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* Added logic to remove control effects that refer to permanents of a player that leaves the game.
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/*
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* Copyright 2010 BetaSteward_at_googlemail.com. All rights reserved.
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*
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* Redistribution and use in source and binary forms, with or without modification, are
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* permitted provided that the following conditions are met:
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*
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* 1. Redistributions of source code must retain the above copyright notice, this list of
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* conditions and the following disclaimer.
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*
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* 2. Redistributions in binary form must reproduce the above copyright notice, this list
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* of conditions and the following disclaimer in the documentation and/or other materials
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* provided with the distribution.
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*
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* THIS SOFTWARE IS PROVIDED BY BetaSteward_at_googlemail.com ``AS IS'' AND ANY EXPRESS OR IMPLIED
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* WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND
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* FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL BetaSteward_at_googlemail.com OR
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* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
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* CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
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* SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON
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* ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
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* NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF
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* ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*
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* The views and conclusions contained in the software and documentation are those of the
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* authors and should not be interpreted as representing official policies, either expressed
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* or implied, of BetaSteward_at_googlemail.com.
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*/
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package org.mage.test.multiplayer;
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import java.io.FileNotFoundException;
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import mage.constants.MultiplayerAttackOption;
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import mage.constants.PhaseStep;
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import mage.constants.RangeOfInfluence;
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import mage.constants.Zone;
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import mage.game.FreeForAll;
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import mage.game.Game;
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import mage.game.GameException;
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import org.junit.Test;
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import org.mage.test.serverside.base.CardTestMultiPlayerBase;
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/**
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*
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* @author LevelX2
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*/
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public class PlayerLeftGameTest extends CardTestMultiPlayerBase {
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@Override
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protected Game createNewGameAndPlayers() throws GameException, FileNotFoundException {
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Game game = new FreeForAll(MultiplayerAttackOption.MULTIPLE, RangeOfInfluence.ALL, 0, 2);
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// Player order: A -> D -> C -> B
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playerA = createPlayer(game, playerA, "PlayerA");
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playerB = createPlayer(game, playerB, "PlayerB");
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playerC = createPlayer(game, playerC, "PlayerC");
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playerD = createPlayer(game, playerD, "PlayerD");
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return game;
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}
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/**
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* Tests Enchantment to control other permanent
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*/
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@Test
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public void TestControlledByEnchantment() {
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addCard(Zone.BATTLEFIELD, playerC, "Rootwater Commando");
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addCard(Zone.BATTLEFIELD, playerA, "Island", 4);
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// Enchant creature
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// You control enchanted creature.
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addCard(Zone.HAND, playerA, "Control Magic");
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addCard(Zone.BATTLEFIELD, playerD, "Silvercoat Lion");
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castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Control Magic", "Rootwater Commando");
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attack(2, playerD, "Silvercoat Lion", playerC);
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setStopAt(2, PhaseStep.POSTCOMBAT_MAIN);
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execute();
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assertLife(playerC, 0);
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assertPermanentCount(playerC, 0);
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assertPermanentCount(playerA, "Rootwater Commando", 0);
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assertGraveyardCount(playerA, "Control Magic", 1);
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}
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/**
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* Tests Enchantment to control other permanent
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*/
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@Test
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public void TestControlledBySorcery() {
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addCard(Zone.BATTLEFIELD, playerC, "Rootwater Commando");
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addCard(Zone.BATTLEFIELD, playerA, "Island", 4);
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// Exchange control of target artifact or creature and another target permanent that shares one of those types with it.
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// (This effect lasts indefinitely.)
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addCard(Zone.HAND, playerA, "Legerdemain"); // Sorcery
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addCard(Zone.BATTLEFIELD, playerA, "Wall of Air");
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addCard(Zone.BATTLEFIELD, playerD, "Silvercoat Lion");
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castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Legerdemain", "Rootwater Commando^Wall of Air");
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attack(2, playerD, "Silvercoat Lion", playerC);
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setStopAt(2, PhaseStep.POSTCOMBAT_MAIN);
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execute();
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assertLife(playerC, 0);
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assertGraveyardCount(playerA, "Legerdemain", 1);
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assertPermanentCount(playerC, 0);
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assertPermanentCount(playerA, "Rootwater Commando", 0); // Goes to graveyard becuase player C left
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assertPermanentCount(playerC, "Wall of Air", 0);
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assertGraveyardCount(playerA, "Wall of Air", 0);
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assertPermanentCount(playerA, "Wall of Air", 1); // Returned back to player A
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}
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/**
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* Tests Enchantment to control other permanent
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*/
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@Test
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public void TestOtherPlayerControllsCreature() {
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addCard(Zone.BATTLEFIELD, playerC, "Rootwater Commando");
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addCard(Zone.BATTLEFIELD, playerA, "Mountain", 4);
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// Untap target nonlegendary creature and gain control of it until end of turn. That creature gains haste until end of turn.
