* Improved game is infinite loop check to ask players only if some kind of iteration is recognized.

This commit is contained in:
LevelX2 2017-06-05 12:27:59 +02:00
parent 2728a274ca
commit 3c6ede7407
2 changed files with 185 additions and 148 deletions

View file

@ -1,122 +1,152 @@
/*
* To change this license header, choose License Headers in Project Properties.
* To change this template file, choose Tools | Templates
* and open the template in the editor.
*/
package org.mage.test.game.ends;
import mage.constants.PhaseStep;
import mage.constants.Zone;
import mage.game.permanent.Permanent;
import org.junit.Assert;
import org.junit.Test;
import org.mage.test.serverside.base.CardTestPlayerBase;
/**
*
* @author LevelX2
*/
public class GameIsADrawTest extends CardTestPlayerBase {
@Test
public void GameDrawByDamage() {
addCard(Zone.BATTLEFIELD, playerA, "Mountain", 6);
// Flame Rift deals 4 damage to each player.
addCard(Zone.HAND, playerA, "Flame Rift", 3); // Sorcery {1}{R}
addCard(Zone.BATTLEFIELD, playerB, "Mountain", 4);
// Flame Rift deals 4 damage to each player.
addCard(Zone.HAND, playerB, "Flame Rift", 2); // Sorcery
castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Flame Rift");
castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Flame Rift");
castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Flame Rift");
castSpell(2, PhaseStep.PRECOMBAT_MAIN, playerB, "Flame Rift");
castSpell(2, PhaseStep.PRECOMBAT_MAIN, playerB, "Flame Rift");
setStopAt(2, PhaseStep.BEGIN_COMBAT);
execute();
assertLife(playerA, 0);
assertLife(playerB, 0);
Assert.assertFalse("Player A has not won.", playerA.hasWon());
Assert.assertFalse("Player B has not won.", playerB.hasWon());
Assert.assertTrue("Game has ended.", currentGame.hasEnded());
Assert.assertTrue("Both players had 0 life, game has be de a draw.", currentGame.isADraw());
}
@Test
public void GameDrawByDivineIntervention() {
addCard(Zone.BATTLEFIELD, playerA, "Plains", 8);
// Divine Intervention enters the battlefield with two intervention counters on it.
// At the beginning of your upkeep, remove an intervention counter from Divine Intervention.
// When you remove the last intervention counter from Divine Intervention, the game is a draw.
addCard(Zone.HAND, playerA, "Divine Intervention", 1); // Enchantment {6}{W}{W}
addCard(Zone.BATTLEFIELD, playerA, "Silvercoat Lion", 1);
addCard(Zone.BATTLEFIELD, playerB, "Silvercoat Lion", 1);
castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Divine Intervention");
setStopAt(5, PhaseStep.PRECOMBAT_MAIN);
execute();
assertLife(playerA, 20);
assertLife(playerB, 20);
Assert.assertFalse("Player A has not won.", playerA.hasWon());
Assert.assertFalse("Player B has not won.", playerB.hasWon());
Assert.assertTrue("Game has ended.", currentGame.hasEnded());
Assert.assertTrue("Both players had 0 life, game has be de a draw.", currentGame.isADraw());
}
/**
* So here I made a simple infinite loop with Stuffy Doll and Pariah's
* Shield, which should make the game a draw. But instead, it just keeps
* going...
*/
@Test
public void GameDrawByInfiniteLoop() {
addCard(Zone.BATTLEFIELD, playerA, "Plains", 5);
// All damage that would be dealt to you is dealt to equipped creature instead.
// Equip {3}
addCard(Zone.BATTLEFIELD, playerA, "Pariah's Shield", 1); // Artifact Equipment {5}
// As Stuffy Doll enters the battlefield, choose a player.
// Stuffy Doll is indestructible.
// Whenever Stuffy Doll is dealt damage, it deals that much damage to the chosen player.
