mirror of
https://github.com/correl/mage.git
synced 2024-11-24 11:09:54 +00:00
Fixed player leaving/conceding handling.
This commit is contained in:
parent
79d4c07d20
commit
58d3fc2328
21 changed files with 553 additions and 463 deletions
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@ -519,7 +519,7 @@ public class ComputerPlayer6 extends ComputerPlayer /*implements Player*/ {
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logger.trace("interrupted - " + val);
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return val;
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}
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if (depth <= 0 || SimulationNode2.nodeCount > maxNodes || game.gameOver(null)) {
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if (depth <= 0 || SimulationNode2.nodeCount > maxNodes || game.checkIfGameIsOver()) {
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logger.trace("Add actions -- reached end state, node count=" + SimulationNode2.nodeCount + ", depth=" + depth);
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val = GameStateEvaluator2.evaluate(playerId, game);
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UUID currentPlayerId = node.getGame().getPlayerList().get();
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@ -540,7 +540,7 @@ public class ComputerPlayer6 extends ComputerPlayer /*implements Player*/ {
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}
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}
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if (game.gameOver(null)) {
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if (game.checkIfGameIsOver()) {
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val = GameStateEvaluator2.evaluate(playerId, game);
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} else if (!node.getChildren().isEmpty()) {
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//declared attackers or blockers or triggered abilities
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@ -588,7 +588,7 @@ public class ComputerPlayer6 extends ComputerPlayer /*implements Player*/ {
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logger.debug("Sim Prio [" + depth + "] -- repeated action: " + action.toString());
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continue;
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}
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if (!sim.gameOver(null) && action.isUsesStack()) {
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if (!sim.checkIfGameIsOver() && action.isUsesStack()) {
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// only pass if the last action uses the stack
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UUID nextPlayerId = sim.getPlayerList().get();
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do {
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@ -864,7 +864,7 @@ public class ComputerPlayer6 extends ComputerPlayer /*implements Player*/ {
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break;
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case CLEANUP:
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game.getPhase().getStep().beginStep(game, activePlayerId);
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if (!game.checkStateAndTriggered() && !game.gameOver(null)) {
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if (!game.checkStateAndTriggered() && !game.checkIfGameIsOver()) {
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game.getState().setActivePlayerId(game.getState().getPlayerList(game.getActivePlayerId()).getNext());
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game.getTurn().setPhase(new BeginningPhase());
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game.getPhase().setStep(new UntapStep());
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@ -233,7 +233,7 @@ public class ComputerPlayer7 extends ComputerPlayer6 {
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return GameStateEvaluator2.evaluate(playerId, game);
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}
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// Condition to stop deeper simulation
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if (depth <= 0 || SimulationNode2.nodeCount > maxNodes || game.gameOver(null)) {
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if (depth <= 0 || SimulationNode2.nodeCount > maxNodes || game.checkIfGameIsOver()) {
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val = GameStateEvaluator2.evaluate(playerId, game);
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if (logger.isTraceEnabled()) {
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StringBuilder sb = new StringBuilder("Add Actions -- reached end state <").append(val).append('>');
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@ -267,7 +267,7 @@ public class ComputerPlayer7 extends ComputerPlayer6 {
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}
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}
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if (game.gameOver(null)) {
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if (game.checkIfGameIsOver()) {
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val = GameStateEvaluator2.evaluate(playerId, game);
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} else if (stepFinished) {
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logger.debug("Step finished");
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@ -481,7 +481,7 @@ public class ComputerPlayer7 extends ComputerPlayer6 {
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sim.fireEvent(GameEvent.getEvent(GameEvent.EventType.DECLARE_BLOCKERS_STEP_POST, sim.getActivePlayerId(), sim.getActivePlayerId()));
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Combat simCombat = sim.getCombat().copy();
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finishCombat(sim);
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if (sim.gameOver(null)) {
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if (sim.checkIfGameIsOver()) {
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val = GameStateEvaluator2.evaluate(playerId, sim);
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} else if (!counter) {
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val = simulatePostCombatMain(sim, newNode, depth - 1, alpha, beta);
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@ -549,7 +549,7 @@ public class ComputerPlayer7 extends ComputerPlayer6 {
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logger.debug("interrupted");
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return;
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}
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if (!game.gameOver(null)) {
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if (!game.checkIfGameIsOver()) {
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game.getPhase().setStep(step);
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if (!step.skipStep(game, game.getActivePlayerId())) {
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step.beginStep(game, game.getActivePlayerId());
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@ -598,7 +598,7 @@ public class ComputerPlayer7 extends ComputerPlayer6 {
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logger.debug("interrupted");
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return;
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}
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if (!game.gameOver(null)) {
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if (!game.checkIfGameIsOver()) {
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game.getTurn().getPhase().endPhase(game, game.getActivePlayerId());
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game.getTurn().setPhase(new EndPhase());
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if (game.getTurn().getPhase().beginPhase(game, game.getActivePlayerId())) {
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@ -33,7 +33,7 @@ public final class GameStateEvaluator2 {
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public static int evaluate(UUID playerId, Game game) {
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Player player = game.getPlayer(playerId);
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Player opponent = game.getPlayer(game.getOpponents(playerId).iterator().next());
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if (game.gameOver(null)) {
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if (game.checkIfGameIsOver()) {
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if (player.hasLost() || opponent.hasWon()) {
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return LOSE_GAME_SCORE;
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}
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@ -61,7 +61,7 @@ public class ActionSimulator {
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public int evaluateState() {
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Player opponent = game.getPlayer(game.getOpponents(player.getId()).iterator().next());
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if (game.gameOver(null)) {
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if (game.checkIfGameIsOver()) {
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if (player.hasLost() || opponent.hasWon()) {
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return Integer.MIN_VALUE;
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}
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@ -79,7 +79,7 @@ public class MCTSNode {
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this.game = game;
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this.stateValue = game.getState().getValue(game, targetPlayer);
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this.fullStateValue = game.getState().getValue(true, game);
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this.terminal = game.gameOver(null);
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this.terminal = game.checkIfGameIsOver();
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setPlayer();
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nodeCount = 1;
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// logger.info(this.stateValue);
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@ -90,7 +90,7 @@ public class MCTSNode {
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this.game = game;
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this.stateValue = game.getState().getValue(game, targetPlayer);
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this.fullStateValue = game.getState().getValue(true, game);
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this.terminal = game.gameOver(null);
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this.terminal = game.checkIfGameIsOver();
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this.parent = parent;
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this.action = action;
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setPlayer();
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@ -104,7 +104,7 @@ public class MCTSNode {
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this.combat = combat;
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this.stateValue = game.getState().getValue(game, targetPlayer);
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this.fullStateValue = game.getState().getValue(true, game);
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this.terminal = game.gameOver(null);
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this.terminal = game.checkIfGameIsOver();
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this.parent = parent;
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setPlayer();
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nodeCount++;
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@ -330,7 +330,7 @@ public class ComputerPlayer2 extends ComputerPlayer implements Player {
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return GameStateEvaluator.evaluate(playerId, game);
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}
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int val;
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if (node.depth > maxDepth || game.gameOver(null)) {
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if (node.depth > maxDepth || game.checkIfGameIsOver()) {
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logger.debug(indent(node.depth) + "simulating -- reached end state");
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val = GameStateEvaluator.evaluate(playerId, game);
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}
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@ -357,7 +357,7 @@ public class ComputerPlayer2 extends ComputerPlayer implements Player {
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}
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}
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if (game.gameOver(null)) {
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if (game.checkIfGameIsOver()) {
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val = GameStateEvaluator.evaluate(playerId, game);
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}
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else if (!node.getChildren().isEmpty()) {
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@ -403,7 +403,7 @@ public class ComputerPlayer2 extends ComputerPlayer implements Player {
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logger.debug(indent(node.depth) + "found useless action: " + action);
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continue;
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}
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if (!sim.gameOver(null) && action.isUsesStack()) {
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if (!sim.checkIfGameIsOver() && action.isUsesStack()) {
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// only pass if the last action uses the stack
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sim.getPlayer(currentPlayer.getId()).pass(game);
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sim.getPlayerList().getNext();
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@ -588,7 +588,7 @@ public class ComputerPlayer2 extends ComputerPlayer implements Player {
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break;
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case CLEANUP:
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game.getPhase().getStep().beginStep(game, activePlayerId);
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if (!game.checkStateAndTriggered() && !game.gameOver(null)) {
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if (!game.checkStateAndTriggered() && !game.checkIfGameIsOver()) {
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game.getState().setActivePlayerId(game.getState().getPlayerList(game.getActivePlayerId()).getNext());
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game.getTurn().setPhase(new BeginningPhase());
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game.getPhase().setStep(new UntapStep());
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@ -184,7 +184,7 @@ public class ComputerPlayer3 extends ComputerPlayer2 implements Player {
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logger.debug(indent(node.depth) + "interrupted");
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return GameStateEvaluator.evaluate(playerId, game);
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}
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if (node.depth > maxDepth || game.gameOver(null)) {
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if (node.depth > maxDepth || game.checkIfGameIsOver()) {
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logger.debug(indent(node.depth) + "simulating -- reached end state");
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val = GameStateEvaluator.evaluate(playerId, game);
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}
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@ -204,7 +204,7 @@ public class ComputerPlayer3 extends ComputerPlayer2 implements Player {
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}
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}
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if (game.gameOver(null)) {
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if (game.checkIfGameIsOver()) {
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val = GameStateEvaluator.evaluate(playerId, game);
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}
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else if (stepFinished) {
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@ -408,7 +408,7 @@ public class ComputerPlayer3 extends ComputerPlayer2 implements Player {
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sim.fireEvent(GameEvent.getEvent(GameEvent.EventType.DECLARE_BLOCKERS_STEP_POST, sim.getActivePlayerId(), sim.getActivePlayerId()));
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Combat simCombat = sim.getCombat().copy();
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finishCombat(sim);
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if (sim.gameOver(null)) {
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if (sim.checkIfGameIsOver()) {
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val = GameStateEvaluator.evaluate(playerId, sim);
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}
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else if (!counter) {
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@ -450,7 +450,7 @@ public class ComputerPlayer3 extends ComputerPlayer2 implements Player {
