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* Gain abilities - fixed that objects can get only one instance of triggered ability instead multiple (example: 2+ cascades from copies of Imoti, Celebrant of Bounty, f52753ad61
);
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4e79c83784
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8 changed files with 97 additions and 14 deletions
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@ -404,4 +404,62 @@ public class CopySpellTest extends CardTestPlayerBase {
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assertPermanentCount(playerA, "Mountain", 1);
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assertPermanentCount(playerA, "Island", 1);
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}
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@Test
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public void test_AllowsMultipleInstancesOfGainedTriggers() {
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// bug: multiple copies of Imoti, Celebrant of Bounty only giving cascade once
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// reason: gained ability used same id, so only one trigger were possible (now it uses new ids)
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removeAllCardsFromHand(playerA);
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removeAllCardsFromLibrary(playerA);
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skipInitShuffling();
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// Spells you cast with converted mana cost 6 or greater have cascade.
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// Cascade
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// (When you cast this spell exile cards from the top of your library until you exile a
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// nonland card whose converted mana cost is less than this spell's converted mana cost. You may cast
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// that spell without paying its mana cost if its converted mana cost is less than this spell's
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// converted mana cost. Then put all cards exiled this way that weren't cast on the bottom of
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// your library in a random order.)
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addCard(Zone.BATTLEFIELD, playerA, "Imoti, Celebrant of Bounty", 1); // {3}{G}{U}
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//
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addCard(Zone.LIBRARY, playerA, "Swamp", 1);
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addCard(Zone.LIBRARY, playerA, "Lightning Bolt", 1);
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addCard(Zone.LIBRARY, playerA, "Swamp", 1);
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addCard(Zone.LIBRARY, playerA, "Lightning Bolt", 1);
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addCard(Zone.LIBRARY, playerA, "Swamp", 1);
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//
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// You may have Spark Double enter the battlefield as a copy of a creature or planeswalker you control,
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// except it enters with an additional +1/+1 counter on it if it’s a creature, it enters with an
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// additional loyalty counter on it if it’s a planeswalker, and it isn’t legendary if that
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// permanent is legendary.
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addCard(Zone.HAND, playerA, "Spark Double", 1); // {3}{U}
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addCard(Zone.BATTLEFIELD, playerA, "Island", 4);
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//
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addCard(Zone.HAND, playerA, "Alpha Tyrranax", 1); // {4}{G}{G}
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addCard(Zone.BATTLEFIELD, playerA, "Forest", 6);
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// cast spark and make imoti's copy
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castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Spark Double");
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setChoice(playerA, "Yes"); // use copy
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setChoice(playerA, "Imoti, Celebrant of Bounty"); // copy of imoti
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waitStackResolved(1, PhaseStep.PRECOMBAT_MAIN);
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checkPermanentCount("after copy", 1, PhaseStep.PRECOMBAT_MAIN, playerA, "Imoti, Celebrant of Bounty", 2);
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// cast big spell and catch cascade 2x times (from two copies)
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// possible bug: cascade activates only 1x times
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castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Alpha Tyrranax");
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checkStackSize("afer big spell", 1, PhaseStep.PRECOMBAT_MAIN, playerA, 3);
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setChoice(playerA, "cascade"); // choice between 2x gained cascades
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setChoice(playerA, "Yes"); // cast first bolt by first cascade
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addTarget(playerA, playerB); // target for first bolt
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setChoice(playerA, "Yes"); // cast second bold by second cascade
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addTarget(playerA, playerB); // target for second bolt
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setStopAt(1, PhaseStep.END_TURN);
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setStrictChooseMode(true);
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execute();
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assertAllCommandsUsed();
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assertLife(playerB, 20 - 3 * 2); // 2x bolts from 2x cascades
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}
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}
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@ -142,6 +142,10 @@ public abstract class AbilityImpl implements Ability {
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this.id = UUID.randomUUID();
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}
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getEffects().newId();
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for (Ability sub : getSubAbilities()) {
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sub.newId();
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}
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}
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@Override
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@ -11,6 +11,7 @@ import mage.game.events.GameEvent;
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import mage.game.events.NumberOfTriggersEvent;
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import mage.game.permanent.Permanent;
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import mage.game.stack.Spell;
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import org.apache.log4j.Logger;
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/**
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* @author BetaSteward_at_googlemail.com
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@ -21,6 +22,8 @@ import mage.game.stack.Spell;
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*/
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public class TriggeredAbilities extends ConcurrentHashMap<String, TriggeredAbility> {
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private static final Logger logger = Logger.getLogger(TriggeredAbilities.class);
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private final Map<String, List<UUID>> sources = new HashMap<>();
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public TriggeredAbilities() {
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@ -115,7 +118,7 @@ public class TriggeredAbilities extends ConcurrentHashMap<String, TriggeredAbili
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this.add(ability, attachedTo);
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List<UUID> uuidList = new LinkedList<>();
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uuidList.add(sourceId);
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// if the object that gained the ability moves zone, also then the triggered ability must be removed
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// if the object that gained the ability moves from zone then the triggered ability must be removed
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uuidList.add(attachedTo.getId());
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sources.put(getKey(ability, attachedTo), uuidList);
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}
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@ -77,9 +77,6 @@ public class GainAbilitySpellsEffect extends ContinuousEffectImpl {
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if (card == null || !filter.match(stackObject, game)) {
