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Devs: added docs and todo about short living LKI, LKI and current problems;
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commit
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10 changed files with 79 additions and 19 deletions
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@ -89,7 +89,7 @@ class BlessingOfFrostEffect extends OneShotEffect {
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permanent.addCounters(CounterType.P1P1.createInstance(target.getTargetAmount(targetId)), source.getControllerId(), source, game);
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}
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}
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game.applyEffects();
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game.getState().processAction(game);
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player.drawCards(game.getBattlefield().count(
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filter, source.getSourceId(), source.getControllerId(), game
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), source, game);
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@ -86,7 +86,7 @@ class BlimComedicGeniusEffect extends OneShotEffect {
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game.addEffect(new GainControlTargetEffect(
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Duration.Custom, true, targetPointer.getFirst(game, source)
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).setTargetPointer(new FixedTarget(source.getFirstTarget(), game)), source);
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game.applyEffects();
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game.getState().processAction(game);
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Map<UUID, Cards> cardsMap = new HashMap<>();
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for (UUID playerId : game.getState().getPlayersInRange(source.getControllerId(), game)) {
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Player player = game.getPlayer(playerId);
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@ -76,7 +76,7 @@ class SelflessExorcistEffect extends OneShotEffect {
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return false;
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}
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player.moveCards(card, Zone.EXILED, source, game);
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game.applyEffects();
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game.getState().processAction(game);
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Permanent permanent = source.getSourcePermanentIfItStillExists(game);
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if (permanent == null) {
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return true;
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@ -109,7 +109,7 @@ class ThievingSkydiverEffect extends OneShotEffect {
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|| !artifact.hasSubtype(SubType.EQUIPMENT, game)) {
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return false;
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}
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game.applyEffects();
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game.getState().processAction(game);
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permanent.addAttachment(artifact.getId(), source, game);
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return true;
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}
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@ -17,7 +17,7 @@ public class GoblinWelderTest extends CardTestPlayerBase {
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private static final String relic = "Darksteel Relic";
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private static final String aspirant = "Blood Aspirant";
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@Ignore
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@Ignore // TODO: related to problems with dies triggers and short living LKI, see TriggeredAbilityImpl for details
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@Test
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public void testSacrificeDiesTrigger() {
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addCard(Zone.BATTLEFIELD, playerA, welder);
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@ -25,10 +25,15 @@ public class GoblinWelderTest extends CardTestPlayerBase {
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addCard(Zone.BATTLEFIELD, playerA, aspirant);
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addCard(Zone.GRAVEYARD, playerA, relic);
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addTarget(playerA, relic);
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addTarget(playerA, wurmcoil);
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activateAbility(1, PhaseStep.PRECOMBAT_MAIN, playerA, "{T}:");
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addTarget(playerA, wurmcoil);
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addTarget(playerA, relic);
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waitStackResolved(1, PhaseStep.PRECOMBAT_MAIN, true);
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// must have 2 dies triggers on stack: from source and from another, but it have only from another
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setChoice(playerA, "Whenever you sacrifice a permanent"); // select from 2 triggers
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checkStackSize("check triggers", 1, PhaseStep.PRECOMBAT_MAIN, playerA, 2);
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setStrictChooseMode(true);
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setStopAt(1, PhaseStep.END_TURN);
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execute();
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assertAllCommandsUsed();
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@ -36,6 +41,6 @@ public class GoblinWelderTest extends CardTestPlayerBase {
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assertGraveyardCount(playerA, wurmcoil, 1);
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assertPermanentCount(playerA, relic, 1);
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assertCounterCount(aspirant, CounterType.P1P1, 1);
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assertPermanentCount(playerA, "Wurm", 2); // TODO: currently fails here
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assertPermanentCount(playerA, "Wurm", 2);
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}
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}
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@ -1,4 +1,3 @@
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package org.mage.test.cards.triggers.dies;
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import mage.constants.PhaseStep;
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@ -7,9 +6,8 @@ import org.junit.Test;
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import org.mage.test.serverside.base.CardTestPlayerBase;
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/**
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*
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* @author noxx
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*
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* <p>
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* Whenever Blood Artist or another creature dies, target player loses 1 life
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* and you gain 1 life.
