[ZNR] fixed Ashaya, Soul of the Wild and Volrath's Shapeshifter interaction (fixes #7812)

This commit is contained in:
Evan Kranzler 2021-05-12 09:41:06 -04:00
parent f68ed68034
commit d1f51cae2f
2 changed files with 8 additions and 8 deletions

View file

@ -5,7 +5,6 @@ import mage.constants.CardType;
import mage.constants.PhaseStep;
import mage.constants.SubType;
import mage.constants.Zone;
import org.junit.Ignore;
import org.junit.Test;
import org.mage.test.serverside.base.CardTestPlayerBase;
@ -74,10 +73,8 @@ public class AshayaSoulOfTheWildTest extends CardTestPlayerBase {
assertAbility(playerA, bear, new GreenManaAbility(), true);
}
@Ignore
@Test
public void testAshayaVolrathsShapeshifter() {
// TODO: currently failing due to ashaya ability not applying despite being added on lower layer
addCard(Zone.BATTLEFIELD, playerA, "Island", 3);
addCard(Zone.BATTLEFIELD, playerA, bear);
addCard(Zone.HAND, playerA, shapeshifter);
@ -88,13 +85,13 @@ public class AshayaSoulOfTheWildTest extends CardTestPlayerBase {
execute();
assertAllCommandsUsed();
assertType(ashaya, CardType.LAND, SubType.FOREST); // fails
assertType(ashaya, CardType.LAND, SubType.FOREST);
assertType(ashaya, CardType.CREATURE, SubType.ELEMENTAL);
assertAbility(playerA, ashaya, new GreenManaAbility(), true); // fails
assertPowerToughness(playerA, ashaya, 3 + 1 + 1, 3 + 1 + 1); // fails
assertAbility(playerA, ashaya, new GreenManaAbility(), true);
assertPowerToughness(playerA, ashaya, 3 + 1 + 1, 3 + 1 + 1);
assertType(bear, CardType.LAND, SubType.FOREST); // fails
assertType(bear, CardType.LAND, SubType.FOREST);
assertType(bear, CardType.CREATURE, SubType.BEAR);
assertAbility(playerA, bear, new GreenManaAbility(), true); // fails
assertAbility(playerA, bear, new GreenManaAbility(), true);
}
}

View file

@ -1025,8 +1025,11 @@ public class ContinuousEffects implements Serializable {
}
applyLayer(activeLayerEffects, Layer.TextChangingEffects_3, game, "layer_3");
activeLayerEffects = getLayeredEffects(game, "layer_3");
applyLayer(activeLayerEffects, Layer.TypeChangingEffects_4, game, "layer_4");
activeLayerEffects = getLayeredEffects(game, "layer_4");
applyLayer(activeLayerEffects, Layer.ColorChangingEffects_5, game, "layer_5");
activeLayerEffects = getLayeredEffects(game, "layer_5");
Map<ContinuousEffect, List<Ability>> appliedEffectAbilities = new HashMap<>();
boolean done = false;