* Tectonic Edge - Fixed that the number of lands condition was checked as a sum of all opponents instead of a separate check for each opponent on its own.

This commit is contained in:
LevelX2 2015-06-17 14:54:57 +02:00
parent a3dc7b6691
commit e934640b5d

View file

@ -28,31 +28,29 @@
package mage.abilities.condition.common;
import java.util.UUID;
import mage.abilities.Ability;
import mage.abilities.condition.Condition;
import mage.constants.TargetController;
import mage.filter.FilterPermanent;
import mage.filter.predicate.permanent.ControllerPredicate;
import mage.filter.predicate.permanent.ControllerIdPredicate;
import mage.game.Game;
/**
*
* Checks if one opponent (each opponent is checked on its own) fulfills
* the defined condition of controlling the defined number of permanents.
*
* @author LevelX2
*/
public class OpponentControlsPermanentCondition implements Condition {
public static enum CountType { MORE_THAN, FEWER_THAN, EQUAL_TO };
private FilterPermanent filter;
private Condition condition;
private CountType type;
private int count;
/**
* Applies a filter and delegates creation to
* {@link #ControlsPermanent(mage.filter.FilterPermanent, mage.abilities.condition.common.ControlsPermanent.CountType, int)}
* with {@link CountType#MORE_THAN}, and 0.
*
* @param filter
*/
public OpponentControlsPermanentCondition(FilterPermanent filter) {
@ -74,46 +72,33 @@ public class OpponentControlsPermanentCondition implements Condition {
this.count = count;
}
/**
* Applies a filter, a {@link CountType}, and count to permanents on the
* battlefield and calls the decorated condition to see if it
* {@link #apply(mage.game.Game, mage.abilities.Ability) applies}
* as well. This will force both conditions to apply for this to be true.
*
* @param filter
* @param type
* @param count
* @param conditionToDecorate
*/
public OpponentControlsPermanentCondition ( FilterPermanent filter, CountType type, int count, Condition conditionToDecorate ) {
this(filter, type, count);
this.condition = conditionToDecorate;
}
@Override
public boolean apply(Game game, Ability source) {
boolean conditionApplies = false;
FilterPermanent localFilter = filter.copy();
localFilter.add(new ControllerPredicate(TargetController.OPPONENT));
switch ( this.type ) {
case FEWER_THAN:
conditionApplies = game.getBattlefield().count(localFilter, source.getSourceId(), source.getControllerId(), game) < this.count;
break;
case MORE_THAN:
conditionApplies = game.getBattlefield().count(localFilter, source.getSourceId(), source.getControllerId(), game) > this.count;
break;
case EQUAL_TO:
conditionApplies = game.getBattlefield().count(localFilter, source.getSourceId(), source.getControllerId(), game) == this.count;
break;
boolean conditionApplies = false;
for(UUID opponentId :game.getOpponents(source.getControllerId())) {
FilterPermanent localFilter = filter.copy();
localFilter.add(new ControllerIdPredicate(opponentId));
switch ( this.type ) {
case FEWER_THAN:
if (game.getBattlefield().count(localFilter, source.getSourceId(), source.getControllerId(), game) < this.count) {
conditionApplies = true;
break;
}
case MORE_THAN:
if (game.getBattlefield().count(localFilter, source.getSourceId(), source.getControllerId(), game) > this.count) {
conditionApplies = true;
break;
}
break;
case EQUAL_TO:
if (game.getBattlefield().count(localFilter, source.getSourceId(), source.getControllerId(), game) == this.count) {
conditionApplies = true;
break;
}
break;
}
}
//If a decorated condition exists, check it as well and apply them together.
if ( this.condition != null ) {
conditionApplies = conditionApplies && this.condition.apply(game, source);
}
return conditionApplies;
}