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return GameStateEvaluator.evaluate(playerId, game);
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}
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Integer val = null;
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if (!game.gameOver(null)) {
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if (!game.checkIfGameIsOver()) {
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logger.debug(indent(node.depth) + "simulating -- ending turn");
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simulateToEnd(game);
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game.getState().setActivePlayerId(game.getState().getPlayerList(game.getActivePlayerId()).getNext());
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@ -478,7 +478,7 @@ public class ComputerPlayer3 extends ComputerPlayer2 implements Player {
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logger.debug("interrupted");
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return;
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}
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if (!game.gameOver(null)) {
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if (!game.checkIfGameIsOver()) {
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game.getPhase().setStep(step);
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if (!step.skipStep(game, game.getActivePlayerId())) {
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step.beginStep(game, game.getActivePlayerId());
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@ -526,7 +526,7 @@ public class ComputerPlayer3 extends ComputerPlayer2 implements Player {
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logger.debug("interrupted");
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return;
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}
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if (!game.gameOver(null)) {
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if (!game.checkIfGameIsOver()) {
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game.getTurn().getPhase().endPhase(game, game.getActivePlayerId());
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game.getTurn().setPhase(new EndPhase());
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if (game.getTurn().getPhase().beginPhase(game, game.getActivePlayerId())) {
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@ -70,7 +70,7 @@ public final class GameStateEvaluator {
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public static int evaluate(UUID playerId, Game game, boolean ignoreTapped) {
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Player player = game.getPlayer(playerId);
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Player opponent = game.getPlayer(game.getOpponents(playerId).iterator().next());
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if (game.gameOver(null)) {
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if (game.checkIfGameIsOver()) {
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if (player.hasLost() || opponent.hasWon())
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return LOSE_SCORE;
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if (opponent.hasLost() || player.hasWon())
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@ -53,6 +53,7 @@ import mage.filter.common.FilterCreatureForCombat;
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import mage.filter.common.FilterCreatureForCombatBlock;
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import mage.filter.predicate.permanent.ControllerIdPredicate;
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import mage.game.Game;
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import mage.game.GameImpl;
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import mage.game.combat.CombatGroup;
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import mage.game.draft.Draft;
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import mage.game.events.GameEvent;
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@ -186,13 +187,25 @@ public class HumanPlayer extends PlayerImpl {
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response.clear();
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logger.debug("Waiting response from player: " + getId());
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game.resumeTimer(getTurnControlledBy());
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synchronized (response) {
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try {
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response.wait();
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} catch (InterruptedException ex) {
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logger.error("Response error for player " + getName() + " gameId: " + game.getId(), ex);
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} finally {
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game.pauseTimer(getTurnControlledBy());
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boolean loop = true;
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while (loop) {
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loop = false;
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synchronized (response) {
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try {
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response.wait();
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} catch (InterruptedException ex) {
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logger.error("Response error for player " + getName() + " gameId: " + game.getId(), ex);
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} finally {
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game.pauseTimer(getTurnControlledBy());
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}
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}
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if (response.getResponseConcedeCheck()) {
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((GameImpl) game).checkConcede();
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if (game.hasEnded()) {
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return;
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}
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response.clear();
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loop = true;
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}
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}
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if (recordingMacro && !macroTriggeredSelectionFlag) {
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@ -1706,6 +1719,15 @@ public class HumanPlayer extends PlayerImpl {
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}
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}
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@Override
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public void signalPlayerConcede() {
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synchronized (response) {
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response.setResponseConcedeCheck();
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response.notifyAll();
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logger.debug("Set check concede for waiting player: " + getId());
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}
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}
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@Override
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public void skip() {
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synchronized (response) {
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@ -43,6 +43,7 @@ public class PlayerResponse implements Serializable {
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private Integer responseInteger;
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private ManaType responseManaType;
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private UUID responseManaTypePlayerId;
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private Boolean responseConcedeCheck;
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public PlayerResponse() {
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clear();
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@ -55,7 +56,8 @@ public class PlayerResponse implements Serializable {
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+ ',' + responseBoolean
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+ ',' + responseInteger
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+ ',' + responseManaType
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+ ',' + responseManaTypePlayerId;
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+ ',' + responseManaTypePlayerId
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+ ',' + responseConcedeCheck;
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}
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public PlayerResponse(PlayerResponse other) {
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@ -69,6 +71,7 @@ public class PlayerResponse implements Serializable {
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responseInteger = other.responseInteger;
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responseManaType = other.responseManaType;
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responseManaTypePlayerId = other.responseManaTypePlayerId;
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responseConcedeCheck = other.responseConcedeCheck;
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}
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public void clear() {
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@ -78,6 +81,7 @@ public class PlayerResponse implements Serializable {
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responseInteger = null;
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responseManaType = null;
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responseManaTypePlayerId = null;
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responseConcedeCheck = null;
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}
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public String getString() {
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@ -104,6 +108,17 @@ public class PlayerResponse implements Serializable {
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this.responseBoolean = responseBoolean;
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}
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public Boolean getResponseConcedeCheck() {
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if (responseConcedeCheck == null) {
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return false;
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}
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return responseConcedeCheck;
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}
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public void setResponseConcedeCheck() {
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this.responseConcedeCheck = true;
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}
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public Integer getInteger() {
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return responseInteger;
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}
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@ -61,7 +61,7 @@ public class WatertrapWeaver extends CardImpl {
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this.power = new MageInt(2);
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this.toughness = new MageInt(2);
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// When Watertrap Weaver enters the battlefield, tap target creature an opponent controls. That creature doesn't untap during its controller's next untap step.
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// When Watertrap Weaver enters the battlefield, tap target creature an opponent controls. That creature doesn't untap during its controller's next untap step.
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EntersBattlefieldTriggeredAbility ability = new EntersBattlefieldTriggeredAbility(new TapTargetEffect());
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ability.addEffect(new DontUntapInControllersNextUntapStepTargetEffect("that creature"));
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ability.addTarget(new TargetCreaturePermanent(filter));
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@ -1,373 +1,373 @@
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/*
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* Copyright 2010 BetaSteward_at_googlemail.com. All rights reserved.
|
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*
|
||||
* Redistribution and use in source and binary forms, with or without modification, are
|
||||
* permitted provided that the following conditions are met:
|
||||
*
|
||||
* 1. Redistributions of source code must retain the above copyright notice, this list of
|
||||
* conditions and the following disclaimer.
|
||||
*
|
||||
* 2. Redistributions in binary form must reproduce the above copyright notice, this list
|
||||
* of conditions and the following disclaimer in the documentation and/or other materials
|
||||
* provided with the distribution.
|
||||
*
|
||||
* THIS SOFTWARE IS PROVIDED BY BetaSteward_at_googlemail.com ``AS IS'' AND ANY EXPRESS OR IMPLIED
|
||||
* WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND
|
||||
* FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL BetaSteward_at_googlemail.com OR
|
||||
* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
|
||||
* CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
|
||||
* SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON
|
||||
* ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
|
||||
* NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF
|
||||
* ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*
|
||||
* The views and conclusions contained in the software and documentation are those of the
|
||||
* authors and should not be interpreted as representing official policies, either expressed
|
||||
* or implied, of BetaSteward_at_googlemail.com.
|
||||
*/
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package org.mage.test.multiplayer;
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import java.io.FileNotFoundException;
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import mage.constants.MultiplayerAttackOption;
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import mage.constants.PhaseStep;
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import mage.constants.RangeOfInfluence;
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import mage.constants.Zone;
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import mage.counters.CounterType;
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import mage.game.FreeForAll;
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import mage.game.Game;
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import mage.game.GameException;
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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.CardTestMultiPlayerBase;
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/**
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*
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* @author LevelX2
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*/
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public class PlayerLeftGameRange1Test extends CardTestMultiPlayerBase {
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@Override
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protected Game createNewGameAndPlayers() throws GameException, FileNotFoundException {
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// Start Life = 2
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Game game = new FreeForAll(MultiplayerAttackOption.MULTIPLE, RangeOfInfluence.ONE, 0, 2);
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// Player order: A -> D -> C -> B
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playerA = createPlayer(game, playerA, "PlayerA");
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playerB = createPlayer(game, playerB, "PlayerB");
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playerC = createPlayer(game, playerC, "PlayerC");
|
||||
playerD = createPlayer(game, playerD, "PlayerD");
|
||||
return game;
|
||||
}
|
||||
|
||||
/**
|
||||
* Tests Enchantment to control other permanent
|
||||
*/
|
||||
@Test
|
||||
public void TestControlledByEnchantment() {
|
||||
addCard(Zone.BATTLEFIELD, playerB, "Rootwater Commando");
|
||||
|
||||
addCard(Zone.BATTLEFIELD, playerA, "Island", 4);
|
||||
// Enchant creature
|
||||
// You control enchanted creature.
|
||||
addCard(Zone.HAND, playerA, "Control Magic");
|
||||
|
||||
addCard(Zone.BATTLEFIELD, playerC, "Silvercoat Lion");
|
||||
|
||||
castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Control Magic", "Rootwater Commando");
|
||||
|
||||
attack(3, playerC, "Silvercoat Lion", playerB);
|
||||
|
||||
setStopAt(3, PhaseStep.POSTCOMBAT_MAIN);
|
||||
execute();
|
||||
|
||||
assertLife(playerB, 0);
|
||||
assertPermanentCount(playerB, 0);
|
||||
assertPermanentCount(playerA, "Rootwater Commando", 0);
|
||||
assertGraveyardCount(playerA, "Control Magic", 1);
|
||||
|
||||
}
|
||||
|
||||
/**
|
||||
* Tests Sorcery to control other players permanent
|
||||
*/
|
||||
@Test
|
||||
public void TestControlledBySorcery() {
|
||||
addCard(Zone.BATTLEFIELD, playerB, "Rootwater Commando");
|
||||
|
||||
addCard(Zone.BATTLEFIELD, playerA, "Island", 4);
|
||||
// Exchange control of target artifact or creature and another target permanent that shares one of those types with it.
