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Fix handling of multiple simultaneous control changing effects
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parent
c519814f03
commit
bba23e05cb
5 changed files with 53 additions and 39 deletions
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@ -701,12 +701,23 @@ public class ContinuousEffects implements Serializable {
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}
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}
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layer = filterLayeredEffects(layerEffects, Layer.ControlChangingEffects_2);
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layer = filterLayeredEffects(layerEffects, Layer.ControlChangingEffects_2);
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// apply control changing effects multiple times if it's needed
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// for cases when control over permanents with change control abilities is changed
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// e.g. Mind Control is controlled by Steal Enchantment
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while (true) {
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for (ContinuousEffect effect: layer) {
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for (ContinuousEffect effect: layer) {
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HashSet<Ability> abilities = layeredEffects.getAbility(effect.getId());
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HashSet<Ability> abilities = layeredEffects.getAbility(effect.getId());
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for (Ability ability : abilities) {
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for (Ability ability : abilities) {
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effect.apply(Layer.ControlChangingEffects_2, SubLayer.NA, ability, game);
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effect.apply(Layer.ControlChangingEffects_2, SubLayer.NA, ability, game);
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}
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}
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}
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}
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// if control over all permanent has not changed, we can no longer reapply control changing effects
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if (!game.getBattlefield().fireControlChangeEvents(game)) {
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break;
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}
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// reset control before reapplying control changing effects
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game.getBattlefield().resetPermanentsControl();
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}
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layer = filterLayeredEffects(layerEffects, Layer.TextChangingEffects_3);
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layer = filterLayeredEffects(layerEffects, Layer.TextChangingEffects_3);
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for (ContinuousEffect effect: layer) {
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for (ContinuousEffect effect: layer) {
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HashSet<Ability> abilities = layeredEffects.getAbility(effect.getId());
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HashSet<Ability> abilities = layeredEffects.getAbility(effect.getId());
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@ -403,7 +403,6 @@ public class GameState implements Serializable, Copyable<GameState> {
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combat.reset();
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combat.reset();
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this.reset();
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this.reset();
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effects.apply(game);
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effects.apply(game);
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battlefield.fireControlChangeEvents(game);
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}
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}
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// Remove End of Combat effects
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// Remove End of Combat effects
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@ -412,18 +412,28 @@ public class Battlefield implements Serializable {
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return phasedOut;
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return phasedOut;
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}
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}
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public void resetPermanentsControl() {
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for (Permanent perm: field.values()) {
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if (perm.isPhasedIn()) {
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perm.resetControl();
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}
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}
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}
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/**
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/**
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* since control could change several times during applyEvents we only want to fire
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* since control could change several times during applyEvents we only want to fire
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* control changed events after all control change effects have been applied
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* control changed events after all control change effects have been applied
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*
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*
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* @param game
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* @param game
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*/
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*/
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public void fireControlChangeEvents(Game game) {
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public boolean fireControlChangeEvents(Game game) {
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boolean controlChanged = false;
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for (Permanent perm: field.values()) {
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for (Permanent perm: field.values()) {
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if (perm.isPhasedIn()) {
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if (perm.isPhasedIn()) {
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perm.checkControlChanged(game);
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controlChanged |= perm.checkControlChanged(game);
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}
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}
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}
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}
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return controlChanged;
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}
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}
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}
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}
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@ -76,7 +76,6 @@ public interface Permanent extends Card, Controllable {
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boolean addAttachment(UUID permanentId, Game game);
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boolean addAttachment(UUID permanentId, Game game);
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boolean removeAttachment(UUID permanentId, Game game);
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boolean removeAttachment(UUID permanentId, Game game);
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boolean changeControllerId(UUID controllerId, Game game);
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boolean canBeTargetedBy(MageObject source, UUID controllerId, Game game);
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boolean canBeTargetedBy(MageObject source, UUID controllerId, Game game);
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boolean hasProtectionFrom(MageObject source, Game game);
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boolean hasProtectionFrom(MageObject source, Game game);
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boolean hasSummoningSickness();
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boolean hasSummoningSickness();
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@ -119,9 +118,12 @@ public interface Permanent extends Card, Controllable {
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void setLoyaltyUsed(boolean used);
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void setLoyaltyUsed(boolean used);
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boolean isLoyaltyUsed();
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boolean isLoyaltyUsed();
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public void resetControl();
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boolean changeControllerId(UUID controllerId, Game game);
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boolean checkControlChanged(Game game);