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*/
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@ -30,11 +28,20 @@ public class BloodArtistTest extends CardTestPlayerBase {
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addCard(Zone.BATTLEFIELD, playerB, "Bloodflow Connoisseur", 1);
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// 2x blood artist, kill one of it and get 3x dies triggers
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// from living artist: 2x triggers
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// from killed artist: 1x trigger
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castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Lightning Bolt", "Blood Artist");
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setChoice(playerA, "Whenever {this} or another creature"); // 2x dies triggers
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addTarget(playerA, playerB, 2); // targets for 2x triggers
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castSpell(1, PhaseStep.POSTCOMBAT_MAIN, playerA, "Lightning Bolt", "Bloodflow Connoisseur");
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addTarget(playerA, playerB); // targets for 1x trigger (from living artist)
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setStrictChooseMode(true);
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setStopAt(1, PhaseStep.END_TURN);
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execute();
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assertAllCommandsUsed();
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assertLife(playerA, 23);
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assertLife(playerB, 17);
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@ -53,11 +60,15 @@ public class BloodArtistTest extends CardTestPlayerBase {
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addCard(Zone.BATTLEFIELD, playerB, "Pillarfield Ox", 1);
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// sac 2x and gen 2x dies triggers
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castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Bone Splinters", "Pillarfield Ox");
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setChoice(playerA, "Silvercoat Lion");
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setChoice(playerA, "Silvercoat Lion"); // sacrifice for cost
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addTarget(playerA, playerB, 2);
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setStrictChooseMode(true);
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setStopAt(1, PhaseStep.BEGIN_COMBAT);
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execute();
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assertAllCommandsUsed();
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assertGraveyardCount(playerA, "Bone Splinters", 1);
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assertGraveyardCount(playerA, "Silvercoat Lion", 1);
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@ -77,11 +88,15 @@ public class BloodArtistTest extends CardTestPlayerBase {
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addCard(Zone.BATTLEFIELD, playerB, "Pillarfield Ox", 1);
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// sac blood artist as a cost and trigger 1x
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castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Bone Splinters", "Pillarfield Ox");
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setChoice(playerA, "Blood Artist");
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setChoice(playerA, "Blood Artist"); // sacrifice for cost
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addTarget(playerA, playerB); // dies trigger with lose life
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setStrictChooseMode(true);
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setStopAt(1, PhaseStep.BEGIN_COMBAT);
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execute();
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assertAllCommandsUsed();
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assertGraveyardCount(playerA, "Bone Splinters", 1);
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assertGraveyardCount(playerA, "Blood Artist", 1);
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@ -104,13 +119,17 @@ public class BloodArtistTest extends CardTestPlayerBase {
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addCard(Zone.BATTLEFIELD, playerB, "Pillarfield Ox", 1);
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addCard(Zone.BATTLEFIELD, playerB, "Silvercoat Lion", 1);
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// sac blood artist for cost, trigger 1x BUT remove blood artist before trigger resolve
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castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Bone Splinters", "Pillarfield Ox");
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setChoice(playerA, "Blood Artist");
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// Blood Artist may no longer trigger from destroyed creature because already in the graveyard
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setChoice(playerA, "Blood Artist"); // sacrifice for cost
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addTarget(playerA, playerB); // dies trigger with lose life, but it will be fizzled
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// remove boold artist first - Blood Artist may no longer trigger from destroyed creature because already in the graveyard
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castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Terror", "Silvercoat Lion", "Bone Splinters");
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setStrictChooseMode(true);
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setStopAt(1, PhaseStep.BEGIN_COMBAT);
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execute();
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assertAllCommandsUsed();
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assertGraveyardCount(playerA, "Bone Splinters", 1);
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assertGraveyardCount(playerA, "Terror", 1);
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@ -27,8 +27,12 @@ public class OmnathLocusOfRageTest extends CardTestPlayerBase {
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addCard(Zone.HAND, playerB, "Diabolic Edict", 1); // {1}{B}
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addCard(Zone.BATTLEFIELD, playerB, "Swamp", 2);
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castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerB, "Diabolic Edict", playerA);
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castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerB, "Diabolic Edict");
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addTarget(playerB, playerA);
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addTarget(playerA, "Omnath, Locus of Rage"); // sacrifice target
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addTarget(playerA, playerB); // target for dies trigger with damage
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setStrictChooseMode(true);
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setStopAt(1, PhaseStep.BEGIN_COMBAT);
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execute();
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assertAllCommandsUsed();
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@ -55,7 +59,9 @@ public class OmnathLocusOfRageTest extends CardTestPlayerBase {
