fixed issue with dependecies of continuous effects

This commit is contained in:
Evan Kranzler 2020-04-23 17:37:31 -04:00
parent 63b46c081c
commit 9978b9bec9

View file

@ -338,7 +338,7 @@ public class ContinuousEffects implements Serializable {
}
// boolean checkLKI = event.getType().equals(EventType.ZONE_CHANGE) || event.getType().equals(EventType.DESTROYED_PERMANENT);
//get all applicable transient Replacement effects
for (Iterator<ReplacementEffect> iterator = replacementEffects.iterator(); iterator.hasNext();) {
for (Iterator<ReplacementEffect> iterator = replacementEffects.iterator(); iterator.hasNext(); ) {
ReplacementEffect effect = iterator.next();
if (!effect.checksEventType(event, game)) {
continue;
@ -371,7 +371,7 @@ public class ContinuousEffects implements Serializable {
}
}
for (Iterator<PreventionEffect> iterator = preventionEffects.iterator(); iterator.hasNext();) {
for (Iterator<PreventionEffect> iterator = preventionEffects.iterator(); iterator.hasNext(); ) {
PreventionEffect effect = iterator.next();
if (!effect.checksEventType(event, game)) {
continue;
@ -740,8 +740,8 @@ public class ContinuousEffects implements Serializable {
* @param event
* @param targetAbility ability the event is attached to. can be null.
* @param game
* @param silentMode true if the event does not really happen but it's
* checked if the event would be replaced
* @param silentMode true if the event does not really happen but it's
* checked if the event would be replaced
* @return
*/
public boolean preventedByRuleModification(GameEvent event, Ability targetAbility, Game game, boolean silentMode) {
@ -789,7 +789,7 @@ public class ContinuousEffects implements Serializable {
do {
Map<ReplacementEffect, Set<Ability>> rEffects = getApplicableReplacementEffects(event, game);
// Remove all consumed effects (ability dependant)
for (Iterator<ReplacementEffect> it1 = rEffects.keySet().iterator(); it1.hasNext();) {
for (Iterator<ReplacementEffect> it1 = rEffects.keySet().iterator(); it1.hasNext(); ) {
ReplacementEffect entry = it1.next();
if (consumed.containsKey(entry.getId()) /*&& !(entry instanceof CommanderReplacementEffect) */) { // 903.9.
Set<UUID> consumedAbilitiesIds = consumed.get(entry.getId());
@ -945,7 +945,7 @@ public class ContinuousEffects implements Serializable {
Map<ContinuousEffect, Set<UUID>> waitingEffects = new LinkedHashMap<>();
Set<UUID> appliedEffects = new HashSet<>();
applyCounters.apply(Layer.AbilityAddingRemovingEffects_6, SubLayer.NA, null, game);
activeLayerEffects=getLayeredEffects(game);
activeLayerEffects = getLayeredEffects(game);
while (!done) { // loop needed if a added effect adds again an effect (e.g. Level 5- of Joraga Treespeaker)
done = true;
@ -953,59 +953,84 @@ public class ContinuousEffects implements Serializable {
// debug
/*
System.out.println(game.getTurn() + ", " + game.getPhase() + ": " + "need apply " + layer.stream()
.map((eff) -> {return eff.getClass().getName().replaceAll(".+\\.(.+)", "$1");})
.collect(Collectors.joining(", ")));
System.out.println(
game.getTurn()
+ ", " + game.getPhase()
+ ": need to apply "
+ layer.stream()
.map(Object::getClass)
.map(Class::getName)
.map(s -> s.replaceAll(".+\\.(.+)", "$1"))
.collect(Collectors.joining(", "))
);
*/
for (ContinuousEffect effect : layer) {
if (activeLayerEffects.contains(effect) && !appliedEffects.contains(effect.getId())) { // Effect does still exist and was not applied yet
Set<UUID> dependentTo = effect.isDependentTo(layer);
if (!appliedEffects.containsAll(dependentTo)) {
if (!activeLayerEffects.contains(effect) || appliedEffects.contains(effect.getId())) {
continue;
} // Effect does still exist and was not applied yet
Set<UUID> dependentTo = effect.isDependentTo(layer);
if (!appliedEffects.containsAll(dependentTo)) {
waitingEffects
.entrySet()
.stream()
.filter(entry -> dependentTo.contains(entry.getKey().getId())
&& entry.getValue().contains(effect.getId()))
.forEach(entry -> {
