* Added logic to remove control effects that refer to permanents of a player that leaves the game.

This commit is contained in:
LevelX2 2016-12-18 16:57:34 +01:00
parent da9e9a1180
commit d85b9943f1
3 changed files with 167 additions and 0 deletions

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@ -0,0 +1,144 @@
/*
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*
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package org.mage.test.multiplayer;
import java.io.FileNotFoundException;
import mage.constants.MultiplayerAttackOption;
import mage.constants.PhaseStep;
import mage.constants.RangeOfInfluence;
import mage.constants.Zone;
import mage.game.FreeForAll;
import mage.game.Game;
import mage.game.GameException;
import org.junit.Test;
import org.mage.test.serverside.base.CardTestMultiPlayerBase;
/**
*
* @author LevelX2
*/
public class PlayerLeftGameTest extends CardTestMultiPlayerBase {
@Override
protected Game createNewGameAndPlayers() throws GameException, FileNotFoundException {
Game game = new FreeForAll(MultiplayerAttackOption.MULTIPLE, RangeOfInfluence.ALL, 0, 2);
// Player order: A -> D -> C -> B
playerA = createPlayer(game, playerA, "PlayerA");
playerB = createPlayer(game, playerB, "PlayerB");
playerC = createPlayer(game, playerC, "PlayerC");
playerD = createPlayer(game, playerD, "PlayerD");
return game;
}
/**
* Tests Enchantment to control other permanent
*/
@Test
public void TestControlledByEnchantment() {
addCard(Zone.BATTLEFIELD, playerC, "Rootwater Commando");
addCard(Zone.BATTLEFIELD, playerA, "Island", 4);
// Enchant creature
// You control enchanted creature.
addCard(Zone.HAND, playerA, "Control Magic");
addCard(Zone.BATTLEFIELD, playerD, "Silvercoat Lion");
castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Control Magic", "Rootwater Commando");
attack(2, playerD, "Silvercoat Lion", playerC);
setStopAt(2, PhaseStep.POSTCOMBAT_MAIN);
execute();
assertLife(playerC, 0);
assertPermanentCount(playerC, 0);
assertPermanentCount(playerA, "Rootwater Commando", 0);
assertGraveyardCount(playerA, "Control Magic", 1);
}
/**
* Tests Enchantment to control other permanent
*/
@Test
public void TestControlledBySorcery() {
addCard(Zone.BATTLEFIELD, playerC, "Rootwater Commando");
addCard(Zone.BATTLEFIELD, playerA, "Island", 4);
// Exchange control of target artifact or creature and another target permanent that shares one of those types with it.
// (This effect lasts indefinitely.)
addCard(Zone.HAND, playerA, "Legerdemain"); // Sorcery
addCard(Zone.BATTLEFIELD, playerA, "Wall of Air");
addCard(Zone.BATTLEFIELD, playerD, "Silvercoat Lion");
castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Legerdemain", "Rootwater Commando^Wall of Air");
attack(2, playerD, "Silvercoat Lion", playerC);
setStopAt(2, PhaseStep.POSTCOMBAT_MAIN);
execute();
assertLife(playerC, 0);
assertGraveyardCount(playerA, "Legerdemain", 1);
assertPermanentCount(playerC, 0);
assertPermanentCount(playerA, "Rootwater Commando", 0); // Goes to graveyard becuase player C left
assertPermanentCount(playerC, "Wall of Air", 0);
assertGraveyardCount(playerA, "Wall of Air", 0);
assertPermanentCount(playerA, "Wall of Air", 1); // Returned back to player A
}
/**
* Tests Enchantment to control other permanent
*/
@Test
public void TestOtherPlayerControllsCreature() {
addCard(Zone.BATTLEFIELD, playerC, "Rootwater Commando");
addCard(Zone.BATTLEFIELD, playerA, "Mountain", 4);
// Untap target nonlegendary creature and gain control of it until end of turn. That creature gains haste until end of turn.
addCard(Zone.HAND, playerA, "Blind with Anger"); // Instant
addCard(Zone.BATTLEFIELD, playerD, "Silvercoat Lion");
castSpell(2, PhaseStep.PRECOMBAT_MAIN, playerA, "Blind with Anger", "Rootwater Commando");
attack(2, playerD, "Silvercoat Lion", playerC);
setStopAt(2, PhaseStep.POSTCOMBAT_MAIN);
execute();
assertLife(playerC, 0);
assertGraveyardCount(playerA, "Blind with Anger", 1);
assertPermanentCount(playerC, 0);
assertPermanentCount(playerA, "Rootwater Commando", 0); // Goes to graveyard becuase player C left
assertPermanentCount(playerA, "Rootwater Commando", 0); // Returned back to player A
}
}

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@ -1066,6 +1066,10 @@ public class ContinuousEffects implements Serializable {
} }
} }
public HashSet<Ability> getLayeredEffectAbilities(ContinuousEffect effect) {
return layeredEffects.getAbility(effect.getId());
}
/** /**
* Adds a continuous ability with a reference to a sourceId. It's used for * Adds a continuous ability with a reference to a sourceId. It's used for
* effects that cease to exist again So this effects were removed again * effects that cease to exist again So this effects were removed again

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@ -72,6 +72,7 @@ import mage.cards.decks.Deck;
import mage.choices.Choice; import mage.choices.Choice;
import mage.constants.CardType; import mage.constants.CardType;
import mage.constants.Duration; import mage.constants.Duration;
import mage.constants.Layer;
import mage.constants.MultiplayerAttackOption; import mage.constants.MultiplayerAttackOption;
import mage.constants.Outcome; import mage.constants.Outcome;
import mage.constants.PhaseStep; import mage.constants.PhaseStep;
@ -2321,6 +2322,23 @@ public abstract class GameImpl implements Game, Serializable {
perm.removeFromCombat(this, true); perm.removeFromCombat(this, true);
} }
it.remove(); it.remove();
} else if (perm.getControllerId().equals(player.getId())) {
// and any effects which give that player control of any objects or players end
Effects:
for (ContinuousEffect effect : getContinuousEffects().getLayeredEffects(this)) {
if (effect.hasLayer(Layer.ControlChangingEffects_2)) {
for (Ability ability : getContinuousEffects().getLayeredEffectAbilities(effect)) {
for (Target target : ability.getTargets()) {
for (UUID targetId : target.getTargets()) {
if (targetId.equals(perm.getId())) {
effect.discard();
continue Effects;
}
}
}
}
}
}
} }
} }
// Then, if that player controlled any objects on the stack not represented by cards, those objects cease to exist. // Then, if that player controlled any objects on the stack not represented by cards, those objects cease to exist.
@ -2332,6 +2350,7 @@ public abstract class GameImpl implements Game, Serializable {
} }
} }
// Then, if there are any objects still controlled by that player, those objects are exiled. // Then, if there are any objects still controlled by that player, those objects are exiled.
applyEffects(); // to remove control from effects removed meanwhile
List<Permanent> permanents = this.getBattlefield().getAllActivePermanents(playerId); List<Permanent> permanents = this.getBattlefield().getAllActivePermanents(playerId);
for (Permanent permanent : permanents) { for (Permanent permanent : permanents) {
permanent.moveToExile(null, "", null, this); permanent.moveToExile(null, "", null, this);