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castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerB, "Lightning Bolt", "Lightning Elemental"); // Dying Lightning Elemental does no longer trigger ability of Omnath
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castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerB, "Blastfire Bolt", "Omnath, Locus of Rage");
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addTarget(playerA, playerB); // target for dies trigger with damage
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setStrictChooseMode(true);
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setStopAt(1, PhaseStep.BEGIN_COMBAT);
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execute();
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assertAllCommandsUsed();
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@ -67,7 +73,6 @@ public class OmnathLocusOfRageTest extends CardTestPlayerBase {
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assertLife(playerA, 20);
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assertLife(playerB, 17);
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}
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@Test
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@ -84,6 +89,7 @@ public class OmnathLocusOfRageTest extends CardTestPlayerBase {
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setChoice(playerB, "Green");
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castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerB, "Stave Off", "Silvercoat Lion");
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setStrictChooseMode(true);
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setStopAt(1, PhaseStep.BEGIN_COMBAT);
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execute();
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assertAllCommandsUsed();
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@ -296,6 +296,34 @@ public abstract class TriggeredAbilityImpl extends AbilityImpl implements Trigge
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if (game.getState().getZone(source.getSourceId()) == Zone.BATTLEFIELD) {
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sourceObject = game.getPermanent(source.getSourceId());
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} else {
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// TODO: multiple calls of ApplyEffects all around the code are breaking a short living lki idea
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// (PlayerImpl's call to move to battlefield do the worse thing)
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// -
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// Original idea: short living LKI must help to find a moment in the inner of resolve
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// -
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// Example:
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// --!---------------!-------------!-----!-----------!
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// - ! steps ! perm zone ! LKI ! short LKI !
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// --!---------------!-------------!-----!-----------!
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// - ! resolve start ! battlefield ! no ! no !
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// - ! step 1 ! battlefield ! no ! no ! permanent moving to graveyard by step's command
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// - ! step 2 ! graveyard ! yes ! yes ! other commands
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// - ! step 3 ! graveyard ! yes ! yes ! other commands
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// - ! raise triggers! graveyard ! yes ! yes ! handle and put triggers that was raised in resolve steps
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// - ! resolve end ! graveyard ! yes ! no !
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// - ! resolve next ! graveyard ! yes ! no ! resolve next spell
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// - ! empty stack ! graveyard ! no ! no ! no more to resolve
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// --!---------------!-------------!-----!-----------!
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// -
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// - Problem 1: move code (well, not only move) calls ApplyEffects in the middle of the resolve
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// - and reset short LKI (after short LKI reset dies trigger will not work)
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// - Example: Goblin Welder calls sacrifice and card move in the same effect - but move call do
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// - a reset and dies trigger ignored (trigger thinks that permanent already dies)
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// -
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// - Possible fix:
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// - replace ApplyEffects in the move code by game.getState().processAction(game);
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// - check and fix many broken (is it was a false positive test or something broken)
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//sourceObject = (Permanent) game.getLastKnownInformation(source.getSourceId(), Zone.BATTLEFIELD);
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if (game.getShortLivingLKI(source.getSourceId(), Zone.BATTLEFIELD)) {
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sourceObject = (Permanent) game.getLastKnownInformation(source.getSourceId(), Zone.BATTLEFIELD);
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}
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@ -1984,8 +1984,7 @@ public abstract class GameImpl implements Game {
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break;
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}
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}
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state.handleSimultaneousEvent(this);
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applyEffects(); // needed e.g if boost effects end and cause creatures to die
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this.getState().processAction(this); // needed e.g if boost effects end and cause creatures to die
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somethingHappened = true;
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}
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checkConcede();
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@ -4484,6 +4484,9 @@ public abstract class PlayerImpl implements Player, Serializable {
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}
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}
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}
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// TODO: must be replaced by game.getState().processAction(game), see isInUseableZoneDiesTrigger comments
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// about short living LKI problem
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//game.getState().processAction(game);
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game.applyEffects();
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break;
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case HAND:
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