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* Reworked infinite loop handling a bit.
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parent
af0eb13c13
commit
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1 changed files with 35 additions and 26 deletions
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@ -176,6 +176,7 @@ public abstract class GameImpl implements Game, Serializable {
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private final int startLife;
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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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// 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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@ -1233,7 +1234,7 @@ public abstract class GameImpl implements Game, Serializable {
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@Override
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public void playPriority(UUID activePlayerId, boolean resuming) {
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int errorContinueCounter = 0;
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int infiniteLoopCounter = 0;
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infiniteLoopCounter = 0;
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int bookmark = 0;
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clearAllBookmarks();
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try {
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@ -1287,13 +1288,7 @@ 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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if (getStack().size() < 4) {
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infiniteLoopCounter++;
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if (infiniteLoopCounter > 15) {
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isInfiniteLoop();
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infiniteLoopCounter = 0;
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}
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}
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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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@ -1359,28 +1354,42 @@ public abstract class GameImpl implements Game, Serializable {
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}
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}
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protected void isInfiniteLoop() {
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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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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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}
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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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* 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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*
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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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*/
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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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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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}
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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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}
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}
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}
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protected boolean allPassed() {
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