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* Improved game is infinite loop check to ask players only if some kind of iteration is recognized.
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2 changed files with 185 additions and 148 deletions
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@ -1,122 +1,152 @@
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/*
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* To change this license header, choose License Headers in Project Properties.
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* To change this template file, choose Tools | Templates
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* and open the template in the editor.
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*/
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package org.mage.test.game.ends;
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import mage.constants.PhaseStep;
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import mage.constants.Zone;
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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.CardTestPlayerBase;
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/**
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*
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* @author LevelX2
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*/
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public class GameIsADrawTest extends CardTestPlayerBase {
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@Test
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public void GameDrawByDamage() {
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addCard(Zone.BATTLEFIELD, playerA, "Mountain", 6);
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// Flame Rift deals 4 damage to each player.
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addCard(Zone.HAND, playerA, "Flame Rift", 3); // Sorcery {1}{R}
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addCard(Zone.BATTLEFIELD, playerB, "Mountain", 4);
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// Flame Rift deals 4 damage to each player.
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addCard(Zone.HAND, playerB, "Flame Rift", 2); // Sorcery
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castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Flame Rift");
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castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Flame Rift");
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castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Flame Rift");
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castSpell(2, PhaseStep.PRECOMBAT_MAIN, playerB, "Flame Rift");
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castSpell(2, PhaseStep.PRECOMBAT_MAIN, playerB, "Flame Rift");
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setStopAt(2, PhaseStep.BEGIN_COMBAT);
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execute();
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assertLife(playerA, 0);
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assertLife(playerB, 0);
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Assert.assertFalse("Player A has not won.", playerA.hasWon());
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Assert.assertFalse("Player B has not won.", playerB.hasWon());
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Assert.assertTrue("Game has ended.", currentGame.hasEnded());
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Assert.assertTrue("Both players had 0 life, game has be de a draw.", currentGame.isADraw());
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}
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@Test
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public void GameDrawByDivineIntervention() {
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addCard(Zone.BATTLEFIELD, playerA, "Plains", 8);
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// Divine Intervention enters the battlefield with two intervention counters on it.
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// At the beginning of your upkeep, remove an intervention counter from Divine Intervention.
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// When you remove the last intervention counter from Divine Intervention, the game is a draw.
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addCard(Zone.HAND, playerA, "Divine Intervention", 1); // Enchantment {6}{W}{W}
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addCard(Zone.BATTLEFIELD, playerA, "Silvercoat Lion", 1);
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addCard(Zone.BATTLEFIELD, playerB, "Silvercoat Lion", 1);
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castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Divine Intervention");
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setStopAt(5, PhaseStep.PRECOMBAT_MAIN);
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execute();
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assertLife(playerA, 20);
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assertLife(playerB, 20);
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Assert.assertFalse("Player A has not won.", playerA.hasWon());
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Assert.assertFalse("Player B has not won.", playerB.hasWon());
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Assert.assertTrue("Game has ended.", currentGame.hasEnded());
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Assert.assertTrue("Both players had 0 life, game has be de a draw.", currentGame.isADraw());
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}
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/**
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* So here I made a simple infinite loop with Stuffy Doll and Pariah's
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* Shield, which should make the game a draw. But instead, it just keeps
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* going...
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*/
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@Test
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public void GameDrawByInfiniteLoop() {
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addCard(Zone.BATTLEFIELD, playerA, "Plains", 5);
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// All damage that would be dealt to you is dealt to equipped creature instead.
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// Equip {3}
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addCard(Zone.BATTLEFIELD, playerA, "Pariah's Shield", 1); // Artifact Equipment {5}
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// As Stuffy Doll enters the battlefield, choose a player.
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// Stuffy Doll is indestructible.
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// Whenever Stuffy Doll is dealt damage, it deals that much damage to the chosen player.
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// {T}: Stuffy Doll deals 1 damage to itself.
