bloodflow Connoisseur.
addCard(Zone.BATTLEFIELD, playerA, "Bloodflow Connoisseur"); // Creature {2}{B} 1/1
addCard(Zone.BATTLEFIELD, playerB, "Silvercoat Lion", 2);
addCard(Zone.HAND, playerC, "Lightning Bolt", 2);
activateAbility(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Sacrifice");
setChoice(playerA, "Vindictive Lich");
setModeChoice(playerA, "1");
addTarget(playerA, playerB);
setModeChoice(playerA, "2");
addTarget(playerA, playerC);
setModeChoice(playerA, "3");
addTarget(playerA, playerD);
setStopAt(1, PhaseStep.BEGIN_COMBAT);
execute();
assertGraveyardCount(playerA, "Vindictive Lich", 1);
assertPowerToughness(playerA, "Bloodflow Connoisseur", 2, 2);
assertPermanentCount(playerB, "Silvercoat Lion", 1);
assertHandCount(playerC, 0);
assertLife(playerD, 35);
}
}

View file

@ -27,6 +27,10 @@
*/
package mage.abilities;
import java.util.ArrayList;
import java.util.Iterator;
import java.util.List;
import java.util.UUID;
import mage.MageObject;
import mage.MageObjectReference;
import mage.Mana;
@ -46,6 +50,7 @@ import mage.cards.SplitCard;
import mage.constants.*;
import mage.game.Game;
import mage.game.command.Emblem;
import mage.game.command.Plane;
import mage.game.events.GameEvent;
import mage.game.events.ManaEvent;
import mage.game.permanent.Permanent;
@ -59,12 +64,6 @@ import mage.util.ThreadLocalStringBuilder;
import mage.watchers.Watcher;
import org.apache.log4j.Logger;
import java.util.ArrayList;
import java.util.Iterator;
import java.util.List;
import java.util.UUID;
import mage.game.command.Plane;
/**
* @author BetaSteward_at_googlemail.com
*/
@ -179,49 +178,59 @@ public abstract class AbilityImpl implements Ability {
boolean result = true;
//20100716 - 117.12
if (checkIfClause(game)) {
if (this instanceof TriggeredAbility) {
for (UUID modeId : this.getModes().getSelectedModes()) {
this.getModes().setActiveMode(modeId);
result = resolveMode(game);
}
} else {
result = resolveMode(game);
}
}
return result;
}
for (Effect effect : getEffects()) {
if (effect instanceof OneShotEffect) {
boolean effectResult = effect.apply(game, this);
result &= effectResult;
if (logger.isDebugEnabled()) {
if (this.getAbilityType() != AbilityType.MANA) {
if (!effectResult) {
if (this.getSourceId() != null) {
MageObject mageObject = game.getObject(this.getSourceId());
if (mageObject != null) {
logger.debug("AbilityImpl.resolve: object: " + mageObject.getName());
}
private boolean resolveMode(Game game) {
boolean result = true;
for (Effect effect : getEffects()) {
if (effect instanceof OneShotEffect) {
boolean effectResult = effect.apply(game, this);
result &= effectResult;
if (logger.isDebugEnabled()) {
if (this.getAbilityType() != AbilityType.MANA) {
if (!effectResult) {
if (this.getSourceId() != null) {
MageObject mageObject = game.getObject(this.getSourceId());
if (mageObject != null) {
logger.debug("AbilityImpl.resolve: object: " + mageObject.getName());
}
logger.debug("AbilityImpl.resolve: effect returned false -" + effect.getText(this.getModes().getMode()));
}
logger.debug("AbilityImpl.resolve: effect returned false -" + effect.getText(this.getModes().getMode()));
}
}
} else {
game.addEffect((ContinuousEffect) effect, this);
}
/**
* All restrained trigger events are fired now. To restrain the
* events is mainly neccessary because of the movement of
* multiple object at once. If the event is fired directly as
* one object moved, other objects are not already in the
* correct zone to check for their effects. (e.g. Valakut, the
* Molten Pinnacle)
*/
game.getState().handleSimultaneousEvent(game);
game.resetShortLivingLKI();
/**
* game.applyEffects() has to be done at least for every effect
* that moves cards/permanent between zones, or changes control
* of objects so Static effects work as intened if dependant
* from the moved objects zone it is in Otherwise for example
* were static abilities with replacement effects deactivated
* too late Example:
* {@link org.mage.test.cards.replacement.DryadMilitantTest#testDiesByDestroy testDiesByDestroy}
*/
game.applyEffects();
game.getState().getTriggers().checkStateTriggers(game);
} else {
game.addEffect((ContinuousEffect) effect, this);
}
/**
* All restrained trigger events are fired now. To restrain the
* events is mainly neccessary because of the movement of multiple
* object at once. If the event is fired directly as one object
* moved, other objects are not already in the correct zone to check
* for their effects. (e.g. Valakut, the Molten Pinnacle)
*/
game.getState().handleSimultaneousEvent(game);
game.resetShortLivingLKI();
/**
* game.applyEffects() has to be done at least for every effect that
* moves cards/permanent between zones, or changes control of
* objects so Static effects work as intened if dependant from the
* moved objects zone it is in Otherwise for example were static
* abilities with replacement effects deactivated too late Example:
* {@link org.mage.test.cards.replacement.DryadMilitantTest#testDiesByDestroy testDiesByDestroy}
*/
game.applyEffects();
game.getState().getTriggers().checkStateTriggers(game);
}
return result;
}