|
||||
// (This effect lasts indefinitely.)
|
||||
addCard(Zone.HAND, playerA, "Legerdemain"); // Sorcery
|
||||
addCard(Zone.BATTLEFIELD, playerA, "Wall of Air");
|
||||
|
||||
addCard(Zone.BATTLEFIELD, playerC, "Silvercoat Lion");
|
||||
|
||||
castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Legerdemain", "Rootwater Commando^Wall of Air");
|
||||
|
||||
attack(3, playerC, "Silvercoat Lion", playerB);
|
||||
|
||||
setStopAt(3, PhaseStep.POSTCOMBAT_MAIN);
|
||||
execute();
|
||||
|
||||
assertLife(playerB, 0);
|
||||
assertGraveyardCount(playerA, "Legerdemain", 1);
|
||||
assertPermanentCount(playerB, 0);
|
||||
assertPermanentCount(playerA, "Rootwater Commando", 0); // removed from game because player B left
|
||||
assertPermanentCount(playerB, "Wall of Air", 0);
|
||||
assertGraveyardCount(playerA, "Wall of Air", 0);
|
||||
assertPermanentCount(playerA, "Wall of Air", 1); // Returned back to player A
|
||||
|
||||
}
|
||||
|
||||
/**
|
||||
* Tests Instant to control other permanent
|
||||
*/
|
||||
@Test
|
||||
public void TestOtherPlayerControllsCreature() {
|
||||
addCard(Zone.BATTLEFIELD, playerB, "Rootwater Commando");
|
||||
|
||||
addCard(Zone.BATTLEFIELD, playerA, "Mountain", 4);
|
||||
// Untap target nonlegendary creature and gain control of it until end of turn. That creature gains haste until end of turn.
|
||||
addCard(Zone.HAND, playerA, "Blind with Anger"); // Instant
|
||||
|
||||
addCard(Zone.BATTLEFIELD, playerC, "Silvercoat Lion");
|
||||
|
||||
castSpell(2, PhaseStep.PRECOMBAT_MAIN, playerA, "Blind with Anger", "Rootwater Commando");
|
||||
|
||||
attack(3, playerC, "Silvercoat Lion", playerB);
|
||||
|
||||
setStopAt(3, PhaseStep.POSTCOMBAT_MAIN);
|
||||
execute();
|
||||
|
||||
assertLife(playerB, 0);
|
||||
assertGraveyardCount(playerA, "Blind with Anger", 1);
|
||||
assertPermanentCount(playerB, 0);
|
||||
assertPermanentCount(playerA, "Rootwater Commando", 0); // Removed from game because player C left
|
||||
assertPermanentCount(playerA, "Rootwater Commando", 0); // Returned back to player A
|
||||
}
|
||||
|
||||
/**
|
||||
* Xmage throws an error involving an emblem unable to find the initial
|
||||
* source if it has a proc. To reproduce, a Planeswalker was taken from an
|
||||
* original player's control, such as using Scrambleverse to shuffle Jace,
|
||||
* Unraveler of Secrets, to a second player and then the second player uses
|
||||
* Jace's ability to create an emblem ("Whenever an opponent casts his or
|
||||
* her first spell each turn, counter that spell."). Then the original
|
||||
* player concedes the game and removes the Planeswalker. Once it becomes an
|
||||
* opponent of the original player's turn and that opponent plays a spell,
|
||||
* Xmage throws an error and rollsback the turn.
|
||||
*
|
||||
* I don't have the actual error report on my due to negligence, but what I
|
||||
* can recollect is that the error message was along the lines of "The
|
||||
* emblem cannot find the original source. This turn will be rolled back".
|
||||
* This error message will always appear when an opponent tries to play a
|
||||
* spell. Player order: A -> D -> C -> B
|
||||
*/
|
||||
@Test
|
||||
public void TestOtherPlayerPlaneswalkerCreatedEmblem() {
|
||||
// +1: Scry 1, then draw a card.
|
||||
// -2: Return target creature to its owner's hand.
|
||||
// -8: You get an emblem with "Whenever an opponent casts his or her first spell each turn, counter that spell."
|
||||
addCard(Zone.BATTLEFIELD, playerB, "Jace, Unraveler of Secrets");
|
||||
addCounters(1, PhaseStep.DRAW, playerB, "Jace, Unraveler of Secrets", CounterType.LOYALTY, 8);
|
||||
|
||||
addCard(Zone.BATTLEFIELD, playerA, "Island", 6);
|
||||
// Enchant permanent (Target a permanent as you cast this. This card enters the battlefield attached to that permanent.)
|
||||
// You control enchanted permanent.
|
||||
addCard(Zone.HAND, playerA, "Confiscate"); // Enchantment Aura
|
||||
|
||||
addCard(Zone.BATTLEFIELD, playerC, "Plains", 2);
|
||||
addCard(Zone.HAND, playerC, "Silvercoat Lion");
|
||||
|
||||
addCard(Zone.BATTLEFIELD, playerD, "Plains", 2);
|
||||
addCard(Zone.HAND, playerD, "Silvercoat Lion");
|
||||
|
||||
addCard(Zone.BATTLEFIELD, playerC, "Silvercoat Lion");
|
||||
|
||||
castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Confiscate", "Jace, Unraveler of Secrets");
|
||||
activateAbility(1, PhaseStep.POSTCOMBAT_MAIN, playerA, "-8: You get an emblem with");
|
||||
|
||||
castSpell(2, PhaseStep.PRECOMBAT_MAIN, playerA, "Blind with Anger", "Rootwater Commando");
|
||||
|
||||
attack(3, playerC, "Silvercoat Lion", playerB);
|
||||
castSpell(3, PhaseStep.POSTCOMBAT_MAIN, playerC, "Silvercoat Lion");
|
||||
|
||||
castSpell(5, PhaseStep.PRECOMBAT_MAIN, playerD, "Silvercoat Lion");
|
||||
|
||||
setStopAt(5, PhaseStep.END_TURN);
|
||||
execute();
|
||||
|
||||
assertLife(playerB, 0);
|
||||
assertPermanentCount(playerB, 0);
|
||||
assertGraveyardCount(playerA, "Confiscate", 1);
|
||||
assertPermanentCount(playerA, "Jace, Unraveler of Secrets", 0); // Removed from game because player C left the game
|
||||
assertEmblemCount(playerA, 1);
|
||||
assertPermanentCount(playerC, "Silvercoat Lion", 2); // Emblem does not work yet on player C, because range 1
|
||||
assertGraveyardCount(playerD, "Silvercoat Lion", 1); // Emblem should counter the spell
|
||||
}
|
||||
|
||||
/**
|
||||
* Situation: I attacked an opponent with some creatures with True
|
||||
* Conviction in play. There were multiple "deals combat damage to a
|
||||
* player"-triggers (Edric, Spymaster of Trest, Daxos of Meletis et al),
|
||||
* then the opponent lost the game during the first strike combat
|
||||
* damage-step . In the second combat damage step the triggers went on the
|
||||
* stack again, although there was no player being dealt damage (multiplayer
|
||||
* game, so the game wasn't over yet). I don't think these abilities should
|
||||
* trigger again here.
|
||||
*/
|
||||
@Test
|
||||
public void TestPlayerDiesDuringFirstStrikeDamageStep() {
|
||||
// Creatures you control have double strike and lifelink.
|
||||
addCard(Zone.BATTLEFIELD, playerD, "True Conviction");
|
||||
// Whenever a creature deals combat damage to one of your opponents, its controller may draw a card.
|
||||
addCard(Zone.BATTLEFIELD, playerD, "Edric, Spymaster of Trest");
|
||||
addCard(Zone.BATTLEFIELD, playerD, "Dross Crocodile", 8); // Creature 5/1
|
||||
|
||||
attack(2, playerD, "Dross Crocodile", playerC);
|
||||
|
||||
setStopAt(3, PhaseStep.END_TURN);
|
||||
execute();
|
||||
|
||||
assertLife(playerC, -3);
|
||||
assertLife(playerD, 7);
|
||||
|
||||
assertHandCount(playerD, 2); // 1 (normal draw) + 1 from True Convition
|
||||
assertPermanentCount(playerC, 0);
|
||||
|
||||
}
|
||||
|
||||
/**
|
||||
* I've encountered a case today where someone conceded on their turn. The
|
||||
* remaining phases were went through as normal, but my Luminarch Ascension
|
||||
* did not trigger during the end step.
|
||||
*/
|
||||
// Player order: A -> D -> C -> B
|
||||
@Test
|
||||
public void TestTurnEndTrigger() {
|
||||
addCard(Zone.BATTLEFIELD, playerA, "Plains", 2);
|
||||
// At the beginning of each opponent's end step, if you didn't lose life this turn, you may put a quest counter on Luminarch Ascension.
|
||||
// {1}{W}: Create a 4/4 white Angel creature token with flying. Activate this ability only if Luminarch Ascension has four or more quest counters on it..
|
||||
addCard(Zone.HAND, playerA, "Luminarch Ascension"); // Enchantment {1}{W}
|
||||
|
||||
addCard(Zone.HAND, playerC, "Lightning Bolt");
|
||||
addCard(Zone.BATTLEFIELD, playerC, "Mountain", 1);
|
||||
|
||||
addCard(Zone.HAND, playerD, "Silvercoat Lion");
|
||||
addCard(Zone.BATTLEFIELD, playerD, "Plains", 2);
|
||||
|
||||
castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Luminarch Ascension");
|
||||
|
||||
castSpell(2, PhaseStep.PRECOMBAT_MAIN, playerD, "Silvercoat Lion");
|
||||
castSpell(2, PhaseStep.BEGIN_COMBAT, playerC, "Lightning Bolt", playerD);
|
||||
|
||||
setStopAt(3, PhaseStep.PRECOMBAT_MAIN);
|
||||
execute();
|
||||
|
||||
assertPermanentCount(playerA, "Luminarch Ascension", 1);
|
||||
assertGraveyardCount(playerC, "Lightning Bolt", 1);
|
||||
|
||||
assertLife(playerD, -1);
|
||||
Assert.assertFalse("Player D is no longer in the game", playerD.isInGame());
|
||||
|
||||
assertCounterCount(playerA, "Luminarch Ascension", CounterType.QUEST, 1); // 1 from turn 2
|
||||
}
|
||||
|
||||
@Test
|
||||
public void TestTurnEndTriggerAfterConcede() {
|
||||
addCard(Zone.BATTLEFIELD, playerA, "Plains", 2);
|
||||
// At the beginning of each opponent's end step, if you didn't lose life this turn, you may put a quest counter on Luminarch Ascension.