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addCard(Zone.HAND, playerA, "Stuffy Doll", 1); // Artifact Creature {5} 0/1
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castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Stuffy Doll");
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setChoice(playerA, "PlayerA");
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setChoice(playerA, "PlayerA");
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activateAbility(3, PhaseStep.PRECOMBAT_MAIN, playerA, "Equip", "Stuffy Doll");
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activateAbility(3, PhaseStep.POSTCOMBAT_MAIN, playerA, "{T}");
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setStopAt(3, PhaseStep.END_TURN);
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execute();
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assertPermanentCount(playerA, "Stuffy Doll", 1);
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Permanent shield = getPermanent("Pariah's Shield");
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Assert.assertTrue("Pariah's Shield is attached", shield.getAttachedTo() != null);
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Assert.assertFalse("Player A has not won.", playerA.hasWon());
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Assert.assertFalse("Player B has not won.", playerB.hasWon());
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Assert.assertTrue("Game has ended.", currentGame.hasEnded());
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Assert.assertTrue("Inifinite loop detected, game has be de a draw.", currentGame.isADraw());
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}
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}
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/*
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* To change this license header, choose License Headers in Project Properties.
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* To change this template file, choose Tools | Templates
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* and open the template in the editor.
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*/
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package org.mage.test.game.ends;
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import mage.constants.PhaseStep;
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import mage.constants.Zone;
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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.CardTestPlayerBase;
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/**
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*
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* @author LevelX2
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*/
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public class GameIsADrawTest extends CardTestPlayerBase {
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@Test
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public void GameDrawByDamage() {
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addCard(Zone.BATTLEFIELD, playerA, "Mountain", 6);
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// Flame Rift deals 4 damage to each player.
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addCard(Zone.HAND, playerA, "Flame Rift", 3); // Sorcery {1}{R}
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addCard(Zone.BATTLEFIELD, playerB, "Mountain", 4);
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// Flame Rift deals 4 damage to each player.
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addCard(Zone.HAND, playerB, "Flame Rift", 2); // Sorcery
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castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Flame Rift");
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castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Flame Rift");
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castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Flame Rift");
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castSpell(2, PhaseStep.PRECOMBAT_MAIN, playerB, "Flame Rift");
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castSpell(2, PhaseStep.PRECOMBAT_MAIN, playerB, "Flame Rift");
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setStopAt(2, PhaseStep.BEGIN_COMBAT);
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execute();
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assertLife(playerA, 0);
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assertLife(playerB, 0);
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Assert.assertFalse("Player A has not won.", playerA.hasWon());
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Assert.assertFalse("Player B has not won.", playerB.hasWon());
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Assert.assertTrue("Game has ended.", currentGame.hasEnded());
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Assert.assertTrue("Both players had 0 life, game has be de a draw.", currentGame.isADraw());
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}
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@Test
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public void GameDrawByDivineIntervention() {
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addCard(Zone.BATTLEFIELD, playerA, "Plains", 8);
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// Divine Intervention enters the battlefield with two intervention counters on it.
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// At the beginning of your upkeep, remove an intervention counter from Divine Intervention.
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// When you remove the last intervention counter from Divine Intervention, the game is a draw.
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addCard(Zone.HAND, playerA, "Divine Intervention", 1); // Enchantment {6}{W}{W}
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addCard(Zone.BATTLEFIELD, playerA, "Silvercoat Lion", 1);
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addCard(Zone.BATTLEFIELD, playerB, "Silvercoat Lion", 1);
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castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Divine Intervention");
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setStopAt(5, PhaseStep.PRECOMBAT_MAIN);
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execute();
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assertLife(playerA, 20);
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assertLife(playerB, 20);
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Assert.assertFalse("Player A has not won.", playerA.hasWon());
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Assert.assertFalse("Player B has not won.", playerB.hasWon());
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Assert.assertTrue("Game has ended.", currentGame.hasEnded());
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Assert.assertTrue("Both players had 0 life, game has be de a draw.", currentGame.isADraw());
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}
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/**
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* So here I made a simple infinite loop with Stuffy Doll and Pariah's
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* Shield, which should make the game a draw. But instead, it just keeps
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* going...