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continue;
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}
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if (ability instanceof MageSingleton && card.hasAbility(ability, game)) {
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continue;
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}
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game.getState().addOtherAbility(card, ability);
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}
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return true;
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@ -65,7 +65,8 @@ public class GainAbilityControlledSpellsEffect extends ContinuousEffectImpl {
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}
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// workaround to gain cost reduction abilities to commanders before cast (make it playable)
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game.getCommanderCardsFromCommandZone(player, CommanderCardType.ANY).stream()
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game.getCommanderCardsFromCommandZone(player, CommanderCardType.ANY)
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.stream()
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.filter(card -> filter.match(card, game))
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.forEach(card -> {
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game.getState().addOtherAbility(card, ability);
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@ -77,12 +78,9 @@ public class GainAbilityControlledSpellsEffect extends ContinuousEffectImpl {
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&& !stackObject.isCopy()
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&& stackObject.isControlledBy(source.getControllerId())) {
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Card card = game.getCard(stackObject.getSourceId());
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if (card != null
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&& filter.match(card, game)) {
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if (!card.hasAbility(ability, game)) {
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game.getState().addOtherAbility(card, ability);
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return true;
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}
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if (card != null && filter.match(card, game)) {
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game.getState().addOtherAbility(card, ability);
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return true;
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}
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}
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}
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@ -20,12 +20,33 @@ import java.util.List;
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import java.util.stream.Collectors;
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/**
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* Cascade
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* A keyword ability that may let a player cast a random extra spell for no cost. See rule 702.84, “Cascade.”
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* <p>
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* 702.84. Cascade
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* <p>
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* 702.84a Cascade is a triggered ability that functions only while the spell with cascade is on the stack.
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* “Cascade” means “When you cast this spell, exile cards from the top of your library until you exile a
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* nonland card whose converted mana cost is less than this spell’s converted mana cost. You may cast that
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* card without paying its mana cost. Then put all cards exiled this way that weren’t cast on the bottom
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* of your library in a random order.”
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* <p>
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* 702.84b If an effect allows a player to take an action with one or more of the exiled cards “as you cascade,”
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* the player may take that action after they have finished exiling cards due to the cascade ability. This action
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* is taken before choosing whether to cast the last exiled card or, if no appropriate card was exiled, before
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* putting the exiled cards on the bottom of their library in a random order.
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* <p>
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* 702.84c If a spell has multiple instances of cascade, each triggers separately.
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*
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* @author BetaSteward_at_googlemail.com
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*/
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public class CascadeAbility extends TriggeredAbilityImpl {
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//20091005 - 702.82
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//20210215 - 702.84a - Updated Cascade rule
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// can't use singletone due rules:
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// 702.84c If a spell has multiple instances of cascade, each triggers separately.
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private static final String REMINDERTEXT = " <i>(When you cast this spell, "
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+ "exile cards from the top of your library until you exile a "
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+ "nonland card whose converted mana cost is less than this spell's converted mana cost. "
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@ -180,13 +180,11 @@ public class SuspendAbility extends SpecialAction {
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ability1.setSourceId(card.getId());
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ability1.setControllerId(card.getOwnerId());
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game.getState().addOtherAbility(card, ability1);
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game.getState().addAbility(ability1, source.getSourceId(), card);
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SuspendPlayCardAbility ability2 = new SuspendPlayCardAbility();
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ability2.setSourceId(card.getId());
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ability2.setControllerId(card.getOwnerId());
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game.getState().addOtherAbility(card, ability2);
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game.getState().addAbility(ability2, source.getSourceId(), card);
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}
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public static UUID getSuspendExileId(UUID controllerId, Game game) {
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@ -1081,7 +1081,8 @@ public class GameState implements Serializable, Copyable<GameState> {
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* @param attachedTo
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* @param ability
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* @param copyAbility copies non MageSingleton abilities before adding to
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* state
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* state (allows to have multiple instances in one object,
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* e.g. false param will simulate keyword/singletone)
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*/
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public void addOtherAbility(Card attachedTo, Ability ability, boolean copyAbility) {
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checkWrongDynamicAbilityUsage(attachedTo, ability);
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@ -1090,7 +1091,10 @@ public class GameState implements Serializable, Copyable<GameState> {
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if (ability instanceof MageSingleton || !copyAbility) {
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newAbility = ability;
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} else {
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// must use new id, so you can add multiple instances of the same ability
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// (example: gained Cascade from multiple Imoti, Celebrant of Bounty)
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newAbility = ability.copy();
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newAbility.newId();
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}
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newAbility.setSourceId(attachedTo.getId());
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newAbility.setControllerId(attachedTo.getOwnerId());
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