// {T}: Stuffy Doll deals 1 damage to itself.
addCard(Zone.HAND, playerA, "Stuffy Doll", 1); // Artifact Creature {5} 0/1
castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Stuffy Doll");
setChoice(playerA, "PlayerA");
setChoice(playerA, "PlayerA");
activateAbility(3, PhaseStep.PRECOMBAT_MAIN, playerA, "Equip", "Stuffy Doll");
activateAbility(3, PhaseStep.POSTCOMBAT_MAIN, playerA, "{T}");
setStopAt(3, PhaseStep.END_TURN);
execute();
assertPermanentCount(playerA, "Stuffy Doll", 1);
Permanent shield = getPermanent("Pariah's Shield");
Assert.assertTrue("Pariah's Shield is attached", shield.getAttachedTo() != null);
Assert.assertFalse("Player A has not won.", playerA.hasWon());
Assert.assertFalse("Player B has not won.", playerB.hasWon());
Assert.assertTrue("Game has ended.", currentGame.hasEnded());
Assert.assertTrue("Inifinite loop detected, game has be de a draw.", currentGame.isADraw());
}
}
/*
* To change this license header, choose License Headers in Project Properties.
* To change this template file, choose Tools | Templates
* and open the template in the editor.
*/
package org.mage.test.game.ends;
import mage.constants.PhaseStep;
import mage.constants.Zone;
import mage.game.permanent.Permanent;
import org.junit.Assert;
import org.junit.Test;
import org.mage.test.serverside.base.CardTestPlayerBase;
/**
*
* @author LevelX2
*/
public class GameIsADrawTest extends CardTestPlayerBase {
@Test
public void GameDrawByDamage() {
addCard(Zone.BATTLEFIELD, playerA, "Mountain", 6);
// Flame Rift deals 4 damage to each player.
addCard(Zone.HAND, playerA, "Flame Rift", 3); // Sorcery {1}{R}
addCard(Zone.BATTLEFIELD, playerB, "Mountain", 4);
// Flame Rift deals 4 damage to each player.
addCard(Zone.HAND, playerB, "Flame Rift", 2); // Sorcery
castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Flame Rift");
castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Flame Rift");
castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Flame Rift");
castSpell(2, PhaseStep.PRECOMBAT_MAIN, playerB, "Flame Rift");
castSpell(2, PhaseStep.PRECOMBAT_MAIN, playerB, "Flame Rift");
setStopAt(2, PhaseStep.BEGIN_COMBAT);
execute();
assertLife(playerA, 0);
assertLife(playerB, 0);
Assert.assertFalse("Player A has not won.", playerA.hasWon());
Assert.assertFalse("Player B has not won.", playerB.hasWon());
Assert.assertTrue("Game has ended.", currentGame.hasEnded());
Assert.assertTrue("Both players had 0 life, game has be de a draw.", currentGame.isADraw());
}
@Test
public void GameDrawByDivineIntervention() {
addCard(Zone.BATTLEFIELD, playerA, "Plains", 8);
// Divine Intervention enters the battlefield with two intervention counters on it.
// At the beginning of your upkeep, remove an intervention counter from Divine Intervention.
// When you remove the last intervention counter from Divine Intervention, the game is a draw.
addCard(Zone.HAND, playerA, "Divine Intervention", 1); // Enchantment {6}{W}{W}
addCard(Zone.BATTLEFIELD, playerA, "Silvercoat Lion", 1);
addCard(Zone.BATTLEFIELD, playerB, "Silvercoat Lion", 1);
castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Divine Intervention");
setStopAt(5, PhaseStep.PRECOMBAT_MAIN);
execute();
assertLife(playerA, 20);
assertLife(playerB, 20);
Assert.assertFalse("Player A has not won.", playerA.hasWon());
Assert.assertFalse("Player B has not won.", playerB.hasWon());
Assert.assertTrue("Game has ended.", currentGame.hasEnded());
Assert.assertTrue("Both players had 0 life, game has be de a draw.", currentGame.isADraw());
}
/**
* So here I made a simple infinite loop with Stuffy Doll and Pariah's
* Shield, which should make the game a draw. But instead, it just keeps
* going...