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*/
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@Test
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public void GameDrawByInfiniteLoop() {
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addCard(Zone.BATTLEFIELD, playerA, "Plains", 5);
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// All damage that would be dealt to you is dealt to equipped creature instead.
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// Equip {3}
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addCard(Zone.BATTLEFIELD, playerA, "Pariah's Shield", 1); // Artifact Equipment {5}
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// As Stuffy Doll enters the battlefield, choose a player.
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// Stuffy Doll is indestructible.
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// Whenever Stuffy Doll is dealt damage, it deals that much damage to the chosen player.
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// {T}: Stuffy Doll deals 1 damage to itself.
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addCard(Zone.HAND, playerA, "Stuffy Doll", 1); // Artifact Creature {5} 0/1
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castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Stuffy Doll");
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setChoice(playerA, "PlayerA");
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setChoice(playerA, "PlayerA");
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activateAbility(3, PhaseStep.PRECOMBAT_MAIN, playerA, "Equip", "Stuffy Doll");
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activateAbility(3, PhaseStep.POSTCOMBAT_MAIN, playerA, "{T}");
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setStopAt(3, PhaseStep.END_TURN);
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execute();
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assertPermanentCount(playerA, "Stuffy Doll", 1);
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Permanent shield = getPermanent("Pariah's Shield");
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Assert.assertTrue("Pariah's Shield is attached", shield.getAttachedTo() != null);
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Assert.assertFalse("Player A has not won.", playerA.hasWon());
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Assert.assertFalse("Player B has not won.", playerB.hasWon());
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Assert.assertTrue("Game has ended.", currentGame.hasEnded());
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Assert.assertTrue("Inifinite loop detected, game has be de a draw.", currentGame.isADraw());
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}
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/**
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* Check that a simple triggered ability does not trigger the infinite loop
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* request to players
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*/
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@Test
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public void GameDrawByInfiniteLoopNot() {
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addCard(Zone.BATTLEFIELD, playerA, "Plains", 43);
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// Whenever a creature enters the battlefield under your control, you gain life equal to its toughness.
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addCard(Zone.BATTLEFIELD, playerA, "Angelic Chorus", 1); // Enchantment {5}
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// Create X 4/4 white Angel creature tokens with flying.
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// Miracle (You may cast this card for its miracle cost when you draw it if it's the first card you drew this turn.)
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addCard(Zone.HAND, playerA, "Entreat the Angels", 1); // Sorcery {X}{X}{W}{W}{W}
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castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Entreat the Angels");
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setChoice(playerA, "X=20");
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setStopAt(1, PhaseStep.BEGIN_COMBAT);
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execute();
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assertPermanentCount(playerA, "Angel", 20);
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Assert.assertFalse("Game should not have ended.", currentGame.hasEnded());
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assertLife(playerA, 100);
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Assert.assertFalse("No inifinite loop detected, game has be no draw.", currentGame.isADraw());
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}
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}
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@ -177,6 +177,8 @@ public abstract class GameImpl implements Game, Serializable {
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protected PlayerList playerList;
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private int infiniteLoopCounter; // used to check if the game is in an infinite loop
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private int lastNumberOfAbilitiesOnTheStack; // used to check how long no new ability was put to stack
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private final LinkedList<UUID> stackObjectsCheck = new LinkedList<>(); // used to check if different sources used the stack
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// used to set the counters a permanent adds the battlefield (if no replacement effect is used e.g. Persist)
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protected Map<UUID, Counters> enterWithCounters = new HashMap<>();
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@ -1289,7 +1291,6 @@ public abstract class GameImpl implements Game, Serializable {
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}
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if (allPassed()) {
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if (!state.getStack().isEmpty()) {
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checkInfiniteLoop();
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//20091005 - 115.4
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resolve();
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applyEffects();
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@ -1298,7 +1299,6 @@ public abstract class GameImpl implements Game, Serializable {
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resetShortLivingLKI();
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break;
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} else {
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infiniteLoopCounter = 0;
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resetLKI();
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return;
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}
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@ -1346,6 +1346,7 @@ public abstract class GameImpl implements Game, Serializable {
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if (top != null) {
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state.getStack().remove(top); // seems partly redundant because move card from stack to grave is already done and the stack removed
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rememberLKI(top.getSourceId(), Zone.STACK, top);
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checkInfiniteLoop(top.getSourceId());
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if (!getTurn().isEndTurnRequested()) {
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while (state.hasSimultaneousEvents()) {
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state.handleSimultaneousEvent(this);
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@ -1357,40 +1358,44 @@ public abstract class GameImpl implements Game, Serializable {
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/**
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* This checks if the stack gets filled iterated, without ever getting empty
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* If the defined number of iterations is reached, the players in range of
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* the stackObject get asked to confirm a draw. If they do, all confirming
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* players get set to a draw.
