* Fixed a bug of the rollback turns feature locking sometimes the UI.

This commit is contained in:
LevelX2 2015-07-16 16:54:32 +02:00
parent be9ed165f5
commit 0db7c5cff4
2 changed files with 74 additions and 5 deletions

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@ -0,0 +1,69 @@
/*
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*
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package org.mage.test.AI.basic;
import mage.constants.PhaseStep;
import mage.constants.Zone;
import mage.filter.common.FilterLandPermanent;
import mage.game.permanent.Permanent;
import org.junit.Assert;
import org.junit.Test;
import org.mage.test.serverside.base.CardTestPlayerBaseAI;
/**
*
* @author LevelX2
*/
public class PreventRepeatedActionsTest extends CardTestPlayerBaseAI {
/**
* Check that an equipment is not switched again an again between creatures
*
*/
@Test
public void testEquipOnlyOnce() {
addCard(Zone.BATTLEFIELD, playerA, "Mountain", 6);
// Equipped creature gets +1/+1.
// Equip {1}({1}: Attach to target creature you control. Equip only as a sorcery.)
addCard(Zone.BATTLEFIELD, playerA, "Fireshrieker", 1);
addCard(Zone.BATTLEFIELD, playerA, "Silvercoat Lion", 2);
setStopAt(1, PhaseStep.BEGIN_COMBAT);
execute();
int tappedLands = 0;
for (Permanent permanent : currentGame.getBattlefield().getAllActivePermanents(new FilterLandPermanent(), playerA.getId(), currentGame)) {
if (permanent.isTapped()) {
tappedLands++;
}
}
Assert.assertEquals("AI should only used Equipment once", 2, tappedLands);
}
}

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@ -2649,16 +2649,16 @@ public abstract class GameImpl implements Game, Serializable {
GameState restore = gameStatesRollBack.get(turnToGoTo);
if (restore != null) {
informPlayers(GameLog.getPlayerRequestColoredText("Player request: Rolling back to start of turn " + restore.getTurnNum()));
for (Player playerObject : getPlayers().values()) {
if (playerObject.isHuman() && playerObject.isInGame()) {
playerObject.abort();
}
}
state.restoreForRollBack(restore);
playerList.setCurrent(state.getActivePlayerId());
// because restore uses the objects without copy each copy the state again
gameStatesRollBack.put(getTurnNum(), state.copy());
executingRollback = true;
for (Player playerObject : getPlayers().values()) {
if (playerObject.isHuman() && playerObject.isInGame()) {
playerObject.abort();
}
}
fireUpdatePlayersEvent();
}
}