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void beginningOfTurn(Game game);
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void beginningOfTurn(Game game);
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void endOfTurn(Game game);
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void endOfTurn(Game game);
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void checkControlChanged(Game game);
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int getTurnsOnBattlefield();
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int getTurnsOnBattlefield();
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void addPower(int power);
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void addPower(int power);
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@ -80,7 +80,6 @@ public abstract class PermanentImpl extends CardImpl implements Permanent {
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protected UUID originalControllerId;
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protected UUID originalControllerId;
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protected UUID controllerId;
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protected UUID controllerId;
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protected UUID beforeResetControllerId;
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protected UUID beforeResetControllerId;
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protected boolean controllerChanged;
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protected int damage;
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protected int damage;
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protected boolean controlledFromStartOfControllerTurn;
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protected boolean controlledFromStartOfControllerTurn;
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protected int turnsOnBattlefield;
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protected int turnsOnBattlefield;
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@ -169,9 +168,7 @@ public abstract class PermanentImpl extends CardImpl implements Permanent {
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*/
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*/
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@Override
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@Override
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public void reset(Game game) {
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public void reset(Game game) {
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this.beforeResetControllerId = this.controllerId;
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this.resetControl();
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this.controllerId = originalControllerId;
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controllerChanged = !controllerId.equals(beforeResetControllerId);
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this.maxBlocks = 1;
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this.maxBlocks = 1;
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this.minBlockedBy = 1;
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this.minBlockedBy = 1;
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this.maxBlockedBy = 0;
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this.maxBlockedBy = 0;
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@ -448,42 +445,37 @@ public abstract class PermanentImpl extends CardImpl implements Permanent {
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return this.controllerId;
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return this.controllerId;
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}
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}
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@Override
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public void resetControl() {
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this.beforeResetControllerId = this.controllerId;
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this.controllerId = this.originalControllerId;
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}
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@Override
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@Override
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public boolean changeControllerId(UUID controllerId, Game game) {
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public boolean changeControllerId(UUID controllerId, Game game) {
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if (!controllerId.equals(this.controllerId)) {
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Player newController = game.getPlayer(controllerId);
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Player newController = game.getPlayer(controllerId);
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if (newController != null && (!newController.hasLeft() || !newController.hasLost())) {
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if (newController != null && (!newController.hasLeft() || !newController.hasLost())) {
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// changeControllerId can be called by continuous effect
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// so it will lead to this.controlledFromStartOfControllerTurn set to false over and over
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// because of reset(game) method called before applying effect as state-based action
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// that changes this.controllerId to original one (actually owner)
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if (!controllerId.equals(beforeResetControllerId)) {
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this.removeFromCombat(game);
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this.controlledFromStartOfControllerTurn = false;
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this.controllerChanged = true;
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} else {
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this.controllerChanged = false;
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}
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this.controllerId = controllerId;
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this.controllerId = controllerId;
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this.abilities.setControllerId(controllerId);
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game.getContinuousEffects().setController(this.objectId, controllerId);
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return true;
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return true;
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}
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}
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}
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return false;
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return false;
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}
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}
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@Override
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@Override
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public void checkControlChanged(Game game) {
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public boolean checkControlChanged(Game game) {
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if (this.controllerChanged) {
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if (!controllerId.equals(beforeResetControllerId)) {
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game.fireEvent(new GameEvent(EventType.LOST_CONTROL, objectId, objectId, beforeResetControllerId));
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this.removeFromCombat(game);
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// reset the original controller to abilities and ContinuousEffects
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this.controlledFromStartOfControllerTurn = false;
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if (controllerId.equals(originalControllerId)) {
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this.abilities.setControllerId(controllerId);
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this.abilities.setControllerId(controllerId);
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game.getContinuousEffects().setController(this.objectId, controllerId);
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game.getContinuousEffects().setController(objectId, controllerId);
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}
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game.fireEvent(new GameEvent(EventType.LOST_CONTROL, objectId, objectId, beforeResetControllerId));
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game.fireEvent(new GameEvent(EventType.GAINED_CONTROL, objectId, objectId, controllerId));
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game.fireEvent(new GameEvent(EventType.GAINED_CONTROL, objectId, objectId, controllerId));
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return true;
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}
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}
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return false;
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}
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}
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@Override
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@Override
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