*/
@Test
public void GameDrawByInfiniteLoop() {
addCard(Zone.BATTLEFIELD, playerA, "Plains", 5);
// All damage that would be dealt to you is dealt to equipped creature instead.
// Equip {3}
addCard(Zone.BATTLEFIELD, playerA, "Pariah's Shield", 1); // Artifact Equipment {5}
// As Stuffy Doll enters the battlefield, choose a player.
// Stuffy Doll is indestructible.
// Whenever Stuffy Doll is dealt damage, it deals that much damage to the chosen player.
// {T}: Stuffy Doll deals 1 damage to itself.
addCard(Zone.HAND, playerA, "Stuffy Doll", 1); // Artifact Creature {5} 0/1
castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Stuffy Doll");
setChoice(playerA, "PlayerA");
setChoice(playerA, "PlayerA");
activateAbility(3, PhaseStep.PRECOMBAT_MAIN, playerA, "Equip", "Stuffy Doll");
activateAbility(3, PhaseStep.POSTCOMBAT_MAIN, playerA, "{T}");
setStopAt(3, PhaseStep.END_TURN);
execute();
assertPermanentCount(playerA, "Stuffy Doll", 1);
Permanent shield = getPermanent("Pariah's Shield");
Assert.assertTrue("Pariah's Shield is attached", shield.getAttachedTo() != null);
Assert.assertFalse("Player A has not won.", playerA.hasWon());
Assert.assertFalse("Player B has not won.", playerB.hasWon());
Assert.assertTrue("Game has ended.", currentGame.hasEnded());
Assert.assertTrue("Inifinite loop detected, game has be de a draw.", currentGame.isADraw());
}
/**
* Check that a simple triggered ability does not trigger the infinite loop
* request to players
*/
@Test
public void GameDrawByInfiniteLoopNot() {
addCard(Zone.BATTLEFIELD, playerA, "Plains", 43);
// Whenever a creature enters the battlefield under your control, you gain life equal to its toughness.
addCard(Zone.BATTLEFIELD, playerA, "Angelic Chorus", 1); // Enchantment {5}
// Create X 4/4 white Angel creature tokens with flying.
// Miracle (You may cast this card for its miracle cost when you draw it if it's the first card you drew this turn.)
addCard(Zone.HAND, playerA, "Entreat the Angels", 1); // Sorcery {X}{X}{W}{W}{W}
castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Entreat the Angels");
setChoice(playerA, "X=20");
setStopAt(1, PhaseStep.BEGIN_COMBAT);
execute();
assertPermanentCount(playerA, "Angel", 20);
Assert.assertFalse("Game should not have ended.", currentGame.hasEnded());
assertLife(playerA, 100);
Assert.assertFalse("No inifinite loop detected, game has be no draw.", currentGame.isADraw());
}
}

View file

@ -177,6 +177,8 @@ public abstract class GameImpl implements Game, Serializable {
protected PlayerList playerList;
private int infiniteLoopCounter; // used to check if the game is in an infinite loop
private int lastNumberOfAbilitiesOnTheStack; // used to check how long no new ability was put to stack
private final LinkedList<UUID> stackObjectsCheck = new LinkedList<>(); // used to check if different sources used the stack
// used to set the counters a permanent adds the battlefield (if no replacement effect is used e.g. Persist)
protected Map<UUID, Counters> enterWithCounters = new HashMap<>();
@ -1289,7 +1291,6 @@ public abstract class GameImpl implements Game, Serializable {
}
if (allPassed()) {
if (!state.getStack().isEmpty()) {
checkInfiniteLoop();
//20091005 - 115.4
resolve();
applyEffects();
@ -1298,7 +1299,6 @@ public abstract class GameImpl implements Game, Serializable {
resetShortLivingLKI();
break;
} else {
infiniteLoopCounter = 0;
resetLKI();
return;
}
@ -1346,6 +1346,7 @@ public abstract class GameImpl implements Game, Serializable {
if (top != null) {
state.getStack().remove(top); // seems partly redundant because move card from stack to grave is already done and the stack removed
rememberLKI(top.getSourceId(), Zone.STACK, top);
checkInfiniteLoop(top.getSourceId());
if (!getTurn().isEndTurnRequested()) {
while (state.hasSimultaneousEvents()) {
state.handleSimultaneousEvent(this);
@ -1357,40 +1358,44 @@ public abstract class GameImpl implements Game, Serializable {
/**
* This checks if the stack gets filled iterated, without ever getting empty
* If the defined number of iterations is reached, the players in range of
* the stackObject get asked to confirm a draw. If they do, all confirming
* players get set to a draw.