|
||||
// {1}{W}: Create a 4/4 white Angel creature token with flying. Activate this ability only if Luminarch Ascension has four or more quest counters on it..
|
||||
addCard(Zone.HAND, playerA, "Luminarch Ascension"); // Enchantment {1}{W}
|
||||
|
||||
addCard(Zone.HAND, playerD, "Silvercoat Lion");
|
||||
addCard(Zone.BATTLEFIELD, playerD, "Plains", 2);
|
||||
|
||||
castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Luminarch Ascension");
|
||||
|
||||
castSpell(2, PhaseStep.PRECOMBAT_MAIN, playerD, "Silvercoat Lion");
|
||||
|
||||
concede(2, PhaseStep.BEGIN_COMBAT, playerD);
|
||||
|
||||
setStopAt(3, PhaseStep.PRECOMBAT_MAIN);
|
||||
execute();
|
||||
|
||||
assertPermanentCount(playerA, "Luminarch Ascension", 1);
|
||||
|
||||
assertLife(playerD, 2);
|
||||
Assert.assertFalse("Player D is no longer in the game", playerD.isInGame());
|
||||
|
||||
assertCounterCount(playerA, "Luminarch Ascension", CounterType.QUEST, 1); // 1 from turn 2
|
||||
}
|
||||
|
||||
/**
|
||||
* Pithing Needle keeps the named card's abilities disabled even after the
|
||||
* player controlling the Needle loses the game.
|
||||
*
|
||||
* I saw it happen during a Commander game. A player cast Pithing Needle
|
||||
* targeting my Proteus Staff. After I killed him, I still couldn't activate
|
||||
* the Staff.
|
||||
*/
|
||||
@Test
|
||||
public void TestPithingNeedle() {
|
||||
addCard(Zone.BATTLEFIELD, playerA, "Plains", 1);
|
||||
// As Pithing Needle enters the battlefield, name a card.
|
||||
// Activated abilities of sources with the chosen name can't be activated unless they're mana abilities.
|
||||
addCard(Zone.HAND, playerA, "Pithing Needle"); // Artifact {1}
|
||||
addCard(Zone.BATTLEFIELD, playerA, "Silvercoat Lion", 1);
|
||||
addCard(Zone.LIBRARY, playerA, "Pillarfield Ox", 1);
|
||||
|
||||
addCard(Zone.BATTLEFIELD, playerD, "Island", 3);
|
||||
// {2}{U}, {T}: Put target creature on the bottom of its owner's library. That creature's controller reveals cards from the
|
||||
// top of his or her library until he or she reveals a creature card. The player puts that card onto the battlefield and the
|
||||
// rest on the bottom of his or her library in any order. Activate this ability only any time you could cast a sorcery.
|
||||
addCard(Zone.BATTLEFIELD, playerD, "Proteus Staff", 1);
|
||||
|
||||
addCard(Zone.BATTLEFIELD, playerD, "Eager Cadet", 1);
|
||||
addCard(Zone.LIBRARY, playerD, "Storm Crow", 2);
|
||||
|
||||
addCard(Zone.BATTLEFIELD, playerC, "Island", 3);
|
||||
addCard(Zone.BATTLEFIELD, playerC, "Proteus Staff", 1);
|
||||
addCard(Zone.BATTLEFIELD, playerC, "Wall of Air", 1);
|
||||
addCard(Zone.LIBRARY, playerC, "Wind Drake", 2);
|
||||
|
||||
addCard(Zone.BATTLEFIELD, playerB, "Island", 3);
|
||||
addCard(Zone.BATTLEFIELD, playerB, "Proteus Staff", 1);
|
||||
|
||||
skipInitShuffling();
|
||||
|
||||
castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Pithing Needle");
|
||||
setChoice(playerA, "Proteus Staff");
|
||||
|
||||
activateAbility(2, PhaseStep.PRECOMBAT_MAIN, playerD, "{2}{U}", "Silvercoat Lion"); // not allowed
|
||||
|
||||
activateAbility(3, PhaseStep.PRECOMBAT_MAIN, playerC, "{2}{U}", "Eager Cadet"); // allowed because Needle out of range
|
||||
concede(3, PhaseStep.POSTCOMBAT_MAIN, playerA);
|
||||
|
||||
activateAbility(4, PhaseStep.PRECOMBAT_MAIN, playerB, "{2}{U}", "Wall of Air"); // allowed because Needle lost game
|
||||
|
||||
setStopAt(4, PhaseStep.POSTCOMBAT_MAIN);
|
||||
execute();
|
||||
|
||||
assertPermanentCount(playerA, 0);
|
||||
|
||||
assertLife(playerA, 2);
|
||||
Assert.assertFalse("Player A is no longer in the game", playerA.isInGame());
|
||||
|
||||
Permanent staffPlayerD = getPermanent("Proteus Staff", playerD);
|
||||
Assert.assertFalse("Staff of player D could not be used", staffPlayerD.isTapped());
|
||||
|
||||
assertPermanentCount(playerD, "Eager Cadet", 0);
|
||||
assertPermanentCount(playerD, "Storm Crow", 1);
|
||||
|
||||
Permanent staffPlayerC = getPermanent("Proteus Staff", playerC);
|
||||
Assert.assertTrue("Staff of player C could be used", staffPlayerC.isTapped());
|
||||
|
||||
assertPermanentCount(playerC, "Wall of Air", 0);
|
||||
assertPermanentCount(playerC, "Wind Drake", 1);
|
||||
|
||||
Permanent staffPlayerB = getPermanent("Proteus Staff", playerB);
|
||||
Assert.assertTrue("Staff of player B could be used", staffPlayerB.isTapped());
|
||||
|
||||
}
|
||||
}
|
||||
/*
|
||||
* Copyright 2010 BetaSteward_at_googlemail.com. All rights reserved.
|
||||
*
|
||||
* Redistribution and use in source and binary forms, with or without modification, are
|
||||
* permitted provided that the following conditions are met:
|
||||
*
|
||||
* 1. Redistributions of source code must retain the above copyright notice, this list of
|
||||
* conditions and the following disclaimer.
|
||||
*
|
||||
* 2. Redistributions in binary form must reproduce the above copyright notice, this list
|
||||
* of conditions and the following disclaimer in the documentation and/or other materials
|
||||
* provided with the distribution.
|
||||
*
|
||||
* THIS SOFTWARE IS PROVIDED BY BetaSteward_at_googlemail.com ``AS IS'' AND ANY EXPRESS OR IMPLIED
|
||||
* WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND
|
||||
* FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL BetaSteward_at_googlemail.com OR
|
||||
* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
|
||||
* CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
|
||||
* SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON
|
||||
* ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
|
||||
* NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF
|
||||
* ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*
|
||||
* The views and conclusions contained in the software and documentation are those of the
|
||||
* authors and should not be interpreted as representing official policies, either expressed
|
||||
* or implied, of BetaSteward_at_googlemail.com.
|
||||
*/
|
||||
package org.mage.test.multiplayer;
|
||||
|
||||
import java.io.FileNotFoundException;
|
||||
import mage.constants.MultiplayerAttackOption;
|
||||
import mage.constants.PhaseStep;
|
||||
import mage.constants.RangeOfInfluence;
|
||||
import mage.constants.Zone;
|
||||
import mage.counters.CounterType;
|
||||
import mage.game.FreeForAll;
|
||||
import mage.game.Game;
|
||||
import mage.game.GameException;
|
||||
import mage.game.permanent.Permanent;
|
||||
import org.junit.Assert;
|
||||
import org.junit.Test;
|
||||
import org.mage.test.serverside.base.CardTestMultiPlayerBase;
|
||||
|
||||
/**
|
||||
*
|
||||
* @author LevelX2
|
||||
*/
|
||||
public class PlayerLeftGameRange1Test extends CardTestMultiPlayerBase {
|
||||
|
||||
@Override
|
||||
protected Game createNewGameAndPlayers() throws GameException, FileNotFoundException {
|
||||
// Start Life = 2
|
||||
Game game = new FreeForAll(MultiplayerAttackOption.MULTIPLE, RangeOfInfluence.ONE, 0, 2);
|
||||
// Player order: A -> D -> C -> B
|
||||
playerA = createPlayer(game, playerA, "PlayerA");
|
||||
playerB = createPlayer(game, playerB, "PlayerB");
|
||||
playerC = createPlayer(game, playerC, "PlayerC");
|
||||
playerD = createPlayer(game, playerD, "PlayerD");
|
||||
return game;
|
||||
}
|
||||
|
||||
/**
|
||||
* Tests Enchantment to control other permanent
|
||||
*/
|
||||
@Test
|
||||
public void TestControlledByEnchantment() {
|
||||
addCard(Zone.BATTLEFIELD, playerB, "Rootwater Commando");
|
||||
|
||||
addCard(Zone.BATTLEFIELD, playerA, "Island", 4);
|
||||
// Enchant creature
|
||||
// You control enchanted creature.
