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Added apply effects to handle successive events without getting again priority (e.g. creature dies that boost other creature and so on).
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4 changed files with 69 additions and 3 deletions
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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.cards.continuous;
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import mage.constants.PhaseStep;
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import mage.constants.Zone;
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import org.junit.Test;
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import org.mage.test.serverside.base.CardTestPlayerBase;
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/**
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*
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* @author LevelX2
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*/
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public class ElvishArchdruidTest extends CardTestPlayerBase {
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/**
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* Elvish Archdruid gives +1/+1 to Nettle Sentinel
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* If Archdruid dies and Nettle Sentinel has got 2 damage
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* Nettle Sentile must go to graveyard immedeately
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*/
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@Test
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public void testBoostWithUndying() {
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addCard(Zone.BATTLEFIELD, playerA, "Mountain", 2);
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addCard(Zone.BATTLEFIELD, playerA, "Elvish Archdruid", 1);
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addCard(Zone.BATTLEFIELD, playerA, "Nettle Sentinel", 1);
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addCard(Zone.HAND, playerA, "Pyroclasm");
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castSpell(1, PhaseStep.POSTCOMBAT_MAIN, playerA, "Pyroclasm");
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setStopAt(1, PhaseStep.POSTCOMBAT_MAIN);
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execute();
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assertGraveyardCount(playerA, "Pyroclasm", 1);
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assertPermanentCount(playerA, "Elvish Archdruid", 0);
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assertPermanentCount(playerA, "Nettle Sentinel", 0);
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}
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}
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@ -224,7 +224,7 @@ public abstract class CardTestPlayerAPIImpl extends MageTestPlayerBase implement
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*/
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@Override
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public void setStopOnTurn(int turn) {
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stopOnTurn = turn == -1 ? null : Integer.valueOf(turn);
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stopOnTurn = turn == -1 ? null : turn;
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stopAtStep = PhaseStep.UNTAP;
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}
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@ -236,7 +236,7 @@ public abstract class CardTestPlayerAPIImpl extends MageTestPlayerBase implement
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*/
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@Override
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public void setStopAt(int turn, PhaseStep step) {
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stopOnTurn = turn == -1 ? null : Integer.valueOf(turn);
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stopOnTurn = turn == -1 ? null : turn;
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stopAtStep = step;
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}
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@ -1278,6 +1278,7 @@ public abstract class GameImpl implements Game, Serializable {
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//20091005 - 115.5
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while (!isPaused() && !gameOver(null)) {
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if (!checkStateBasedActions() ) {
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// nothing happened so check triggers
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if (trigger) {
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state.handleSimultaneousEvent(this);
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}
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@ -1285,6 +1286,7 @@ public abstract class GameImpl implements Game, Serializable {
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break;
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}
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}
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applyEffects(); // needed e.g if boost effects end and cause creatures to die
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somethingHappened = true;
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}
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return somethingHappened;
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@ -284,7 +284,7 @@ public class Turn implements Serializable {
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// 3) State-based actions are checked. No player gets priority, and no triggered abilities are put onto the stack.
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game.checkStateAndTriggered(); // triggered effects don't go to steck because check of endTurnRequested
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game.checkStateAndTriggered(); // triggered effects don't go to stack because check of endTurnRequested
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// 4) The current phase and/or step ends.
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// The game skips straight to the cleanup step. The cleanup step happens in its entirety.
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