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addCard(Zone.HAND, playerA, "Blind with Anger"); // Instant
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addCard(Zone.BATTLEFIELD, playerD, "Silvercoat Lion");
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castSpell(2, PhaseStep.PRECOMBAT_MAIN, playerA, "Blind with Anger", "Rootwater Commando");
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attack(2, playerD, "Silvercoat Lion", playerC);
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setStopAt(2, PhaseStep.POSTCOMBAT_MAIN);
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execute();
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assertLife(playerC, 0);
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assertGraveyardCount(playerA, "Blind with Anger", 1);
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assertPermanentCount(playerC, 0);
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assertPermanentCount(playerA, "Rootwater Commando", 0); // Goes to graveyard becuase player C left
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assertPermanentCount(playerA, "Rootwater Commando", 0); // Returned back to player A
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}
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}
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@ -1066,6 +1066,10 @@ public class ContinuousEffects implements Serializable {
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}
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}
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}
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}
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public HashSet<Ability> getLayeredEffectAbilities(ContinuousEffect effect) {
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return layeredEffects.getAbility(effect.getId());
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}
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/**
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/**
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* Adds a continuous ability with a reference to a sourceId. It's used for
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* Adds a continuous ability with a reference to a sourceId. It's used for
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* effects that cease to exist again So this effects were removed again
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* 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;
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import mage.choices.Choice;
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import mage.choices.Choice;
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import mage.constants.CardType;
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import mage.constants.CardType;
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import mage.constants.Duration;
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import mage.constants.Duration;
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import mage.constants.Layer;
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import mage.constants.MultiplayerAttackOption;
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import mage.constants.MultiplayerAttackOption;
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import mage.constants.Outcome;
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import mage.constants.Outcome;
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import mage.constants.PhaseStep;
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import mage.constants.PhaseStep;
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@ -2321,6 +2322,23 @@ public abstract class GameImpl implements Game, Serializable {
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perm.removeFromCombat(this, true);
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perm.removeFromCombat(this, true);
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}
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}
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it.remove();
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it.remove();
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} else if (perm.getControllerId().equals(player.getId())) {
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// and any effects which give that player control of any objects or players end
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Effects:
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for (ContinuousEffect effect : getContinuousEffects().getLayeredEffects(this)) {
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if (effect.hasLayer(Layer.ControlChangingEffects_2)) {
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for (Ability ability : getContinuousEffects().getLayeredEffectAbilities(effect)) {
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for (Target target : ability.getTargets()) {
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for (UUID targetId : target.getTargets()) {
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if (targetId.equals(perm.getId())) {
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effect.discard();
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continue Effects;
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}
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}
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}
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}
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}
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}
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}
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}
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}
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}
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// Then, if that player controlled any objects on the stack not represented by cards, those objects cease to exist.
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// Then, if that player controlled any objects on the stack not represented by cards, those objects cease to exist.
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@ -2332,6 +2350,7 @@ public abstract class GameImpl implements Game, Serializable {
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}
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}
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}
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}
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// Then, if there are any objects still controlled by that player, those objects are exiled.
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// Then, if there are any objects still controlled by that player, those objects are exiled.
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applyEffects(); // to remove control from effects removed meanwhile
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List<Permanent> permanents = this.getBattlefield().getAllActivePermanents(playerId);
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List<Permanent> permanents = this.getBattlefield().getAllActivePermanents(playerId);
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for (Permanent permanent : permanents) {
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for (Permanent permanent : permanents) {
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permanent.moveToExile(null, "", null, this);
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permanent.moveToExile(null, "", null, this);
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