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* If the defined number of iterations with not more than 4 different
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* sourceIds for the removed stack Objects is reached, the players in range
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* of the stackObject get asked to confirm a draw. If they do, all
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* confirming players get set to a draw.
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*
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* Possible to improve: check that always the same set of stackObjects are
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* again aand again on the stack
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* @param removedStackObjectSourceId
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*/
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protected void checkInfiniteLoop() {
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if (getStack().size() < 4) { // to prevent that this also pops up, if e.g. 20 triggers resolve at once
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protected void checkInfiniteLoop(UUID removedStackObjectSourceId) {
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if (stackObjectsCheck.contains(removedStackObjectSourceId)
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&& getStack().size() >= lastNumberOfAbilitiesOnTheStack) {
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infiniteLoopCounter++;
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if (infiniteLoopCounter > 15) {
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StackObject stackObject = getStack().getFirst();
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if (stackObject != null) {
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Player controller = getPlayer(stackObject.getControllerId());
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if (controller != null) {
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for (UUID playerId : getState().getPlayersInRange(controller.getId(), this)) {
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Player player = getPlayer(playerId);
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if (!player.chooseUse(Outcome.Detriment, "Draw game because of infinite looping?", null, this)) {
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informPlayers(controller.getLogName() + " has NOT confirmed that the game is a draw because of infinite looping.");
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infiniteLoopCounter = 0;
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return;
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}
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informPlayers(controller.getLogName() + " has confirmed that the game is a draw because of infinite looping.");
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Player controller = getPlayer(getControllerId(removedStackObjectSourceId));
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if (controller != null) {
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for (UUID playerId : getState().getPlayersInRange(controller.getId(), this)) {
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Player player = getPlayer(playerId);
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if (!player.chooseUse(Outcome.Detriment, "Draw game because of infinite looping?", null, this)) {
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informPlayers(controller.getLogName() + " has NOT confirmed that the game is a draw because of infinite looping.");
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infiniteLoopCounter = 0;
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return;
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}
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for (UUID playerId : getState().getPlayersInRange(controller.getId(), this)) {
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Player player = getPlayer(playerId);
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if (player != null) {
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player.drew(this);
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}
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informPlayers(controller.getLogName() + " has confirmed that the game is a draw because of infinite looping.");
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}
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for (UUID playerId : getState().getPlayersInRange(controller.getId(), this)) {
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Player player = getPlayer(playerId);
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if (player != null) {
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player.drew(this);
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}
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}
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}
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}
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} else {
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stackObjectsCheck.add(removedStackObjectSourceId);
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if (stackObjectsCheck.size() > 4) {
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stackObjectsCheck.removeFirst();
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}
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}
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lastNumberOfAbilitiesOnTheStack = getStack().size();
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}
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protected boolean allPassed() {
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@ -2618,6 +2623,8 @@ public abstract class GameImpl implements Game, Serializable {
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public void resetLKI() {
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lki.clear();
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lkiExtended.clear();
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infiniteLoopCounter = 0;
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stackObjectsCheck.clear();
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}
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@Override
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