entry.getValue().remove(effect.getId());
dependentTo.remove(entry.getKey().getId());
});
waitingEffects.entrySet().removeIf(x -> x.getValue() == null || x.getValue().isEmpty());
if (!dependentTo.isEmpty() && !waitingEffects.containsKey(effect)) {
// make sure circular dependencies weren't the only dependencies
waitingEffects.put(effect, dependentTo);
continue;
}
List<Ability> appliedAbilities = appliedEffectAbilities.get(effect);
Set<Ability> abilities = layeredEffects.getAbility(effect.getId());
for (Ability ability : abilities) {
if (appliedAbilities == null || !appliedAbilities.contains(ability)) {
if (appliedAbilities == null) {
appliedAbilities = new ArrayList<>();
appliedEffectAbilities.put(effect, appliedAbilities);
}
appliedAbilities.add(ability);
effect.apply(Layer.AbilityAddingRemovingEffects_6, SubLayer.NA, ability, game);
done = false;
// list must be updated after each applied effect (eg. if "Turn to Frog" removes abilities)
activeLayerEffects = getLayeredEffects(game);
}
}
List<Ability> appliedAbilities = appliedEffectAbilities.get(effect);
Set<Ability> abilities = layeredEffects.getAbility(effect.getId());
for (Ability ability : abilities) {
if (appliedAbilities != null && appliedAbilities.contains(ability)) {
continue;
}
appliedEffects.add(effect.getId());
if (appliedAbilities == null) {
appliedAbilities = new ArrayList<>();
appliedEffectAbilities.put(effect, appliedAbilities);
}
appliedAbilities.add(ability);
effect.apply(Layer.AbilityAddingRemovingEffects_6, SubLayer.NA, ability, game);
done = false;
// list must be updated after each applied effect (eg. if "Turn to Frog" removes abilities)
activeLayerEffects = getLayeredEffects(game);
}
appliedEffects.add(effect.getId());
if (!waitingEffects.isEmpty()) {
// check if waiting effects can be applied now
for (Iterator<Map.Entry<ContinuousEffect, Set<UUID>>> iterator = waitingEffects.entrySet().iterator(); iterator.hasNext();) {
Map.Entry<ContinuousEffect, Set<UUID>> entry = iterator.next();
if (appliedEffects.containsAll(entry.getValue())) { // all dependent to effects are applied now so apply the effect itself
appliedAbilities = appliedEffectAbilities.get(entry.getKey());
abilities = layeredEffects.getAbility(entry.getKey().getId());
for (Ability ability : abilities) {
if (appliedAbilities == null || !appliedAbilities.contains(ability)) {
if (appliedAbilities == null) {
appliedAbilities = new ArrayList<>();
appliedEffectAbilities.put(entry.getKey(), appliedAbilities);
}
appliedAbilities.add(ability);
entry.getKey().apply(Layer.AbilityAddingRemovingEffects_6, SubLayer.NA, ability, game);
done = false;
// list must be updated after each applied effect (eg. if "Turn to Frog" removes abilities)
activeLayerEffects = getLayeredEffects(game);
}
}
appliedEffects.add(entry.getKey().getId());
iterator.remove();
}
}
if (waitingEffects.isEmpty()) {
continue;
}
// check if waiting effects can be applied now
for (Iterator<Map.Entry<ContinuousEffect, Set<UUID>>> iterator = waitingEffects.entrySet().iterator(); iterator.hasNext(); ) {
Map.Entry<ContinuousEffect, Set<UUID>> entry = iterator.next();
if (!appliedEffects.containsAll(entry.getValue())) { // all dependent to effects are applied now so apply the effect itself
continue;
}
appliedAbilities = appliedEffectAbilities.get(entry.getKey());
abilities = layeredEffects.getAbility(entry.getKey().getId());
for (Ability ability : abilities) {
if (appliedAbilities != null && appliedAbilities.contains(ability)) {
continue;
}
if (appliedAbilities == null) {
appliedAbilities = new ArrayList<>();
appliedEffectAbilities.put(entry.getKey(), appliedAbilities);
}
appliedAbilities.add(ability);
entry.getKey().apply(Layer.AbilityAddingRemovingEffects_6, SubLayer.NA, ability, game);
done = false;
// list must be updated after each applied effect (eg. if "Turn to Frog" removes abilities)
activeLayerEffects = getLayeredEffects(game);
}
appliedEffects.add(entry.getKey().getId());
iterator.remove();
}
}
}