|
||||
addCard(Zone.HAND, playerA, "Control Magic");
|
||||
|
||||
addCard(Zone.BATTLEFIELD, playerC, "Silvercoat Lion");
|
||||
|
||||
castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Control Magic", "Rootwater Commando");
|
||||
|
||||
attack(3, playerC, "Silvercoat Lion", playerB);
|
||||
|
||||
setStopAt(3, PhaseStep.POSTCOMBAT_MAIN);
|
||||
execute();
|
||||
|
||||
assertLife(playerB, 0);
|
||||
assertPermanentCount(playerB, 0);
|
||||
assertPermanentCount(playerA, "Rootwater Commando", 0);
|
||||
assertGraveyardCount(playerA, "Control Magic", 1);
|
||||
|
||||
}
|
||||
|
||||
/**
|
||||
* Tests Sorcery to control other players permanent
|
||||
*/
|
||||
@Test
|
||||
public void TestControlledBySorcery() {
|
||||
addCard(Zone.BATTLEFIELD, playerB, "Rootwater Commando");
|
||||
|
||||
addCard(Zone.BATTLEFIELD, playerA, "Island", 4);
|
||||
// Exchange control of target artifact or creature and another target permanent that shares one of those types with it.
|
||||
// (This effect lasts indefinitely.)
|
||||
addCard(Zone.HAND, playerA, "Legerdemain"); // Sorcery
|
||||
addCard(Zone.BATTLEFIELD, playerA, "Wall of Air");
|
||||
|
||||
addCard(Zone.BATTLEFIELD, playerC, "Silvercoat Lion");
|
||||
|
||||
castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Legerdemain", "Rootwater Commando^Wall of Air");
|
||||
|
||||
attack(3, playerC, "Silvercoat Lion", playerB);
|
||||
|
||||
setStopAt(3, PhaseStep.POSTCOMBAT_MAIN);
|
||||
execute();
|
||||
|
||||
assertLife(playerB, 0);
|
||||
assertGraveyardCount(playerA, "Legerdemain", 1);
|
||||
assertPermanentCount(playerB, 0);
|
||||
assertPermanentCount(playerA, "Rootwater Commando", 0); // removed from game because player B left
|
||||
assertPermanentCount(playerB, "Wall of Air", 0);
|
||||
assertGraveyardCount(playerA, "Wall of Air", 0);
|
||||
assertPermanentCount(playerA, "Wall of Air", 1); // Returned back to player A
|
||||
|
||||
}
|
||||
|
||||
/**
|
||||
* Tests Instant to control other permanent
|
||||
*/
|
||||
@Test
|
||||
public void TestOtherPlayerControllsCreature() {
|
||||
addCard(Zone.BATTLEFIELD, playerB, "Rootwater Commando");
|
||||
|
||||
addCard(Zone.BATTLEFIELD, playerA, "Mountain", 4);
|
||||
// Untap target nonlegendary creature and gain control of it until end of turn. That creature gains haste until end of turn.
|
||||
addCard(Zone.HAND, playerA, "Blind with Anger"); // Instant
|
||||
|
||||
addCard(Zone.BATTLEFIELD, playerC, "Silvercoat Lion");
|
||||
|
||||
castSpell(2, PhaseStep.PRECOMBAT_MAIN, playerA, "Blind with Anger", "Rootwater Commando");
|
||||
|
||||
attack(3, playerC, "Silvercoat Lion", playerB);
|
||||
|
||||
setStopAt(3, PhaseStep.POSTCOMBAT_MAIN);
|
||||
execute();
|
||||
|
||||
assertLife(playerB, 0);
|
||||
assertGraveyardCount(playerA, "Blind with Anger", 1);
|
||||
assertPermanentCount(playerB, 0);
|
||||
assertPermanentCount(playerA, "Rootwater Commando", 0); // Removed from game because player C left
|
||||
assertPermanentCount(playerA, "Rootwater Commando", 0); // Returned back to player A
|
||||
}
|
||||
|
||||
/**
|
||||
* Xmage throws an error involving an emblem unable to find the initial
|
||||
* source if it has a proc. To reproduce, a Planeswalker was taken from an
|
||||
* original player's control, such as using Scrambleverse to shuffle Jace,
|
||||
* Unraveler of Secrets, to a second player and then the second player uses
|
||||
* Jace's ability to create an emblem ("Whenever an opponent casts his or
|
||||
* her first spell each turn, counter that spell."). Then the original
|
||||
* player concedes the game and removes the Planeswalker. Once it becomes an
|
||||
* opponent of the original player's turn and that opponent plays a spell,
|
||||
* Xmage throws an error and rollsback the turn.
|
||||
*
|
||||
* I don't have the actual error report on my due to negligence, but what I
|
||||
* can recollect is that the error message was along the lines of "The
|
||||
* emblem cannot find the original source. This turn will be rolled back".
|
||||
* This error message will always appear when an opponent tries to play a
|
||||
* spell. Player order: A -> D -> C -> B
|
||||
*/
|
||||
@Test
|
||||
public void TestOtherPlayerPlaneswalkerCreatedEmblem() {
|
||||
// +1: Scry 1, then draw a card.
|
||||
// -2: Return target creature to its owner's hand.
|
||||
// -8: You get an emblem with "Whenever an opponent casts his or her first spell each turn, counter that spell."
|
||||
addCard(Zone.BATTLEFIELD, playerB, "Jace, Unraveler of Secrets");
|
||||
addCounters(1, PhaseStep.DRAW, playerB, "Jace, Unraveler of Secrets", CounterType.LOYALTY, 8);
|
||||
|
||||
addCard(Zone.BATTLEFIELD, playerA, "Island", 6);
|
||||
// Enchant permanent (Target a permanent as you cast this. This card enters the battlefield attached to that permanent.)
|
||||
// You control enchanted permanent.
|
||||
addCard(Zone.HAND, playerA, "Confiscate"); // Enchantment Aura
|
||||
|
||||
addCard(Zone.BATTLEFIELD, playerC, "Plains", 2);
|
||||
addCard(Zone.HAND, playerC, "Silvercoat Lion");
|
||||
|
||||
addCard(Zone.BATTLEFIELD, playerD, "Plains", 2);
|
||||
addCard(Zone.HAND, playerD, "Silvercoat Lion");
|
||||
|
||||
addCard(Zone.BATTLEFIELD, playerC, "Silvercoat Lion");
|
||||
|
||||
castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Confiscate", "Jace, Unraveler of Secrets");
|
||||
activateAbility(1, PhaseStep.POSTCOMBAT_MAIN, playerA, "-8: You get an emblem with");
|
||||
|
||||
castSpell(2, PhaseStep.PRECOMBAT_MAIN, playerA, "Blind with Anger", "Rootwater Commando");
|
||||
|
||||
attack(3, playerC, "Silvercoat Lion", playerB);
|
||||
castSpell(3, PhaseStep.POSTCOMBAT_MAIN, playerC, "Silvercoat Lion");
|
||||
|
||||
castSpell(5, PhaseStep.PRECOMBAT_MAIN, playerD, "Silvercoat Lion");
|
||||
|
||||
setStopAt(5, PhaseStep.END_TURN);
|
||||
execute();
|
||||
|
||||
assertLife(playerB, 0);
|
||||
assertPermanentCount(playerB, 0);
|
||||
assertGraveyardCount(playerA, "Confiscate", 1);
|
||||
assertPermanentCount(playerA, "Jace, Unraveler of Secrets", 0); // Removed from game because player C left the game
|
||||
assertEmblemCount(playerA, 1);
|
||||
assertPermanentCount(playerC, "Silvercoat Lion", 2); // Emblem does not work yet on player C, because range 1
|
||||
assertGraveyardCount(playerD, "Silvercoat Lion", 1); // Emblem should counter the spell
|
||||
}
|
||||
|
||||
/**
|
||||
* Situation: I attacked an opponent with some creatures with True
|
||||
* Conviction in play. There were multiple "deals combat damage to a
|
||||
* player"-triggers (Edric, Spymaster of Trest, Daxos of Meletis et al),
|
||||
* then the opponent lost the game during the first strike combat
|
||||
* damage-step . In the second combat damage step the triggers went on the
|
||||
* stack again, although there was no player being dealt damage (multiplayer
|
||||
* game, so the game wasn't over yet). I don't think these abilities should
|
||||
* trigger again here.
|
||||
*/
|
||||
@Test
|
||||
public void TestPlayerDiesDuringFirstStrikeDamageStep() {
|
||||
// Creatures you control have double strike and lifelink.
|
||||
addCard(Zone.BATTLEFIELD, playerD, "True Conviction");
|
||||
// Whenever a creature deals combat damage to one of your opponents, its controller may draw a card.
|
||||
addCard(Zone.BATTLEFIELD, playerD, "Edric, Spymaster of Trest");
|
||||
addCard(Zone.BATTLEFIELD, playerD, "Dross Crocodile", 8); // Creature 5/1
|
||||
|
||||
attack(2, playerD, "Dross Crocodile", playerC);
|
||||
|
||||
setStopAt(3, PhaseStep.END_TURN);
|
||||
execute();
|
||||
|
||||
assertLife(playerC, -3);
|
||||
assertLife(playerD, 7);
|
||||
|
||||
assertHandCount(playerD, 2); // 1 (normal draw) + 1 from True Convition
|
||||
assertPermanentCount(playerC, 0);
|
||||
|
||||
}
|
||||
|
||||
/**
|
||||
* I've encountered a case today where someone conceded on their turn. The
|
||||
* remaining phases were went through as normal, but my Luminarch Ascension
|
||||
* did not trigger during the end step.
|
||||
*/
|
||||
// Player order: A -> D -> C -> B
|
||||
@Test
|
||||
public void TestTurnEndTrigger() {
|
||||
addCard(Zone.BATTLEFIELD, playerA, "Plains", 2);
|
||||
// At the beginning of each opponent's end step, if you didn't lose life this turn, you may put a quest counter on Luminarch Ascension.
|
||||
// {1}{W}: Create a 4/4 white Angel creature token with flying. Activate this ability only if Luminarch Ascension has four or more quest counters on it..