* If the defined number of iterations with not more than 4 different
* sourceIds for the removed stack Objects is reached, the players in range
* of the stackObject get asked to confirm a draw. If they do, all
* confirming players get set to a draw.
*
* Possible to improve: check that always the same set of stackObjects are
* again aand again on the stack
* @param removedStackObjectSourceId
*/
protected void checkInfiniteLoop() {
if (getStack().size() < 4) { // to prevent that this also pops up, if e.g. 20 triggers resolve at once
protected void checkInfiniteLoop(UUID removedStackObjectSourceId) {
if (stackObjectsCheck.contains(removedStackObjectSourceId)
&& getStack().size() >= lastNumberOfAbilitiesOnTheStack) {
infiniteLoopCounter++;
if (infiniteLoopCounter > 15) {
StackObject stackObject = getStack().getFirst();
if (stackObject != null) {
Player controller = getPlayer(stackObject.getControllerId());
if (controller != null) {
for (UUID playerId : getState().getPlayersInRange(controller.getId(), this)) {
Player player = getPlayer(playerId);
if (!player.chooseUse(Outcome.Detriment, "Draw game because of infinite looping?", null, this)) {
informPlayers(controller.getLogName() + " has NOT confirmed that the game is a draw because of infinite looping.");
infiniteLoopCounter = 0;
return;
}
informPlayers(controller.getLogName() + " has confirmed that the game is a draw because of infinite looping.");
Player controller = getPlayer(getControllerId(removedStackObjectSourceId));
if (controller != null) {
for (UUID playerId : getState().getPlayersInRange(controller.getId(), this)) {
Player player = getPlayer(playerId);
if (!player.chooseUse(Outcome.Detriment, "Draw game because of infinite looping?", null, this)) {
informPlayers(controller.getLogName() + " has NOT confirmed that the game is a draw because of infinite looping.");
infiniteLoopCounter = 0;
return;
}
for (UUID playerId : getState().getPlayersInRange(controller.getId(), this)) {
Player player = getPlayer(playerId);
if (player != null) {
player.drew(this);
}
informPlayers(controller.getLogName() + " has confirmed that the game is a draw because of infinite looping.");
}
for (UUID playerId : getState().getPlayersInRange(controller.getId(), this)) {
Player player = getPlayer(playerId);
if (player != null) {
player.drew(this);
}
}
}
}
} else {
stackObjectsCheck.add(removedStackObjectSourceId);
if (stackObjectsCheck.size() > 4) {
stackObjectsCheck.removeFirst();
}
}
lastNumberOfAbilitiesOnTheStack = getStack().size();
}
protected boolean allPassed() {
@ -2618,6 +2623,8 @@ public abstract class GameImpl implements Game, Serializable {
public void resetLKI() {
lki.clear();
lkiExtended.clear();
infiniteLoopCounter = 0;
stackObjectsCheck.clear();
}
@Override