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* Fixed a bug of the rollback turns feature locking sometimes the UI.
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2 changed files with 74 additions and 5 deletions
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/*
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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 org.mage.test.AI.basic;
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import mage.constants.PhaseStep;
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import mage.constants.Zone;
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import mage.filter.common.FilterLandPermanent;
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import mage.game.permanent.Permanent;
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import org.junit.Assert;
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import org.junit.Test;
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import org.mage.test.serverside.base.CardTestPlayerBaseAI;
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/**
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*
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* @author LevelX2
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*/
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public class PreventRepeatedActionsTest extends CardTestPlayerBaseAI {
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/**
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* Check that an equipment is not switched again an again between creatures
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*
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*/
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@Test
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public void testEquipOnlyOnce() {
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addCard(Zone.BATTLEFIELD, playerA, "Mountain", 6);
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// Equipped creature gets +1/+1.
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// Equip {1}({1}: Attach to target creature you control. Equip only as a sorcery.)
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addCard(Zone.BATTLEFIELD, playerA, "Fireshrieker", 1);
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addCard(Zone.BATTLEFIELD, playerA, "Silvercoat Lion", 2);
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setStopAt(1, PhaseStep.BEGIN_COMBAT);
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execute();
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int tappedLands = 0;
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for (Permanent permanent : currentGame.getBattlefield().getAllActivePermanents(new FilterLandPermanent(), playerA.getId(), currentGame)) {
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if (permanent.isTapped()) {
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tappedLands++;
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}
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}
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Assert.assertEquals("AI should only used Equipment once", 2, tappedLands);
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}
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}
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@ -2649,16 +2649,16 @@ public abstract class GameImpl implements Game, Serializable {
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GameState restore = gameStatesRollBack.get(turnToGoTo);
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if (restore != null) {
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informPlayers(GameLog.getPlayerRequestColoredText("Player request: Rolling back to start of turn " + restore.getTurnNum()));
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for (Player playerObject : getPlayers().values()) {
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if (playerObject.isHuman() && playerObject.isInGame()) {
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playerObject.abort();
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}
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}
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state.restoreForRollBack(restore);
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playerList.setCurrent(state.getActivePlayerId());
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// because restore uses the objects without copy each copy the state again
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gameStatesRollBack.put(getTurnNum(), state.copy());
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executingRollback = true;
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for (Player playerObject : getPlayers().values()) {
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if (playerObject.isHuman() && playerObject.isInGame()) {
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playerObject.abort();
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}
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}
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fireUpdatePlayersEvent();
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}
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}
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