|
||||
addCard(Zone.HAND, playerA, "Luminarch Ascension"); // Enchantment {1}{W}
|
||||
|
||||
addCard(Zone.HAND, playerC, "Lightning Bolt");
|
||||
addCard(Zone.BATTLEFIELD, playerC, "Mountain", 1);
|
||||
|
||||
addCard(Zone.HAND, playerD, "Silvercoat Lion");
|
||||
addCard(Zone.BATTLEFIELD, playerD, "Plains", 2);
|
||||
|
||||
castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Luminarch Ascension");
|
||||
|
||||
castSpell(2, PhaseStep.PRECOMBAT_MAIN, playerD, "Silvercoat Lion");
|
||||
castSpell(2, PhaseStep.BEGIN_COMBAT, playerC, "Lightning Bolt", playerD);
|
||||
|
||||
setStopAt(3, PhaseStep.PRECOMBAT_MAIN);
|
||||
execute();
|
||||
|
||||
assertPermanentCount(playerA, "Luminarch Ascension", 1);
|
||||
assertGraveyardCount(playerC, "Lightning Bolt", 1);
|
||||
|
||||
assertLife(playerD, -1);
|
||||
Assert.assertFalse("Player D is no longer in the game", playerD.isInGame());
|
||||
|
||||
assertCounterCount(playerA, "Luminarch Ascension", CounterType.QUEST, 1); // 1 from turn 2
|
||||
}
|
||||
|
||||
@Test
|
||||
public void TestTurnEndTriggerAfterConcede() {
|
||||
addCard(Zone.BATTLEFIELD, playerA, "Plains", 2);
|
||||
// At the beginning of each opponent's end step, if you didn't lose life this turn, you may put a quest counter on Luminarch Ascension.
|
||||
// {1}{W}: Create a 4/4 white Angel creature token with flying. Activate this ability only if Luminarch Ascension has four or more quest counters on it..
|
||||
addCard(Zone.HAND, playerA, "Luminarch Ascension"); // Enchantment {1}{W}
|
||||
|
||||
addCard(Zone.HAND, playerD, "Silvercoat Lion");
|
||||
addCard(Zone.BATTLEFIELD, playerD, "Plains", 2);
|
||||
|
||||
castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Luminarch Ascension");
|
||||
|
||||
castSpell(2, PhaseStep.PRECOMBAT_MAIN, playerD, "Silvercoat Lion");
|
||||
|
||||
concede(2, PhaseStep.BEGIN_COMBAT, playerD);
|
||||
|
||||
setStopAt(3, PhaseStep.PRECOMBAT_MAIN);
|
||||
execute();
|
||||
|
||||
assertPermanentCount(playerA, "Luminarch Ascension", 1);
|
||||
|
||||
assertLife(playerD, 2);
|
||||
Assert.assertFalse("Player D is no longer in the game", playerD.isInGame());
|
||||
|
||||
assertCounterCount(playerA, "Luminarch Ascension", CounterType.QUEST, 1); // 1 from turn 2
|
||||
}
|
||||
|
||||
/**
|
||||
* Pithing Needle keeps the named card's abilities disabled even after the
|
||||
* player controlling the Needle loses the game.
|
||||
*
|
||||
* I saw it happen during a Commander game. A player cast Pithing Needle
|
||||
* targeting my Proteus Staff. After I killed him, I still couldn't activate
|
||||
* the Staff.
|
||||
*/
|
||||
@Test
|
||||
public void TestPithingNeedle() {
|
||||
addCard(Zone.BATTLEFIELD, playerA, "Plains", 1);
|
||||
// As Pithing Needle enters the battlefield, name a card.
|
||||
// Activated abilities of sources with the chosen name can't be activated unless they're mana abilities.
|
||||
addCard(Zone.HAND, playerA, "Pithing Needle"); // Artifact {1}
|
||||
addCard(Zone.BATTLEFIELD, playerA, "Silvercoat Lion", 1);
|
||||
addCard(Zone.LIBRARY, playerA, "Pillarfield Ox", 1);
|
||||
|
||||
addCard(Zone.BATTLEFIELD, playerD, "Island", 3);
|
||||
// {2}{U}, {T}: Put target creature on the bottom of its owner's library. That creature's controller reveals cards from the
|
||||
// top of his or her library until he or she reveals a creature card. The player puts that card onto the battlefield and the
|
||||
// rest on the bottom of his or her library in any order. Activate this ability only any time you could cast a sorcery.
|
||||
addCard(Zone.BATTLEFIELD, playerD, "Proteus Staff", 1);
|
||||
|
||||
addCard(Zone.BATTLEFIELD, playerD, "Eager Cadet", 1);
|
||||
addCard(Zone.LIBRARY, playerD, "Storm Crow", 2);
|
||||
|
||||
addCard(Zone.BATTLEFIELD, playerC, "Island", 3);
|
||||
addCard(Zone.BATTLEFIELD, playerC, "Proteus Staff", 1);
|
||||
addCard(Zone.BATTLEFIELD, playerC, "Wall of Air", 1);
|
||||
addCard(Zone.LIBRARY, playerC, "Wind Drake", 2);
|
||||
|
||||
addCard(Zone.BATTLEFIELD, playerB, "Island", 3);
|
||||
addCard(Zone.BATTLEFIELD, playerB, "Proteus Staff", 1);
|
||||
|
||||
skipInitShuffling();
|
||||
|
||||
castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Pithing Needle");
|
||||
setChoice(playerA, "Proteus Staff");
|
||||
|
||||
activateAbility(2, PhaseStep.PRECOMBAT_MAIN, playerD, "{2}{U}", "Silvercoat Lion"); // not allowed
|
||||
|
||||
activateAbility(3, PhaseStep.PRECOMBAT_MAIN, playerC, "{2}{U}", "Eager Cadet"); // allowed because Needle out of range
|
||||
concede(3, PhaseStep.POSTCOMBAT_MAIN, playerA);
|
||||
|
||||
activateAbility(4, PhaseStep.PRECOMBAT_MAIN, playerB, "{2}{U}", "Wall of Air"); // allowed because Needle lost game
|
||||
|
||||
setStopAt(4, PhaseStep.POSTCOMBAT_MAIN);
|
||||
execute();
|
||||
|
||||
assertLife(playerA, 2);
|
||||
Assert.assertFalse("Player A is no longer in the game", playerA.isInGame());
|
||||
|
||||
assertPermanentCount(playerA, 0);
|
||||
|
||||
Permanent staffPlayerD = getPermanent("Proteus Staff", playerD);
|
||||
Assert.assertFalse("Staff of player D could not be used", staffPlayerD.isTapped());
|
||||
|
||||
assertPermanentCount(playerD, "Eager Cadet", 0);
|
||||
assertPermanentCount(playerD, "Storm Crow", 1);
|
||||
|
||||
Permanent staffPlayerC = getPermanent("Proteus Staff", playerC);
|
||||
Assert.assertTrue("Staff of player C could be used", staffPlayerC.isTapped());
|
||||
|
||||
assertPermanentCount(playerC, "Wall of Air", 0);
|
||||
assertPermanentCount(playerC, "Wind Drake", 1);
|
||||
|
||||
Permanent staffPlayerB = getPermanent("Proteus Staff", playerB);
|
||||
Assert.assertTrue("Staff of player B could be used", staffPlayerB.isTapped());
|
||||
|
||||
}
|
||||
}
|
||||
|
|
|
@ -57,6 +57,7 @@ import mage.filter.predicate.Predicates;
|
|||
import mage.filter.predicate.mageobject.NamePredicate;
|
||||
import mage.filter.predicate.permanent.SummoningSicknessPredicate;
|
||||
import mage.game.Game;
|
||||
import mage.game.GameImpl;
|
||||
import mage.game.Graveyard;
|
||||
import mage.game.Table;
|
||||
import mage.game.combat.CombatGroup;
|
||||
|
@ -519,6 +520,7 @@ public class TestPlayer implements Player {
|
|||
}
|
||||
if (groups[0].equals("Concede")) {
|
||||
game.concede(getId());
|
||||
((GameImpl) game).checkConcede();
|
||||
actions.remove(action);
|
||||
}
|
||||
}
|
||||
|
@ -1182,6 +1184,11 @@ public class TestPlayer implements Player {
|
|||
computerPlayer.abort();
|
||||
}
|
||||
|
||||
@Override
|
||||
public void signalPlayerConcede() {
|
||||
computerPlayer.signalPlayerConcede();
|
||||
}
|
||||
|
||||
@Override
|
||||
public void abortReset() {
|
||||
computerPlayer.abortReset();
|
||||
|
|
|
@ -27,6 +27,8 @@
|
|||
*/
|
||||
package org.mage.test.stub;
|
||||
|
||||
import java.io.Serializable;
|
||||
import java.util.*;
|
||||
import mage.MageObject;
|
||||
import mage.abilities.*;
|
||||
import mage.abilities.costs.AlternativeSourceCosts;
|
||||
|
@ -62,9 +64,6 @@ import mage.target.TargetAmount;
|
|||
import mage.target.TargetCard;
|
||||
import mage.target.common.TargetCardInLibrary;
|
||||
|
||||
import java.io.Serializable;
|
||||
import java.util.*;
|
||||
|
||||
/**
|
||||
*
|
||||
* @author Quercitron
|
||||
|
@ -702,6 +701,11 @@ public class PlayerStub implements Player {
|
|||
|
||||
}
|
||||
|
||||
@Override
|
||||
public void signalPlayerConcede() {
|
||||
|
||||
}
|
||||
|
||||
@Override
|
||||
public void abortReset() {
|
||||
|
||||
|
|
|
@ -173,7 +173,7 @@ public interface Game extends MageItem, Serializable {
|
|||
|
||||
UUID getPriorityPlayerId();
|
||||
|
||||
boolean gameOver(UUID playerId);
|
||||
boolean checkIfGameIsOver();
|
||||
|
||||
boolean hasEnded();
|
||||
|
||||
|
@ -347,6 +347,8 @@ public interface Game extends MageItem, Serializable {
|
|||
|
||||
void concede(UUID playerId);
|
||||
|
||||
void setConcedingPlayer(UUID playerId);
|
||||
|
||||
void setManaPaymentMode(UUID playerId, boolean autoPayment);
|
||||
|
||||
void setManaPaymentModeRestricted(UUID playerId, boolean autoPaymentRestricted);
|
||||
|
|
|
@ -161,6 +161,8 @@ public abstract class GameImpl implements Game, Serializable {
|
|||
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<>();
|
||||
// used to proceed player conceding requests
|
||||
private final LinkedList<UUID> concedingPlayers = new LinkedList<>(); // used to handle asynchronous request of a player to leave the game
|
||||
|
||||
public GameImpl(MultiplayerAttackOption attackOption, RangeOfInfluence range, int freeMulligans, int startLife) {
|
||||
this.id = UUID.randomUUID();
|
||||
|
@ -535,26 +537,58 @@ public abstract class GameImpl implements Game, Serializable {
|
|||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Starts check if game is over or if playerId is given let the player
|
||||
* concede.
