Added apply effects to handle successive events without getting again priority (e.g. creature dies that boost other creature and so on).

This commit is contained in:
LevelX2 2014-08-24 18:33:50 +02:00
parent 28d3d72c5d
commit e9560bb2b6
4 changed files with 69 additions and 3 deletions

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@ -0,0 +1,64 @@
/*
* Copyright 2010 BetaSteward_at_googlemail.com. All rights reserved.
*
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package org.mage.test.cards.continuous;
import mage.constants.PhaseStep;
import mage.constants.Zone;
import org.junit.Test;
import org.mage.test.serverside.base.CardTestPlayerBase;
/**
*
* @author LevelX2
*/
public class ElvishArchdruidTest extends CardTestPlayerBase {
/**
* Elvish Archdruid gives +1/+1 to Nettle Sentinel
* If Archdruid dies and Nettle Sentinel has got 2 damage
* Nettle Sentile must go to graveyard immedeately
*/
@Test
public void testBoostWithUndying() {
addCard(Zone.BATTLEFIELD, playerA, "Mountain", 2);
addCard(Zone.BATTLEFIELD, playerA, "Elvish Archdruid", 1);
addCard(Zone.BATTLEFIELD, playerA, "Nettle Sentinel", 1);
addCard(Zone.HAND, playerA, "Pyroclasm");
castSpell(1, PhaseStep.POSTCOMBAT_MAIN, playerA, "Pyroclasm");
setStopAt(1, PhaseStep.POSTCOMBAT_MAIN);
execute();
assertGraveyardCount(playerA, "Pyroclasm", 1);
assertPermanentCount(playerA, "Elvish Archdruid", 0);
assertPermanentCount(playerA, "Nettle Sentinel", 0);
}
}

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@ -224,7 +224,7 @@ public abstract class CardTestPlayerAPIImpl extends MageTestPlayerBase implement
*/
@Override
public void setStopOnTurn(int turn) {
stopOnTurn = turn == -1 ? null : Integer.valueOf(turn);
stopOnTurn = turn == -1 ? null : turn;
stopAtStep = PhaseStep.UNTAP;
}
@ -236,7 +236,7 @@ public abstract class CardTestPlayerAPIImpl extends MageTestPlayerBase implement
*/
@Override
public void setStopAt(int turn, PhaseStep step) {
stopOnTurn = turn == -1 ? null : Integer.valueOf(turn);
stopOnTurn = turn == -1 ? null : turn;
stopAtStep = step;
}

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@ -1278,6 +1278,7 @@ public abstract class GameImpl implements Game, Serializable {
//20091005 - 115.5
while (!isPaused() && !gameOver(null)) {
if (!checkStateBasedActions() ) {
// nothing happened so check triggers
if (trigger) {
state.handleSimultaneousEvent(this);
}
@ -1285,6 +1286,7 @@ public abstract class GameImpl implements Game, Serializable {
break;
}
}
applyEffects(); // needed e.g if boost effects end and cause creatures to die
somethingHappened = true;
}
return somethingHappened;

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@ -284,7 +284,7 @@ public class Turn implements Serializable {
// 3) State-based actions are checked. No player gets priority, and no triggered abilities are put onto the stack.
game.checkStateAndTriggered(); // triggered effects don't go to steck because check of endTurnRequested
game.checkStateAndTriggered(); // triggered effects don't go to stack because check of endTurnRequested
// 4) The current phase and/or step ends.
// The game skips straight to the cleanup step. The cleanup step happens in its entirety.