Fixed a bug that abilities of creatures weren't applied correct after the creature was controlled by opponent and the controll effect ended. Test for this bug.

This commit is contained in:
LevelX2 2013-03-10 02:31:14 +01:00
parent 6f78a55e01
commit 1263607862
2 changed files with 37 additions and 0 deletions

View file

@ -110,4 +110,36 @@ public class MasterOfThePearlTridentTest extends CardTestPlayerBase {
assertPermanentCount(playerA, "Merfolk of the Pearl Trident", 0); assertPermanentCount(playerA, "Merfolk of the Pearl Trident", 0);
assertPermanentCount(playerB, "Llanowar Elves", 0); assertPermanentCount(playerB, "Llanowar Elves", 0);
} }
/*
* Control of Master changes to player B in turn 2, after
*/
@Test
public void testLooseAndGainControl() {
addCard(Constants.Zone.BATTLEFIELD, playerA, "Island", 2);
addCard(Constants.Zone.BATTLEFIELD, playerA, "Master of the Pearl Trident");
addCard(Constants.Zone.HAND, playerA, "Merfolk of the Pearl Trident");
addCard(Constants.Zone.BATTLEFIELD, playerB, "Mountain", 5);
addCard(Constants.Zone.HAND, playerB, "Zealous Conscripts");
castSpell(2, Constants.PhaseStep.PRECOMBAT_MAIN, playerB, "Zealous Conscripts");
castSpell(3, Constants.PhaseStep.PRECOMBAT_MAIN, playerA, "Merfolk of the Pearl Trident");
setStopAt(3, Constants.PhaseStep.POSTCOMBAT_MAIN);
execute();
assertLife(playerA, 20);
assertLife(playerB, 20);
assertPermanentCount(playerA, "Master of the Pearl Trident", 1);
assertPermanentCount(playerA, "Merfolk of the Pearl Trident", 1);
assertPowerToughness(playerA, "Merfolk of the Pearl Trident", 2, 2);
assertPermanentCount(playerB, "Zealous Conscripts", 1);
}
} }

View file

@ -486,6 +486,11 @@ public abstract class PermanentImpl<T extends PermanentImpl<T>> extends CardImpl
public void checkControlChanged(Game game) { public void checkControlChanged(Game game) {
if (this.controllerChanged) { if (this.controllerChanged) {
game.fireEvent(new GameEvent(EventType.LOST_CONTROL, objectId, objectId, beforeResetControllerId)); game.fireEvent(new GameEvent(EventType.LOST_CONTROL, objectId, objectId, beforeResetControllerId));
// reset the original controller to abilities and ContinuousEffects
if (controllerId.equals(originalControllerId)) {
this.abilities.setControllerId(controllerId);
game.getContinuousEffects().setController(this.objectId, controllerId);
}
game.fireEvent(new GameEvent(EventType.GAINED_CONTROL, objectId, objectId, controllerId)); game.fireEvent(new GameEvent(EventType.GAINED_CONTROL, objectId, objectId, controllerId));
} }
} }