|
||||
*
|
||||
* @param playerId
|
||||
* @return
|
||||
*/
|
||||
// /**
|
||||
// * Starts check if game is over or if playerId is given let the player
|
||||
// * concede.
|
||||
// *
|
||||
// * @param playerId
|
||||
// * @return
|
||||
// */
|
||||
// @Override
|
||||
// public synchronized boolean gameOver(UUID playerId) {
|
||||
// if (playerId == null) {
|
||||
// boolean result = checkIfGameIsOver();
|
||||
// return result;
|
||||
// } else {
|
||||
// logger.debug("Game over for player Id: " + playerId + " gameId " + getId());
|
||||
// concedingPlayers.add(playerId);
|
||||
// Player player = getPlayer(state.getPriorityPlayerId());
|
||||
// if (player != null && player.isHuman()) {
|
||||
// player.signalPlayerConcede();
|
||||
// } else {
|
||||
// checkConcede();
|
||||
// }
|
||||
// return true;
|
||||
// }
|
||||
// }
|
||||
@Override
|
||||
public synchronized boolean gameOver(UUID playerId) {
|
||||
if (playerId == null) {
|
||||
boolean result = checkIfGameIsOver();
|
||||
return result;
|
||||
public void setConcedingPlayer(UUID playerId) {
|
||||
Player player = getPlayer(state.getPriorityPlayerId());
|
||||
if (player != null) {
|
||||
if (!player.hasLeft() && player.isHuman()) {
|
||||
if (!concedingPlayers.contains(playerId)) {
|
||||
logger.debug("Game over for player Id: " + playerId + " gameId " + getId());
|
||||
concedingPlayers.add(playerId);
|
||||
player.signalPlayerConcede();
|
||||
}
|
||||
} else {
|
||||
// no asynchronous action so check directly
|
||||
checkConcede();
|
||||
}
|
||||
} else {
|
||||
logger.debug("Game over for player Id: " + playerId + " gameId " + getId());
|
||||
leave(playerId);
|
||||
return true;
|
||||
checkConcede();
|
||||
checkIfGameIsOver();
|
||||
}
|
||||
}
|
||||
|
||||
private boolean checkIfGameIsOver() {
|
||||
public void checkConcede() {
|
||||
while (!concedingPlayers.isEmpty()) {
|
||||
leave(concedingPlayers.removeFirst());
|
||||
}
|
||||
}
|
||||
|
||||
@Override
|
||||
public boolean checkIfGameIsOver() {
|
||||
if (state.isGameOver()) {
|
||||
return true;
|
||||
}
|
||||
|
@ -578,7 +612,7 @@ public abstract class GameImpl implements Game, Serializable {
|
|||
}
|
||||
for (Player player : state.getPlayers().values()) {
|
||||
if (!player.hasLeft() && !player.hasLost()) {
|
||||
logger.debug(new StringBuilder("Player ").append(player.getName()).append(" has won gameId: ").append(this.getId()));
|
||||
logger.debug("Player " + player.getName() + " has won gameId: " + this.getId());
|
||||
player.won(this);
|
||||
}
|
||||
}
|
||||
|
@ -696,13 +730,13 @@ public abstract class GameImpl implements Game, Serializable {
|
|||
Player player = getPlayer(playerList.get());
|
||||
boolean wasPaused = state.isPaused();
|
||||
state.resume();
|
||||
if (!gameOver(null)) {
|
||||
if (!checkIfGameIsOver()) {
|
||||
fireInformEvent("Turn " + state.getTurnNum());
|
||||
if (checkStopOnTurnOption()) {
|
||||
return;
|
||||
}
|
||||
state.getTurn().resumePlay(this, wasPaused);
|
||||
if (!isPaused() && !gameOver(null)) {
|
||||
if (!isPaused() && !checkIfGameIsOver()) {
|
||||
endOfTurn();
|
||||
player = playerList.getNext(this);
|
||||
state.setTurnNum(state.getTurnNum() + 1);
|
||||
|
@ -712,11 +746,11 @@ public abstract class GameImpl implements Game, Serializable {
|
|||
}
|
||||
|
||||
protected void play(UUID nextPlayerId) {
|
||||
if (!isPaused() && !gameOver(null)) {
|
||||
if (!isPaused() && !checkIfGameIsOver()) {
|
||||
playerList = state.getPlayerList(nextPlayerId);
|
||||
Player playerByOrder = getPlayer(playerList.get());
|
||||
state.setPlayerByOrderId(playerByOrder.getId());
|
||||
while (!isPaused() && !gameOver(null)) {
|
||||
while (!isPaused() && !checkIfGameIsOver()) {
|
||||
if (!playExtraTurns()) {
|
||||
break;
|
||||
}
|
||||
|
@ -733,7 +767,7 @@ public abstract class GameImpl implements Game, Serializable {
|
|||
state.setPlayerByOrderId(playerByOrder.getId());
|
||||
}
|
||||
}
|
||||
if (gameOver(null) && !isSimulation()) {
|
||||
if (checkIfGameIsOver() && !isSimulation()) {
|
||||
winnerId = findWinnersAndLosers();
|
||||
StringBuilder sb = new StringBuilder("GAME END gameId: ").append(this.getId()).append(' ');
|
||||
int count = 0;
|
||||
|
@ -816,7 +850,7 @@ public abstract class GameImpl implements Game, Serializable {
|
|||
skipTurn = state.getTurn().play(this, player);
|
||||
} while (executingRollback);
|
||||
|
||||
if (isPaused() || gameOver(null)) {
|
||||
if (isPaused() || checkIfGameIsOver()) {
|
||||
return false;
|
||||
}
|
||||
if (!skipTurn) {
|
||||
|
@ -854,7 +888,7 @@ public abstract class GameImpl implements Game, Serializable {
|
|||
|
||||
saveState(false);
|
||||
|
||||
if (gameOver(null)) {
|
||||
if (checkIfGameIsOver()) {
|
||||
return;
|
||||
}
|
||||
|
||||
|
@ -1245,7 +1279,7 @@ public abstract class GameImpl implements Game, Serializable {
|
|||
clearAllBookmarks();
|
||||
try {
|
||||
applyEffects();
|
||||
while (!isPaused() && !gameOver(null) && !this.getTurn().isEndTurnRequested()) {
|
||||
while (!isPaused() && !checkIfGameIsOver() && !this.getTurn().isEndTurnRequested()) {
|
||||
if (!resuming) {
|
||||
state.getPlayers().resetPassed();
|
||||
state.getPlayerList().setCurrent(activePlayerId);
|
||||
|
@ -1254,14 +1288,14 @@ public abstract class GameImpl implements Game, Serializable {
|
|||
}
|
||||
fireUpdatePlayersEvent();
|
||||
Player player;
|
||||
while (!isPaused() && !gameOver(null)) {
|
||||
while (!isPaused() && !checkIfGameIsOver()) {
|
||||
try {
|
||||
if (bookmark == 0) {
|
||||
bookmark = bookmarkState();
|
||||
}
|
||||
player = getPlayer(state.getPlayerList().get());
|
||||
state.setPriorityPlayerId(player.getId());
|
||||
while (!player.isPassed() && player.canRespond() && !isPaused() && !gameOver(null)) {
|
||||
while (!player.isPassed() && player.canRespond() && !isPaused() && !checkIfGameIsOver()) {
|
||||
if (!resuming) {
|
||||
// 603.3. Once an ability has triggered, its controller puts it on the stack as an object that's not a card the next time a player would receive priority
|
||||
checkStateAndTriggered();
|
||||
|
@ -1270,7 +1304,7 @@ public abstract class GameImpl implements Game, Serializable {
|
|||
resetLKI();
|
||||
}
|
||||
saveState(false);
|
||||
if (isPaused() || gameOver(null)) {
|
||||
if (isPaused() || checkIfGameIsOver()) {
|
||||
return;
|
||||
}
|
||||
// resetPassed should be called if player performs any action
|
||||
|
@ -1289,13 +1323,14 @@ public abstract class GameImpl implements Game, Serializable {
|
|||
}
|
||||
resetShortLivingLKI();
|
||||
resuming = false;
|
||||
if (isPaused() || gameOver(null)) {
|
||||
if (isPaused() || checkIfGameIsOver()) {
|
||||
return;
|
||||
}
|
||||
if (allPassed()) {
|
||||
if (!state.getStack().isEmpty()) {
|
||||
//20091005 - 115.4
|
||||
resolve();
|
||||
checkConcede();
|
||||
applyEffects();
|
||||
state.getPlayers().resetPassed();
|
||||
fireUpdatePlayersEvent();
|
||||
|
@ -1609,11 +1644,11 @@ public abstract class GameImpl implements Game, Serializable {
|
|||
public boolean checkStateAndTriggered() {
|
||||
boolean somethingHappened = false;
|
||||
//20091005 - 115.5
|
||||
while (!isPaused() && !gameOver(null)) {
|
||||
while (!isPaused() && !checkIfGameIsOver()) {
|
||||
if (!checkStateBasedActions()) {
|
||||
// nothing happened so check triggers
|
||||
state.handleSimultaneousEvent(this);
|
||||
if (isPaused() || gameOver(null) || getTurn().isEndTurnRequested() || !checkTriggered()) {
|
||||
if (isPaused() || checkIfGameIsOver() || getTurn().isEndTurnRequested() || !checkTriggered()) {
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
@ -1621,6 +1656,7 @@ public abstract class GameImpl implements Game, Serializable {
|
|||
applyEffects(); // needed e.g if boost effects end and cause creatures to die
|
||||
somethingHappened = true;
|
||||
}
|
||||
checkConcede();
|
||||
return somethingHappened;
|
||||
}
|
||||
|
||||
|
@ -1734,7 +1770,6 @@ public abstract class GameImpl implements Game, Serializable {
|
|||
}
|
||||
}
|
||||
|
||||
List<Permanent> planeswalkers = new ArrayList<>();
|
||||
List<Permanent> legendary = new ArrayList<>();
|
||||
List<Permanent> worldEnchantment = new ArrayList<>();
|
||||
for (Permanent perm : getBattlefield().getAllActivePermanents()) {
|
||||
|
@ -1781,7 +1816,6 @@ public abstract class GameImpl implements Game, Serializable {
|
|||
continue;
|
||||
}
|
||||
}
|
||||
planeswalkers.add(perm);
|
||||
}
|
||||
if (perm.isWorld()) {
|
||||
worldEnchantment.add(perm);
|
||||
|
@ -2288,7 +2322,6 @@ public abstract class GameImpl implements Game, Serializable {
|
|||
* @param playerId
|
||||
*/
|
||||
protected void leave(UUID playerId) { // needs to be executed from the game thread, not from the concede thread of conceding player!
|
||||
|
||||
Player player = getPlayer(playerId);
|
||||
if (player == null || player.hasLeft()) {
|
||||
logger.debug("Player already left " + (player != null ? player.getName() : playerId));
|
||||
|
|
|
@ -264,7 +264,7 @@ public class Combat implements Serializable, Copyable<Combat> {
|
|||
player.selectAttackers(game, attackingPlayerId);
|
||||
}
|
||||
firstTime = false;
|
||||
if (game.isPaused() || game.gameOver(null) || game.executingRollback()) {
|
||||
if (game.isPaused() || game.checkIfGameIsOver() || game.executingRollback()) {
|
||||
return;
|
||||
}
|
||||
// because of possible undo during declare attackers it's neccassary to call here the methods with "game.getCombat()." to get the current combat object!!!
|
||||
|
@ -461,7 +461,7 @@ public class Combat implements Serializable, Copyable<Combat> {
|
|||
}
|
||||
while (choose) {
|
||||
controller.selectBlockers(game, defenderId);
|
||||
if (game.isPaused() || game.gameOver(null) || game.executingRollback()) {
|
||||
if (game.isPaused() || game.checkIfGameIsOver() || game.executingRollback()) {
|
||||
return;
|
||||
}
|
||||
if (!game.getCombat().checkBlockRestrictions(defender, game)) {
|
||||
|
|
|
@ -95,7 +95,7 @@ public abstract class Phase implements Serializable {
|
|||
}
|
||||
|
||||
public boolean play(Game game, UUID activePlayerId) {
|
||||
if (game.isPaused() || game.gameOver(null)) {
|
||||
if (game.isPaused() || game.checkIfGameIsOver()) {
|
||||
return false;
|
||||
}
|
||||
|
||||
|
@ -104,7 +104,7 @@ public abstract class Phase implements Serializable {
|
|||
if (beginPhase(game, activePlayerId)) {
|
||||
|
||||
for (Step step : steps) {
|
||||
if (game.isPaused() || game.gameOver(null)) {
|
||||
if (game.isPaused() || game.checkIfGameIsOver()) {
|
||||
return false;
|
||||
}
|
||||
if (game.getTurn().isEndTurnRequested() && step.getType()!=PhaseStep.CLEANUP) {
|
||||
|
@ -122,7 +122,7 @@ public abstract class Phase implements Serializable {
|
|||
}
|
||||
|
||||
}
|
||||
if (game.isPaused() || game.gameOver(null)) {
|
||||
if (game.isPaused() || game.checkIfGameIsOver()) {
|
||||
return false;
|
||||
}
|
||||
count++;
|
||||
|
@ -143,7 +143,7 @@ public abstract class Phase implements Serializable {
|
|||
}
|
||||
|
||||
public boolean resumePlay(Game game, PhaseStep stepType, boolean wasPaused) {
|
||||
if (game.isPaused() || game.gameOver(null)) {
|
||||
if (game.isPaused() || game.checkIfGameIsOver()) {
|
||||
return false;
|
||||
}
|
||||
|
||||
|
@ -157,7 +157,7 @@ public abstract class Phase implements Serializable {
|
|||
resumeStep(game, wasPaused);
|
||||
while (it.hasNext()) {
|
||||
step = it.next();
|
||||
if (game.isPaused() || game.gameOver(null)) {
|
||||
if (game.isPaused() || game.checkIfGameIsOver()) {
|
||||
return false;
|
||||
}
|
||||
currentStep = step;
|
||||
|
@ -169,7 +169,7 @@ public abstract class Phase implements Serializable {
|
|||
}
|
||||
}
|
||||
|
||||
if (game.isPaused() || game.gameOver(null)) {
|
||||
if (game.isPaused() || game.checkIfGameIsOver()) {
|
||||
return false;
|
||||
}
|
||||
count++;
|
||||
|
@ -206,13 +206,13 @@ public abstract class Phase implements Serializable {
|
|||
if (!currentStep.skipStep(game, activePlayerId)) {
|
||||
game.getState().increaseStepNum();
|
||||
prePriority(game, activePlayerId);
|
||||
if (!game.isPaused() && !game.gameOver(null) && !game.executingRollback()) {
|
||||
if (!game.isPaused() && !game.checkIfGameIsOver() && !game.executingRollback()) {
|
||||
currentStep.priority(game, activePlayerId, false);
|
||||
if (game.executingRollback()) {
|
||||
return;
|
||||
}
|
||||
}
|
||||
if (!game.isPaused() && !game.gameOver(null) && !game.executingRollback()) {
|
||||
if (!game.isPaused() && !game.checkIfGameIsOver() && !game.executingRollback()) {
|
||||
postPriority(game, activePlayerId);
|
||||
}
|
||||
}
|
||||
|
@ -233,11 +233,11 @@ public abstract class Phase implements Serializable {
|
|||
prePriority(game, activePlayerId);
|
||||
}
|
||||
case PRIORITY:
|
||||
if (!game.isPaused() && !game.gameOver(null)) {
|
||||
if (!game.isPaused() && !game.checkIfGameIsOver()) {
|
||||
currentStep.priority(game, activePlayerId, resuming);
|
||||
}
|
||||
case POST:
|
||||
if (!game.isPaused() && !game.gameOver(null)) {
|
||||
if (!game.isPaused() && !game.checkIfGameIsOver()) {
|
||||
postPriority(game, activePlayerId);
|
||||
}
|
||||
}
|
||||
|
|
|
@ -127,7 +127,7 @@ public class Turn implements Serializable {
|
|||
public boolean play(Game game, Player activePlayer) {
|
||||
activePlayer.becomesActivePlayer();
|
||||
this.setDeclareAttackersStepStarted(false);
|
||||
if (game.isPaused() || game.gameOver(null)) {
|
||||
if (game.isPaused() || game.checkIfGameIsOver()) {
|
||||
return false;
|
||||
}
|
||||
|
||||
|
@ -143,7 +143,7 @@ public class Turn implements Serializable {
|
|||
resetCounts();
|
||||
game.getPlayer(activePlayer.getId()).beginTurn(game);
|
||||
for (Phase phase : phases) {
|
||||
if (game.isPaused() || game.gameOver(null)) {
|
||||
if (game.isPaused() || game.checkIfGameIsOver()) {
|
||||
return false;
|
||||
}
|
||||
if (!isEndTurnRequested() || phase.getType() == TurnPhase.END) {
|
||||
|
@ -189,7 +189,7 @@ public class Turn implements Serializable {
|
|||
}
|
||||
while (it.hasNext()) {
|
||||
phase = it.next();
|
||||
if (game.isPaused() || game.gameOver(null)) {
|
||||
if (game.isPaused() || game.checkIfGameIsOver()) {
|
||||
return;
|
||||
}
|
||||
currentPhase = phase;
|
||||
|
|
|
@ -444,6 +444,8 @@ public interface Player extends MageItem, Copyable<Player> {
|
|||
|
||||
void abortReset();
|
||||
|
||||
void signalPlayerConcede();
|
||||
|
||||
void skip();
|
||||
|
||||
// priority, undo, ...
|
||||
|
|
|
@ -2039,9 +2039,9 @@ public abstract class PlayerImpl implements Player, Serializable {
|
|||
|
||||
@Override
|
||||
public void concede(Game game) {
|
||||
game.gameOver(playerId);
|
||||
game.setConcedingPlayer(playerId);
|
||||
lost(game);
|
||||
this.left = true;
|
||||
// this.left = true;
|
||||
}
|
||||
|
||||
@Override
|
||||
|
@ -2136,7 +2136,7 @@ public abstract class PlayerImpl implements Player, Serializable {
|
|||
// for draw - first all players that have lost have to be set to lost
|
||||
if (!hasLeft()) {
|
||||
logger.debug("Game over playerId: " + playerId);
|
||||
game.gameOver(playerId);
|
||||
game.setConcedingPlayer(playerId);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -2197,7 +2197,7 @@ public abstract class PlayerImpl implements Player, Serializable {
|
|||
this.draws = true;
|
||||
game.fireEvent(GameEvent.getEvent(GameEvent.EventType.DRAW_PLAYER, null, null, playerId));
|
||||
game.informPlayers("For " + this.getLogName() + " the game is a draw.");
|
||||
game.gameOver(playerId);
|
||||
game.setConcedingPlayer(playerId);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -3578,6 +3578,11 @@ public abstract class PlayerImpl implements Player, Serializable {
|
|||
abort = false;
|
||||
}
|
||||
|
||||
@Override
|
||||
public void signalPlayerConcede() {
|
||||
|
||||
}
|
||||
|
||||
@Override
|
||||
public boolean scry(int value, Ability source,
|
||||
Game game
|
||||
|
|
Loading…
Reference in a new issue